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Page 1: Bandits - turtlegodsclan.weebly.com · 2 Adventure Background The trade road through the Tranym forest has always been dangerous, but lately entire small caravans have been disap-pearing
Page 2: Bandits - turtlegodsclan.weebly.com · 2 Adventure Background The trade road through the Tranym forest has always been dangerous, but lately entire small caravans have been disap-pearing
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BANDITS OF THE TRANYMAN ADVENTURE FOR 4-6 4TH-LEVEL HEROES

Adventure Synopsis ........................... 2Scaling the Adventure ....................... 2Character Hooks ................................ 3Part I: The Gnoll Bandits ................. 3Thornbury ........................................... 4Timeline .............................................. 8Ambush the Ambushers .................... 8The Tranym Forest ............................. 10The Gnoll Fort .................................... 12Gnollish Morale ................................. 15

Part II: The Upper Level .................. 20Lower Level – Caves ......................... 25Lower Level – Guards ....................... 29Guards of the Lower Levels ............. 32Combatting an Osyluth ..................... 39Conclusion .........................................41Return to Thornbury ..........................41Continuing Threads ...........................40Appendix - New Creatures ................42Slave Controller Template .................43Master Controller ..............................44

Table of Contents

DesignRhys Hess

EditingJohn Todd

IllustrationTodd Morasch

Creative DirectorJim Butler

TypesettingJosh Gilchrist

PlaytestingJenkintown Area Gamers, Richard Arras,John Crimmins, Robert Fanelli, DavidSnyderman

Bastion Press and the BastionPress logo are trademarksowned by Bastion Press, Inc.‘d20 System’ and the ‘d20System’ logo are Trademarksowned by Wizards of theCoast and are used accordingto the terms of the d20System License version 1.0. Acopy of this License can befound at www.wizards.com.© 2001 Bastion Press, Inc. AllRights Reserved. Made in theU.S.A.

Credits

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Adventure BackgroundThe trade road through the Tranym foresthas always been dangerous, but latelyentire small caravans have been disap-pearing. Only a few broken wagons andslaughtered animals have been found atthe scene of each attack.

A band of unusually well organizedgnoll raiders have established themselvesin an ancient earthen fort nearby. Theyare responsible for the attacks, killing ortaking captive every member of severalcaravans in recent weeks.

Meanwhile, beneath the gnoll fort, arenegade devil strives to keep its locationsecret (from the hunters it feels sure to beon its trail) while raising money to gainpower in its new land of exile.

The small hamlet of Thornbury is closeto where the attacks have taken place. Adetachment of soldiers of the local lord isguarding the construction work on a keeplocated just outside the hamlet. Theircaptain has strict orders not to leave thesite until the keep has been completed.

This adventure can be located on theborders of a holding or small kingdom. Atrade route that requires at least two daysof travel through wilderness connectingto another land is also required.

Adventure SynopsisThis adventure is designed for four to six4th level player characters. A party of four4th level characters should reach 5th levelby the end of part I, and will probablygain another level in part II. (Makingsome modifications to the encountersallow it to be run for characters rangingfrom 2nd to 6th level.)

The first part of the adventure requireslocating the gnoll fort and defeating theraiders who have been attacking the

Here are some suggestions for using theadventure with groups of different power lev-els. (Keep in mind that besides scaling theencounters, all the treasures need to be modi-fied as well.)

For 3rd level characters, remove the nor-mal gnolls and Tathos from part I. In part II,halve the number of warriors and arbalestersin any rooms that contain more than one. Sub-tract one level from Nallis. Use the “weak-ened” form of Kenelkek as suggested in thesidebar accompanying its description. Sub-tract 2,000 gp from the total reward.

For 2nd level characters, in addition to thechanges above, in part I convert all gnollwarriors to gnolls, subtract one level fromscouts, doublehand leaders and the gnoll com-mander. In part II, remove all warriors (ex-cept from 22), and assume Jessia is awaygathering material for item creation (she isnot present at the final battle). Remove 5,500gp from the reward set for 4th level charac-ters.

For 5th level characters, promote all gnollsto gnoll warriors and add one level to thedoublehand leaders, Jebadoh and the gnollcommander for part I. For part II, promotethe arbalesters to match the warriors, but letthem use the point blank shot and WeaponFocus (light crossbow) feats in place ofCleave and Weapon Focus (longsword). Addone level to Thok and Nallis. Add 4,500 gp tothe total reward.

For 6th level characters, in addition to theabove, add one level to the doublehand scouts,and one additional level to doublehand lead-ers, Jebadoh and the gnoll commander. In partII, assume Lakul has his cone of cold abilityavailable for use. Also, add one level to Jessiaand the warriors, and add an additional levelto Thok and Nallis. Make Ibnib more activein support of Kenelkek, especially in warningabout intruders. Add 10,000 gp to the rewardset for 4th level characters.

Scaling the Adventure

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caravans. This requires following one ofthe chains of evidence that leads to thebase. It may be possible to unmask thetraitor Pinshot who is supplying informa-tion to the gnolls, or free the gnomishtrader Hrandeth. Regardless, an encoun-ter with a wererat is also likely, and thismay lead to the same location.

The second part of the adventureinvolves investigating deeper beneath thefort. Although those living under the fortmake efforts not to advertise their pres-ence, careful questioning of prisoners or athorough search of the stables should leadthe heroes to them. A sudden confronta-tion with a Devil, the assistance (orhindrance) of wererats, or a curioussearch of the caves harking back to theoriginal inhabitants of the fortificationmay lead to such an investigation.

Character HooksThe escaped drover: As the party arrivesin Thornbury, an exhausted drover runsinto the hamlet with a wild story. He wasdriving a wagon and says he was at-

tacked by dozens of dog-headed creaturestaller than him, a dozen miles north ofthe hamlet. (This is the third caravanattacked in the last six weeks, and thesixth in the last four months.) The partymay decide to investigate on their own; ifnot, Captain Destrani, unhappy withhaving unattached adventurers (i.e.troublemakers) about, strongly suggeststhey make themselves useful or leave.

Free the imprisoned gnome: Relativesof the gnomish trader Hrandeth of ClanAlazzar talk to the PCs. They werecontacted about paying a ransom for hisrelease; unfortunately, all of the clan’sready capital went into buying merchan-dise for Hrandeth’s latest venture, so theycannot raise the required sum in time.The PCs are offered a 500 gp award forthe return of the trader. The group arrivesin Thornbury at the same time as thedrover runs into the hamlet.

The ambush: For heroes who like non-stop action, have them come upon thewagons of trader Meredith Murt (seebelow) just as they are attacked by adozen gnolls. After the battle, they shouldbe able to follow fleeing gnolls back to thefort.

As curious villagers gather round, hebabbles to anyone who listens that hewas a drover for the cloth merchantsPulus and Rund. He breathlessly ex-plains that the three merchant wagonswere ten miles north of town when doz-ens of dog-headed humanoids, eachtaller than him, surged out of the woodsin attack. He saved himself by jumpingoff his wagon and running as fast as hecould into the woods. He ran as long ashe could, finally collapsing into somebushes. After spending the night in the

When the characters arrive in Thornbury,read or paraphrase the following infor-mation. If using the ambush hook instead,refer to the description of the caravanambush on page 9.

Screams are suddenly heard fromthe north, the direction of the road thatleads out of the hamlet. A man stag-gers into view around a bend in the road.His clothing is badly torn, and he issweat-soaked and covered in driedblood from numerous scratches.

Part 1: The Gnoll Bandits

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forest, he stumbled around until hecame across the road, and followed itdown into the hamlet.

Among the onlookers is a scarred,middle-aged man dressed in fullchainmail, accompanied by two youngmen in chain shirts. The older man turnsto one of his companions, ordering himto organize a mounted patrol to find anyother survivors, cautioning him that theymust return by sundown.

The scarred man is Captain Destrani(see below). Further investigation can bedone either inside or outside the hamlet.

ThornburyThornbury is a good place to start to pickup clues regarding the recent attacks.Investigation and encounters may leadeither to the spy who has been passingthe bandits information, or to thewererats who live near the bandits.

Thornbury (hamlet): Conventional;AL LN; 120 gp limit; Assets 720 gp;Population 120; Mixed (human 95,halfling 11, elf 6, dwarf 4, gnome 2, half-elf 1, half-orc 1).

Authority Figure: Frederick Manos,mayor and proprietor of The LaughingPlowboy Inn and Tavern.

Important Characters: KatrinaSmallwood, moneychanger; VintusBroadleaf, proprietor of ThornburyGeneral Supplies; Brother Clarence, malehuman Clr2.

Others: Brd1 (1); Clr1 (2); Ftr1 (1);Rgr1 (1); Wiz1 (1); Militia, War2 (1),War1 (5); Exp3 (1); Exp1 (3); Com9 (1);Com5 (1); Com3 (3); Com1 (95).

Frederick ManosFrederick ManosFrederick ManosFrederick ManosFrederick ManosNG male human Exp5, mayor, andproprietor of The Laughing Plowboy Innand Tavern. Thornbury and his inngarner a large economic benefit from the

trading caravans that pass through.Frederick became mayor as owner of themost prosperous business in town. He hasno idea what to do about the banditattacks, and only advises the charactersto “Get on out there and look around.You’re sure to turn up something.”

One alternative to playing all of theNPC encounters in an adventure your-self is to let your players help you out.Give a short description of an NPC toeach player before the adventure be-gins. If the characters meet this NPC,let the player run him or her. If the NPChas knowledge that the players shouldn’tknow too soon, pass a note with the in-formation to the player when it comesout in conversation.

While this is a good way to involvethe players in a different way in an ad-venture, it should not be forced on any-one who feels uncomfortable assuminga role on short notice.

In the inn and around town, it ispossible to pick up rumors with a success-ful Gather Information skill check, orthrough good roleplaying (this is a chancefor the players to interact with the localsand draw out information in extendedconversation).

Efran WinterLN male human drover, Com2.

He survived the attack on the caravan ofPulus and Rund by leaping off his seat assoon as the attack happened, and run-ning away without looking back. He staysin town a couple of days to recover, thensets off on foot for his home. He hasnothing to add to the account he givesafter running into town.

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Vintus BroadleafProprietor of Thornbury General Sup-plies, Vintus likes to tell people, “I’m justas pugnacious as the cock above mydoor.” His store stocks general adventur-ing supplies (subject to the town limit of120 gp) and general caravaneering goods.In a pinch, he performs crude repairs onwagons or animal harnesses with the aidof a human employee. He has beendealing with the wererats living near thegnoll fort, and fencing some of theirstolen goods. He meets a wererat once

DC (Gather Info.) Rumor Heard in Thornbury6 “Nah, it can’t be orcs or goblins or such-like doing the attacks. If that

were true, they would’ve burnt half the hamlet down by now.”8 “Why, the Deerlake farm was burnt out ten months back. Shame about

the family all being slaughtered like that. No, there haven’t been anyattacks on locals since then, despite the caravan raids.” (Ruins of theDeerlake Farm.)

8 “How come that guard captain ain’t done nothing ‘bout the raids?He’s gotta be on the take.” (Captain Athenos Destrani.)

10 “I seen a pigeon flying out of the moneychanger’s house. It had something tied to its leg.” (Katrina Smallwood, the local moneychanger.)

10 “That peddler, Pinshot, left town right before those last two attacks. Inever trusted him anyways.” (Peddler Thomas Pinshot.)

12 “Broadleaf’s been receiving visitors at his store late at night. I don’t knowwhat’s up, but it figures a halfling would be into something shady.”(Vintus Broadleaf, runs Thornbury General Supplies.)

14 “A lotta strangers passing through recently. One young lass, she beenhere several times before.” (The wererat Din.)

14 “No sense going north of town anymore for hunting. There isn’t any largegame, and something is even taking the small animals. Everything wasgone out of my trap lines the last two times, leaving me with nothing.”(Reference to deliberate over-hunting by gnolls.)

20 “That brass cock Vintus gots mounted above his door. One day its fightin’spurs were gleaming like gold, but I looked more close-like t’other day,and they were as tarnished as the rest of that old bird. Me eyes must begoin’.” (Vintus Broadleaf, runs Thornbury General Supplies.)

22 “Ain’t much to look at, but those mounds near the old Deerlake placewas once inhabited. My pappy told me he and a friend found cavesunder there, even graves. But something they couldn’t see attackedthem, drove ‘em crazy for a while. They figured they was lucky to es-cape alive.” (Only available if the party already has some general knowl-edge about the gnoll fort, or on a successful bardic lore check.)

every tenday (although he may suspectdifferently, he has no proof his visitors areother than human). He signals that themeeting is OK by sliding two plugs ofgold over the spurs on the brass cockmounted over the door of his business.(He does this from a second floor win-dow, since the cock is nine feet off theground.)

If confronted about his shady dealings,he is combative, even daring the party tocall in Captain Destrani. If threatened inany way, he refuses to help the party,and intimidation checks are useless unless

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backed up by a magical enchantment.Vintus is quite capable of recognizing aspell being cast, and if it is unsuccessful,he quickly lodges a complaint of unlawfulmagical usage with the captain. If con-fronted on a day for a scheduled meeting,he removes the gold plugs from the brasscock, even with the danger someonemight notice him doing so.

If approached more diplomatically, orif the party somehow stumbles on hisusage of the cock as a signal, he is reason-able. He admits he has been “buyinggoods from a customer who’s a bit shy,but there’s nothing illegal about that!” Heagrees to arrange a meeting with his“customer” for 10 gp (plus 1 gp for everypoint by which a bluff or Diplomacy skillcheck fails DC16). If the characters knowabout the signal, he does this for nothing.

If the PCs talk to him early enough inthe day, he lets them in the shop while hewaits for his contact Din (see below) toshow up. Otherwise, the heroes mustwait another tenday. Vintus is extremelyloyal to those he does business with, andif he feels the PCs are about to restrainDin he hurls a thunderstone to help hermake an escape.

Katrina SmallwoodLN female human, Exp3.

Katrina’s main business is with passingcaravans; converting their foreign moneyto match those of the land their journeystake them to next. Occasionally, sheconverts artwork or gems into hardcurrency. She maintains informal contactwith moneychangers in nearby cities viacarrier pigeons, passing on rumors andinformation on current exchange rates fortheir mutual benefit.

If confronted by the PCs, she is hesi-tant to speak, for fear they might rob her.An Intimidate skill check (DC10), aDiplomacy skill check (DC13), or the

threat that Captain Destrani will bebrought in, convinces her to speak freelyand explain exactly why she uses herpigeons.

Thomas PinshotNE male human Com5; HD 5d4; hp 14; Init +0; Spd 30

ft.; AC 10 (touch 10, flat-footed 10); SV Fort +1,Ref +1, Will +1; Str 11, Dex 11, Con 11, Int 10,Wis 10, Cha 10. Skills: Bluff +2, Jump +2, Listen+2, Profession (Merchant) +4, Spot +2.

A peddler and tinker, he has a regularrun between the hamlet and local farms.It is often more convenient for the farmersto buy from Pinshot directly rather thango into Thornbury. He is also able toperform basic repairs to tools.

The more lucrative (and secretive) partof his business is supplying information tothe gnoll bandits. He notes what caravansarrived in town or anything else of inter-est on a scroll, and then later drops it atone of several points along the northerntrade road. A gnoll scout checks the dropplaces twice a day. His payments are leftat one of the drops, based on the useful-ness of the information he has supplied.

Since the gnolls fear it might be discov-ered, a slave controller does not enthrallhim (see the new monster descriptions atthe end of the adventure). Pinshot is onlyconcerned about himself, and readily tellseverything he knows about his contactswith the gnolls if confronted. He firstblusters and demands the heroes topromise to let him go in exchange forwhat he has to say, but quickly backsdown in the face of any real threat.

If the adventurers unmask him, theyshould receive 600 Story XP.

Captain Athenos DestraniLN male human Ftr8.

Commander of a detachment of two-dozen troops guarding the constructionof a keep. Tensions have been risinglately, and the keep is intended to main-

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tain control of this region. Since thebandits have not been bothering thehamlet, he feels it is up to the merchantsto provide for their own protection. Hisorders require him to maintain a strongguard on the construction site at all times.He is willing to launch occasionalmounted patrols along the trade road, butnot too deeply. The trade road north ofthe hamlet is disputed territory, and anincursion by armed troops could provokea border skirmish.

Destrani recognizes the creaturesdescribed by the drover as gnolls, butsnorts at his description of “dozens” ofattackers. He finds the identificationproblematic, since he knows gnolls asundisciplined fighters. How have theymanaged to leave only one survivor fromtheir last six attacks, and why haven’tthey attacked any outlying farms?

Destrani has no time for stray adven-turers rattling around Thornbury. If thePCs stay in the hamlet for more than acouple of days, he bluntly orders them tomake themselves useful by solving thebandit attacks, or to take themselveselsewhere.

He does not arrest anyone withoutsome proof of his or her misdeeds, andhonestly tries to determine the guilt ofanyone he arrests. He has a cleric whocan cast a zone of truth spell, and regardsthe refusal to answer questions as proofof a guilty intent.

