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CREDITS INTRODUCTION

W e l c o m e to D U N G E O N S & D R A G O N S ENCOUNTERS™, a n
Design
exciting o f f i c i a l D U N G E O N S & D R A G O N S * p r o g r a m . T h i s
James W y a t t a n d Shawn M e r w i n
adventure is a m i n i - c a m p a i g n season designed to be
(based o n designs b y Gary Gygax a n d Douglas Niles)
played at y o u r local W i z a r d s Play N e t w o r k location.
Development
One o f the goals o f t h i s D & D ENCOUNTERS™ season
Chris Sims
is to t r y out a n e w f o r m a t for adventure design. T h i s
Editing
season presents you w i t h the o p p o r t u n i t y to play out
Scott Fitzgerald Gray
the elements o f the story i n a sequence t h a t y o u a n d
Managing Editor y o u r players d e t e r m i n e . I n t h i s sort o f arrangement,
Kim Mohan
the adventurers have m o r e c o n t r o l over t h e i r choices
D & D Group Manager d u r i n g the season, a n d y o u have m o r e f r e e d o m i n tai-
Mike Mearls l o r i n g Against the Cult of Chaos™ to m a x i m i z e the f u n .
D&D Producer W i t h this f r e e d o m , o f course, comes responsibility.
Greg Bilsland Since the encounters t h r o u g h o u t most o f the season do
Senior Creative Director not u n f o l d i n a strict linear order, y o u must be ready to
Jon Schindehette react to players' choices a n d actions. M a n y players a n d
Art Director D M s consider t h i s open-endedness to lead to a m o r e
Kate Irwin enjoyable experience. I t does, however, r e q u i r e the D M
Cover Illustration to spend m o r e t i m e i n p r e p a r a t i o n before each session.
Alexey Aparin Some D M s m i g h t favor u s i n g a l i n e a r approach,
since such adventures are generally easier to prepare
Interior Illustrations
Eric B e l i s l e , S t e v e Ellis, W a y n e E n g l a n d , J i m N e l s o n , W i l l i a m a n d r u n . W i t h t h i s i n m i n d , the text o f each encoun-
O'Connor ter includes a sidebar called "The Straightest Path."
Cartography
These sidebars t e l l y o u w h i c h clues to place i n f r o n t o f
Jason A . Engle the players to r u n the season i n a linear m a n n e r , thus
r e d u c i n g y o u r p r e p a r a t i o n t i m e b u t still enabling y o u r
D & D Brand Team
N a t h a n S t e w a r t , Liz Schuh, Laura T o m m e r v i k , Shelly players to experience the f u l l scope o f the story.
M a z z a n o b l e , C h r i s L i n d s a y , H i l a r y Ross

Publishing Production Manager Playtesting D&D® Next


Angie Lokotz
This season o f D & D ENCOUNTERS includes a n o p t i o n a l
Prepress Manager o n l i n e component, w h i c h allows players a n d D u n g e o n
Jefferson Dunlap
Masters to convert t h e i r games to the D & D N e x t play-
Imaging Technician test. To participate, f o l l o w these five steps.
Carmen Cheung
1 . T a l k to the players at y o u r store a n d y o u r D & D
Production Manager ENCOUNTERS organizer. F i n d out h o w m a n y people
Donna Woodcock
are interested i n playtesting D & D N e x t d u r i n g this
Organized Play season, a n d h o w m a n y w a n t to continue p l a y i n g
Chris Tulach
4 t h E d i t i o n . Gauge players' interest, a n d coordinate
Playtesters w i t h other D M s to t r y to ensure that a l l p a r t i c i p a n t s
Y a n L a c h a r i t e , A n d r e B e g i n , Eric L e r o u x , M e l a n i e C o t e , M a n o n ( i n c l u d i n g you) have the o p p o r t u n i t y to play i n t h e i r
Crevier, J o h n Petryszyn, Jeff Chin, Z a c k Sykes, T o m Kish, J i m
p r e f e r r e d k i n d o f game.
Kliss, Peter M a r k w a r t , Teos A b a d i a , B r y a n B l u m k l o t z , I a n
Ramsey, J o n a t h a n S c h m i d t , Shawna Woodall 2. I f you a n d y o u r g r o u p w i l l be using the D & D Next
D U N G E O N S & D R A G O N S , Wizards of the Coast, DCI, DUNGEONS & DRAGONS
materials, visit d n d n e x t . c o m a n d sign u p for the
ENCOUNTERS, RPCA, all other Wizards of the Coast product names, and their playtest.
respective logos are trademarks of Wizards of the Coast LLC in the USA
and other countries. All Wizards characters and their distinctive likenesses 3. D o w n l o a d the playtest packet a n d review the docu-
are property of Wizards of the Coast LLC. This material is protected under
the copyright laws of the United States of America. Any reproduction or ments, p a y i n g p a r t i c u l a r l y close attention to the H o w
unauthorized use of the material or artwork contained herein is prohibited to Play a n d D M Guidelines files.
without the express written permission of Wizards of the Coast LLC. Any
similarity to actual people, organizations, places, or events included herein is 4. P r i n t out a n d read the Against the Cult of Chaos
purely coincidental.
conversion notes. This file contains i n s t r u c t i o n s ,
Published by Wizards of the Coast LLC. Manufactured by: Hasbro SA, Rue
guidelines, a n d statistics to t u r n Against the Cult of
Emile-Boechat 31, 2800 Delemont, CH. Represented by Hasbro Europe, 2
Roundwood Ave, Stocklev Park. Uxbridge, Middlesex, UB11 1AZ, UK. Chaos i n t o a D & D N e x t adventure.
PRINTED IN THE USA. ©2013 Wizards of the Coast LLC. 5. F a m i l i a r i z e yourself w i t h the adventure, a n d get
620B1059O0O1 EN ready to r u n some D & D Next!
• Give out treasure and experience p o i n t s . M a k e
P R E P A R I N G FOR P L A Y sure the players w r i t e d o w n rewards o n t h e i r D & D
The D U N G E O N S & D R A G O N S ENCOUNTERS play k i t pro- ENCOUNTERS Play Trackers or t h e i r character sheets.
vides a l l y o u need to D M t h i s adventure, i n c l u d i n g
poster maps o f encounter areas a n d a sheet o f tokens to
represent monsters, adventurers, a n d b a t t l e f i e l d effects. A CHANGING
Follow the steps b e l o w to prepare for play.
CAMPAIGN
B e f o r e y o u r u n S e s s i o n 1: Since y o u c a n never t e l l who's going to show u p to a
• Read the B a c k g r o u n d a n d S y n o p s i s to get a feel for D U N G E O N S & D R A G O N S E N C O U N T E R S session, y o u might
the story. have d i f f e r e n t players f r o m week to week. Some players
• Read C h a p t e r 1: T h e V i l l a g e o f H o m m e l L a n e , m i g h t have missed a session or t w o , a n d others m i g h t
pages 6 - 2 0 . T h e characters w i l l spend t i m e i n the have played sessions w i t h a d i f f e r e n t D M . That's f i n e .
village f r e q u e n t l y d u r i n g the season, a n d m a n y o f M a j o r i t y R u l e s : I f some element o f the adventure
the locations i n H o m m e l Lane serve as springboards plot hinges o n the adventurers m a k i n g a decision i n a
to the encounters i n the later sessions. previous session, a n d the players present are d i f f e r e n t
d u r i n g the c u r r e n t session, f i n d out f r o m a l l the players
A t the table o f y o u r f i r s t s e s s i o n : w h a t decisions they made. G o w i t h the majority, a n d i f
• Be sure that each player has a character. Players c a n it's a n even split, side w i t h the most positive result. For
use one o f the characters p r o v i d e d i n the k i t or can example, i f t h r e e o f five players' characters at y o u r table
create t h e i r o w n personas u s i n g the D U N G E O N S & w o n the respect o f the ore s h a m a n i n a previous session
D R A G O N S rules. and t w o d i d n ' t , the characters are considered to have
• Give each player a D & D ENCOUNTERS Play Tracker. w o n his respect for the session t h i s week.
T h i s sheet, f o u n d i n the play k i t , allows the players to N o n - L i n e a r P l a y : Since t h i s season's encounters
t r a c k treasure a n d other i n f o r m a t i o n . m i g h t be r u n i n d i f f e r i n g orders, m o v e m e n t o f play-
ers b e t w e e n d i f f e r e n t D M s c o u l d cause a p r o b l e m :
• Get a session t r a c k i n g sheet f r o m the organizer.
one set o f players m i g h t be ready to explore a n area
Record a l l the players' D C I ™ / R P G A n u m b e r s o n i t ,
S

w h e r e another set o f players already explored. W i t h


along w i t h y o u r D C I / R P G A n u m b e r . I f you or any o f
t h a t i n m i n d , w e have i n c l u d e d suggestions for o p t i o n a l
the players don't have a D C I / R P G A n u m b e r , ask the
encounters that the D M c a n create. This tactic allows
organizer for a m e m b e r s h i p c a r d .
the players to interact w i t h a d i f f e r e n t encounter w i t h -
out b e i n g forced to replay one.
D u r i n g the s e a s o n :
• Typical p l a y i n g t i m e for one session is 9 0 m i n u t e s
to 2 hours. Because o f the open-ended n a t u r e o f t h i s
season, sessions need not be played i n the p r i n t e d
TREASURE
order, a l t h o u g h they m i g h t be. "Temple o f Chaos" As the characters progress, they have the o p p o r t u n i t y to
w i l l be the last session played, regardless o f the order gain treasure i n the f o r m o f gold pieces, valuables, a n d
i n w h i c h the other parts o f the story played out. magic items. The magic items i n this adventure come
f r o m Heroes of the Fallen Lands'", Heroes of the Forgotten
• M a k e decisions a n d adjudications that enhance the
Kingdoms™, a n d Mordenkainen's Magnificent Emporium™.
f u n o f the game. As the D M , m a k e adjustments to
A w a r d i n g M a g i c I t e m s : W h e n the characters f i n d
the adventure to m a x i m i z e the f u n for the players
a non-consumable magic i t e m , the players can decide
and yourself.
w h i c h character receives i t . Usually, these decisions are
easy, since c e r t a i n items are better suited for c e r t a i n
A t the e n d o f y o u r first s e s s i o n :
characters. I f t h i s is not the case, assign the n e w i t e m to
• M a k e sure to r e m i n d the players to t r a c k any abili-
a character w h o has no non-consumable magic items.
ties t h a t do not refresh after a short rest. They m u s t
I f t w o or m o r e characters lack non-consumable magic
use resources to heal b e t w e e n sessions. They c a n do
items, have each o f those players r o l l a d 2 0 . The charac-
so o n t h e i r D & D Encounters Play Tracker or t h e i r
ter b e l o n g i n g to the h i g h r o l l e r receives the n e w i t e m .
character sheet.
S e l l i n g I t e m s : Since the entire season takes place
• T u r n i n y o u r session t r a c k i n g sheet to the organizer. i n a n d a r o u n d H o m m e l Lane, a n d none o f the major
M a k e sure you've recorded a l l the D C I / R P G A n u m - players i n the village have the f u n d s available, the
bers on i t , along w i t h names a n d the date o f the characters cannot sell magic items f o u n d d u r i n g the
event. sessions.
f l e d east to t h e i r m o u n t a i n lairs, a n d the reptiles slith-
BACKGROUND ered a n d s c u r r i e d back i n t o the Fathomless Fens to the
M i s k a the Wolf-Spider is a force o f incomparable evil south.
a n d chaos. D u r i n g a long-forgotten w a r b e t w e e n l a w O n l y the vile h u m a n s , a t t e m p t i n g to h i d e i n t h e i r
a n d chaos, the t e r r i b l e creature was locked away i n a n f o r t i f i e d m o a t house, were f u l l y defeated. Investigation
extraplanar p r i s o n after slaying m a n y p o w e r f u l c h a m - o f t h e i r h i d e o u t showed that these bandits a n d cut-
pions o f law. For m i l l e n n i a , the creature t h r e w h i m s e l f throats served a master dedicated to a n o t h e r w o r l d l y
at the walls o f his p r i s o n , u n t i l the tiniest o f cracks force o f evil a n d chaos. The m o a t house was heavily
f i n a l l y f o r m e d . L i k e chaos itself, M i s k a is n o t patient, damaged a n d left to rot i n the wilderness. M i s k a h a d
a n d he is relentless. given e v e r y t h i n g he c o u l d o f his essence for the t i m e
M e a n w h i l e , o n t h i s plane o f existence m o r e t h a n being, a n d he w e n t i n t o h i b e r n a t i o n for another h u n -
t w o centuries ago, a g r o u p o f pioneers f o u n d e d the v i l - dred-year cycle.
lage o f H o m m e l Lane ( w h i c h the locals p r o n o u n c e as i f As Against the Cult of Chaos begins, t w o h u n d r e d
the t w o words were one). Settlers f o u n d i n c r e d i b l y r i c h years have passed since the o r i g i n a l disappearances,
a n d fertile soil i n the area, b o u n t i f u l forests to p r o v i d e a n d the centennial o f the failed attack on H o m m e l
l u m b e r , a n d i r o n ore i n the nearby m o u n t a i n s . The area Lane approaches. The village's past has b e e n largely lost
was u n c i v i l i z e d , however, a n d the settlers faced m a n y to history, a n d the f e w w h o r e m e m b e r the attack s i m p l y
threats. A village was created to act as a m e e t i n g place assume that the t h r e a t is long v a n q u i s h e d ; however,
a n d sentinel, a n d i t became a v i t a l a n d v i b r a n t h u b for some b a n d i t activity has been n o t i c e d recently, farms i n
traders, m i n e r s , farmers, a n d artisans alike. the v i c i n i t y are r e p o r t i n g g o b l i n sightings, a n d a few o f
The leader o f the pioneers, H a f f r o n H o m m e l , l e d the villagers are b e h a v i n g i n a p e c u l i a r m a n n e r . Those
the c o n s t r u c t i o n o f the village a n d a f o r t i f i e d keep. T h e that are bolstered by Miska's p o w e r are p r e p a r i n g to
villagers a n d s u r r o u n d i n g farmers r e l i e d o n Haffron's attack again, a n d t h i s t i m e they hope to establish a per-
s k i l l , bravery, a n d w i s d o m for t e n years w h i l e the v i l - m a n e n t connection to the Wolf-Spider's p r i s o n plane.
lage grew. T h e n , one day w h i l e he was out p a t r o l l i n g
the countryside, H a f f r o n disappeared near the Caves o f
Chaos. N o one k n e w w h a t h a p p e n e d to h i m , b u t strange
Haffron Hommel's Tale
I n ages past, long before c i v i l i z a t i o n came to t h i s p a r t
occurrences plagued the village for weeks after his
o f the w o r l d , the h u m a n o i d s t h a t sought shelter i n the
disappearance: People became p a r a n o i d a n d distant,
Caves o f Chaos feared the darkness. Sensing that the
monster attacks increased, a n d villagers disappeared.
darkness shielded a great a n d t e r r i b l e power, these
U n b e k n o w n s t to the villagers, the crack i n Miska's
simple creatures pleaded for the darkness to spare
prison grew wider.
t h e m , a n d also i m p l o r e d i t to p r o v i d e t h e m w i t h the
One day i n late a u t u m n o f the same year, a trade
p o w e r to destroy a n y t h i n g t h a t threatened t h e m .
caravan a r r i v e d to f i n d H o m m e l Lane empty. Even the
M i s k a the Wolf-Spider, a chaotic creature o f u l t i m a t e
farms t h a t served the village were deserted, w i t h crops
evil, h e a r d t h e m . M i s k a , however, h a d been i m p r i s o n e d
r o t t i n g i n the fields a n d the livestock u n t e n d e d . O t h e r
eons before on another plane. The prayers o f the ter-
t h a n a few places t h a t showed signs o f s m a l l scuffles,
r i f i e d h u m a n o i d s created a s m a l l bridge b e t w e e n this
investigators f o u n d n o sign o f war.
w o r l d a n d Miska's p r i s o n r e a l m . M i s k a sent bits o f his
Brave (some m i g h t say foolish) citizens o f s u r r o u n d -
essence t h r o u g h the crack, a n d some h u m a n o i d s were
ing lands a r r i v e d to slowly repopulate the village
able to use i t to f u e l s u p e r n a t u r a l abilities a n d to craft
a n d reacquire the r i c h f a r m l a n d . The p o p u l a t i o n o f
three items o f p o w e r : the Chaos Blade, the Death Circlet,
H o m m e l Lane rose again, a n d the village t h r i v e d for
a n d the Scroll of Final Words.
a century. A s the centennial o f the disappearance o f
Over the centuries, h u m a n o i d s o f a l l types took t h e i r
the o r i g i n a l villagers approached, t r o u b l e slowly resur-
t u r n s w i e l d i n g the p o w e r M i s k a offered, a n d the crack
faced. Villagers began acting strangely, b a n d i t activity
i n Miska's p r i s o n g r e w w i d e r a n d w i d e r . A t the same
increased, a n d h u m a n o i d s f r o m the m o u n t a i n s to the
t i m e , however, Miska's p r i s o n d r a i n s his power, f o r c i n g
east r a i d e d o u t l y i n g farms w i t h i m p u n i t y .
h i m to rest for a c e n t u r y between intervals o f e x p e l l i n g
O n the day t h a t m a r k e d exactly one h u n d r e d years
his essence t h r o u g h the crack. The items o f p o w e r pro-
since the village was f o u n d empty, H o m m e l Lane was
vide M i s k a w i t h a l i n k to the w o r l d , even at times w h e n
attacked. Fortunately for the village, a large n u m b e r
he is n o t active.
o f adventurers a n d soldiers h a d a r r i v e d shortly before-
It was t w o h u n d r e d years ago w h e n H a f f r o n
h a n d . The hostile forces—evil h u m a n s , monstrous
H o m m e l , p a t r o l l i n g the area a r o u n d the village that
h u m a n o i d s , r e p t i l i a n creatures, a n d even some o f the
h a d been n a m e d i n his honor, s t u m b l e d u p o n the Caves
villagers w h o seemed to go m a d - w e r e defeated i n a
o f Chaos at one o f the times w h e n Miska's p o w e r was
b l o o d y battle. The adventurers p u r s u e d the retreating
at its strongest. H e entered the Temple o f Chaos a n d
forces: T h e evil h u m a n s were chased back to t h e i r forest
beheld the Chaos M o t e , the t e r m i n u s o f Miska's power.
moat house to the n o r t h , the monstrous h u m a n o i d s
H e recognized w h a t i t was a n d u n d e r s t o o d that he is slowly amassing to attack the village, a n d the lower
needed to sacrifice his life to keep the mote i n check. dungeons h o l d his shrine a n d his most valued cultists.
Haffron's b o d y was i m p r i s o n e d i n the Chaos M o t e , b u t Finally, the m a i n t h r e a t resides i n a Temple o f Chaos
his soul escaped back i n t o the w o r l d . Haffron's soul housed deep i n the Caves o f Chaos. H i g h Priest I n u g g h ,
r e m a i n s t i e d to the caves, conscious o f the g r o w i n g the m a i n b e n e f i c i a r y o f Miska's power, guards the
t h r e a t a n d f r a n t i c a l l y searching for a w a y to stop i t . Chaos M o t e . T h i s area o f p o w e r is the t e r m i n u s o f the
Haffron's p o s i t i o n gives h i m u n i q u e knowledge. H e bridge between Miska's p r i s o n plane a n d t h i s w o r l d .
k n o w s the items o f power M i s k a has h a d created over I n u g g h directs a l l the pawns, i n c l u d i n g L a r e t h a n d
the years. H o m m e l also k n o w s that those o f stout heart the Reptile G o d , to start to spread Miska's i n f l u e n c e
can use those items to seal M i s k a away, perhaps for i n t o the larger w o r l d , h o p i n g to give M i s k a the chance
good. to break free i n t o this w o r l d before he is forced i n t o
another h u n d r e d - y e a r h i b e r n a t i o n .

SYNOPSIS
I n Against the Cult of Chaos, the adventurers m u s t deal W H A T IS T H I S ADVENTURE?
w i t h a t h r e e f o l d threat: a spirit naga w h o is establishing Against the Cult of Chaos is a strange mash-up of three
a c u l t o f followers t h r o u g h her ability to c h a r m v i c t i m s ; classic D&D adventures: The Keep on the Borderlands,
a priest u s i n g the p o w e r s u p p l i e d by M i s k a to lead ban- Village of Hommlet, and Against the Cult of the Rep-
dits against the village; a n d f i n a l l y , a d a r k priestess w h o tile God. It also includes some story elements from
l u r k s w i t h i n h u m a n o i d - i n f e s t e d caves, a t t e m p t i n g to another adventure, Rod of Seven Parts, specifically the
create a p e r m a n e n t c o n n e c t i o n to Miska's p r i s o n plane. story of Miska the Wolf-Spider.
Each o f these threats is separate; however, the adven- This adventure combines the villages of Hommlet
turers m u s t deal w i t h each o f t h e m at the same t i m e and Orlane into the single village of Hommel Lane,
as t h e i r investigations reveal the webs o f deceit a n d and turns the tower of Rufus and Burne into a version
danger. of the Keep on the Borderlands. It drops all of this
The adventure begins as the characters accompany into a nebulous setting defined in part by the conflict
Sir H a d a r a i M o o n b r o o k t o w a r d the village o f H o m m e l between the Queen of Chaos and the Lawbringer,
Lane. Sir M o o n b r o o k , an e l f p a l a d i n w h o reveres the two generic deities with no place in any known D&D
Lawbringer, received a missive f r o m the Canoness world. It turns Lareth the Beautiful and the Reptile
Yeeday, leader o f the Lawbringer's temple i n H o m m e l God into minions of the Cult of Chaos, and turns
Lane. The missive w a r n e d t h a t s o m e t h i n g f o u l was the relationship between the faith of the Lawbringer
afoot. The p a l a d i n gathered adventurers as q u i c k l y as and the Old (druidic) Faith in the village into a more
he c o u l d to r i d e f o r t h a n d battle the evil, whatever its significant conflict. Like Keep on the Borderlands, the
form. adventure's location is defined only as being at the
W h i l e the characters are o n the r o a d to H o m m e l far edge of civilization, two weeks' journey from an
Lane, a t e r r i b l e force possesses L o r d M o o n b r o o k , forc- unnamed barony to the west, which an unnamed
i n g h i m a n d his retainers to attack the adventurers. baroness rules.
A l t h o u g h the adventurers defeat the p a l a d i n , the e v i l If you and your players are familiar with the old
essence r e m a i n s w i t h i n h i m , t r a p p e d by the paladin's adventures, we hope you enjoy this homage to their
resolve to keep the e v i l c o n t a i n e d so that i t cannot stories, locations, and villains. If not, we hope this
spread. piques your curiosity about the early days of D&D. In
I n the village, m a n y residents have been c h a r m e d by either case, take the adventure for what it i s - a chance
a spirit naga c a l l e d the Reptile G o d , a n d t h e y n o w serve to explore a web of intrigue and evil in a generic D&D
her as m e m b e r s o f the C u l t o f the Reptile G o d . They setting.
capture other villagers a n d take t h e m to the creature, Tactical Placement: This adventure provides a
h o p i n g to t u r n the village i n t o a mindless c u l t . M u c h o f sample tactical setup for each encounter, includ-
the k i d n a p p i n g is done at the G o l d e n G r a i n I n n , a n d ing the location of the monsters. Tactical maps for
the prisoners are r o u t e d t h r o u g h the Temple o f the each encounter present only one way to set up the
L a w b r i n g e r b y a t e l e p o r t a t i o n device, l e a d i n g f i n a l l y to encounter. If it doesn't make sense to place monsters
the naga's lair deep i n the Fathomless Fens. D e v i , the in the places indicated on the map, you can change
a c t i n g head priest o f the Temple o f the L a w b r i n g e r , is a the placement. The narrative of how your adventure
w i l l i n g a n d active p a r t i c i p a n t i n this c u l t . is playing out should mandate character and creature
I n the m e a n t i m e , a cleric called L a r e t h the B e a u t i f u l , placement.
w h o channels the p o w e r o f M i s k a , has created a shrine
i n the d u n g e o n beneath a n o l d moat house. The u p p e r
levels o f the moat house c o n t a i n the b a n d i t a r m y he
SESSION 0:
CHARACTER CREATION
The i n i t i a l session o f t h i s D & D Encounters season is
i n t e n d e d to a l l o w players to create characters.
For t h i s D & D Encounters season, players c a n create
characters u s i n g any o f f i c i a l 4 t h E d i t i o n materials,
i n c l u d i n g options presented i n Dragon® magazine.
A player w h o misses this session can create a
character elsewhere or use one o f the pre-generated
adventurers p r o v i d e d i n the play k i t . Each player is
responsible for b r i n g i n g his or her character to each
play session.

Race Options
A player can create a character o f any race available i n
4 t h E d i t i o n . First-time players s h o u l d consider choos-
i n g f r o m the races presented i n Heroes of the Fallen Lands
a n d Heroes of the Forgotten Kingdoms ( d r a g o n b o r n , drow,
d w a r f , e l a d r i n , elf, half-elf, h a l f l i n g , half-ore, h u m a n ,
and tiefling).

Class Options
Players c a n choose to play any classes available i n 4 t h
E d i t i o n . First-time players s h o u l d consider choosing
f r o m the classes presented i n Heroes of the Fallen Lands
a n d Heroes of the Forgotten Kingdoms (cleric, d r u i d ,
fighter, p a l a d i n , ranger, rogue, w a r l o c k , a n d w i z a r d ) .

Character Backgrounds Changing Characters


W o v e n i n t o the plot o f Against the Cult of Chaos is an
Players c a n s w i t c h characters d u r i n g a D & D Encoun-
ongoing tension b e t w e e n t w o religions: t h e L a w b r i n g e r
ters season. I f a player wants to do so, he or she c a n
a n d t h e O l d F a i t h . The L a w b r i n g e r represents justice,
b r i n g a n e w character o f the same level as that o f the
law, battle, c o m m e r c e , s t r e n g t h , c i v i l i z a t i o n , a n d order.
previous character. The n e w character c a n keep neither
The O l d F a i t h represents n a t u r e , balance, magic, the
treasure n o r e q u i p m e n t f r o m the previous character.
p r i m a l energies, luck, fate, a n d the wildness o f life.
D u r i n g character creation, t h e player s h o u l d m a k e
the choice o f w h i c h r e l i g i o n his or her character is Character Death
aligned w i t h . (Most p r i m a l characters belong to the O l d I f a character dies d u r i n g a session, the player has t w o
Faith.) A player c a n decide t h a t his or her character fol- choices. H e or she can b r i n g t h e same character back at
lows neither, b u t d o i n g so m i g h t detract f r o m t h e f u n o f the start o f the next session, or start a n e w character o f
i n t e r a c t i n g w i t h t h e N P C s i n t h e season. the same level.

Advancement
Rather t h a n receiving experience points, a character
gains a level after p l a y i n g i n t h r e e sessions. So, i f a
player attends each session, at the e n d o f the t h i r d ses-
sion, his or her character advances to second level, a n d
at the end o f the s i x t h session, t h e character advances to
t h i r d level. A player c a n s t i l l level u p after t h r e e session
o f play, even i f the sessions are nonconsecutive. Players
record t h e i r character levels o n t h e i r D & D Encounters
Play Trackers. A player w h o participates i n every ses-
sion s h o u l d end w i t h a 3rd-level character.
Since the moment you agreed to join the paladin of the
Cm APTPR 1 * Lawbringer on this journey, Sir Moonbrook has continu-
ally and loudly described the importance of your mission.
A 1- x V A A A J AV JL • Although his warnings of "unspeakable evil" and "the terrible
blight of chaos unchecked" seem ominous, he has provided no
THE LLX^VCJE OF exact description of this imminent threat to Hommel Lane.
I n addition to your fellow adventurers and Sir Moon-
HOMMEL LANE brook's three human squires-Vivial, Robbek, and]haak-your
traveling party is accompanied by a cart laden with farm
H o m m e l Lane stands at t h e edge of the c i v i l i z e d
implements and masonry tools. The cart's driver, a half-
w o r l d , w h e r e danger is ever present. I n response to
ling named Wyndell, is a teamster based out of Hommel
strange happenings i n the area, Canoness Yeeday, w h o
Lane, and he has spent much of the two-week journey acting
leads the Temple of the L a w b r i n g e r i n the village, has
twitchy. Wyndell has seen his wagon runs plagued by bandit
recently sent pleas for assistance across the l a n d . Sir
attacks over the past six weeks. In fact, the halfling has let it
H a d a r a i M o o n b r o o k , a n e l f p a l a d i n of the Lawbringer,
quietly be known that any adventurers who can send the ban-
is one of those a n s w e r i n g her call. Characters w h o
dits packing will earn his gratitude and a reward.
revere t h e L a w b r i n g e r have b e e n asked to j o i n his mis-
The final member of your entourage is ayoung male half-
sion to the borderlands.
elf named Car jo Merridie, whose "gran-gran" Vilma has lived

To HOMMEL LANE in Hommel Lane for over a century. Car jo flirts constantly
with Sir Moonbrook's squire Vivial, ayoung human female
I n t h e first session of this D U N G E O N S & D R A G O N S who tolerates his incessant chatter with the stoic perseverance
Encounters season, the adventurers j o u r n e y to H o m m e l that only a paladin in training can muster.
Lane to f i n d a village plagued b y strange happenings
and beset b y n o t one b u t t h r e e deadly threats. A l l o w the adventurers to i n t r o d u c e themselves a n d
I n her message to Sir H a d a r a i M o o n b r o o k , Canon- interact w i t h t h e other m e m b e r s of the t r a v e l i n g party.
ess Yeeday p r o v i d e d no details of the t r o u b l e p l a g u i n g
H o m m e l Lane. D r u i d s of the O l d F a i t h have d i v i n e d a W h e n you're r e a d y to c o n t i n u e , r e a d :
terrible i m b a l a n c e b e t w e e n t h e forces of good a n d e v i l , Taking a short break on the last leg of your journey, Sir Moon-
law a n d chaos, i n the area a r o u n d the village. Charac- brook stops the party before an ancient stone bridge, where
ters w h o serve t h e O l d F a i t h have thus b e e n asked to a shallow creek spreads to a broad, clear pool. At the water's
j o i n forces w i t h the t e a m l e d b y Sir M o o n b r o o k . A d r u i d edge, the paladin removes his helmet, steps into the shallows,
n a m e d R a m n e A s h s t a f f tends t h e f l o c k o f O l d F a i t h fol- and bends down to refill his waterskin.
lowers a r o u n d H o m m e l Lane. Suddenly, a dark vapor erupts from the water to com-
Characters w h o f o l l o w n e i t h e r the L a w b r i n g e r n o r pletely envelop Sir Moonbrook. The armored knight rises
the O l d F a i t h c a n use one or m o r e of the f o l l o w i n g stiffly, his eyes shining with dark malevolence. He points at
hooks to j o i n t h e e x p e d i t i o n to H o m m e l Lane. his squires, who shudder as if caught in the throes of pain
• M e r c h a n t s w h o have b e e n w a i t i n g for shipments o f or madness. A raspy, sneering voice, echoing with an other-
goods f r o m H o m m e l Lane c o m p l a i n t h a t deliveries worldly tenor, comes from the paladin even though his lips do
are r e g u l a r l y subject t o b a n d i t attacks. By j o i n i n g not move.
Sir M o o n b r o o k ' s e x p e d i t i o n , the adventurers c a n
"You are too late," the voice intones. "This land and your
investigate.
lives belong to me now."
• Two f o r m e r adventurers, L o r d B u r n e a n d L o r d
Rufus, oversee the p r o t e c t i o n of the area a r o u n d C o n t i n u e w i t h "Possessed A t t a c k " o n the next page.
H o m m e l Lane. T h e lords are always c a l l i n g for
adventurers to p a t r o l t h e s u r r o u n d i n g wilderness
and strike at t h e monsters l a i r i n g there.
• Relatives o f a n adventurer live i n or near H o m m e l
Lane, b u t they have n o t b e e n h e a r d f r o m i n several
weeks.

Read:
Sir Hadarai Moonbrook's armor gleams in the morning sun-
light. This fact is not surprising, since his three squires have
spent most of their evenings the last two weeks repeatedly
polishing it. The long journey with the paladin should end at
midday, with your arrival at Hommel Lane.
unconscious i f h i t a second t i m e , a n d dies i f h i t a t h i r d
POSSESSED ATTACK t i m e . Each character has one h e a l i n g surge; i f a l l o w e d
Encounter Level 1 to spend i t , the character can w i t h s t a n d one a d d i t i o n a l
h i t before b e c o m i n g b l o o d i e d , unconscious, or d y i n g .

Setup
Sir M o o n b r o o k (elf noble g u a r d ) (E) Tactics
3 squires ( c o m m o n bandits) (B) I f W y n d e l l or Carjo is closer to t h e enemies t h a n the
Wyndell (W) adventurers are i n any given r o u n d , those enemies
Carjo (C) target the t w o noncombatants. Since C a r j o begins the
f i g h t near one of the possessed squires, he is targeted i f
A physical m a n i f e s t a t i o n of Miska's e v i l a n d chaos pos- the adventurers fail to intervene.
sesses Sir M o o n b r o o k a n d his squires. They attack the Sir M o o n b r o o k r e m a i n s i n t h e p o o l i f possible, w h e r e
adventurers w i t h o u t w a r n i n g . he c a n shift i n its d i f f i c u l t t e r r a i n .
A r c a n a or R e l i g i o n D C 8 : A powerful malevolent I f Sir M o o n b r o o k drops to 0 h i t points, he falls
force possesses Sir Moonbrook, and has seemingly spread to unconscious, a n d the force possessing h i m keeps his
his squires as well. b o d y alive. A d d i t i o n a l damage done to the p a l a d i n has
no effect a n d cannot d r i v e out the malevolent force,

Noncombatants but the adventurers c a n b i n d h i m before he regains


consciousness.
W y n d e l l a n d Carjo have no combat ability. D u r i n g
each o f t h e i r t u r n s (taken at t h e e n d o f each r o u n d ) ,
they a t t e m p t to flee. I f one or b o t h are forced i n t o Features of the Area
combat, each has 10 for a l l defenses a n d a speed o f L i g h t : By t i m e o f day.
6. Either character is b l o o d i e d after b e i n g h i t once, is P o o l : The area o f the shallow p o o l is d i f f i c u l t t e r r a i n .

Elf Noble Guard (E)


M e d i u m fey humanoid
Level 3 Soldier
The Spirit of M i s k a
HP 4 6 ; B l o o d i e d 23 Initiative +6 A t the e n d o f the battle, the squires r e t u r n to n o r m a l
A C 1 9 , F o r t i t u d e 1 5 , R e f l e x 17, W i l l 13 Perception +3 a n d c a n say honestly t h a t t h e y have no k n o w l e d g e o f
Speed 7 Low-light vision
a n y t h i n g t h a t h a p p e n e d w h i l e t h e y were possessed. A l l
they r e m e m b e r is h e a r i n g a d a r k voice i n t h e i r heads
W i l d Step
w h i s p e r i n g the w o r d " H a f f r o n . " T h i s is t h e first n a m e
The elf ignores difficult terrain w h e n e v e r it shifts.
STANDARD ACTIONS
o f the leader o f the o r i g i n a l settlers o f H o m m e l Lane, as
© L o n g s w o r d (weapon) • A t - W i l l
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 8 vs. A C
3 Common Bandits (B) Level 2 Skirmisher
M e d i u m natural humanoid, human
Hit: 1 d 8 + 7 damage.
HP 37; B l o o d i e d 18 Initiative +6
Effect: T h e e l f m a r k s t h e t a r g e t u n t i l t h e e n d o f t h e elf's n e x t t u r n .
AC 1 6 , F o r t i t u d e 12, Reflex 14, W i l l 12 P e r c e p t i o n +1
© H o b b l i n g S t r i k e (weapon) • Recharge [X] [ I j j
Speed 6
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 8 vs. A C
H i t : 2 d 8 + 7 d a m a g e , a n d t h e t a r g e t is i m m o b i l i z e d u n t i l t h e e n d
Combat Advantage
o f t h e elf's n e x t t u r n .
T h e b a n d i t deals 1 d 6 e x t r a d a m a g e a g a i n s t a n y c r e a t u r e g r a n t i n g
Miss: H a l f d a m a g e , a n d t h e t a r g e t is s l o w e d u n t i l t h e e n d o f t h e
combat advantage t o it.
elf's n e x t t u r n .
STANDARD ACTIONS
© Mace (weapon) • A t - W i l l
Elven A c c u r a c y • E n c o u n t e r
Attack: M e l e e 1 (one c r e a t u r e ) ; + 7 vs. A C
Trigger: T h e e l f m a k e s a n a t t a c k r o l l .
Hit: 1 d 8 + 5 damage, a n d t h e bandit can shift 1 square.
Effect (Free Action): T h e e l f r e r o l l s t h e t r i g g e r i n g a t t a c k r o l l a n d
© Dagger (weapon) • A t - W i l l
uses t h e s e c o n d r e s u l t .
A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 7 vs. A C
4 Engaging Strike (weapon) • A t - W i l l
Hit: 1 d 4 + 5 damage, a n d t h e bandit can shift 1 square.
Trigger: A n e n e m y t h a t is m a r k e d b y t h e e l f a n d is a d j a c e n t t o i t
•f D a z i n g S t r i k e ( w e a p o n ) • R e c h a r g e w h e n t h e a t t a c k misses
s h i f t s o r m a k e s a n a t t a c k t h a t d o e s n ' t i n c l u d e i t as a t a r g e t .
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
A t t a c k ( I m m e d i a t e I n t e r r u p t ) : M e l e e 1 ( t r i g g e r i n g e n e m y ) ; + 8 vs.
H i t : 1 d 8 + 5 d a m a g e , a n d t h e t a r g e t is d a z e d u n t i l t h e e n d o f t h e
AC
bandit's next t u r n .
H i t : 1 d 8 + 7 d a m a g e , a n d t h e t a r g e t is i m m o b i l i z e d u n t i l t h e e n d
Effect: T h e b a n d i t c a n s h i f t 1 s q u a r e .
of its t u r n .
S k i l l s S t e a l t h + 9 , S t r e e t w i s e +7, T h i e v e r y + 9
Skills Athletics +6, Acrobatics + 9
S t r 12 (+2) D e x 17 ( + 4 ) W i s 11 (+1)
Str11(+1) Dex16(+4) W i s 14 (+3)
C o n 1 3 (+2) I n t 1 0 (+1) C h a 12 (+2)
C o n 1 4 (+3) Int11(+1) Cha10(+1)
A l i g n m e n t unaligned Languages Common
A l i g n m e n t unaligned L a n g u a g e s C o m m o n , Elven
E q u i p m e n t leather armor, mace, 4 daggers
Equipment chainmail, longsword
the adventurers c a n l e a r n w i t h a successful D C 19 H i s -
t o r y check or w h e n they arrive at the village a n d v i e w
the statue o f H a f f r o n (see area 7, page 14).
W h e n Sir M o o n b r o o k regains consciousness, the
force possessing h i m interacts w i t h the adventurers
i f they question the p a l a d i n . Use the points b e l o w to
guide the conversation.
• W h o are y o u ? I am the substance of nightmares. W h e n
you weak mortals stare into the darkness and beg for your
lives, I am what answers.
• W h a t do y o u w a n t ? You will all bow down before
me and do my bidding, paving my way to conquer this
pathetic realm.
• Y o u don't s e e m that p o w e r f u l . You see only the tini-
est sliver of my magnificence. My armies grow, and my
power expands to one day crash over this world like a tide.

The force possessing the p a l a d i n answers other ques-


tions or c o m m e n t s b y r a n t i n g about h o w it w i l l c r u s h its
enemies a n d plunge the w o r l d i n t o a t h o u s a n d years o f
darkness, death, a n d fear.
Sir M o o n b r o o k occasionally reestablishes control
d u r i n g t h e i n t e r r o g a t i o n for a few seconds, d u r i n g
w h i c h t i m e he relays the f o l l o w i n g .

"The force within me is strong, and it grows stronger by the


second. I contain itfor now, but I don't know how long I can
keep it trapped. Get me to Hommel Lane, to the temple..."

