Runner-Up Prize Winner: Volcano FortressCategory |
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Rubies of the Black Flame
by David Morgan
Here’s the deal, see. The King’s Guard captured the Leader of the Society of the Black Flames and the Society is the most powerful assassins’ guild in the realm. So when the Guild retaliated by kidnapping the King’s daughter, it was a real coup for them. They started sending back body pieces until the King agreed to pay the ransom. They wanted their leader back as well as a small chest of very rare flame rubies. The King’s got his daughter back and the Church has healed her up again, but now he’s raising an army to go and crush the Society out of existence.
All this political stuff is interesting I’m sure, but we could care less about either of them. We just want the chest of rubies. There should be exactly 50 of them. Your methods are up to you, but this should clear your debt with us in full. Do the job right and we’ll even toss in a 10,000 gp bonus. Fail us and you’ll wish you’d never been born.
Notes to the DM are in bold face. Information for the party is in italics. This adventure is geared for a party of at least 12th (or higher) level. This is a very difficult scenario and while written in a semi-linear fashion, a high-level group will almost definitely throw a few monkey wrenches into the works. The party can be of any alignment. It will require some plot development before being initiated.
At some point earlier in the campaign, a powerful (but not good aligned) organization will have done a great service for the party. This could have been paying for a wish or resurrection spell to be cast, protection from a powerful enemy, a loan of lots of cash, or perhaps the "gift" of a powerful magic item just when the party needed it. This "charity" could have come from the local Thieves’ Guild, the Merchants’ Guild, the Mage College, or even a neutral or evil temple, in return for a later "favor". No matter what the party’s alignments, they should have no problem with being retained to assault a fortress of known assassins to pay back their debt.
However, the assassins have been around for decades. Their guild is a well- used tool of the rich and powerful. Bards tell frightening tales of the Black Flame. They are strong, intelligent, and have fought off many attacks. They can stand a siege for months at a time and their fortress has many defenses designed to kill anyone storming the castle.
Setup Info
The party should be assigned their mission 3 to 5 days before the King’s army begins to move out. When they arrive in the vicinity of the fortress the King’s army will be 7-10 days behind them. They will have plenty of time to be cautious if they choose to be.
The fortress of the Society of the Black Flames can be found in a volcanic mountainous region south of the capitol. It consists of two keeps constructed of black volcanic rock, located near the lip of a semi-active volcano. The first keep can only be approached from the north. The second keep is separated from the first by a small river of slow moving lava. The two keeps are joined by a black soot covered bridge.
Merely reaching the fortress should be an arduous journey. The land surrounding the area is bleak and desolate. The land is a mix of ash and sun-blasted dirt. The only vegetation that can be found is the occasional dead tree, ancient, sinister looking and almost petrified. There are no bushes, no grass, no life. Even the vultures avoid this area. There is no cover and the surrounding terrain is clearly visible for miles. In addition, for the last two days of the journey there are no ready sources of water and there is no fresh game to be found. Heat exhaustion, heat stroke, and death are common occurrences with both travelers and their mounts unless supplies of water and food are brought along.
At some point during the trip there will be one encounter. This is the territory of a gorgon. The Guild typically brings it a live offering (a slave or useless captive) for passage. The gorgon will move to within sight of the party and wait for one minute for its tribute. If no one is thrown out for it to consume or if it is attacked, it will charge.
Gorgon (1): hp 75.
The Two Keeps
The assassins are crafty and intent on winning at the end of the day. Frequently they will appeal to the kindness of the party and beg for mercy, only intending to escape and turn on their captors when it will give them the victory. While ruthlessness is unfortunately necessary when dealing with the situations which may arise, but it should rapidly become difficult for good-aligned characters to just hack through unarmed prisoners who have surrendered. These aren’t monsters like orcs or goblins, these are people!
Because of the heat from the lava at the other entrances, there is no easy way in or out other than through the front door.
Once the party enters, the interior will seem almost completely deserted in many areas. This is not the case. The assassins are waiting for an opportunity when they will have all the advantages and can concentrate their fire. The best possible place will be when the party tries to cross the bridge between the two keeps. As the party encounters various parts of the fortress you, the DM, need to decide how the assassins will react. They will not just wait passively in their rooms, to die one by one. They may look for an opportunity for a mass attack, send assassins out, or try and locate the party’s base camp and launch an assault of their own.
The Guild is organized into groups based on the amount of experience each assassin has. First is the training class of new recruits. These are typically taken from the poorer sections of cities where there was little hope and already, ruthlessness was needed to succeed. From training, the assassins become the Guards, practicing their disciplines and gaining experience on occasional raids or group missions. After gaining enough experience, guards graduate into the Gatekeepers, learning the ways of the Assassin, honing their skills, and being trusted with more responsibilities. Finally, the Gatekeepers are promoted to Assassins and are considered competent enough to handle difficult missions with little or no support from the rest of the Guild. The most experienced Assassin is the Guildmaster, an position elected by the rest of the Guild every ten years. They use this method in order to avoid the open warfare that would result by deciding the leadership in any other way.
There are two other groups within the Guild; the Instructors and the Masters. The Instructors are specialized in each of their fields and are responsible for honing the assassins’ skills at each level. The Masters are not assassins, but have been recruited from outside the Guild because of their unique skills or abilities.
If the party just bulls its way in, they will almost certainly regret it later. If they spend a day trying to observe the two keeps from different perspectives, they may notice a few things which might help them a lot. Since the only cover is several hundred yards away, the Spot DC for each of these should be 26 (or a natural 20). If a rogue can scout ahead to within 50 yards without being spotted, Hide DC 24, the Spot DC drops to 15. (The guard has a gem of seeing effective out to 40 yards, so just being invisible won’t be enough.)
If the rogue fails his hide, he will either be spotted by the Gatekeeper (who will alert the fortress, then do nothing), the driders (who will alert the fortress), the fire elemental (who will keep its own counsel), or the gargoyles.
The gargoyles are tasked with keeping flying invaders from entering (or leaving). They will attack anyone who flies, but will otherwise avoid combat if possible. Being chaotic evil and only just barely subservient to the Guild, they will not alert the fortress just for spotting the party.
An attempt to use flying to scout will draw attacks from the driders’ bows, the gargoyles, and if they persist, ranged attacks from Macy (Room 35).
Additionally, all the doors in the fortress are locked. Unless otherwise noted, the lock is DC 18 to pick or the door is DC 22 to break down. The assassins use special chess pieces which signify their ranking within the guild. The chess pieces are also keys to the fortress, having been enchanted to open various doors. Each door has a small square hole inset near the lock. If an appropriate piece is set inside, the door will open easily.
Since there’s no need of money internally, other than their chess piece, no assassin carries any wealth on them while in the fortress other than their personal equipment. Their wealth is held for them by the Guildmaster, in the treasure vault.
Chess Pieces:
A brass pawn will open the doors north and south of rooms 2 and 3, and the doors to room 13, 14, 17, and 20. Value 1 sp ea.
A silver knight will open those plus rooms 3, 6, 8, and 16. Value 1 gp.