DinCN female wererat Rog1 (for full statis-tics, see wererat description below in partII).

She has been sent into Thornbury to fencea stolen item to Vintus. Overly bold, shecan’t resist the opportunity to make a fewthefts of her own, including one of thePCs as a target if they walk around townon days zero or one (see Timeline, below).

She attempts to pick their pocket. Make acheck for her against a DC of 20 (usingher pick pocket skill of +10). If she suc-ceeds, she has lifted a small pouch ofmoney from the character. If the charac-ter succeeds at an opposed check usinghis or her Spot skill, the theft is noticed,whether or not it was successful. If thetheft goes unnoticed immediately, it is notdetected until the next time the characterattempts to use money, or when retiringto bed that night. In this situation, allow aWisdom check (DC 11) to remember theattractive young woman who bumpedinto the character during the day.

If caught in the act, she plays on theheroes’ sympathy, breaking down intears, “Please, I’m on my own, this is theonly way I have to survive. Don’t turn mein, I never take but a pittance, and thenonly from those who can well afford it.”If this story is seen through (for instance,she has 31 gp worth of coin on her, and aring worth 150 gp she is in town to fenceto Vintus), she offers information on thebandits in return for her freedom.

She witnessed an attack on a caravanabout a month ago (this was the caravanof the gnome Hrandeth). “It was gnolls,striking from ambush. I don’t see howthey could have known to wait rightthere without some advance word. Andbefore you ask, I couldn’t draw attentionto myself by telling anyone about this.” Ifsomeone in the party succeeds in anIntimidate skill check (DC 18) or a Diplo-macy skill check (DC 20), she adds “I wascurious about the gnolls, and followedthem after the attack. They used a pathleading to a burnt-out farm; they musthave a hold not too much further into thewoods. They have to be getting informa-tion from someone in Thornbury, maybesomeone who travels a lot.” (If intro-duced to the party by Vintus, she grudg-ingly reveals the initial information, and

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the second part with a successful Diplo-macy check.)

Din does not voluntarily reveal she is awererat, or reveal the presence of thewererat nest. Even if magically com-pelled, the existence of the nest is some-thing she would not tell even a closefriend, although clever questioning maybring it out. If it appears she is about to beturned over to the authorities, or the PCsthemselves attempt to restrain her, shechanges to hybrid wererat form, catchingthe PCs flat-footed if they don’t alreadysuspect she may have this ability. Shereceives a +6 circumstance bonus the firstround to break any grapple, and attemptsto flee into the nearby woods, where sheuses her skills to lose any pursuers.

TimelineDay –38 Spice merchant Hrandeth’s

caravan attacked.Day –19 Nameless tinker’s wagon at-

tacked.Day –1 Caravan of cloth merchants

Pulus and Rund attacked.Day 0 PCs arrive in Thornbury. Es-

caped drover arrives in the hamlet.Din attempts to pick pocketone of the heroesif they are intown. Din meetswith Vintus thatnight.

Day 1 Peddler Pinshotarrives in Thornburymid-morning. TraderMeredith Murt’s cara-van arrives in the early afternoon.Pinshot leaves town in the late af-ternoon, headed north on the traderoad. Din leaves soon thereafter, al-though she takes to the woods.

Day 2 Murt leaves Thornbury early inthe morning. His caravan is am-bushed about five hours later.

Day 3 A messenger, carrying privatedispatches from the next town to thenorth, arrives reporting the destruc-tion of the caravan.

Day 6 If the heroes have made noprogress by this point, CaptainDestrani throws them out ofThornbury.

Ambush theAmbushersThe day after the PCs arrive in town,trader Meredith Murt’s (LN human maleExp3) caravan arrives in Thornbury. Hestays through the night to rest his hire-lings and animals, and to see if anyone inthe hamlet is interested in his wares (he iscarrying miscellaneous tools in his two

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wagons).Late that afternoon, the peddler

Pinshot departs from the hamlet, to leavea message at one of his drops that acaravan is headed north the next day.Clever players may suspect the caravanwill be attacked, and resolve to do some-thing about it. When the heroes leaveThornbury, refer to the overland map onpage 10.

Murt is aware of the reputation thisstretch of road is garnering, and hasresolved to start early the next day andpush through well north before nightfalls. He is not too receptive to the idea ofthe heroes accompanying his caravan inhopes it is attacked. If he is given a “gift,”he agrees to the idea. The minimum heaccepts is 20 gp, plus 5 gp per point bywhich a Diplomacy skill check (DC 16) isfailed. An Intimidate skill check (DC 14)convinces him to allow the PCs to comealong without cost.

Murt has three caravan guards, aswell as two drovers for the wagons andmules. The guards, who are on foot, fightvaliantly until they are reduced to lessthan 50% of their hit points, at whichpoint they flee. If intimidation gained thePCs a place in the caravan, the guardsattempt to flee as soon as the ambush istriggered.

Meredith Murt, male human Exp3: hp 13.

Drover, human Com1 (2): hp 2, 3.Caravan Guard War3 (3): CR2; Medium-sized human;

HD 3d8+3; hp 16, 18, 19; Init +0; Spd 20 ft.; AC 14(touch 10, flat-footed 14); Atks +4 melee (1d8+1/19-20, longsword); AL N; SV Fort +4, Ref +1, Will+1; Str 12, Dex 11, Con 12, Int 11, Wis 10, Char10.

Skills: Listen +2, Spot +2, Climb –1, Hide –2. Feats:Cleave, Power Attack, Skill Focus (handle ani-mal).

Possessions: chain shirt, longsword, 2d6 sp. (Refer to gnoll stats on page 13)A Doublehand of gnolls are waiting

along the road about a quarter-mile north

of where the last ambush occurred (if theheroes are waiting in the forest for theambush to happen this may leave thembadly out of place). Only the doublehandscout is actually watching the road, fromhigh up in a tree. When the caravan hasreached the right position (slightly northof area D on the map), he calls out to theothers to attack. The hand led by theleader attacks the lead wagon. The otherhand attacks the rear wagon. Their initialjavelin throws target the wagons’ nearside mules, so that they cannot be drivenoff.

The Druid Jebadoh and an ogre arewaiting nearby to help move the prison-ers and loot once the attack is over. Theymay join the battle, or simply return tothe fort once they realize the ambush hasfailed.

If the PCs have concealed themselvesin the wagons, have them roll initiativenormally when they decide to act. Allowthe party to act first in this round tosimulate surprise.

Read or paraphrase the followingdescription when the ambush occurs.(This description can also be used if youchose the character hook allowing thePCs to come upon the ambush bychance.)

The day is quiet, save for the creakof the wagons and the whisper ofmules’ harnesses. Sunlight passingthrough the forest canopy dapples theroad ahead.

Suddenly, a single yell rings out fromabove. Within moments, it is echoed bya dozen more near at hand. A group ofgnolls charge out of the woods, throw-ing javelins at the lead wagon. Anothergroup attacks the rear wagon. The leadwagon almost immediately stops, oneof the mules sagging in the traces.

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If the PCs have somehow preventedPinshot from leaving any messages, thegnolls won’t have time to set up anambush of the caravan.

In this case, a gnoll scout notices thepassing caravan, and a night assault isplanned after the caravan master makescamp. Within a few miles of where thelast caravan was attacked, the gnolls thenattempt a night assault. A doublehandperforms the attack. The scout from thedoublehand only searches long enough tofind the campsite, without approaching itclosely. The gnolls attack headlong in themiddle of the night, charging straight forthe reported camp, relying on theirDarkvision.

The Tranym ForestThis section describes significant featuresof the forest around the Gnoll Fort. Theforest is normally quiet near Thornbury.Other than the site based encountersdetailed below (A and F), the only wan-dering encounters worthy of adventurers’attention would be with gnolls orwererats, as detailed in the next section.Moving cross-country through the forestis done at a speed of less than two milesper hour.

A. Gnoll Fort.A. Gnoll Fort.A. Gnoll Fort.A. Gnoll Fort.A. Gnoll Fort.An ancient barbarian fortification, re-duced to little more than brush coveredembankments, has been renovated by thegnolls as their base. See the next sectionfor a complete description of the fortifica-tion and its inhabitants.

BBBBB. R. R. R. R. Ruins ofuins ofuins ofuins ofuins of Deerlak Deerlak Deerlak Deerlak Deerlake Fe Fe Fe Fe Farararararm.m.m.m.m.This farm was attacked and burnt downwhen the gnolls arrived in this area someten months back.

Charred foundations are all that re-mains of two buildings. The brokenbrickwork chimney at the end of one

foundation implies it must have been afarmhouse. The larger one was prob-ably a barn. Green vines twine aboutthe blackened timbers, indicating the firehappened at least a season ago.

The farm was too close to where thegnolls wished to establish their base,besides providing the most direct accessto the fort. What looks like just a ratherwide animal trail leads from the west sideof the Deerlake farm to the gnoll fort. Awagon can move along the trail easily.

Buried in the ground between theruins of the main house and the barn is asack of coins, the Deerlake’s hoard,(Search skill check (DC 18) to find)containing 3 gp, and 21 sp.

C1/C2. Pathways to Deerlake Farm.C1/C2. Pathways to Deerlake Farm.C1/C2. Pathways to Deerlake Farm.C1/C2. Pathways to Deerlake Farm.C1/C2. Pathways to Deerlake Farm.These two farm paths are used to

move loot and supplies from the am-bushed caravans to the fort (includingitems that need to be fenced. The Druid

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Jebadoh (see description of the Gnoll Fort)uses his abilities to keep these pathslooking like they have not been used inmonths. Someone with the Track featwho makes a Wilderness Lore skill check(DC 18), or anyone who succeeds at aSearch skill check (DC 24) notes fainttraces of recent wagon tracks. The trackslead beyond the farm, toward the fort.

DDDDD. E1 to E3.. E1 to E3.. E1 to E3.. E1 to E3.. E1 to E3.A gnoll scout moves between theselocations twice during each day. E1 to E3are the drops where the peddler ThomasPinshot leaves his messages. Otherwise,the scout is in area D, up in a tree observ-ing the trade road.

If the heroes set out from town northalong the trade road, they should easilyfind the site of the recent ambush (veryclose to area D).

If the PCs spend much time in thisarea, the gnoll scout eventually stumblesupon them. Make an opposed Spot checkagainst the gnoll’s Hide in Cover skillcheck (the scout starts with a Hide inCover bonus of +5, increased to +10 if thegnoll is already stationary) to see if theadventurers note him. On spotting them,the scout immediately returns to the fort,and a defensive ambush is set up within30 minutes. This ambush is only triggeredif the adventurers continue to work theirway closer to the fort.

Such an ambush consists of adoublehand, split into two parts. Onehand, including the doublehand leader,forms a blocking force. They step fromcover throwing javelins, and entice theheroes to charge by shouting at them. Thesecond hand (including the scout) ishidden at right angles to and in front ofthe blockers, ready to strike by surpriseanyone foolish enough to charge the firsthand. (To simulate surprise, on the roundthe second hand strikes, their initiative isautomatically set to one more than the

next highest rolled initiative so they actfirst that round. They maintain thisinitiative value on subsequent rounds.)

The gnoll ambushers have a modifiedHide in Cover modifier of +2 (-6 base, -2six or more, +5 still, +5 in brush) that isopposed by any player character’s Spotcheck to see if they are noticed. If the PCsare trying to move silently and in cover,oppose their rolls with the best Spot orListen abilities among the gnolls, Spot +1(-2 for staying low), Listen +2.

F. Spiders.F. Spiders.F. Spiders.F. Spiders.F. Spiders.A section of forest roughly a quarter-mileacross is infested with web-spinningspiders.

Creatures (8) (EL 4): Two monstrousspiders that lair here have recently repro-duced, spawning numerous young.Throughout this area, individual strandsof web are strung between trees at vari-ous heights, from ankle high up to theforest canopy. Every ten minutes theparty has a 50% chance to stumble intoone of these. If a web entangles anyone,25% of the time a tiny spider attacks 1d4rounds later, by silently dropping via asingle strand onto the victim. There aremany tiny spiders found away from thecentral region.

Toward the center of the area is alarge sheet web, 60 feet across, anchoredto various trees. Any disturbance of thisweb causes the medium-sized spiders toattack. They first cast webs from thetreetops, trying to entangle as many aspossible, then glide down to melee. Sixtiny spiders join in the attack.

Monstrous Spider, Medium-size (2): CR 1; Medium-Size Vermin (5 ft. diameter); HD 2d8+2; hp 11,13; Init +3; Spd 30 ft., climb 20 ft.; AC 14 (touch13, flat footed 11); Atk +4 melee (1d6 and poi-son, bite); SA Poison, web; SQ Vermin; AL N; SVFort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12,Int -, Wis 10, Cha 2.

Skills: Climb +12, Hide +10, Jump +0, Spot + 7. Feats:Weapon Finesse (bite).

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Monstrous Spider, Tiny (6): CR ¼; Tiny Vermin (2 ft.diameter); HD 1/2d8; hp 1, 3, 1, 4, 2, 2; Init +3;Spd 30 ft., climb 20 ft.; AC 15 (touch 15, flat footed12); Atk +5 melee (1d3-4 and poison, bite); SAPoison, web; SQ Vermin; AL N; SV Fort +2, Ref+3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10,Cha 2.

Skills: Climb +8, Hide +18, Jump -4, Spot + 7. Feats:Weapon Finesse (bite).

Creature (EL 4): If the party ap-proaches within a half-mile of this areaduring the day, they encounter the femalepixie Liset. She is aware the spiders havereproduced, and has decided somethingneeds to be done about them. The arrivalof adventurers is a happy coincidence.

Appearing 12 feet in front of you,hovering in the air on delicate gossa-mer wings, is a two-foot-tall female hu-manoid, wearing a red dress withmatching cap and boots with toes thatcurl upwards. Her long, slender earsseem quite normal on her frame; sheholds a dainty bow in one hand. Shecalls out in a high-pitched, warblingvoice, “Come quick-quick. Beek bemissing, maybe spiders get. Big oneshelp be gotten, special reward be given.”

Assuming the PCs make no immediatehostile move, she turns invisible, and callsfrom half-a-dozen feet further ahead,“Follow me.” She continues to talk to theheroes as she leads them to the mainspider nest, occasionally allowing aglimpse of herself. If pressed for specifics,she is vague, “Oh, Beek always getting introuble.” Or “Big ones have no difficultywith spiders, not many.” She regales theparty with tales of the local wildlife, ofsparrows raising their young, or how amouse just escaped from a fox. She does,however, try to get an answer from eachplayer character on what that personthinks would be a suitable reward foraiding her.

Beek is entirely made up, but Liset isnot evil at heart. If the heroes should runinto trouble against the spiders, she aidsthem to the best of her ability. After thetwo medium-sized spiders are defeated,she ponders “Hmm, Beek not here afterall. Still, big ones deserve their reward.” Ifthe party has patiently listened to her upto now, and haven’t expressed an interestin too extravagant a reward, she leadsthem on a 20-minute walk to a hollowtree, where she has hidden a non-magicalmithril chain shirt. Before leaving, shewarns the party, “Bad dog faces on otherside of man road.”

If the party is very greedy in its expec-tations, or otherwise upsets her, she leadsthem on a 30-minute ramble through theheaviest concentrations of brambles andpoison ivy she can find before abandon-ing them.

Liset, Female Pixie: CR 4; Small Fey (2½ ft. tall); HD1d6; hp 4; Init +4; Spd 20 ft., fly 60 ft.; AC 16(touch 15, flat footed 12); Atk +5 melee (1d4-2,dagger) or +6 ranged (1d6, shortbow); SA Spell-like abilities; SQ SR 16, natural invisibility; ALNG; SV Fort +0, Ref +6, Will +4; Str 7, Dex 18,Con 11, Int 16, Wis 15, Cha 16.

Skills: Bluff +7, Concentration +4, Escape Artist +8,Heal +6, Hide +12, Listen +8, Move Silently +8,Ride +8, Search +9, Sense Motive +6, Spot +8.Feats: Dodge, Point Blank Shot, Rapid Shot,Weapon Finesse (dagger), Weapon Focus(shortbow).

Spell-like Abilities: Once per day: confusion (touch), danc-ing lights, detect chaos, detect good, detect evil, de-tect law, detect thoughts, dispel magic, entangle, per-manent image, polymorph self; Cast as 8th level sor-cerer, save DC 13 + spell level.

Possessions: dagger, short bow, twenty regular ar-rows, two sleep arrows (Fort DC 15); hp 4.

The Gnoll FortAll that is left aboveground of an ancientsettlement is an oval embankment. Theraiders have cleared away the under-growth and built new structures. Most ofthe raiders are gnolls. Slave controllers

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(see description at end of module) domi-nate the leaders, serving the interests ofthe real master located under the fort (seepart II).