Conclusion A POSSESSED A D V E N T U R E R
The adventurers c a n continue o n to H o m m e l Lane Rather than having Sir Moonbrook hold the evil
w i t h o u t i n c i d e n t as they deal w i t h the a f t e r m a t h o f the essence of Miska alone, you might give one of the
battle. I f Sir M o o n b r o o k ' s squires survive t h e combat, adventurers the opportunity to hold a portion of that
they are so b a d l y shaken by t h e experience t h a t they essence. An experienced player who likes roleplaying
stay i n H o m m e l Lane for o n l y a day. T h e y t h e n depart challenges might find this enjoyable. In this case, the
to take w o r d o f the paladin's fate back to t h e i r t e m p l e . essence of Miska occasionally takes over the char-
T h e P a l a d i n ' s W o r d s : Sir M o o n b r o o k ' s statement is acter, causing the adventurer to lash out verbally or
i n t e n d e d to inspire t h e characters to go to the Temple o f physically.
the L a w b r i n g e r (area 13) i n H o m m e l Lane. N o matter The possessed character has an ongoing chance of
w h a t m e t h o d s the adventurers use to keep the p a l a d i n being taken over by Miska and attacking the nearest
subdued after t h i s encounter, the essence o f M i s k a t h a t creature. When the player of the possessed adven-
possesses h i m continues to m o c k a n d t a u n t t h e m . I t can turer rolls a natural 1 on any d 2 0 roll, the adventurer
also d r o p h i n t s or clues t h a t the characters can use. For must make a basic attack against his or her nearest
instance, i f the adventurers are unable to discover the ally as a free action.
password to the m o a t house d u n g e o n , t h e spirit inside One benefit of this possession is that the possessed
Sir M o o n b r o o k c a n reveal i t i n t h e hope t h a t L a r e t h w i l l adventurer can gain insight into Miska's plans and
t h e n slay the adventurers. knowledge, giving you a way to guide the flow of the
C i t i z e n s of H o m m e l L a n e : I f W y n d e l l a n d Carjo campaign season. Miska can reveal important secrets
survive, they g r a t e f u l l y invite t h e characters to stay that give the adventurers clear goals or provide clues
w i t h t h e m i n H o m m e l Lane. W y n d e l l a n d his f a m i l y regarding where to go next.
live i n a house adjacent to the teamster's b a r n (area 10).
C a r j o is a guest o f his g r a n d m o t h e r V i l m a i n her cottage
(area 17). I f either character dies, the adventurers l e a r n
w h e r e to go to i n f o r m the relatives w h e n t h e y arrive i n
H o m m e l Lane.
for players w h o are enjoying the mystery at the heart
HOMMEL LANE o f this adventure.
H o m m e l Lane was n a m e d for H a f f r o n H o m m e l , a • The village provides sites for t w o o f the season's ses-
famous m i l i t a r y c a p t a i n a n d adventurer w h o h a d a n sions. T h e Temple o f the L a w b r i n g e r a n d the G o l d e n
illustrious career f i g h t i n g bandits a n d the forces o f evil G r a i n I n n h o l d enemies t h a t the adventurers m u s t
and chaos i n the borderlands. H e h e l p e d f o u n d the v i l - deal w i t h .
lage m o r e t h a n t w o centuries ago. H i s career came to
• Changes that take place i n the village f r o m one ses-
a n a b r u p t e n d w h e n he vanished w h i l e p a t r o l l i n g the
sion to the next c a n p r o v i d e a sense o f the threats
area b e t w e e n H o m m e l Lane a n d the dangerous Caves
r i s i n g against these lands—and o f the d a r k fate facing
o f Chaos to the east.
the people o f H o m m e l Lane i f the adventurers f a i l to
A s the season progresses, the adventurers l e a r n m o r e
act.
r e g a r d i n g the mysterious disappearance a n d fate o f
Haffron Hommel.
Path of Adventure
A s the a d v e n t u r e r s a p p r o a c h H o m m e l L a n e , r e a d : W h e n the characters arrive i n H o m m e l Lane, the p a t h
The dusty, rutted road is lined with close-grown hedges of that t h e i r adventure takes is u p to y o u . The adventurers
brambles and shrubs. Here and there, it cuts through a copse can take o n one o f t h r e e foes to start w i t h — t h e bandits
of trees or crosses a narrow stream. To either hand, forest and and the Chaos C u l t i n the moat house, the Reptile C u l t
meadow have given way to field and orchard. A small herd i n the village, or the monstrous h u m a n o i d s i n the Caves
of cows grazes nearby, and a distant hill is dotted with white o f Chaos.
sheep. Barns and buildings stand to either side of the road, The sessions o f t h i s season are d i v i d e d i n t o t h r e e
showing thatched roofs and stone chimneys with thin plumes chapters. By choosing the order i n w h i c h y o u r u n those
of blue smoke rising from them. You have reached the out- chapters, y o u ' l l t u r n t h i s D & D Encounters season i n t o a
skirts of Hommel Lane. unique mini-campaign.
As you draw closer, however, you see that many of the
fields are still/illed with crops, though it is well past harvest
time. A number of farmhouses look suspiciously empty, their
The Chaos Cult
L a r e t h the B e a u t i f u l is a priest dedicated to chaos
flower beds overgrown with weeds. The few farmers and
and e v i l . A s he grows m o r e p o w e r f u l , he has b e g u n
laborers you see appear close to exhaustion, working fever-
to r e c r u i t bandits w h o serve his C u l t o f Chaos, whose
ishly to make sure that no crops go to waste.
headquarters is i n a n abandoned m o a t house close to
H o m m e l Lane. The bandits r a i d m e r c h a n t caravans,
A n y attempts by the adventurers to t a l k to the f a r m -
g a i n i n g w e a l t h as they g r o w i n n u m b e r to become
hands w o r k i n g o n the outskirts o f the village are m e t
a s m a l l a r m y . The bandits are less loyal t h a n L a r e t h
w i t h c u r t dismissals. S o m e t h i n g is clearly w r o n g i n
believes, however. T h e y hope to c o r r u p t a n d t h e n r u l e
H o m m e l Lane, b u t the characters need to enter the v i l -
the area, t u r n i n g the village o f H o m m e l Lane i n t o the
lage to investigate.
capital o f a b a n d i t - l e d t e r r i t o r y .
The "Chaos C u l t " section o f t h i s season consists o f
Using the Village the "Explore the M o a t H o u s e " a n d " M o a t House D u n -
H o m m e l Lane is a n i m p o r t a n t p a r t o f Against the Cult of geon" sessions.
Chaos, a n d the village is used i n a n u m b e r o f d i f f e r e n t
ways.
The Cult of the Reptile G o d
• The i n f o r m a t i o n the adventurers uncover i n the v i l -
The spirit naga called the Reptile G o d lives i n a l a i r
lage i n the i n i t i a l session determines w h i c h o f the
beneath the Fathomless Fens, w h e r e she channels
forces t h r e a t e n i n g H o m m e l Lane they w i l l investi-
the d a r k p o w e r o f M i s k a t h r o u g h the Death Circlet she
gate f i r s t - a n d w h a t p a t h the adventure takes as a
wears. She uses her c h a r m a b i l i t y to t u r n v i c t i m s i n t o
result.
t h r a l l s t h a t w o r s h i p her a n d do her b i d d i n g . Those vic-
• H o m m e l Lane acts as a h o m e base for the p a r t y t i m s become members o f the C u l t o f the Reptile G o d ,
d u r i n g t h i s season. The adventurers rest u p here, a n d and are sent back to t h e i r homes i n the village w i t h
they c a n f i n d m a n y allies a n d foes i n the village. i n s t r u c t i o n s to b r i n g m o r e v i c t i m s before the spirit
• Each location i n the village contains clues, c o m p l i - naga.
cations, or other secret i n f o r m a t i o n that moves the W h e n the t i m e is r i g h t , the Reptile G o d plans to
events o f the season f o r w a r d . Revealing these clues have the cultists take over the village. The c u l t also
and secrets q u i c k l y c a n help players w h o are h a v i n g employs the a i d o f several b u l l y w u g s — s w a m p - d w e l l i n g
t r o u b l e f i n d i n g t h e i r w a y t h r o u g h the adventure. creatures o f chaos t h a t have been b r o u g h t u n d e r the
Revealing t h e m m o r e slowly c a n increase the tension naga's sway.
The " C u l t o f the Reptile G o d " section o f t h i s season O l d F a i t h s t a l w a r t against a recent convert to the Law-
consists o f the " G o l d e n G r a i n I n n , " "Temple o f the Law- bringer, leaving villagers squabbling a n d suspicious.
bringer," and " C a v e r n o f the Reptile G o d " sessions. S i b l i n g R i v a l r y : V a r i c k Becker (area 5) has been
f e u d i n g w i t h his b r o t h e r R e n n (area 1) for a couple o f
years because o f t h e i r d i f f e r e n t religious a f f i l i a t i o n s .
The Caves of Chaos The t w o occasionally c o m m i t m i n o r acts o f v a n d a l i s m
The Caves o f Chaos are honeycombed w i t h i n a great
against each other's f a r m s . One n i g h t after the adven-
ravine a half-day's j o u r n e y t h r o u g h dense forest east
t u r e r s a r r i v e i n the village, V a r i c k sends a f a r m h a n d to
o f H o m m e l Lane. T h e caves t e e m w i t h dangerous
start a s m a l l f i r e i n Renn's b a r n , b u t the f i r e b u r n s out
monstrous h u m a n o i d s , t h o u g h lately the lands a r o u n d
o f c o n t r o l . A few cattle are k i l l e d .
H o m m e l Lane have been kept relatively safe f r o m these
Y o u n g R u n a w a y s : Varick's oldest daughter, Kess,
creatures by t h e i r i n c l i n a t i o n to fight each other. N o w ,
is i n love w i t h Renn's adopted son V a l l o k . T h e t w o r u n
Chaos Priestess I n u g g h has u n i f i e d the h u m a n o i d s o f
away together one n i g h t after the f i r e i n the b a r n . Since
the caves i n t o a single dangerous force. These kobolds,
n o one k n o w s o f t h e i r affair, b o t h families fear t h a t the
goblinoids, ores, a n d ogres n o w w a i t i m p a t i e n t l y for
t w o have been k i d n a p p e d .
I n u g g h to t u r n t h e m loose o n H o m m e l Lane a n d its sur-
L o s t L e a t h e r w o r k e r : Either before the characters
r o u n d i n g lands.
have investigated the G o l d e n G r a i n I n n , or d u r i n g the
The m a i n t h r e a d o f t h i s adventure season is the
" G o l d e n G r a i n I n n " session, the l e a t h e r w o r k e r Ranson
g r o w i n g t h r e a t posed by Chaos Priestess I n u g g h , w h o
K l o u g h t (area 6) a n d his w i f e , Scira, go missing. Scira's
acts as a c o n d u i t for the p o w e r o f chaos a n d evil t h a t
brother, K i p p , is l o o k i n g after the couple's three c h i l -
M i s k a provides. I n u g g h is u l t i m a t e l y b e h i n d the other
d r e n , a n d he panics w h e n they do not r e t u r n f r o m
threats that the adventurers m u s t deal w i t h before they
d i n n e r at the i n n . W h a t r e a l l y happened is that cultists
c a n face o f f against her i n the f i n a l session o f t h i s D & D
at the i n n grabbed the p a i r a n d i m p r i s o n e d t h e m i n the
Encounters season.
Temple o f the L a w b r i n g e r , w h e r e they are w a i t i n g to
The "Caves o f Chaos" section o f this season con-
be t a k e n before the Reptile G o d . They c a n be rescued
sists o f the "Scout the Caves o f Chaos" a n d "Temple o f
there.
Chaos" sessions. "Temple o f Chaos" is the last session
M i s s i n g M e r c h a n t : One n i g h t w h e n the adventur-
o f t h i s D & D Encounters season, a n d m u s t be played at
ers are i n the S l u m b e r i n g Serpent Tavern (area 16),
the end o f the season. "Scout the Caves o f Chaos" c a n
they meet a t r a v e l i n g m e r c h a n t n a m e d Felixo H o b b e .
be played d i r e c t l y before "Temple o f Chaos," b u t i t can
W e a r i n g a cape a n d an outrageously large r e d chaperon
also be played b e t w e e n or before the other t w o sections.
(a hat w i t h attached h o o d ) over his b a l d head, H o b b e
(The "Straightest P a t h " approach to p l a y i n g this season
is f r i e n d l y as he purchases d r i n k s for t h e g r o u p a n d
uses "Scout the Caves o f Chaos" as a lead-in session to
shares stories w i t h t h e m . H e makes plans to meet for
the other t w o paths.)
breakfast the next m o r n i n g , b u t never shows u p . H i s
r o o m at the G o l d e n G r a i n I n n is empty. B e r t r a m , the
Events i n Hommel Lane inn's owner, tells the adventurers that Felixo left l o n g
As the adventurers r e t u r n to H o m m e l Lane between before sunrise, o f f e r i n g apologies b u t stating that his
sessions, they become aware o f events u n f o l d i n g i n cargo needed to be m o v e d q u i c k l y . A D C 2 0 Insight
the village. Some o f these events are clues p o i n t i n g check reveals that B e r t r a m is l y i n g .
t o w a r d the larger plots the adventurers are investigat- Poor Felixo has been t a k e n to the l a i r o f the Reptile
ing. Others p r o v i d e b a c k g r o u n d a n d character story G o d , a n d is eaten by the spirit naga before the adven-
that c a n m a k e the adventure a r i c h e r experience for the turers have any chance to f i n d h i m . H i s hat shows u p i n
players. " C a v e r n o f the Reptile G o d . "
M a n y o f the l o c a t i o n entries for the village o n the C a s t e l l a n ' s A s s i s t a n t : A t some p o i n t before the
next few pages c o n t a i n clues, secrets, a n d complications characters u n d e r t a k e " G o l d e n G r a i n I n n , " R h o n n e t
that c a n be used to shape the adventure. I n a d d i t i o n , G h o - t h e assistant to the castellan at the central keep
y o u c a n use any o f the events detailed b e l o w to create (area 2 3 ) - d i s a p p e a r s . V a r e d d , the castellan, asks the
a sense o f the m i s f o r t u n e a n d u n c e r t a i n t y p l a g u i n g adventurers to l o o k i n t o Rhonnet's disappearance,
the village, a n d to h e l p set u p the next session o f the r e p o r t i n g that she h a d been r u n n i n g errands for h i m ,
adventure. t h e n was p l a n n i n g to eat d i n n e r at the G o l d e n G r a i n
T h e M a y o r a l E l e c t i o n : A power struggle is cur- I n n . T h e errands i n c l u d e d h a v i n g gems appraised at the
r e n t l y u n f o l d i n g for the leadership o f H o m m e l Lane. p a w n s h o p (area 11), t h e n t a l k i n g to the carpenter (area
M o s t people have f o l l o w e d the O l d F a i t h for as long 3) about r e p a i r i n g f u r n i t u r e i n the barracks.
as anyone can remember, so a recent surge i n the I f the adventurers investigate Rhonnet's disappear-
Lawbringer's p o p u l a r i t y has l e d to problems. M a k i n g ance, they l e a r n that she made i t to the G o l d e n G r a i n
matters worse, a mayoral election is n o w p i t t i n g a n I n n , b u t that no one saw her after that. A c t u a l l y , she
was k i d n a p p e d at the i n n a n d is n o w i n the cellar o f the
C h a o s C u l t a n d Moat H o u s e : A r e a 10 (teamster), ™
THE STRAIGHTEST PATH area 11 (pawnshop), a n d area 14 ( m i l l e r ) .
If you prefer to exercise some control w h e n the C u l t o f the R e p t i l e G o d : A r e a 2 ( D r u e t cottages),
players decide which approach to take through the area 6 (leatherworker), area 7 ( I n n o f the W i n s o m e
adventure, place clues in front of the adventurers W e n c h , i f the o p t i o n a l encounter is used), a n d area 2 0 2
that take them to the caves first, thus allowing you to (Golden G r a i n I n n ) .
play "Scout the Caves of Chaos" next time. This path C a v e s of C h a o s : A r e a 2 ( D r u e t cottages), area 12
introduces the characters to Haffron early on and sets (herder), area 16 ( S l u m b e r i n g Serpent Tavern), a n d
the tone for the rest of the adventure, but it involves area 2 0 (Golden G r a i n I n n ) . t
less mystery. I n a d d i t i o n to u s i n g the locations t i e d to specific
paths as above, the d r u i d R a m n e A s h s t a f f i n the sacred
grove (area 15) can be used to d i r e c t the characters to
Temple o f the L a w b r i n g e r , a w a i t i n g t r a n s p o r t to the lair any p a t h o f y o u r choice.
o f the Reptile G o d . See "Temple o f the L a w b r i n g e r " for
details.
1. Becker D a i r y
R e n n Becker, his w i f e , Avenna, t h e i r seven c h i l d r e n
Rumors ( i n c l u d i n g adopted teenage son Vallok), a n d Avenna's
The f o l l o w i n g r u m o r s a n d speculations c a n also be mother, H a r r e n , live i n the house o n this w e l l - k e p t
made use o f d u r i n g the adventure. d a i r y f a r m . The f a m i l y m e m b e r s are f r i e n d l y to visitors,
A b a n d o n e d I n n : The I n n o f the W i n s o m e W e n c h and w i l l h a p p i l y sell produce to those w h o ask.
(area 7) lies abandoned. A fierce f i g h t broke out there B a r n : A n enormous b a r n b e h i n d the house serves as
one n i g h t m o r e t h a n a m o n t h ago, d u r i n g w h i c h every- a shelter for cows a n d goats, as w e l l as a storage area for
one i n the i n n was k i l l e d . T h o u g h the Reptile C u l t is i n the tools needed for m i l k i n g a n d c a r i n g for the a n i m a l s .
fact to blame, the cause o f the battle remains a mystery C o m p l i c a t i o n : R e n n Becker's f a m i l y are stalwart
to the rest o f the village. followers o f the O l d Faith, a stance t h a t has d r i v e n a
F o u l F i r e : A f t e r Renn's b a r n b u r n s (see " S i b l i n g wedge b e t w e e n R e n n a n d his b r o t h e r V a r i c k . See area
Rivalry," above), a r u m o r spreads that the f i r e was o f 5 or " S i b l i n g Rivalry," page 10, for details.
supernatural origin.
L o r d l e s s : N e i t h e r L o r d B u r n e n o r L o r d Rufus has 2. Druet Cottages
made a p u b l i c appearance i n the last couple o f weeks,
Pierre a n d Genevieve D r u e t , a n elderly couple, live
and r u m o r s have b e g u n to spread t h a t they have dis-
here w i t h t w o o f t h e i r t h r e e sons, a daughter-in-law, a n d
appeared l i k e several o f the other villagers. Some say
t h r e e y o u n g g r a n d c h i l d r e n . A l l o f t h e m are (or were)
that the t w o f o r m e r adventurers have f l e d because they
hunters a n d rangers w h o k n o w the s u r r o u n d i n g area
k n o w that a great evil is about to o v e r w h e l m H o m m e l
w e l l . They f o l l o w the O l d Faith.
Lane.
C l u e s : The m i d d l e son, A l a h n , lives here w i t h his
wife Marieke and their three children. A l a h n and
M a r i e k e r e t i r e d f r o m the a d v e n t u r i n g life a n d settled
HOMMEL LANE here to h e l p Alan's parents i n t h e i r advanced age.
A l a h n trusts no one i n i t i a l l y , b u t w h e n he meets the
LOCATIONS adventurers, he makes a secret sign that any p r i m a l
The n u m b e r e d locations described below are s h o w n o n character recognizes. A d v e n t u r e r s w h o acknowledge
the H o m m e l Lane m a p . M a n y o f these locations feature the sign g a i n Alahn's confidence.
setups that c a n p r o v i d e the adventurers w i t h the incen- H e reveals to such characters that the carpenter a n d
tive to u n d e r t a k e specific sessions o f the c a m p a i g n his f a m i l y (area 3) mysteriously left t h e i r h o m e one
season. n i g h t a n d were gone for t e n days. The carpenter a n d his
I n the first session, the way the characters explore w i f e r e t u r n e d a few weeks ago w i t h o u t t h e i r t w o teen-
the village a n d the clues they uncover w i l l set the age c h i l d r e n , a n d have been a c t i n g strangely ever since.
stage for w h i c h section o f the adventure y o u choose to They converted f r o m the O l d F a i t h to the w o r s h i p o f the
r u n first (see "Path o f A d v e n t u r e , " page 9). I f you have L a w b r i n g e r after t h e i r r e t u r n , a n d they spend a great
enough t i m e i n the first session, the players c a n uncover deal o f t i m e at the G o l d e n G r a i n I n n . A l t h o u g h they say
clues to a l l three threats to H o m m e l Lane a n d decide that t h e i r c h i l d r e n are staying w i t h relatives away f r o m
for themselves w h i c h p a t h to take. I f t i m e is short, or i f the frontier, A l a h n is skeptical about this story.
you prefer to play one p a r t i c u l a r p a t h , y o u can p o i n t the The D r u e t s ' oldest son, Otis, left the village to inves-
players t o w a r d a specific source o f i n f o r m a t i o n most tigate the monster-infested Caves o f Chaos a few weeks
easily i n the f o l l o w i n g locations. ago. L o r d B u r n e , one o f the lords o f the village, sent h i m
o n t h i s mission. Otis's delayed r e t u r n has left everyone choked w i t h weeds. The y o u n g adults go to the G o l d e n
fearing that he is dead. G r a i n I n n each n i g h t after chores a r o u n d the f a r m are
S e c r e t s : The youngest son, E l m o , is a h u l k i n g b r u t e , done. B o t h o f these facts m i g h t lead the characters to
slow a n d h a l t i n g i n speech a n d overly f o n d o f ale. H i s suspect that the f a m i l y is not b e h a v i n g n o r m a l l y .
tipsy a n d j o v i a l appearance, however, is a ruse designed I n the b a r n , the wheels o f the f a r m cart are covered
to allay suspicion as he watches the happenings i n the w i t h m u d a n d ferns. A D C 13 N a t u r e check c o n f i r m s
village o n b e h a l f o f L o r d B u r n e . H e frequents the Slum- t h a t the o n l y nearby place the cart c o u l d have p i c k e d u p
b e r i n g Serpent Tavern (area 16) to observe newcomers such f l o r a is the Fathomless Fens.
a n d overhear gossip. S e c r e t s : The adult m e m b e r s o f the f a m i l y have been
P a t h o f A d v e n t u r e : T a l k o f Otis's m i s s i o n can focus Reptile Cultists for nearly a year, a n d they h e l p the
the adventurers o n the Caves o f Chaos as the most obvi- spirit naga's b u l l y w u g allies subdue captives. They use
ous place to investigate the l o o m i n g threats to H o m m e l the f a r m cart to r e t u r n n e w l y c h a r m e d c u l t m e m b e r s
Lane. This c a n p r o v i d e the characters w i t h the incen- f r o m the Fathomless Fens to H o m m e l Lane.
tive to u n d e r t a k e "Scout the Caves o f Chaos" next.
The adventurers m i g h t take a n interest i n the tale o f
the carpenter's m i s s i n g c h i l d r e n . This c a n p r o v i d e the
5. Becker Farm
The t a c i t u r n , m i d d l e - a g e d w i d o w e r V a r i c k Becker lives
characters w i t h the incentive to u n d e r t a k e " C u l t o f the
o n this prosperous f a r m w i t h his five c h i l d r e n (the t w o
Reptile G o d " next.
oldest o f w h i c h are daughters) a n d a long-standing ser-
vant laborer. H e is the b r o t h e r o f R e n n (area 1), a n d
3. Carpenter he converted to the w o r s h i p o f the L a w b r i n g e r t w o
This rustic abode is the residence o f the l o c a l carpenter, years ago, long before the Reptile C u l t began its recent
Ross, his w i f e , Clara, a n d t h e i r t w o c h i l d r e n . They fol- machinations.
l o w e d the O l d F a i t h u n t i l recently, b u t n o w they c l a i m C o m p l i c a t i o n s : V a r i c k is r u n n i n g for mayor o f
to revere the L a w b r i n g e r . The carpenter a n d his w i f e H o m m e l Lane, a n d he has the s u p p o r t o f most o f the
keep to themselves. They t e l l everyone t h a t t h e i r t w o Lawbringer's f a i t h f u l . Previous mayors have a l l been
c h i l d r e n recently w e n t to live w i t h relatives i n the m o r e adherents o f the O l d Faith, w h i c h V a r i c k a n d his follow-
c i v i l i z e d b a r o n y to the west u n t i l the tension that has ers have b l a m e d for the troubles o f recent times. V a r i c k
overcome the village is resolved. says that someone w i t h strong morals a n d a sense o f
C l u e s : Ross serves as H o m m e l Lane's f u r n i t u r e justice should be leading the villagers. H e has no idea
m a k e r as w e l l as a general b u i l d e r . Characters w h o t h a t the Temple o f the L a w b r i n g e r has become a cover
v i e w his w o r k s h o p can see a n u m b e r o f f i n i s h e d tables, for the C u l t o f the Reptile G o d .
chairs, a n d desks, a l l o f f i n e quality, arrayed a r o u n d
the p e r i m e t e r o f the space. One table presently u n d e r
c o n s t r u c t i o n on Ross's w o r k b e n c h is noticeably shoddy,
6. Leatherworker
T h i s b u i l d i n g , b e a r i n g a leather h i d e tacked to the f r o n t
as are a set o f recently completed chairs. The characters
door, is the h o m e a n d business o f the village leather-
m i g h t deduce that t h i s poor c r a f t w o r k is not t y p i c a l for
worker, Ranson K l o u g h t . W i t h h i m live his w i f e , Scira,
Ross, suggesting that he hasn't been h i m s e l f lately.
her brother, K i p p , a n d t h r e e y o u n g c h i l d r e n . The f a m i l y
S e c r e t s : Ross a n d Clara go to the G o l d e n G r a i n I n n
m e m b e r s keep to themselves, a l t h o u g h they o p e n l y
(area 20) each n i g h t , w h e r e they secretly slip d o w n
w o r s h i p the L a w b r i n g e r a n d attend regular services at
to the basement to help smuggle prisoners t h r o u g h a
the temple.
secret t u n n e l i n t o the Temple o f the L a w b r i n g e r .
C o m p l i c a t i o n s : Ranson a n d Scira are k i d n a p p e d
The carpenter a n d his w i f e are recent Reptile C u l t
f r o m the G o l d e n G r a i n I n n b y Serpent Cultists w h i l e
initiates. T h e i r teenage c h i l d r e n , W a r r e n a n d Tess, are
the adventurers are i n the village (see "Lost Leather-
alive i n the lair o f the Reptile G o d , w h e r e they await a
w o r k e r , " page 10).
gruesome fate i f they aren't rescued i n t i m e .
P a t h of A d v e n t u r e : Investigating the disappear-
ance o f Ranson a n d Scira c a n p r o v i d e the characters
4. Veon Farmstead w i t h the incentive to u n d e r t a k e " C u l t o f the Reptile
This large house a n d b a r n are i n good c o n d i t i o n , a n d G o d " next.
the livestock i n the fenced y a r d look strong a n d healthy.
The w i d o w Elicia V e o n lives here, along w i t h her t h r e e
g r o w n sons ( D h a l , E r w i n , a n d Blain), t h e i r wives, a n d
eight c h i l d r e n . H e r h u s b a n d d i e d years ago, b u t the
f a m i l y has prospered. They a l l w o r s h i p the L a w b r i n g e r .
C l u e s : The characters c a n easily see that a l t h o u g h
the family's crops a n d a n i m a l s are w e l l cared for,
the f l o w e r beds a r o u n d the house are neglected and
7. I n n of the Winsome the i n n locked a n d impassable, so that the adventurers
m u s t enter the i n n f r o m the f r o n t .
Wench
The doors a n d w i n d o w s o f t h i s large b u i l d i n g are 8. Smithy
b o a r d e d u p , a n d several gaping holes m a r the roof. Its
A n o p e n shed next to a house holds a forge a n d bellows.
sign has f a l l e n face d o w n i n the weeds before the p o r c h .
Outside the shed is a post w i t h a horseshoe n a i l e d t o
The i n n has been abandoned for a l i t t l e m o r e t h a n a
three o f its faces, s i g n i f y i n g that this is the local smithy.
m o n t h , f o l l o w i n g a n attempt b y the c u l t to k i d n a p the
T h e s m i t h is a short, b r a w n y h u m a n n a m e d B r o t h e r
p r o p r i e t o r a n d his f a m i l y . The attempt was f o i l e d by
S m y t h . W i t h his t w o e q u a l l y b u r l y c h i l d r e n , L i l l i a n d
the courage o f several villagers, b u t i n the fierce f i g h t
D a r w e k , operating the bellows, S m y t h does m a n y k i n d s
t h a t f o l l o w e d , a l l those i n the i n n ( i n c l u d i n g several c u l t
o f m e t a l w o r k , i n c l u d i n g f a s h i o n i n g weapons, helmets,
members) were k i l l e d . The cause o f the battle remains
a n d shields. H e r e a d i l y a d m i t s he is n o t capable o f
a mystery to the rest o f the village, a n d has been dis-
m a k i n g fine armor.
missed as one o f the o m i n o u s problems besetting
C l u e s : Others i n the village have noticed that S m y t h
H o m m e l Lane. A s a result, no one has made any effort
has become reserved a n d g r u f f lately, w h e n he was once
to reopen the i n n or lay c l a i m to the e m p t y b u i l d i n g .
outgoing a n d f r i e n d l y .
I n the open square i n f r o n t o f the i n n stands a
S e c r e t s : A l t h o u g h they profess the O l d F a i t h a n d
twenty-foot-tall weathered statue o f a middle-aged
r e g u l a r l y assist R a m n e A s h s t a f f i n the sacred grove
h u m a n male w e a r i n g studded leather a r m o r . I n its r i g h t
(area 15), B r o t h e r S m y t h a n d his f a m i l y have been
h a n d , the statue holds a shield b e a r i n g the crest o f a
m e m b e r s o f the Reptile C u l t for nearly t h r e e m o n t h s .
f l y i n g g r i f f o n . A c u r v e d l o n g s w o r d is raised i n the fig-
S m y t h a n d his c h i l d r e n go to the G o l d e n G r a i n I n n
ure's left h a n d . A n i n s c r i p t i o n is carved i n t o the statue's
each n i g h t , w h e r e they help w i t h the transfer o f
pedestal.
prisoners.

Haffron Hommel
Village founder, adventurer, and friend. His bravery and 9. Trading Post
wisdom did shine the light of civilization into the darkness. T h i s large w o o d e n b u i l d i n g has shutters o n its m a n y
w i n d o w s , a n d i t bears a shield p a i n t e d w i t h a s w o r d
I f the adventurers explore the b u i l d i n g , they f i n d a n d a w h e e l o f cheese. A warehouse stands adjacent.
b o t h floors i n a state o f complete disarray, as i f a huge Raynen D a v a l , a w o m a n best described as slow
b r a w l h a d t a k e n place w i t h i n . A cellar door hangs o n a n d p l a c i d , r u n s the place. H e r p a r t n e r is Gremag, a
one hinge, w i t h a creaky staircase l e a d i n g d o w n i n t o talkative female h a l f l i n g w i t h sharp features a n d p r o -
darkness. t r u d i n g eyes. T h r e e assistants help the t w o move goods
M o s t o f the cellar is one large r o o m , c o n t a i n i n g sev- a n d h a n d l e transactions. G r e m a g dithers a n d fusses at
eral m o l d e r i n g crates a n d kegs o f sour w i n e . Two doors Raynen a n d customers a l i k e . B o t h traders t r u t h f u l l y
lead to a root cellar a n d a s m a l l t o o l r o o m .
Raynen Level 3 Brute
O p t i o n a l E n c o u n t e r : The gloomy root cellar has a
M e d i u m natural humanoid, human
foul, s w a m p y stench, a n d opens u p to a r o u g h t u n n e l
HP 54; Bloodied 27 Initiative + 0
leading o f f i n t w o directions. T h i s secret t u n n e l con- A C 1 5 , F o r t i t u d e 1 6 , R e f l e x 1 4 , W i l l 15 Perception +2
nects the Reptile Cult's t w o most i m p o r t a n t locations i n Speed 6
H o m m e l Lane—the G o l d e n G r a i n I n n (area 20) a n d the TRAITS

Temple o f the L a w b r i n g e r (area 13). Several b u l l y w u g s Sly Tactics

are stationed at a c h e c k p o i n t here. R a y n e n has c o m b a t a d v a n t a g e a g a i n s t a n y e n e m y t h a t is a d j a c e n t


t o a t least o n e o f Raynen's allies.
To r u n an encounter, use the statistics for the b u l l y -
STANDARD ACTIONS
w u g s f r o m "Battle at the I n n " (page 34). Crates a n d
<T) C l u b ( w e a p o n ) • A t - W i l l
barrels can become d i f f i c u l t t e r r a i n a n d cover, w i t h Attack: Melee 1 (one creature); + 8 vs. AC
stacks o f crates p r o v i d i n g elevation or the o p p o r t u n i t y Hit: 2 d 6 + 7 damage.
to t i p t h e m over onto enemies. + A l l - O u t A t t a c k • Recharge (x) M

P a t h o f A d v e n t u r e : I f y o u r u n this o p t i o n a l encoun- Requirement: R a y n e n m u s t b e b l o o d i e d .