A gold bishop will open those plus rooms 9, 10, 11, 12, the west door of 21, and the bridge exits 25. Value 5 gp ea.
A Platinum Rook will open those plus 27, 29, 30, and 35. Value 30 gp ea.
A Sapphire Magi will open those plus the southern doors of room 21. Value 1800 gp ea.
A Diamond Queen will open all doors except room 26 and 37. Value 2100 gp ea.
The Ruby King will open all doors. Value 4250 gp. It will also get the possessor safely past the guardian of Room 26.
Except where noted, all the assassins wear black; either robes or armor. While they are referred to as masculine, some of the Guardsmen, Gatekeepers and Assassins are female (and quite comely). The guildmembers, in general, do not fear death. Mazer, the Guildmaster, has several scrolls of raise dead which will be used to ‘recover’ valuable personnel as needed. It is the knowledge of this that gives the assassins their fanatical level of morale.
1. The Gatekeeper and the Game
Approaching the entrance, the only door that can be seen is set into the wall of a tower. The height of the
keep seems to vary as if it had started out as a smaller building but had several other buildings added on later.
It is difficult to see the roof because it looks like dozens of huge jagged rocks and boulders have been placed
up there, perhaps to break the outline of the buildings in order to make them more difficult to see from a distance.
The last mile as you approached the keep felt very exposed. The door is large, hardwood banded with iron with a
large iron ring set into the center. Hanging next to the door is a pull rope which runs through a pulley before
running into a hole in the wall near the top of the tower. There is no one to be seen anywhere.
The rope is connected to alarm bells throughout the fortress. The rope is counter-balanced, so if it is
cut, an alarm will still sound. The bells are small enough to be heard only in the room they go off in. As such,
there will be no obvious result if the party pulls on or cuts the rope. One of the four Gatekeepers from rooms
9-12 will currently be on duty. Unless the party has some means of detecting invisibility, the gatekeeper will
have made a deliberate effort to remain unnoticed by them. He will wait until they enter the fortress, sound the
alarm while they are exploring the first room, and then will follow them, invisibly.
Within the octagonal shaped room, several things are obvious. Thirty feet across from where you entered
is another eight foot iron bound door. There don’t appear to be any other exits. In the center of the room is a
small table in the center of which is a 9x9 chess board with several pieces on it. The rest of the room is empty.
The chess board has one very interesting feature. Only one side’s pieces are represented. There appear to
be 14 pawns, 8 knights, 4 bishops, 10 rooks, 3 magi (a teleporting piece which cannot capture), 3 queens, and a
king. In reality, this is a system that the Guildmaster uses to inspire his minions. Each of the pieces represents
a member of the Guild. Where the piece is in relation to the king represents how the Guildmaster views his minions’
loyalty and devotion. The Guildmaster changes things around frequently to motivate his followers to strive for
his personal favor. The chess pieces are common ivory, worth perhaps 6sp apiece. However, since the Guildmaster
doesn’t appreciate others playing with his game, the board and each piece is coated with a sleep poison dust (onset
time of 1-2 hours, -6 WIS, Fort DC of 22 or take an additional –6 WIS. WIS of less than 3 results in passing out
for d10+5 hours).
The south door is built into the wall and is designed to only be unlocked from the south. Either a knock spell will have to be used or a strength roll DC 24 is required to smash the door in. By now the fortress is already probably ready, but the party will have no way of knowing this.
2. The Janitor
Through the door is a 30’ long, 10’ wide corridor leading south. At the south end is a set of double doors.
In the center of the east and west walls are 5’ openings into adjacent rooms. To the east is pitch-black darkness,
but to the west it appears the room is brightly lit. Also from the west can be heard the sounds of snoring.
This room is typically used for leisure by the assassins. There are several tables and chairs scattered
around. In the south-east corner is a small fire pit for cooking. One of the tables has a small pile of copper
(37 cp) and several hands of cards that have been left face down. Sitting in a chair with its head down on the
table, snoring is a kobold named Garble. Garble is wearing a white tunic with gray trousers and has a small filthy
ring on his smallest finger. Clutched in one hand is a small broom. If the party enters the room, he will appear
to awaken in fear and will beg the party to spare him. Then he will spin a tale of being kidnapped by the assassins
and forced to clean up after them. Finally he will offer to guide his new masters around the fortress if they will
help him to escape the desolation . . .
Nothing could be further from the truth. Garble is a very wily 9th level sorcerer and is the master in charge of the Guards and the Gatekeepers. If possible he will try to convince the party to spare the lives of as many assassins as possible, either as prisoners, slaves or hostages, depending on how they react. On the other hand, Garble will suddenly turn on the party at a bad moment, if he thinks it will end the party’s invasion of the fortress. If asked to guide the party, he will take them immediately towards the entrance to the bridge (area 25), telling them the treasure room is where Room 34 lies.
If the party asks about his ring he will show it to them, but beg them to not take it. It’s far too small for anyone other than a halfling to wear anyway. Garble also has an Amulet of Blocking worn under his tunic which negates cantrips and orisons cast at the wielder. So a detect magic cast at him or his ring will reveal nothing. Garble also carries hidden a chess piece carved from a single diamond, a queen.
Garble hp 38. If necessary, he will use invisibility, alter self, or dimension door to escape.
3. The Dark Room / Guard Post
Peering into this room nothing can be seen but blackness. It’s as if a wall of impenetrable darkness were just
beyond the doorway.
This room has a round table in the center with six chairs. About 5 minutes before the group entered, Garble
cast a darkness spell on the table, which should last another hour. While this probably wouldn’t inconvenience
a powerful party of adventurers, he thinks it will make it more likely that they will come to his room before trying
to enter this room. That way he can lead them elsewhere.
Unless the darkness is dispelled by a daylight spell, anyone entering the next room (5), which is brightly lit, will take –2 to hit, -2 armor class adjustments for 1-4 rounds as their eyes adjust.
4. Guest Quarters (EL 6)
This room appears to be unoccupied. In the west end are some sleeping furs which appear to have been recently
used.
The door to this room is locked (DC 20). This is the cell of an ogre mage that the Guild is trying to pressure
into joining. The ogre mage is only interested in escape but will fight if necessary. While the party was fighting
the guards, it cast invisibility on itself. If the party opens the door, it will wait and then will try
to slip past. Unfortunately, it’s very large and not particularly stealthy. A party member making a listen check
(DC 13) will hear the ogre mage as it tries to escape. Negotiation or combat will depend on the party, but for
an adequate bribe (500 gp or more) the ogre mage could be convinced to join the party to punish its former captors.
The ogre mage speaks goblin and giant.
Ogre Mage (1): hp 34.
5. AMBUSH! (EL 10)
This room is brightly lit but the doors are well constructed and no light escapes out of the room. All doors
to this room opens into room 5. No sound can be detected except on a natural roll of 20. As soon as the party begins
to open the door, have them make reflex checks (DC 25) or be caught flat-footed. One of the guards will jerk the
door wide open and give the other seven crossbowmen a round of attacks against the flat-footed party (at +1 to
hit +2d6 points of damage, Point Blank Shot and Sneak Attack). In addition, the party may be suffering
from partial blindness as explained in room 3. Then the guards will draw swords and charge!