The dominated leaders have forced thegnolls to practice basic hygiene, follow asemblance of military discipline, and evendo manual labor. The gnolls are formedinto two doublehands; a gnoll com-mander, a druid, and an ogre round outthe forces. The complement of the fort isas follows:

First Doublehand (EL 8)Gnolls (4): hp 14, 11, 11, 11Gnoll Warriors (6): hp 23, 21, 20, 15, 21, 29Gnoll Controlled Scout (1): hp 28Gnoll Controlled Doublehand Leader (1): hp 33

Second Doublehand (EL 8)Gnolls (4): hp 16, 10, 9, 13Gnoll Warriors (6): hp 24, 24, 22, 17, 17, 21Gnoll Controlled Scout (1): hp 32Gnoll Controlled Doublehand Leader (1): hp 31

Gnoll: CR1; Medium-sized Humanoid (7 ft. 6 in. tall);HD 2d8+2; Init +0; Spd 20 ft.; AC 17 (touch 10, flat-footed 17); Atk +3 melee (1d8+2/X3, battleaxe) or+1 ranged (1d6+2, javelin); SQ Darkvision 60 ft.;AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10,Con 13, Int 8, Wis 11, Cha 8.

Skills: Listen +3, Spot +3, Climb -4, Hide –6. Feats: PowerAttack.

Possessions: Scale armor, large shield, battleaxe, jav-elin, 2d6 sp.

Gnoll Warrior War2: CR2; Medium-sized Humanoid(7 ft. 6 in. tall); HD 2d8+2 plus 2d8+2; Init +0; Spd20 ft.; AC 17 (touch 10, flat-footed 17); Atk +5melee (1d8+2/X3, battleaxe) or +3 ranged (1d6+2,javelin); SQ Darkvision 60 ft.; AL CE; SV Fort +7,Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis11, Cha 8.

Skills: Listen +3, Spot +3, Climb -2, Hide -6. Feats: Cleave,Power Attack.

Possessions: Scale armor, large shield, battleaxe, jav-elin, 4d6 sp.

Gnoll Controlled Scout Rgr2: CR3; Medium-sizedHumanoid (7 ft. 6 in. tall); HD 2d8+2 plus 2d10+2;Init +1; Spd 30 ft.; AC 15 (touch 11, flat-footed 14);Atk +3 melee (1d8+2/19-20, longsword) +3 melee(1d4+1/19-20, dagger) or +5 ranged (1d6/X3,shortbow); SA Favored Enemy: Human +1, Two-Weapon Fighting; SQ Darkvision 60 ft.; AL CE;

SV Fort +7, Ref +1, Will –1; Str 15, Dex 14 (12),Con 13, Int 11 (9), Wis 11 (9), Cha 8.

Skills: Listen +2, Spot +2, Climb +6, Hide +5, Wilder-ness Lore +4. Feats: Power Attack, Track, WeaponFocus (Shortbow).

Possessions: Studded leather, longsword, dagger,shortbow, 20 arrows.

Gnoll Controlled Doublehand Leader Ftr2: CR3; Me-dium-sized Humanoid (7 ft. 6 in. tall); HD 2d8+2plus 2d10+2; Init -1; Spd 20 ft.; AC 16 (touch 9, flat-footed 16); Atk +7 melee (1d8+2, battleaxe) or +3ranged (1d6+2, javelin); SQ Darkvision 60 ft.; ALCE; SV Fort +7, Ref -1, Will -1; Str 15, Dex 10 (8),Con 13, Int 12 (10), Wis 11 (9), Cha 8.

Skills: Listen +2, Spot +3, Climb +0, Hide –7. Feats:Cleave, Improved Bull Rush, Power Attack,Weapon Focus (battleaxe).

Possessions: Scale armor, large shield, masterworkbattleaxe, javelin.

Ogre, Controlled: CR 2; Large giant (9 ft. tall); HD4d8+8; hp 27; Init –2; Spd 30 ft.; AC15 (touch 8,flat-footed 15); Atk +8 melee (2d6+7, hugegreatclub); Face/Reach 5 ft. by 5ft./10 ft.; AL CE;SV Fort +6, Ref -1, Will +0; Str 21, Dex 8 (6), Con15, Int 6 (4), Wis 10 (8), Cha 7.

Skills: Climb +4, Listen +1, Spot +1. Feats: Weapon Fo-cus (greatclub).

Possessions: Hide armor, huge greatclub.

Jebadoh, Male Controlled Human Drd3: CR3; Medium-sized Humanoid (5ft. 9 in. tall); HD 3d8; hp 18;Init -1; Spd 30ft.; AC 11 (touch 9, flat-footed 11);Atk +4 melee (1d6+1/18-20, scimitar); SQ Naturesense, Trackless step, Woodland stride; AL NE;SV Fort +3, Ref +0, Will +4; Str 12, Dex 11 (9), Con11, Int 10 (8), Wis 14 (12), Cha 10.

Skills: Climb +1, Concentration +4, Handle Animal +2,Hide –1, Listen +1, Spot +1, Wilderness Lore +7.Feats: Dodge, Scribe Scroll, Track.

Possessions: Leather, scimitar, scrolls (caster level 3):Cure Light Wounds, Barkskin.

Spells: (4/3/2; base DC = 11 + spell level): 0-cure minorwounds, detect magic, flare, resistance; 1st-entangle,pass without trace (X2); 2nd-resist elements, summonswarm.

Tathos, Wolf Companion: CR2; Large Animal; HD5d8+15; hp 37; Init +2; Spd 50ft.; AC 12 (touch 10,flat-footed 11); Atk +5 melee (1d8+3, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA Trip; SQ Scent; AL N;SV Fort +6, Ref +5, Will +2; Str 17, Dex 13, Con 16,Int 2, Wis 12, Cha 6.

Skills: Hide +1, Listen +6, Move Silently +2, Spot +4,Wilderness Lore +1 ( +5 if tracking by scent).

Brindlenak, Gnoll Controlled Commander Rgr4: CR5;

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Medium-sized Humanoid (7 ft. 6 in. tall); HD 2d8+4plus 4d10+8; hp 51; Init +1; Spd 30 ft.; AC 15 (touch11, flat-footed 14); Atk +5 melee (1d8+2/19-20,longsword) +5 melee (1d4+1/19-20, dagger) or +7ranged (1d6+2/X3, shortbow); SA Favored Enemy:Human +1, Two-Weapon Fighting; SQDarkvision 60 ft.; AL CE; SV Fort +9, Ref +2, Will+1; Str 15, Dex 15 (13), Con 14, Int 13 (11), Wis 12(10), Cha 8.

Skills: Listen +5, Spot +5, Climb +9, Hide +8, Wilder-ness Lore +6. Feats: Power Attack, Track, WeaponFocus (shortbow).

Possessions: Masterwork studded leather, longsword,dagger, mighty composite shortbow ( +2 Str bo-nus), 20 arrows.

During the day, besides the gnoll scoutthat is normally found near the traderoad (see above), another scout periodi-cally makes a pass through the forestoutside the walls of the fort. This patroltakes about half an hour, and occursabout once every two hours. Also duringthe day, work parties of a hand (5 gnolls)in size randomly leave the fort to gatherwood or collect water. Since the gnollscould be in different places at differenttimes of the day, be sure to keep track ofthe total number based on the list above.Since their main enemies arehumans, the dangersare assumed worst inthe daytime; the forestpatrol is not undertakenat night.

At dusk, adoublehand leaves thefort to do some hunting.Besides adding to thecookpot, this helps keeplarge game away from thefort, which discourages humanhunters from visiting the area.The hunting party stays out forabout three hours.The remaining gnolls that are not on dutyamuse themselves by gambling in thebarracks. When the hunting party returnsthe main meal of the day is cooked. If anyworking party fails to return, a half hour

after it should have come back adoublehand is sent to investigate.

Most of the gnolls sleep from severalhours after midnight to the middle of thenext morning. All guard posts arechanged every four hours. If the PCsmanage to whittle the garrison down toless than a dozen individuals, the leadersabandon the fort, taking the treasure inarea 12 with them. They judge the re-maining force too depleted to both am-bush caravans and defend the fort, andgo off on a recruiting expedition amongthe local gnoll tribes that takes about amonth.

The underground leader is anxious toadd more mages to his force. Any oppo-nents who cast spells and are dressed inarmor lighter than a chain shirt areassumed to be mages, and the gnollleaders order that they should be takenalive (attacks are made to subdue ratherthan kill). If any player character mage(or apparent mage) is so captured, theyappear in part II of the adventure as a

controlled servant, unless res-cued.

The leaders try tokeep the non-con-

trolled gnolls ignorantof underground activities,but they are aware theleaders have dealings withhumans, and suspecthumans must be living

beneath the fort. (Anyindividual gnoll or gnoll

warrior that is captured has a25% chance of speaking Com-

mon.)The humans underneath the fort make

no efforts to aid the gnolls. It is deemedmore important to keep hidden than tohelp bandits, who can be replaced.

The dirt embankments around the fort,averaging eight feet high, are steep butnot difficult to climb. An individual can

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walk up one at half speed with a success-ful Climb skill check (DC 5). Attemptingto move at normal speed up an embank-ment is harder (DC 10). Failure indicatesthe individual has lost their footing andfallen to the bottom of the embankment.The garrison won’t actually try to defendthe top of an embankment. Instead, theyform up inside, attacking anyone whomakes it over the top. Individual defend-ers would be posted on roofs or on thenorth side of the compound to keep aneye on the attackers.

The wererats who also live here (seepart II) are familiar with the gnolls’pattern of patrols, and only emerge atnight. On any given night, one or twoemerge to look around for a couple ofhours. Din is curious; if she has returnedfrom Thornbury, she follows the PCsaround if they are active at night. Shemay attempt to steal something fromthem if the opportunity is right.

All the buildings in the fort are madeof wood. Doors are wooden unless other-wise noted. Ceilings are eight feet high(ten feet in the stables). The basic Listenskill check to notice loud noises, such asthe sound of combat, is DC 0. Add +5 if aclosed door is in the way, +1 per ten feetof distance. Trying to Listen directlythrough a wooden wall adds +10 to thedifficulty. The gnolls, because of theirDarkvision, do not bother with lamps.The buildings do not have any windows.

The heroes need to emphasize stealth,or whittle down the gnolls by attackinggroups away from the fort. It is otherwiselikely that any combat inside the fortalerts all the gnolls, bringing overwhelm-ing force against the PCs.Wooden Doors: 1½ in. thick; hardness 5; hp 15; AC 5;

break DC 18.Wooden Walls: 4 in. thick; hardness 5; hp 40; AC 5;

break DC 24; Climb DC 21.

1. Main Gate1. Main Gate1. Main Gate1. Main Gate1. Main GateThe gate has a gnoll guard day and night.When not in use, it is blocked by twochevaux-de-frise (wooden logs with sharp-ened stakes attached at right angles to thetrunk in all directions to form a moveablebarrier).

A curving embankment of earthblocks the clearing ahead. Above theeight-foot tall barrier, the tops of threebuildings can be seen. Two logs fittedwith sharpened stakes block a 15 footwide opening in the earthwork. A gnollpaces back and forth just inside. Theearthen embankment tracks its way upa small hill on the far side, making anobvious circle around the buildings.

2. Sally Gate2. Sally Gate2. Sally Gate2. Sally Gate2. Sally GateA smaller opening blocked by one chev-aux-de-frise, not wide enough to admit ahorse wagon. One gnoll guard is alwayson duty.

Gnollish MoraleLow-level gnolls (normal gnolls and

warriors) fight until their side is reducedto 25% or fewer effective individualsleft from the original total, at which pointthey flee. If their leaders are downed,this occurs at 50%. Any individual gnolltries to flee when it reaches 20% orless of its original hit points.

Controlled individuals do whateverthey feel is in their master’s best inter-est. If this means fighting against over-whelming odds, or leading a retreat, thisis what they do (however, note the ef-fect of strongly acting against their natu-ral inclination in the description of theslave controller at the end of the mod-ule).

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3. Upper Observation Post3. Upper Observation Post3. Upper Observation Post3. Upper Observation Post3. Upper Observation PostA gnoll guard is on duty during the dayonly. The post is high enough to give agood view in nearly all directions. At thislocation, the fort’s embankment crosseson top of the hill that extends off to thenorth. The stables are built into theembankment, so it is possible to take a

five-foot step up from the hilltop to theroof of the stables.

4. T4. T4. T4. T4. Trrrrrash Pitash Pitash Pitash Pitash PitAshes from the cooking fire, gnawedbones, and miscellaneous clutter fill thispit. Anyone succeeding at a healing skillcheck (DC 15) recognizes some of thebones as human, the remnants of those

Map 2: The Gnoll Fort

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killed in the caravan ambushes, or whodied working below. Searching the pitreveals nothing of value.

A 20 feet wide pit pierces theground. It is filled to within five feet ofthe rim with bones, ashes, fragmentsof wood, and less readily identifiablebric-a-brac.

5. LatrineA filled-in hole nearby marks the formerlocation of the latrine.

The smell wafting from inside indi-cates this is a latrine. The only furnish-ing is a wooden board with two circularopenings serving as a seat.

6. Barracks6. Barracks6. Barracks6. Barracks6. BarracksThe normal gnolls, warriors, and scoutsall sleep here. Besides the doors, the onlyopening is in the roof above the firepit inthe northern part of the chamber. A stackof firewood is piled neatly against onewall. The gnolls’ sleeping pelts cover thefloor. Sleeping hand members, or thoseoff duty, are normally found here. If analarm is raised, the gnolls ready for fiverounds before they begin exiting thesouthern door, two per round. They donot have time to don armor, but havetheir shields and weapons.

An effluvium mixed of wood smokeand too many creatures kept in oneplace for too long assaults your nostrilsas you enter. The large open roomstretches back 30 feet. Two doors arein the far wall. An opening near theback of the room breaks the roof di-rectly above a fire pit. Torn and dirtyfurs cover a dirt floor.

7. Doublehand Leader QuartersA simple bed and a chest are all thefurnishings in this room. The chest con-tains a spare set of scale armor.

A crudely made bed is pushedagainst the far wall of this small room.At the foot of the bed is a chest.

8. Doublehand Leader QuartersSimilar to the above, except the chestcontains a short bow and 20 arrows.

9. Cell9. Cell9. Cell9. Cell9. CellThis cell is completely empty. The door isunlocked.

10. Cell10. Cell10. Cell10. Cell10. CellThe gnome merchant Hrandeth of ClanAlazzar is in this locked cell. The door,which is solid, is heavier than the otherdoors in the compound. The key is in area11. The players receive 200 Story XP forfreeing him.

A figure sits huddled in a corner ofthe small room. Hesitantly, a beardedface is raised to stare at you. Thegnome’s mouth opens in disbelief, andhe slowly pulls himself to his feet.

Strong Wooden Door: 2 in. thick; hardness 5; hp 20;AC 5; break DC 23; open lock DC 18.

Hrandeth. LN male gnome, Exp 5; hp25. He is anxious to leave, and verygrateful to the adventurers. Much as hewould like to, he is unable to pay anyreward to the PCs without his shipmentof spices (see 23). If the PCs recover theshipment, and give it to him (he needs aloan of 25 gp to arrange its transporta-tion), six weeks later he returns the 25 gpwith the 500 gp reward previously prom-ised to the heroes. If no reward waspromised, he still sends 300 gp for hisrescue. Although not able to fight, he haslearned a few things that might be useful.

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“A few times I heard two humanstalking outside my cell, although I haveonly actually seen gnolls bringing me myfood.”

“When I was first brought to the fortafter the ambush, I saw a wagon with mybelongings enter a large building justnorth of here. My apprentice, my nephewObvim, was forced to go in there alongwith several human employees. I have noidea what happened to any of themsince.”

“The gnoll leader, Brindlenak, ques-tioned me several times. I was forced togive him the name of a relative that couldbe contacted to arrange a ransom, al-though I knew it was unlikely to be paid.He seemed very anxious to know if anymembers of my group practiced magic.”

11. Brindlenak and Jebadoh.11. Brindlenak and Jebadoh.11. Brindlenak and Jebadoh.11. Brindlenak and Jebadoh.11. Brindlenak and Jebadoh.There are no openings other than thedoors. When not otherwise about theirduties, the gnoll leader Brindlenak andthe Druid Jebadoh are found here. If theDruid is here, his animal companionTathos is resting next to the door, effec-tively preventing an unnoticed entry. Anoil lamp is lit on the table. If all three arehere, the encounter level is 6. In the chestis clothing, and the key to the cells at 9and 10.

Two beds, a chest, a table with anoil lamp and a chair are in the room.The furnishings are crudely made, butfunctional. A door pierces the oppositewall.

If Brindlenak is freed of his slavecontroller, he is totally confused by thefaint memories of the last six months, andunable to answer any questions. Aroundhis neck on a thong is the key to thestrongroom at 12.