Effect: R a y n e n uses club. I f t h e a t t a c k h i t s , t h e t a r g e t t a k e s 2 d 6
ter, discovering the t u n n e l u n d e r n e a t h H o m m e l Lane
e x t r a d a m a g e a n d falls p r o n e . I f t h e a t t a c k misses, R a y n e n f a l l s
can p r o v i d e the characters w i t h the incentive to u n d e r -
prone and takes 1 d 6 damage.
take " G o l d e n G r a i n I n n " or "Temple o f the L a w b r i n g e r " Skills Athletics +9, Streetwise + 6
next. Unless y o u w a n t to r e w o r k the " G o l d e n G r a i n I n n " Str 16 (+4) Dex 9 (+0) W i s 1 2 (+2)
session extensively, have the b u l l y w u g s be absent f r o m
the cellar t u n n e l a n d m a k e the door i n t o the cellars o f A l i g n m e n t evil Languages C o m m o n
E q u i p m e n t club
c l a i m disinterest i n religious or p o l i t i c a l issues, a n d are she has a crate c o n t a i n i n g robes that the cultists wear.
w i l l i n g to deal w i t h any customer w h o c a n pay. Each robe bears the g o l d - t r i m m e d r e d circle o f the C u l t
W a r e h o u s e : This b a r n - l i k e s t r u c t u r e holds animals, o f Chaos.
saddles, a n d crates f u l l o f m u n d a n e goods. P a t h o f A d v e n t u r e : H e a r i n g about Lareth's pres-
S e c r e t s : Raynen a n d G r e m a g serve the C u l t o f ence i n the area beneath the moat house a n d o b t a i n i n g
Chaos, r e p o r t i n g a c t i v i t y i n H o m m e l Lane to a b r i g a n d the password to enter the d u n g e o n c a n p r o v i d e the
courier a n d a i d i n g other bandits w h o f o l l o w L a r e t h characters w i t h the incentive to u n d e r t a k e " M o a t
the B e a u t i f u l . T h e y fence the goods the bandits steal, House D u n g e o n " next.
r e t u r n i n g some o f t h e i r profits to L a r e t h . The post's O p t i o n a l E n c o u n t e r : I f y o u have a d d i t i o n a l t i m e at
three assistants are bandits f r o m the moat house. the end o f the session i n w h i c h the traders are revealed
Initiates i n t o the C u l t o f Chaos come to the t r a d i n g as c u l t allies, y o u c a n r u n a n encounter i n the traders'
post to o b t a i n robes before going out to the m o a t house. shop a n d the warehouse. Rather t h a n c a p i t u l a t i n g at
C l u e s : Evidence f o u n d i n "Explore the M o a t H o u s e " once, Raynen decides to attack the adventurers w h e n
implicates Raynen a n d G r e m a g i n the activities o f the c o n f r o n t e d w i t h the evidence o f her a n d Gremag's
C u l t o f Chaos. The traders deny it, i n s i s t i n g t h a t they w r o n g d o i n g . I n a d d i t i o n to Raynen a n d G r e m a g , use
are b e i n g f r a m e d . Those claims don't r i n g t r u e , because c o m m o n bandits (see "Possessed A t t a c k , " page 7) to rep-
stolen goods sit i n t h e i r warehouse, a n d the t e s t i m o n y resent the guards that the traders keep o n h a n d .
i n the j o u r n a l o f the b a n d i t leader Enda Yate makes i t To cover t h e i r escape, the traders m i g h t have
clear t h a t the traders are guilty. deployed f i r e traps s i m i l a r to those i n "Explore the
Rather t h a n face justice, Raynen is w i l l i n g to p r o v i d e M o a t House" (page 21).
i n f o r m a t i o n r e g a r d i n g the C u l t o f Chaos i n exchange I f Constable Grover Ruskal ( f r o m area 21) is w i t h the
for her life. She tells the adventurers t h a t L a r e t h the characters, he m i g h t t u r n against t h e m .
B e a u t i f u l resides i n a d u n g e o n temple beneath the moat
house. She k n o w s the password to activate the w a l l t h a t
blocks descent i n t o the d u n g e o n ( " A n n i h i l a t i o n " ) , a n d
10. Teamster
A w o o d e n sign outside this weather-beaten b u i l d i n g
Gremag Level 2 Artillery shows a cart a n d horse. The adventurers already k n o w
Small natural humanoid, halfling the h a l f l i n g teamster W y n d e l l f r o m t h e i r t w o - w e e k
H P 3 0 ; B l o o d i e d 15 Initiative + 4 j o u r n e y to H o m m e l Lane. W y n d e l l ' s w i f e Treenie, a
A C 1 6 , F o r t i t u d e 1 4 , R e f l e x 15, W i l l 1 4 Perception +7 g r o w n son n a m e d M u r v e , a n d five other y o u n g c h i l d r e n
Speed 6 live i n the house.
S a v i n g T h r o w s + 5 against fear effects
I f W y n d e l l perished i n the season's i n i t i a l encounter,
someone i n the village points the characters t o w a r d t h i s
Sly Tactics
G r e m a g has c o m b a t a d v a n t a g e a g a i n s t a n y e n e m y t h a t is a d j a c e n t
place. The person w h o does so indicates t h a t Treenie
t o a t least o n e o f G r e m a g ' s allies. w o u l d w a n t to k n o w h o w W y n d e l l d i e d . Treenie t h e n
Sniper becomes the source o f the clues i n t h i s section.
If G r e m a g is h i d d e n a n d misses w i t h a r a n g e d a t t a c k , s h e r e m a i n s B a r n a n d P a d d o c k : The b a r n to the rear o f the
hidden.
m a i n house a n d shop holds f o u r wagons a n d t w o carts.
STANDARD ACTIONS
Four drivers w h o w o r k for W y n d e l l live i n the loft w h e n
© Dagger • A t - W i l l
they are i n the village. A dozen mules a n d six horses
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
H i t : 2 d 4 + 4 d a m a g e , o r 2 d 4 + 7 i f t h e t a r g e t is g r a n t i n g c o m b a t
graze i n a s m a l l p a d d o c k b e t w e e n the house a n d the
advantage to Gremag. barn.
© Sling (weapon) • A t - W i l l C l u e s : B a n d i t attacks have h i t W y n d e l l ' s business
A t t a c k : R a n g e d 1 0 / 2 0 ( o n e c r e a t u r e ) ; + 9 vs. A C h a r d . O n r e t u r n i n g to H o m m e l Lane this t r i p , he f o u n d
Hit: 1d6 + 7 damage. that another cart a n d d r i v e r h a d disappeared w h i l e
V Hooked Net • Encounter
t r a n s p o r t i n g l u m b e r f r o m the forest to the n o r t h .
A t t a c k : Close b l a s t 2 ( c r e a t u r e s i n t h e b l a s t ) ; + 6 vs. R e f l e x
P a t h o f A d v e n t u r e : I f the adventurers hear out
H i t : T h e t a r g e t is r e s t r a i n e d a n d t a k e s o n g o i n g 5 d a m a g e (save
e n d s b o t h ) , a n d i t falls p r o n e . W y n d e l l ' s suspicions, he tells t h e m he is c e r t a i n that
TRIGGERED A C T I O N S the b a n d i t s have t h e i r h i d e o u t i n a r u i n e d m o a t house a
Second Chance • Encounter f o u r - h o u r m a r c h f r o m the village. This c a n p r o v i d e the
Trigger: A n e n e m y h i t s G r e m a g w i t h a n a t t a c k . characters w i t h the incentive to u n d e r t a k e "Explore the
Effect (Immediate I n t e r r u p t ) : T h e t r i g g e r i n g e n e m y m u s t r e r o l l t h e M o a t H o u s e " next.
a t t a c k a n d use t h e n e w r e s u l t .
A f t e r the adventurers f i n d records o f the b a n d i t
Skills Acrobatics + 9 , Stealth +9, Streetwise + 6
S t r 11 (+1) D e x 17 ( + 4 ) W i s 1 3 (+2)
attacks at the r u i n e d moat house, W y n d e l l c a n con-
C o n 12 (+2) I n t 11 (+1) C h a 11 (+1)
f i r m t h a t most o f these attacks were against his wagons,
A l i g n m e n t evil Languages Common but that none targeted goods b e l o n g i n g to the traders
E q u i p m e n t leather armor, hooked net, sling, 2 0 sling stones Raynen a n d G r e m a g (area 9).
I f the adventurers r e t u r n f r o m the moat house to characters w i t h the incentive to u n d e r t a k e "Scout the
investigate the traders, W y n d e l l can c o n f i r m that the Caves o f Chaos" next.
goods f o u n d i n the moat house have been stolen f r o m
his carts. Some o f the goods c u r r e n t l y stored i n the
traders' warehouse are also W y n d e l l ' s .
13. Temple of the
Lawbringer
11. Pawnshop A zealous priest a n d three acolytes officiate d u r i n g
services a n d attend the f a i t h f u l o f the L a w b r i n g e r i n
A sign o n this s t u r d y n e w b u i l d i n g shows three y e l l o w
t h i s impressive stone edifice. The doors to the temple
circles i n d i c a t i n g a p a w n s h o p . The doors a n d shutters
stand open d u r i n g daylight hours, b u t they are shut a n d
are r e i n f o r c e d . A g u a r d n a m e d E r r o l R o c k t y n and t w o
b a r r e d w i t h the setting o f the sun. A f t e r n o r m a l operat-
large g u a r d drakes protect the shop d u r i n g business
i n g hours, a few m i n u t e s o f k n o c k i n g brings a n acolyte
hours. The p r o p r i e t o r is a d w a r f n a m e d N i r a H a s k a l i .
to open the door.
X i r a has prospered i n H o m m e l Lane, l e n d i n g m o n e y
D e v i , a y o u n g female h u m a n , w o r k s tirelessly here to
and d e a l i n g w i t h the clans o f dwarves t h a t m i n e the
spread the w o r d o f the L a w b r i n g e r . H e r acolytes—Sister
m o u n t a i n s to the east. She has a good r e p u t a t i o n for fair
Euphema, B r o t h e r A b r a m o , a n d Sister Philla-assist her
dealing, a l t h o u g h some people g r u m b l e about her w i l l -
i n m a i n t a i n i n g the temple.
ingness to p r o f i t f r o m others' m i s f o r t u n e .
Canoness Yeeday left H o m m e l Lane suddenly over a
N i r a lives i n a n a p a r t m e n t above the shop, w h i l e
m o n t h ago a n d has not r e t u r n e d , so D e v i has t a k e n over
E r r o l a n d the drakes have l o d g i n g i n the shop's rear
her duties. D e v i says that the canoness w e n t o n a j o u r -
storage r o o m .
ney to search for the evil i n f e c t i n g the lands a r o u n d the
S e c r e t s : E r r o l is associated w i t h the C u l t o f Chaos.
village. W h a t D e v i fails to m e n t i o n is t h a t the canoness
H e is b i d i n g his t i m e u n t i l the bandits eventually attack
is c u r r e n t l y b e i n g h e l d i n the cave o f the s p i r i t naga,
the village, at w h i c h p o i n t he plans to k i l l N i r a a n d steal
along w i t h other prisoners.
her w e a l t h to t u r n over to L a r e t h .
C o m p l i c a t i o n s : I f c o n f r o n t e d w i t h the possessed
P a t h o f A d v e n t u r e : I f he has suitable cover for his
Sir M o o n b r o o k , D e v i t r u t h f u l l y tells the adventurers
actions ( i n c l u d i n g the t u r m o i l t h a t w i l l arise i n the
t h a t she is not as capable as Canoness Yeeday. A l t h o u g h
village i f the Reptile C u l t is o v e r t h r o w n b y the adven-
she can do n o t h i n g to d r i v e out the s p i r i t t h a t possesses
turers), E r r o l carries out his p l a n early. A f t e r he flees to
the p a l a d i n , D e v i volunteers to keep h i m secured i n
the m o a t house w i t h his stolen loot, the adventurers can
a n upstairs guest chamber, a n d to give the adventurers
easily track h i m . T h i s can p r o v i d e the characters w i t h
access to h i m whenever they w i s h .
the incentive to u n d e r t a k e "Explore the M o a t H o u s e "
S e c r e t s : D e v i has been a m e m b e r o f the Reptile
next.
C u l t for a few m o n t h s , a n d she has converted B r o t h e r
A b r a m o a n d Sister P h i l l a . O r i g i n a l l y dedicated to the
12. Herder L a w b r i n g e r , the priest n o w forswears her f o r m e r service
Several dogs g u a r d the modest cottage o f Black Jay, a i n the advancement o f the cause o f the Reptile G o d .
g r i z z l e d h u m a n herder. Black Jay does not l i k e com- U n l i k e most m e m b e r s o f the cult, D e v i was not
p a n y or strangers, a n d he says so to anyone w h o comes c h a r m e d i n t o service b u t changed sides freely w h e n she
onto his p r o p e r t y . T h i s r e t i r e d soldier is f r i e n d l y w i t h was offered the p o w e r o f the Reptile G o d a n d M i s k a .
elves, however, h a v i n g spent p a r t o f his m i l i t a r y career She n o w c a r e f u l l y m a i n t a i n s her facade as a k i n d a n d
stationed i n a n elven outpost. h e l p f u l person, speaking the t r u t h as m u c h as possible
A l t h o u g h Jay's o w n f l o c k o f sheep is s m a l l , he earns to escape scrutiny.
extra i n c o m e f r o m local farmers w h o pay h i m to g u i d e D e v i recognizes that the p o w e r w i t h i n Sir M o o n -
t h e i r flocks to fertile grazing areas i n fields far f r o m the b r o o k is a s m a l l f r a g m e n t o f the same essence that she
village. serves i n the f o r m o f the Reptile G o d . She wants to
C l u e s : Six weeks ago, Jay's w i f e a n d c h i l d r e n dis- explore this p o w e r a n d see i f she can absorb i t herself.
appeared w h i l e they were t e n d i n g flocks to the east,
t o w a r d the Caves o f Chaos. H e f o u n d signs t h a t they
were attacked a n d k i l l e d b y goblins, a n d t h i s misfor-
14. M i l l e r
A house attached to a river m i l l is h o m e to M y t c h
tune has made h i m spiteful a n d reclusive.
M i l l e r , his w i f e , Syrae, t w i n teenage c h i l d r e n (Portia
P a t h o f A d v e n t u r e : I f the adventurers convince
a n d Phogge), a n d three apprentices. The m i l l g r i n d s
h i m to t a l k to t h e m ( D C 12 D i p l o m a c y ) , Black Jay
the local farmers' g r a i n i n t o f l o u r , w h i l e Syrae operates
shares his story a n d gives t h e m directions to the Caves
a s m a l l b a k e r y out o f her k i t c h e n . The f a m i l y m e m -
o f Chaos. H e also mentions Otis disappearing w h e n
bers are followers o f the O l d F a i t h a n d p i l l a r s o f the
he w e n t to the caves, p o i n t i n g the adventurers t o w a r d
community.
the D r u e t cottage (area 2) or E l m o i n the S l u m b e r i n g
Serpent Tavern (area 16). Either story can p r o v i d e the
M y t c h is f r i e n d l y enough, b u t recent events have 20), p r o v i d i n g t h e m w i t h the incentive to u n d e r t a k e
made h i m suspicious o f everyone. H e is w i l l i n g to " G o l d e n G r a i n I n n " next.
spend o n l y a l i t t l e t i m e t a l k i n g to strangers, discussing I f y o u w a n t the adventurers to tackle the moat house,
the weather or his w o r k . R a m n e tells the characters about recent attacks o n
C l u e s : I t is w e l l k n o w n t h a t M y t c h was going to local caravans, p a r t i c u l a r l y the wagons o f W y n d e l l . The
r u n for mayor, b u t he abandoned his c a m p a i g n . This d r u i d explains t h a t his c o n n e c t i o n w i t h the a n i m a l s o f
confused the people o f the village because he was the area leads h i m to believe that someone has reestab-
o r i g i n a l l y favored to w i n . The reason for the m i l l e r ' s lished a residence i n the moat house. This clue should
n e w f o u n d reclusiveness is t h a t his oldest son, A u g i n , make the characters w a n t to visit the teamster W y n d e l l
has j o i n e d the b a n d i t s i n the o l d m o a t house. (area 10) or go d i r e c t l y to the moat house, p r o v i d i n g
C o m p l i c a t i o n s : P o r t i a a n d Phogge spend t i m e i n t h e m w i t h the incentive to u n d e r t a k e "Explore the
the S l u m b e r i n g Serpent Tavern a n d the G o l d e n G r a i n Moat H o u s e " next.
I n n w h e n they can. I n this way, the t w i n s m i g h t meet I f y o u w a n t the adventurers to seek out the Caves
the adventurers. B o t h are at a y o u n g a n d impression- o f Chaos, R a m n e reveals that goblins f r o m the caves
able age, a n d either m i g h t become i n f a t u a t e d w i t h one have become bolder i n the last few weeks. The f a r m s
o f the characters. T h i s i n f a t u a t i o n m i g h t lead one t w i n b e t w e e n H o m m e l Lane a n d the Caves o f Chaos are
or the other to f o l l o w the p a r t y i n t o a dangerous situa- b e i n g r a i d e d constantly, a n d R a m n e believes t h a t the
t i o n , p u t t i n g innocents at risk. goblins m i g h t be connected to the deaths o f Black Jay's
P a t h of A d v e n t u r e : I f the adventurers m e n t i o n w i f e a n d c h i l d r e n . This clue should p o i n t the characters
A u g i n or press M y t c h about d r o p p i n g out o f the race, he t o w a r d Black Jay (area 12) or send t h e m d i r e c t l y to the
resists t h e i r questions. I f they persuade h i m to t a l k ( D C Caves o f Chaos, p r o v i d i n g t h e m w i t h the incentive to
12 D i p l o m a c y or I n t i m i d a t e ) , he breaks d o w n a n d con- u n d e r t a k e "Scout the Caves o f Chaos" next.
fesses his son's i n v o l v e m e n t w i t h the bandits at the m o a t
house. T h i s can p r o v i d e the characters w i t h the incen-
tive to u n d e r t a k e "Explore the M o a t H o u s e " next.
16. Slumbering Serpent
Tavern
15. Sacred Grove A large, c o l o r f u l sign i n f r o n t o f t h i s b u i l d i n g depicts a
r e d d r a g o n at rest, w i t h a p l u m e o f smoke r i s i n g f r o m
A c i r c u l a r grove o f w i l l o w trees m a r k s t h i s place o f w o r -
its nose. Several beds o f flowers b r i g h t e n the exterior o f
ship for the O l d F a i t h . A c a r e f u l l y placed l i n e o f blue
the tavern, w h i c h appears older t h a n the other b u i l d -
stones edges the p a t h t h a t leads i n t o the grove, w h e r e
ings i n the village.
the d r u i d R a m n e A s h s t a f f dwells i n a modest h u t .
Belba C r a l l o o n a n d her h u s b a n d O l l w i n o w n a n d
For characters w h o f o l l o w the O l d Faith, t r a d i t i o n
operate the S l u m b e r i n g Serpent, a n d they have a k n a c k
dictates t h a t they visit the d r u i d soon after they arrive
for m a k i n g a w e a r y traveler feel at home. Belba bustles
i n H o m m e l Lane. R a m n e is h u m a n a n d appears to be
d o w n the p o r c h steps at the first sign o f customers,
impossibly o l d a n d feeble, t h o u g h his m i n d is keen.
i n v i t i n g t h e m inside for a d r i n k a n d a m e a l . O l l w i n is
W h e n the adventurers first approach the d r u i d , he
m o r e reserved, b u t s t i l l f r i e n d l y as he serves food a n d
welcomes t h e m , a n d he is p a r t i c u l a r l y k i n d to any fol-
d r i n k a n d asks for news o f the w o r l d outside H o m m e l
lowers o f the O l d Faith. H e provides one potion of healing
Lane.
to the g r o u p i f at least one character is a f o l l o w e r o f the
C l u e s : I f the adventurers ask for a r o o m , Belba
O l d F a i t h . H e offers no a d d i t i o n a l a i d , f e a r i n g that the
sheepishly a d m i t s t h a t the t a v e r n has no rooms to rent
adventurers m i g h t be p a r t o f the strange happenings i n
a n d directs the p a r t y to the G o l d e n G r a i n I n n . W h e n
H o m m e l Lane. H e a d m i t s t h a t his magic is not power-
the I n n o f the W i n s o m e W e n c h was destroyed, the
f u l enough to overcome Sir M o o n b r o o k ' s possession.
Cralloons asked Ross, the village carpenter, to b u i l d a n
C l u e s : T h r o u g h patient observation, R a m n e has
a d d i t i o n t h a t w o u l d upgrade the S l u m b e r i n g Serpent
gathered a significant a m o u n t o f k n o w l e d g e r e g a r d i n g
w i t h travelers' rooms. Ross has so far failed to start the
the problems i n H o m m e l Lane. A t any t i m e , the d r u i d
project, repeatedly c l a i m i n g to be too busy.
can d r o p h i n t s to p u s h the adventurers along a p a t h y o u
P a t h o f A d v e n t u r e : E l m o D r u e t c a n often be f o u n d
w i s h t h e m to follow. R a m n e c a n also p o i n t the way to
at the tavern. H e acts the p a r t o f a d r u n k e n oaf, asking
specific locations y o u w a n t the characters to visit.
silly questions o f the adventurers a n d t r y i n g to l e a r n
P a t h of A d v e n t u r e : I f y o u w a n t the characters to
t h e i r business. I f t h e y make i t clear that they are here
investigate the Reptile C u l t , R a m n e can t e l l t h e m that
to h e l p solve the problems i n H o m m e l Lane, E l m o lets
his assistant, S m y t h the s m i t h , has been neglecting his
slip that his b r o t h e r Otis is a n adventurer. H e says Otis
d r u i d i c duties lately i n favor o f spending t i m e i n the
left the village a couple o f weeks ago to investigate the
G o l d e n G r a i n I n n . T h i s m i g h t i n s p i r e the characters
Caves o f Chaos, b u t never r e t u r n e d . This i n f o r m a t i o n
to visit S m y t h (area 8) or the G o l d e n G r a i n I n n (area
can p r o v i d e the characters w i t h the incentive to under-
take "Scout the Caves o f Chaos" next.
17. Vilma's Cottage
T h i s is the h o m e o f V i l m a M e r r i d i e , a n elderly female
h a l f - e l f a n d Carjo M e r r i d i e ' s "gran-gran," w h o m he
spoke o f f o n d l y o n the t r i p to H o m m e l Lane. Flower
gardens s u r r o u n d this q u a i n t l i t t l e home, w h i c h is shel-
tered by e l m trees a n d features fancy c u r t a i n s on the
windows.
V i l m a welcomes strangers a n d invites any visitors i n
for tea or w i n e , even t h o u g h she is physically w e a k a n d
unable to w a l k m o r e t h a n a few feet at a t i m e . She takes
i n m e n d i n g f r o m her neighbors to earn a few coins, b u t
lives mostly o f f the w e a l t h her f a m i l y a c c u m u l a t e d over
generations o f f a r m i n g . H a v i n g l i v e d i n the village for
m o r e t h a n a h u n d r e d years, V i l m a was here w h e n the
last attack o c c u r r e d a c e n t u r y ago.
C o m p l i c a t i o n s : I f V i l m a learns that the adventur-
ers saved her grandson d u r i n g the j o u r n e y to H o m m e l
Lane, she offers t h e m a place to stay a n d insists t h a t
they each take 2 0 sp a n d a piece o f r i b b o n candy as a
r e w a r d . She can also p r o v i d e a complete h i s t o r y o f the
village, i n c l u d i n g details o n the attacks a h u n d r e d years
ago, a n d h o w c u r r e n t events are c o m i n g to resemble the
past far too m u c h for her l i k i n g . (Use the i n f o r m a t i o n
i n " B a c k g r o u n d , " page 3, b u t do not reveal the place o f
.Miska the Wolf-Spider i n the adventure.)
I f Carjo d i e d , V i l m a asks the characters to t e l l
R a m n e A s h s t a f f o f his death.
C l u e s : V i l m a does not get out m u c h , b u t other v i l -
lagers d r o p i n f r e q u e n t l y to m a k e sure she is w e l l . They
gossip w i t h her, w h i c h makes V i l m a one o f the best
sources o f local knowledge i n H o m m e l Lane. Neverthe-
fell i n w i t h a bad lot. She r e t u r n e d to the village a f e w
less, she k n o w s n o t h i n g o f the d a r k t r u t h b e h i n d the
weeks past, w i t h a couple o f thugs a n d the m i l l e r ' s son,
recent unrest.
A u g i n . Jophet t u r n e d her away, a n d later h e a r d that
V i l m a is surprised that so m a n y people have
the ones w h o escorted her h a d been seen at the m i l l e r ' s
converted f r o m the O l d Faith to the w o r s h i p o f the Law-
(area 14).
b r i n g e r i n the past few m o n t h s . She k n o w s that m a n y
converts spend a great deal o f t i m e i n the G o l d e n G r a i n
Inn. 19. Brewery
T h i s i m p o s i n g stone b u i l d i n g w i t h a b a r r e l h a n g i n g
18. Hog Farm f r o m chains above the door is the h o m e a n d workplace
o f the local brewer, Evyna, and her h u s b a n d a n d y o u n g
The u n m i s t a k a b l e smell o f hogs greets the adventurers
c h i l d . A nephew a n d his w i f e have recently come to
as they approach t h i s f a r m . I n a d d i t i o n to herds o f pigs,
help r u n the b r e w e r y i n response to its success. These
a n u m b e r o f chickens a n d turkeys scratch a n d strut
people f o l l o w the O l d Faith.
about the y a r d . D u r i n g the day, a teenage boy watches
T h e b r e w e r y features several vats o n the m a i n floor,
passersby f r o m the p o r c h .
as w e l l as a few i n the cellar. Side sheds h o l d ingre-
I f anyone approaches, the l a d r u n s inside, r e t u r n i n g
dients. T h r e e apprentice brewers d w e l l above the
shortly w i t h his father, Jophet. The recent troubles i n
brewery, w h i l e the brewer's f a m i l y lives i n quarters
the c o m m u n i t y have d i s t u r b e d Jophet, a n d he tries to
attached to the m a i n b u i l d i n g .
send any strangers o n t h e i r w a y q u i c k l y .
C o m p l i c a t i o n s : The apprentices a l l practiced the
C l u e s : Jophet isn't i n c l i n e d to tolerate visitors or
O l d Faith u n t i l one recently converted to the Law-
answer t h e i r questions. A f r i e n d l y g r o u p m i g h t set his
bringer. The conversion has caused a b i t o f a stir w i t h i n
m i n d at ease ( D C 20 D i p l o m a c y or Bluff; D C 12 i f
Evyna's f a m i l y .
anyone i n the g r o u p professes the O l d Faith). I n t h i s
The brewer believes she k n o w s w h a t is best for the
case, he breaks d o w n a n d admits that his daughter
village, a n d she isn't a f r a i d to let everyone else k n o w
Vaelle r a n away f r o m h o m e a couple o f m o n t h s ago a n d
it. W i t h that m i n d s e t , she is r u n n i n g for mayor against
V a r i c k Becker (area 5). A l t h o u g h Evyna is correct i n
m a n y o f her assertions, her outspoken behavior makes
21. Constable's Quarters
her u n p o p u l a r , even w i t h others w h o practice the O l d The village constable, Grover Ruskal, lives a n d w o r k s i n
Faith. She has gone so far as to b l a m e V a r i c k for the this nondescript w o o d e n b u i l d i n g . H e a v y shutters are
recent disappearances i n the village, saying t h a t he a n d closed over its w i n d o w s , t h o u g h the stout door usually
other L a w b r i n g e r followers are i n t i m i d a t i n g those o f stands open. Grover was an associate o f L o r d Rufus a n d
the O l d Faith. L o r d B u r n e d u r i n g t h e i r a d v e n t u r i n g days, a n d they
have entrusted h i m w i t h the responsibility o f keeping
the peace i n the village. Grover exudes a n air o f quiet
20. The Golden Grain I n n confidence. H e listens c a r e f u l l y to those w h o come to
This large w o o d e n i n n was w h i t e w a s h e d at one t i m e , h i m w i t h problems, assuring t h e m that he w i l l check
but m u c h o f its p a i n t has w o r n off. A c o r r a l a n d a stable i n t o t h e i r concerns w i t h haste. I n reality, he does as
are attached to the m a i n b u i l d i n g . The eaves o f the r o o f little as possible. Grover employs t w o deputies, V a h n a
are decorated w i t h carvings o f sheaves o f wheat, w h i l e and B a r r i n a , w h o also live here.
a sign s h o w i n g a b u n d l e o f wheat a n d a pitcher o f beer C o m p l i c a t i o n s : A l t h o u g h Grover is n o t a m e m b e r
hangs over the door. o f the C u l t o f Chaos, he receives a hefty b r i b e each
The o w n e r a n d operator o f the i n n is B e r t r a m m o n t h to look the other way w h e n i t comes to the cult's
B e s w i l l . H e tends bar d u r i n g the busy times, greet- crimes. H e is w i l l i n g to do whatever is necessary to
i n g newcomers w i t h a smile, a j o k e , a n d a m u g o f allay suspicions d i r e c t e d at h i m . H e m i g h t even attempt
f r o t h y ale. H e tries to keep the conversation l i g h t a n d to j a i l the adventurers i f they come too close to discover-
inconsequential. i n g his duplicity.
C l u e s : I f the adventurers ask about Ranson a n d Scira O p t i o n a l E n c o u n t e r : I f the characters r u n a f o u l o f
(see "Lost Leatherworker," page 10), the patrons at the the constable, they discover that he is a capable w a r r i o r
i n n c l a i m that the couple left early to r e t u r n home. (This not to be t r i f l e d w i t h . H i s deputies fight b y his side (use
fact appears t r u e to patrons w h o are not cultists, since t o w n g u a r d statistics f r o m " L a r e t h the B e a u t i f u l " ) . I f he
the couple was k i d n a p p e d early i n the evening.) decides to arrest the party, Grover can also deputize a
C o m p l i c a t i o n s : A t any given t i m e , f i f t e e n or m o r e few citizens (use h u m a n goon statistics f r o m that same
patrons are present at the i n n . O f these, at least t e n are session) or c a l l a few soldiers ( t o w n g u a r d statistics)
m e m b e r s o f the Reptile C u l t . The c u l t m e m b e r s t a l k f r o m the central keep.
and answer questions w h e n they are spoken to, b u t do
not go out o f t h e i r w a y to be w e l c o m i n g . They prefer to Constable Ruskal Level 5 Controller (Leader)
sit back a n d let B e r t r a m take the lead i n d e a l i n g w i t h M e d i u m natural humanoid

outsiders w h o m i g h t pose a t h r e a t to the cult's activities. HP 60; Bloodied 30 Initiative+3

The G o l d e n G r a i n I n n is c u r r e n t l y the only place i n A C 1 9 , F o r t i t u d e 17, R e f l e x 17, W i l l 1 8 Perception +3


Speed 5 Low-light vision
H o m m e l Lane w i t h rooms for rent—a fact that B e r t r a m
TRAITS
takes advantage o f as he kidnaps prospective members
Protected
for the Reptile Cult. H e tries to convince the adventur-
T h e c o n s t a b l e g a i n s a + 2 b o n u s t o a l l d e f e n s e s w h i l e he is a d j a -
ers to take separate rooms, going so far as to offer t h e m c e n t t o a n ally.
l o w rates to entice t h e m . I f he can isolate one adventurer STANDARD ACTIONS
far f r o m the others, he m i g h t send a few cultists to attack © L o n g s w o r d (weapon) • A t - W i l l

(use the h u m a n goons f r o m " G o l d e n G r a i n I n n , " page A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 1 0 vs. A C

30). I f the adventurer is defeated, he or she is k n o c k e d Hit: 2 d 8 - 4 damage.


<£• U r g e H e s i t a t i o n ( c h a r m ) • E n c o u n t e r
unconscious a n d h e l d i n the inn's cellar, a w a i t i n g trans-
A t t a c k : C l o s e b u r s t 5 ( e n e m i e s i n t h e b u r s t ) ; + 8 vs. W i l l
p o r t to the Temple o f the Lawbringer, t h e n to the cavern
Hit: T h e target cannot take a s t a n d a r d a c t i o n d u r i n g its next t u r n .
o f the Reptile G o d where the spirit naga lairs. Appoint Champion • At-Will
P a t h of A d v e n t u r e : I f the adventurers i n q u i r e Effect: Close b u r s t 1 0 ( o n e ally i n t h e b u r s t ) ; t h e t a r g e t m a k e s a
about the other strange happenings i n the village, basic a t t a c k as a f r e e a c t i o n a n d c a n s h i f t 1 s q u a r e b e f o r e o r

B e r t r a m claims t h a t people are b l o w i n g t h i n g s out o f after the attack.


Inspirational A u t h o r i t y + Encounter
p r o p o r t i o n . I f the characters insist o n p u r s u i n g the
Effect: Close b u r s t 1 0 ( o n e a l l y i n t h e b u r s t ) ; t h e t a r g e t uses a n at-
topic, he m i s d i r e c t s t h e m by stating his b e l i e f t h a t a n
w i l l , e n c o u n t e r , o r r e c h a r g e a t t a c k p o w e r as a f r e e a c t i o n .
evil g r o w i n g i n the Caves o f Chaos is responsible. This Skills D i p l o m a c y +10, Insight + 8 , I n t i m i d a t e +10
i n f o r m a t i o n can p r o v i d e the characters w i t h the incen- Str15(+4) Dex12(+3) W i s 12 (+3)
tive to u n d e r t a k e "Scout the Caves o f Chaos" next. C o n 12 (+3) lnt14(+4) Cha16(+5)
I f the adventurers t r u l y b e g i n to snoop a r o u n d a n d A l i g n m e n t unaligned Languages Common

ask t o u g h questions, the suspicious B e r t r a m decides E q u i p m e n t chainmail, light shield, longsword

that i t is t i m e to take action. T h i s puts the characters i n


a p o s i t i o n to u n d e r t a k e " G o l d e n G r a i n I n n " next.
22. Lords' Tower I f pressed to say w h e r e Rufus a n d B u r n e are, V a r e d d
reveals o n l y that Rufus is away f r o m H o m m e l Lane
T h i s stone tower is over f i f t y feet t a l l , w i t h an entrance o n w i z a r d ' s business a n d B u r n e is i n residence i n the
accessible o n l y by ascending a c u r v e d f l i g h t o f stone tower a n d has left orders to n o t be d i s t u r b e d .
stairs to a detached l a n d i n g t e n feet above the g r o u n d . V a r e d d tells the adventurers that they are welcome
The outer door o f the tower lowers to f o r m a bridge to investigate what's h a p p e n i n g i n the village, seeking
b e t w e e n the tower a n d the l a n d i n g . A n u m b e r o f a r r o w clues about w h o or w h a t is b e h i n d the strange disap-
slits overlook the l a n d i n g a n d the tower g r o u n d s . pearances a n d the b a n d i t raids. I f they w a n t to r e p o r t
Inside the tower are the residences o f the lords o f a specific c r i m e , he directs t h e m to Constable Grover
H o m m e l Lane, Rufus a n d B u r n e , w h o came to the v i l - Ruskal (area 21).
lage m o r e t h a n t e n years ago. A p o w e r f u l w i z a r d a n d
fighter, respectively, b o t h f o r m e r adventurers served the
baroness to the west for a l o n g t i m e , a n d were r e w a r d e d
24. Warehouses
w i t h a l o r d s h i p a n d the r i g h t to r u l e the area a r o u n d V i s i t i n g merchants a n d other travelers c a r r y i n g goods
H o m m e l Lane i n her n a m e . The d r u d g e r y o f r u l e r s h i p i n q u a n t i t y can store such goods here. Each warehouse
and bureaucracy q u i c k l y became too m u c h for b o t h has locked double doors ( D C 2 1 T h i e v e r y to open). Cas-
f o r m e r heroes to p u t u p w i t h . For some t i m e now, they t e l l a n V a r e d d Z a b o r r (area 23) a n d his assistant have
have left the day-to-day duties o f governance to t h e i r the keys. Inside are several wagons a n d carts, along
t r u s t e d castellan, V a r e d d Z a b o r r (area 23). w i t h boxes, barrels, and bales h o l d i n g various food
C o m p l i c a t i o n s : A r i f t has recently f o r m e d b e t w e e n items, c l o t h , arrows, crossbow bolts, salt, a n d w i n e .
the t w o lords w h e n L o r d Rufus converted to the wor-
ship o f the L a w b r i n g e r f r o m his previous allegiance to 25. Boarding House
the O l d Faith. L o r d B u r n e , foreseeing t h a t the tension
F a r m h a n d s a n d i t i n e r a n t workers w h o have come to
b e t w e e n the t w o religions m i g h t tear the village apart,
the village to assist w i t h the a u t u m n harvest live i n this
expressed his reservations to Rufus, w h o took offense.
modest b o a r d i n g house. A few have been converted to
The w i z a r d left H o m m e l Lane i n a h u f f a couple o f
the Reptile C u l t , s p e n d i n g each n i g h t at the G o l d e n
weeks ago, supposedly to continue his arcane studies
G r a i n I n n w h i l e t h e i r fellow f a r m h a n d s sleep away a
elsewhere. L o r d B u r n e has not left the tower since t h e n ,
h a r d day's labor.
choosing to sequester h i m s e l f u n t i l he sees h o w things
A shed nearby houses the animals, tools, a n d vehi-
are going to t u r n out.
cles b e l o n g i n g to the workers.
I f the adventurers come to the tower seeking either
l o r d , the guards at the f r o n t entrance d i r e c t t h e m to the
castellan (if the characters w a n t to discuss matters o f 26. Empty Buildings
governance) or to the constable (for issues o f l a w a n d These shops, residences, a n d f a r m s are n o w abandoned.
order). T h e i r f o r m e r occupants have v a n i s h e d - a l l o f t h e m
secretly k i l l e d or t a k e n prisoner i n the n a m e o f the Rep-

23. Central Keep t i l e G o d . None o f the b u i l d i n g s contains a n y t h i n g o f


real value, a n d the constable's deputies (area 21) keep
T h e soldiers a n d retainers w h o help govern the t e r r i t o r y
a n eye o n t h e m to ensure t h a t i n t r u d e r s stay away.
a r o u n d H o m m e l Lane d w e l l i n t h i s great stone fortress
perched atop a b r o a d h i l l o n the outskirts o f the village.
A t the heart o f the keep is the private residence a n d Conclusion
office o f the castellan, V a r e d d Zaborr, a n d his assistant, The adventurers' investigations i n H o m m e l Lane
R h o n n e t Gho. A s the castellan, V a r e d d is responsible d e t e r m i n e w h i c h p a t h they take t h r o u g h t h i s D & D
for the day-to-day operations o f the keep. H e acts as a ENCOUNTERS season (see "Path o f A d v e n t u r e , " page 9).
liaison between the village a n d Lords Rufus a n d B u r n e . By the end o f the first session, the characters should
V a r e d d is a clever fellow w h o a d v e n t u r e d w i t h Rufus have decided w h e r e t h e i r i n i t i a l investigation w i l l take
and B u r n e i n t h e i r g l o r y days a n d gained t h e i r t r u s t t h e m , or y o u c a n d i r e c t t h e m t o w a r d a specific p a t h .
w i t h his bravery a n d c o m m o n sense. H e has the free- Tell the players w h i c h session they w i l l be p l a y i n g
d o m to make i m p o r t a n t decisions a n d r u n the keep as next t i m e , a n d give t h e m a sense o f the location where
he sees f i t . events w i l l u n f o l d .
C o m p l i c a t i o n s : I f the tower guards refer the adven-
t u r e r s to the castellan, V a r e d d sees t h e m w i t h i n an
h o u r . H e listens to w h a t they have to say, and admits to
h a v i n g concerns o f his o w n r e g a r d i n g recent events i n
the v i l l a g e - b u t he says that w i t h o u t the leave o f Lords
Rufus a n d B u r n e , he is unable to do a n y t h i n g about i t .
03 H J\L IP T
]E 1^. • J.' HIE R
THE STRAIGHTEST PATH
This session connects directly to "Moat House Dun-
CHAOS CULT geon," w h i c h should be played next. See "Next
Session" (page 26) for information.
A n ancient moat house near H o m m e l Lane was once
the l a i r o f e v i l humans—part o f a force that unsuccess-
f u l l y attacked the village a h u n d r e d years ago. A site
and a crumbling stone keep. The second story of the keep
dedicated to evil a n d chaos, the moat house was t h a n k -
has collapsed down to ground level, and a water filled moat
f u l l y o v e r t h r o w n a n d its residents r o u t e d . For a century,
extends around the ruined building.
the r u i n s have l a i n abandoned a n d rotting—but n o w a
A wooden bridge over the moat is rotting but appears to
n e w e v i l rises i n the wilderness.
be intact. The main doors hang off their hinges, looking as
though they were smashed with a battering ram in the distant
past. Human-sized footprints track up and across the bridge,
EXPLORE THE its surface rutted with recent cart tracks.
P e r c e p t i o n D C 12: Two large breaches have appeared
MOAT HOUSE in the moat house wall where its stones have collapsed. Each
T h i s session is the first p a r t o f the "Chaos C u l t " section appears broad enough for you to easily pass through.
o f the adventure. T h e characters have most l i k e l y come P e r c e p t i o n D C 14: Two enormous frogs lurk near the
here i n response to r u m o r s o f b a n d i t a c t i v i t y i n a r u i n e d moat house—one in a small pond alongside the bridge path
moat house four hours n o r t h o f H o m m e l Lane. and one in the moat.

The Story So Far The bandits are o n g u a r d against i n c u r s i o n , a n d they


w a t c h the approach to the moat house carefully. W h e n
I f the adventurers have come here at the urging o f the
the characters are first spotted inside the w a l l s , con-
teamster W y n d e l l or the d r u i d Ramne Ashstaff (area 10
t i n u e w i t h "Bandits o f the M o a t House," page 23.
and area 15 i n H o m m e l Lane), r e m i n d the players o f the
B r e a c h e s : The bandits are aware o f these e n t r y
rumors o f bandit activity, and o f those characters' belief that
points a n d the weakness they represent i n the moat
the moat house is the bandits' secret base o f operations.
house's defenses. They have rigged each breach w i t h a
I f t h i s session is b e i n g r u n i n reaction to the m u r d e r
trap. A n y creature that steps i n t o a breach w i t h o u t first
o f N i r a H a s k a l i i n the p a w n s h o p (area 11 i n H o m m e l
d i s a r m i n g the t r a p breaks a v i a l o f alchemist's essence
Lane), r e m i n d the players o f those events a n d t e l l t h e m
h i d d e n i n the r u b b l e .
they have followed the t r a i l o f E r r o l R o c k t y n (Nira's
duplicitous g u a r d ) to the moat house. ( I n t h i s case,
m a k e E r r o l one o f the sleeping cultists i n " M o a t House Alchemist's Essence Trap (Fire) Level 1 Trap
Object
D u n g e o n , " page 26.)
D e t e c t Perception D C 1 9 Initiative -
I f the adventurers l e a r n e d o f the moat house f r o m
HP 8
the m i l l e r M y t c h (area 14 i n H o m m e l Lane), s u m m a - AC 16, Fortitude 13, Reflex I S , W i l l -
rize t h a t exchange a n d the i n f o r m a t i o n t h a t M y t c h ' s I m m u n e n e c r o t i c , p o i s o n , p s y c h i c , f o r c e d m o v e m e n t , all c o n d i t i o n s ,
son has f a l l e n i n w i t h the bandits. ( I n this case, the son ongoing damage

is c u r r e n t l y out o n a r a i d , and is n o t one o f the bandits TRIGGERED A C T I O N S

i n the "Bandits o f the M o a t H o u s e " encounter.) *c* A t t a c k (fire) • Encounter


Trigger: A c r e a t u r e e n t e r s t h e t r a p ' s space, o r t h e t r a p d r o p s t o 0
I f you used another location or event to b r i n g the
hit points.
characters here, s u m m a r i z e that i n f o r m a t i o n for the
A t t a c k (No A c t / o n ) : Close b u r s t 1 ( c r e a t u r e s i n t h e b u r s t ) ; + 4 vs.
players as t h i s session begins. Reflex
Hit: 2 d 6 + 3 fire damage.

Moat House Approach Miss: H a l f d a m a g e .


Effect: T h e t r a p is d e s t r o y e d .
The heroes b e g i n o n the p a t h l e a d i n g u p to the moat COUNTERMEASURES
house's f r o n t doors. A s they come closer to the place • D i s a b l e : T h i e v e r y D C 1 9 ( s t a n d a r d a c t i o n ) . Success: T h e t r a p is
(and eventually move inside), use the area descriptions d i s a b l e d . Failure ( 1 4 o r lower): T h e t r a p a t t a c k s .

on the next page a n d the tactical m a p o n page 25 to f i l l


i n details for the players. G u a r d i a n s : Two giant t h o r n s k i n frogs w a t c h f r o m
the moat a n d the p o n d (area 1 o n the tactical map),
W h e n the c h a r a c t e r s r e a c h the site, r e a d : w h i l e a h i d d e n d w a r f conscript keeps w a t c h f r o m
From Hommel Lane, the trip to the ruined moat house takes b e h i n d the a r r o w slit i n area 2. T h e adventurers m u s t
about four hours. After passing through forest for much of succeed o n a D C 12 g r o u p Stealth check to approach
thatjourney, your path suddenly opens up to a broad clearing u n n o t i c e d . O n a f a i l e d check, the frogs croak o u t a
w a r n i n g , a n d the d w a r f spots the characters as they
approach. The b a n d i t s t h e n g a i n a surprise r o u n d w h e n
the adventurers enter the moat house.
T r e a s u r e : I f a breach t r a p is d i s a r m e d , its v i a l o f
alchemist's essence c a n be safely c l a i m e d .

1 . Pond a n d M o a t
The ground along the edge of the moat is low and marshy.
Seeping water fills a small pond close to the path.

Two t h o r n s k i n frogs live i n the p o n d a n d the moat. Out-


side the m o a t house, these pets o f the bandits attack
only i f they are attacked first. O t h e r w i s e , they enter
the moat house to f i g h t w i t h the bandits after combat
breaks out there. A fight w i t h the frogs outside alerts
the d w a r f conscript i n area 2.

2. Collapsed Tower
The upper stories of this tower have collapsed, hut its lower
floor is still intact. Arrow slits provide vantage points looking
out in three directions.

The d w a r f conscript Redye stands g u a r d here. I f he


w a r n s the bandits o f the adventurers' approach, the
bandits g a i n a surprise r o u n d w h e n combat begins.

3. Lower C o u r t y a r d C h e s t : The lock o n this chest is false. A n y attempt to


This rubble-strewn courtyard is open to the sky, with steps to p i c k the lock or b r e a k open the chest shatters a v i a l o f
the northeast leading up to a second raised courtyard. Arrow acid onto the ledger inside, destroying i t . A D C 12 Per-
slits are cut along the moat house's interior walls. c e p t i o n check reveals the n a t u r e o f the false lock. T h e
chest c a n be safely opened o n l y t h r o u g h a secret p a n e l
I f the bandits are not already aware o f t h e i r approach, i n the back. The p a n e l can be f o u n d w i t h a second D C
the adventurers are most l i k e l y spotted w h e n they enter 12 Perception check, a n d requires a D C 12 T h i e v e r y
the lower c o u r t y a r d . C o n t i n u e w i t h "Bandits o f the check to open.
M o a t H o u s e " o n the next page. The ledger i n the chest details the goods the bandits
have stolen, as w e l l as the payments received for those

4. Upper C o u r t y a r d goods. U s i n g t h i s evidence i n c o n j u n c t i o n w i t h records


h e l d b y the teamster W y n d e l l , the adventurers can
The upper courtyard has been cleared of rubble. A few chairs
l e a r n t h a t the o n l y business i n H o m m e l Lane that the
are scattered through the area.
bandits have not d i r e c t l y affected is t h a t o f the traders
Raynen a n d G r e m a g .
5. Bandit Leader's Room T r e a s u r e : Even i f the acid t r a p is t r i g g e r e d , a p a i r o f
A feather bed, in better shape than the room it occupies, sits shoes of water walking can be salvaged f r o m the chest.
against the north wall of this chamber. A well-made desk and
chair sit along the east wall. Beneath the desk is a large, iron-
6. Collapsed Stairs
shod wooden chest with a lock.
This stairway once led to the secondfloor of the moat house,
but the collapse of the upper floor has left it impassable.
The b a n d i t leader, Enda Yate, resides i n t h i s r o o m .
D e s k : Enda's desk holds w r i t i n g materials a n d a
hastily scribbled j o u r n a l , i n w h i c h she talks about her 7. Descending Stairs
life o f shady dealings i n the b a r o n y to the west o f the A stair leads down, but the passage is blocked by a newly cre-
borderlands. She has also d e t a i l e d key events that have ated stone wall. Sigils glow within the stones as you approach,
o c c u r r e d since she came to the moat house (see "Con- indicating that some kind of magic is at work here.
clusion," page 24).
A D C 8 A r c a n a check or Religion check reveals that this
w a l l cannot be breached unless the proper password is BANDITS OF
given. None o f the bandits presently i n the upper level
o f the moat house k n o w s the password. Raynen and THE MOAT HOUSE
Gremag, the traders i n H o m m e l Lane (area 9), are the Encounter Level 3
only i n d i v i d u a l s outside Lareth's i n n e r circle w h o do.

Setup
8. Sleeping Quarters Enda Yate, b a n d i t leader (L)
This room contains a few simple cots and hammocks. Faded Redye a n d H u e , d w a r f conscripts (D)
hrown stains on the walls and floors indicate that a bloody 8 m e r c e n a r y archers (A)
battle was fought here some time ago. 2 t h o r n s k i n frogs (F)

The bandits use these rooms for resting. The door o f Regardless o f h o w the characters enter the moat house,
each one can be b a r r e d f r o m the inside, a n d any r o o m the b a n d i t s move at once i n t o favorable f i g h t i n g posi-
h o l d i n g a n archer is b a r r e d w h e n combat starts. A tions. I f the adventurers were seen approaching, the
b a r r e d door can be opened w i t h a D C 12 T h i e v e r y d w a r f conscript i n area 2 o f the moat house w a r n s
check, or b r o k e n open w i t h a D C 19 A t h l e t i c s check. the bandits, w h o g a i n a surprise r o u n d w h e n combat
Each r o o m contains the meager possessions o f the begins.
bandits sleeping there, w h i c h amounts to 50 gp for a l l
the rooms. Tactics
The bandits hope to t r a p the adventurers i n the lower
9. Storage c o u r t y a r d , w h e r e the archers can f i r e at t h e m f r o m
This area is filled with crates, barrels, and boxes marked with b e h i n d the a r r o w slits.
the seal of the teamster Wyndellfrom Hommel Lane. W h e n combat begins, Redye moves f r o m area 2 i n t o
the lower c o u r t y a r d , h o p i n g to strike at l i g h t l y a r m o r e d
The items stored here i n c l u d e food a n d c o m m o n goods targets at the back o f the party. H e also tries to cut o f f
such as candles, lanterns, a n d c l o t h i n g . I f the adventur- retreat to the bridge. H u e moves to the top o f the stairs
ers r e t u r n these goods to W y n d e l l (or his wife), each o f b e t w e e n the u p p e r a n d lower courtyards to prevent
t h e m is r e w a r d e d w i t h 2 0 g p . adventurers f r o m r e a c h i n g the archers. Enda leaves
her quarters to j o i n the battle i n the u p p e r c o u r t y a r d 1
r o u n d after she hears sounds o f combat.
10. Forbidden Room A t the start o f r o u n d 3, r o l l initiative for the t h o r n -
The door to this room is closed and barred from the outside. s k i n frogs a n d b r i n g t h e m i n t o the combat. T h e y enter
W r i t t e n i n chalk in Common are the words "Sick room. Keep the keep t h r o u g h the m a i n entrance.
door locked." I f Enda is b l o o d i e d a n d b o t h the dwarves are dead,
the b a n d i t leader surrenders unless at least h a l f the
I f the a d v e n t u r e r s enter, r e a d : adventurers are also dead or unconscious. She also sur-
The room beyond the barred door is a reeking shambles of renders i f she drops to 10 h i t points or fewer.
filth, overturned cots, and smashed furniture. I n a blur of
movement, a near-naked human throws himself at you with
an ear-piercing shriek. "Killy killy the silly silly!"
Features of the Area
L i g h t : By t i m e o f day.
Three m e r c e n a r y archers i n h a b i t t h i s r o o m . They dis- A r r o w S l i t s : Creatures o n opposite sides o f a n a r r o w
obeyed the d i r e c t orders o f L a r e t h the B e a u t i f u l , w h o slit have superior cover against each other. A creature
placed a curse u p o n t h e m . T h e y are n o w insane, attack- that ducks d o w n adjacent to a n a r r o w slit can't be f i r e d
i n g w i t h o u t reason or mercy. Use the m e r c e n a r y archer u p o n f r o m that a r r o w slit.
statistics block f r o m the "Bandits o f the M o a t House" R u b b l e : These areas are d i f f i c u l t t e r r a i n .
encounter, but these t h r e e c a n use o n l y melee attacks.
These archers are too insane to answer questions Conclusion
intelligibly. I f the adventurers have n o t o b t a i n e d the I f she is left alive, Enda talks i n the hope o f securing her
i n f o r m a t i o n i n Enda's j o u r n a l or interrogated the other f r e e d o m . O t h e r b a n d i t prisoners refuse to t a l k unless
bandits, the m a d r a n t i n g o f the archers communicates t h r e a t e n e d ( D C 19 I n t i m i d a t e ) .
the b r o a d o u t l i n e o f the b a n d i t s ' activities a n d t h e i r fear I f the adventurers agree to let her go, Enda wants a
of Lareth. follower o f the L a w b r i n g e r swear a n oath to t h i s effect,
since a Lawbringer's o a t h is sacred. I f the characters
insist that she come back to the village to give testimony
Enda Yate, Bandit Leader (L) Level 3 Artillery (Leader) 2 Thornskin Frogs (F) Level 1 Brute
Small natural humanoid, halfling M e d i u m natural beast (aquatic)
HP 3 8 ; B l o o d i e d 19 Initiative +6 H P 3 5 ; B l o o d i e d 17 Initiative + 4
A C 17, F o r t i t u d e 1 5 , R e f l e x 1 6 , W i l l 1 4 P e r c e p t i o n +2 A C 1 3 , F o r t i t u d e 1 2 , R e f l e x 1 3 , W i l l 11 P e r c e p t i o n +2
Speed 6 Speed 4, swim 6 Low-light vision

O N a t u r a l L e a d e r 4- A u r a 2 Aquatic
Allies gain a +2 p o w e r bonus t o saving t h r o w s w h i l e in t h e aura. The t h o r n s k i n can breathe underwater. In aquatic combat, i t
STANDARD ACTIONS gains a +2 bonus t o a t t a c k rolls against n o n a q u a t i c creatures.
© Dagger (weapon) • A t - W i l l STANDARD ACTIONS
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 8 vs. A C © Bite • A t - W i l l
Hit: 2 d 4 + 4 d a m a g e , o r 2 d 4 + 8 a g a i n s t a t a r g e t g r a n t i n g c o m b a t A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 6 vs. A C
a d v a n t a g e t o Enda. Hit: 1 d 1 0 + 6 damage,
® T h r o w i n g Dagger (weapon) • A t - W i l l •r P o u n c e • R e c h a r g e | X j
A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 1 0 vs. A C Effect: T h e t h o r n s k i n s h i f t s i t s s p e e d a n d m a k e s t h e f o l l o w i n g
Hit: 2 d 4 + 4 damage, or 2 d 4 + 8 against a target g r a n t i n g c o m b a t attack.
a d v a n t a g e t o Enda. A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 4 vs. R e f l e x
*¥ T u m b l i n g Toss ( w e a p o n ) • R e c h a r g e [ X ] HjJ Hit: 2 d 6 + 6 d a m a g e , a n d t h e t a r g e t falls p r o n e .
Effect: B e f o r e t h e a t t a c k , Enda c a n s h i f t u p t o h e r s p e e d a n d g a i n s MINOR ACTIONS
c o m b a t advantage against an e n e m y o f her choice u n t i l t h e e n d •|- T o n g u e G r a b • A t - W i l l
of her next turn. A t t a c k : M e l e e 3 ( o n e c r e a t u r e ) ; + 4 vs. R e f l e x
Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 1 0 vs. A C H i t : T h e t h o r n s k i n p u l l s t h e t a r g e t 2 squares.
Hit: 3 d 4 + 8 damage. S t r 1 6 (+3) D e x 18 (+4) W i s 1 4 (+2)
TRIGGERED A C T I O N S C o n 15 (+2) I n t 3 (-4) C h a 9 (-1)
Second Chance • Encounter A l i g n m e n t unaligned Languages -


Trigger: A n e n e m y h i t s Enda w i t h a n a t t a c k .
Effect ( I m m e d i a t e I n t e r r u p t ) : T h e t r i g g e r i n g e n e m y m u s t r e r o l l t h e
8 Mercenary Archers (A) Level 4 Minion Artillery
a t t a c k a n d use t h e n e w r e s u l t .
Medium natural humanoid, human
Skills Acrobatics +11, Bluff +8, Stealth +11, Streetwise + 8 ,
HP 1 ; a missed attack never damages a m i n i o n . Initiative +5
Thievery +11
A C 1 6 , F o r t i t u d e 1 6 , R e f l e x 1 6 , W i l l 15 Perception +8
Str10(+1) Dex20(+6) W i s 12 (+2)
Speed 6
C o n 1 4 (+3) I n t 1 2 (+2) C h a 1 4 (+3)
STANDARD ACTIONS
A l i g n m e n t unaligned Languages Common
© Short Sword (weapon) • A t - W i l l
E q u i p m e n t leather armor, 2 0 daggers
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C
Hit: 5 damage.