If Garble is accompanying the group, one of the guards will notice and will curse him as a traitor. This is intended to help give credibility to Garble’s lies.
If the battle is going against the guards, they will attempt to retreat back to room 6 or they will surrender, asking only for their lives. If they are taken captive, they will eventually use escape artist to get free, using the cure potions in room 8 to regain their health. Then they will slip into one of the Gatekeepers’ rooms and use the secret compartment to get up to the roof.
Each of the eight Guardsmen also carry a chess piece, a silver knight. The cell to the east of room 5 is unoccupied.
Guardsmen (8): hp: 45, 43, 41, 39, 39, 37, 36, 35
6. Torture Chamber and Oubliette (EL 8)
This room is a chamber of horrors. In the center of the room is a well oiled rack, which looks to have been
used recently. Next to the rack is a long, low table with dozens of cutting instruments, hooks, spikes, and knives.
Whips, chains and manacles hang from the walls. In the eastern corners of the room are iron maidens and all four
walls are splashed with dried blood. In the northwest corner is a cocked and loaded ballista pointed in the direction
of the door.
The assassins use this room more for its psychological value than for actual torture. If the Guardsmen retreat to this room, they will attempt to negotiate a surrender rather than fighting to the death. But in the event of a fight, the first shot will come from the ballista in the corner (+8 ranged attack doing 3-18 points of damage to whoever stands in the doorway and 1-6 points of damage to anyone standing immediately behind them. Make an attack roll for each person in the line of fire until someone is hit.)
The most dangerous area is the closet to the south. A permanent illusion has been cast to resemble stairs leading downward. In reality, this is a trap (DC 26 to detect). When 60 pounds weight is applied to the floor, the floor pivots, dropping the unfortunate person down into a narrow chimney, 6’x4’ wide. Near the end of the 80’ drop, the chimney widens out to prevent easily climbing back out (climb DC 28). The character eventually lands painfully on broken bones, in a 20’x20’ chamber with no exits, taking 9d6 points of damage. This will probably make it difficult to fend off the ghouls. Meanwhile, the floor trap far up above resets for the next victim, shutting off all access from below.
Ghouls (6): hp 15, 14, 13, 12, 10, 10
7. Sleeping Chamber
At the end of the hallway it appears that the roof has completely collapsed. Trying to dig through the rubble
will probably take several hours and will require mining equipment to move the larger blocks. To the north appears
to be a barracks of some sort. As you enter this room you see 15 bunk beds. Most of them appear to have been recently
used. Suddenly you notice movement at the far end of the room. It appears to be a group of children ages five to
twelve, dressed in rich, colorful clothing. All of them appear to be frightened and several are clutching stuffed
animals or children’s blankets.
None of the bunk beds have any treasure. If asked, the 13 younger children will defer to their leader, a 13 year-old girl named Alexa. She will explain that they have all been kidnapped from the city and are waiting for their wealthy parents to pay their ransoms. They are afraid to even enter the halls because the men in black will punish them.
In reality, this is the training class of the next generation of assassins, recruited from the worst parts of the capitol. Each of them has 2-3 garrotes, knives, saps, or other weapons hidden in their clothing or in the stuffed animals some of the younger children hold. Each of them has a brass pawn to open the areas they are allowed to enter.
The children are still mostly Neutral in alignment, but with evil tendencies. They have been instructed to avoid unnecessary combat. They will only attack an isolated character if Alexa thinks they can win without being found out. Alexa is actually 16 and is being groomed as the next guildmaster. If the 14 children are "rescued", several years from now she will reassemble her group and lead them back to continue the tradition of the Black Flame (after first field testing them by assassinating the heroes that rescued them).
Each child is carrying a brass pawn.
Children (13): hp 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1
Alexa: hp 22
8. Drider Lair
This is a large dank, dark room. Suspended throughout the room are nine bodies, encased from floor to ceiling
in thick webs. The room is dimly lit by a large hole in the ceiling near the southwest corner where daylight (or
starlight) can be faintly seen coming from above.
This is the lair of the two driders that live on top of the roof where they serve as guards for the Guild. The room is thick with strong webs (DC 22 to break or chop through), but the webs are not sticky. They also do not burn like normal spider silk. Any attempts to attack with a weapon larger than a knife or dagger is at –4 to hit. It will take the driders 3 minutes to realize that strangers have entered their lair. Then they will come swarming down the hole to attack. They are not hampered by the webs at all. This encounter should be played as an arachnophobic nightmare.
The driders’ treasure consisting of 23 gems has been forced down the throat of the southeastern-most corpse, where they have lodged in the corpse’s chest. It should be very unpleasant trying to find them and get them out.
The gems are: 3 obsidian 5 gp ea., 1 citrine 10 gp., 4 onyx 25 gp ea., 5 alexandrite 200 gp ea., 4 spinel 250 gp ea., 1 aquamarine 500 gp., 1 black opal 1000 gp., 1 ruby 1000 gp., 1 emerald 5000 gp., 1 ruby 6000 gp., 1 jacinth 10,000 gp.
Under a cracked flagstone near the door is a small locked chest (DC 28 to spot unless searching, otherwise detected as a secret door). The chest has a poison needle trap (DC 18, Fort save, DC 20, or lose 2-5 points of both Strength and Constitution for 2-8 days). Inside the chest are 20 clear bottles filled with a murky purple fluid. These are potions of Cure Serious Wounds (curing 3d8 +6 points of damage each). They were made by Baneer (Room 24). The potions are the emergency first-aid kit for the assassins should healing become necessary in defending the fortress.
Driders (2): hp 46, 43
9, 10, 11, & 12. Private Quarters for the Gatekeepers
This appears to be a small bed chamber with a bed, a chest of drawers, and a table. The room appears to be unoccupied.
These are the Gatekeepers’ rooms. Each contains a bed, a chest containing some clothing and other normal personal items, and a table. There is nothing of value in the room. Located in a different place in each room, the table is actually used to reach a secret door in the ceiling. Behind the secret door is a small 6’ cube chamber with a trap door leading to the roof. These chambers are where the off duty Gatekeepers are hiding. They will wait until the party moves on before coming down and following behind them silently. They will guard the north end of the bridge (Room 25) with Garble.
Gatekeepers (4): hp 50, 46, 45, 41
13. Workshop
This room is filled with benches and tables. On each table seems to be a different set of tools or equipment.
There is even a small forge at the back of the room.
This is the workshop for the fortress where the assassins learn enough of various types of skills to be able to pass as a craftsman of that skill. There is a table for each of the following: blacksmith, bookkeeper, carpenter, cobbler, locksmith, scribe, tanner, and weaver. The equivalent of masterwork artisan tools for each of these crafts and professions can be collected if the party actually looks and recognizes the quality of the equipment (appraise DC 15).
14. Dining Hall and Privy
There are several tables and chairs scattered through this room. Hanging from the north wall are several wooden
shelves. There you can see dishes neatly stacked next to drinking mugs and goblets.
The small room to the south is actually the privy for this part of the fortress. Beneath a seat are three partially filled buckets. These are periodically taken and emptied by the training class into the lava flow outside.