Jebadoh appeared voluntarily at thefortification. A druid, he believes in direct

action to curtail the spread of civilizationinto wilderness areas. He saw the banditsas a force that could be directed to thatend, not realizing what he was gettinginto. Freed of his controller, he still main-tains his beliefs, and does not willinglyaid the party, not that the faint memorieshe retains would be of much help.

12. Strongroom12. Strongroom12. Strongroom12. Strongroom12. StrongroomPay for the garrison is stored here. Thedoor is locked (Open Lock DC 20). Asmall chest is in the room. The door is alsotrapped.

A chest sits against the far wall.

Thunderstone Trap: CR1; A thunderstone rests abovethe door, ready to fall and break if the door isopened; Fortitude save avoids (DC 15); Search(DC 20); Disable Device (DC 12).

The chest is unlocked, and contains600 gp, 1600 sp, and a sparethunderstone.

Levering open the chest’s lid revealstwo sacks. Undoing the tie binding theneck of one, mingled gold and silvercoins are visible inside.

13. Stables13. Stables13. Stables13. Stables13. StablesThe controlled ogre normally sleeps justwithin the door. The effect of the slavecontroller reduces the ogre’s intelligenceto such a low-level that he is used only forsimple tasks of manual labor.

The interior forms one large room,four wooden posts helping to supportthe roof. To the left of the entrance,half a dozen mules are tethered. To theright are piled crates, bales, and bar-rels. Further back are two caravan wag-ons. In the far corner on the left is apile of what appears to be animal feed.

Along the west wall are six mules,tethered to a rope stretching north to

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south. In the southeast corner are piledboxes of supplies (mostly dried provi-sions) and low-grade items captured fromcaravans, such as bales of cotton andcrates of unrefined ore. Besides the diffi-culty of transporting the items out ofhere, someone without knowledge of themarkets where these are desired couldonly sell them for about 150 gp. (Suchknowledge, and the time taken to trans-port them there, would triple the netproceeds.)

To the northwest is feed for the mules.To the northeast are two wagons. Themostly human servitors of the master (seepart II) take one or two wagons to thenearest large town north of here aboutonce a week. They purchase supplies,fence stolen goods, and if they haveseized an extra wagon, they sell both thewagon and the mules pulling it.

13a. Hidden Entry13a. Hidden Entry13a. Hidden Entry13a. Hidden Entry13a. Hidden EntryA secret panel in the wall leads to thetunnels of the true master of the bandits.

The panel can be found on a Search skillcheck (DC 22). There are scuff marks inthe dirt floor next to the wall here, someof which are partly cut off by the wall.Someone with the Track feat may noticethis (Wilderness Lore skill check DC 16),or they may be seen with a Search skillcheck (DC 20).

The true mastermind of the banditshas built a lair under the gnoll fort. Thisleader, a devil, is using the proceeds ofthe raids to fund its own magical re-search, the better to protect itself againstits enemies. A small band of wererats hasalso established a home here, stealingfrom the bandits. Their depredations havenot yet been discovered. Burials from thelong-vanished inhabitants of the fort, aswell as survivors of an ancient battle arealso present.

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Part II: Upper LevelBesides the entry tunnel to the lower level,a wererat lair has been tunneled into thesoft dirt of the hill that forms the northernside of the fort. The doors and walls ofareas 21 and 22 are of wood, and havethe same characteristics as the fort build-ings in part I. There is no permanentlighting; the human guards carry oillamps when moving around.

14. T14. T14. T14. T14. TunnelunnelunnelunnelunnelConnecting through the secret door at13a, this tunnel slopes downward, goingdown about 12 feet by the time the land-ing is reached. At the other end of thelanding, the tunnel continues, droppinganother 12 feet until it ends at a cave.

A tunnel cuts through the dirt of thehill above, heading directly away fromyou and sloping sharply downward.Wooden supports have been placed ev-ery five feet. To your left, the wall is ofwood, not dirt, for about 20 feet. Twodoors are inset in the wall.

15. Secret Entry to StoreroomThis is the entry the wererats use to pilfergoods from the bandits. They are mostactive after a raid, when newly captureditems are stored here that they can stealbefore everything is properly catalogued.Sometimes, the gnolls even blame eachother for stealing such items!

A cavity has been hollowed in thedirt, just large enough to fit a human.There is no floor; a few crude woodenrungs lead downward to a three-footwide tunnel heading east.

If the PCs assault the undergroundlevels without detecting them, thewererats take advantage of the confusion

to steal as much as possible, includingeverything in area 23.

16. Listening PostA wererat, in hybrid form, is stationedhere to try to hear what is going on in theadjacent tunnel, 14. The short tunnelconnecting to this post goes up eight feetright at 16 (requiring another crudeladder), reaching the same level as thebandit tunnel. Deliberately, there is noactual connection with that tunnel.The party may be able to detect thishollow, or the portion of the wererattunnel connecting 15 and 18 that goesunder the bandits’ tunnel, while in corri-dor 14. This requires a successful Searchskill check (DC 22). An elf does notautomatically get a chance to detect thehollow just by walking by, since it is notactually a secret door.

Creature (EL 4): If the wererat detectsthe party coming from 15, he tries toretreat to area 18.

Male Wererat Rog1: CR4; Medium-sized Shape-changer; AL N; three alternate forms, humanform not shown.

Hybrid Form: HD 1d6+1; hp 7; Init +4; Spd 30 ft.; AC17 (touch 14, flat-footed 13); Atk +4 melee (1d6/18-20, rapier) +2 melee (1d4 bite); SA Curse ofLycanthropy, Multi-attack, Sneak Attack +1d6;SQ Damage Reduction 15/silver, Rat Empathy,Scent; SV Fort +5, Ref +6, Will +4; Str 10, Dex 19,Con 13, Int 10, Wis 10, Cha 10.

Skills: Balance +6, Bluff +4, Climb +14, Disable Device+4, Hide in Cover +12, Listen +10, Move Silently+11, Open Lock +9, Search +10, Spot +10. Feats:Blind-fight, Dodge, Improved Control Shape,Multi-attack, Weapon Finesse (Bite), Weapon Fi-nesse (Rapier).

Possessions: Rapier, 15 gp.Dire Rat Form: As hybrid form except for these

changes. Small-size; Spd 40 ft., Climb 20 ft.; AC18 (touch 15, flat-footed 14); Atk +4 melee (1d4bite); Skills: Hide in Cover +16.

17. Wererat TunnelThese narrow tunnels connect the mainwererat lair with an exit to the outsideand the underground bandit level.

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A narrow three-foot by three-foottunnel snakes off ahead of you. Crudewooden boards run along the tunnel’sroof, braced by wooden posts every fewfeet.

Any combat in the tunnels is severelylimited. Large weapons are unusable, asare medium weapons that are not usefulfor thrusting. A rapier or halfspear wouldbe useful in these conditions, but suchweapons still receive a –2 circumstancepenalty to hit. Small weapons receive asimilar penalty. Tiny weapons can beused without penalty.

18. Common ChamberThe wererats gather here when they havenothing else that they need to do. Aroughly circular chamber has been hol-lowed out. The roots of a large treeprovide most of the support to the wallsand ceiling, aided by timber cross bracing.

Creatures (EL 8): Urt, Din, and a malewererat in hybrid form, are usually foundhere.

A few roots and vertical braces blockthe middle of the room. In the northeastcorner are piled games (decks of cards,a tarot deck, and a chess set). On thesouth wall, someone has set up a target,now badly torn and cut by the knives thathave been thrown at it.

An oil lamp is normally kept burninghere; it is extinguished as soon as anyintruders are detected.

Tactics: If intruders are noted comingdown either of the tunnels connecting tothis room, Urt tries to meet them in one ofthe trapped sections of the tunnels. Atfirst, he tries to negotiate with them,offering information about the bandits.He is familiar with the number of gnolls,

their patrol schedule, and the upper level.He has not been in the bandits’ section ofthe lower level, and stays away from thegraves there since he can sense a deadlypresence.

If the PCs insist on advancing, orattack him, he yells out to trigger thetraps (see 18a below), relying on hisabilities to prevent his own entrapment. Ifoutmatched by a foe he is fighting in oneof the tunnels, he retreats into 18, allow-ing other wererats to flank and sneak-attack his opponent. If setting off trapsblocks both tunnels, it only takes thewererats about two hours to dig a newexit to the surface.

If the PCs successfully negotiate withthe wererats without attacking them,they should receive experience for a CR7encounter.Male Wererat Rog1: For stats, see 16; hp 7.Urt, Male Wererat Leader Rog4: CR7; Medium-sized

Shape-changer; AL N; three alternate forms.Human Form: HD 4d6+4; hp 23; Init +2; Spd 30 ft.; AC

14 (touch 12, flat-footed 14); Atks +5 melee(1d6+1/18-20, rapier), +2 melee (1d4/19-20, dag-ger); SA Sneak Attack +2d6, Two-Weapon Fight-ing; SQ Evasion, Rat Empathy, Uncanny Dodge;SV Fort +5, Ref +6, Will +4; Str 12, Dex 15, Con12, Int 12, Wis 11, Cha 12.

Skills: Balance +5, Bluff +4, Climb +13, Disable Device+10, Gather Information +8, Hide in Cover +13,Listen +11, Move Silently +12, Open Lock +11,Search +12, Sense Motive +4, Spot +11. Feats:Ambidexterity, Blind-fighting, Improved Con-trol Shape, Two Weapon Fighting.

Possessions: Masterwork rapier with silver inlay, dag-ger, masterwork thieves’ tools, 30 gp.

Hybrid Form: HD 4d6+8; hp 27; Init +5; Spd 30 ft.; AC18 (touch 15, flat-footed 18); Atk +9 melee(1d6+1/18-20, rapier) +4 melee (1d4/19-20, dag-ger) +6 melee (1d4 bite); SA Curse of Lycanthropy,Multi-attack, Sneak Attack +2d6; SQ DamageReduction 15/silver, Evasion, Rat Empathy,Scent, Uncanny Dodge; SV Fort +6, Ref +9, Will+4; Str 12, Dex 21, Con 14, Int 12, Wis 11, Cha 12.

Skills: Balance +8, Bluff +4, Climb +17, Disable Device+10, Gather Information +8, Hide in Cover +16,Listen +15, Move Silently +15, Open Lock +14,Search +16, Sense Motive +4, Spot +15. Feats:Ambidexterity, Blind-fighting, Improved Con-trol Shape, Multi-attack, Two Weapon Fighting,Weapon Finesse (Bite), Weapon Finesse (Ra-

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pier).Dire Rat Form: As hybrid form except for these

changes. Small-size; Spd 40 ft., Climb 20 ft.; AC19 (touch 16, flat-footed 19); Atk +9 melee (1d4bite); Skills: Hide in Cover +20.

Urt, besides wishing to enrich himself,is honestly concerned with the otherwererats here. The three 1st level roguesare cousins. Mem and the youngsters arehis family. These are naturallycanthropes, an exception to the rules,and are not forced to be LE in alignment.

If any wererats are missing, Urt goesoutside and attempts to find out whathappened to them. If the adventurers areholding them, he tries to sneak into theircamp and free them. If that fails, he triesto negotiate a release, offering informa-tion and a ransom. If a wererat has beenturned over to Captain Destrani, assumethat the first night after Urt learns of it asuccessful escape is engineered (theprison facilities are still extremely crude).

Din’s personality is described in thesection on Thornbury, in part I.

Din, Female Wererat Rog1: CR4; Medium-sizedShape-changer; AL CN; three alternate forms.

Human Form: HD 1d6+1; hp 7; Init +3; Spd 30 ft.; AC15 (touch 13, flat-footed 12); Atk +0 melee (1d6/18-20, rapier); SA Sneak Attack +1d6; SQ Rat Em-pathy; SV Fort +5, Ref +5, Will +5; Str 10, Dex 16,Con 12, Int 13, Wis 12, Cha 13.

Skills: Balance +5, Bluff +5, Climb +13, Disable Device+5, Gather Information +3, Hide in Cover +11,Listen +5, Move Silently +10, Open Lock +7, PickPocket +10, Search +7, Sense Motive +3, Spot +7,Tumble +5. Feats: Improved Control Shape, Run,Skill Focus (pick pocket) (All skill focus feats inthis module use a variant rule to add +3 to askill rather than +2).

Possessions: Rapier, 31 gp.Hybrid Form: HD 1d6+2; hp 8; Init +6; Spd 30 ft.; AC

19 (touch 16, flat-footed 13); Atk +6 melee (1d6/18-20, rapier) +4 melee (1d4 bite); SA Curse ofLycanthropy, Multi-attack, Sneak Attack +1d6;SQ Damage Reduction 15/silver, Rat Empathy,Scent; SV Fort +6, Ref +8, Will +5; Str 10, Dex 22,Con 14, Int 13, Wis 12, Cha 13.

Skills: Balance +8, Bluff +5, Climb +16, Disable Device+5, Gather Information +3, Hide in Cover +14,Listen +9, Move Silently +13, Open Lock +11,

Pick Pocket +13, Search +11, Sense Motive +3,Spot +11, Tumble +8. Feats: Improved ControlShape, Multi-attack, Run, Skill Focus (PickPocket), Weapon Finesse (Bite), Weapon Finesse(Rapier).

Dire Rat Form: As hybrid form except for thesechanges. Small-size; Spd 40 ft., Climb 20 ft.; AC20 (touch 17, flat-footed 14); Atk +7 melee (1d4bite); Skills: Hide in Cover +18.

18a. Tunnel TrapsA manual trigger pulls a rope attached tothe tunnel supports, and knocks themdown in the shaded area, causing the dirtroof to collapse.

One of the boards that, moments be-fore, was over your head forming partof the roof falls, nearly hitting you. Atorrent of dirt follows it, threatening tobury you. You choke on dust, andstruggle against the dirt threatening tobury you

Collapsing Roof Trap. CR2. The collapse itself causesno damage. Characters in the bury zone on asuccessful Reflex save (DC 15) are assumed tohave created a clear pocket around themselveswhen the roof collapsed, and begin to dig them-selves out as noted in the rules; Search DC 20;Disable Device DC 16.

19. StoreroomVarious items crowd this chamber.

This small room is jammed with bas-kets, shovels, buckets, crates, a bundleof animal pelts, and a small chest.

The baskets and shovels are used toextend the wererat tunneling and disposeof the dirt. The crates of dried rations andwolf pelts were stolen from the bandits.The pelts are worth 100 gp total. Thebuckets are for bodily waste disposal, andsmell like it.Wooden Chest: 2 in. thick; hardness 5; hp 20; break

DC 23; open lock (DC 20). Inside is a goldenhand mirror with ten small inset garnets (worth1,300 gp), 1,100 gp, and 300 sp.

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Opening the chest, a golden handmirror lies half sunken in mostly goldencoins almost filling the chest.

Hidden Stash: Search DC 22. Hidden in the dirt wallof the storeroom is a small bag. Inside are gems:deep blue spinel (400 gp), golden yellow topaz(500 gp), black pearl (600 gp), and a blue starsapphire (1,400 gp).

20. Living Quarters20. Living Quarters20. Living Quarters20. Living Quarters20. Living QuartersThree wererat youngsters and theirmother are in this room.

The faint odor of wet fur is notice-able. Three small hybrid wererats, thetallest still only half the size of any oth-ers you have seen, cower, visibly shak-ing, in the furthest part of the room.

Creatures (EL 6): Mem, the mate ofUrt and mother of the three childrenhere, is content to let Urt lead the groupwhile she concentrates on raising theiryoungsters.

Blankets and green boughs hide thedirt floor. It is surprisingly clean, since thecover is changed frequently. To one sidesits a cooking pot (a few times a week thepot is carried outside to properly cook ameal), cutlery, and a neat stack ofwooden plates, cups, and spoons. Abucket of clean water is to the side.

Wererat Children, 2 Male, 1 Female (3): They canmake no effective attack, and PCs gain no expe-rience for slaying them; hp 3, 4, 5.

Tactics. Mem shuttles between hereand area 18 if there is an attack, to keepcurrent on what is happening. If the PCsare forcing their way into 18 from one ofthe tunnels, she attempts to escape withthe youngsters through the other tunnel.If things go very badly, she stays in hereand defends her children to the death.

Mem, Wererat Rog3: CR6; Female Medium-sized

Shape-changer; AL N; three alternate forms.Human Form: HD 3d6; hp 19; Init +1; Spd 30 ft.; AC 13

(touch 11, flat-footed 13); Atk +3 melee (1d6+1/18-20, rapier); SA Sneak Attack +2d6; SQ Eva-sion, Rat Empathy, Uncanny Dodge; SV Fort +4,Ref +4, Will +5; Str 11, Dex 13, Con 10, Int 9, Wis12, Cha 11.

Skills: Balance +4, Bluff +0, Climb +11, Disable Device+5, Gather Information +3, Hide in Cover +8,Listen +10, Move Silently +10, Open Lock +7,Search +9, Sense Motive +4, Spot +13. Feats: Alert-ness, Blind-fighting, Improved Control Shape,Toughness.