2 Dwarf Conscripts (D) Level 2 Brute © L o n g b o w (weapon) • A t - W i l l

M e d i u m natural humanoid A t t a c k : R a n g e d 2 0 ( o n e c r e a t u r e ) ; +11 vs. A C

HP 47; Bloodied 23 I n i t i a t i v e +2 Hit: 6 damage.

AC 1 4 , F o r t i t u d e 1 5 , Reflex 13, W i l l 1 4 Perception +3 TRIGGERED A C T I O N S

Speed 5 Low-light vision Scatter • A t - W i l l

S a v i n g T h r o w s + 5 against poison effects Trigger: A n a l l y t h e a r c h e r c a n see d r o p s t o 0 h i t p o i n t s .

TRAITS Effect (Free Action): T h e a r c h e r s h i f t s 1 s q u a r e .

Stand t h e Ground Skills Stealth + 1 0

The c o n s c r i p t can m o v e 1 square f e w e r t h a n t h e e f f e c t specifies Str 14 (+4) D e x 16 (+5) W i s 12 (+3)


w h e n subjected t o a pull, a push, o r a slide. C o n 1 0 (+2) Int8(+1) Cha9(+1)
Steady-Footed A l i g n m e n t unaligned Languages Common

The conscript can make a saving t h r o w t o avoid falling prone E q u i p m e n t leather armor, short s w o r d , longbow, 2 0 arrows

w h e n an attack w o u l d knock it prone.


STANDARD ACTIONS Lane), a n d she believes that h e ' l l let her escape before
© Gouge (weapon) • A t - W i l l
any t r i a l begins.
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
Enda a n d the bandits c a n reveal the f o l l o w i n g infor-
H i t : 2 d 6 + 6 d a m a g e . I f t h e c o n s c r i p t scores a c r i t i c a l h i t , t h e c o n -
script can push t h e t a r g e t 1 square, a n d t h e t a r g e t falls p r o n e . m a t i o n , some o f w h i c h is also contained i n her j o u r n a l
Skills Dungeoneering + 8 , Endurance + 9 i n area 5.
Str 16 (+4) D e x 1 2 (+2) W i s 14 (+3)
• Enda was a p e t t y t h i e f i n the m o r e c i v i l i z e d lands o f
C o n 17 (+4) I n t 11 (+1) C h a 11 (+1)
the w e s t e r n b a r o n y before she received a n offer t o
A l i g n m e n t unaligned Languages Common, Dwarven
lead a s m a l l a r m y o f bandits out here i n the border-
E q u i p m e n t hide armor, gouge
lands. The assignment sounded more profitable a n d
less dangerous t h a n w h a t she was d o i n g .
against the traders a n d face j u d g m e n t for her crimes,
• Enda m e t w i t h a " r i g h t n u t t e r o f a h u m a n " w h o
she eventually agrees, p r o v i d i n g t h a t the adventurers
called h i m s e l f " L a r e t h the B e a u t i f u l . " H e t o l d her
ask for leniency o n her behalf. Enda is aware o f the loy-
that she was to r e c r u i t bandits a n d brigands to
alties o f Constable Grover Ruskal (area 2 1 i n H o m m e l
c o n d u c t raids o n caravans
i n the t e r r i t o r y a r o u n d
H o m m e l Lane. Enda d i d
so w i l l i n g l y .
A f t e r the first few raids, <
L a r e t h insisted that the
5
bandits either k i l l the
people they r o b b e d or
b r i n g t h e m back as pris-
oners a n d t u r n t h e m over
to h i m . Enda was u n c o m -
fortable w i t h the k i l l i n g ,
but L a r e t h placed hor-
rible curses o n those w h o
disobeyed h i m . She has
c o m p l i e d since t h e n , b u t
her l o n g - t e r m plans are
to gather enough forces
to o v e r t h r o w L a r e t h , t h e n
establish her o w n bandit-
led t e r r i t o r y w i t h H o m m e l
Lane at its center.
As far as Enda is con-
cerned, L a r e t h leads a
d e a t h c u l t for w h i c h her
b a n d i t r y is o n l y a f r o n t .
N u m e r o u s people wear-
i n g black robes b e a r i n g a
g o l d - t r i m m e d r e d circle
have passed t h r o u g h the
w a l l that blocks the stairs
l e a d i n g d o w n i n t o the
dungeon.
E n d a does not k n o w h o w
to enter the d u n g e o n , but
she believes a secret pass-
w o r d m u s t be spoken.
She a n d her b a n d i t s stay
far f r o m the stairs a n d
the magic stone w a l l . She
fears that unspeakable
evil takes place d o w n there.
The goods that Enda steals are t a k e n to the village
Next Session
W h e n t h i s session is completed, the clues the adventur-
and given to the traders Raynen a n d Gremag. They
ers uncover should lead t h e m to question the traders
sell the c o n t r a b a n d or arrange to have i t t a k e n else-
i n H o m m e l Lane. Faced w i t h evidence o f her crimes,
w h e r e , w i t h the p r o f i t s split b e t w e e n the traders, the
Raynen confesses a n d provides the characters w i t h the
bandits, and L a r e t h .
means to i n f i l t r a t e the temple beneath the moat house
(see area 9 i n H o m m e l Lane).
I f you have t i m e , use the c o n f r o n t a t i o n at the t r a d i n g
post to create an o p t i o n a l encounter to f i n i s h o f f this
session. O t h e r w i s e , s u m m a r i z e the i n f o r m a t i o n above
for the players a n d give t h e m the setup to r u n " M o a t
House D u n g e o n " next.
MOAT H O U S E DUNGEON T H E STRAIGHTEST PATH
This session is the second p a r t o f the "Chaos C u l t " sec- When the characters complete this session, they will
t i o n o f the adventure. The characters have most l i k e l y have obtained the Scroll of Final Words-the second
come here i n the a f t e r m a t h o f the i n f o r m a t i o n they item of power that Haffron's ghost described to them
discovered i n "Explore the M o a t House," a n d w i t h the in the Caves of Chaos.
password they learned f r o m the c o r r u p t trader Raynen Their triumph is short-lived when they return to
(area 9 i n H o m m e l Lane). Hommel Lane. More villagers have disappeared (use
the "Lost Leatherworker" or "Castellan's Assistant"

The Story So Far events from "Events in Hommel Lane," page 10),
and all clues point to the Golden Grain Inn. Run the
F r o m "Explore the M o a t House," s u m m a r i z e the explo-
"Golden Grain Inn" session next.
r a t i o n a n d i n f i l t r a t i o n o f the u p p e r level o f the moat
house, the fight w i t h the bandits, a n d h o w the charac-
ters discovered the existence o f a c u l t i n the dungeons T h e w a l l rises again i n 1 m i n u t e . The sound o f it
beneath the moat house. m o v i n g is l o u d e n o u g h to alert the cultists below, so t h a t
I f the adventurers t h e n c o n f r o n t e d the c o r r u p t mer- e n t e r i n g the d u n g e o n by stealth is not a n o p t i o n .
chants Raynen a n d G r e m a g i n the t r a d i n g post, r e m i n d
the players o f the pair's i n v o l v e m e n t w i t h the bandits,
h o w Raynen p r o v i d e d the password needed to enter the Sentry Challenge
d u n g e o n , and w h e t h e r or not the characters o b t a i n e d A f t e r 50 feet, the c o r r i d o r t u r n s a corner i n t o the pas-
cultist robes to m a k e i n f i l t r a t i o n easier. sage depicted at the b o t t o m o f the m a p o n page 28.
I f y o u used another l o c a t i o n or event to b r i n g the
characters here, s u m m a r i z e t h a t i n f o r m a t i o n for the W h e n the a d v e n t u r e r s e n t e r the a r e a , r e a d :
players as t h i s session begins. The walls of the passage ahead are decorated with sigils
drawn in red and black chalk. Torchlight illuminates the

Into the Dungeon hallway and the two figures standing sentry duty there. Both
wield clubs and wear leather armor beneath cult robes.
The leader o f the Chaos C u l t is a cleric n a m e d L a r e t h One calls out to you in a gruff voice. "Come forward and
the B e a u t i f u l . Retracing t h e i r previous m a r c h , the char- show yourselves."
acters arrive at the moat house, ready to do battle w i t h
Lareth's e v i l .
Unless the adventurers are w e a r i n g cultist robes, the
W h e n the adventurers attacked the moat house,
guards shout out a w a r n i n g to t h e i r f e l l o w cultists a n d
a n u m b e r o f bandits were out r a i d i n g . W h e n they
attack. I f a battle begins at t h i s p o i n t , the other cult-
r e t u r n e d to f i n d signs o f battle a n d the u p p e r level o f
ists q u i c k l y j o i n the fight. A d j u s t the read-aloud text for
the moat house abandoned, t h e y q u i c k l y f l e d the area.
areas f a r t h e r i n t o the d u n g e o n as appropriate.
Thus, the adventurers have access to the d u n g e o n w i t h -
out h a v i n g to fight t h e i r w a y t h r o u g h m o r e foes.
I f the a d v e n t u r e r s are w e a r i n g c u l t i s t robes, r e a d :
The combat encounter c a n start at any p o i n t i n
One robed figure assesses your cult garb and nods. "Fate
t h i s session. W h e n i t does, continue w i t h " L a r e t h the
smiles today. You have arrived in time to assist the master
B e a u t i f u l , " page 28. I f the battle starts because the
communing with the essence of That W h i c h We Obey. We
characters f a i l e d to fool the cultists, t h e n combat p r o -
are about to learn what our final fates will be. Go speak to
ceeds n o r m a l l y . I f the cultists believe the p a r t y to be a
Timonen immediately."
g r o u p o f c u l t initiates, the adventurers g a i n a surprise
r o u n d i f they choose to attack.
As l o n g as the adventurers do n o t h i n g to arouse suspi-
cion, they can m a r c h past the cultists w i t h o u t trouble.
Read:
O t h e r w i s e , one adventurer m u s t m a k e a D C 9 B l u f f
The stairway leading down is still blocked by a stone wall, the
check, D i p l o m a c y check, or I n t i m i d a t e check to p u t
same magical sigils glowing upon it.
the guards at ease. I f the first check is f a i l e d , another
adventurer can attempt a D C 13 B l u f f check, D i p l o -
The adventurers m u s t speak the password ( " A n n i h i l a -
m a c y check, or I n t i m i d a t e check to a l l o w the characters
t i o n " ) , w h i c h they have most l i k e l y learned f r o m the
to get past the guards.
trader Raynen (area 9 i n H o m m e l Lane) or f r o m the
spirit possessing Sir M o o n b r o o k .
Prayer Room
W h e n the a d v e n t u r e r s u s e the p a s s w o r d , r e a d : A f t e r m o v i n g t h r o u g h the sentry passage, the adventur-
The wall magically descends into the stairs with a grinding ers m u s t pass t h r o u g h a n adjacent prayer r o o m , d e a l i n g
sound, revealing a gloomy corridor below.
not o n l y w i t h the cultists there b u t w i t h the f o u l magic silver fire that gives off light but radiates no heat. A large
they w o r s h i p . carpet covers the floor beyond it.
A man steps toward you wearing black plate armor that
W h e n the a d v e n t u r e r s p a s s t h r o u g h , r e a d : bears a gold-trimmed red circle—the same symbol seen on
I n the corner of this room is a table marked with the same red the cultist robes. He wields a silver scepter with an ebony
and black sigils as on the walls. Two cultists sit at the table head, carved in the shape of a creature that looks to be a cross
with their heads bowed in silent prayer. between a wolf and a spider.
" I am Lareth," he says, "your new master. Your arrival is
A D C 13 A r c a n a check or Religion check reveals t h a t fortuitous. You can assist me in the ritual that will allow me
the table is i m b u e d w i t h a n e v i l d i v i n e effect that c a n to speak directly to That Which We Obey. Step to the carpet
be felt by any good-aligned character. Each good or while I prepare. Do nothing unless you are told to."
l a w f u l good character i n the p a r t y m u s t m a k e a D C 8
E n d u r a n c e check. O n a f a i l e d check, the character stag- L a r e t h is p r e p a r i n g to c o m m u n e w i t h M i s k a to l e a r n
gers to a stop a n d is s t u n n e d u n t i l the e n d o f his or her the d e m o n lord's u l t i m a t e plans for the C u l t o f Chaos
next t u r n . I f any character becomes s t u n n e d , the cult- a n d the area a r o u n d H o m m e l Lane. A n y d i s t u r b a n c e
ists attack. f r o m the adventurers produces a fierce rebuke f r o m
L a r e t h . A t a second offense, L a r e t h calls o n " l o y a l fol-

Barracks lowers" to "slay those w h o i n t e r r u p t this w o r k . "

Beyond the prayer r o o m , t h e adventurers c a n see t w o


I f L a r e t h is a l l o w e d to c o n t i n u e , r e a d :
guards at a closed door, w i t h l i v i n g a n d sleeping quar-
After preparing the font holding the silver fire for his ritual,
ters opposite.
Lareth speaks. " I am about to contact That W h i c h We Obey.
W h e n I begin the ritual, you will/eel his power overwhelm
W h e n the c h a r a c t e r s a p p r o a c h the g u a r d s , r e a d :
you. Do not resist. Only those who witness the ritual will
A set of bunks to your left marks a barracks, where a number
sense his majesty." Lareth then begins to chant.
of cultists are sleeping. Two guards ahead of you are watching
carefully as you approach. Each wears chainmail and wields
The adventurers have 1 m i n u t e to act before the r i t u a l
a halberd. The door between them is covered with red and
begins. A f t e r that t i m e , a wave o f energy erupts f r o m
black sigils.
the font a n d the characters are s t u n n e d u n t i l the r i t u a l
The closer guard nods to you. " I am Timonen, and you are
is complete. T h i s energy causes each adventurer to lose
well met. Hail to That W h i c h We Obey. W h o sent you?"
one h e a l i n g surge.

W h e n the c h a r a c t e r s c a n see the q u a r t e r s , r e a d :


W h e n the r i t u a l is c o m p l e t e d , r e a d :
Two connected chambers hold bunks on which/our cultists are
From within the silver fire, a hazy, wolflike maw appears.
sleeping. At the end of each bunk stands a small footlocker. The
Thefanged mouth speaks in the same voice that also spoke
far wall of the second sleeping area is stacked high with crates
through Sir Moonbrook.
and barrels that bear the mark of the teamster Wyndell.
"You have done well. Miska is pleased. Soon, you will be
called on to set your forces against the village. Others who
The t w o guards k n o w l i t t l e about the operations o f the
serve me shall j o i n you, and Hommel Lane will/all. Then you
C u l t o f Chaos outside the m o a t house, so a D C 9 B l u f f
shall rule i n Miska's name, and you shall strengthen the con-
check is enough to fool t h e m w i t h a reasonably believ-
nection to my prison until I can pass through the barrier. I
able story. The adventurers have a second chance (a D C
shall rule this world, andyou, Lareth the Beautiful, will know
13 B l u f f check) i f the i n i t i a l check fails.
greatness like no other. Prepare your forces. I will contact you
directly when it is time to move."
I f the a d v e n t u r e r s fool t h e g u a r d s , r e a d :
Lareth smiles as the image vanishes. Then he turns to you.
Timonen nods again. "Knock at the master's door, then, but
"You see? The time is nearly at hand. Report to Timonen and
wait for him to invite you i n i f y o u value your sanity."
Arthus for your duties. Consider their commands to be mine."

Lareth's Ritual A n y character w h o succeeds o n a D C 19 H i s t o r y check


A few seconds after any k n o c k , a deep voice booms out or R e l i g i o n check k n o w s the story o f M i s k a , as t o l d i n
f r o m b e y o n d the door to Lareth's chamber. "Enter!" " B a c k g r o u n d " (page 3).
I f the characters have made it t h r o u g h Lareth's r i t u a l
W h e n the a d v e n t u r e r s enter, r e a d : w i t h o u t t h e i r identities b e i n g c o m p r o m i s e d , the combat
As i n the rest of the dungeon, this chamber has walls covered encounter begins w h e n e v e r t h e y decide to attack the
in red and black sigils. A bed and a wardrobe stand against cultists. The adventurers gain a surprise r o u n d w h e n
the far wall, the wardrobe's full-length mirror catching your they attack. C o n t i n u e w i t h " L a r e t h the B e a u t i f u l " o n
reflections as you enter. A font close to the door is filled with the next page.
LARETH THE
BEAUTIFUL
Encounter Level 4

Setup
L a r e t h the B e a u t i f u l (L)
T i m o n e n a n d A r t h u s , t o w n guards (G)
8 d a r k cultists ( h u m a n goons) ( H )

I f the adventurers attack after or d u r i n g Lareth's r i t u a l ,


the priest's magic prevents sound f r o m passing beyond
his chambers. The guards a n d other cultists r e m a i n
u n a w a r e o f any combat i n Lareth's chambers u n t i l the
c u l t leader uses a m i n o r action to end t h i s effect.

Features of the Area


L i g h t : Torches shed b r i g h t l i g h t t h r o u g h o u t the area.
B u n k s : The b u n k s i n the t w o l i v i n g areas are d i f f i -
cult terrain.
F o n t : As a s t a n d a r d action o n his t u r n , L a r e t h can
cause the silver f i r e i n the font to radiate intense cold.
A n y creature not b e l o n g i n g to the C u l t o f Chaos that
starts its t u r n w i t h i n 2 squares o f the font takes 5 cold
damage.

Lareth the Beautiful (L) Level 4 Elite Controller


2 Town Guards (G) Level 3 Soldier
M e d i u m natural humanoid, human
M e d i u m natural humanoid, human
HP 1 0 4 ; Bloodied 52 I n i t i a t i v e +2
HP 47; Bloodied 23 Initiative +5
A C 1 8 , F o r t i t u d e 1 6 , R e f l e x 15, W i l l 17 Perception +9
AC 19, F o r t i t u d e 16, Reflex 15, W i l l 14 Perception +6
Speed 5
Speed 5
Saving T h r o w s +2; A c t i o n Points 1
STANDARD ACTIONS
STANDARD ACTIONS
© H a l b e r d (weapon) • A t - W i l l
© Scepter (weapon) • A t - W i l l
Attack: M e l e e 2 ( o n e c r e a t u r e ) ; + 8 vs. A C
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C
Hit: 1 d 1 0 + 5 damage, a n d t h e t o w n guard marks t h e target until
H i t : 2 d 8 + 3 d a m a g e , a n d t h e t a r g e t is d a z e d (save ends).
t h e e n d o f t h e t o w n guard's n e x t t u r n .
First Failed Saving Throw: T h e t a r g e t is i n s t e a d s t u n n e d u n t i l t h e
® Crossbow (weapon) • A t - W i l l
e n d o f Lareth's n e x t t u r n .
A t t a c k : R a n g e d 2 0 ( o n e c r e a t u r e ) ; + 8 vs. A C
<C» C o m m a n d ( c h a r m , i m p l e m e n t , p s y c h i c ) • A t - W i l l
Hit: 1d8 + 5 damage.
Attack: Close b l a s t 5 ( e n e m i e s i n t h e b l a s t ) ; + 7 vs. W i l l
•(• P o w e r f u l S t r i k e ( w e a p o n ) • R e c h a r g e [ X j l i t ]
H i t : 1 d 8 + 6 p s y c h i c d a m a g e , a n d L a r e t h slides t h e t a r g e t u p t o 2
A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) ; + 8 vs. A C
squares.
Hit: 2 d 1 0 + 5 damage, a n d t h e t a r g e t falls prone.
•<* F e a r f u l E d i c t (fear, i m p l e m e n t , p s y c h i c ) • Encounter
TRIGGERED A C T I O N S
A t t a c k : Close b u r s t 2 ( e n e m i e s i n t h e b u r s t ) : + 7 vs. W i l l
T I n t e r c e d i n g Strike (weapon) • A t - W i l l
Hit: 2 d 8 + 6 psychic damage, t h e target moves its speed away
Trigger: A n e n e m y m a r k e d b y t h e t o w n g u a r d m a k e s a n a t t a c k
f r o m L a r e t h as a f r e e a c t i o n , a n d t h e n t h e t a r g e t f a l l s p r o n e .
t h a t d o e s n ' t i n c l u d e i t as a t a r g e t .
TRIGGERED A C T I O N S
Attack (Immediate Interrupt): M e l e e 2 ( t r i g g e r i n g e n e m y ) ; + 8 vs.
W o u n d e d Curse • Encounter
AC
Trigger: L a r e t h is f i r s t b l o o d i e d .
Hit: I d I O + 5 damage.
Effect ( I m m e d i a t e Reaction): L a r e t h r e g a i n s t h e use otfearful edict,
Skills Streetwise +7
a n d h e uses i t .
Str 16 (+4) D e x 1 4 (+3) W i s 11 (+1)
Skills Arcana + 8 , B l u f f + 1 1 , Religion+8
C o n 15 (+3) I n t 1 0 (+1) C h a 1 2 (+2)
Str 16 (+5) D e x 11 (+2) W i s 14 (+4)
A l i g n m e n t unaligned Languages Common
C o n 12 ( + 3 ) I n t 13 (+3) Cha 18 (+6)
E q u i p m e n t chainmail, halberd, crossbow, 2 0 bolts
A l i g n m e n t chaotic evil Languages Common
E q u i p m e n t p l a t e a r m o r , l i g h t s h i e l d , s c e p t e r , Scroll of Final Words
8 Human Goons (H) Level 2 Minion Soldier
Medium natural humanoid
H P 1 ; a missed attack never damages a m i n i o n . Initiative +3
A C 1 5 , F o r t i t u d e 1 3 , R e f l e x 1 1 , W i l l 11 P e r c e p t i o n +2
Speed 6
TRAITS
M o b Rule
W h i l e a t least t w o o t h e r h u m a n g o o n s a r e w i t h i n 5 s q u a r e s o f t h e
g o o n , i t gains a + 2 p o w e r bonus t o all defenses.
STANDARD ACTIONS
© Club (weapon) • A t - W i l l
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
Hit: 5 damage.
Str 1 4 (+3) D e x 11 (+1) W i s 12 (+2)
C o n 1 2 (+2) I n t 9 (+0) C h a 13 (+2) «r*£rftK
A l i g n m e n t unaligned Languages Common
E q u i p m e n t club

Tactics
L a r e t h prefers to let his followers do the close f i g h t i n g
so he c a n use command f r o m a distance to blast his ene-
mies. I f pressed i n t o melee, he lashes out w i t h scepter or
fearful edict to take a foe out o f the fight. ja6tt#
The sleeping cultists w a k e at the first sound o f
combat a n d enter the fray i n the f o l l o w i n g r o u n d . Lar-
eth's followers k n o w n o t h i n g b u t fear o f t h e i r master
and the urge for d e s t r u c t i o n . T h e y stay i n the t h i c k o f
melee as they f i g h t to the death to protect t h i s place.

Conclusion i n f a i l u r e . This scroll is one o f the items needed i n the


f i n a l session to close the c o n n e c t i o n b e t w e e n t h i s w o r l d
I f the adventurers were d r a w n i n t o combat w i t h the and Miska's p r i s o n plane.
cultists before they c o u l d observe Lareth's r i t u a l , notes W i t h L a r e t h a n d his followers v a n q u i s h e d , the char-
and scrolls i n Lareth's c h a m b e r provide i n f o r m a t i o n acters c a n r e t u r n v i c t o r i o u s to H o m m e l Lane.
r e g a r d i n g M i s k a the W o l f - S p i d e r a n d the p l a n n e d
attack o n H o m m e l Lane. A n y character w h o succeeds
on a D C 19 H i s t o r y check or R e l i g i o n check k n o w s the
Next Session
story o f M i s k a , as t o l d i n " B a c k g r o u n d " (page 3). H a v i n g completed the "Chaos C u l t " section o f the
A scroll case c l i p p e d to Lareth's belt contains the adventure, y o u m u s t decide w h a t section the characters
Scroll of Final Words—a p o w e r f u l magic i t e m associated w i l l u n d e r t a k e next. See "Path o f A d v e n t u r e " (page 9)
w i t h M i s k a . The adventurers c a n feel evil r a d i a t i n g and " H o m m e l Lane Locations" (page 11) for guidelines.
f r o m the scroll, a n d any attempt to destroy i t results

ma

This scroll contains holy writing that forms into different sayings
or magical phrases depending on the religion or magical affilia-
tion of the hearer.
E n h a n c e m e n t Bonus: A t t a c k rolls a n d damage rolls
Critical: +1d8 damage
Properties
• T h e s c r o l l is a + 1 i m p l e m e n t t h a t c a n a c t as a h o l y s y m b o l , o r b ,
r o d , staff, t o m e , o r w a n d .
• Y o u gain a +1 i t e m bonus t o u n t r a i n e d skill checks.
U t i l i t y P o w e r • D a i l y (Free A c t i o n )
Trigger: Y o u miss a l l t a r g e t s w i t h a n e n c o u n t e r a t t a c k p o w e r o f
level 3 o r l o w e r .
Effect: Y o u d o n o t e x p e n d t h e use o f t h e p o w e r .
U t i l i t y Power • Encounter (Minor Action)
Effect: Y o u g a i n a + 1 i t e m b o n u s t o a d 2 0 r o l l y o u m a k e b e f o r e
the end o f your current turn.

-
CHAPTER 3: T H E T H E STRAIGHTEST PATH
This session connects directly to "Temple of the
C U L T OF T H E Lawbringer," which should be played next. See "Next
Session" (page 34) for information.

REPTILE G O D
The mysterious disappearance o f villagers i n H o m m e l I f y o u used another location or event to b r i n g the
Lane has a d a r k e x p l a n a t i o n - t h e C u l t o f the Reptile characters here, s u m m a r i z e t h a t i n f o r m a t i o n for the
G o d . A s p i r i t naga has set itself u p to be w o r s h i p e d i n its players as this session begins.
l a i r deep i n the Fathomless Fens, an expanse o f s w a m p
a few hours south o f H o m m e l Lane. The naga's c h a r m At the I n n
a b i l i t y has a l l o w e d i t to c o r r u p t an increasing n u m b e r
I f the characters are not already at the G o l d e n G r a i n ,
o f villagers to its service, a n d the n u m b e r o f k i d n a p -
use the d e s c r i p t i o n o f area 2 0 i n H o m m e l Lane
pings perpetrated by the c u l t grows ever greater.
(page 19) to set the scene. The read-aloud text b e l o w
assumes that the characters have previously met Ber-

GOLDEN GRAIN INN t r a m B e s w i l l , the proprietor, a n d as such B e r t r a m is


concerned that the adventurers' questions a n d inves-
H o m m e l Lane's G o l d e n G r a i n I n n is one o f t w o centers tigations are about to expose the Reptile C u l t . I f the
o f Reptile C u l t a c t i v i t y i n the village. Cultists c h a r m e d characters are c o m i n g here for the f i r s t t i m e , adjust the
to the s p i r i t naga's service congregate here n i g h t l y , a n d text as necessary.
n u m e r o u s innocent villagers a n d travelers passing
t h r o u g h H o m m e l Lane have vanished after a night at Read:
the G o l d e n G r a i n . The Golden Grain is crowded but quiet tonight, and Bertram
This session is the first p a r t o f the " C u l t o f the Rep- Beswill is infine form behind the bar. He catches your eye as
tile G o d " section o f the adventure. The characters have he tries to boost the mood of his customers.
most l i k e l y come here to investigate the disappearance " I tell you, I can remember when every night at the Golden
o f villagers i n H o m m e l Lane, a n d a mysterious con- Grain Inn was a party to end all parties. It didn't matter
n e c t i o n between those disappearances a n d the G o l d e n if you followed the Old Faith or worshiped the Lawbringer.
Grain Inn. Everyone could throw back a pint and celebrate a hard-earned
bit o' silver and an honest day's work. We need to remember

The Story So Far those days. A round o' the Old '63 on the house!"
A cheer goes up from around the room as people jump
I f the adventurers have come here i n response to the
out of their chairs and head for the bar. Bertram continues
disappearance o f the carpenter's c h i l d r e n (see area
speaking as he pours drinks for everyone. "We need a drink-
3 i n H o m m e l Lane), s u m m a r i z e w h a t the characters
ing contest. We need to play some darts. I want to see wee big
have l e a r n e d r e g a r d i n g the disappearance a n d h o w the
Gertie arm wrestle one o' our new friends. Derek, pull out
carpenter a n d his w i f e have been spending m u c h t i m e
your lute and play us a drinking song. Ernesto, show off that
since t h e n at the G o l d e n G r a i n .
tattoo you got when those ores capturedyou. Here's to a life
I f the k i d n a p p i n g o f the leatherworker Ranson
worth living."
K l o u g h t a n d his w i f e Scira have b r o u g h t the adven-
turers to the G o l d e n G r a i n , r e m i n d the players o f the
As the patrons o f the G o l d e n G r a i n engage i n various
details (see area 6 i n H o m m e l Lane a n d "Lost Leather-
activities, the characters are encouraged to participate.
w o r k e r , " page 10), a n d that the t w o were last seen i n the
I f they don't w a n t to f o l l o w along, B e r t r a m p u l l s aside
inn.
one o f the adventurers for a w h i s p e r e d conversation.
I f y o u used the o p t i o n a l encounter i n the cellar o f
the r u i n e d I n n o f the W i n s o m e W e n c h , the characters
"Listen, I know you want answers. I can tell you everything,
have l i k e l y come here after discovering the t u n n e l s
but first you need to help me. Put these folks at ease with a bit
l i n k i n g the G o l d e n G r a i n I n n w i t h the Temple o f the
o'frivolity, and distract those who might meanyou and me
L a w b r i n g e r . R e m i n d the players o f any other details
harm. I promise I'll tellyou whatyou want to know."
they m i g h t have h e a r d r e g a r d i n g mysterious happen-
ings a r o u n d the i n n .
A l t h o u g h every b i t o f w h a t B e r t r a m says is t r u e , a D C
I f the characters have u n d e r t a k e n this session i n
20 Insight check reveals t h a t he doesn't have the adven-
response to h a v i n g come to the G o l d e n G r a i n as p a r t o f
turers' best interests at heart.
a previous investigation, s u m m a r i z e the events t h a t l e d
u p to t h i s p o i n t .
A n I m p r o m p t u Party I f the cultist i n the contest fails a check, he is out o f
the contest and i n e b r i a t e d . Remove one h u m a n goon
The celebration t h a t breaks out at the G o l d e n G r a i n f r o m the combat i n the cellar.
I n n is m e a n t to distract a n d incapacitate the adventur-
ers before B e r t r a m takes t h e m i n t o the cellar to capture
t h e m . Most o f the patrons here are m e m b e r s o f the Arm Wrestling
Reptile C u l t . W h e t h e r the adventurers choose to partic- "Wee Big G e r t i e " is a b r a w n y f a r m h a n d w h o stands
ipate or not, the f o l l o w i n g activities occur. It's possible less t h a n five feet t a l l . The villagers c l a i m t h a t Gertie
for d i f f e r e n t characters to u n d e r t a k e d i f f e r e n t activities can t h r o w any other f a r m h a n d as far as that person can
at the same t i m e . t h r o w a bale o f hay.
Since Gertie has never lost a n a r m - w r e s t l i n g m a t c h ,
she puts u p a p r i z e d possession—a +1 dagger once
D r i n k i n g Contest o w n e d by her mother, B i g W e e Shirley. G e r t i e selects a
B e r t r a m breaks out the O l d ' 6 3 - a special b l e n d o f corn-
strong, weapon-using character as her opponent, insist-
mash w h i s k e y a n d potato v o d k a w i t h a dash o f honey
i n g t h a t the character p u t u p 25 gp as a p r i z e .
for taste. The p r o p r i e t o r offers a p r i z e o f 10 gp to the
To start the contest, Gertie gets a good g r i p o n the
w i n n e r o f the d r i n k i n g contest.
adventurer's a r m a n d makes a n I n t i m i d a t e check that
A n y n u m b e r o f characters can enter the contest,
the character can oppose w i t h his or her o w n I n t i m i -
w i t h each m a k i n g a D C 8 Endurance check for the first
date check. Gertie has a +8 bonus to t h i s check. The
d r i n k . Each subsequent d r i n k requires another check,
character w h o w i n s the check gains a +2 bonus to the
w i t h the D C increasing b y 2. Two villagers take p a r t i n
first Strength check o f the a r m - w r e s t l i n g m a t c h .
the contest ( i n c l u d i n g one cultist), b o t h o f w h i c h have a
For each b o u t i n the a r m - w r e s t l i n g m a t c h , the par-
+5 bonus to Endurance checks.
ticipants m a k e opposed Strength checks. Gertie has
A n y adventurer w h o fails a check is out o f the con-
a +3 bonus to the check. The f i r s t wrestler to w i n t w o
test. W h e n combat f i r s t breaks out, the character takes
bouts w i n s the m a t c h .
a -2 p e n a l t y to a l l defenses (save ends).
I f G e r t i e w i n s , the losing adventurer suffers muscle four staff members, h u m a n goons w o r k i n g for Ber-
s t r a i n . W h e n combat first breaks out, he or she takes a t r a m . I f the character v i e w i n g the tattoo has a passive
-2 p e n a l t y to w e a p o n attack rolls (save ends). Perception o f 13 or higher, he or she notices the goons
I f G e r t i e loses, she gives u p her +1 dagger a n d leaves m o v i n g i n to attack. O t h e r w i s e , they attack w i t h sur-
the i n n i n a f i t o f anger. Remove one h u m a n goon f r o m prise. Unless the character notices the goons a n d w a r n s
the combat i n the cellar. Ernesto, he is s u r p r i s e d as w e l l , a n d one o f the goons
uses its first attack to k n o c k the f a r m h a n d unconscious.
I f the goons defeat the lone adventurer w i t h o u t the
Dart Throwing other characters b e i n g alerted, they take the character
Svenna " T r i p " K a r z e n is the c h a m p i o n d a r t t h r o w e r o f
a n d Ernesto i n t o the cellar for t r a n s p o r t to the Temple
H o m m e l Lane. She challenges a weapon-using charac-
o f the Lawbringer. W h e n the other adventurers inves-
ter to a m a t c h , a n d is w i l l i n g to wager u p to 10 gp.
tigate the cellar, they f i n d the unconscious adventurer
The darts m a t c h is made u p o f t h r e e a l t e r n a t i n g
a n d Ernesto i n the secret r o o m .
tosses, w i t h the highest total score w i n n i n g . Each toss
I f the adventurer w i n s the battle, remove t w o h u m a n
consists o f a n attack r o l l u s i n g the thrower's D e x t e r i t y
goons f r o m the combat i n the cellar.
m o d i f i e r a n d a +2 p r o f i c i e n c y bonus for the d a r t . Trip's
D e x t e r i t y m o d i f i e r is + 4 , so her t o t a l bonus is + 6 . O n
a result o f 1 5 - 2 0 , double the score for that t h r o w . O n Fighting i n the I n n
a result o f 2 1 or higher, t r i p l e the score for t h a t t h r o w . I f a fight breaks out i n the i n n (most l i k e l y w h e n a
Total the scores for a l l three t h r o w s to f i n d the w i n n e r . character goes m i s s i n g d u r i n g the darts m a t c h or after
A t r a p d o o r t h a t leads to the secret r o o m i n the cellar e n t e r i n g the k i t c h e n ) , B e r t r a m a n d his allies go o n the
is o n the f l o o r r i g h t i n f r o n t o f the d a r t b o a r d . I t opens defensive. A n y villagers not p a r t o f the c u l t flee the
w h e n a d a r t hits the " t r i p l e 1 " section o f the b o a r d . A i n n at once, w h i l e the p r o p r i e t o r a n d his goons make a
character w h o rolls a 1 o n a n attack r o l l d u r i n g the f i g h t i n g retreat to the cellar to g a i n the b u l l y w u g s ' a i d .
contest accidentally hits the t r i p l e 1 a n d triggers the C o n t i n u e w i t h "Battle at the I n n " o n the next page.
trapdoor. The door opens a n d closes w i t h no one o n i t .
A f t e r the adventurer t h r o w s his or her last darts Into the Cellar
and moves adjacent to the b o a r d to remove t h e m , T r i p
I f n o t h i n g happens to i n s p i r e a fight i n the i n n , B e r t r a m
t h r o w s a d a r t i n a n attempt to trigger the trapdoor. I f
attempts to l u r e the characters i n t o the cellar. I f he was
Trip's attack result is 2 1 or h i g h e r o n t h i s t h r o w , she
forced to ask the characters to play along w i t h the cel-
successfully hits the t r i p l e 1 , a n d the t r a p d o o r springs
ebrations i n i t i a l l y , he approaches t h e m again.
open. The character falls t h r o u g h the t r a p d o o r a n d i n t o
the cellar's secret r o o m , a n d the t r a p d o o r q u i c k l y closes
W h e n B e r t r a m makes his move, read:
just a couple o f seconds later.
W i t h a serving tray in hand, Bertram slinks over toyou
A character w h o falls t h r o u g h the t r a p d o o r takes
through the crowd, leaning close to whisper in your ear.
I d 10 damage. A n y other character w h o is not t a k i n g
"Go down the hack stairs to the cellar," he says nervously.
part i n another a c t i v i t y sees the character disappear.
" I can tellyou what you want to know there. Here, the wrong
O t h e r w i s e , r o l l D C 13 Perception checks for a l l the
eyes might see us. I'll slip away in a few minutes tojoinyou."
adventurers, to see i f anyone i m m e d i a t e l y notices that
the d a r t - t h r o w i n g character has vanished. The other
W h e n the a d v e n t u r e r s e n t e r the cellar, r e a d :
characters w i l l notice the d a r t player's absence w h e n
Boxes, crates, and casks are stacked around the damp stone
t h e i r o w n activities have ended. I f T r i p is c o n f r o n t e d ,
walls of a large cellar. You see that one large pile of goods
she claims her r i v a l w e n t outside to answer the c a l l o f
hides a passage leading into a separate room.
nature.