15. Kitchen
There is a cooking pit against the south wall. Hanging on the west wall is a set of cooking knives and forks.
On the north wall is a table with a small box sitting on it. Next to the box are some drying vegetables. There
are several different sized pans and pots beneath the table. The room appears tidy and frequently used.
The knives are worth about 3 gp as a set. The small box has 15 small drawers filled with a variety of common spices. With the spices it’s worth maybe 10 gp.
16. Pantry
This room has several labeled crates of food, a barrel of ale, several sacks of flour, and other provisions.
There looks to be enough food to feed about fifty people.
In the room to the closet to the south are several geese and a side of pork left to hang. There is also a barrel of salted beef. These rations were brought over from the southern keep and will feed the assassins for about 3 days.
17. Classroom One
You have entered what seems to be a 30’ hallway stretching east and west. To the west there are several bows
and throwing weapons hanging on the wall. To the east are several target dummies.
The western end of this room is used for weapons practice. Hanging on the south wall are several double-weight
shields along with blunted daggers, swords, and other practice weapons. On the west wall are several different
types of bows and crossbows, as well as throwing knives, darts, a sling, javelins, shuriken, and spears. At the
west end of the hallway and around the corner stacked are a total of nine practice dummy targets. Seven are various
sized human figures (fat, slender, average, armored, etc.). Two are halfling-sized. There are no standard round
archery targets. The assassins practice for the real thing. The total value of all of the equipment in this room
is about 700 gp.
18. Teacher’s Conference Room
This well lit room (a continual flame on a torch) has three desks with a chair each. Each desk has several
neat stacks of paper.
From the outside, the doors at each end of this room are locked (DC 26) and trapped (DC-24) with sleep poison similar to that on the chess pieces in room 1. From the inside the doors are not locked.
Each of the trainers uses a different language to keep his notes: Ignan, Infernal, or Undercommon. A good thing because if a careful study is made (say half an hour per table), there is enough information to literally hang each of the fourteen children in the training class (room 7), if presented in a court of law back in the Capitol. For this reason, Garble will attempt to hurry the group back out of this room if they decide to enter. This can also be used to present the party with a moral dilemma if they’ve already met the kids and promised to protect them.
19. Classroom Two
This room is set up as a typical class room with charts and maps on the south wall and benches arranged throughout.
20. Testing Run
This room and the corridor to the north are used as a testing and training ground for the students. The Dungeon
Master may either decide that all the traps are currently disarmed or that they are all active. This is
a very nasty 40’ section of the keep and anyone trying to just walk through should get about five feet before getting
snared and hung up by a trap. However the run is designed for training, not to kill. Therefore the traps should
scratch, scare, paint, poke, snare, entrap, or cause only minor wounds to the careless. There are 2d4 traps for
every 5’x5’ section and 2d6 traps just on the door. The DC on most of the traps is 10 + 1d6. Three traps will have
DC 20. (Running the whole course without getting scratched or caught is a CR 5 test for a rogue. Alexa has done
it twice.)
21. Dog Run (EL 13)
As you open the door to this 70’ corridor, you hear a chorus of low, rumbling growls.
The lock on this door is DC 26. The guard dogs are at the eastern end of the room (spot DC 16 on the first round to be able to attack). They immediately notice the group’s entrance and start running towards them. The hell hounds will breath at the end of the first round, then the pack will close to attack at the end of the second round.
The Pack:
Hell Hounds (2): hp 25, 24
Dogs (12): hp 8, 8, 7, 6, 6, 6, 5, 5, 5, 4, 3, 2
One round after the group is fully engaged by the pack, the three doors slam open. Vargik, Thyroll, and Baneer will emerge from their rooms and join the battle. Each of them carries a sapphire magi chess piece.
The Instructors:
Vargik: hp 112
Thyroll: hp 57
Baneer: hp 50
Vargik will immediately wade into the fight, using whirlwind attack to engage multiple opponents if possible. Baneer will cast silence on the group, followed by spectral hand and then cast touch spells from the doorway before attacking. Thyroll will swallow potions of invisibility and spider climb and try to get into a position to sneak attack a wizard or sorcerer.
If this area is not entered, the instructors and the pack will not participate in the ambush at the bridge.
22. Vargik’s Room
This spartan room would seem to be home to a warrior. There are three stands for suits of armor and a variety
of weapons and trophies adorn the southern wall. In the northeast corner is a cot with a small bedside table. On
the table is a lit lantern.
There is a suit of elf-sized leather armor +1, and a suit of elf-sized masterwork full-plate armor. On the wall are the stuffed heads of a hydra, an owlbear, and a mind flayer, as well as 4 large shields (Bardic Knowledge DC 20: the shields are from famous knights who were slain in tournaments), and the 20’ skin of a dire snake. The lantern has a continual flame cast inside. There is no treasure in the room.
23. Thyroll’s Room
This room is a sharp contrast to the room to the west. Beautiful rugs cover the floor while wall hangings and
tapestries cover the walls. There is no bed in this room, but rather a huge pile of plush soft pillows in the southwest
corner. The room is lit by a candelabra sitting on a wall sconce near the door.
The rugs, tapestries, and wall hangings are decorative and are of very fine quality. They are all quite bulky and should be difficult to transport easily, however they are worth a total of 3500 gp if they can be taken out and sold. The candelabra are kept lit by five small continual flames cast at the end of each candle.
24. Baneer’s Room
This room has the appearance of a combination library, laboratory, and shrine. Tucked away almost forgotten
is a small bed at the eastern end of the room.
There are several shelves of books of a research nature. The total value of the books if sold to a mage or sage is 1300 gp. Otherwise they are worth about 700. The laboratory is the equivalent of a masterwork alchemist’s kit. The shrine is to Hextor and consists of a small altar, some foul smelling incense and some black and red candles.
Baneer is the one who crafted the healing potions found in room 8, and there are notes on their creation, buried amongst the lab equipment. Unfortunately, you must be both a wizard and a cleric to craft these items. Still the notes would be worth 200 gp to the right buyer.
In a hidden compartment behind one bookshelf (spot DC 21) is Baneer’s spell book: 0 – all the cantrips, 1 – alarm, animate rope, grease, jump, mage armor, mount, 2 – arcane lock, darkvision, invisibility, rope trick, spectral hand. The compartment is locked with arcane lock (Wiz level 3).
25. The Bridge of the Black Flames (EL 14+)
The first thing you notice is the searing heat and the sulfurous stench of the lava flowing between the two
keeps. Spanning the fiery river is a 150’ bridge of black obsidian, 10’ wide and 20’ high at its highest point.
Up ahead, near the center of the bridge appears to be a large bonfire that seems to move as if it had a will of
its own.
Anyone looking over the side of the bridge must make a Fortitude check (DC 16), or lose 2 points each of Strength, Dexterity and Constitution. This is due to the noxious fumes rising off the lava as well as the tremendous heat.
In the center of the bridge is a large fire elemental. It has been charged with the task of preventing unauthorized persons from using the invisible staircase down into room 26. It will let the party pass to cross the bridge, but they must make a Reflex check (DC 12) to get around the elemental or else take 2d6 points of damage from brushing against it. Anyone falling into the lava will take 4d6 points of damage per round unless they have some form of magical protection.