Possessions: Rapier, 25 gp.Hybrid Form: HD 3d6+3; hp 22; Init +4; Spd 30 ft.; AC

17 (touch 14, flat-footed 17); Atk +7 melee(1d6+1/18-20, rapier) +5 melee (1d4 bite); SACurse of Lycanthropy, Multi-attack, Sneak At-tack +2d6; SQ Damage Reduction 15/silver, Eva-sion, Rat Empathy, Scent, Uncanny Dodge; SVFort +5, Ref +7, Will +5; Str 11, Dex 19, Con 12,Int 9, Wis 12, Cha 11.

Skills: Balance +7, Bluff +0, Climb +14, Disable Device+5, Gather Information +3, Hide in Cover +11,Listen +14, Move Silently +13, Open Lock +10,Search +13, Sense Motive +4, Spot +16. Feats:Alertness, Blind-fighting, Improved ControlShape, Multi-attack, Toughness, Weapon Finesse(Bite), Weapon Finesse (Rapier).

Dire Rat Form: As hybrid form except for thesechanges. Small-size; Spd 40 ft., Climb 20 ft.; AC18 (touch 15, flat-footed 18); Atks +8 melee (1d4bite); Skills: Hide in Cover +18.

21. W21. W21. W21. W21. Wererererererererereraaaaat Lair Exitt Lair Exitt Lair Exitt Lair Exitt Lair ExitThe horizontal tunnel ends here. Avertical tunnel goes upward 18 feet, awooden ladder firmly attached to thewall. At the top, a wooden cover hides anexit to the forest. It comes up in a smallgrouping of bushes. If PCs in the foresthave some reason to be suspicious ofthese bushes (they have noted activity), aSearch skill check (DC 12) reveals theexit.

22. Upper Guar22. Upper Guar22. Upper Guar22. Upper Guar22. Upper Guard Rd Rd Rd Rd Room.oom.oom.oom.oom.A single guard is on duty here at alltimes.

This simply appointed room, lit byan oil lamp, contains only a desk withtwo drawers and a chair.

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Creature (EL 2): If given the opportunity,the guard runs down the ramp to thedoor at 31, banging on it to give warning.Then he defends the door to give theothers a little more time to prepare.Warrior, War3: For stats, see area 33 ; hp 17.

A lit lamp is on the desk. One of thedrawers in the desk has a false bottom(Search skill check (DC 15) to find). Insideis a key to one of the locks for the door at31.

23. StoreroomThe more valuable items taken fromcaravans are stored here.

Crates, bolts of cloth, and two smallchests, as well as a small pile of gleam-ing metal ingots, are piled against thefar wall.

The two chests contain spices from thegnome trader Hrandeth’s caravan. Asuccessful Profession (herbalist) or Craft(cooking) skill check (DC 12) identifies the

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spices. All are used to flavor food, or toprotect it from spoilage. The spices areworth 950 gp.

You open one of the small chests. Apleasant smell emanates from the openchest, bringing to mind some of the bet-ter meals you have had. Half a dozentightly sealed oilcloth bags are inside.Undoing the leather binding on the neckof one reveals an inner bag. Inside thisis a fine powder; with the bag open, thepleasant smell is much stronger.

The bolts of cloth are worth 350 gp,the pile of five electrum ingots 100 gp.The three crates contain fittings forwagons, doors, and harnesses, worth 300gp. Knowledge of the right markets, andtaking the time to transport them there,would net two to three times these values.

Lower Level – CavesSome natural caves were encounteredwhile the lower level was being exca-vated. Located here are burials from theoriginal inhabitants, as well as the leav-ings from a long ago battle. There is nonatural or artificial lighting in these caves.

24. Burial Cave24. Burial Cave24. Burial Cave24. Burial Cave24. Burial CaveThe passage to the north connects to theupper level. To the south is the lockeddoor to the guards’ area. To the east arepiled rock chips from mining. A line ofrocks marks the west edge of the safepath. Any further to the west and intrud-ers would be subject to attack by guard-ian shadows (see next entry). Whenoriginally creating these levels, the minersfollowed the almost-choked naturalpassage that led from the caves to thesurface.

This is a natural cavern. Twentyfeet ahead, an iron door is visible. Near

at hand, piled along the rough easternwall, is a five-foot high pile of rock chips.The cave opens out to the west, gradu-ally sloping downward. A line of stonesmarks the western edge of the path con-necting the ramp up and the iron door.

The air is damp and cool. A slightbreeze flows toward the northern tunnelopening.

25. Ancient Graves25. Ancient Graves25. Ancient Graves25. Ancient Graves25. Ancient GravesThe original builders of the earthenfortification on the surface performedburials here many hundreds of years ago.Dozens of individuals were interred here.The dual action of water and time hasexposed some of the skeletons. The garri-son has been using this section of the caveas a convenient dumping ground for theirtrash.

The ground sloping down to thewestern wall is covered in trash and of-fal. At several places along the west-ern wall, poking up from the sedimentmaking up the cave floor, are blackenedbones. A black, leaf shaped stone is alsovisible. South of here, the cave narrows,and the roof angles closer to the floor.

Creatures (EL 5): The graves are notwithout guardians. Any character thatsucceeds in a Scry skill check (DC 15) hasthe feeling he or she is being watched. Ifthe graves are disturbed, their guardiansattack.

Guardian Shadows (2): See the end of the adventurefor their full statistics; hp 17, 22. The shadowsare confined to this cave, and cannot enter thecave at 26, or go east of the line of stones bisect-ing the cave.

The inhabitants of this level are awareof the shadows and know their limita-tions, which is why the stones are inplace. They have assumed (correctly) thatnothing of value is to be found in the

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graves. If the graves are fully searched,which requires some six hours of digging,the adventurers find only a collection ofsemi-precious stones from necklaces, bonehafts of tools from which the copperheads have corroded away, and obsidianknives. The three-dozen semi-preciousstones that may be found are worth 100gp in all.

A heavy rain on the surface quicklyresults in rivulets of water collecting atthe west end of the cave, flowing into 26,where the water forms a shallow pool tothe southwest before it is absorbed by theground.

26. Shaman Burial26. Shaman Burial26. Shaman Burial26. Shaman Burial26. Shaman BurialA single body is here. The ceiling averagesonly four and a half feet above the floorin the northern part of the cave.

The western wall of the cave is cov-ered in drawings rendered in blacks andreds. Most depict animals, and the hu-man hunters of them, although a feware stylized geometric figures. A cairnof stones formed into a rectangular pilelies next to the wall.

Creature (EL 3): The cairn marks theburial of a shaman of the tribe that oncelived above. The guardian shadow here isaware of the desecration that is occurringat 24 (the dumping of trash), and appealsto the characters to try to get them to dowhat it cannot. It leads them south to theopening at 27, since the path leads to-ward the desecrators. Read the followingif the characters approach the cairn,adding the portion in bold if their instan-taneous reaction is not to attack theshadow when it appears.

As you peer at the cairn, you sensesomething is not right. Then you realizeone of the shadows is not cast by any

object, in fact, it seems to be moving ofits own volition.

The shadow moves a short dis-tance to the south, and then returnsto the cairn. It repeats this severaltimes, then halts, eight feet from thecairn, as if waiting for something.

One of the symbols on the wall is anancient symbol for a forgotten druidicgod. A knowledge (religion) skill check(DC 16) identifies it. If any characters arepresent who are druids, they are led bythe guardian shadow to the middle of thewestern wall. Under a rock is Quaal’sFeather Token (Tree). This item can alsobe found on a Search skill check (DC 16).If the grave is disturbed, or the shadow isattacked, it fights.Guardian Shadow: See the end of the adventure for

full statistics; hp 24.Due to the low ceiling, large weapons

suffer a –2 circumstance penalty to hit. Aparty that interacts with the shadowwithout fighting, following its instruc-tions without attacking it, should receivethe same experience for this encounter asif they had defeated it.

If the grave is opened, from the disar-rangement of the bones within the PCsknow it was desecrated once long ago,and covered again. A few semi-preciousstones worth 15 gp are the only treasuresleft. Opening the grave could cause aproblem for any character that worshipsa druidic god.

27. T27. T27. T27. T27. Tunnel Entrunnel Entrunnel Entrunnel Entrunnel EntranceanceanceanceanceThe roof continues to drop closer to thefloor in the southern part of the cave, inplaces dipping below three feet. A nar-row tunnel twists out of sight to thesouth. Its entry is partially blocked byfallen rock. If not brought here by theshadow from the 26, a Spot skill check(DC 16) is needed to find this entrance. ASearch automatically uncovers it. (The

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description assumes the party has fol-lowed the shadow.)

The shadow is difficult to pick outas you follow it over the rubble-strewnfloor. The ceiling gradually approachesthe floor as you walk south. After about20 feet, where it appears that you mayneed to proceed on hands and knees,the shadow stops. For a moment, youare confused, since the cave appearsto end in a wall. Then you realize thatobscured behind several large rocks isthe opening of a passage that contin-ues south. When you glance back towhere the shadow was, it is now gone.

28. Tunnel ForkThe twisty tunnel forks here. The descrip-tion assumes travel from the north.

The tunnel branches here. To yourleft, one fork continues roughly south-east. To your right is a passage to thesouthwest, barely wide enough for a hu-man to fit through.

Creature (EL 3): A wight is hiding inthe southwest branch, and charges bysurprise the first living being reaching thefork (requires an opposed roll of thewight’s Hide check versus a Spot check).

Wight: CR 3; Medium-Size Undead (5 ft. tall); HD4d12; hp 26; Init +1; Spd 30 ft.; AC 15 (touch 11,flat footed 14); Atk +3 melee (1d4+1 and energydrain, slam); SA Energy drain, create spawn; SQUndead; AL LE; SV Fort +1, Ref +2, Will +5; Str12, Dex 12, Con -, Int 11, Wis 13, Cha 15.

Skills: Climb +5, Hide +8, Listen +8, Move Silently+16, Search +7, Spot +8. Feats: Blind-Fight.

The wight has been here for centuries,and will not pursue beyond the immedi-ate area.

29. Imprisonment SphereA sphere of temporal stasis is here, cre-ated by the casting of the imprisonment

spell. Time within the sphere has ceasedto flow, and the sphere itself is immune tophysical and magical damage.

A solid bubble stands almost com-pletely uncovered, just about blockingthe passage. Its surface is shiny, reflect-ing all light that falls upon it.

Use of detect magic finds a strong aurabeing emanated by the object. If aSpellcraft skill check (DC 24) is made inconjunction with this spell, the aura isrecognized as from the Transmutationschool (imprisonment is from the Abjura-tion school, but the result resembles theeffect of the Transmutation temporal stasisspell).

Creature (EL 8): Dispel magic isunlikely to succeed at ending the tempo-ral stasis, since a Dispel check must bemade against a DC of 29. However, theage and nature of the spell that createdthe sphere is such that it can be cancelledwith a simple key, touching the spherewith the bare flesh of an intelligentcreature. After touching the sphere, ittakes three rounds for the spell to fullyfade away. The first round, the PCs canmake out a shadowy shape inside thesphere. The second round, they canclearly see what is inside, although the“bubble” is still faintly visible. The thirdround the creature appears to be free,although it is still unmoving and neithermagical nor physical damage yet affectsit. The fourth round it actually is free.This gives the heroes time to prepare (orrun away).

Inside the sphere is a destrachan,which attacks. The PCs are considered tohave surprise on the Destrachan. Thecreature cannot fit through the narrowedpassage that leads back to 28, althoughusing its sonic abilities it can widen thepassage enough with a few minuteswork. If left alone, within a half hour it

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will have climbed the tunnel at 24 farenough to reach a point where the rockwalls change to dirt. It then uses its sonicability to burrow into the dirt, off tosearch for a larger cave complex. Sincethe tunnel it digs collapses behind it, itcannot be followed.Destrachan: CR 8; Large Aberration (9 ft. long); HD

8d8+24; hp 61; Init +5; Spd 30 ft.; AC 16 (touch10, flat footed 15); Atk +9/+9 melee (1d6+4, claw);SA Destructive harmonics, reverberating har-monics; SQ Blindsight, protection from sonics;Face/Reach 5 ft. by 10 ft./5 ft.; AL NE; SV Fort+5, Ref +3, Will +10; Str 18, Dex 12, Con 16, Int12, Wis 18, Cha 12.

Skills: Hide +7, Intuit Direction +10, Listen +25, MoveSilently +10. Feats: Dodge, Improved Initiative.

30. Imprisonment Sphere30. Imprisonment Sphere30. Imprisonment Sphere30. Imprisonment Sphere30. Imprisonment SphereA sphere of temporal stasis is here, createdby the casting of the imprisonment spell.The same general considerations apply asat 29, above.

A solid bubble sticks out of the wall,as the tunnel widens to nearly ten feet.Its surface is shiny, reflecting all lightthat falls upon it.

Creature (EL 9): Inside is the ogremage Lakul. He had the misfortune toanger a powerful wizard who favoredthe imprisonment spell. He summonedthe Destrachan in the other sphere usinga minor artifact, no longer in his posses-sion, so it is just as likely to attack him asanyone else.

Lakul instantly recognizes what hashappened, and that an unknown amountof time has passed since he was impris-oned. He is still weakened from his lastcombat, and is willing to talk to find outsomething of the time in which he hasappeared. If he senses those he is talkingto are weak or fearful, he demandsinformation, otherwise he dissembles andacts quite calmly. He is ready to defendhimself if attacked.

Since Lakul is injured, and has ex-pended some of his spells and abilities,PCs should get only half experience ifthey manage to defeat him (which lowersthe encounter level by two). If the heroeswere to encounter him fully rested, theywould get full experience.

Tactics: If forced into combat, Lakulconcentrates on any individuals whoappear to be rogues and are in position toflank him. He next engages fighting types,relying on his spell resistance to handleany spells. His darkness ability is used toblock the sight of those in the back ranks.Lakul, Male Ogre Mage / Wiz3: CR 11; Large Giant (9

ft. 8in. tall); HD 5d8+15 plus 3d4+9; hp 59 (cur-rently at 38); Init +4; Spd 30 ft., fly 40 ft.; AC 18(touch 9, flat footed 18); Atk +8 melee (2d8+7/19-20, greatsword); SA Spell-like abilities; SQ Re-generation 2, SR 18; Face/Reach 5 ft. by 5ft./10ft.; AL LE; SV Fort +8, Ref +4, Will +6; Str 21, Dex10, Con 17, Int 15 (17), Wis 14, Cha 17.

Skills: Concentration +9, Listen +8, Spellcraft +8, Spot+8. Feats: Improved Initiative, Lightning Re-flexes, Power Attack, Scribe Scroll.

Spell-like Abilities: At will: darkness, invisibility; Onceper day: charm person, cone of cold*, gaseousform*, polymorph self*, sleep; Cast as 9th levelsorcerer, save DC 13 + spell level.

Possessions: Greatsword, masterwork large chain shirt,potion of hiding, scroll of slow, scarlet and blueioun stone (already figured in), 20 gp.

Spells Prepared (4/3/2; base DC = 13 + spell level): 0-detect magic (X2), detect poison, ray of frost; 1st-com-prehend languages, shield*, true strike; 2nd-bull’sstrength*, see invisibility.

Spellbook: 0-all spells; 1st-alarm, burning hands, compre-hend languages, hypnotism, identify, shield, summonmonster I, true strike; 2nd-bull’s strength, detectthoughts, see invisibility, melf’s acid arrow, misdi-rection, summon monster II.

Spells and spell-like abilities marked with an aster-isk (*) have already been used and are unavail-able without rest.

Development: Lakul is too big to fitthrough the passage leading back to 28,so the party can successfully flee if neces-sary. He rests as soon as possible to regainhis abilities, then changes to gaseous formand seeks the surface, anxious to find hisplace in the current time.

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Lower Level –GuardsAll doors, unless noted otherwise, are ofwood. The walls between rooms are twofeet of stone masonry. Ceilings are tenfeet high. Light is provided by torcheswith Continual Flame cast on them. Thebasic Listen skill check to notice loudnoises, such as combat, is DC 0. Add +5per closed door in the way, +1 per tenfeet of distance. Trying to Listen directlythrough a masonry wall is almost impos-sible, adding +20 to the difficulty. Notethere are small wall channels to allow theimp Ibnib to pass from 46 to 47 to 48 to50. In between these, only add +1 perclosed door.

It is likely that if combat occurs any-where on this level it quickly alerts all ofthe guards.

Wooden Doors: 1½ in. thick; hardness 5; hp 15; AC 5;break DC 18.

Masonry Wall: 2 ft. thick; hardness 8; hp 180; AC 5;break DC 35; Climb DC 20.

31. Entry Door31. Entry Door31. Entry Door31. Entry Door31. Entry DoorThis door has two locks, and is barredbesides.

An iron door six feet across blocksyour way. The door is featureless aside

from two keyholes.

Iron Door: 4 in. thick; hardness 10; hp 120;AC 5; break DC 32.