I t takes o n l y a m o m e n t for the adventurers to move the


Ernesto's Tattoo crates a n d access the secret r o o m .
Ernesto is a n o r d i n a r y f a r m h a n d . W h e n he d r i n k s , he
likes to t e l l stories about the t i m e he spent as a prisoner W h e n the s e c r e t r o o m h a s b e e n a c c e s s e d , r e a d :
o f an ore t r i b e . The t r i b e eventually accepted h i m , a n d I n the room beyond the crates, iron manacles are bolted into
he was given a large tattoo o n his back. Ernesto is not the walls and the floor, and a large sliding door stands closed
a c u l t m e m b e r ; nonetheless, he does behave i n a some- across the way. In the center of the room, a table holds playing
w h a t suspicious m a n n e r . Because he is shy, he is w i l l i n g cards and a ledger filled with names, some of which have been
to show o f f the tattoo to o n l y one person at a t i m e . crossed out or circled.
I f a character expresses interest i n l o o k i n g at the
tattoo, Ernesto insists that they b o t h go i n t o the k i t c h e n The b u l l y w u g s l u r k i n the t u n n e l beyond the s l i d i n g
to get some privacy. Inside, i n i t i a l l y out o f sight, are door, a n d they expect to hear a pass phrase spoken
w h e n anyone enters the cellar's secret r o o m . I f no pass
phrase is spoken, or i f they hear someone f a l l i n t o the
r o o m t h r o u g h the t r a p d o o r above, the b u l l y w u g s enter CAPTURED
at once a n d attack any creatures they f i n d there. If the adventurers are defeated, they are not killed.
W h e n B e r t r a m is sure that the adventurers have Instead, they are taken to the Cavern of the Reptile
had t i m e to f i n d the secret r o o m , he a n d his c u l t allies God as prized prisoners. See "Next Session" on the
follow d o w n the stairs to take t h e m prisoner. following page.
C o n t i n u e w i t h "Battle at the I n n . "

Common Bandit (C) Level 2 Skirmisher


B A T T L E AT T H E I N N M e d i u m natural humanoid, human
HP 37; Bloodied 18 Initiative +6
Encounter Level 2
A C 1 6 , F o r t i t u d e 12, R e f l e x 14, W i l l 12 P e r c e p t i o n +1
Speed 6

Setup
Combat Advantage
D e r e k Desleigh (veteran assassin) (A)
T h e b a n d i t deals 1 d 6 e x t r a d a m a g e against any c r e a t u r e g r a n t i n g
B e r t r a m B e s w i l l ( c o m m o n b a n d i t ) (C) c o m b a t advantage t o it.
2 b u l l y w u g brutes (B) STANDARD ACTIONS
6 h u m a n goons (G) © Mace (weapon) • A t - W i l l
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C

Tactics ©
Hit: 1 d 8 + 5 damage, a n d t h e bandit can shift 1 square.
Dagger (weapon) • A t - W i l l
B e r t r a m a n d D e r e k come d o w n the stairs after the A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 7 vs. A C

adventurers, b u t t h e y w a i t to coordinate t h e i r a r r i v a l Hit: 1 d 4 + 5 damage, a n d t h e bandit can shift 1 square.

w i t h a b u l l y w u g attack. B o t h use t h e i r ranged attacks i n |- D a z i n g S t r i k e ( w e a p o n ) • R e c h a r g e w h e n t h e a t t a c k misses


A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
the first r o u n d f r o m across the cellar, t h e n enter melee
H i t : 1 d 8 + 5 d a m a g e , a n d t h e t a r g e t is d a z e d u n t i l t h e e n d o f t h e
together to f l a n k a single target for combat advantage.
bandit's next t u r n .
B o t h cultists are s k i l l e d at focusing t h e i r attacks to d r o p Effect: T h e b a n d i t c a n s h i f t 1 s q u a r e .
a single foe, t h e n m o v i n g to the next target. S k i l l s S t e a l t h + 9 , S t r e e t w i s e +7, T h i e v e r y + 9
H a l f the h u m a n goons follow B e r t r a m a n d D e r e k i n t o S t r 1 2 (+2) D e x 17 ( + 4 ) W i s 1 1 (+1)

melee i n the first r o u n d , w i t h the other h a l f f o l l o w i n g on C o n 13 (+2) I n t 1 0 (+1) C h a 12 (+2)

the second r o u n d . They fight close together to keep the A l i g n m e n t unaligned Languages Common
E q u i p m e n t leather armor, mace, 4 daggers
defensive advantage o f their mob rule.

Veteran Assassin (A) Level 4 Skirmisher 6 Human Goons (G) Level 2 Minion Soldier
Medium natural humanoid, human Medium natural humanoid
HP 54; Bloodied 27 Initiative +7 HP 1 ; a missed attack never damages a m i n i o n . Initiative +3
A C 1 8 , F o r t i t u d e 1 6 , R e f l e x 16, W i l l 15 Perception + 4 A C 1 5 , F o r t i t u d e 1 3 , R e f l e x 1 1 , W i l l 11 Perception +2
Speed 6 Speed 6
STANDARD ACTIONS
© L o n g s w o r d (weapon) • A t - W i l l M o b Rule
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C W h i l e a t least t w o o t h e r h u m a n g o o n s a r e w i t h i n 5 s q u a r e s o f t h e
H i t : 2 d 8 + 3 d a m a g e , a n d i f t h e t a r g e t is g r a n t i n g c o m b a t a d v a n - g o o n , it gains a +2 p o w e r bonus t o all defenses.
t a g e t o t h e assassin, t h e t a r g e t t a k e s o n g o i n g 5 d a m a g e (save STANDARD ACTIONS
ends). © Club (weapon) • A t - W i l l
® Crossbow (weapon) • A t - W i l l A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 7 vs. A C
Attack: R a n g e d 2 0 ( o n e c r e a t u r e ) ; + 9 vs. A C Hit: 5 damage.
Hit: 2 d 8 + 3 damage. S t r 1 4 (+3) D e x 11 (+1) W i s 12 (+2) —
4 N o E s c a p e ( w e a p o n ) • R e c h a r g e IE! 10! C o n 12 (+2) Int 9 (+0) C h a 13 (+2)
Attack: Melee 1 (one creature g r a n t i n g c o m b a t advantage t o t h e A l i g n m e n t unaligned Languages Common
assassin); + 9 vs. A C Equipment club
H i t : 2 d 8 + 3 d a m a g e , a n d t h e t a r g e t is s l o w e d (save ends) a n d falls
prone.
MINOR ACTIONS Features of the Area
Flanking Step • A t - W i l l
L i g h t : Lanterns shed b r i g h t light i n b o t h cellar
Effect: T h e assassin c a n s h i f t 1 s q u a r e i n t o a p o s i t i o n t h a t a l l o w s
rooms.
t h e assassin t o f l a n k a n e n e m y .
B o x e s , C h a i r s , B a r r e l s : These areas are d i f f i c u l t
Skills Athletics +10, B l u f f + 8 , Stealth + 1 0
Str 16 (+5) D e x 17 ( + 5 ) W i s 14 (+4) terrain.
Con 14 (+4) I n t 13 ( + 3 ) C h a 13 ( + 3 ) T a b l e : I t costs 1 extra square o f m o v e m e n t to hop u p
A l i g n m e n t evil Languages Common onto the table.
E q u i p m e n t longsword, crossbow, 1 0 bolts
2 Bullywug Brutes (B) Level 1 Brute
M e d i u m natural h u m a n o i d (aquatic)
HP 3 4 ; Bloodied 17 I n i t i a t i v e +2
A C 1 3 , F o r t i t u d e 1 4 , R e f l e x 1 3 , W i l l 11 Perception + 0
Speed 6, s w i m 4

0 R a n c i d A i r (poison) • A u r a 2
A n y e n e m y t h a t s p e n d s a h e a l i n g s u r g e i n t h e a u r a is w e a k e n e d
until t h e e n d o f its n e x t t u r n .
Aquatic
The b u l l y w u g can breathe u n d e r w a t e r . In aquatic c o m b a t , i t gains
a +2 bonus t o a t t a c k rolls against nonaquatic creatures.
N a t u r e ' s Release (healing)
A n y a t t a c k e r t h a t scores a c r i t i c a l h i t a g a i n s t t h e b u l l y w u g r e g a i n s
3 hit points.
Swamp Walk
T h e b u l l y w u g i g n o r e s d i f f i c u l t t e r r a i n t h a t is m u d o r s h a l l o w
water.
STANDARD ACTIONS
(T) S p e a r ( w e a p o n ) • At-Will
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 6 vs. A C
Hit: 2 d 8 + 2 damage, plus 1 d 6 extra damage against a prone
target.
•r B u l l y w u g R u s h • R e c h a r g e [ X ] (FJ!
Requirement: T h e b u l l y w u g c h a r g e s a n d m a k e s t h e f o l l o w i n g
a t t a c k i n s t e a d o f a m e l e e basic a t t a c k .
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 4 vs. F o r t i t u d e
The first e n d p o i n t is a n i r o n door b e l o w the Temple
Hit: 3 d 6 + 6 damage, plus 1 d 6 extra damage against a prone
o f the L a w b r i n g e r (though the characters w i l l not k n o w
t a r g e t , a n d t h e t a r g e t falls p r o n e .
Miss: T h e b u l l y w u g t a k e s 3 d a m a g e a n d falls p r o n e . t h i s fact at first). The door is w e l l b u i l t a n d b a r r e d
Skills Athletics + 8 f r o m the opposite side, a n d cannot be b r o k e n d o w n
S t r 1 6 (+3) D e x 1 4 (+2) W i s 1 0 (+0) or smashed open. T h e second e n d p o i n t is a t r a p d o o r
C o n 1 4 (+2) I n t 6 (-2) Cha8(-1) that opens out o f the g r o u n d near the entrance to the
A l i g n m e n t chaotic evil Languages Common, Primordial Temple o f the L a w b r i n g e r . A n y o n e f o l l o w i n g these
E q u i p m e n t l e a t h e r a r m o r , spear
t u n n e l s c a n d e t e r m i n e that they have been b u i l t to
facilitate secret travel b e t w e e n the temple a n d the
Conclusion Golden Grain I n n .
I n the a f t e r m a t h o f combat, the adventurers can
uncover the f u l l scope o f the cult's d a r k activities i n the Next Session
inn.
W h e n the adventurers have completed t h i s session,
E r n e s t o : I f Ernesto survives, he is m o r t i f i e d at his
they w i l l be i n a p o s i t i o n to f o l l o w the secret t u n n e l to
u n w i t t i n g p a r t i n the attack o n the adventurers. By w a y
the Temple o f the L a w b r i n g e r . R u n "Temple o f the Law-
o f a n apology, he offers the adventurers a g i f t that the
b r i n g e r " next.
c h i e f t a i n o f the ore t r i b e gave him—a potion of clarity
I f the adventurers are defeated i n t h i s combat, a l l
(level 5).
is not lost. Recognizing the value o f such p o w e r f u l
T h e L e d g e r : T h e ledger holds the names o f people
characters to the Reptile G o d , the cultists keep the
w h o have been t r a n s p o r t e d t h r o u g h the t u n n e l . Those
characters alive a n d move t h e m to the spirit naga's lair.
w h o have no other m a r k i n g s alongside t h e i r names are
R u n " C a v e r n o f the Reptile G o d " next, w h e n the char-
s t i l l w i t h the naga. Those crossed out have been k i l l e d
acters w i l l have a chance to free themselves. T h e n r u n
a n d eaten by the naga. The names that are c i r c l e d
"Temple o f the L a w b r i n g e r , " w i t h the characters deter-
denote people w h o were c h a r m e d by the naga a n d are
m i n e d to o v e r t h r o w that last bastion o f c u l t a c t i v i t y i n
n o w active cultists. A n y villager w h o is not a cultist c a n
H o m m e l Lane.
v e r i f y the names o f the m i s s i n g citizens.
S e c r e t T u n n e l : C a r t tracks show that a great deal
o f t r a f f i c has been m o v i n g recently t h r o u g h the t u n n e l
u n d e r the i n n . The t u n n e l passes u n d e r the I n n o f the
W i n s o m e W e n c h (see area 7 i n H o m m e l Lane for a
possible o p t i o n a l encounter), a n d t h e n splits to end at
t w o d i f f e r e n t points.
T E M P L E OF T H E THE STRAIGHTEST PATH
This session connects directly to "Cavern of the
LAWBRINGER Reptile God," which should be played next. See "Next
This session is the second p a r t o f the " C u l t o f the Rep- Session" (page 38) for information.
tile G o d " section o f the adventure. The characters have
most l i k e l y come here b y f o l l o w i n g the secret t u n n e l
f r o m the cellars o f the G o l d e n G r a i n I n n . I f the a d v e n t u r e r s i n s i s t , r e a d :
Sister Euphema seems genuinely distraught as she pleads for

The Story So Far you to not disturb the monks. "You must speak to Priestess
Devi regarding this matter. She is just upstairs, praying over
F r o m " G o l d e n G r a i n I n n , " s u m m a r i z e w h a t the charac- Sir Moonbrook."
ters discovered i n the cellars beneath the i n n , a n d the
cultist attack t h a t ensued there. I n the cellar, the adven-
I f the adventurers agree to t a l k to D e v i , Euphema takes
turers f o u n d the ledger that proves the disappearance
t h e m upstairs. Proceed w i t h "Fallen P a l a d i n , " below.
o f villagers f r o m H o m m e l Lane is a result o f organized
I f the adventurers insist o n going d o w n to the cellar,
k i d n a p p i n g , a n d they saw t h a t m u c h t r a f f i c has been
Euphema weeps as she says she cannot h e l p t h e m . T h e
r u n n i n g t h r o u g h the secret t u n n e l b e t w e e n the i n n a n d
characters can f i n d the cellar entrance easily enough
the temple.
w i t h o u t her.
I f the adventurers were c a p t u r e d i n " G o l d e n G r a i n
I n n , " they are l i k e l y here after f i g h t i n g t h e i r w a y
W h e n the c h a r a c t e r s a p p r o a c h the cellar, r e a d :
t h r o u g h " C a v e r n o f the Reptile G o d " first. Summa-
A closed door opens to reveal a spiral staircase twisting down
rize t h a t fight a n d the desperate escape f r o m the spirit
into darkness.
naga's lair, as w e l l as h o w the prisoners o f the naga
recounted h a v i n g been h e l d by cultists i n a cellar shrine
C o n t i n u e w i t h " C o r r u p t e d Priests" o n the next page.
i n the Temple o f the L a w b r i n g e r .
I f y o u used another l o c a t i o n or event to b r i n g the
characters here, s u m m a r i z e that i n f o r m a t i o n for the Fallen Paladin
players as this session begins. A gruesome scene awaits the characters w h e n they
arrive i n Sir M o o n b r o o k ' s cell.

Entering the Temple W h e n the c h a r a c t e r s enter, r e a d :


Since the adventurers cannot break d o w n the t u n n e l The door to the chamber stands open. Beyond it, Sir Moon-
door u n d e r the temple, i t is assumed that they emerge brook lies on sheets of deepest scarlet-soaked through with
f r o m the outside t u n n e l a n d enter t h r o u g h the front the paladin's own blood. He wears only a nightshirt, similarly
door. A t night, the characters m u s t k n o c k at the t e m - soaked and rent by grievous wounds. Despite the terrible way
ple's b a r r e d doors to g a i n entry. he must have died, Sir Moonbrook's face wears a serene smile,
W h e t h e r the adventurers approach by day or night, his glazed eyes staring out into the distance.
the acolyte Sister E u p h e m a meets t h e m inside the
Euphema pales and gasps, swooning against the wall.
entrance. The characters recognize E u p h e m a i f they
came to the temple for help w i t h the possessed Sir
I f the adventurers l o o k a r o u n d the r o o m , they discover
M o o n b r o o k . I f not, adjust the read-aloud text a n d the
that Sir M o o n b r o o k left a note o n the f l o o r next to the
session setup as appropriate.
bed, scrawled i n his b l o o d .

Read:
PRAYBACKW
Sister Euphema greets you, ashing, " W h a t brings you to the
temple? How are you faring in your investigation?"
Sister Euphema is h o r r i f i e d , a n d she has no idea w h a t
h a p p e n e d to the p a l a d i n . She is w i l l i n g to take the char-
I f the adventurers ask to see the cellar or t e l l her about
acters to the cellar.
the t u n n e l leading beneath the temple, E u p h e m a is con-
fused. The cellar contains a s h r i n e to the L a w b r i n g e r
W h e n the c h a r a c t e r s a p p r o a c h the c e l l a r , r e a d :
a n d a n u m b e r o f m e d i t a t i o n cells, b u t D e v i has recently
Euphema opens a door and points down the spiral staircase
f o r b i d d e n anyone f r o m e n t e r i n g the area. Last m o n t h ,
beyond. "There," she whispers hoarsely, herface pale. "The
m o n k s f r o m a distant monastery a r r i v e d to use the
cellar is down there."
basement's prayer cells for a n extended m e d i t a t i o n . I f
pressed, E u p h e m a a d m i t s that she saw n o m o n k s arrive,
W h e n the adventurers descend the cellar stairs, con-
but she has no reason to doubt D e v i . E u p h e m a is n o t a
t i n u e w i t h " C o r r u p t e d Priests" o n the next page.
m e m b e r o f the Reptile Cult, a n d she speaks the t r u t h .
CORRUPTED PRIESTS
Encounter Level 3

Setup
Priestess D e v i ( D )
A b r a m o a n d P h i l l a , deathlock wights ( W )
3 b u l l y w u g s (B)
G a r a t h (G)

The adventurers descend t h e spiral staircase to the


cellar b e n e a t h the Temple o f the Lawbringer, w h e r e
prisoners o f the Reptile C u l t are held for transfer to the
spirit naga's lair.

W h e n you're r e a d y to start, r e a d :
A t the bottom of the stairs, two shrines to the Lawbringer
stand against the walls of a large stone chamber-except that
where the crossed swords of the Lawbringer should be, two
mummified snakes hang. Between the two shrines stands a
set of wooden shelves holding tomes./lasks, and what appear
to be religious artifacts.
Sister Philla kneels be/ore the shrine nearest to you, while
Brother Abramo prays before the other. Next to Abramo
stands a short, bulbous human almost froglike in appearance.
He wears green chainmail and a green shield, and he holds a Priestess Devi suddenly runs up from a wide corridor to
warhammer with a snakelike head. the south. "Thank the Lawbringer you are here!" she says,
clearly frightened. "We are being invaded by terrible swamp
Priestess Devi (D) Level 4 Artillery (Leader) creatures. That fiend conjured themforih!" She points at the
M e d i u m natural humanoid, human squat figure before the shrine.
HP 42; Bloodied 21 I n i t i a t i v e +2
A C 18, F o r t i t u d e 15, R e f l e x 16, W i l l 17 Perception + 4 2 Deathlock Wights (W) Level 4 Controller
Speed 6 M e d i u m natural h u m a n o i d (undead)

STANDARD ACTIONS HP 54; Bloodied 27 Initiative + 4


© Dagger (weapon) • A t - W i l l AC 18, F o r t i t u d e 15, R e f l e x 16, W i l l 17 Perception +1
Attack: M e l e e 1 (one c r e a t u r e ) ; + 6 vs. Reflex Speed 6 Darkvision
Hit: 3 d 4 + 4 damage. I m m u n e disease, p o i s o n ; R e s i s t 1 0 n e c r o t i c ;
® V e n o m o u s W o r d s (poison, psychic) • A t - W i l l Vulnerable 5 radiant
A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 9 vs. W i l l . T h i s a t t a c k d o e s n o t STANDARD ACTIONS
provoke opportunity attacks. © C l a w (necrotic) • A t - W i l l
Hit: 2 d 6 + 6 poison and psychic damage. A t t a c k : M e l e e 1 (one c r e a t u r e ) ; + 9 vs. A C
-JJ- S h a d o w S n a k e s ( p o i s o n ) • R e c h a r g e [Xj (TTj Hit: 1 d 6 n e c r o t i c d a m a g e , a n d t h e t a r g e t loses a h e a l i n g surge.
A t t a c k : A r e a b u r s t 1 w i t h i n 1 0 ( c r e a t u r e s in t h e b u r s t ) ; + 9 vs. + Crave B o l t (necrotic) • A t - W i l l
Reflex A t t a c k : R a n g e d 2 0 (one c r e a t u r e ) ; + 7 vs. R e f l e x
H i t : 2 d 6 + 6 p o i s o n d a m a g e , a n d t h e t a r g e t is s l o w e d a n d g r a n t s H i t : 1 d 6 + 8 n e c r o t i c d a m a g e , a n d t h e t a r g e t is i m m o b i l i z e d (save
c o m b a t a d v a n t a g e (save e n d s b o t h ) . ends).
MINOR ACTIONS V H o r r i f i c V i s a g e (fear, p s y c h i c ) • R e c h a r g e [HI | X ] f i l l
Toxic O r d e r (poison) • Recharge w h e n first bloodied A t t a c k : Close b l a s t 5 ( c r e a t u r e s i n t h e b l a s t ) ; + 7 vs. W i l l
Effect: Close b u r s t 5 (one ally i n t h e b u r s t ) ; D e v i slides t h e t a r g e t Hit: 1d6 + 6 psychic damage, and t h e w i g h t pushes t h e target u p
u p t o 3 squares, and t h e target gains 1 0 t e m p o r a r y h i t points. t o 3 squares.
U n t i l t h e t a r g e t has n o t e m p o r a r y h i t p o i n t s , i t s m e l e e a t t a c k s MINOR ACTIONS
deal 5 extra poison damage. R e a n i m a t e (healing) • Encounter
Skills Arcana +9, Religion + 9 Effect: R a n g e d 1 0 (one d e s t r o y e d u n d e a d c r e a t u r e o f level 6 o r
S t r 11 (+2) D e x 11 (+2) W i s 15 ( + 4 ) l o w e r t h a t is n o t a m i n i o n ) . T h e t a r g e t r e g a i n s h i t p o i n t s e q u a l t o
C o n 12 (+3) I n t 14 (+4) Cha 18 (+6) o n e - h a l f its b l o o d i e d v a l u e . I t c a n s t a n d u p as a f r e e a c t i o n .
A l i g n m e n t evil Languages Common Skills Arcana +10, Religion +10
E q u i p m e n t r o b e s , dagger, s n a k e s t a f f S t r 1 0 (+2) D e x 1 4 (+4) W i s 9 (+1)
Con 14 (+4) I n t 16 (+5) Cha 18 (+6)
A l i g n m e n t evil Languages Common
I n s i g h t D C 1 3 : Devi is lying. The froglike human is an
ally of hers, and seems willing to play along with her deception.
Tactics
P r e f e r r i n g to r e m a i n at a distance, D e v i moves to the
I f D e v i i s caught i n t h e l i e , she s m i l e s a n d s p e a k s : south to use venomous words w h i l e she hides b e h i n d
"So, you are not as idiotic as I first thought. Bravo to you." the advancing b u l l y w u g s . I f she is forced i n t o melee,
She nods to the human before the shrine. "You should leave, she uses dark dagger to slide a n opponent i n t o a cell,
Garath. Tell the Reptile God that it shall have more sacrifices t h e n slams the door shut to lock i t (see "Features o f the
shortly." Mumbling as he goes, the froglike figure steps into Area").
the shrine—and disappears right before your eyes. Devi turns The b u l l y w u g s use leap to stay i n f r o n t o f the adven-
and runs back down the wide corridor. turers, k e e p i n g foes away f r o m D e v i .
P e r c e p t i o n D C 1 3 : You hear enough of what Garath Sister P h i l l a a n d Brother A b r a m o have given t h e i r
says to recognize the words from an inscription on the lives i n the service o f M i s k a a n d the Reptile G o d , a n d
shrine-and that he spoke them out of order. are n o w deathlock w i g h t s . They use horrific visage
P e r c e p t i o n D C 2 0 : You can hear Garath's mumbled before the b u l l y w u g s enter combat, a n d reanimate each
words clearly, realizing that they are an inscription on the other i f they fall i n battle. I f any adventurer enters a
shrine being spoken backward. square next to a shrine, the w i g h t s t r y to i m m o b i l i z e
that character w i t h grave bolt.
I f the adventurers believe Devi's lie a n d either attack A l l the enemies here fight to the death.
G a r a t h or move to the south, she a n d her w i g h t allies
have combat advantage for t h e i r first attacks. Features of the Area
L i g h t : Lanterns f i l l the area w i t h b r i g h t light.
3 Bullywugs (B) Level 1 Skirmisher
C o r r u p t e d S h r i n e s : These shrines to the L a w
M e d i u m natural h u m a n o i d (aquatic)
H P 2 6 ; B l o o d i e d 13 Initiative +6
b r i n g e r have been c o r r u p t e d to serve the needs o f the
A C 1 5 , F o r t i t u d e 1 2 , R e f l e x 1 4 , W i l l 12 P e r c e p t i o n +2 C u l t o f the Reptile G o d . A n y creature that does not wor-
Speed 6, s w i m 4 ship the Reptile G o d takes a -2 p e n a l t y to saving t h r o w s
w h i l e adjacent to a shrine.
0 Rancid A i r (poison) • A u r a 2 O n each shrine are carved the w o r d s "Giver o f
A n y e n e m y t h a t s p e n d s a h e a l i n g s u r g e i n t h e a u r a is w e a k e n e d
Law, m a y y o u r w o r d be established i n a l l w o r l d s . " I t is
u n t i l t h e e n d o f its n e x t t u r n .
c o m m o n k n o w l e d g e a m o n g followers o f b o t h religions
Aquatic
that t h i s m a x i m is spoken before any f o r m a l prayer is
T h e b u l l y w u g can b r e a t h e u n d e r w a t e r . In aquatic c o m b a t , i t gains
a +2 bonus t o a t t a c k rolls against n o n a q u a t i c creatures. u t t e r e d to the L a w b r i n g e r .
N a t u r e ' s Release (healing) R e l i c S h e l v e s : The i r o n door b l o c k i n g the t u n n e l to
A n y a t t a c k e r t h a t scores a c r i t i c a l h i t a g a i n s t t h e b u l l y w u g r e g a i n s the G o l d e n G r a i n I n n is concealed b e h i n d t h i s large set
3 hit points. o f shelves (Perception D C 20). The door is b a r r e d f r o m
Swamp Walk
this side. Most o f the items on the shelves are m u n d a n e ,
T h e b u l l y w u g i g n o r e s d i f f i c u l t t e r r a i n t h a t is m u d o r s h a l l o w
but any search reveals t w o vials o f holy water (level 6).
water.
M e d i t a t i o n C e l l s : The doors to these cells are open
STANDARD ACTIONS
© Spear (weapon) • A t - W i l l unless a cell contains prisoners (see "Conclusion"). A
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 6 vs. A C D C 13 T h i e v e r y check reveals t h a t the n o r m a l locks
Hit: 1 d 8 + 4 damage. have been reversed to operate f r o m the outside, a n d
©Javelin (weapon) • A t - W i l l t h a t the doors lock automatically i f shut. I f locked, a
Attack: R a n g e d 1 0 / 2 0 (one c r e a t u r e ) ; + 6 vs. A C
door requires a D C 2 0 T h i e v e r y check to open.
Hit: 1 d 6 + 4 damage.
\ L e a p ( w e a p o n ) • R e c h a r g e [fjj [ x ] [FJl
Effect: T h e b u l l y w u g j u m p s u p t o h a l f its s p e e d , g a i n i n g a + 5 Conclusion
bonus t o all defenses d u r i n g t h i s m o v e m e n t . It t h e n makes t h e
I n the a f t e r m a t h o f combat, the adventurers have a
following attack.
chance to f u l l y investigate the cellar shrine.
Attack: Melee 1 (one creature); + 6 vs. A C
H i t : 2 d 6 + 6 d a m a g e , o r 3 d 6 + 6 i f t h e t a r g e t is g r a n t i n g c o m b a t
D e v i ' s G a m b i t : The characters m i g h t r e f r a i n f r o m
advantage t o t h e b u l l y w u g , and t h e target cannot attack t h e bul- k i l l i n g D e v i i f they believe there's s o m e t h i n g to be
lywug during the bullywug's next turn. gained f r o m i n t e r r o g a t i n g her or t u r n i n g her i n .
Skills Athletics+7 I f she is k n o c k e d unconscious w h e n reduced to 0 h i t
S t r 1 4 (+2) D e x 18 (+4) W i s 1 4 (+2) points, t h e n restored to h e a l t h , D e v i tries to convince
Con 10 (+0) I n t 10 (+0) C h a 8 (-1)
the characters that the same essence that possessed Sir
A l i g n m e n t c h a o t i c evil Languages Primordial
M o o n b r o o k also possessed her. A D C 19 Insight check
E q u i p m e n t spear, 4 j a v e l i n s
is needed to see t h r o u g h her lie. I f the adventurers
believe her, D e v i is as h e l p f u l as possible, v o l u n t e e r i n g
to take t h e m t h r o u g h the p o r t a l . I n t r u t h , she believes
that she c a n k i l l the adventurers w i t h the help o f her
p o w e r f u l allies i n the Reptile C u l t . C A V E R N OF T H E
I f D e v i is t u r n e d over to the castellan (area 23),
V a r e d d Z a b o r r doesn't believe her possession story. REPTILE G O D
Unless the characters intercede, she is eventually exe- T h i s session is the t h i r d p a r t o f the " C u l t o f the Reptile
cuted for her crimes. I f the characters enable her to G o d " section o f the adventure. The characters have
escape custody, she flees H o m m e l Lane a n d does n o t most l i k e l y come here i n the a f t e r m a t h o f "Temple o f
return. the L a w b r i n g e r , " h a v i n g gained access to the cult's tele-
P r i s o n e r s : I f t h i s section o f the adventure is r u n p o r t a t i o n shrines.
t o w a r d the end o f the season, y o u w i l l l i k e l y have
made use o f the c u l t k i d n a p p i n g events (see "Events i n
H o m m e l Lane," page 10). I n t h a t case, three prisoners
The Story So Far
F r o m "Temple o f the L a w b r i n g e r , " s u m m a r i z e the dis-
m i g h t be f o u n d unconscious i n the cells—the castellan's
covery that Priestess D e v i a n d t w o o f her acolytes were
assistant, R h o n n e t Gho; the leatherworker, Ranson; a n d
secretly agents o f a d a r k c u l t , a n d h o w the cellar shrine
his w i f e , Scira. Because R h o n n e t is an o f f i c i a l o f the
o f the temple c o n t a i n e d t w o t e l e p o r t a t i o n devices used
keep, her t e s t i m o n y is b e y o n d reproach. The events she
by the c u l t for t r a n s p o r t i n g prisoners to a n u n k n o w n
has witnessed ensure that any claims the adventurers
destination.
m a k e r e g a r d i n g c u l t a c t i v i t y i n the village are believed.
I f the adventurers were c a p t u r e d i n " G o l d e n G r a i n
T e l e p o r t a t i o n S h r i n e s : The shrines act as one-way
I n n , " they have been b r o u g h t here as prisoners. They
t e l e p o r t a t i o n devices, t r a n s p o r t i n g creatures d i r e c t l y
m u s t f i g h t to regain t h e i r f r e e d o m , t h e n to slay the spirit
to the spirit naga's l a i r - t h e cavern o f the Reptile G o d .
naga a n d save the villagers t h a t the creature holds i n
W h e n the essence o f M i s k a f i n a l l y escaped Sir M o o n -
t h r a l l . A d j u s t the scenario as necessary.
b r o o k , the p a l a d i n r e t a i n e d t h a t being's thoughts a n d
k n o w l e d g e . Even as D e v i a n d her cultist acolytes left
h i m d y i n g shortly a f t e r w a r d , M o o n b r o o k managed to Lair Entrance
leave a clue t e l l i n g the adventurers h o w to trigger the M a k i n g use o f the t e l e p o r t a t i o n shrines i n the Temple
t e l e p o r t a t i o n shrines: "Pray b a c k w [ a r d ] . " o f the Lawbringer, the adventurers f i n d themselves
To activate the t e l e p o r t a t i o n magic i n a shrine, a alone a n d u n d e r g r o u n d . The t u n n e l has no l i g h t except
character must speak the pass phrase, w h i c h is a n for w h a t the adventurers b r i n g .
inversion o f the phrase i n s c r i b e d o n the s h r i n e : Worlds
all in established be word your may, Law of Giver. W h e n Read:
either shrine is activated, u p to t e n creatures c a n m a k e You step through the teleportation shrine, emerging in a
use o f its t e l e p o r t a t i o n magic. B o t h shrines t h e n become hot and humid tunnel of damp earth. You see no sign of
inactive for 10 m i n u t e s before they can be used again. any mechanism that would allow you to teleport hack to
the Temple of the Lawhringer. Whatever their purpose, the

Next Session shrines appear to he a one-way link.


From ahead comes the sound of lapping water, over which
W h e n the adventurers have completed t h i s session,
faint moans and cries of pain and fear can he heard. As you
they have c o n t r o l o f the t e l e p o r t a t i o n shrines i n the
make your way cautiously forward, the passage gives way
t e m p l e cellar, a n d they have observed the mysterious
to the black waters of a large underground lake. The shore
G a r a t h m a k i n g use o f a s h r i n e w h e n he vanished. The
before you is a rocky ledge, on which rest a sturdy raft and a
shrines p r o v i d e d i r e c t access to the l a i r o f the Rep-
long pole. The voices you hear are louder now, and seem to be
t i l e G o d . R u n " C a v e r n o f the Reptile G o d " i n the next
coming from the unseen far shore.
session.

T h e adventurers m u s t m a k e t h e i r w a y across the water


to face the Reptile G o d i n combat. C o n t i n u e w i t h
" W r a t h o f the Reptile G o d , " page 4 0 .

Narrow Escape
As the l a i r o f the spirit naga collapses i n the a f t e r m a t h
o f combat, the adventurers m u s t keep the prisoners
safe w h i l e they navigate a maze o f t u n n e l s t h a t lead out
i n t o the Fathomless Fens. Each o f the characters m u s t
attempt to deal w i t h a d i f f e r e n t situation, selected f r o m
those below.
( D i p l o m a c y or Perception). O n a f a i l e d check, the pris-
T H E STRAIGHTEST PATH oner is lost a n d perishes.
When the characters complete this session, they will S u d d e n F l o o d : W a t e r rushes i n t o the t u n n e l , wash-
have obtained the Death Circ/et-the third item of i n g t w o prisoners d o w n i n t o a sinkhole. A n adventurer
power that Haffron's ghost described to them in the m u s t s w i m t h r o u g h the black water to rescue the pris-
Caves of Chaos. Freeing the item from the Reptile oners (Endurance). O n a f a i l e d check, one prisoner
God's control releases Haffron's spirit from confine- is saved b u t the other perishes. Failure by 5 or m o r e
ment. Run "Temple of Chaos" next. means that b o t h prisoners are lost i n the f l o o d .
S w a m p G a s : A pocket o f noxious s w a m p gas fills
the escape route ahead. A n adventurer m u s t recognize
Describe a situation, t h e n let the players elect a char- the danger ( D u n g e o n e e r i n g or Nature) to w a r n the rest
acter to h a n d l e i t . A s k the player o f that character to o f the party. O n a f a i l e d check, the lack o f breathable
describe w h a t the character does, t h e n c a l l for a D C 13 air k i l l s one prisoner.
s k i l l check and describe the results. A character can T u n n e l F o r k : T h e t u n n e l branches i n t w o d i r e c t i o n s
gain a + 4 bonus to the check b y m a k i n g extra effort a n d ahead, even as the passage b e h i n d the p a r t y begins to
spending a h e a l i n g surge. The most l i k e l y skills for each collapse. A n adventurer m u s t q u i c k l y decide w h i c h is
situation are i n c l u d e d i n the d e s c r i p t i o n . the safe route ahead (Perception or D u n g e o n e e r i n g ) .
W h e n e v e r a check fails for a given task, the charac- O n a f a i l e d check, t w o prisoners b r i n g i n g u p the rear
ters must m a k e a D C 13 g r o u p Endurance check. O n a are lost w h e n the t u n n e l collapses.
failed check, the rigors o f the escape cost each charac-
ter a h e a l i n g surge.
M a k e sure that each character deals w i t h at least
Conclusion
one crisis. R u n t h r o u g h situations u n t i l the adventur- The d e a t h o f the spirit naga breaks the stranglehold
ers have succeeded at six o f t h e m , or u n t i l y o u r u n out that the C u l t o f the Reptile G o d has over the village o f
o f situations. A t t h a t p o i n t , the adventurers reach the H o m m e l Lane. Citizens f o r m e r l y c h a r m e d by the naga
surface w i t h t h e i r s u r v i v i n g charges i n tow. I f any pris- have t h e i r m i n d s a n d m e m o r i e s restored to t h e m , a n d
oners die, W a r r e n , Tess, a n d Canoness Yeeday are the w i l l eventually be able to r e t u r n to t h e i r n o r m a l lives.
last a m o n g t h e m to p e r i s h . W h e n the adventurers a n d any s u r v i v i n g prisoners
A l t e r n a t i v e P a s s a g e : A crack appears i n the c e i l i n g , m a k e the t h r e e - h o u r t r e k back to H o m m e l Lane f r o m
revealing a passage u p to another t u n n e l . T h i s passage the Fathomless Fens, Canoness Yeeday tells o f w h a t
is a shortcut ( D u n g e o n e e r i n g or Insight). O n a f a i l e d the characters d i d i n the naga's lair. The adventurers'
check, the crack slams closed unexpectedly, k i l l i n g a actions—for good or ill—affect h o w the villagers treat
prisoner. t h e m . I f the characters avoided k i l l i n g cultists a n d
C o l l a p s e : The t u n n e l the g r o u p is i n threatens to saved most o f the prisoners, they g a i n m a n y n e w friends
collapse. A nearby alternative route is stable a n d c a n i n H o m m e l Lane. I f a s i g n i f i c a n t n u m b e r o f cultists a n d
provide shelter f r o m the cave-in ( D u n g e o n e e r i n g or prisoners d i e d , the villagers r e m a i n g r a t e f u l t h a t the
Nature). O n a f a i l e d check, a prisoner is caught i n a t h r e a t o f the Reptile G o d is ended, b u t the adventur-
cave-in a n d dies. Failure by 5 or m o r e means t h a t t w o ers are treated coolly u n t i l they have another chance to
prisoners p e r i s h . prove themselves.
F a l l i n g R o c k : Rocks f a l l f r o m the c e i l i n g t o w a r d
a prisoner, w h o m u s t be pushed out o f the w a y (Acro- Next Session
batics) or rescued after the r o c k falls (Athletics). O n a
H a v i n g completed the " C u l t o f the Reptile G o d " section
failed check, the prisoner dies o f his or her injuries.
o f the adventure, y o u m u s t decide w h a t section o f the
F i s s u r e : The t u n n e l f l o o r cracks a n d breaks away adventure the characters w i l l u n d e r t a k e next. See "Path
to reveal a deadly crevice. A prisoner falls a n d grabs o f A d v e n t u r e " (page 9) a n d " H o m m e l Lane Locations"
the edge, b u t must be p u l l e d to safety (Athletics). O n a (page 11) for guidelines.
failed check, the prisoner falls a n d dies.
O v e r w h e l m i n g T e r r o r : Fear overcomes t w o pris-
oners, w h o collapse a n d refuse to continue. They m u s t
be c o n v i n c e d to fight for s u r v i v a l (Bluff, I n t i m i d a t e , or
D i p l o m a c y ) . O n a f a i l e d check, one prisoner rejoins the
p a r t y b u t the other bolts o f f i n t o the darkness a n d is lost
w h e n the t u n n e l collapses. Failure by 5 or m o r e means
t h a t b o t h prisoners flee i n t e r r o r a n d q u i c k l y perish.
S e p a r a t i o n : A prisoner takes a w r o n g t u r n w h e n
no one is l o o k i n g . The adventurer m u s t c a r e f u l l y c a l l
out to g u i d e the prisoner back onto the correct p a t h
P e r c e p t i o n D C 1 3 : Garath, the froglike humanoid
W R A T H OF T H E who/led the Lawbringer's temple, huddles among the prison-
ers. He is trying to escape notice.
REPTILE GOD
Encounter Level 3
Features of the Area
L i g h t : None o n the lake. Phosphorescent f u n g i f i l l
Setup the naga's cavern w i t h d i m l i g h t .
T h e Reptile G o d , spirit naga (S) L a k e : The u n d e r g r o u n d lake is 10 feet deep, its
G a r a t h , reptile priest (G) water cloudy a n d black. A n y t h i n g b e l o w the surface is
Wight (W) totally obscured.
Canoness Yeeday ( Y ) R a f t : The r a f t is 3 squares l o n g a n d 2 squares w i d e .
A long pole allows one o f the raft's passengers to push i t
I f the heroes let D e v i accompany t h e m , or left her u n r e - across the water. Each r o u n d as a standard action, one
strained i n the temple, add her to the enemies i n t h i s character using the pole c a n m a k e a n A t h l e t i c s check
battle a n d give her one-quarter o f her f u l l h i t points. to move the raft. I t moves 1 square for every 5 points o f
T h e o n l y w a y to move to the far side o f the cavern is the check result, u p to a m a x i m u m o f 6 squares.
to cross the black lake.