Once approximately half the party has moved past the elemental, all heck breaks lose. This is the most lethal encounter of the adventure. Unless closely watched, Garble will have dropped back to the rear of the party and will quickly scamper back towards the northern keep where he will join the Gatekeepers to hold the north end of the bridge. If the Guards have escaped, they will be on the northern roof with light crossbows, along with the driders. At the south end of the bridge will be Gurok (Room 34) and the assassins from Room 29. On the roof of the southern keep will be the assassins from Room 31 armed with heavy crossbows and Macy (Room 35). After the attack begins, gargoyles will launch from the southern roof and will circle far overhead to prevent an aerial escape. Mazer, the Guildmaster, will be waiting at the entrance to Room 27, directing the battle or preparing to negotiate if the party overwhelms his little trap. Due to the large rocks on the roofs, the attackers up there have ¾ cover (+7 AC, +3 Reflex saves).
There are a number of ways out of this ambush. The party can try to fight its way either north or south, while taking ranged fire (from behind) from the opposite keep. They can try to fly away but will be attacked by the gargoyles above. The assassins will see no need to negotiate unless they’re losing. Without using powerful magic, there are only two other options.
18’ off the bridge to the west a spur of land juts into river of lava. Due to the combat conditions, the heat, the smell, etc. even with a short running jump, explain to the players that it will be DC 18 to attempt a to use jump skill (23 for halflings or dwarves). If a player looks over the east side of the bridge (and makes their Fort save), have them make a spot check DC 12. If they succeed they will see a black stone tube extending down into the lava, 10 feet out from the bridge. If they use jump to try to get down into it, tell them the DC is 8. If they make the roll, they will take 4d6 points of damage, tumbling when they hit the invisible stairs. If they fail the roll, they will hit the invisible staircase and still make it down the hole, but they will take points of 8d6 damage from the tumble instead. If any additional characters try to find or use the staircase, the fire elemental, having not attacked yet, will then join in the fight.
Fire Elemental: hp 58
Gargoyles (12): hp 50, 43, 42, 40, 40, 38, 38, 38, 37, 36, 34, 34
26. Out of the Frying Pan . . . (EL – 10)
(If they just jumped down. Otherwise adjust as needed)
This room is extremely warm, but not uncomfortable. With a start you realize that you’re lying on coins. A soft red glow seems to permeate this room. As your eye’s adjust you find yourself in a large room filled with chests, boxes, and crates overflowing with coins, gems, jewelry, strings of pearls, works of art, fine tapestries, weapons, suits of fine mail, etc, etc. All together, this horde must be worth hundreds of thousands of gold pieces. A few feet away on a small table you see a small open chest bearing the broken seal of the King. Even from here, you can see the soft fiery glow coming from the rubies within. But as you start to stand, you hear a deep, bass rumbling coming from the throat of a really big creature. It sounds like it’s directly behind you.
Fortunately for the group, Verisallameridor doesn’t wake up in a bad mood.
Verisallameridor has been growing bored lately. If any of the party speak draconic, the dragon is curious about what’s happening in the world and will question the character for several minutes on local recent history, politics, world events, etc, gradually becoming more and more interested. Verisallameridor was captured by the Guild 87 years ago and brought down here to guard their treasure vault. However, in the intervening years she has grown larger than the exit and now must wait for the assassins to periodically feed her. She also has been thinking that now might be a good time to find a mate and spawn some young (hard to do in a box, no matter how nice). Being extremely intelligent she has decided to not just eat the next group of prisoners but instead see if they can help her escape this treasure vault (hence the conversation, to gain their trust). She would like to learn either Reduce to cast on herself or Enlarge to cast on the tunnel and can easily pick up the spell if a wizard has it in his spell book or on a scroll.
The party is in a strong bargaining position if they don’t waste it. Verisallameridor will let them have one thing in exchange for knowledge of the spell, and only one thing. The party can choose any single spell up to level 7 wizard (the dragon has several spell books available, but none with the spell she wants). A weapon perhaps, or some armor? A magic item or a wand or staff maybe?
(Roll several times on the Major item column of the various types of magic items if that’s what the group expresses an interest in to give them some difficult choices. Don’t roll anything that would have let Verisallameridor escape.)
The correct choice should be the chest of rubies. The dragon is still very greedy and won’t give up any more than that.
END GAME
If the party teaches the dragon Reduce, she will cast it on herself immediately and escape the tunnel. There she will briefly attack the assassins, but will quickly break off the attack and fly away. If the party quickly follows and works at escaping, they will be able to get past most obstacles in the resulting confusion (dragon fear, etc). If they delay or try and fill their pockets, the Guild will have enough time to regroup and they will have a very hard, if not impossible time escaping.
If the party teaches the dragon Enlarge, she will immediately cast it on the tunnel and escape. Again, she will briefly attack the assassins giving the party time to escape but will have caused a bigger problem. The tunnel down is not meant to expand. Now a bright trickle of lava will begin to seep through the cracks, gradually growing thicker and beginning to spill out into the treasure vault. The players need to make a jump skill check (DC 10) to leap over the pooling lava and get back to the stairs. Every round they spend grabbing items (one per round) adds 2 to the difficulty check. Unless they have had time to search, grabbing items should be a random grab for treasure. If a character fails the check and has no protection from the heat, they land in the lava! They take 2d6 points of damage and must make a Reflex check (DC 12) or slip and fall into the stuff. If they make their checks, they can try to jump again (DC 14).
In either situation, if the ogre mage (Room 5) joined the party, it will get greedy and will overload itself with treasure, eventually dying from the assassins or in the lava.
In either case, Verisallameridor doesn’t care, she is just interested in leaving. After a few weeks she will return to the area to nest and will either take over the treasure room again or will find a cave nearby if it’s been destroyed.
The rest of the fortress is described but not keyed in detail, since it is very unlikely that the group will get that far on their first attempt. Should they ever get in there, the Dungeon Master should flesh out the following descriptions. Generally there is a hidden trapdoor leading to the roof from most of the Guild members’ quarters for defense/escape reasons.
27. Armory
Mostly masterwork swords, crossbows, and armor. No magic items, but still a very rich room to loot.
28. Deadfall Trap.
Large falling blocks of stone do 6d6 points of damage in a 10’x10’ area. Reflex save for ½.
29. Assassins Cells
Five assassins live in these cells when they’re not on missions or errands for the Guildmaster. These assassins specialize in melee combat and are more heavily armored. They will defend the southern end of the bridge (Room 25). Each assassin carries a platinum rook chess piece.
30. South Keep Kitchen and Dining Area
A larger version of rooms 14 and 15 in the North Keep. The room to the east has a ladder to the roof and a trapdoor
leading to a large vaulted cavern below. This cavern is used to store the food that the assassins use. There are
6 months of food stores down there. Since there’s nothing metallic of value down there, the assassins keep a pet
rust monster down there.