The locks are very well made(each requires an open lock skillcheck (DC 30)). Unless at leastone lock is opened in anotherway, it requires two knock

spells to proceed. The originalintent was to require a key to

open this door from both an out-side guard and an inside guard. The

plan was later abandoned, but thehidden key at 22 was forgotten. Thecorridor inside the door slopes down-ward, going down ten feet by the time thefirst corner is reached.

Development. If the heroes are pa-tient, the guard in the upper guardroom(22) is changed once every six hours.When this happens, the four guards fromthe lower guardroom (33), plus Thok (seearea 36) and the replacement guard arepresent when the door opens. Once thereplacement guard is out of sight, thedoor is normally closed and re-locked.The relieved guard is expected to returnwithin two minutes; if not, Thok realizessomething is wrong.

32. Guard Post32. Guard Post32. Guard Post32. Guard Post32. Guard PostA single guard stands here, watching tothe north.

Creature (EL 1): The guard has beeninstructed to first pull a lever at thecorner, then run to the lower guardroom

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(33) and alert the others there if the doorat the north end of the corridor is forced.

Arbalester, Com1/War2: See statisticsfor 33, below; hp 10.

The lever dumps the oil tank at 41,which coats the floor of the rampedcorridor to the north, starting ten feet infrom the door, making it very slippery.Characters can move down the ramp athalf speed if a balance skill check is made(DC 10, full speed movement requires DC15). If failed, a character cannot move.Failing by five or more means the charac-ter tumbles to the bottom of the ramp. Adrain at the base of the ramp conve-niently collects the oil for re-use.

33. Lo33. Lo33. Lo33. Lo33. Lowwwwwer Guarer Guarer Guarer Guarer Guard Rd Rd Rd Rd RoomoomoomoomoomGuards watch the main entrance here.The door to the corridor is left open.

Half a dozen chairs and a table withan interrupted card game on it occupythe center of the room.

Creatures (EL 5): If alerted by theguard outside, the guards here form adouble rank at the base of the ramp,firing their crossbows upward. If enemiesclose in, the front rank of warriors en-gages them in melee while the rear rankof arbalesters continues to fire theircrossbows. One arbalester is sent to warnThok.Arbalesters, Com1/War2 (2): CR1; Medium-sized Hu-

manoid (5 ft. 6 in. tall); HD 1d4 plus 2d8; hp 11,13; Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed14); Atk +3 melee (1d8+1/19-20, longsword) or+3 ranged (1d8+1/19-20, light crossbow); AL N;SV Fort +3, Ref +0, Will –1; Str 12, Dex 12 (10),Con 11, Int 10 (8), Wis 10 (8), Cha 10.

Skills: Listen +1, Spot +1, Climb –2, Hide –2. Feats:Point Blank Shot (already figured into abovedata).

Possessions: Chain shirt, longsword, light crossbow.Warriors, War3 (2): CR2; Medium-sized Humanoid

(5 ft. 6 in. tall); HD 3d8+3; hp 17, 19; Init +0; Spd20 ft.; AC 15 (touch 10, flat-footed 15); Atk +5melee (1d8+1/19-20, longsword) or +3 ranged(1d8/19-20, light crossbow); AL N; SV Fort +4,Ref +1, Will +0; Str 13, Dex 12 (10), Con 12, Int 10

(8), Wis 10 (8), Cha 10.Skills: Listen +3, Spot +3, Climb –1, Hide –4. Feats:

Cleave, Power Attack, Weapon Focus(longsword).

Possessions: Breastplate, longsword, light crossbow.Besides the table and chairs, racks for

crossbows are along the south wall.

34. Mining Storeroom34. Mining Storeroom34. Mining Storeroom34. Mining Storeroom34. Mining Storeroom

A wheelbarrow is to the left, whileshovels, hammers, and picks line thewalls.

Besides the supplies, a cover inset inthe floor in the southwest corner allowsaccess to the oil drained from the ramp.

35. Slave Quarters35. Slave Quarters35. Slave Quarters35. Slave Quarters35. Slave QuartersThose who are captured and judgedotherwise useless are put to work asslaves. When not needed to perform sometask they are kept in this overcrowdedroom. The door is barred from the outside(otherwise, it has the normal characteris-tics of wooden doors on this level). In theceiling in the western side of the room isthe opening to a tunnel. Read the follow-ing if the party enters through the door.

As the door opens, seven ragged in-dividuals meekly cast their gazes to thefloor. Realizing you are not their nor-mal guards, they lift their eyes to starewonderingly at your faces. A younggnome pushes to the front, and openshis mouth…

Read the following if the party entersthrough the tunnel opening in the ceiling.

Light is visible ahead. Moving a littleforward, you look down into a well-litroom. In the narrow slice you can see,two ragged individuals are sitting list-lessly on the floor. They are neitherarmed nor armored.

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Slaves (6): Hp 3, 2, 5, 4, 3, 2.Obvim: N male gnome, Exp1; hp 5. He is the nephew

of the gnome Hrandeth. The others have grownapathetic, resigned to their fate, but Obvim re-tained hope that somehow he would be rescued,and covertly kept his eye on his captors. He isquite willing to share what he knows with theheroes.

On his capture: “The gnoll attack tookus completely by surprise. By the time thefighting was over, only five of us sur-vived. When they took us back to theirfort, most of the gnolls were sent intotheir barracks. A few of the leadersstayed with us. They separated my uncleHrandeth from us; I don’t know whathappened to him. We were forced intothe stables, and then humans took usdown here. They separated out the twowho had been guards for the caravan;when I saw them later, they seemed torecognize me, but ignored my pleas forhelp.”

On an attempt at escape: “One of theslaves who was here when I arrived, thefemale halfling Lyra, noticed a crack inthe ceiling of this room. She realized therewas an opening behind it, and using astolen tool, she widened it enough wecould all fit through. She told us to waitwhile she checked out where the passagewent. Not too long afterward, she re-turned. She had been horribly trans-formed, her skin pale and hardened, herhands made into claws. She killed two ofus before our screams brought the guards.

“That was the only time I was everglad to see our captors. They destroyedwhat had been Lyra, and the two fallenmen when they rose again. They stuckaround a little bit, then when nothingcame out of the hole, that bastard half-orcThok laughed. ‘If anything else comesalong we’ll know soon enough,’ he said,and they left, barring the door. By thegods, after that we were too frightened todo any more investigations.” (Reference towight at 28)

On entry at 46: “I only saw someoneuse that door at the north end of the halla few times. They would pull on the threehandles near the floor, and then pull thelever. I don’t know what’s in there; Inever saw anything brought out.”

36. Barracks36. Barracks36. Barracks36. Barracks36. BarracksOff-duty guards are generally found here.

Beds line the north and south wallsof this barracks. A mechanical devicesits on a table at the east end, while atall wooden cabinet is in the middle ofthe southern wall. There are two doors,in the middle of the north and westwalls.

Creatures (EL 6): Thok is the leader ofthe guards. He was originally told he wasbeing recruited as a mercenary, but at thefirst camp, he was drugged and givenover to a slave controller. Raised among ahuman barbarian tribe, he has spentenough time around more “civilized” folkto learn something of war tactics.Arbalester, Com1/War2: For stats, see 33; hp 13.Warriors, War3 (2): For stats, see 33; hp 17, 15.Thok, male half-orc Bbn4/Ftr1: CR 5; Medium-sized

Humanoid (5 ft. 10 in. tall); HD 4d12+8 plus1d10+2; hp 56; Spd 40 ft.; AC 14 (touch 10, flat-footed 14); Atk +9 melee (1d12+6/X3, greataxe)or +5 ranged (1d8/19-20, light crossbow); AL N;SV Fort +8, Ref +1, Will +0; SQ Rage 2/day, Un-canny Dodge; Str 19, Dex 13 (11), Con 14, Int 8(6), Wis 10 (8), Cha 8.

Skills: Listen +5, Spot +2, Climb +1, Hide +1. Feats:Blind-fight, Improved Bull Rush, Power Attack.

Rage: While enraged, which lasts seven rounds, notethe following changes: hp 66; AC 12 (touch 8,flat-footed 12); Atk +11 melee (1d12+9/X3,greataxe); SV Fort +10, Will +2; Str 23, Con 18.

Possessions: Masterwork chain shirt, greataxe, lightcrossbow, potion cure light wounds, keys todoor at 31, and a note that reads, “1, 1, 3.”

Tactics: If Thok becomes aware of anattack, he tells the guards to form up atthe east end of the hallway north of thebarracks, so that their missile fire can rakeattackers coming from the west, and hasthem notify Nallis (see 37). Thok then

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heads toward any sound of combat, tosee what is happening and take a directhand.

If freed of his slave controller, Thok isvisibly shaken. He considers himself tohave been subjected to frightful wizardry,and wants nothing more than to get asfar from here as fast as possible. Hebelieves his possessions have been tainted,and insists the PCs take it all, stripping offhis clothing and everything. (The mostmemorable result of this adventure to thecitizens of Thornbury could well be thescreaming, naked half-orc who ranthrough their hamlet.)

The note on Thok gives the combina-tion to the trap at 46 (he is colorblind, sohe counts circles out from the wall). Aslave controller worsens one’s memory. Amechanical clock sits on a table at the eastend of the room, used to track whenshifts begin or end. The clock is worth 250gp, and weighs 30 lb. Nothing is hiddenin the beds. The cabinet contains sparechanges of clothes.

37. T37. T37. T37. T37. TrrrrrainingainingainingainingainingWeapons training is conducted here.

An archery target, a rack of woodenswords, a bed, chair and table, andoddly, a wheelbarrow, are scatteredabout. A ragged opening is in the south-ern wall.

Creatures (EL 4): Nallis is in charge ofweapons training. Due to the lack ofskilled fighters captured, she has had toimprovise, training some of the captureddrovers in the basics of handling cross-bows. She has previously overseen train-ing with the crossbow in the main north-south corridor, but since the slaves arenot currently needed for other tasks, shehas two slaves cutting a new passagewayin the southern extension that is dedi-cated to this purpose when finished.Slaves (2): hp 3, 4.Arbalester, Com1/War2: For stats, see 33; hp 13.Nallis, female human Ftr4: CR 4; Medium-sized Hu-

manoid (5 ft. 4 in. tall); HD 4d10+8; hp 35; Spd 20ft.; AC 19 (touch 10, flat-footed 19); Atk +8 me-lee (1d10+5/17-20, Azak’s Slicer) or +4 ranged(1d8/19-20, light crossbow); AL LG; SV Fort +6,Ref +1, Will +1; Str 14, Dex 12 (10), Con 14, Int 11(9), Wis 12 (10), Cha 11.

Skills: Climb -6, Hide –9, Listen +2, Spot +2. Feats:Exotic Weapon Proficiency (bastard sword),Mounted Combat, Power Attack, Weapon Fo-cus (bastard sword), Weapon Specialization(bastard sword).

Possessions: Azak’s Slicer, half-plate, metal shield,keys to door at 31.

Azak’s Slicer, +1 keen bastard sword: When the leaderof an orcish tribe, Azak attacked a caravan con-taining several dwarven families, but he didnot slay everyone at once. Instead, careful ques-tioning revealed among the dwarves a smithand a mage. Azak set them to making arms andarmor for himself and his followers, in returnfor the continued safety of their loved ones. Thebest weapon produced, Azak’s personal arm,was this bastard sword. Although he was killedseveral years later in a battle with a band ofknights, the sword has retained his name as itwas passed from hand to hand since then.

Tactics: If alarmed, Nallis tells theguard to watch the slaves while she exits

Guards of the LowerLevels

There are eight arbalesters, five war-riors, Thok, Nallis, and Bindlebin. Alllow-level guards react to sounds offighting or an alarm by running to thesource of the trouble (but Bindlebin staysin his room). Only Nallis has enough ex-perience to gather as many troops aspossible before launching a counterat-tack. Mark guards who respond to analarm so that they are not encounteredtwice.

All of these guards have slave con-trollers. Any of the guards who are freedof their slave controllers are confused,with only faint memories of this level,and unable to aid the party with eithercombat assistance or travel advice.

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the room to see what is happening. Morecautious than Thok, she tries to gather asmany guards together as possible andmaximize the use of their missile fire (atwhich they are best) by engaging at thelongest possible range, and then retreat-ing into other rooms rather thanmeleeing. The first time Nallis has toengage any character directly in hand-to-hand combat, she receives a Will save(DC 16) since this is against her normalactions (see the description of the slavecontroller at the end of the adventure).

Nallis was the leader of the guards forthe first caravan that was attacked. Iffreed of the slave controller, she retainsenough faint memories to be incensed atwhat she has been forced to do, andinsists on accompanying the party. Shealso insists that any other guards that areencountered not be killed, so that theycan be freed of their involuntary servi-tude. If treated fairly, and allowed tokeep her equipment, she bestows hermagical sword upon them after the endof the adventure in gratitude for herrescue. She knows a little useful informa-tion about the master of this level.

“There’s a trick to getting through thatdoor at the north end of the corridor, butI can’t quite remember what. Through thedoor is the master. Something horrible,not human, but all I can recall is a sarcas-tic voice, although I’m not sure if it is themaster’s. There’s a woman there, too, amage I think.”

The desk contains a key to Bindlebin’sroom, 45.

38. Common R38. Common R38. Common R38. Common R38. Common RoomoomoomoomoomGuards gather here for meals.

Three plain tables and their associ-ated chairs are here; two half-eatenmeals sit on one table. A single door isin the eastern wall.

Creatures (EL 3): Two guards areeating a meal they have prepared, in poorposition to resist an attack if surprised.Arbalester, Com1/War2: For stats, see 33; hp 15.Warrior, War3: For stats, see 33; hp 19.

39. Kitchen39. Kitchen39. Kitchen39. Kitchen39. KitchenAll meals are prepared here.

The iron door to an oven has beenplaced within a matrix of cut stone tothe southeast. Above the oven is an irongrill. On the ceiling, an iron awning col-lects the fumes, funneling them to a nar-row opening leading upward. A woodencounter sits against the north wall,shelves below.

The counter contains only the ex-pected cookpots, plates, and eatingimplements. A bucket of water sits in thesouthwest corner. The fumes are funneledoutside, but through too small an openingfor any creature larger than fine to fitinside.

40. Pantry40. Pantry40. Pantry40. Pantry40. Pantry

Tied bundles of wood, crates, andcasks almost fill this small room.

The crates contain food, and the caskshave fresh water. Several are empty,waiting for the next trip to a nearby townto be refilled.

41. Oil StorageOil reservoir for the trap described at 32.It is reached by going up a short flight ofsteps.

A two-foot-tall brass cask sits oniron supports four feet off the ground.Four fine tubes come from the bottomof the cask, disappearing into the baseof the western wall. A horizontal ironrod comes from the southern wall, at-tached to a vertical rod that is connectedto the bottom of the cask.

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Although not possible to disable fromthe other side of the wall, on this side it isquite easy. A Disable Device skill check(DC 11) or Search skill check (DC 16)reveals a hole in the vertical rod; a pin isattached to this rod by a fine chain.Inserting the pin through the hole, andinto a matching hole in a fixed platebehind, prevents the vertical rod frommoving. Pulling on the handle at 32 canno longer trigger the release of oil.

42. Privy42. Privy42. Privy42. Privy42. Privy

A horizontal stone slab is to yourright, a hollow in it forming a seat. Thefact that the bottom is missing from theseat, as well as the smell, instantly indi-cates its function.

The slaves have the unenviable job ofcleaning out the waste that accumulateshere.

43. T43. T43. T43. T43. TrrrrreadmilleadmilleadmilleadmilleadmillThis is part of the air circulation system.

Two slaves turn to gape at you as youenter, as does a young guard. The slavesare standing on a wooden wheel, its toponly slightly above the level of the floor.As the slaves goggle, they are no longerturning the wheel. A slight background“thud-thud” noise on this level, which youhadn’t consciously noticed up to now, sud-denly becomes apparent, since it hasstopped along with the wheel.

Creature (EL 1): The guard has ordersto stay here and keep the treadmill turn-ing, no matter what happens.Slaves: Hp 2, 4.Arbalester, Com1/War2: For stats, see 33; hp 13.

The treadmill powers the air circula-tion system in the room next door (44).

Slaves work in two-hour shifts at allhours to keep the air flowing.

44. PumpsPart of the air circulation system. Add thetext in bold in the description only if thetreadmill is still turning.

An elaborate machine of wood,brass, and two leather bellows occu-pies almost the entire room. You couldjust squeeze through to the north toreach the door in the eastern wall. Thebellows are rhythmically opening andclosing. First, one closes with a thud,then the other one.

Air is circulated throughout the com-plex using the pumps here. The actualcirculation is through piping connectingto every room; the piping is so small onlya fine creature could fit into one. Longpipes connect to the surface, on the hillthat forms the north edge of the gnollfort, to bring in fresh air. The surfaceintake of the pipes could be found with aSearch skill check (DC 18). If they areplugged, it takes Bindlebin an hour tofigure out what happened. Shortly there-after, a gnoll doublehand investigates.