W h e n the a d v e n t u r e r s c a n see t h e f a r s h o r e , r e a d :
Prisoners
Twelve helpless prisoners s u r r o u n d the spirit naga's
A group of bound prisoners huddles together on another
s t a r t i n g position. Some have b e e n c h a r m e d b y the crea-
rocky ledge ahead. In their midst, an enormous creature rises
t u r e to stay w i l l i n g l y at its side. Others have so far not
up like the proud monarch of a hellish land. Its serpent-like
been overcome by the naga's c h a r m , b u t are too w e a k
body has a head resembling a human female, its mouth full of
to move. The j u m b l e o f bodies makes the naga's start-
sharp teeth. The creature writhes in fury as it sees you, its pale
i n g position a n d a l l squares w i t h i n 2 squares o f that
head bobbing beneath a circlet set with seven gems.
position d i f f i c u l t t e r r a i n . The prisoners p r o v i d e cover
"Only fools come before me willingly," shrieks the monster.
against ranged attacks that originate outside t h e i r area.
"But evenfools can serve me, either as minions or as a meal."
A n y close or area attack that includes the naga's s t a r t i n g
The Reptile God (S) Level S Elite Controller position automatically k i l l s i n n o c e n t prisoners.
Large i m m o r t a l m a g i c a l b e a s t ( r e p t i l e ) , s p i r i t naga C a n o n e s s Y e e d a y : One o f the prisoners o n the
HP 126; Bloodied 63 Initiative+5 ledge w i t h the naga is Canoness Yeeday, the leader o f
A C 1 9 , F o r t i t u d e 1 6 , R e f l e x 17, W i l l 1 8 Perception +8 the Lawbringer's temple i n H o m m e l Lane. W h e n she
Speed 6, s w i m 6 Darkvision
Resist 1 0 poison Garath, Reptile Priest (G) Level 3 Controller
Saving T h r o w s +2; A c t i o n Points 1 M e d i u m natural humanoid, human
STANDARD ACTIONS HP 4 4 ; Bloodied 22 I n i t i a t i v e +1
©Tail S l a p • At-Will A C 17, F o r t i t u d e 1 5 , R e f l e x 1 4 , W i l l 1 6 Perception + 4
A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) ; + 1 0 vs. A C Speed 6
H i t : 2 d 8 + 4 d a m a g e , a n d t h e naga slides t h e t a r g e t u p t o 3 squares. TRAITS
© W o r d o f Pain (psychic) • A t - W i l l 0 V i l e Presence • A u r a 2
A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 8 vs. W i l l Enemies in t h e aura take a - 2 penalty t o saving t h r o w s .
H i t : 2 d 6 + 6 p s y c h i c d a m a g e , a n d t h e t a r g e t is s l o w e d (save ends). STANDARD ACTIONS
Double Attack 4 At-Will © W a r h a m m e r (poison, weapon) • A t - W i l l
A t t a c k : T h e naga m a k e s t w o basic a t t a c k s . Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 8 v s . A C
Poison Spray (poison) • Recharge X j [ill H i t : 1 d 1 0 + 1 d a m a g e , a n d o n g o i n g 5 p o i s o n d a m a g e (save ends).
Attack: A r e a b u r s t 2 w i t h i n 1 0 ( c r e a t u r e s i n t h e b u r s t ) ; + 7 v s . ® P r a y e r o f C o n s t r i c t i o n ( p o i s o n , p s y c h i c ) 4- A t - W i l l
Fortitude A t t a c k : R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 6 vs. W i l l .
Hit: 2 d 8 + 6 poison damage. H i t : 2 d 6 + 4 p s y c h i c d a m a g e , a n d t h e t a r g e t is s l o w e d (save ends).
Miss: H a l f d a m a g e . First Failed Saving Throw: T h e t a r g e t is instead r e s t r a i n e d (save ends).
M I N O R ACTIONS C u r s e o f P o i s o n e d Eyes ( p o i s o n ) 4- E n c o u n t e r
H y p n o t i z e ( c h a r m , gaze) • R e c h a r g e w h e n f i r s t b l o o d i e d A t t a c k : Close b u r s t 2 ( e n e m i e s i n t h e b u r s t ) ; + 6 vs. W i l l
Attack: R a n g e d 1 0 ( o n e s l o w e d c r e a t u r e ) ; + 8 vs. W i l l H i t : O n g o i n g 1 0 p o i s o n d a m a g e (save ends), a n d t h e t a r g e t is
H i t : T h e t a r g e t is d o m i n a t e d (save ends). b l i n d e d until t h e e n d o f Garath's n e x t t u r n .
Miss: T h e t a r g e t is d a z e d (save ends). Miss: O n g o i n g 5 p o i s o n d a m a g e (save ends).
Skills Arcana +10, History +10, Insight + 8 S k i l l s A r c a n a +7, B l u f f + 7 , R e l i g i o n + 7
S t r 15 ( + 4 ) D e x 16 (+5) W i s 12 (+3) S t r 1 3 (+2) D e x 1 0 (+1) W i s 16 (+4)
C o n 15 ( + 4 ) I n t 1 6 (+5) C h a 18 (+6) C o n 1 2 (+2) I n t 12 (+2) C h a 8 (-1)
A l i g n m e n t chaotic evil Languages Common, Supernal A l i g n m e n t evil Languages Common
E q u i p m e n t D e a t h Circlet E q u i p m e n t chainmail, light shield, w a r h a m m e r
realizes that combat is i m m i - Q
nent, she begs the adventurers O
not to h a r m the prisoners. She
is so w e a k that she cannot fight
or move. A l l her defenses are 10,
and she has 10 h i t points r e m a i n -
ing. Twice d u r i n g the battle as
a s t a n d a r d action, she can c a l l
on the L a w b r i n g e r to a l l o w one
character w i t h i n 5 squares o f
her to spend a h e a l i n g surge a n d
regain l d 6 a d d i t i o n a l h i t points.
I f Yeeday does so, G a r a t h senses as

her use o f the Lawbringer's p o w e r •


and attacks her i f he can.
W a r r e n a n d T e s s : The car-
penter's c h i l d r e n (see area 3 i n
H o m m e l Lane) are a m o n g the
prisoners.
F e l i x o H o b b e : W h e n the
combat is over, the characters f i n d
the large r e d hat o f Felixo H o b b e (see " M i s s i n g Mer- The w i g h t is unseen beneath the water as the heroes
chant," page 10) o n the r o c k y ledge. The other prisoners approach the far shore. W h e n combat starts, i t attacks
c o n f i r m that Felixo was k i l l e d by the naga. any characters o n the boat or i n the water. I t doesn't
care i f the naga has d o m i n a t e d a p o t e n t i a l target.

Tactics
The Reptile G o d attacks as soon as i t sees the adven- Treasure
turers. The naga uses double attack to slide enemies out The naga wears the Death Circlet. I f Yeeday is still alive
o f position w i t h tail slap, a n d word of vain to reach foes at the end o f t h i s encounter, she w a r n s the characters
attacking at range. A p o w e r f u l foe slowed by word of pain that the i t e m is a n evil artifact. As soon as a n adven-
is q u i c k l y targeted by hypnotize. t u r e r removes the circlet, m o c k i n g laughter emerges
W h e n any adventurer moves to w i t h i n 2 squares o f f r o m the i t e m . The w a l l s o f the lake cavern b e g i n to
the prisoners, G a r a t h stands u p o n his t u r n a n d attacks. collapse, a n d the characters must lead the prisoners to
I f he has gone u n n o t i c e d u n t i l that p o i n t , he has combat safety. C o n t i n u e w i t h " N a r r o w Escape," page 3 8 .
advantage d u r i n g his first t u r n . H e wades i n t o melee
w i t h warhammer, a n d uses prayer of constriction against Death Circlet Level 5 Rare
adventurers w h o press the Reptile G o d i n combat. This black circlet has seven green gems set in it They are dull and
K n o w i n g that the prisoners m a k e good cover, b o t h dead, as if any magical power they once held has been spent.
the Reptile G o d a n d G a r a t h avoid h u r t i n g t h e m . Head Slot 1,000 gp

Utility Power • A t - W i l l (Minor Action)


Wight (W) Level 5 Skirmisher Effect: C h o o s e o n e b l o o d i e d c r e a t u r e y o u h i t w i t h a n a t t a c k t h i s
M e d i u m natural humanoid (undead) t u r n . You learn t h a t creature's c u r r e n t hit p o i n t total.
H P 6 2 ; B l o o d i e d 31 Initiative+7 U t i l i t y P o w e r • A t - W i l l (Free A c t i o n , 1 / T u r n )
A C 1 9 , F o r t i t u d e 1 8 , R e f l e x 17, W i l l 1 6 Perception + 0 Trigger: Y o u k i l l a l i v i n g c r e a t u r e w i t h a n a t t a c k .
Speed 7 Darkvision Effect: O n e o f t h e seven g e m s c a p t u r e s t h e creature's soul. A g e m
I m m u n e disease, p o i s o n ; R e s i s t 1 0 n e c r o t i c ; can hold only one soul a t a t i m e a n d g l o w s w i t h a green radiance
Vulnerable 5 radiant w h i l e i t c o n t a i n s a soul. A d e a d c r e a t u r e c a n n o t be r e t u r n e d t o
STANDARD ACTIONS life w h i l e its s o u l is c a p t u r e d i n t h i s m a n n e r .
© C l a w (necrotic) • A t - W i l l U t i l i t y P o w e r (Healing) • Encounter (Minor Action)
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 1 0 vs. A C R e q u i r e m e n t : T h r e e o r m o r e o f t h e seven g e m s m u s t e a c h c o n t a i n
H i t : 1 d 6 + 4 n e c r o t i c d a m a g e , a n d t h e t a r g e t loses a h e a l i n g surge. a soul.
Effect: T h e w i g h t s h i f t s u p t o 3 s q u a r e s . Effect: Y o u r e g a i n h i t p o i n t s e q u a l t o 5 + o n e - h a l f y o u r l e v e l , a n d
Skills Stealth + 1 0 t w o g e m s release t h e i r souls.
Str 18 (+6) D e x 16 (+5) W i s 6 (+0) Utility Power • Daily (Minor Action)
Con 14 (+4) I n t 1 0 (+2) C h a 1S ( + 4 ) Requirement: A l l seven gems m u s t each c o n t a i n a soul.
A l i g n m e n t evil Languages Common Effect: O n y o u r n e x t d a m a g e r o l l , m a x i m i z e t h e r e s u l t s o f u p t o
f o u r o f t h e d i c e y o u r o l l . A l l s e v e n g e m s release t h e i r souls.
Read:
CHAPTER 4: T H E Taller mountains abut the hills said to hold the Caves of
Chaos, but somehow the hills seem more imposing. Thick,

C A V E S OF C H A O S twisted trees spread across them, seemingly nourished by fear


and hate instead of sunlight. Ahead, the forest gives way to a
H i d d e n i n the dense forest east o f H o m m e l Lane, the clearing that quickly turns into a ravine with walls towering a
w a l l s o f a remote r a v i n e are cut t h r o u g h w i t h ancient hundred feet high.
caverns. The m o n s t r o u s h u m a n o i d s t h a t d w e l l here—ko- The entrance to the ravine is roughly two hundred feet
bolds a n d goblinoids, ores a n d ogres—have long wasted across. Its far side, some four hundred feet away, is closed
t h e i r resources f i g h t i n g each other, a n d have not been off by another hundred-foot-high wall of rock and dirt. Cave
a serious t h r e a t to t h e village i n a h u n d r e d years. N o w , openings riddle the walls of the ravine, some at ground level
however, a d a r k presence i n the Caves o f Chaos has and others higher up. Its rocky floor is littered with the bones
convinced the monsters o f the caves to u n i t e , a n d the of forest animals and larger creatures, including humanoids.
people o f H o m m e l Lane are i n grave danger. With certainty, you know that you have found the Caves of
Chaos.

S C O U T T H E CAVES OF Haffron Hommel


CHAOS As the adventurers take i n the sight before t h e m , t h e
ghost o f H a f f r o n H o m m e l attacks. H e doesn't realize
This session is t h e first p a r t o f the "Caves o f Chaos" sec-
that the adventurers have come to the caves to fight t h e
t i o n o f the adventure. I t c a n be played i n d e p e n d e n t o f
evil g r o w i n g here.
the follow-up session, "Temple o f Chaos" (see "Path o f
A d v e n t u r e , " page 9). The characters have most l i k e l y
W h e n H a f f r o n attacks, read:
come here after h e a r i n g r u m o r s o f monsters f r o m the
Without warning, a ghostly human form appears behind
caves a t t a c k i n g o u t l y i n g farmsteads, or o f previous
you, its wild eyes and disheveled hair giving it a look of mad-
expeditions sent out to investigate the caves a n d f a i l i n g
ness. Hefting a shield bearing the crest of a griffon inflight
to r e t u r n .
and wielding a curved longsword in its left hand, the phan-
tom figure screams a battle cry as it attacks. "Die, servants of
The Story So Far chaos! You shall not live to help your foul master this day!"
The adventurers m i g h t have come here i n response
to h e a r i n g h o w Otis D r u e t was sent to investigate t h e Haffron's ghost targets the nearest adventurer (+10 vs.
Caves o f Chaos t h r e e weeks ago a n d has not been seen Reflex; 2 d 8 + 6 damage). A l l his defenses are 15, a n d
since. S u m m a r i z e t h e m e e t i n g w i t h the D r u e t f a m i l y he has 45 h i t points. H e is i n s u b s t a n t i a l a n d takes h a l f
or w i t h Otis's b r o t h e r E l m o i n the S l u m b e r i n g Serpent damage f r o m any attack.
Tavern (area 2 or area 16 i n H o m m e l Lane). C a l l for i n i t i a t i v e after Haffron's surprise attack.
I f this session is b e i n g r u n because the characters H a f f r o n has a + 0 m o d i f i e r to his initiative check.
spoke w i t h Black Jay (area 12 i n H o m m e l Lane) regard- I f anyone tries to convince the ghost t h a t he is w r o n g
i n g the deaths o f his w i f e a n d c h i l d r e n , r e m i n d the about t h e characters, take t h e player's roleplaying i n t o
players o f that m e e t i n g a n d Black Jay's b e l i e f that gob- account a n d ask for a B l u f f check or D i p l o m a c y check:
lins f r o m the caves w e r e responsible. D C 9 for a c o n v i n c i n g or t r u e story, D C 13 for a m u d -
The adventurers m i g h t have been c o n v i n c e d to d l e d or u n t r u e story, or D C 2 0 for a n o u t l a n d i s h lie.
investigate the caves b y B e r t r a m B e s w i l l i n t h e G o l d e n Characters w h o have seen t h e statue o f H a f f r o n i n
G r a i n I n n (area 2 0 i n H o m m e l Lane). B e r t r a m hopes to H o m m e l Lane recognize t h e w a r r i o r by his distinc-
put t h e m o f f the t r a i l o f the Reptile C u l t - o r to k i l l t h e m tive s w o r d a n d the g r i f f o n crest o n his shield. I f anyone
for good measure. S u m m a r i z e Bertram's c o n v i c t i o n speaks H a f f r o n ' s n a m e or succeeds on a check to con-
that the m o n s t r o u s hordes o f the Caves o f Chaos are vince t h e ghost to cease hostilities, H a f f r o n stops his
the best e x p l a n a t i o n for the disappearances t h a t plague attacks.
H o m m e l Lane. I f the characters reduce H a f f r o n to 0 h i t points, he
I f y o u used another l o c a t i o n or event to b r i n g the vanishes b u t reappears at t h e e n d o f this session, at
characters here, s u m m a r i z e t h a t i n f o r m a t i o n for the w h i c h p o i n t he recognizes the t r u t h o f t h e i r i n t e n t i o n s .
players as this session begins.
I f the a d v e n t u r e r s c o n v i n c e H a f f r o n to stop fight-

Approaching the Caves ing, read:


I n a voice like swirling wind, the ghost speaks again. "Why
The characters b e g i n this session at the e n d o f the half-
have you come to this place of evil and chaos? Are you cham-
day's j o u r n e y f r o m H o m m e l Lane t o the r a v i n e w h e r e
pions? Do you seek to strike a blow for goodness and law?"
the Caves o f Chaos are f o u n d .
Use the f o l l o w i n g points to g u i d e the conversation • H a f f r o n k n o w s that the Caves o f Chaos h o l d a vari-
b e t w e e n H a f f r o n a n d the adventurers. ety o f savage h u m a n o i d s : ores, kobolds, goblins,
• H a f f r o n H o m m e l , i n t h i s ghostly f o r m , has been hobgoblins, a n d worse. T h o u g h these creatures usu-
t r a p p e d at t h i s location outside the ravine for longer ally w a r against one another, they have recently
t h a n he c a n remember. ( I n t r u t h , i t has been m o r e managed to forge a t r u c e a n d appear to be w o r k i n g
t h a n t w o h u n d r e d years.) together. It's impossible for a s m a l l g r o u p o f adven-
• H a f f r o n was p a t r o l l i n g the area w h e n he saw h o o d e d t u r e r s to defeat the entire cave's p o p u l a t i o n . Instead,
figures e n t e r i n g one o f the caves. H e followed, the heroes m u s t f i n d the Chaos Blade a n d escape.
c o m i n g at last to a foul temple at the far end o f the • H a f f r o n can p o i n t out the cave that Otis a n d his
ravine—a site dedicated to a n u n h o l y force o f evil a n d friends entered.
chaos.
• A n area o f t e r r i b l e p o w e r has been established i n the A f t e r speaking w i t h H a f f r o n , the adventurers can enter
t e m p l e - a Chaos M o t e . A p p e a r i n g as a huge, cracked the ravine o f the Caves o f Chaos i n search o f the Chaos
silver sphere, the mote allows cultists to harness the Blade.
r a w p o w e r o f chaos. H a f f r o n slew a n u m b e r o f the
temple's priests, b u t he saw t h a t the p o w e r o f the Getting I n
mote was g r o w i n g . To stop the p o w e r f r o m increas- The adventurers' goal o f o b t a i n i n g the Chaos Blade
i n g , he sacrificed himself, t h r o w i n g his body i n t o the becomes a greater challenge w h e n a battle breaks
Chaos M o t e . D o i n g so must have k i l l e d h i m , because out against the n o w - a l l i e d monsters that g u a r d these
his ghost reappeared here, outside the Caves o f caves. The combat i n t h i s encounter c a n occur at any
Chaos. t i m e . W h e n i t does, continue w i t h " S e c u r i n g the Chaos
• H a f f r o n ' s ghost cannot enter the ravine or any o f the Blade," page 45.
caves, nor c a n he leave t h i s place a n d approach the T h e characters must m a k e a D C 13 g r o u p Stealth
village or o u t l y i n g f a r m s . H e is d o o m e d to h a u n t t h i s check to sneak i n t o the cave. This check a u t o m a t i c a l l y
location u n t i l he is freed. succeeds i f they wear cultist robes f r o m the moat house
• Occasionally, the most p o w e r f u l o f the e v i l creatures (see " M o a t House D u n g e o n " ) or f r o m the t r a d i n g post
i n the caves manage to k i l l H a f f r o n i n his ghost f o r m , (area 9 i n H o m m e l Lane). W i t h a successful check, the
but he always reawakens i n this l o c a t i o n . adventurers safely reach the cave i n w h i c h Otis a n d
the Chaos Blade c a n be f o u n d . O n a f a i l e d check (or i f
• H a f f r o n believes that his soul is t r a p p e d here b y
no check was attempted), as the adventurers reach the
t h r e e p o w e r f u l items t i e d to the e v i l essence that
cave, they are attacked b y wave one o f the monsters i n
plagues the l a n d . The first is a w e a p o n called t h e
t h i s session's combat encounter.
Chaos Blade, w h i c h rests i n one o f the caves. H e can
The monsters here k n o w t h a t no one is supposed to
feel i t g r o w i n g m o r e p o w e r f u l w i t h the passing o f
remove the Chaos Blade, o n orders f r o m Chaos Priestess
each day.
I n u g g h . Even i f the characters approach the cave safely,
• A few weeks ago, H a f f r o n encountered a g r o u p o f i f they subsequently remove the blade or set o f f a t r a p
adventurers, i n c l u d i n g a w a r r i o r f r o m H o m m e l near the blade (see below), wave one attacks.
Lane n a m e d O t i s . Since the adventurers were plan-
n i n g to enter the caves anyway, H a f f r o n sent t h e m
to seek the Chaos Blade a n d w a t c h e d t h e i r progress. Traps
A f t e r they entered a specific cave, b e d l a m broke out The first t r a p p r o t e c t i n g the Chaos Blade is an a l a r m ,
a n d monsters attacked t h e m i n droves. Otis never s h o w n as a r e d rectangle o n the tactical m a p . I f a
r e t u r n e d , b u t H a f f r o n felt the b i n d i n g magic o f the M e d i u m or larger creature enters the trigger area, a
Chaos Blade strengthen soon after that. f i n e mesh b u r i e d beneath the dust a n d d i r t o f the pas-
sage is d i s t u r b e d , causing a n u m b e r o f bronze bells
• Two other items o f power, equal i n s t r e n g t h to the
connected to the mesh to clatter.
Chaos Blade, were t a k e n f r o m the caves recently—a
A successful D C 13 Perception check spots the
golden circlet a n d a scroll. H a f f r o n overheard cult-
mesh. Three successive D C 13 T h i e v e r y checks a l l o w a
ists t a l k i n g about t a k i n g one relic to the moat house,
character to cut the lines to the bronze bells. A charac-
b u t he does not k n o w the location o f the other. These
ter c a n also a t t e m p t to j u m p over the trigger area, b u t
other items a n d the Chaos Blade m u s t be f o u n d
m u s t m a k e a D C 13 Stealth check as p a r t o f the j u m p .
before he c a n be released a n d the p o w e r i n the
O n a f a i l e d check, kobolds deeper d o w n the passage-
Caves o f Chaos defeated. These objects act as a l i n k
w a y hear the j u m p e r , a n d wave one o f the monsters
b e t w e e n t h i s place a n d the e v i l p o w e r o f M i s k a i n
moves i n to attack.
his e x t r a d i m e n s i o n a l p r i s o n , a n d that l i n k must be
severed.
I f the c h a r a c t e r s a r e d e t e c t e d h e r e , r e a d :
From deeper in the tunnels, an excited squeaking andyipping THE STRAIGHTEST PATH
rises. A war horn sounds out, dampened hy the cave hut still After the characters complete this session, the ghost
loud enough to echo out and across the ravine. Shouted voices of Haffron Hommel will have given them the broad
are heard in the nearby caves. outlines of the adventure and told them of their need
to claim three ancient relics whose magic provides
The second trap, s h o w n as t h e blue square o n the tacti- a link into the world for Miska the Wolf-Spider. The
cal m a p , is m o r e insidious. A c r u m b l i n g cavern c e i l i n g adventurers now possess the first relic-the Chaos
is suspended by cables attached to t r i p w i r e s . Even i f Blade-but they must reclaim two more before they
the adventurers notice the trap, they r e m a i n at risk o f a can challenge the dark forces that are attempting to
cave-in w h e n t h e y attempt t o disable i t . free M i s k a from his extradimensional prison.
The first of those two items is held by a cleric of
Falling Ceiling Trap Level 1 Trap the Chaos Cult who has taken over an ancient moat
Object house north of Hommel Lane. Run "Explore the Moat
D e t e c t Perception D C 19 Initiative- House" next.
HP 10
A C 12, F o r t i t u d e 12, Reflex 5, W i l l -
I m m u n e n e c r o t i c , p o i s o n , p s y c h i c , f o r c e d m o v e m e n t , all c o n d i t i o n s , characters have t o start f i g u r i n g out h o w to get Otis's
ongoing damage
blade away f r o m h i m .
TRIGGERED ACTIONS
'<•• A t t a c k • Encounter
Trigger. A c r e a t u r e e n t e r s t h e t r a p ' s s p a c e , o r t h e t r a p d r o p s t o 0 Otis and the Chaos Blade
hit points.
W h e n t h e characters interact w i t h Otis a n d the Chaos
A t t a c k (No A c t / o n ) : C l o s e b u r s t 1 ( c r e a t u r e s i n t h e b u r s t ) ; + 4 vs.
Blade, use the f o l l o w i n g points as guidelines.
Reflex
• A character w h o c a n see Otis a n d w h o succeeds o n
H i t : 1 d 1 0 + 4 d a m a g e , a n d t h e t a r g e t falls p r o n e .
Miss: H a l f d a m a g e . a D C 19 A r c a n a check as a m i n o r action c a n deduce
Effect: T h e t r a p is d e s t r o y e d , a n d t h e area b e c o m e s d i f f i c u l t t e r - that he has i n t e n t i o n a l l y b o u n d h i m s e l f to t h e sword
rain due t o rubble. that should have slain h i m . Now, the Chaos Blade pro-
COUNTERMEASURES tects h i m as it slowly d r a i n s his life. The character
• D i s a b l e : T h i e v e r y D C 1 9 ( s t a n d a r d a c t i o n ) . Success: T h e t r i p -
also discerns h o w to m a n i p u l a t e the m a g i c a l energy
w i r e s a r e c u t a n d t h e t r a p is d i s a b l e d . Failure ( 1 4 o r lower): T h e
o f the blade to remove i t f r o m Otis's body. (This
trap triggers.
check can be r e t r i e d later, either by t h e same charac-
ter or a d i f f e r e n t one.)
Finding Otis • Otis k n o w s that i f he endures the p a i n the blade is
Otis is at the spot m a r k e d O o n the t a c t i c a l m a p (see causing h i m , a n d i f he continues to feed his life force
page 4 7 ) . to i t , it cannot be forcibly r e m o v e d f r o m his body. H e
w a n t s to keep t h e blade l o c k e d d o w n this way.
W h e n the c h a r a c t e r s c a n see O t i s , r e a d :
• Otis relinquishes t h e s w o r d o n l y i f presented w i t h
Sickly red light illuminates a gore-spattered grotto ahead.
an e x p l a n a t i o n o f h o w the characters p l a n to use i t
The light emanates from the hilt of a blade buried in the chest
to defeat evil, along w i t h a successful D C 13 B l u f f
of a burly human male dressed in scale armor. The warrior
check or D i p l o m a c y check as a m i n o r action. I f the
is slumped lifeless against a pile of rubble at the back of the
e x p l a n a t i o n is farfetched or unreasonable, a D C 2 0
chamber, the hilt's light pulsing with the eerie rhythm of a
check is r e q u i r e d . O n a failed check, Otis distrusts
heartbeat.
the characters too m u c h to r e l i n q u i s h t h e blade, b u t
H e a l D C 9 : The gore in the grotto represents the demise
they can c o n t i n u e to attempt to change his m i n d .
of more than just this warrior. Many creatures have died here.
• To remove the blade w i t h o u t Otis's consent, t w o dif-
W h e n a n adventurer moves near Otis, read: ferent characters must m a k e successful checks w i t h
The slumped figure suddenly sits up and screams, "Run! any o f the f o l l o w i n g skills i n w h i c h they have t r a i n -
Doom approaches!" Then he flops back down onto the rock i n g : A r c a n a , N a t u r e , or Religion. B o t h checks m u s t
with eyes wide, his labored breathing forcing bloody spittle be made d u r i n g t h e same r o u n d i n squares adjacent
from his lips. to Otis. A check's D C is 2 0 i f it's made as a m i n o r
action, or 13 as a s t a n d a r d action.
I f the adventurers have been l u c k y or s k i l l f u l enough • Otis c a n be p i c k e d u p a n d c a r r i e d , b u t he is heavy
to m a k e i t this far w i t h o u t a t t r a c t i n g attention, Otis's and b u r d e n s o m e . W i t h a successful D C 13 A t h l e t i c s
scream is e n o u g h to alert t h e nearby monsters. W a v e check as a m i n o r action, a character c a n c a r r y Otis
one moves i n to attack—at t h e same t i m e that the at h a l f speed for t h a t r o u n d . I f the check succeeds b y
5 or m o r e , the character can move at f u l l speed. O n
a f a i l e d check, the character cannot c a r r y Otis that SECURING T H E CHAOS :
<
r o u n d . Two adventurers can w o r k together to c a r r y i
Otis, w i t h one a i d i n g the other a n d the t w o o f t h e m BLADE u
m o v i n g at the speed o f the character w h o attempts Encounter Level 4
the check. See the "Escape the Caves" section for
more information.
Setup
• I f the characters attack Otis w h i l e the blade is b o u n d 16 k o b o l d tunnelers <
to h i m , he has defenses o f 15, 4 5 h i t points, a n d u
5 ore savages
takes h a l f damage f r o m any source. W h e n e v e r Otis 4 g o b l i n cutters I
is attacked, the Chaos Blade erupts i n a f l a r e o f a n g r y 1 ogre h
red l i g h t a n d the attacker takes h a l f the damage he
or she deals to O t i s . I f Otis dies, the blade c a n be
4 hobgoblin grunts
Otis (O)
:
p u l l e d free. ...
i/i
This combat encounter begins whenever the adventur-
I f the blade is r e m o v e d w h i l e Otis is alive, t h r e e suc- ers attract the a t t e n t i o n o f the monsters near the cavern
cessful D C 19 H e a l checks m u s t be made o n h i m i n w h i c h the Chaos Blade is f o u n d .
w i t h i n 1 m i n u t e or he dies. H e has one h e a l i n g surge T h e monsters i n t h i s encounter attack i n waves,
w h e n he is f o u n d , so any m a g i c a l h e a l i n g also prevents a p p e a r i n g at the edges o f the tactical m a p . The fight
h i m f r o m d y i n g a n d restores 11 h i t points. W i t h o u t becomes progressively h a r d e r the longer the characters
the Chaos Blade sustaining h i m , he has A C 15, other stay i n it, b u t defeating the monsters is not t h e i r goal.
defenses o f 10, a n d 10 h i t points out o f a t o t a l o f 45 The adventurers m u s t focus o n l o c a t i n g a n d securing
(before spending his h e a l i n g surge). Otis c a n move the Chaos Blade, t h e n escaping before they are c a p t u r e d .
(speed 5) b u t he is so w e a k that he cannot fight.

Tactics
W h e n the monsters are alerted, wave one attacks t o
k i c k o f f the first r o u n d o f combat. A n e w wave enters i n
every o d d - n u m b e r e d r o u n d after that. The adventurers'
goal after o b t a i n i n g the Chaos Blade is to flee the area
by leaving the tactical m a p . W h e n a character leaves
the m a p , the monsters t u r n t h e i r a t t e n t i o n to any adven-
turers still o n the m a p .
W a v e O n e : Five k o b o l d tunnelers attack f r o m the
passage opposite Otis, a n d t h r e e come f r o m the trees

16 Kobold Tunnelers Level 1 Minion Skirmisher


Small natural h u m a n o i d (reptile)

HP 1 ; a missed attack never damages a m i n i o n . Initiative +5


A C 1 5 , F o r t i t u d e 1 2 , R e f l e x 1 4 , W i l l 12 Perception+1
Speed 6 Darkvision
STANDARD ACTIONS
© Javelin (weapon) • A t - W i l l
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 6 vs. A C
Hit: 4 damage.
©Javelin (weapon) • A t - W i l l
Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) ; + 6 vs. A C
Hit: 4 damage.
MINOR ACTIONS
Shifty • At-Will
Effect: T h e k o b o l d s h i f t s 1 s q u a r e .
TRIGGERED A C T I O N S
N a r r o w Escape • Encounter
Trigger. A close o r a n area a t t a c k h i t s o r misses t h e k o b o l d
Effect (Immediate Interrupt): T h e k o b o l d s h i f t s u p t o 3 squares.
;s.
S t r 8 (-1) D e x 16 (+3) W i s 12 (+1)
C o n 1 2 (+1) Int9(-1) Cha 10 (+0)
A l i g n m e n t evil Languages C o m m o n , Draconic
E q u i p m e n t leather armor, 3 javelins
5 Ore Savages Level 4 Minion Brute Ogre Level 6 Brute
M e d i u m natural humanoid Large n a t u r a l h u m a n o i d ( g i a n t )

HP 1 ; a missed attack never damages a m i n i o n . Initiative +3 HP 9 0 ; Bloodied 45 Initiative +5


A C 1 6 , F o r t i t u d e 1 6 , R e f l e x 14, W i l l 12 P e r c e p t i o n +1 A C 1 8 , F o r t i t u d e 2 0 , R e f l e x 17, W i l l 1 6 Perception +3
Speed 6 Low-light vision Speed 8
STANDARD ACTIONS STANDARD ACTIONS
0 Handaxe (weapon) • A t - W i l l © G r e a t c l u b (weapon) • A t - W i l l
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C A t t a c k : M e l e e 2 ( o n e c r e a t u r e ) ; +11 vs. A C
H i t : 8 d a m a g e , o r 12 w i t h a c h a r g e a t t a c k . Hit: 2 d 1 0 + 6 damage.
© Handaxe (weapon) • A t - W i l l Rock (weapon) • A t - W i l l
Attack: R a n g e d 5 ( o n e c r e a t u r e ) ; + 9 v s . A C Attack: R a n g e d 1 0 ( o n e c r e a t u r e ) ; +11 v s . A C
Hit: 6 damage. Hit: 2 d 6 + 5 damage.
TRIGGERED A C T I O N S S t r 21 ( + 8 ) D e x 14 (+5) W i s 11 ( + 3 )
Savage Demise Con 2 0 (+8) lnt4(+0) Cha6(+1)
Trigger. T h e o r e d r o p s t o 0 h i t p o i n t s . A l i g n m e n t chaotic evil Languages Giant
Effect (Free Action): T h e o r e t a k e s a s t a n d a r d a c t i o n . E q u i p m e n t greatclub, 4 rocks
S t r 16 (+5) D e x 13 (+3) W i s 9 (+1)
C o n 13 (+3) Int8(+1) Cha8(+1) 4 Hobgoblin Grunts Level 3 Minion Soldier
A l i g n m e n t chaotic evil Languages Common, Giant M e d i u m natural humanoid
E q u i p m e n t hide armor, 4 handaxes H P 1 ; a missed attack never damages a m i n i o n . Initiative +5
A C 1 9 , F o r t i t u d e 1 8 , R e f l e x 1 6 , W i l l 15 Perception +2

4 Goblin Cutters Level 1 Minion Skirmisher Speed 6

Small natural h u m a n o i d TRAITS

H P 1 ; a missed attack never damages a m i n i o n . Initiative +5 Phalanx Soldier

A C 1 6 , F o r t i t u d e 1 2 , R e f l e x 1 4 , W i l l 11 P e r c e p t i o n +1 W h i l e a t least o n e h o b g o b l i n a l l y is a d j a c e n t t o t h e g r u n t , i t g a i n s

Speed 6 Low-light vision a +2 bonus t o A C .


STANDARD ACTIONS

© Short Sword (weapon) • A t - W i l l © Longsword (weapon) • A t - W i l l

A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 8 vs. A C Attack: Melee 1 (one creature); + 8 vs. A C

H i t : 4 d a m a g e , o r 5 d a m a g e i f t h e g o b l i n has c o m b a t a d v a n t a g e Hit: 5 damage.

against t h e target. TRIGGERED A C T I O N S

TRIGGERED A C T I O N S H o b g o b l i n Resilience • A t - W i l l

G o b l i n Tactics • A t - W i l l Trigger: T h e g r u n t is s u b j e c t e d t o a n e f f e c t t h a t a save c a n e n d .

Trigger: T h e g o b l i n is m i s s e d b y a n a t t a c k . Effect (Immediate Reaction): T h e g r u n t m a k e s a s a v i n g t h r o w

E//ect (Immediate Reaction): T h e g o b l i n s h i f t s 1 s q u a r e . against the t r i g g e r i n g effect.

Skills Athletics +5, Thievery +5 S k i l l s A t h l e t i c s +7, H i s t o r y + 3

Str 1 4 ( i 2 ) D e x 1 7 (+3) W i s 12 (+1) Str 18 (+5) D e x 1 4 (+3) W i s 1 3 (+2)

C o n 1 3 (+1) Int8(-1) Cha8(-1) C o n 15 (+3) I n t 1 0 (+1) Cha 9 (+0)

A l i g n m e n t evil Languages Common, Goblin A l i g n m e n t evil Languages Common, Goblin

E q u i p m e n t leather armor, short sword E q u i p m e n t leather armor, longsword, light shield

farthest f r o m the cave m o u t h . T h e y t r y to b l o c k the W a v e S i x : Eight m o r e kobolds r u s h out o f the


adventurers' escape w h i l e they w a i t for stronger m o n - t u n n e l . They fight ferociously i n the cavern b u t do n o t
sters to show u p . chase escaping characters.
W a v e T w o : Five ore savages charge i n t o the cave
f r o m outside, a l l o w i n g the kobolds o f wave one to f a l l
back to m a k e ranged attacks.
Features of the Area
L i g h t : Cave entrance a n d outside the cave, by t i m e
W a v e T h r e e : Four g o b l i n cutters enter the fray a n d
o f day. D i m l i g h t f r o m the Chaos Blade i n the cave con-
move i n t o f l a n k i n g positions. They k n o w the ogre is
t a i n i n g Otis. Elsewhere i n the caves, none.
o n his way, so they w a n t to slow the adventurers d o w n .
R o c k s a n d S h r u b s : These areas are d i f f i c u l t
One r o u n d before the ogre arrives, one o f the gob-
terrain.
lins announces its i m m i n e n t appearance to goad the
T r e e s : Foliage is d i f f i c u l t t e r r a i n a n d provides par-
characters.
t i a l cover. Tree t r u n k s are b l o c k i n g t e r r a i n .
W a v e F o u r : The ogre arrives. A n y kobolds or gob-
lins positioned b e t w e e n i t a n d the adventurers are
p i c k e d u p a n d t h r o w n (treat t h e m as a m m u n i t i o n for Escape the Caves
the ogre's rock attack) as the creature closes for melee. W h e n the last adventurer leaves the tactical m a p , the
W a v e F i v e : Four h o b g o b l i n sentries f r o m a nearby monsters follow. T h e i r p u r s u i t is slowed b y the appear-
t u n n e l entrance a r r i v e to shore u p the attack or to chase ance o f a n u n e x p e c t e d ally.
escaping characters.
I f the characters d i d not engage w i t h H a f f r o n
H o m m e l previously, adjust the read-aloud text
accordingly.

A s t h e c h a r a c t e r s t r y to e s c a p e t h e r a v i n e , r e a d :
A n unearthly violet energy suddenly pours into the ravine
from its deepest point, setting your skin crawling. The voices
of hundreds of savage humanoids rise in the Caves of Chaos,
all of them chanting the same word over and over: "Miska!"
Your pursuers join the chant, even as they are suddenly
slowed by a spectral apparition. Along the path behind you,
the ghost of Haffron Hommel appears again.

H a f f r o n stands b e t w e e n the characters a n d the m o n -


sters, d e t e r r i n g f u r t h e r p u r s u i t w i t h his ghostly blade.
A t this p o i n t , the adventurers can make t h e i r w a y safely
out o f the ravine. I f they decided to flee the combat a n d
c a r r y Otis w i t h the s w o r d s t i l l i n h i m , the blade can be
automatically r e m o v e d f r o m h i m once he is w e l l away
f r o m the Caves o f Chaos.

Conclusion
I f the adventurers n o w have a l l three items o f power
t i e d to M i s k a (the Chaos Blade, the Death Circlet, a n d
the Scroll of Final Words), H a f f r o n is freed f r o m his
b i n d i n g , a n d his ghost r e t u r n s t o H o m m e l Lane ahead
o f the adventurers. See "Temple o f Chaos" for m o r e
information.
I f any o f the items o f p o w e r have not yet been Miska!
f o u n d , H a f f r o n tells the characters that they m u s t seek Once the characters have h e a r d the c h a n t i n g that
t h e m out. H e promises t h a t he w i l l j o i n t h e m back i n preceded t h e i r escape f r o m the ravine, anyone w h o
H o m m e l Lane w h e n the last i t e m is recovered. U n t i l succeeds on a D C 19 H i s t o r y check or Religion check
that t i m e , he m u s t r e m a i n here. k n o w s the story o f M i s k a , as t o l d i n " B a c k g r o u n d " (page
The Chaos Blade is a +1 magic weapon m u c h l i k e a 3). H a f f r o n also k n o w s the story o f M i s k a , a n d he can
lifestealer weapon. T h e blade influences its w i e l d e r to relate it i f someone asks h i m about the n a m e .
be p a r t i c u l a r l y bloodthirsty, avoiding m e r c y i n favor I f he has not already done so, H a f f r o n also explains
o f k i l l i n g . It likes to be left i n a foe that is near death t o w h a t happened t o h i m w h e n he disappeared, so that
slowly consume that creature's life force. the characters w i l l recognize the Chaos M o t e w h e n
they see i t .

Whenyou strike your enemy, a small measure of your foe's life Next Session
force is absorbed by this weapon and directed into you.
This f i r s t p a r t o f the "Caves o f Chaos" section o f the
+1 longsword 8 4 0 gp
adventure can be played before or after either o f the
E n h a n c e m e n t B o n u s : A t t a c k rolls a n d damage rolls
Critical: +1d12 necrotic damage
other sections. Y o u m u s t decide w h a t section o f the
Properties adventure the characters w i l l u n d e r t a k e next. See "Path
W h e n e v e r you kill a n e n e m y w i t h this w e a p o n , y o u gain 6 t e m p o - o f A d v e n t u r e " (page 9) a n d " H o m m e l Lane Locations"
rary hit points. (page 11) lor guidelines.
A t t a c k Power (Healing, Necrotic) • Encounter (No Action)
Trigger: Y o u h i t a n e n e m y w i t h a n a t t a c k u s i n g t h i s w e a p o n .
Effect: T h e t a r g e t t a k e s 5 e x t r a n e c r o t i c d a m a g e , a n d y o u r e g a i n
5 hit points.
Utility Power • Encounter (Minor Action)
Effect: Y o u cause t h e b l a d e t o t a k e t h e s h a p e o f a n y h e a v y b l a d e .
Its t y p i c a l f o r m is t h a t o f a l o n g s w o r d .
Caves o f Chaos are amassing a n a r m y o f savage h u m a n -
T E M P L E OF CHAOS oids to attack the village.
T h i s is t h e f i n a l session o f the season. T h e adventur- T h e adventurers have collected t h r e e items o f p o w e r
ers c a n n o t defeat the forces o f chaos u n t i l t h e y have that help to m a i n t a i n a l i n k b e t w e e n t h e w o r l d a n d
the Chaos Blade, t h e Death Circlet, a n d t h e Scroll of Final M i s k a , the p o w e r f u l d e m o n l o r d w h o is m u s t e r i n g
Words i n t h e i r possession. The characters c a n take a n the army. The t h r e e items, i f t a k e n i n t o the Temple o f
extended rest before b e g i n n i n g t h i s session. Chaos, m i g h t be able to b r e a k t h e l i n k b e t w e e n M i s k a
and this world.

The Story So Far


D e p e n d i n g o n t h e order i n w h i c h y o u play t h e t h r e e U n i t i n g the Village
sections o f this adventure, the characters are c o m i n g H a f f r o n needs t h e powers o f H o m m e l Lane to aid h i m .
back to H o m m e l Lane i n one o f the f o l l o w i n g ways. I f Canoness Yeeday is dead, Sister E u p h e m a or a n e w
• The bandits a n d t h e Chaos Cultists o f the m o a t priest has t a k e n her place. A d j u s t the read-aloud text
house have been b r o k e n u p a n d scattered. Local car- accordingly.
avans a n d m e r c h a n t wagons are safe again, a n d the
e v i l i n the m o a t house has been v a n q u i s h e d . W h e n the characters have explained the situation,
read:
• T h e C u l t o f the Reptile G o d is no m o r e . Its spirit
Haffron speaks again. " I see that we have two forces of power
naga master is destroyed, a n d the villagers f o r m e r l y
here: the Lawbringer and the Old Faith. I think I know a way
u n d e r the f o u l creature's c o n t r o l have t h e i r m i n d s
to get these adventurers into the Temple of Chaos at the caves,
restored.
but we need to work together."
• T h e adventurers have r e t u r n e d f r o m a n i n i t i a l The druid Ramne and Canoness Yeeday appear suddenly
foray to the Caves o f Chaos, d u r i n g w h i c h they thoughtful, as if hearing Haffron's voice in their heads. They
c l a i m e d the p o w e r f u l w e a p o n k n o w n as the Chaos nod in agreement to some compact, and then both religious
Blade. T h e y also l e a r n e d f r o m the ghost o f H a f f r o n leaders gather their respective/ollowers, asking them to join
H o m m e l o f the Chaos M o t e - t h e m o s t significant in prayer. Chants and songs fill the air, first competing with
t h r e a t to H o m m e l Lane. each other and then joining i n near-perfect harmony.
As the prayers end, the canoness and the druid look to the
Hommel Lane i n Turmoil statue. For a moment, nothing happens. Then the stone form
of Haffron Hommel steps down off the pedestal, dust/ailing
The adventurers r e t u r n to t h e village, ready to rest u p
i n its wake. The statue stretches, turns to look down at you,
before t h e i r f i n a l assault, a n d f i n d a c o m m u n i t y i n
and says, " W h a t are you waiting for? Let's go be heroes!"
distress.