31. Assassins Cells
The other five assassins live in these cells when they’re not on missions or errands for the Guildmaster. These
assassins are the best marksmen. Each carries a masterwork heavy crossbow and has 10 +1 bolts, in addition to 20
non-magical bolts. Each assassin carries a platinum rook chess piece.
32. Training Room
This room is a more lethal version of rooms 17 and 20 for the experienced assassins to practice.
33. Store Room
Dry goods, fabric, spices, lumber, etc. Everything the guild has found that isn’t treasure, usable armor or
weapons, or that no one wants. Approximate value of the room is still 15,000 gp due to the volume of stuff.
34. Gurok and Garble’s Room
A typical troll’s lair. Gurok and Garble both have diamond queen chess pieces.
35. Macy’s Room
A wizard’s room. Macy has a diamond queen chess piece. Her three spellbooks will be well hidden.
36. Macy’s Library
A large library which can be used to research spells. Worth approximately 50,000 gp to the right buyer.
37. Mazer’s Room
The Guildmaster’s room and office where he keeps records of every transaction and vendetta the Guild has ever
been involved in, as well as records of personnel and inventories of the various rooms in the fortress. Mazer has
the ruby king chess piece.
38. Pit Trap
A 10’x10’ section of the floor swings down dropping the unfortunate party into a pocket of magma 30’ feet below
(20d6 points of immersion damage, page 89 DMG).
Final Notes
The party should only get one run at this initially. An attempt to set up camp in a room will not work. The assassins are usually aware of the party’s location at all times due to Macy’s crystal ball. Trying to set up camp will provoke a planned assault by the most powerful attacks the assassins can manage.
Realistically, the only way to take out the fortress is a long-term battle of attrition, striking and then retreating into the hills. But this will take a while. Since Mazer will use his raise dead scrolls (Use Item skill) to bring his strongest allies back to life, this could easily become a prolonged situation, with the king’s forces getting closer each day. Should the party eventually gain a decisive upper hand, Mazer will negotiate a surrender in order to preserve his Guild.
The King will arrive soon and will lay siege to the Fortress. The siege will eventually fail after massive desertions (the assassins sneak out, destroy the army’s supplies and assassinate the King’s generals. Then they gradually start working their way down the chain-of-command).
If Verisallameridor escapes and the treasure room survives, it will later be taken as a lair by the dragon and her brood.
In any case, after the siege ends, the party will have earned the hatred of a powerful, tenaciously evil organization.
There should be some interesting times ahead . . .
APPENDIX: BONUS REWARDS to be split by the group (in addition to combat XP)
Scouting the Fortress before being spotted. 2000 XP
Enlisting the ogre mage instead of fighting it (room 4) 1000 XP
Effectively neutralizing each group before continuing on towards the bridge 1000 XP per group.
Finding the gems of the driders (room 8) 500 XP
Choosing the rubies instead of another treasure (room 26) 3,000 XP
Focusing on the mission and getting away with the rubies10,000 XP
Eradicating the Guild of the Black Flame (very difficult)30,000 XP
APPENDIX: CREATURE STATISTICS, THE GUILD, AND INDIVIDUALS
Alexa is listed with the Training Class since she will only be encountered with them.
CREATURES
Driders (2): CR 7; large aberration; HD 6d8+16; hp 46, 43; Init +2 (Dex); Spd 30 ft. Climb 15 ft.; AC 17, Atk 2 Short Swords +6 melee (1d6+2), Bite +3 melee (1d6+1) or Shortbow +8 ranged (1d6); SA spell-like abilites, poison; SQ SR 14, AL CE; SV Fort +5, Ref +4, Will +8, Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16.
Skills: Climb +14, Concentration +10, Hide +8, Listen +9, Move Silently +7, Spellcraft +10, Spot +9. Feats: Ambidexterity, Combat Casting, Two-Weapon Fighting.
Special Attacks: 1/day – dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate (all at 6th level sorcerer, DC 13 + spell level), poison bite: make a Fort save (DC 16) or take 1d6 temporary Str initial and secondary damage.
Possessions: none.
Fire Elemental: CR 5; large elemental; HD 8d8+24; hp58; Init +9 (+5 Dex, +4 Improved Init); Spd 50 ft.; AC 18; Atk Slam +10/+5 melee (2d6+3 and 2d6 fire); SA burn; SQ elemental, damage reduction 10/+1, fire subtype; AL N; SV Fort +5, Ref +11, Will +2, Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11.
Skills: Listen +11, Spot +11. Feats: Dodge, Improved Initiative, Weapon Finesse (slam).
Possessions: none.
Gargoyles (12): CR 4; medium-sized magical beast; HD 4d10+16; hp 50, 43, 42, 40, 40, 38, 38, 38, 37, 36, 34, 34; Init +2 (Dex); Spd 45 ft., Fly 75 ft.; AC 16; Atk 2 Claws +6 melee (1d4), Bite +4 melee (1d6), Gore +4 melee (1d6); SQ damage reduction 15/+1, freeze; AL CE; SV Fort +8, Ref +6, Will +1, Str 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7.
Skills: Hide +9, Listen +4, Spot +4. Feats: Multiattack, Weapon Finesse (claw, bite, gore).
Possessions: none.
Ghouls (6): CR 1; medium sized undead; HD 2d12; hp 15, 14, 13, 12, 10, 10; Init +2 (Dex); Spd 30 ft.; AC 14; Atk Bite +3 melee (1d6+paralysis), 2 Claws +0 melee (1d3+paralysis); SQ Undead, +2 Turn resistance; AL CE; SV Fort +0, Ref +2, Will +5, Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multiattack, Weapon Finesse (bite).
Special Attacks: Paralysis, make a Fort save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
Possessions: none.
Gorgon: CR 8; large magical creature; HD 9d10+27; hp 75, Init +4 (Improved Init); Spd 30 ft.; AC 18; Att Gore +14 melee (1d8+8); SA breath weapon, trample Fort 17; SQ Scent; AL N; SV Fort +9, Ref +7, Will +4 Str 21, Dex 10, Con 17, Int 2, Wis 12, Cha 9.
Skills: Listen +8, Spot +9. Feats: Alertness, Improved Init.
Special Attacks: breath weapon, 60’ cone, make a Fort save (DC 17) or be turned to stone. Can trample size small creatures for 1d8+8.
Possessions: none.
Guard Dogs (16): CR 1/3; small animal; HD 1d8+2; hp 8, 8, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 3, 2; Init +3, Spd 40 ft.; AC 15; Atk Bite +2 melee (1d4+1); SQ scent; AL N; SV Fort +4, Ref +5, Will +1, Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
Skills: Listen +5, Spot +5, Swim +5,
Possessions: none.
Hell Hounds (2): CR 3; medium-sized outsider; HD 4d8+4, hp 25, 24; Init +5 (+1 Dex, +4 Improved Init); Spd 40 ft.; AC 16; Atk Bite +5 melee (1d8+1); SA breath weapon; SQ scent, fire subtype; AL LE; SV Fort +5, Ref +5, Will +4, Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
Skills: Hide +11, Listen +5, Move Silently +13, Spot +15. Feats: Improved Initiative, Tracking.
Special Attacks: cone of fire 30 ft. every 2d4 rounds, damage 1d4+1, Reflex save (DC 13) for half.