45. WorkshopRead the text in bold only if Bindlebinrealizes someone is coming through hisdoor.

A table holds several stones roughlyworked into the rectangular shape ofthe blocks making up the walls. Anotherholds a tangle of metal piping, plates andsprings. Besides the bed and desk, ofmore immediate interest is the ballistapointed your way on the other side ofthe room, and the gnome who standsbeside it. “Can’t leave a gnome beto work on his inventions?” heyells, “Then help me try one out.”

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Creature and Trap (EL 5): Bindlebinhas overseen the construction work downhere, including the design of all of thetraps. He has installed an alarm on thedoor to inform him if anyone tamperswith the lock, as well as placed theballista to handle anyone who actuallyopens the door. The bolt loaded in theballista has been modified to carry a flaskof alchemist’s fire. If the ballista trap isdisabled, he manually triggers the device,although due to his changes the bolt onlyattacks with a +5 bonus.Door Alarm: A short chain connects the lock to a bell

mounted on the door. Any attempt to manipu-late the lock, including using the proper key,causes the bell to sound; Search (DC 24); Dis-able Device (DC 24).

Ballista Trap: CR3; Ranged +10 (3d6+1d6fire andsplash 1 point, 1d6 fire the second round/X3,bolt); Search DC20; Disable Device DC20; Therope that triggers the trap is attached to an eye-let next to the door, then to the bottom of thedoor itself, so it can only be detected after thedoor has started to open. Opening the door allthe way, or entering the room, triggers the trap.

Bindlebin, Male Gnome Exp5: CR 4; Small Human-oid (3 ft. 6 in. tall); HD 5d6+5; hp 24; Init +1; Spd20 ft.; AC 12 (touch 12, flat footed 11); Atks me-lee +3 (1d6/19-20, shortsword); SQ gnome abili-ties; AL LN; SV Fort +2, Ref +2, Will +4; Str 11,Dex 15 (13), Con 12, Int 15 (13), Wis 13 (11), Cha10.

Skills: Knowledge (Architecture) +5, Knowledge (Me-chanics) +9, Listen +4, Profession (Inventor) +11,Profession (Mining Engineer) +11, Spot +2. Feats:Skill Focus (invention), Skill Focus (mining).

Possessions: shortsword.Development: Bindlebin knows he is

no fighter, and even if he realizes thereare intruders present, he stays in hisroom. Sometimes slaves are set to workhere at reshaping the stones that make upthe walls. Bindlebin also fiddles with hismechanical inventions, which explainsthe parts on one of the tables.

He was originally kidnapped from anearby town. Freed of his slave controller,his thickheaded obstinacy immediatelycauses him to think of all the damage thisunexpected hiatus has done to his life.

“You will have to excuse me, I must leaveat once. Why, several commissions mustbe long overdue. My reputation could beruined!” This won’t prevent him fromnoticing the plan laid out on the desk.Fascinated by work that he can barelyremember, he searches the room to gatherany writings. “Since I wrote them, all ofthese are obviously mine.” He grudginglyallows the heroes to borrow them whilethey are cleaning out this level. If the PCskeep any of his possessions, he trailsalong at the rear of the party, watching tomake sure they do not damage or try tosteal what is his. Bindlebin offers noreward (or even thanks) for his rescue.

On the desk to the southeast is laid outa plan of this level. It includes all of theworked areas, including the northeast,but not the natural caves and passages. Inthe chest by the desk are plans of theupper tunnel (and the two rooms off of it)and the gnoll fort, and all the traps onthis level. Anyone with these plans gainsa +2 circumstance bonus to a DisableDevice check for any trap on this level.The bits of metal plating, piping, springsand so on scattered around are worth 30gp. The plans would be of interest to theright gnome or dwarf, bringing in asmuch as 100 gp.

46. Entry DoorThis door leads to the master’s chambers.A guard sits here. The description shouldbe read when the PCs examine themechanism north of the door.

In the northeast corner, attached tothe east wall, is an upright lever. Lookingsouth along this same wall, three rods stickout a few inches into the corridor fromthe base of the wall. Each rod has a handleon its end. West of each rod, on thecorridor’s floor, three circles are painted.From east to west, the circles are col-ored red, yellow, and blue.

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The iron door also in the eastern wallhas no visible keyhole or other break inits surface.

Iron Door: 4 in. thick; hardness 10; hp 120; AC 5;break DC 32.

Creatures (EL 3): The guard here hasan extremely boring post, suffering a –2circumstance penalty to all Spot andListen checks, since nothing ever hap-pens. An imp is sleeping in a small open-ing through the wall near the ceiling.Similar openings connect 47 to 48 to 50.Only a tiny or smaller creature can fitthrough these openings. The heroes noticethe opening on a successful Spot skillcheck (DC 13), or automatically if thissection of wall is searched.Arbalester, Com1/War2: For stats, see 33; hp 12.Ibnib, imp: Tiny outsider; HD 3d8; hp 18; Init +3; Spd

20 ft., fly 50 ft (perfect); AC 18; Atk Sting +8melee (1d4 + poison); SA spell-like abilities, poi-son; SQ DR 5/silver, SR 5, poison immunity,fire resistance 20, see in darkness, polymorph,regeneration 2; Fort +3, Ref +6, Will +4; Str 10,Dex 17; Con 10, Int 10; Wis 12, Cha 10; Dodge,Weapon Finesse (sting).

Tactics: The Arbalester yells as loudlyas possible if he sees anyone, or runs tothe source of the disturbance if he hearsanything.

Ibnib has no use for engaging incombat, or even in aiding the troops onhis side. Instead, when he notices some-

thing interesting is going on, he turnsinvisible and flies to investigate. Heremains invisible, and makes sarcasticcomments about party members, prefer-ably when they are far away, or engagedin melee, so he himself is not attacked.Typical comments would follow the linesof “Ha! You couldn’t hit the back end ofan ogre if he was bent over tying hisshoe.” Or “Wait until you face the mas-ter.” “Then you’ll be in REAL trouble.”He uses his suggestion ability if he is notdetected to suggest someone do some-thing silly, such as for a heavily armoredfighter to use the tumbling ability incombat to distract opponents. Ibnib issmart enough not to follow the party intoany rooms where he could be trapped.He defends himself only if necessary.

Ibnib came to this plane with themaster, but has become disillusioned bythe increasing paranoia of the master. Hefigures it’s only a matter of time before heends up back on his home plane, and allthe fun ends. He has been playing on themaster’s paranoia, suggesting that Ibnibis the only one he can really rely on. Ibnibhas even suggested that the controlledminions cannot be totally trusted, sinceone can never tell when such magicmight fail. This has, incidentally, kept aslave controller off Ibnib’s neck.

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Door Trap: CR4; Disable Device (DC 26); It is possibleto open the door with a Lower check (DC 18),but this releases all of the gas in the reservoirnext door. A knock spell has the same effect.

The normal operation of the door is asfollows. The three handles attached tothe rods near the floor are pulled outuntil they match up with the three colorsin the current code, which is red, red,blue from north to south. There is anarrow formed as part of each handle toaid in lining it up with the center of eachcircle. Then the lever is pulled, openingthe door.

Since Thok is color blind, he has tocount the circles from the wall, which hedoes by placing his thumb on them oneby one. A Search skill check (DC 20)reveals greasy thumbprints on the redcircle in the northernmost row, on thered circle in the second row, and on allthree circles in the southernmost row.

The lever cannot be pulled until allthree rods have been moved from theirneutral position next to the wall. If thecode has not been entered correctly, thelever releases a spurt of highly corrosivegas from the reservoir next door. It thenflows through a series of small nozzlesalong the eastern wall, at the ceiling. Thegas fills the corridor for a distance of 30feet. The first round it does 2d6 acidicdamage (Fortitude save DC 16 for half).The second round it does another 2d6(save for half). The third round it doesonly 1d6 as it starts to clear (again, savefor half). The reservoir contains enoughgas for five uses. If the gas is released allat once, it remains at full strength in thecorridor for eight rounds, then at halfstrength for two more rounds.

47. Gas R47. Gas R47. Gas R47. Gas R47. Gas ReseresereseresereservoirvoirvoirvoirvoirMechanism controlling the trap.

To your left, a large brass tank sitsatop a complicated mass of gearing.Rods and tubes from the mechanismstretch to and through the wall behindyou. A single door is in the eastern wall,in the southeast corner.

Moving dials that are part of themechanism can change the code requiredfor the door. This is done about once amonth. To protect it from corrosion, theinterior of the tank is lined in gold, andthe valves are plated with platinum. Ifthe mechanism is dismantled, andsomething is done with the gas, the valueof the precious metal used is 250 gp.

The MasterAreas 47 to 52 are the sections set

aside for “the master,” the Osyluth devilKenelkek. Paranoid in the extreme de-spite the success it has achieved, it isfearful to leave. It does not attempt tohelp its guards. Even if all of its guardsare defeated, two days would pass be-fore it gathered enough courage to leavethis portion of the complex.

While characters are in 47, 48, or49, there is a chance to overhear theDevil’s conversation from 50, due to aflaw in a magic item it is wearing. Thereis a 5% chance per round this happens.

Characters may overhear, in a low,rasping, strangely accented Common,fragments of comments to Jessia,“…continue heating and see what…”or plans on what to do if the heroes havebeen detected, “…stand in the corner,ready to…” or the Devil talking to it-self, “Have to watch out, never safe…”The voice seems to originate next tothe person hearing it.

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48. Entry.48. Entry.48. Entry.48. Entry.48. Entry.Nothing is visible in this short corridor.

One door is in the middle of the leftwall. Ten feet ahead, at the other endof the room, is a second door.

The imp Ibnib (see 46) has secreted afew gems in the opening in the wallconnecting 47 and 48. The opening is atthe top of the wall, nine feet off theground. Inside are three gems, a garnet(200 gp), an amethyst (90 gp), and a fireopal (1100 gp).

49. Bedroom.49. Bedroom.49. Bedroom.49. Bedroom.49. Bedroom.Jessia’s room.

A bed, desk, chair, and chest are inthis room.

The chest just contains a few sparechanges of clothing. The desk containsJessia’s spell book (see next entry).

50. Laboratory.50. Laboratory.50. Laboratory.50. Laboratory.50. Laboratory.Where the master oversees the work

Jessia performs. Read the first descriptionif the party surprises the pair here. Readthe section in bold if they are prepared forthe party.

A human woman dressed in robesand a skeletal fiend lean over a table inthe middle of the room. The creature islittle more than whitish skin stretchedtightly over bones. A tail sprouts fromits back, the bulbous end suspendedabove its head, almost touching the ceil-ing. It uncomfortably reminds you of thetail of a scorpion. The table in the room’scenter, as well as those in the northeastand southeast corners, are crowded withglassware, stoneware, and other lessidentifiable items.

A massive Humanoid creature standsin the middle of the room, irresistibly

drawing your gaze away from the tablescrowded with alchemical equipment. Itstands hunched over, the back of its necktouching the ceiling. Flames seem to lickabout its reddish skin, and its bat likewings could easily touch both walls ifoutstretched.

Creatures (EL 7): Jessia the mage, herfamiliar, and the Osyluth Devil Kenelkek.Jessia, Female Human Wiz5: CR 5; Medium-sized

Humanoid (5 ft. 4 in.); HD 5d4+5; hp 25; Init +0;Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk+2 melee (1d4/19-20, dagger); AL NE; SV Fort+4, Ref +3, Will +3; Str 10, Dex 13 (11), Con 12,Int 15 (13), Wis 11 (9), Cha 9.

Skills: Concentration +5, Listen -1, Spellcraft +9, Spot-1. Feats: Brew Potion, Craft Wondrous Item,Great Fortitude, Scribe Scroll, Toughness.

Possessions: Dagger, potion: cure light wounds, scroll:blindness/deafness, alchemist’s fire (X3).

Spells Prepared (4/4/2/1; base DC = 11 + spell level):0-arcane mark, daze, detect magic (X2); 1st-identify,magic missile (X2), shield; 2nd-endurance, summonmonster II; 3rd-summon monster III.

Spellbook: 0-all spells; 1st-endure elements, erase, featherfall, identify, magic missile, shield, sleep, summon mon-ster I, ventriloquism; 2nd-blindness/deafness, endur-ance, minor image, obscure object, see invisibility,summon monster II; 3rd-blink, nondetection, slow,summon monster III.

Niki, Female Weasel Familiar: CR 1; tiny magicalbeast (1 ft long); HD 5d4; hp 12; Init +2; Spd 20 ft,Climb 20 ft.; AC 17 (touch 14, flat-footed 15);Atk +6 melee (1d3-4, bite); SQ Deliver TouchSpells, Improved Evasion, Share Spells, Speakwith Master; AL NE; SV Fort +2, Ref +4, Will +5;Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5.

Skills: Balance +10, Climb +11, Hide +13, Move Si-lently +9, Spot +4. Feats: Weapon Finesse (bite).

Kenelkek the Master, Osyluth: Large outsider; HD5d8+10; hp 37; Init +4; Spd. 40 ft.; AC 17; Atk Bite+9 melee and 2 claws +4 melee (bite 1d8+5; claws1d4+2); Reach 10ft.; SA spell-like abilities, fearaura, poison; SQ DR 10/+1, SR 22, baatezu quali-ties, know alignment; Fort +6, Ref +4, Will +6;Str 21, Dex 10, Con 15, Int 14, Wis 14, Cha 14;Concentration +8, Hide +3, Listen +11, MoveSilently +8, Search +8, Sense Motive +10, Spot+12; Alertness, Improved Initiative.

Possessions: Potion: cure serious wounds, amulet of proofagainst detection and location.

Amulet of Proof against Detection and Location(Flawed): As the normal amulet, except it iscaster level five, and has a flaw. A failed at-

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tempt to add protection from overhearing thevoice of the wearer actually means thatevery time the wearerspeaks there is a 20% chancethe words spoken can alsoeasily be heardsomewhere elser a n d o m l ywithin 35 ft.,as in the ven-t r i l o q u i s mspell. The baseprice for creat-ing this item is29,200 gp, in-cluding theability to castnondetectionand ventrilo-quism. Thismakes the cre-ation cost14,600 gp and1,168 XP. Dueto the mistakein the way thatthe second spellwas added, the mar-ket value would beonly half the baseprice.

Tactics: Jessiaturns herself invis-ible if possible beforethe PCs enter theroom. If combat occurs, she casts hersummon monster spells while remaininginvisible. After that, she casts Enduranceand Shield on herself, then uses her otheroffensive spells and alchemist’s fire flasks.If she sees that her master is in trouble,

she makes a more direct attack to try todraw attention away from the master.

The devil uses major image to create avision of its former overlord, the pit fiendAstraquasiv, only slightly marred by thefact that its 12-foot height makes it almosttoo large to fit into the room. Any PCswho remark on this fact receive a +2circumstance bonus to their Will saves todisbelieve the illusion. Afraid the heroesare somehow unknowing agents of thepit fiend, the devil tries to convince them

to leave, “Be grateful for myforbearance, mortals, and flee

while you are still able.”If forced into combat, he uses

his wall of ice ability to form ahemisphere around some of the

party, temporarily dividing itsopponents before attacking the

others.If the imp Ibnib is still alive he is

present as well, but he limits his contri-bution to more sarcastic remarks. (If

the imp somehow survives hismaster, he leaves, searching for

a new master.)Background: Kenelkek

came into possession ofthe master controllerwhile on its home plane.

Intrigued by the possibili-ties, he kept it instead of report-

ing the find, and fled via a portal tothis plane. The imp Ibnib saw Kenelkekleaving, and decided to leave with him.

Once on this plane, Kenelkekrealized others would come look-ing, especially its master,Astraquasiv. It used the master

controller to gain a few servitors from

Combatting an OsyluthIf the party does not have any magi-

cal weapons, this combat can be verytough due to the damage resistance andhigh spell resistance of an Osyluth. Inthis case, assume prolonged residenceon this plane has weakened it, reducingits resistances to 5/ +1 and SR12.

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Development: This being “eats” byabsorbing nutrients through its skin, inthis case a meat broth. The PCs mayeasily destroy it, automatically freeinganyone who still has a slave controller.Neutral or evil individuals or organiza-tions would pay well for it alive, in excessof 10,000 gp. However, if word getsaround of what the PCs are selling, anequal number would be inclined to justgrab it. The heroes could use it them-selves, although laws and attitudes wouldnearly everywhere treat its use as equiva-lent to slavery.

52. Master’52. Master’52. Master’52. Master’52. Master’s Rs Rs Rs Rs RoomoomoomoomoomThis is where the “master” rests.

A large metal coffer, nine feet long,sits against the opposite wall. A woodenchest is against the south wall.

The coffer is the Osyluth’s first attemptto block scrying. The Devil can just fitinside; it is constructed of layers of lead,silver, and iron. Although its immenseweight (approximately 400 lb.) makes ithard to move, the metals in it are worth500 gp.