Read: I n case the assault o n the Temple o f Chaos fails, t h e


By the time you return to Hommel Lane, the place is in an leaders o f the village r e q u i r e t h a t any people w h o c a n
uproar. At the heart of the village, a crowd has gathered f i g h t m u s t stay back to defend H o m m e l Lane. I t is u p to
around Haffron Hommel's statue. The mayoral candidates the adventurers a n d H a f f r o n to f i n i s h t h e task.
and the castellan are among them. O n the t r i p back to the Caves o f Chaos, the statue o f
Despite calls for order, everyone is tanking excitedly and H a f f r o n tells the adventurers his p l a n .
pointing to where the statues granite face has seemingly been
reshaped to bear a smile it never had before. Then suddenly, Read:
Haffron's voice emerges from solid stone, deep and bold. " I t " W h e n we arrive, I ' l l enter the ravine and kill as many
feels incredible to be whole again, even if I cannot move!" enemies as I can. This distraction should allow you to move
Several villagers shriek, a couple of others fainting. A directly to the Temple of Chaos, in the farthest cavern. W h e n
group of children run up to hit the statues feet with sticks I enter the ravine, you wait until the fight has begun. Then
and clubs. "Stop that! Stop that now!" bellows Haffron. "You sneak into the foul temple and put an end to this misery."
might chip me!"
The castellan/inally succeeds in calling for order, then H a f f r o n r e m i n d s t h e characters that t h e i r goal is the
turns to the members of your group. "I trust that someone can Chaos Mote, w h i c h appears as a huge, cracked silver
tell me what's going on?" sphere.

The characters c a n e x p l a i n w h a t is h a p p e n i n g , w i t h W h e n H a f f r o n enters the r a v i n e , r e a d :


H a f f r o n f i l l i n g i n any missing details. Two o f the threats A t the end of your journey back to the Caves of Chaos, the
to H o m m e l Lane have been d e s t r o y e d - t h e Chaos C u l t towering statue of Haffron Hommel enters the ravine. Waves
i n the m o a t house, a n d the C u l t o f the Reptile G o d of angry humanoids throw themselves at him, Haffron slay-
i n the village itself—but forces i n a d a r k t e m p l e i n t h e ing indiscriminately w i t h his stone sword and giving you the
distraction you need to sneak vast the fray. By moving along
the edges of the ravine and among the twisted trees, you P R I E S T S OF CHAOS
eventually emerge over a cave high up on a switchback trail. Encounter Level 6
A gold-trimmed red circle, the sigil of the Cult of Chaos, has
been painted above the entrance.
No guards bar your entry to the cave, and you travel up a
Setup
I n u g g h , Chaos Priestess (1)
passage that turns from a natural tunnel into a corridor of
2 chaos acolytes (A)
worked stone. The walls of the corridor are decorated with the
8 zombie shamblers (Z)
red and black sigils familiar from the moat house dungeon.
Haffron's skeleton
Though they are unreadable, looking at them fills you with a
feeling of vile dread. Ahead, the passage opens into a wider
As the adventurers enter t h e temple, they c a n start any-
room.
w h e r e i n the c e n t r a l c o r r i d o r o n the m a p .

W h e n the adventurers enter t h e temple, continue w i t h


W h e n the c h a r a c t e r s c a n see the a r e a , r e a d :
"Priests o f Chaos."
An alcove to your right has a closed stone door in its back
wall, while a large room opens up ahead and to your left. Red
and black curtains cover the walls, each emblazoned with the
symbol of chaos. An outsized throne of red-veined black stone
stands against the far wall, with three altars infront of it. A
huge silver sphere with a dark crack in its side floats in front
of the altars; this must be the Chaos Mote.
Two chanting humanoids i n regular cult robes flank the
sphere. Another cultist, a raven-haired woman wearing finer
robes andjewelry, watches from the high seat. Every few
moments, she intones a vile incantation and sparks of silver
light shower off the sphere.
As you linger to assess the situation, the priestess suddenly
glances to the corridor where you stand. She smiles and says,
"The final sacrifices and items of power have arrived, as the
Wolf-Spider told us they would. Slay these intruders, so that
we can mete out destiny."

The spirits o f the t e m p l e w a t c h a n d w h i s p e r to Priestess


I n u g g h , so that t h e priests c a n n o t be s u r p r i s e d .

Tactics
O n her t u r n , I n u g g h calls f o r t h her zombie m i n i o n s ,
w h i c h arrive at t h e start o f the second r o u n d . She uses
chaos curse each r o u n d against the party's strongest
melee combatants, k n o c k i n g back weaker foes w i t h
staffor mind-scrambling chant.
T h e zombies a n d the acolytes t r y to stay b e t w e e n t h e
adventurers a n d I n u g g h as the fight unfolds, so that the
priestess r e m a i n s u n h a r m e d .
T h e skeleton first appears f r o m the crack i n the
chaos m o t e d u r i n g its t u r n i n any square y o u choose
adjacent to t h e m o t e . These are the bones o f the dead
H a f f r o n , w h i c h have been a n i m a t e d by the mote. Each
r o u n d , the skeleton moves f r o m the mote, attacks, a n d
is teleported back i n t o the m o t e at t h e e n d o f its t u r n
i n t o the square nearest the target the skeleton attacked.
O n l y the skeleton can enter the m o t e . W h e n inside the
mote, the skeleton has superior cover.
Features of the Area power. T h e D C increases to 19 i f the a t t e m p t is made
as a m i n o r action. O n a successful check, t h e altar is
L i g h t : Lanterns f i l l the temple w i t h b r i g h t light. deactivated.
C h a o s M o t e : The silver sphere is t h e c o n d u i t A n altar is susceptible to one attempt at negation per
t h r o u g h w h i c h M i s k a is a t t e m p t i n g to g a i n his f r e e d o m . r o u n d . Each i t e m of power can render only one altar inert.
A n y creature n o t b e l o n g i n g to the C u l t o f Chaos that
enters a square adjacent to the m o te or starts its t u r n
2 Chaos Acolytes (A) Level 4 Brute
there takes 5 damage. A creature can take t h i s damage M e d i u m natural humanoid, human
o n l y once per t u r n . HP 6 6 ; B l o o d i e d 33 Initiative + 4
As long as t h e Chaos M o t e is active, I n u g g h , her t w o A C 1 6 , F o r t i t u d e 17, R e f l e x 1 6 , W i l l 1 5 Perception + 4
adepts, a n d the skeleton r e g a i n 1 h i t p o i n t at the start o f Speed 6

each o f t h e i r t u r n s , even i f d r o p p e d to 0 h i t points. STANDARD ACTIONS


© Mace (weapon) • A t - W i l l
T r i p l e A l t a r : The t h r e e r e c t a n g u l a r altars near t h e
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 9 vs. A C
t h r o n e are i m b u e d w i t h the magic o f evil a n d chaos.
Hit: 2 d 6 + 8 damage.
These altars c h a n n e l the p o w e r o f the Chaos M o t e , a
>T A b y s s a l C h a i n ( f i r e ) • A t - W i l l
fact that is obvious to any character w h o has t r a i n i n g i n A t t a c k : R a n g e d 3 (one c r e a t u r e ) ; + 7 v s . F o r t i t u d e
A r c a n a , N a t u r e , or R e l i g i o n . H i t : 2 d 6 + 5 f i r e d a m a g e , a n d t h e a c o l y t e pulls t h e t a r g e t u p t o 2
A character adjacent to a n altar can a t t e m p t t o s q u a r e s , a n d t h e t a r g e t is s l o w e d u n t i l t h e e n d o f its n e x t t u r n .

negate its magic w i t h one o f the three items o f p o w e r - H u m b l i n g C o m b i n a t i o n • Recharge if neither attack hits

the Chaos Blade, t h e Death Circlet, or the Scroll of Final Effect: T h e a c o l y t e uses abyssal chain. I f t h e t a r g e t is t h e n a d j a -
c e n t t o t h e a c o l y t e , t h e a c o l y t e uses mace a g a i n s t i t . I f b o t h
Words. As a s t a n d a r d action, the character makes a
attacks h i t , t h e t a r g e t falls prone.
D C 9 C o n s t i t u t i o n check, W i s d o m check, or C h a r i s m a
Skills Intimidate + 8 , Stealth + 9
check w h i l e t o u c h i n g the altar w i t h one o f the items o f S t r 17 ( + 5 ) D e x 15 ( + 4 ) W i s 1 4 (+4)
C o n 16 (+5) I n t 11 (+2) C h a 12 ( + 3 )
Inuggh, Chaos Priestess (I) Level 6 Elite Controller A l i g n m e n t chaotic evil Languages Common
M e d i u m natural humanoid, human E q u i p m e n t robes, mace
HP 140; Bloodied 70 Initiative + 4
AC 2 0 , F o r t i t u d e 1 8 , Reflex 18, W i l l 2 0 Perception + 9
Haffron's Skeleton Level 3 Soldier
Speed 6
M e d i u m natural animate (undead)
Saving T h r o w s +2; A c t i o n Points 1
HP 45; Bloodied 22 Initiative+6
STANDARD ACTIONS
A C 19, F o r t i t u d e 1 5 , R e f l e x 16, W i l l 15 Perception +3
© Staff (weapon) • A t - W i l l
Speed 6 Darkvision
A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; +11 vs. A C
I m m u n e disease, p o i s o n ; R e s i s t 1 0 n e c r o t i c ; V u l n e r a b l e 5 r a d i a n t
H i t : 2 d 8 + 4 d a m a g e , a n d I n u g g h slides t h e t a r g e t u p t o 2 squares.
STANDARD ACTIONS
M i n d - S c r a m b l i n g C h a n t (charm, psychic) • A t - W i l l
© L o n g s w o r d (weapon) • A t - W i l l
A t t a c k : Close b u r s t 1 ( e n e m i e s i n t h e b u r s t ) ; + 9 vs. W i l l
A t t a c k : M e l e e 1 (one c r e a t u r e ) ; + 8 vs. A C
H i t : 2 d 6 + 7 p s y c h i c d a m a g e , a n d I n u g g h slides t h e t a r g e t u p t o 3
Hit: 2 d 8 + 3 damage.
squares.
S t r 15 ( + 3 ) D e x 17 ( + 4 ) W i s 1 4 (+3)
Miss: I n u g g h c a n s l i d e t h e t a r g e t 1 s q u a r e .
C o n 1 3 (+2) I n t 3 (-3) C h a 3 (-3)
W o r d o f D i m i n u t i o n ( p o l y m o r p h , psychic) • Recharge w h e n first
A l i g n m e n t unaligned Languages -
bloodied
Equipment longsword
A t t a c k : R a n g e d 5 ( o n e c u r s e d c r e a t u r e ) ; + 9 vs. F o r t i t u d e
Hit: 2 d 8 + 7 psychic damage, a n d Inuggh shrinks t h e target t o
o n e - q u a r t e r o f its n o r m a l size u n t i l t h e e n d Inuggh's n e x t t u r n . 8 Zombie Shamblers (Z) Level 5 Minion Brute
W h i l e i n t h i s f o r m , t h e t a r g e t is s l o w e d , w e a k e n e d , a n d has v u l - M e d i u m natural animate (undead)

nerable 5 t o all damage. H P 1 ; a missed attack never damages a m i n i o n . I n i t i a t i v e +1

MOVE ACTIONS A C 17, F o r t i t u d e 1 8 , R e f l e x 1 5 , W i l l 15 P e r c e p t i o n +1

C h a o s J u m p ( t e l e p o r t a t i o n ) • R e c h a r g e (x) jj7| Speed 4 Darkvision

Effect: Close b u r s t 5 (one c u r s e d c r e a t u r e i n t h e b u r s t ) ; I n u g g h a n d I m m u n e disease, p o i s o n

the target teleport, swapping positions. STANDARD ACTIONS

M I N O R ACTIONS © Slam • A t - W i l l

<* Chaos Curse (charm) • A t - W i l l (1/round) A t t a c k : M e l e e 1 ( o n e c r e a t u r e ) ; + 1 0 vs. A C

A t t a c k : Close b u r s t 5 ( o n e e n e m y i n t h e b u r s t ) ; + 9 vs. W i l l Hit: 8 damage.

H i t : T h e t a r g e t is c u r s e d u n t i l t h e e n d o f Inuggh's n e x t t u r n . W h i l e TRIGGERED A C T I O N S
c u r s e d , t h e t a r g e t is s l o w e d a n d t a k e s a - 2 p e n a l t y t o a t t a c k r o l l s Deathless Hunger • Encounter
and damage rolls against Inuggh. Trigger: T h e z o m b i e is r e d u c e d t o 0 h i t p o i n t s , b u t n o t b y a c r i t i -
Skills Arcana +10, History+10, Religion + 1 0 cal h i t .
Str10(+3) D e x 12 (+4) W i s 12 ( + 4 ) Effect (No Action): Roll a d 2 0 . O n a 15 o r higher, t h e z o m b i e is

Con 1 4 (+5) I n t 15 ( + 5 ) C h a 19 (+7) instead reduced t o 1 hit point.

A l i g n m e n t chaotic evil Languages Common Str 18 (+6) Dex8(+1) Wis8(+1)

E q u i p m e n t robes, s t a f f C o n 15 (+4) I n t 1 (-3) C h a 3 (-2)


A l i g n m e n t unaligned Languages -
Conclusion EPILOGUE:
The adventurers' mission here is not complete u n t i l
they have destroyed the Chaos M o t e b y deactivating a l l
TRIUMPHANT RETURN
three altars (see "Features o f the A r e a " ) . W h e n they r e t u r n to the village, the adventurers f i n d
the residents o f H o m m e l Lane f e a r f u l l y a w a i t i n g w o r d
W h e n the final altar is deactivated, read: o f the battle. W h e n they are t o l d o f the adventurers'
The Chaos Mote ripples, gives off a shower of sparks, and victory, a l l the villagers take to the streets. L o r d B u r n e
begins to shrink. The skeleton controlled by its foul magic falls emerges f r o m his tower, j o i n i n g his people to celebrate
to pieces. as the adventurers are showered w i t h gratitude a n d
At the same time, Haffron's ghost appears and gives a gifts.
shout as he flies toward the crumbling bones. "That's my L o r d B u r n e approaches the g r o u p to personally
skeleton," he calls happily. "1 have unfinished business with t h a n k t h e m for t h e i r h e r o i s m , c o n f e r r i n g o n each the
it." With a pop, the mote implodes and Haffron is gone, his title o f K n i g h t o f H o m m e l Lane. H e invites the adven-
laughter echoing in the chamber. turers to r e m a i n i n H o m m e l Lane, settle d o w n , a n d
perhaps even r u n for m a y o r . . . .
W h e n the adventurers exit the cavern, they f i n d the
ravine f u l l o f slain monsters a n d H a f f r o n H o m m e l ' s
i n e r t statue at the center o f it a l l . A t the various caves,
the s u r v i v i n g creatures are f i g h t i n g a m o n g themselves,
r e v e r t i n g to the c o n f l i c t t h a t was going o n i n the Caves
o f Chaos before the c u l t intervened. The characters can
escape the ravine w i t h o u t attracting attention.
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Conversion  Notes:  
Against  the  Cult  of  Chaos
This  document  provides  guidelines  for  playing   the  details  of  running  the  adventure.  To  find  a  
Against  the  Cult  of  Chaos  using  the  D&D  Next  rules.   store,  visit  the  Wizards  Store  &  Event  Locator  web  
The  conversion  information  presented  here  allows   page  at  locator.wizards.com.    
you  to  substitute  D&D  Next  ability  checks  and     In  addition  to  the  store’s  requirements  and  the  
statistics  blocks  for  the  4th  Edition  skill  checks   standard  procedures  for  running  a  game  in  public,  
and  statistics  blocks  in  the  adventure.  Use  the   if  you’re  DMing  a  D&D  Encounters  season  as  a  
original  text  of  the  adventure  for  all  other   D&D  Next  playtest,  you’ll  want  to  keep  the  
information.   following  things  in  mind.  
  The  conversion  notes  are  arranged  by  page  and  
section.  You  can  refer  back  to  this  document  as   • Pick  up  your  materials  prior  to  the  first  session  
you  play,  or  you  can  annotate  your  copy  of  the   of  play.  Stores  should  have  the  adventure  about  
adventure  with  references  to  the  information  in   one  week  prior  to  the  first  session.  
this  document.   • Print  out  this  conversion  document.  Stores  do  
  General  Note  on  Tactics:  When  a  Tactics   not  have  access  to  the  conversion  document  or  
section  describes  a  4th  Edition  power  that  a  D&D   anything  related  to  D&D  Next  rules,  unless  the  
Next  creature  or  NPC  doesn’t  possess,  substitute   organizer  signed  up  as  a  playtester.  
an  action  that  the  D&D  Next  creature  possesses   • Be  ready  to  provide  pregenerated  characters.  
instead.   Some  players  at  your  table  might  not  be  signed  
  General  Note  on  Perception:  Whenever  a   up  for  the  D&D  Next  playtest.  These  players  
Perception  check  is  called  for,  a  D&D  Next   must  use  pregenerated  characters  that  you  
character  makes  an  Intelligence  check  if  searching   provide,  and  they  must  read  and  agree  to  the  
for  something  secret,  or  a  Wisdom  check  if   terms  in  the  playtest  agreement  (see  below).  
spotting  or  noticing  a  hidden  creature.   • The  D&D  Encounters  kit  contains  one-­‐page  
  General  Note  on  the  Number  of  Monsters   playtest  agreements  for  each  player  who  has  not  
Appearing:  The  conversion  notes  sometimes   signed  up  for  the  D&D  Next  playtest.  Your  
update  the  number  of  monsters  of  a  particular   organizer  should  provide  you  with  these.  The  
type  appearing  during  an  encounter.  Be  sure  to   agreements  do  not  have  to  be  signed  or  
use  the  numbers  from  this  conversion  document   returned.  Simply  ensure  that  each  player  has  
rather  than  the  numbers  indicated  in  the  original   read  the  agreement  and  understands  it  before  
adventure.   beginning  to  play.    
• The  first  session  is  typically  character  creation.  
Preparing  for  a     Use  this  time  to  help  already-­‐established  
playtesters  create  characters  and  to  help  players  
Playtest  at  a  Store   new  to  the  playtest  understand  their  
pregenerated  characters  and  the  rules  of  D&D  
Starting  with  Against  the  Cult  of  Chaos,  each  D&D   Next.  
Encounters  season  in  2013  can  be  run  as  either  a   • Be  sure  to  follow  all  the  store  organizer’s  
4th  Edition  adventure  or  a  D&D  Next  playtest   instructions,  and  have  fun!  
adventure.  If  you  want  to  run  Against  the  Cult  of  
Chaos,  you’ll  need  to  work  with  a  store  currently  
running  D&D  Encounters  to  obtain  the  adventure  
materials  necessary  to  run  this  adventure  for  a  
play  group.  Each  store  has  specific  guidelines  on  

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P A G E   5   TRAITS  
Bruiser  2:  If  the  noble  guard’s  melee  attack  misses  but  the  

Character  Creation   die  result  (before  modifiers  are  applied)  is  5  or  higher,  the  
target  of  the  attack  takes  2  bludgeoning  damage.  
Instead  of  creating  characters  using  4th  Edition  
ACTIONS  
materials,  ask  the  players  to  create  1st-­‐level  
characters  using  the  material  found  in  the  most   Melee  Attack—Greatsword:  +5  to  hit  (reach  5  ft.;  one  
recent  D&D  Next  playtest.   creature).  Hit:  8  (1d12  +  2)  slashing  damage.  

ENCOUNTER  BUILDING  
Chapter  1:  The  Village  of   Level  2   XP  70  

Hommel  Lane  
 
4  Common  Bandits  (B)  
When  you  play  this  chapter  of  the  adventure,   Medium  Humanoid  (Human)  
make  the  following  changes  and  additions  as   Armor  Class  12  (leather)  
indicated.   Hit  Points  11  (2d8  +  2)    
Speed  30  ft.  
Str  12  (+1)   Dex  12  (+1)   Con  12  (+1)  
P A G E   7   Int  10  (+0)   Wis  11  (+0)   Cha  10  (+0)  
Alignment  any  
Possessed  Attack   Languages  Common  

TRAITS  
A  DC  10  Wisdom  check  provides  the  insight  that  a  
powerful  malevolent  force  possesses  Sir   Mob  Tactics:  The  bandit  gains  a  cumulative  +1  bonus  to  
Moonbrook  and  has  spread  to  his  squires.   attack  rolls  for  each  friendly  creature  that  also  has  this  
trait  and  is  within  5  feet  of  its  target,  to  a  maximum  of  +5.  
Noncombatants   ACTIONS  
If  Wyndell  or  Carjo  is  forced  into  combat,  each  
Melee  or  Ranged  Attack—Spear:  +5  to  hit  (reach  5  ft.  or  
makes  checks  and  saves  with  a  +0  modifier  and   ranged  20  ft./60  ft.;  one  creature).  Hit:  4  (1d6  +  1)  piercing  
has  a  speed  of  30  ft.   damage.  

Combat  Statistics   ENCOUNTER  BUILDING  


Use  the  following  statistics  blocks  and  adjust  the   Level  1   XP  20  
number  of  creatures  as  indicated  to  create  an  
average  encounter  for  five  1st-­‐level  D&D  Next  
adventurers.     P A G E   7 – 8  
Elf  Noble  Guard  (E)   The  Spirit  of  Miska  
Medium  Humanoid  (Elf)   A  DC  10  Intelligence  check  reveals  the  fact  that  
Armor  Class  12  (leather)   “Haffron”  was  the  name  of  the  leader  of  the  first  
Hit  Points  22  (4d8  +  4)   settlers  of  Hommel  Lane.    
Speed  30  ft.  
Str  14  (+2)   Dex  12  (+1)   Con  12  (+1)  
Int  8  (–1)   Wis  7  (–2)   Cha  10  (+0)   P A G E   8  
Alignment  chaotic  neutral  
Languages  Common   A  Possessed  Adventurer  
When  the  player  of  the  possessed  adventurer  rolls  a  
natural  1  on  any  d20  roll,  the  adventurer  makes  an  attack  
or  casts  a  cantrip  requiring  an  attack  roll  against  his  or  her  
nearest  ally  as  a  reaction.  

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P A G E   1 0   P A G E   1 5  
Events  in  Hommel  Lane   Gremag  
  Missing  Merchant:  A  DC  10  Wisdom  check   Small  Humanoid  (Halfling)  
allows  a  character  to  sense  that  Bertram  is  lying   Armor  Class  11  
about  the  fate  of  Felixo.   Hit  Points  13  (3d8)  
Speed  30  ft.  
Str  10  (+0)   Dex  13  (+1)   Con  10  (+0)  
P A G E   1 2   Int  10  (+0)   Wis  10  (+0)   Cha  10  (+0)  
Alignment  any  
Languages  Common  
4.  Veon  Farmstead  
TRAITS  
  Clues:  A  DC  10  Intelligence  check  confirms  that   Mob  Tactics:  Gremag  gains  a  cumulative  +1  bonus  to  
the  Fathomless  Fens  is  the  only  nearby  place  the   attack  rolls  for  each  friendly  creature  that  also  has  this  
farm  cart  could  have  picked  up  the  ferns  stuck  to   trait  and  is  within  5  feet  of  her  target,  to  a  maximum  of  +5.  
its  muddy  wheels.  
ACTIONS  
Ranged  Attack—Sling:  +5  to  hit  (range  30  ft./120  ft.;  one  
P A G E   1 4 – 1 5   creature).  Hit:  3  (1d4  +  1)  bludgeoning  damage.  

9.  Trading  Post   ENCOUNTER  BUILDING  


Level  1   XP  10  
If  the  characters  fight  Raynen  and  Gremag,  use  the  
following  statistics  blocks.  
P A G E   1 6  
Raynen  
Medium  Humanoid  (Human)  
Armor  Class  10  
12.  Herder  
Hit  Points  13  (3d8)     Path  of  Adventure:  A  DC  10  Charisma  check  
Speed  30  ft.   persuades  Black  Jay  to  share  his  story  and  give  
Str  12  (+1)   Dex  10  (+0)   Con  10  (+0)   directions  to  the  Caves  of  Chaos.  
Int  10  (+0)   Wis  10  (+0)   Cha  10  (+0)  
Alignment  any  
Languages  Common  
P A G E   1 6 – 1 7  
TRAITS  
Mob  Tactics:  Raynen  gains  a  cumulative  +1  bonus  to   14.  Miller  
attack  rolls  for  each  friendly  creature  that  also  has  this  
trait  and  is  within  5  feet  of  her  target,  to  a  maximum  of  +5.     Path  of  Adventure:  A  DC  10  Charisma  check  
persuades  or  intimidates  Mytch  to  confess  his  
ACTIONS   son’s  involvement  with  the  bandits  at  the  moat  
Melee  Attack—Club:  +5  to  hit  (reach  5  ft.;  one  creature).   house.  
Hit:  3  (1d4  +  1)  bludgeoning  damage.  

ENCOUNTER  BUILDING   P A G E   1 8  
Level  1   XP  10  
18.  Hog  Farm  
  Clues:  A  DC  10  Charisma  check  to  persuade  or  
bluff  Jophet  convinces  him  to  admit  that  his  

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daughter  Vaelle  ran  away  from  home  a  couple  of   P A G E   2 0  


months  ago  and  fell  in  with  a  bad  lot.  The  check  
gains  a  +2  bonus  if  any  character  in  the  party  
professes  the  Old  Faith.   24.  Warehouses  
Each  of  the  locked  doors  at  the  warehouses  
P A G E   1 9   requires  a  DC  15  Dexterity  check  to  open.  

21.  Constable’s  Quarters  


If  the  characters  fight  Constable  Ruskal,  use  the  
following  statistics  block.  

Constable  Ruskal  
Medium  Humanoid  (Human)  
Armor  Class  16  (chain  mail)  
Hit  Points  27  (5d8  +  5)  
Speed  25  ft.  
Str  14  (+2)   Dex  12  (+1)   Con  13  (+1)  
Int  12  (+1)   Wis  10  (+0)   Cha  16  (+3)  
Alignment  neutral  
Languages  Common  

TRAITS  
Commander  +2:  Friendly  creatures  with  the  disciplined  
action  that  can  see  or  hear  the  constable  and  are  within  
30  feet  of  him  gain  a  +2  bonus  to  damage  rolls.  If  multiple  
friendly  creatures  have  the  Commander  trait,  only  the  
highest  bonus  applies.  
 
Steadfast:  The  constable  cannot  be  frightened  while  he  
can  see  a  friendly  creature  within  30  feet  of  him  that  also  
has  this  trait.  

ACTIONS  
Multiattack:  The  constable  makes  two  long  sword  attacks  
or  two  shortbow  attacks.  
 
Melee  Attack—Long  Sword:  +6  to  hit  (reach  5  ft.;  one  
creature).  Hit:  6  (1d8  +  2)  slashing  damage.  
 
Ranged  Attack—Shortbow:  +5  to  hit  (range  80  ft./320  ft.;  
one  creature).  Hit:  4  (1d6  +  1)  piercing  damage.  

ENCOUNTER  BUILDING  
Level  3   XP  190  

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Intelligence  check,  and  requires  a  DC  15  Dexterity  


Chapter  2:  The  Chaos   check  to  open.  

Cult  
When  you  play  this  chapter  of  the  adventure,   P A G E   2 2 – 2 3  
make  the  following  changes  and  additions  as  
indicated.   7.  Descending  Stairs  
A  DC  10  Intelligence  check  identifies  the  magical  
nature  of  the  stone  wall  on  the  stairs,  and  reveals  
P A G E   2 1   that  it  cannot  be  breached  unless  the  proper  
password  is  given.  Knowledge  of  arcana,  
Moat  House  Approach   forbidden  lore,  and  religion  apply.  
When  the  characters  reach  the  site,  a  DC  10  
Wisdom  check  is  sufficient  for  a  character  to  spot  
the  two  giant  frogs  that  lurk  near  the  moat  house.   P A G E   2 3  
  If  a  search  is  made  of  the  moat  house  exterior,  a  
DC  10  Intelligence  check  finds  the  two  large   8.  Sleeping  Quarters  
breaches  where  the  stones  of  the  wall  have   A  barred  door  can  be  opened  with  a  DC  10  
collapsed.   Dexterity  check,  or  broken  open  with  a  DC  15  
  Strength  check.  
  Alchemist’s  Essence  Trap  (DC  10  Intelligence  
check  to  find,  DC  15  Dexterity  check  to  disable):  
Any  creature  that  steps  into  a  breach  without  first  
Bandits  of  the  Moat  House  
disabling  the  trap  breaks  a  vial  of  alchemist’s  
essence  hidden  in  the  rubble.  When  a  vial  of  
Conclusion  
alchemist’s  essence  breaks,  each  creature  in  a  5-­‐ Any  bandit  prisoners  other  than  Enda  require  a  
foot-­‐radius  cloud  centered  on  the  broken  vial   DC  15  Charisma  check  to  intimidate  them  into  
must  make  a  DC  10  Dexterity  saving  throw.  A   talking.  
creature  takes  1d6  fire  damage  on  a  failed  save,  
and  half  as  much  damage  on  a  successful  one.  The  
trap  is  destroyed.  
P A G E   2 4  
  The  fire  ignites  unattended  flammable  objects  in  
the  area.     Combat  Statistics  
  Use  the  following  statistics  blocks  and  adjust  the  
  Guardians:  Each  character  must  make  a  DC  10   number  of  creatures  as  indicated  to  create  a  tough  
Dexterity  check  to  sneak  when  approaching  the   encounter   for   five   1st-­‐level   D&D   Next   adventurers,  
moat  house.  If  at  least  half  the  characters  are   or  an  average  encounter  for  five  2nd-­‐level  
successful,  the  party  approaches  unnoticed  by  the   adventurers.  
giant  frogs.  
Enda  Yate,  Bandit  Leader  
Small  Humanoid  (Halfling)  
P A G E   2 2   Armor  Class  15  (studded  leather)  
Hit  Points  13  (3d6  +  3)  
Speed  25  ft.  
5.  Bandit  Leader’s  Room   Str  14  (+2)   Dex  14  (+2)   Con  12  (+1)  
  Chest:  If  the  chest  is  searched,  a  DC  10   Int  7  (–2)   Wis  11  (+0)   Cha  10  (+0)  
Intelligence  check  reveals  the  nature  of  the  false   Alignment  neutral  
lock.  The  secret  panel  that  allows  the  chest  to  be   Languages  Common  
safely  opened  can  be  found  with  a  second  DC  10  

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TRAITS   TRAITS  
Lucky  (2/day):  If  Enda  makes  an  attack  roll,  check,  or   Aquatic:  The  frog  can  breathe  underwater,  and  being  
saving  throw  and  gets  a  result  she  dislikes,  she  can  reroll   underwater  imposes  no  penalty  on  its  attack  rolls  or  
the  die  and  use  either  result.  If  she  has  advantage  or   checks.  
disadvantage  on  the  roll,  she  rerolls  only  one  of  the  dice.    
Stealthy  +5:  The  frog  gains  a  +5  bonus  to  all  checks  to  
ACTIONS   avoid  detection.  
Multiattack:  Enda  makes  three  dagger  attacks.  
  ACTIONS  
Melee  or  Ranged  Attack—Dagger:  +5  to  hit  (reach  5  ft.;   Melee  Attack—Bite:  +5  to  hit  (reach  5  ft.;  one  creature).  
range  30  ft./120  ft.;  one  creature).  Hit:  4  (1d4  +  2)  piercing   Hit:  7  (2d4  +  2)  piercing  damage,  and  the  target  is  
damage.   grappled.  While  the  frog  has  a  creature  grappled,  the  frog  
can  bite  only  that  creature,  but  the  frog  has  advantage  
ENCOUNTER  BUILDING   when  it  does  so.    
Level  2   XP  60    
  Melee  Attack—Sticky  Tongue:  +5  to  hit  (reach  15  ft.;  one  
creature).  The  frog  cannot  use  this  attack  if  a  creature  is  
2  Dwarf  Conscripts   grappled  by  the  frog.  Hit:  If  the  target  is  Medium  or  
Medium  Humanoid  (Dwarf)  
smaller,  the  giant  frog  pulls  the  target  up  to  15  feet  and  
Armor  Class  13  (leather,  shield)  
can  make  a  bite  attack  as  part  of  the  same  action.    
Hit  Points  7  (1d10  +  2)  
 
Speed  25  ft.  
Swallow  Whole:  While  grappling  a  Small  or  smaller  
Senses  lowlight  vision  
creature,  the  frog  can  make  a  bite  attack  against  the  
Str  14  (+2)   Dex  13  (+1)   Con  14  (+2)  
creature,  and  if  the  frog  hits,  it  also  swallows  the  creature.  
Int  10  (+0)   Wis  9  (–1)   Cha  8  (–1)  
A  frog  can  swallow  one  creature  at  a  time.    
Alignment  neutral    
  A  swallowed  creature  takes  3  (1d4  +  1)  acid  damage  at  
Languages  Common,  Dwarvish  
the  start  of  each  of  the  frog’s  turns  until  it  escapes.  A  
TRAITS   swallowed  creature  is  blinded  and  restrained,  but  it  can  
use  its  action  to  cut  its  way  free  by  dealing  enough  
Dwarven  Resilience:  The  conscript  has  advantage  on   piercing  or  slashing  damage  to  kill  the  frog.  A  creature  
saving  throws  against  poison,  and  resistance  against   that  frees  itself  falls  prone  in  an  unoccupied  space  within  
poison  damage.   5  feet  of  the  frog.    
ACTIONS   ENCOUNTER  BUILDING  
Melee  Attack—Battleaxe:  +5  to  hit  (reach  5  ft.;  one   Level  1   XP  40    
creature).  Hit:  6  (1d8  +  2)  slashing  damage.    
ENCOUNTER  BUILDING   3  Mercenary  Archers  
Level  1   XP  20   Medium  Humanoid  (Human)  
  Armor  Class  12  (leather)  
Hit  Points  6  (1d10  +  1)  
Frog,  Giant   Speed  30  ft.  
Medium  Beast   Str  10  (+0)   Dex  13  (+1)   Con  12  (+1)  
Armor  Class  12   Int  10  (+0)   Wis  10  (+0)   Cha  10  (+0)  
Hit  Points  11  (2d8  +  2)   Alignment  neutral    
Speed  15  ft.,  swim  30  ft.   Languages  Common  
Str  14  (+2)   Dex  12  (+1)   Con  12  (+1)  
Int  1  (–5)   Wis  11  (+0)   Cha  6  (–2)     ACTIONS  
Alignment  unaligned   Melee  Attack—Short  Sword:  +3  to  hit  (reach  5  ft.;  one  
Languages  —   creature).  Hit:  3  (1d6)  piercing  damage.  
 

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Ranged  Attack—Shortbow:  +5  to  hit  (range  80  ft./320  ft.;  


one  creature).  Hit:  4  (1d6  +  1)  piercing  damage.  
P A G E   2 8  
ENCOUNTER  BUILDING   Lareth  the  Beautiful  
Level  1   XP  10  
Features  of  the  Area  
  Font:  As  an  action  on  his  turn,  Lareth  can  cause  
P A G E   2 6   the  silver  fire  in  the  font  to  radiate  cold.  

Moat  House  Dungeon   P A G E   2 8 – 2 9  


Sentry  Challenge  
If  adventurers  wearing  cultist  robes  arouse  the   Combat  Statistics  
guards’  suspicions,  one  character  must  make  a  DC   Use  the  following  statistics  blocks  and  adjust  the  
10  Charisma  check  to  bluff,  persuade,  or   number  of  creatures  as  indicated  to  create  a  tough  
intimidate  the  guards  into  letting  the  group  pass.   encounter   for   five   1st-­‐level   D&D   Next   adventurers,  
If  the  first  check  is  failed,  another  adventurer  can   or  an  average  encounter  for  five  2nd-­‐level  
attempt  a  DC  15  Charisma  check.   adventurers.  

Lareth  the  Beautiful  


P A G E   2 6 – 2 7   Medium  Humanoid  (Human)  
Armor  Class  15  (ring  mail,  shield)  
Prayer  Room   Hit  Points  19  (3d8  +  6)  
The  evil  effect  imbued  into  the  table  can  be  noted   Speed  25  ft.  
with  a  DC  15  Intelligence  check.  Knowledge  of   Str  14  (+2)   Dex  11  (+0)   Con  14  (+2)  
arcana  and  religion  apply.  Each  good  character  in   Int  10  (+0)   Wis  15  (+2)   Cha  16  (+3)  
Alignment  chaotic  evil    
the  party  must  make  a  DC  10  Constitution  check  
Languages  Common  
or  be  stunned  until  the  end  of  his  or  her  next  turn.  
ACTIONS  
Multiattack:  Lareth  makes  two  mace  attacks.  
P A G E   2 7    
Melee  Attack—Mace:  +5  to  hit  (reach  5  ft.;  one  creature).  
Barracks   Hit:  5  (1d6  +  2)  bludgeoning  damage.  
A  successful  DC  10  Charisma  check  persuades  the    
guards  that  the  players  are  here  on  legitimate   Cleric  Spells:  Lareth  casts  one  of  the  following  spells.  He  
business.  A  second  Charisma  check  can  be  made  at   can  cast  each  spell  once  per  day.  
DC  15  if  the  first  check  fails.       Command:  Lareth  chooses  a  living  creature  within  50  
feet  that  can  hear  him  and  commands  it  to  “grovel.”  If  the  
Lareth’s  Ritual   target’s  hit  point  maximum  is  30  or  more,  it  must  make  a  
DC  13  Wisdom  saving  throw.  If  the  target  fails  the  saving  
When  the  ritual  is  completed,  a  DC  15  Intelligence  
throw  or  has  a  hit  point  maximum  less  than  30,  the  target  
check  allows  a  character  to  recall  the  story  of  
spends  its  next  turn  falling  prone,  and  then  ends  its  turn.  
Miska  as  told  in  the  adventure’s  “Background”  
  Cure  Light  Wounds:  One  living  creature  within  50  feet  of  
section  (page  3).  Knowledge  of  history  and   Lareth  regains  8  (1d8  +  4)  hit  points.  Lareth  can  make  a  
religion  apply.   melee  or  a  ranged  attack  as  part  of  the  same  action.  
  Inflict  Light  Wounds:  Melee  attack,  +5  to  hit  (one  
creature).  Hit:  13  (3d8)  necrotic  damage.  Miss:  Half  
damage.  If  Lareth  targets  an  undead  creature,  the  target  
instead  regains  8  (1d8  +  4)  hit  points.  

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ENCOUNTER  BUILDING   P A G E   2 9  
Level  3   XP  140  
  Conclusion  
2  Town  Guards   With  a  DC  15  Intelligence  check,  a  character  
Medium  Humanoid  (Human)   knows  the  story  of  Miska  as  told  in  the  
Armor  Class  13  (leather,  shield)   adventure’s  “Background”  section  (page  3).  
Hit  Points  3  (1d6)   Knowledge  of  history  and  religion  apply.  
Speed  30  ft.  
Str  12  (+1)   Dex  13  (+1)   Con  10  (+0)  
Int  10  (+0)   Wis  9  (–1)   Cha  8  (–1)  
Scroll  of  Final  Words  
This  rolled  parchment  scroll  contains  holy  writing  that  
Alignment  neutral    
forms  into  different  sayings  or  magical  phrases  depending  
Languages  Common  
on  the  religious  or  magical  affiliation  of  the  bearer.  The  
TRAITS   Scroll  of  Final  Words  imbues  its  possessor  with  magical  
power.  
Keen  Senses:  The  guard  gains  a  +5  bonus  to  all  checks  to  
  Property:  While  you  possess  the  Scroll  of  Final  Words,  
detect  hidden  creatures.  
you  gain  a  +1  bonus  to  any  ability  check  you  make  where  
ACTIONS   you  do  not  have  training  in  a  skill.  
  In  addition,  once  per  day  when  you  cast  a  spell  of  3rd  
Melee  Attack—Short  Sword:  +5  to  hit  (reach  5  ft.;  one   level  or  lower,  you  do  not  use  up  the  spell  slot  associated  
creature).  Hit:  4  (1d6  +  1)  slashing  damage.   with  that  spell.  
    Rarity:  Rare.  
Ranged  Attack—Shortbow:  +5  to  hit  (range  80  ft./320  ft.;  
one  creature).  Hit:  4  (1d6  +  1)  piercing  damage.  

ENCOUNTER  BUILDING  
Level  1   XP  10  
 
6  Human  Goons  
Medium  Humanoid  (Human)  
Armor  Class  11  
Hit  Points  4  (1d8)  
Speed  30  ft.  
Str  9  (–1)   Dex  12  (+1)   Con  10  (+0)  
Int  8  (–1)   Wis  7  (–2)   Cha  8  (–1)  
Alignment  neutral    
Languages  Common  

TRAITS  
Mob  Tactics:  The  goon  gains  a  cumulative  +1  bonus  to  
attack  rolls  for  each  friendly  creature  that  also  has  this  
trait  and  is  within  5  feet  of  its  target,  to  a  maximum  of  +5.  

ACTIONS  
Melee  Attack—Dagger:  +5  to  hit  (reach  5  ft.;  one  
creature).  Hit:  2  (1d6  –  1)  piercing  damage.  