Possessions: none.
Ogre Mage: CR 8, large male giant; HD 5d8+15; hp 34; Init +4 (Improved Init); Spd 30 ft., fly 40 ft.; AC 18 (chain shirt); Atk Huge Greatsword +7 melee (2d8+7); SA spell like abilities: at will - darkness, invisibility, 1/day – charm person, cone of cold, gaseous form, polymorph self, sleep (DC13 + spell level); SQ regeneration 2, SR 18; AL LE; SV Fort +7, Ref +1, Will +3, Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17.
Skills: Concentration +6, Listen +4, Spellcraft +4, Spot +5. Feat: Improved Init.
Possessions: huge greatsword..
Rust Monster: CR 3; medium-sized aberration; HD 5d8+5; hp 27; Init +3 (Dex); Spd 40 ft.; AC 18; Atk Antennae touch +3 melee (rust), bite –2 melee (1d3); SA rust; SQ scent; AL N; SV Fort +2, Ref +4, Will +5, Str 10, Dex 17, Con 13, Int 13, Wis 13, Cha 8.
Skills: Listen +9, Spot +9. Feat: Alertness.
Special Attack: rust – metal objects that come in contact with a rust monster’s antennae dissolve into rust. Magic items must succeed at a Reflex save (DC 20) or be dissolved. A metal weapon that deals damage to a rust monster similarly dissolves. Wood, stone and other non-metallic weapons are unaffected.
Possessions: none.
Verisallameridor, Young Adult Red Dragon: CR 12; huge dragon (fire); Age 92; HD 19d12+95; hp 210; Init +4 (Improved Init); Spd 40 ft. fly 150 ft. (poor); AC 26; Atk bite +28 melee (2d8+10), claws x2 +22 melee, (2d6+5), wings x2 +27 melee (1d8+5), or crush +27 melee (2d8+15); Face 10 ft. x 20 ft.; Reach 10 ft.; SA breath weapon, fire subtype, locate object 5/day, spells; SQ Fear, SR 19;AL CE; SV Fort +16, Ref +11, Will +13, Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14.
Skills: Appraising +12, Bluff +15, Concentration +12, Diplomacy +15, Knowledge (Arcana) +9, Listen +21, Spot +21, Search +19, Spellcraft +10. Feats: Alertness, Flyby Attack, Hover, Improved Initiative, Weapon Focus (bite).
Special Attacks: Breath Weapon 50’ cone, 10d10 (Reflex DC 24 for half damage), spells as 5th level sorcerer (6/7/5) 0 – dancing lights,detect magic, light, mage hand, read magic, resistance, 1- charm person, detect secret doors, magic missile, spider climb, 2 – darkness, invisibility.
Special Qualities: Fear (DC 19), SR 19, blindsight, keen senses.
Possessions: 128,151 sp, 38,026 gp, 1356 pp, 228 gems, 52 art objects (value 100-10,000 gp each), 78 masterwork items, 25 potions, 16 scrolls, 13 minor magic items, 9 medium magic items, and 6 major magic items. This is not the dragon’s horde, it’s the Guild’s! A full accounting can be found in the Guildmaster’s Room (37).
THE GUILD
Assassins (5 melee, 5 ranged): CR 8, medium-sized humanoids (humans), Ftr3/Rog3/Asn4; HD 5d6+3d10+20; hp 58 (melee), 52 (ranged); Init +7 (+3 Dex, +4 Improved Init); Spd 30 ft.; AC 16 (masterwork leather); Atk +11 melee (1d8+1/19-20/x2 crit, masterwork longswords), +13 ranged (1d10/19-20/x2 crit, masterwork heavy crossbows, 10 +1 bolts); SA see below; AL LE; Fort +7, Ref +10, Will +5, Str 12, Dex 16, Con 14, Int 12, Wis 11, Cha 13.
Skills: Bluff +7, Disable Device +4, Disguise +4, Escape Artist +9, Hide +9, Listen +7, Move Silently +10, Perform +4, Pick Pockets +6, Spot +10, Use Magic Device +2. Feats: Alertness, Blind Fight, Improved Unarmed Strike, Iron Will, Point Blank Shot, Weapon Focus – longsword or heavy crossbow.
Special Attack: point blank shot, sneak attack +3d6, uncanny dodge (can’t be flanked), poison on blades, (drider venom DC 14, 1d6 temporary Str, initial and secondary), Death Attack, +1 SV vs poison, spell: ghost sound, obscuring mist.
Possessions: masterwork black leather armor, black cloaks, masterwork longswords or masterwork heavy crossbows, 10 +1 bolts and a small jar of drider poison.
The Gatekeepers (4); Darmoc, Randall, Therena, and Banzik: CR 7, medium-sized humanoids (3 humans and 1 half-elf); Ftr3/Rog3/Asn2; HD 5d6+3d10+12; hp 50, 46, 45, 41; Init +6 (+2 Dex, Improved Initiative), Spd 30 ft.; AC 16 (masterwork leather); Atk +8 melee (1d8+1/19-20/x2 crit, masterwork longswords), +9 ranged (1d4/19-20/x2 crit, hand crossbows); SA see below, AL LE; SV Fort +6, Ref +9, Will +4, Str 12, Dex 16, Con 14, Int 12, Wis 11, Cha 13.
Skills: Bluff +7, Disable Device +4, Disguise +6, Escape Artist +9, Hide +11, Listen +7, Move Silently +12, Perform +6, Pick Pockets +6, Spot +12, Use Magic Device +2. Feats: Alertness, Blind Fight, Improved Unarmed Strike, Iron Will, Point Blank Shot, Weapon Focus (longsword or heavy crossbow).
Special Attack: point blank shot, sneak attack +4d6, uncanny dodge (can’t be flanked), poison on blades/bolts, (drider venom DC 14, 1d6 temporary Str, initial and secondary), Death Attack, +2 SV vs poison, spells: 1 – ghost sound, obscuring mist, 2 - darkness.
Possessions: masterwork black leather armor, black cloaks, masterwork short swords, hand crossbows, and a small jar of drider poison. In addition, whichever Gatekeeper is on duty has a ring of invisibility, a gem of seeing, and slippers of spider climb, which are shared amongst them.
Guards (8): CR 5, medium-sized humanoids (humans, elves and half-elves); Ftr3/Rog3; HD 3d6+3d10+12; hp 45, 43, 41, 39, 39, 37, 36, 35; Init +6 (+2 Dex, Improved Initiative), Spd 30 ft.; AC 17 (chainmail); Atk +7 melee (1d8+1/19-20/x2 crit, masterwork longswords), +7 ranged (1d8/19-20/x2 crit, light crossbows); SA see below; AL LE; SV Fort +6, Ref +6, Will +4, Str 12, Dex 15, Con 14, Int 12, Wis 11, Cha 13.
Skills: Bluff +6, Disable Device +4, Disguise +4, Escape Artist +7, Hide +8, Listen +5, Move Silently +8, Perform +4, Pick Pockets +6, Spot +10. Feats: Alertness, Blind Fight, Improved Unarmed Strike, Iron Will, Point Blank Shot.