The chest contains the proceeds of thebandit raids and other thefts it undertookbefore it formed the raiders. There is 900pp and 1,000 gp. It also contains dupli-cate keys to all locks here and in the fortabove.

Half a dozen keys on a ring lieneatly to one side of the chest. Besidethem are stacks of gold and silver coins.They must be worth over 1,000 goldpieces. Your breath catches…you re-alize what you had at first assumed wassilver is, in fact, platinum. There are al-most as many stacks of the platinumcoins as of the gold.

common humans it captured, and thenused them to gather more. Kenelkekdecided it needed both money and talentto create more devices to make it secure.The caravan raids supply the money.Jessia supplies the talent (although theDevil realized it could use more powerfulmagical help). Despite the success it hasachieved, Kenelkek is increasingly certainits old master is on the verge of locatingit. One sign of this paranoia is its refusalto use its real name, instead insistingeven its totally controlled minions refer toit as, “the master.”

Development: The death of Kenelkekexiles it to its home plane. Six roundsafter the amulet of proof against detectionand location is removed from its corpse,the body is drawn back to its home planeby a powerful combination detection andtransportation spell. If Ibnib the imp is inthe room, he is drawn back as well. (Itseems that Kenelkek’s master really waslooking for it.)

If Jessia is freed of her slave controller,she sinks to the floor, mumbling toherself. Faint memories of months work-ing for a Devil have overwhelmed her. Aspell that cures insanity, or two monthsof bed rest, is needed to restore her tonormal.

The equipment in this room counts asa complete alchemical lab, if it is care-fully packed and moved somewhere else.

51. Contr51. Contr51. Contr51. Contr51. Control Rol Rol Rol Rol RoomoomoomoomoomThe master controller.

A spherical mass of flesh two feetacross sits half sunken in a tub ofbrownish liquid. The smell coming offit reminds you of cooked meat.

Creature (EL ½): The master controller.Master Controller, small aberration: For a full de-

scription of the master controller, see the de-scription of new monsters at the end of the ad-venture; hp 8.

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ConclusionThe heroes have defeated the evil threat-ening the northern trade route, comingacross a new method to rob someone oftheir will along the way. The valuableitems and experience that were gainedwere just part of the job.

Characters receive 20 Story XP forevery creature they freed from a slavecontroller in part I (other than throughdeath). This is addition to the normalexperience for defeating enemies. Theyreceive 50 XP for every creature that theyfreed from a slave controller in part II.

Return to ThornburyFrederick Manos is overjoyed to see thereturn of the heroes with proof of theiraccomplishments. “I knew they could doit!” he crows, and declares an impromptucelebration, supplying the ale from hisinn. Everyone knows the importance oftrade to the hamlet; combined with freespirits the knowledge soon loosens inhibi-tions, strangers coming up to slap thecharacters on the back and congratulatethem.

Vintus Broadleaf is less happy, sensingthat his profitable access to somewhat lessthan legitimate goods is at an end.Katrina Smallwood is relieved the suspi-cious glances turned her way should soonabate. And, Captain Destrani concludesthe heroes are not as useless as he firstthought. If his lord runs into a thornyproblem in the future, he might evensuggest their names.

Continuing ThreadsDo not go out of your way to indicatethere is more to the gnoll fort than ap-pears on the surface. Characters that miss

the entire underground portion of theadventure are still congratulated by theinhabitants of Thornbury, but about fivemonths later, a new group of humanbandits begin attacking caravans on thetrade road. Their base is located five milesnorth of the previous one, the Devilhaving learned the lesson of not workingthe bandits from the same location ofwhat is supposed to be secret.

Nearly everyone freed by the party isextremely grateful. If a player later picksthe Leadership feat, anyone who wasfreed should be considered possiblefollowers or even cohorts.

There is the possibility of a continuingrelationship with the gnome traderHrandeth of Clan Alazzar, especially ifthey rescued his nephew Obvim.Hrandeth can handle the sale of unusualnon-magical items, anything from apainting up to a ship. He is able to sellsuch items for 50% more than the PCscould get (not including his 10% commis-sion). It takes at least eight weeks for suchgoods to reach the gnome, be sold, andthe proceeds sent back, only two or threeweeks if the PCs deliver in person.

If the wererat Din survived, she mayshow up again in the future, to bedevil oraid the party at her whim.

If the heroes released the ogre mageLakul, and he escaped, he has no furtherinterest in them. However, Lakul quicklymakes new enemies; divination spellsmay reveal the PCs as somehow associ-ated with him. Unsavory types mightappear, requiring the answers to ques-tions the heroes know nothing about.

Finally, it is possible that the OsyluthKenelkek was not acting independently.It may have had attached to it a moresophisticated version of the slave control-ler, actually following the commands ofsome other, more powerful, individual.That individual is unlikely to be pleasedat the disruption of their long laid plans.

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The Osyluth’s lord, the pit fiendAstraquasiv, may become curious aboutwhat it was up to on this plane. Anyinquiries would quickly lead to the he-roes…

Appendix -

NEW CREATURES

Shadow, GuardianMedium-sized Undead (Incorpo-real)Hit Dice: 3d12 (19 hp)Initiative: +2 (Dex)Speed: 30 ft., fly 40 ft. (good)AC: 13 ( +2 Dex, +1 deflection)Attacks: Incorporeal touch +3meleeDamage: Incorporeal touch1d4 temporary Wis, confu-sionFace/Reach: 5 ft. by 5ft./5 ft.Special Attacks: Wisdamage, confusionSpecial Quali-ties: Undead,incorporeal, +2turn resistanceSaves: Fort +1,Ref +3, Will +4Abilities: Str -, Dex 14,Con -, Int 10, Wis 12, Cha 14Skills: Hide +8, Intuit Direction +5,Listen +7, Spot +7Feat: Dodge

Climate/Terrain: Any land and under-groundOrganization: Solitary, gang (2-5), orswarm (6-11)

Challenge Rating: 3Treasure: NoneAlignment: Usually neutralAdvancement: 4-9 HD (medium-size)

Guardian shadows are quite similar tonormal shadows, except they are createdvoluntarily. A dying worshipper of a godis brought to the location where theshadow is to be bound. In attendancewith a cleric of the deity, he or she leaves

the shadow behind as theworshipper’s spirit passes beyond, butthe worshipper gives up any possibil-ity of resurrection.

The shadow is bound to the site ofdeath by the cleric, being not able

to leave the room or immediatevicinity. Instructions are given atthis time, such as to attackanyone not making the holy signof the deity, or to punish thosewho attempt to defile a tomb.

A guardian shadow retainssome measure of intelli-gence, and can modify itsinstructions to fit chang-ing circumstances.

Normally, a termi-nally ill elderly

worshipper is usedto create theshadow, but thereare tales of largenumbers of

healthy individualscommitting suicide

when a sacred site isabout to be overrun, to protect

in death what they could not in life.

CombatWisdom Damage (Su): The touch of aguardian shadow deals 1d4 points oftemporary Wisdom damage to a livingfoe. A creature reduced to Wisdom 0 dies,

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although guardian shadows do not createspawn.

Cause Confusion (Su): The touch alsocauses an effect similar to the confusionspell. The touched creature must make aWill save (DC 16, save after reducing thecreature’s Wisdom due to the touch) toavoid this. The confusion lasts one roundper hit die of the shadow.

Undead: Immune to mind-influencingeffects, poison, sleep, paralysis, stunning,and disease. Not subject to critical hits,subdual damage, ability damage, energydrain, or death from massive damage.

Incorporeal: Can be harmed only byother incorporeal creatures, +1 or bettermagic weapons, or magic, with a 50%chance to ignore any damage from acorporeal source. Can pass through solidobjects at will, and its own attacks passthrough armor. Always moves silently.

Slave ControllerTemplateA slave controller is a separate creature,but when it joins with a host creature, itis indistinguishable from the host foralmost all purposes.Abilities: Dex, Int, and Wis all suffer a –2 circum-

stance penalty, which indirectly changes otherstatistics, such as armor class or saving throws.

Saves: +2 resistance bonus to saves against enchant-ment spells or spell-like abilities. If the save isfailed, the creature is affected as normal.

Alignment: SpecialOthers: As base creature

A slave controller has the extraordi-nary ability to gain control of any crea-ture with something approximating acentral nervous system. This includesaberrations, animals, beasts, dragons,feys, giants, humanoids, magical beasts,monstrous humanoids, shapechangers,and vermin. It can gain control of acreature of up to seven hit dice or charac-ter levels, taking one hour per hit die or

level. Although it is possible to do thiswhile the creature sleeps, normally slavecontrollers are applied to prisoners whohave no ability to resist.

It infiltrates tendrils into the victim’snervous system, literally preventing thethinking of thoughts that would beagainst the interests of the operator of themaster controller (see below). The con-trolled creature uses its abilities andresources to best aid or fulfill the instruc-tions of the controller, given its currentunderstanding of any situation.

However, whenever an ordered actionstrongly goes against the normal inclina-tion of the controlled creature it gains aWill save (DC 16). If the save is made, thecreature stands motionless for threerounds, although it may defend itselfnormally. After three rounds, the slavecontroller regains full direction. Forinstance, almost any creature forced tosacrifice itself to save its operator wouldbe entitled to a save.

The reductions in Dex, Int, and Willreflect the interference of the slave con-troller in the creature’s nervous system.No creature’s intelligence is reducedbelow three by the presence of a slavecontroller (if already below 3, it retainsthat value).

Although detect magic does not indi-cate its presence, a slave controller maybe found using a relevant detect alignmentspell. The slave controller’s alignment,LN, mingles with that of the controlledcreature. If the controlled creature’salignment is something other than LN adetect alignment spell can spot this. Thefirst round such a spell is used on acontrolled creature, a Spellcraft skillcheck (DC 20) is needed to see that thealignment is actually a muddy combina-tion of two alignments. Failure at thecheck results in a detection of neutralalignment. A second check (DC 15) maybe made on the second round of Concen-

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tration on a subject. For instance, ifDetect Evil was cast on a CE orc with aslave controller, on the first round asuccessful Spellcraft skill check againstDC 20 would indicate it has an alignmentthat is both evil and non-evil. A failurewould detect the orc as non-evil.

A slave controller must be brought intothe immediate presence (the same room)of its master controller at least once everytwo weeks to maintain full functionality.Otherwise, there is a 5% cumulativechance per week of it behaving abnor-mally, causing the creature to misinter-pret instructions.

By itself, a slave controller has only1d8 hit points and animal intelligence,able to move three feet per round. Whenit attaches to a creature (such as to theneck of a humanoid), the controlledcreature attempts to hide it, perhaps withlong hair or a high collar. If a controlledcreature is searched, the slave controller isdiscovered on a successful Search skillcheck (DC 11). If the searcher has en-countered this being before, discovery isautomatic.

A slave controller may automaticallybe removed from an unresisting host witha tiny slashing or piercing weapon, or asuccessful strength check (DC 11). Thisdoes 1d4 points to the controlled creature,but otherwise completely frees it. Theformerly controlled creature retains onlyvery hazy memories of the time it wasdominated.

Master ControllerSmall-sized Aberration (2 foot diameter sphere)Hit Dice: 2d8 (9 hp)Initiative: -5 (Dex)Speed: 0 ft.AC: 6 (-5 Dex, +1 size)Attacks: -Damage: -Face/Reach: 5 ft. by 5 ft./0 ft.Saves: Fort +0, Ref –5, Will +2

Abilities: Str 10, Dex 1, Con 10, Int 3, Wis 10, Cha 3Organization: SolitaryChallenge Rating: ½Treasure: NoneAlignment: Lawful neutralIt is uncertain where master controllerscome from, as they do not reproducethemselves. Since it is obviously a createdcreature, rumors persist it can be madethrough a special magical procedure, oreven that it comes from the bud of yetanother creature.

The only real purpose of a mastercontroller is to create slave controllers. Itbuds a new slave controller every day. Itcan coordinate up to two-dozen existingslave controllers; new ones budded inexcess of this simply die.

Creatures dominated by slave control-lers follow orders and act in the bestinterest of the operator of the mastercontroller. The operator of the mastercontroller, by simply touching it andconcentrating, can telepathically commu-nicate with any controlled creature on thesame plane. The creature has no ability torespond to the operator.

The operator of the master controller isdefined as the last creature to touch itand concentrate on it for at least sixrounds. If a change of operators occurs,creatures dominated by slave controllersobey the new operator, but only afterbeing brought into the presence of themaster controller or contacted telepathi-cally. Otherwise, controlled creaturescontinue to work for the desires of the oldoperator.

A creature dominated by a slavecontroller must be brought into thepresence of the master controller at leastonce every two weeks, or there is a 5%cumulative chance per week the slavecontroller begins acting abnormally,causing the controlled creature to misin-terpret instructions.

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizardsof the Coast, Inc. and is Copyright 2000Wizards of the Coast, Inc (“Wizards”). AllRights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/ortrademark owners who have contributed Open GameContent; (b)”Derivative Material” means copyrightedmaterial including derivative works and translations(including into other computer languages), potation,modification, correction, addition, extension, upgrade,improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed oradapted; (c) “Distribute” means to reproduce, license, rent,lease, sell, broadcast, publicly display, transmit or otherwisedistribute; (d)”Open Game Content” means the gamemechanic and includes the methods, procedures, processesand routines to the extent such content does not embody theProduct Identity and is an enhancement over the prior art andany additional content clearly identified as Open GameContent by the Contributor, and means any work covered bythis License, including translations and derivative worksunder copyright law, but specifically excludes ProductIdentity. (e) “Product Identity” means product and productline names, logos and identifying marks including tradedress; artifacts; creatures characters; stories, storylines, plots,thematic elements, dialogue, incidents, language, artwork,symbols, designs, depictions, likenesses, formats, poses,concepts, themes and graphic, photographic and other visualor audio representations; names and descriptions of charac-ters, spells, enchantments, personalities, teams, personas,likenesses and special abilities; places, locations, environ-ments, creatures, equipment, magical or supernatural abilitiesor effects, logos, symbols, or graphic designs; and any othertrademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, andwhich specifically excludes the Open Game Content; (f)“Trademark” means the logos, names, mark, sign, motto,designs that are used by a Contributor to identify itself or itsproducts or the associated products contributed to the OpenGame License by the Contributor (g) “Use”, “Used” or“Using” means to use, Distribute, copy, edit, format, modify,translate and otherwise create Derivative Material of OpenGame Content. (h) “You” or “Your” means the licensee interms of this agreement.

2. The License: This License applies to any Open GameContent that contains a notice indicating that the Open GameContent may only be Used under and in terms of thisLicense. You must affix such a notice to any Open GameContent that you Use. No terms may be added to orsubtracted from this License except as described by theLicense itself. No other terms or conditions may be applied toany Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game ContentYou indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing touse this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with the exactterms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You arecontributing original material as Open Game Content, Yourepresent that Your Contributions are Your original creation

and/or You have sufficient rights to grant the rights conveyedby this License.

6.Notice of License Copyright: You must update theCOPYRIGHT NOTICE portion of this License to include theexact text of the COPYRIGHT NOTICE of any Open GameContent You are copying, modifying or distributing, and Youmust add the title, the copyright date, and the copyrightholder’s name to the COPYRIGHT NOTICE of any originalOpen Game Content you Distribute.7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility, exceptas expressly licensed in another, independent Agreementwith the owner of each element of that Product Identity. Youagree not to indicate compatibility or co-adaptability with anyTrademark or Registered Trademark in conjunction with awork containing Open Game Content except as expresslylicensed in another, independent Agreement with the ownerof such Trademark or Registered Trademark. The use of anyProduct Identity in Open Game Content does not constitute achallenge to the ownership of that Product Identity. Theowner of any Product Identity used in Open Game Contentshall retain all rights, title and interest in and to that ProductIdentity.8. Identification: If you distribute Open Game Content Youmust clearly indicate which portions of the work that you aredistributing are Open Game Content.9. Updating the License: Wizards or its designated Agentsmay publish updated versions of this License. You may useany authorized version of this License to copy, modify anddistribute any Open Game Content originally distributedunder any version of this License.10. Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content YouDistribute.11. Use of Contributor Credits: You may not market oradvertise the Open Game Content using the name of anyContributor unless You have written permission from theContributor to do so.12. Inability to Comply: If it is impossible for You to complywith any of the terms of this License with respect to some orall of the Open Game Content due to statute, judicial order, orgovernmental regulation then You may not Use any OpenGame Material so affected.13. Termination: This License will terminate automatically ifYou fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. Allsublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of theCoast, Inc. Copyright 2001, Bastion Press, Inc.

Bastion Press OpenGaming Content

All of the text of this adventure is considered OpenContent, and thus distributable according to the termsdetailed in the Open Gaming License. All artwork iscopyrighted by Bastion Press, Inc. and may not befeatured in OGL or d20 game products without priorpermission.

Page 48: Bandits - turtlegodsclan.weebly.com · 2 Adventure Background The trade road through the Tranym forest has always been dangerous, but lately entire small caravans have been disap-pearing