ENCOUNTER  BUILDING  
Level  1   XP  10  

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Chapter  3:  The  Cult  of   P A G E   3 2  

the  Reptile  God   Dart  Throwing  


A  character  who  falls  through  the  trapdoor  takes  
When  you  play  this  chapter  of  the  adventure,  
make  the  following  changes  and  additions  as   1d6  damage.  A  character  engaged  in  another  
indicated.   activity  must  make  a  DC  13  Wisdom  check  to  spot  
that  the  dart-­‐throwing  character  has  vanished.  

P A G E   3 0   Ernesto’s  Tattoo  
If  the  character  viewing  the  tattoo  has  a  Wisdom  
At  the  Inn   score  of  13  or  higher,  he  or  she  notices  the  goons  
If  Bertram  pulls  aside  one  of  the  adventurers  for  a   moving  in.  Otherwise,  the  goons  have  surprise  
when  they  attack.  
whispered  conversation,  a  DC  15  Wisdom  check  to  
read  his  motives  reveals  that  he  doesn’t  have  the  
adventurers’  best  interests  at  heart.  
P A G E   3 3 – 3 4  
P A G E   3 1   Battle  at  the  Inn  
Drinking  Contest   Combat  Statistics  
For  the  first  drink,  each  contestant  must  make  a   Use  the  following  statistics  blocks  and  adjust  the  
DC  10  Constitution  check.  Each  subsequent  drink   number  of  creatures  as  indicated  to  create  a  tough  
requires  another  check,  with  the  DC  increasing  by   encounter   for   five   1st-­‐level   D&D   Next   adventurers,  
1.  The  villagers  gain  a  +2  bonus  to  checks  made  in   or  an  average  encounter  for  five  2nd-­‐level  
the  contest.   adventurers.  
  An  adventurer  who  fails  a  check  and  loses  the  
contest  takes  a  –1  penalty  to  AC.  This  penalty  ends   Veteran  Assassin  
the  next  time  a  character  receives  healing  magic   Medium  Humanoid  (Human)  
or  spends  Hit  Dice  during  a  short  rest.   Armor  Class  14  (leather,  shield)  
Hit  Points  18  (4d8)  
Speed  30  ft.  
P A G E   3 1 – 3 2   Str  15  (+2)   Dex  14  (+2)   Con  10  (+0)  
Int  8  (–1)   Wis  11  (+0)   Cha  9  (–1)  
Alignment  neutral  evil    
Arm  Wrestling   Languages  Common  
Gertie  initially  attempts  to  intimidate  her  
opponent  in  a  Charisma  contest,  gaining  a  +5   TRAITS  
bonus  in  the  contest.  Whoever  wins  the  contest   Stealthy  +5:  The  veteran  gains  a  +5  bonus  to  all  checks  to  
gains  a  +2  bonus  to  the  first  Strength  check  of  the   avoid  detection.  
arm-­‐wrestling  match.  
  The  participants  engage  in  Strength  contests  for   ACTIONS  
each  bout  in  the  arm-­‐wrestling  match.  Gertie  has  a   Melee  Attack—Long  Sword:  +6  to  hit  (reach  5  ft.;  one  
+3  bonus  in  each  contest.   creature).  Hit:  6  (1d8  +  2)  slashing  damage  and  5  (1d10)  
  If  Gertie  wins,  the  losing  adventurer  takes  a  –1   poison  damage.  
penalty  to  weapon  attack  rolls.  This  penalty  ends  
the  next  time  a  character  receives  healing  magic   ENCOUNTER  BUILDING  
or  spends  Hit  Dice  during  a  short  rest.   Level  3   XP  130  
 

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Common  Bandit   Str  10  (+0)   Dex  12  (+1)   Con  13  (+1)  
Medium  Humanoid  (Human)   Int  9  (–1)   Wis  11  (+0)   Cha  7  (–2)  
Armor  Class  12  (leather)   Alignment  chaotic  evil    
Hit  Points  11  (2d8  +  2)     Languages  Bullywug  
Speed  30  ft.   TRAITS  
Str  12  (+1)   Dex  12  (+1)   Con  12  (+1)  
Int  10  (+0)   Wis  11  (+0)   Cha  10  (+0)   Aquatic:  The  bullywug  can  breathe  underwater,  and  being  
Alignment  any   underwater  imposes  no  penalty  on  its  attack  rolls  or  
Languages  Common   checks.  
 
TRAITS   Stealthy  +5:  The  bullywug  gains  a  +5  bonus  to  all  checks  
Mob  Tactics:  The  bandit  gains  a  cumulative  +1  bonus  to   to  avoid  detection.  
attack  rolls  for  each  friendly  creature  that  also  has  this    
trait  and  is  within  5  feet  of  its  target,  to  a  maximum  of  +5.   Leap:  On  land,  as  part  of  the  bullywug’s  movement,  it  can  
leap  up  to  20  feet  horizontally  and  up  to  10  feet  vertically  
ACTIONS   without  a  running  start.  If  the  bullywug  leaps  at  least  10  
feet,  it  gains  a  +3  bonus  to  damage  rolls  for  attacks  it  
Melee  or  Ranged  Attack—Spear:  +5  to  hit  (reach  5  ft.  or  
makes  on  the  same  turn.  
ranged  20  ft./60  ft.;  one  creature).  Hit:  4  (1d6  +  1)  piercing  
damage.   ACTIONS  
ENCOUNTER  BUILDING   Multiattack:  The  bullywug  makes  one  bite  attack  and  one  
claws  attack,  or  one  bite  attack  and  one  spear  attack.  
Level  1   XP  20  
 
 
Melee  Attack—Bite:  +5  to  hit  (reach  5  ft.;  one  creature).  
3  Human  Goons   Hit:  3  (1d6)  piercing  damage.  
Medium  Humanoid  (Human)    
Armor  Class  11   Melee  Attack—Claws:  +5  to  hit  (reach  5  ft.;  one  creature).  
Hit  Points  4  (1d8)   Hit:  2  (1d4)  slashing  damage.  
Speed  30  ft.    
Str  9  (–1)   Dex  12  (+1)   Con  10  (+0)   Melee  Attack—Spear:  +5  to  hit  (reach  5  ft.;  one  creature).  
Int  8  (–1)   Wis  7  (–2)   Cha  8  (–1)   Hit:  3  (1d6)  piercing  damage.  
Alignment  neutral    
Languages  Common   ENCOUNTER  BUILDING  
Level  1   XP  30  
TRAITS  
Mob  Tactics:  The  goon  gains  a  cumulative  +1  bonus  to  
attack  rolls  for  each  friendly  creature  that  also  has  this   P A G E   3 4  
trait  and  is  within  5  feet  of  its  target,  to  a  maximum  of  +5.  

ACTIONS   Conclusion  
  Ernesto:  If  Ernesto  survives,  he  offers  the  
Melee  Attack—Dagger:  +5  to  hit  (reach  5  ft.;  one  
creature).  Hit:  2  (1d6  –  1)  piercing  damage.  
adventurers  a  potion  of  healing.  

ENCOUNTER  BUILDING  
Level  1   XP  10  
P A G E   3 6 – 3 7  
 
2  Bullywugs   Corrupted  Priests  
Medium  Humanoid    
Armor  Class  13  (leather,  shield)   Combat  Statistics  
Hit  Points  11  (2d8  +  2)   Use  the  following  statistics  blocks  to  create  a  
Speed  20  ft.,  swim  40  ft.   tough  encounter  for  five  2nd-­‐level  D&D  Next  
Senses  low-­‐light  vision  

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adventurers,  or  an  average  encounter  for  five  3rd-­‐ TRAITS  


level  adventurers.   Undead:  The  deathlock  wight  is  immune  to  disease  and  
poison,  and  cannot  be  charmed,  frightened,  or  put  to  
Priestess  Devi   sleep.  It  does  not  need  to  sleep,  eat,  or  breathe.    
Medium  Humanoid  (Human)  
Armor  Class  15  (ring  mail,  shield)   ACTIONS  
Hit  Points  19  (3d8  +  6)   Melee  Attack—Slam:  +5  to  hit  (reach  5  ft.;  one  creature).  
Speed  25  ft.   Hit:  4  (1d4  +  2)  bludgeoning  damage.  
Str  14  (+2)   Dex  11  (+0)   Con  14  (+2)    
Int  10  (+0)   Wis  15  (+2)   Cha  16  (+3)   Ranged  Attack—Grave  Bolt:  +5  to  hit  (range  80  ft./320  ft.;  
Alignment  chaotic  evil     one  creature).  Hit:  4  (1d6  +  1)  necrotic  damage.  
Languages  Common  
ENCOUNTER  BUILDING  
ACTIONS  
Level  1   XP  10  
Multiattack:  Devi  makes  two  mace  attacks.    
 
Melee  Attack—Mace:  +5  to  hit  (reach  5  ft.;  one  creature).  
3  Bullywugs  
Hit:  5  (1d6  +  2)  bludgeoning  damage.   Medium  Humanoid    
  Armor  Class  13  (leather,  shield)  
Cleric  Spells:  Devi  casts  one  of  the  following  spells.  She   Hit  Points  11  (2d8  +  2)  
can  cast  each  spell  once  per  day.   Speed  20  ft.,  swim  40  ft.  
  Command:  Devi  chooses  a  living  creature  within  50  feet   Senses  low-­‐light  vision  
that  can  hear  her  and  commands  it  to  “flee.”  If  the   Str  10  (+0)   Dex  12  (+1)   Con  13  (+1)  
target’s  hit  point  maximum  is  30  or  more,  it  must  make  a   Int  9  (–1)   Wis  11  (+0)   Cha  7  (–2)  
DC  13  Wisdom  saving  throw.  If  the  target  fails  the  saving   Alignment  chaotic  evil    
throw  or  has  a  hit  point  maximum  less  than  30,  the  target   Languages  Bullywug  
spends  its  next  turn  moving  away  from  Devi  by  the  fastest   TRAITS  
available  means.    
  Cure  Light  Wounds:  One  living  creature  within  50  feet  of   Aquatic:  The  bullywug  can  breathe  underwater,  and  being  
Devi  regains  8  (1d8  +  4)  hit  points.  Devi  can  make  a  melee   underwater  imposes  no  penalty  on  its  attack  rolls  or  
or  a  ranged  attack  as  part  of  the  same  action.   checks.  
  Inflict  Light  Wounds:  Melee  attack,  +5  to  hit  (one    
creature).  Hit:  13  (3d8)  necrotic  damage.  Miss:  Half   Stealthy  +5:  The  bullywug  gains  a  +5  bonus  to  all  checks  
damage.  If  Devi  targets  an  undead  creature,  the  target   to  avoid  detection.  
instead  regains  8  (1d8  +  4)  hit  points.    
Leap:  On  land,  as  part  of  the  bullywug’s  movement,  it  can  
ENCOUNTER  BUILDING   leap  up  to  20  feet  horizontally  and  up  to  10  feet  vertically  
Level  3   XP  140   without  a  running  start.  If  the  bullywug  leaps  at  least  10  
  feet,  it  gains  a  +3  bonus  to  damage  rolls  for  attacks  it  
makes  on  the  same  turn.  
2  Deathlock  Wights  
Medium  Undead   ACTIONS  
Armor  Class  8   Multiattack:  The  bullywug  makes  one  bite  attack  and  one  
Hit  Points  9  (2d8)   claws  attack,  or  one  bite  attack  and  one  spear  attack.  
Immunities  charmed,  disease,  frightened,  poison,  sleep    
Speed  20  ft.   Melee  Attack—Bite:  +5  to  hit  (reach  5  ft.;  one  creature).  
Senses  darkvision  60  ft.   Hit:  3  (1d6)  piercing  damage.  
Str  15  (+2)   Dex  6  (–2)   Con  10  (+0)    
Int  10  (+0)   Wis  7  (–2)   Cha  15  (+2)   Melee  Attack—Claws:  +5  to  hit  (reach  5  ft.;  one  creature).  
Alignment  neutral  evil   Hit:  2  (1d4)  slashing  damage.  
Languages  understands  Common    

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Melee  Attack—Spear:  +5  to  hit  (reach  5  ft.;  one  creature).   Alternatively,  a  Strength  check  allows  a  prisoner  
Hit:  3  (1d6)  piercing  damage.   trapped  by  the  rocks  to  be  rescued.    
  Fissure:  A  Strength  check  can  pull  a  prisoner  to  
ENCOUNTER  BUILDING  
safety.    
Level  1   XP  30     Overwhelming  Terror:  A  Charisma  check  is  
required  to  bluff,  persuade,  or  intimidate  
prisoners  into  fighting  for  survival.    
P A G E   3 7     Separation:  A  Wisdom  check  notices  when  a  
prisoner  takes  a  wrong  turn.  A  Charisma  check  
A  DC  10  Wisdom  check  allows  a  character  to  sense   can  persuade  and  guide  the  prisoner  back  onto  the  
that  Devi  is  lying.  If  she  is  caught  in  the  lie,  a  DC  10   correct  path.  
Wisdom  check  to  listen  allows  a  character  to  hear     Sudden  Flood:  A  Constitution  check  allows  an  
the  words  Garath  speaks  out  of  order.  A  DC  15   adventurer  to  swim  through  the  water  to  rescue  a  
Wisdom  check  to  listen  allows  the  character  to   trapped  prisoner.  
recognize  the  words  as  the  inscription  on  the     Swamp  Gas:  An  Intelligence  check  reveals  a  
shrine  being  spoken  backward.   pocket  of  noxious  gas  ahead.  
  Tunnel  Fork:  An  Intelligence  check  or  Wisdom  
Features  of  the  Area   check  allows  a  character  to  pick  out  the  safe  route.  
  Relic  Shelves:  A  DC  15  Intelligence  check  to  
search  reveals  the  iron  door  behind  the  shelves.    
  Meditation  Cells:  A  DC  15  Intelligence  check   P A G E   4 0  
reveals  that  the  locks  have  been  reversed  and  that  
the  doors  lock  automatically  if  shut.  A  locked  door  
requires  a  DC  15  Dexterity  check  to  open.  
Wrath  of  the  Reptile  God  
Conclusion   Setup  
When  the  adventurers  can  see  the  far  shore,  a  DC  
  Devi’s  Gambit:  A  DC  20  Wisdom  check  to  sense  
10  Wisdom  check  spots  Garath  huddling  among  
Devi’s  motive  is  needed  to  see  through  her  lie  
the  prisoners.  
regarding  being  possessed.  
Features  of  the  Area  
P A G E   3 8 – 3 9     Raft:  Each  round  as  an  action,  one  character  
using  the  pole  can  make  a  Strength  check  to  move  
the  raft.  It  moves  10  feet  plus  1  foot  per  point  of  
Narrow  Escape   the  check  result.    
As  the  players  describe  what  their  characters  do,  
call  for  DC  10  ability  checks  to  determine  the  
characters’  success  in  the  various  scenarios  during   P A G E   4 0 – 4 1  
the  escape.  
  Whenever  a  check  fails  for  a  given  task,  each  
character  must  make  a  DC  10  Constitution  saving  
Prisoners  
throw.  If  more  than  half  the  characters  fail  the     Canoness  Yeeday:  Yeeday  has  10  hit  points  
saving  throw,  each  character  takes  a  –1  penalty  to   remaining,  and  makes  checks  and  saves  at  +0.  
the  hit  points  regained  the  next  time  he  or  she   During  the  battle,  she  will  call  out  encouragement  
spends  Hit  Dice  during  a  short  rest.   to  the  adventurers  but  has  no  magic  that  might  
  Alternative  Passage:  An  Intelligence  check   benefit  them.  
reveals  a  short  cut.    
  Collapse:  An  Intelligence  check  reveals  the   Combat  Statistics  
threat  of  a  cave-­‐in.   Use  the  following  statistics  blocks  to  create  a  
  Falling  Rock:  A  Dexterity  check  is  required  to   tough  encounter  for  five  2nd-­‐level  D&D  Next  
push  a  prisoner  out  of  the  way  of  falling  rocks.   adventurers.  

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Reptile  God   ACTIONS  


Large  Monstrosity   Melee  Attack—Serpent  Mace:  +4  to  hit  (reach  5  ft.;  one  
Armor  Class  12   creature).  Hit:  3  (1d6)  bludgeoning  damage  and  7  (2d6)  
Hit  Points  30  (4d10  +  8)   poison  damage.  
Speed  30  ft.,  climb  15  ft.    
Str  15  (+2)   Dex  16  (+3)   Con  15  (+2)   Cleric  Spells:  Garath  casts  one  of  the  following  spells.  He  
Int  16  (+3)   Wis  12  (+1)   Cha  18  (+4)   can  cast  each  spell  once  per  day.  
Alignment  chaotic  evil     Command:  Garath  chooses  a  living  creature  within  50  
Languages  Common,  Draconic   feet  that  can  hear  him  and  commands  it  to  “grovel.”  If  the  
ACTIONS   target’s  hit  point  maximum  is  30  or  more,  it  must  make  a  
DC  13  Wisdom  saving  throw.  If  the  target  fails  the  saving  
Multiattack:  The  reptile  god  makes  one  tail  slap  attack  
throw  or  has  a  hit  point  maximum  less  than  30,  the  target  
and  one  word  of  pain  attack.  
spends  its  next  turn  falling  prone,  and  then  ends  its  turn.    
 
  Cure  Light  Wounds:  One  living  creature  within  50  feet  of  
Melee  Attack—Tail  Slap:  +5  to  hit  (reach  10  ft.;  one  
Garath  regains  8  (1d8  +  4)  hit  points.  Garath  can  make  a  
creature).  Hit:  6  (1d8  +  2)  bludgeoning  damage,  and  the  
melee  or  a  ranged  attack  as  part  of  the  same  action.  
reptile  god  pushes  the  target  up  to  15  feet  away.  
  ENCOUNTER  BUILDING  
Ranged  Attack—Word  of  Pain:  +5  to  hit  (range  50  ft.;  one  
Level  3   XP  140  
creature).  Hit:  8  (1d8  +  4)  psychic  damage,  and  the  
 
target’s  speed  is  reduced  by  15  feet  until  the  end  of  the  
reptile  god’s  next  turn.   Wight  
  Medium  Undead  
Poison  Spray  (Recharge  6):  The  reptile  god  breathes   Armor  Class  14  (studded  leather);  resistant  to  nonmagical  
poison  in  a  30-­‐foot  cone.  Creatures  in  the  area  must  make   weapons  
a  DC  12  Constitution  saving  throw.  Failed  Save:  The  target   Hit  Points  27  (6d8)  
takes  13  (3d6  +  3)  poison  damage.  Successful  Save:  Half   Immunities  necrotic  and  poison  
damage.   Speed  30  ft.  
  Senses  darkvision  60  ft.  
Suggestion  (1/day):  The  reptile  god  chooses  a  creature   Str  15  (+2)   Dex  12  (+1)   Con  10  (+0)  
within  50  feet  of  it  that  can  hear  and  understand  it.  The   Int  10  (+0)   Wis  7  (–2)   Cha  15  (+2)  
creature  must  make  a  DC  13  Wisdom  saving  throw.  Failed   Alignment  neutral  evil  
Save:  The  target  is  charmed  until  the  end  of  its  next  turn.   Languages  Common  
During  that  turn,  the  reptile  god  can  verbally  control  how  
the  target  uses  its  action  and  movement,  but  cannot   TRAITS  
command  the  target  to  harm  itself.   Hatred  of  Life:  As  an  undead  horror,  the  wight  is  immune  
ENCOUNTER  BUILDING   to  disease  and  poison,  and  it  cannot  be  put  to  sleep.  
Committed  to  destroying  all  life,  it  does  not  need  to  sleep,  
Level  4   XP  240  
eat,  or  breathe.  
 
Garath,  Reptile  Priest   ACTIONS  
Medium  Humanoid  (Human)   Multiattack:  The  wight  makes  two  long  sword  attacks  or  
Armor  Class  15  (ring  mail,  shield)   two  longbow  attacks.  
Hit  Points  19  (3d8  +  6)    
Speed  25  ft.   Melee  Attack—Energy  Drain:  +5  to  hit  (reach  5  ft.;  one  
Str  14  (+2)   Dex  11  (+0)   Con  14  (+2)   creature).  Hit:  6  (1d8  +  2)  necrotic  damage,  and  the  
Int  10  (+0)   Wis  15  (+2)   Cha  16  (+3)   target’s  hit  point  maximum  is  reduced  by  5.  This  reduction  
Alignment  chaotic  evil     lasts  until  the  end  of  the  target’s  next  long  rest.  A  
Languages  Common   creature  slain  by  this  attack  rises  24  hours  later  as  a  
zombie  under  the  wight’s  command.  
  A  remove  curse  spell  restores  the  target’s  hit  point  
maximum  to  its  full  amount.  

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Melee  Attack—Long  Sword:  +5  to  hit  (reach  5  ft.;  one  
creature).  Hit:  6  (1d8  +  2)  slashing  damage.  
 
Ranged  Attack—Longbow:  +4  to  hit  (range  150  ft./600  ft.;  
one  creature).  Hit:  5  (1d8  +  1)  piercing  damage.  

ENCOUNTER  BUILDING  
Level  4   XP  330  

P A G E   4 1  
Death  Circlet  
This  black  circlet  has  seven  green  gems  set  in  it.  They  are  
dull  and  dead,  as  if  any  magical  power  they  once  held  has  
been  spent.  
  If  the  circlet  is  worn,  the  wearer  knows  that  attuning  to  
the  item  will  reveal  its  properties.  
  Property  (Attuned):  When  you  kill  a  living  creature,  one  
of  the  Death  Circlet’s  seven  gems  captures  that  creature’s  
soul.    
  A  gem  can  hold  only  one  soul  at  a  time  and  glows  with  a  
green  radiance  while  it  contains  a  soul.  A  dead  creature  
cannot  be  returned  to  life  while  its  soul  is  captured  in  this  
manner.  
  As  an  action  once  per  day,  you  can  release  two  
captured  souls  to  regain  2d8  +  4  hit  points.  
  Once  per  day  when  you  hit  with  an  attack,  you  can  
release  seven  captured  souls  to  treat  the  attack  as  a  
critical  hit.  
  Rarity:  Rare.  

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Possession  (Recharge  6):  The  ghost  chooses  a  living  creature  


Chapter  4:  The  Caves  of   within  5  feet  of  it.  The  chosen  creature  must  make  a  DC  12  
Constitution  saving  throw.  Failed  Save:  The  ghost  vanishes  
Chaos   into  the  target.  For  the  next  24  hours,  the  ghost  controls  the  
When  you  play  this  chapter  of  the  adventure,   target’s  actions.  Successful  Save:  The  target  is  not  possessed  
make  the  following  changes  and  additions  as   and  is  immune  to  the  ghost’s  possession  for  the  next  24  
hours.  
indicated.  
  The  ghost  can  leave  its  host  at  any  time  (no  action  
required),  ending  the  possession.  A  turn  undead  effect  or  a  
remove  curse  spell  that  targets  the  possessed  creature  
P A G E   4 2   automatically  drives  out  the  ghost.  Whether  the  ghost  
leaves  voluntarily  or  by  force,  it  reappears  in  a  space  within  
Haffron  Hommel   5  feet  of  its  former  host.  
If  the  characters  are  truthful,  a  DC  10  Charisma  
check  is  sufficient  to  persuade  the  ghost  that  they   ENCOUNTER  BUILDING  
are  not  his  enemies.  The  check  takes  a  penalty  of  – Level  4   XP  240  
2  if  the  characters  are  less  than  truthful.  
  If  the  characters  fight  Haffron  Hommel’s  ghost,  
use  the  following  statistics  block.   P A G E   4 3  
Ghost  of  Haffron  Hommel   Getting  In  
Medium  Undead   If  the  adventurers  are  not  wearing  cultist  robes,  
Armor  Class  11   each  character  must  make  a  DC  10  Dexterity  check  
Hit  Points  32  (5d12);  see  also  the  Ethereal  trait  
to  sneak  when  entering  the  cave.  If  at  least  half  the  
Immunities  paralyzed,  petrification,  poison  
characters  are  successful,  the  party  enters  
Speed  30  ft.,  fly  40  ft.  
Senses  darkvision  60  ft.    
undetected.  
Str  9  (–1)   Dex  13  (+1)   Con  10  (+0)  
Int  10  (+0)   Wis  12  (+1)   Cha  14  (+2)  
Alignment  neutral  good   P A G E   4 3 – 4 4  
Languages  Common  
Traps  
TRAITS   For  the  first  trap  (the  alarm),  a  DC  15  Wisdom  
Ethereal:  The  ghost  is  ethereal.   check  spots  the  mesh,  or  a  DC  10  Intelligence  
  check  finds  it  on  a  search.  Three  successive  DC  10  
Spectral  Undead:  Because  of  its  spectral  form,  the  ghost   Dexterity  checks  to  disable  and  remove  traps  
is  immune  to  disease  and  poison,  and  it  can’t  be  paralyzed   allow  a  character  to  cut  the  lines  to  the  bronze  
or  put  to  sleep.  It  does  not  need  to  sleep,  eat,  or  breathe.   bells.  Jumping  over  the  trigger  requires  a  DC  15  
Dexterity  check  to  sneak  as  part  of  the  jump.  
ACTIONS  
  The  second  trap  (the  falling  ceiling)  requires  a  
Melee  Attack—Corrupting  Touch:  +5  to  hit  (reach  5  ft.;   DC  15  Intelligence  check  to  locate  and  a  DC  15  
one  creature).  Hit:  9  (2d6  +  2)  necrotic  damage.   Dexterity  check  to  disable.  A  creature  that  enters  
  the  trapped  area  triggers  the  trap.  Any  creature  in  
Horrifying  Visage:  Each  creature  within  50  feet  of  the   the  area  when  the  trap  is  triggered  must  make  a  
ghost  that  can  see  it  must  make  a  DC  12  Wisdom  saving   DC  11  Dexterity  saving  throw  against  falling  
throw.  Failed  Save:  The  creature  is  frightened  for  1  
debris.  A  creature  falls  prone  and  takes  9  (1d10  +  
minute.  As  an  action,  the  frightened  creature  can  make  a  
4)  bludgeoning  damage  on  a  failed  save,  and  half  
DC  12  Wisdom  check  to  end  this  effect.  Successful  Save:  
as  much  damage  on  a  successful  one.  When  the  
The  creature  is  immune  to  the  ghost’s  horrifying  visage  
for  the  next  24  hours.  This  immunity  also  applies  once  the   trap  is  triggered,  it  is  destroyed  and  the  area  
effect  ends.   becomes  difficult  terrain  due  to  rubble.  
 

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P A G E   4 4   8  Kobold  Tunnelers  
Small  Humanoid  (Kobold)  
Armor  Class  11  
Finding  Otis   Hit  Points  2  (1d6  –  1)  
A  DC  10  Wisdom  check  recognizes  that  the  gore  in  
Speed  30  ft.  
the  grotto  represents  the  demise  of  more   Senses  darkvision  60  ft.  
creatures  than  only  Otis.   Str  7  (–2)   Dex  12  (+1)   Con  8  (–1)  
Int  8  (–1)   Wis  7  (–2)   Cha  8  (–1)  
Alignment  neutral  evil  
P A G E   4 4 – 4 5   Languages  Common,  Draconic  

Otis  and  the  Chaos  Blade   TRAITS  


• With  a  DC  10  Intelligence  check,  a  character   Light  Sensitivity:  While  in  sunlight,  the  kobold  has  
deduces  that  Otis  has  bound  himself  to  the   disadvantage  on  attack  rolls.  
sword.  The  character  also  knows  how  to  remove    
the  sword  from  Otis’s  body.  Knowledge  of   Mob  Tactics:  The  kobold  gains  a  cumulative  +1  bonus  to  
arcana  applies.   attack  rolls  for  each  friendly  creature  that  also  has  this  
trait  and  is  within  5  feet  of  its  target,  to  a  maximum  of  +5.  
• A  DC  10  Charisma  check  to  persuade  or  bluff  
Otis  with  a  story  about  using  the  blade  to  defeat   ACTIONS  
evil  convinces  him  to  relinquish  the  sword.  
Melee  Attack—Dagger:  +3  to  hit  (reach  5  ft.;  one  
• To  remove  the  blade  without  Otis’s  consent,  two   creature).  Hit:  3  (1d4  +  1)  piercing  damage.  
different  characters  must  make  successful  DC  10    
Strength  checks.   Ranged  Attack—Sling:  +3  to  hit  (range  30  ft./120  ft.;  one  
• A  DC  10  Strength  check  allows  Otis  to  be  picked   creature).  Hit:  3  (1d4  +  1)  bludgeoning  damage.  
up  and  carried.  
ENCOUNTER  BUILDING  
If  the  Chaos  Blade  is  removed  while  Otis  is  alive,   Level  1   XP  10  
he  dies  unless  he  receives  magical  healing  or  three    
DC  15  Wisdom  checks  to  heal  within  1  minute.  
Without  the  Chaos  Blade  sustaining  him,  Otis  has  
2  Orc  Savages  
Medium  Humanoid  (Orc)  
AC  15,  a  +0  bonus  to  checks  and  saves,  and  10  hit  
Armor  Class  13  (studded  leather)  
points  out  of  a  total  of  45.    
Hit  Points  11  (2d8  +  2)  
Speed  30  ft.  
Senses  darkvision  60  ft.  
P A G E   4 5 – 4 6   Str  14  (+2)   Dex  10  (+0)   Con  12  (+1)  
Int  7  (–2)   Wis  11  (+0)   Cha  10  (+0)  
Securing  the  Chaos  Blade   Alignment  chaotic  evil  
Languages  Common,  Orc  
Combat  Statistics   TRAITS  
Use  the  following  statistics  blocks  and  adjust  the  
number  of  creatures  as  indicated  to  run  this   Relentless:  If  an  attack  reduces  the  orc  to  0  hit  points  or  
encounter.  The  monsters  attack  in  waves  as   fewer  but  doesn’t  kill  it  outright,  it  is  not  knocked  
unconscious  or  killed  as  a  result  until  the  end  of  its  next  
described  in  the  adventure,  but  even  moderated  in  
turn,  provided  it  still  has  0  hit  points  or  fewer.  
that  fashion,  the  overall  assault  will  be  difficult  for  
a  group  of  2nd-­‐to-­‐4th-­‐level  D&D  Next  adventurers   ACTIONS  
to  withstand.  Make  sure  the  players  realize  that  
Melee  Attack—Greataxe:  +5  to  hit  (reach  5  ft.;  one  
the  inhabitants  of  the  caves  are  roused  against  
creature).  Hit:  8  (1d12  +  2)  slashing  damage.  
them,  and  that  their  goal  is  to  flee  with  Otis  and    
the  Chaos  Blade.  

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Ranged  Attack—Shortbow:  +4  to  hit  (range  80  ft./320  ft.;   ENCOUNTER  BUILDING  
one  creature).  Hit:  3  (1d6)  piercing  damage.  
Level  4   XP  300  
ENCOUNTER  BUILDING    

Level  1   XP  50   2  Hobgoblin  Grunts  


  Medium  Humanoid  (Goblinoid)  
Armor  Class  14  (ring  mail)  
4  Goblin  Cutters   Hit  Points  11  (2d8  +  2)  
Small  Humanoid  (Goblinoid)   Speed  25  ft.  
Armor  Class  13  (leather,  shield)   Senses  darkvision  60  ft.  
Hit  Points  3  (1d6)   Str  11  (+0)   Dex  10  (+0)   Con  12  (+1)  
Speed  30  ft.   Int  10  (+0)   Wis  10  (+0)   Cha  13  (+1)  
Senses  darkvision  60  ft.   Alignment  lawful  evil  
Str  8  (–1)   Dex  13  (+1)   Con  10  (+0)   Languages  Common,  Goblin  
Int  10  (+0)   Wis  9  (–1)   Cha  8  (–1)  
Alignment  neutral  evil   ACTIONS  
Languages  Common,  Goblin  
Melee  Attack—Longspear:  +5  to  hit  (reach  10  ft.;  one  
TRAITS   creature).  Hit:  4  (1d8)  piercing  damage.  
 
Sneaky:  The  goblin  can  attempt  to  hide  at  the  end  of  a   Ranged  Attack—Shortbow:  +5  to  hit  (range  80  ft./320  ft.;  
move  without  using  an  action.   one  creature).  Hit:  3  (1d6)  piercing  damage.  
 
Stealthy  +5:  The  goblin  gains  a  +5  bonus  to  all  checks  to   ENCOUNTER  BUILDING  
avoid  detection.  
Level  1   XP  20  
ACTIONS  
Melee  Attack—Mace:  +4  to  hit  (reach  5  ft.;  one  creature).  
Hit:  2  (1d6  –  1)  bludgeoning  damage  (minimum  1  damage).  
P A G E   4 7  
 
  Wave  Four:  When  ogre  picks  up  and  throws  
Ranged  Attack—Shortbow:  +5  to  hit  (range  80  ft./320  ft.;  
any  kobolds  or  goblins,  treat  it  as  a  javelin  attack  
one  creature).  Hit:  4  (1d6  +  1)  piercing  damage.  
that  deals  bludgeoning  damage.  
ENCOUNTER  BUILDING  
Level  1   XP  10  
 
P A G E   4 7  
Ogre  
Large  Giant  
Chaos  Blade  
Armor  Class  11  (hide)   The  broad  blade  of  this  sword  boils  as  if  forged  of  liquid  
Hit  Points  32  (5d10  +  5)   metal,  and  it  sheds  a  dim  light  that  fluctuates  through  the  
Speed  40  ft.   colors  of  the  rainbow.  
  Property  (Attuned):  You  gain  a  +1  bonus  to  attack  rolls  
Senses  darkvision  60  ft.  
Str  18  (+4)   Dex  8  (–1)   Con  13  (+1)   you  make  with  this  sword.  When  you  hit  with  the  Chaos  
Int  5  (–3)   Wis  7  (–2)   Cha  7  (–2)   Blade,  in  addition  to  dealing  damage  for  a  sword  of  its  
Alignment  chaotic  evil   type  (see  below),  the  attack  deals  3  (1d6)  extra  necrotic  
Languages  Common,  Giant   damage  and  you  regain  1  hit  point.  
  Whenever  you  reduce  a  living  creature  to  0  hit  points  or  
ACTIONS   fewer  with  this  weapon,  the  creature  dies  and  you  regain  
5  (1d8  +  1)  hit  points.  
Melee  Attack—Greatclub:  +6  to  hit  (reach  5  ft.;  one  
  As  an  action,  you  can  command  the  Chaos  Blade  to  
creature).  Hit:  13  (2d8  +  4)  bludgeoning  damage.  
become  a  short  sword,  a  long  sword,  a  greatsword,  or  any  
 
similarly  sized  sword.  
Ranged  Attack—Javelin:  +1  to  hit  (range  30  ft./120  ft.;  
  Rarity:  Unique.  
one  creature).  Hit:  11  (2d6  +  4)  piercing  damage.    

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Miska!   ENCOUNTER  BUILDING  


When  the  characters  hear  the  chanting  in  the   Level  4   XP  220  
ravine,  a  DC  15  Intelligence  check  reveals  the    
story  of  Miska  as  told  in  the  adventure’s   2  Chaos  Acolytes  
“Background”  section  (page  3).  Knowledge  of   Medium  Humanoid  (Human)  
history  and  religion  apply.   Armor  Class  15  (ring  mail,  shield)  
Hit  Points  17  (3d8  +  4)  
Speed  25  ft.  
P A G E   4 9 – 5 0   Str  12  (+1)   Dex  11  (+0)   Con  13  (+1)  
Int  10  (+0)   Wis  15  (+2)   Cha  10  (+0)  
Priests  of  Chaos   Alignment  chaotic  evil  
Languages  Common  

Combat  Statistics   ACTIONS  


Use  the  following  statistics  blocks  and  adjust  the   Melee  Attack—Fiery  Mace:  +5  to  hit  (reach  5  ft.;  one  
number  of  creatures  as  indicated  to  create  a  tough   creature).  Hit:  4  (1d6  +  1)  bludgeoning  damage  and  4  
encounter  for  five  3rd-­‐level  D&D  Next   (1d8)  fire  damage.  
adventurers.  
ENCOUNTER  BUILDING  
Inuggh,  Chaos  Priestess   Level  2   XP  90  
Medium  Humanoid  (Human)    
Armor  Class  17  (banded)   4  Zombies  
Hit  Points  27  (5d8  +  5)  
Medium  Undead  
Speed  25  ft.  
Armor  Class  8  
Str  12  (+1)   Dex  11  (+0)   Con  13  (+1)  
Hit  Points  9  (2d8)  
Int  10  (+0)   Wis  16  (+3)   Cha  12  (+1)  
Immunities  charmed,  frightened,  poison  
Alignment  chaotic  evil    
Speed  20  ft.  
Languages  Common  
Senses  darkvision  60  ft.  
ACTIONS   Str  15  (+2)   Dex  6  (–2)   Con  10  (+0)  
Int  10  (+0)   Wis  7  (–2)   Cha  15  (+2)  
Melee  Attack—Chaos  Mace:  +5  to  hit  (reach  5  ft.;  one   Alignment  neutral  evil  
creature).  Hit:  4  (1d6  +  1)  bludgeoning  damage,  and  the   Languages  understands  Common  
target  must  make  a  DC  12  Constitution  saving  throw.  
Failed  Save:  10  (3d6)  damage  (either  acid,  cold,  fire,  or   TRAITS  
thunder;  Inuggh’s  choice).  
Shambling  Undead:  Nothing  more  than  a  malevolent,  
 
animated  corpse  loyal  to  its  creator,  the  zombie  cannot  be  
Cleric  Spells:  Inuggh  casts  one  of  the  following  spells.  She  
charmed  or  frightened,  it  is  immune  to  disease  and  poison,  
can  cast  each  spell  once  per  day.  
and  it  cannot  be  put  to  sleep.  It  does  not  need  to  sleep,  
  Inflict  Light  Wounds:  Melee  attack,  +5  to  hit  (one  
eat,  or  breathe.  
creature).  Hit:  13  (3d8)  necrotic  damage.  Miss:  Half  
 
damage.  If  Inuggh  targets  an  undead  creature,  the  target  
Zombie  Fortitude:  When  the  zombie  takes  damage  that  
instead  regains  8  (1d8  +  4)  hit  points.  
reduces  it  to  0  hit  points  or  fewer,  it  must  make  a  
  Inflict  Moderate  Wounds:  Melee  attack,  +5  to  hit  (one  
Constitution  saving  throw  with  a  DC  equal  to  the  damage.  
creature).  Hit:  18  (4d8)  necrotic  damage.  Miss:  Half  
On  a  successful  save,  the  zombie  is  instead  reduced  to  1  
damage.  If  Inuggh  targets  an  undead  creature,  the  target  
hit  point.  
instead  regains  13  (2d8  +  4)  hit  points.  
  Chaos:  Each  creature  in  a  15-­‐foot  cone  originating  from   ACTIONS  
Inuggh  must  make  a  DC  13  Wisdom  saving  throw.  Failed  
Melee  Attack—Slam:  +4  to  hit  (reach  5  ft.;  one  creature).  
Save:  A  creature  must  use  its  next  action  to  make  a  melee  
Hit:  4  (1d4  +  2)  bludgeoning  damage.  
attack,  make  a  ranged  attack,  or  cast  a  cantrip  against  a  
target  of  Inuggh’s  choice.  

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ENCOUNTER  BUILDING  
Level  1   XP  20  
 
Haffron’s  Skeleton  
Medium  Undead  
Armor  Class  13  (armor  scraps,  shield)  
Hit  Points  27  (6d8);  resistant  to  piercing  damage;  
vulnerable  to  bludgeoning  damage  
Immunities  poison  
Speed  30  ft.  
Senses  darkvision  60  ft.  
Str  11  (+0)   Dex  10  (+0)   Con  10  (+0)  
Int  6  (–2)   Wis  8  (–1)   Cha  3  (–4)  
Alignment  lawful  evil  
Languages  understands  Common  

TRAITS  
Mindless:  Cannot  be  charmed  or  frightened.  
 
Undead:  The  skeleton  is  immune  to  disease  and  cannot  
be  put  to  sleep.  It  does  not  need  to  sleep,  eat,  or  breathe.  

ACTIONS  
Multiattack:  Haffron’s  skeleton  makes  two  long  sword  
attacks.  
 
Melee  Attack—Long  Sword:  +6  to  hit  (reach  5  ft.;  one  
creature).  Hit:  9  (2d8)  slashing  damage.  

ENCOUNTER  BUILDING  
Level  4   XP  270  

P A G E   5 0  
Features  of  the  Area  
  Triple  Altar:  As  an  action,  a  character  can  
negate  the  power  of  one  altar  by  making  a  
successful  DC  10  Constitution  check,  Wisdom  
check,  or  Charisma  check  while  touching  the  Chaos  
Blade,  the  Death  Circlet,  or  the  Scroll  of  Final  
Words  to  the  altar.  

D&D  Next  Playtest   ©2013  Wizards   19  


E N C O U N T E R S

S T A N D AGAINST EVIL
An ancient evil stirs in the Caves of Chaos, chipping
away at its prison, while the forces of chaos converge
on the nearby town of Hornmel Lane. Monstrous
raiders, marauding bandits, and missing villagers
portend a terrible fate for Hommel Lane and the rest
of the world, if unchallenged.
Against the Cult of Chaos™ is a DUNGEONS & DRAGONS*
Roleplaying Game adventure designed for the winter
2 0 1 3 season of the D & D ENCOUNTERS™ official play
program. The adventure is an homage to three classic
D & D adventures: The Keep on the Borderlands, The
Village ofHommlet, and Against the Cult ofthe Reptile God.
The adventure comes with two full-color battle maps,
a series of ready-to-play encounters, and information
on the D & D ENCOUNTERS program.
! * ' ^ J ^ * ' " - * I '
This season also includes an optional online
component, which allows players and Dungeon
Masters to convert the adventure to the D&D® Next
L ' . I B
playtest. Find out more at www.dndnext.com.
!

DUNGEONSANDDRAGONS.COM

© 2 0 1 3 Wizards of t h e Coast L L C . Cover illustration by Alexey Aparin. B 0 0 0 0 0 1 0 5 9 0 . W I Z A H D S OF THE COAST,


I DUNGEONS & DRAGONS, D & D , DUNGEON ft DRAGONS EfjeoUNTEfts, ali other Wizards titles, and their respective, logos
are trademarks of Wizards of the Coast LLC in the USA and other countries.
Published by Wizards o f t h e Coast LLC, PO Box 707, Renton W A 9 8 0 5 7 0 7 0 7 , USA. Manufactured by Hasbro SA,
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