Special Attacks: point blank shot, sneak attack +2d6, uncanny dodge
Possessions: black chainmail and helms, black cloaks, masterwork longswords, light crossbows.
The Training Class (13): Rog1; CR 1/3; small humanoids (humans); hp 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1; Init +2 (Dex); Spd 20 ft.; AC 12; Atk +0 melee (Damage by weapon type –1 (Str)); AL N (LE); SV Ref +2; Str 8, Dex 14, Con 9, Int 12, Wis 10, Cha 13.
Skills: Bluff +2, Disable Device +2, Escape Artist +2, Hide +4, Move Silently +4, Perform +2, Spot +4.
Special Attacks: Sneak attack +1d6.
Alexa: female human, Rog3; CR 2; small humanoid (human); hp 22; Init +3 (Dex); Spd 30 ft.; AC 13; Atk +3 melee (1d4+1, dagger), AL LE; SV Fort +1, Ref +3, Will +1; Str 13, Dex 17. Con 11, Int 18, Wis 14, Cha 16.
Skills: Bluff +8 (skill focus), Disable Device +4, Disguise +3, Escape Artist +4, Hide +6, Listen +3, Move Silently +6, Perform +4, Pick Pockets +6, Spot +6.
Special Attacks: Sneak attack +2d6, evasion, uncanny dodge.
INDIVIDUALS
Instructors:
Vargik: female elf; Ftr10; CR 8; medium-sized humanoid; hp 112; Init +7, (+3 Dex, +4 Improved Init); Spd 30 ft.; AC 28 (Dex +3, masterwork breast plate, large shield +2, expertise +5); Atk +15/+10 melee (2d6+11/19-20/x2 crit, +3 greatsword); SA expertise, whirlwind attack; AL NE; SV Fort +11, Ref +7, Will +7, Str 23*, Dex 16, Con 16, Int 12, Wis 13, Cha 9.
Skills: Climb +2, Handle animal +6, Listen +4, Ride +7, Search +4, Speak Language – Infernal, Spot +6. Feats: Alertness, Dodge, Expertise, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Focus, Weapon Specialization, Whirlwind Attack.
Possessions: +3 Greatsword, +2 Large Shield, Girdle of Giant Strength (+4), Ring of Protection +1, masterwork breast plate.
(Vargik hates men and will prefer to taunt, attack, and humiliate them in battle.)
Thyroll: male halfling; Rog9; CR 7; small humanoid; hp 57; Init +9 (Dex +5, Improved Init +4), Spd 20 ft.; AC 20 (Dex +5, +1 size); Atk dagger +12/+7 melee (1d4+5/19-20/x2 crit) ; SA sneak attack, SQ uncanny dodge, deflect arrows; AL CE; SV Fort +6, Ref +12, Will +3, Str 13, Dex, 20, Con 14, Int 15, Wis 9, Cha 15.
Skills: Feats: Appraise +8, Balance +15, Bluff +10, Climb +10, Decipher Script +4, Disable Device +12, Escape Artist +14, Forgery +6, Gather Information +6, Hide +9, Jump +7, Listen +9, Move Silently +15, Open Lock +12, Pick Pocket +14, Search +12, Sense Motive +3, Spot +8, Use Magic Device +8. Feats: Alertness, Blind-Fight, Deflect Arrows, Improved Unarmed Strike.
Special Attacks: sneak attack +5d6
Possessions: +2 leather armor, +4 dagger, potions: cure serious wounds, invisibility, spider climb, wand of levitate (25 charges).
(Thyroll enjoys living a life of luxury. He frequently taunts those with less skill. He is not well liked, but is respected for his skills.)
Baneer: Monk-Wizard-Cleric: male human; Mnk4/Wiz3/Clr8; CR 12; medium sized humanoid; hp 50; Init +5 (+1 Dex, +4 Improved Init); Spd 40; AC 23 (with mage armor); Atk fist +11/+11/+1 (1d8+1); SA spells, SQ still mind, slow fall; AL LE; SV Fort +15, Ref +14, Will +20, Str 12, Dex 12, Con 10, Int 18, Wis 16, Cha 16.
Skills: Alchemy +6, Balance +5, Climb +6, Concentration +16, Diplomacy +10, Escape Artist +6, Heal +10, Hide+5, Jump +6, Listen +4, Move Silently +7, Scry +6, Spellcraft +10, Swim +3, Tumble +4. Feats: Blind-Fight, Brew Potion, Extra Turning/Command, Improved Init, Leadership, Lightning Reflexes, Weapon Focus – Fist.
Special Attacks: deflect arrows, evasion, stunning attack, Spells: Cleric (6/6/5/5/3) 0 - cure minor wounds, detect magic, light x2, purify food and drink x2, 1 – bless, cause fear, divine favor, inflict light wounds x2, magic weapon, sanctuary, 2- cure moderate wounds x2, hold person, shatter, silence x2, 3 - blindness, contagion, cure serious wounds, magic circle against good, prayer, protection from elements, 4- cure critical wounds, inflict critical wounds, neutralize poison, summon monster IV; Wizard (4/3/2) 0 - daze, detect magic, mage hand, read magic, 1 – grease, jump, mage armor, 2 – rope trick, spectral hand.
Possessions: bracers of armor +3, cloak of resistance +4, helm of teleportation, ring of protection +2,
(Baneer is 87 years old. He was the guildmaster for many years. Now he watches over the guild as their Godfather of Assassins, advising but no longer leading.)
Masters:
Garble: male kobold; Sor9; CR 8; Small humanoid (reptilian); hp 38; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 13; Atk +2 melee (1d4-2 broomstick); SQ 60’ darkvision, -1 penalty to attack rolls in bright daylight; SA see below; AL LE; SV Fort +5, Ref +5, Will +6; Str 6, Dex 15, Con 11, Int 17, Wis 9, Cha 16.
Skills: Concentration +7, Hide +6, Listen +4, Spellcraft +4, Spot +5. Feats: Alertness, Blind Fight, Craft Rod, Toughness.
Possessions: Rod of Components (disguised as a broom), Amulet of Blocking, Ring of Regeneration, familiar – Rat (avoids the group).
Spells: being a sorcerer, Garble can choose from his spell list as needed (6/7/7/7/4): 0 - daze, detect magic, flare, mage hand, mending, prestidigitation, ray of frost, resistance, 1 – hold portal, jump, mage armor, magic missile, shocking grasp, 2 –alter self, darkness, invisibility, Tasha’s Hideous Laughter, 3 – fly, lightning bolt, vampiric touch, 4 – dimension door, summon monster IV.
Gurok: male troll; Bar7: CR 8; Large Giant (8 ft. tall); HD 6d8+36 (troll) plus 7d12+42 (Bbn); hp 152; Init +6 (Dex, Improved
Initiative); Spd 40 ft.; AC 18 (+7 natural, +2 Dex, -1 size); Atk +17/+17/+12 melee (1d6+7 [x2], claws; 1d6+3,
1 bite); or +14 melee (1d12+10/crit x3, greataxe); Reach 10 ft.; SA rage, rend; SQ uncanny dodge, regeneration
5, scent (detects living creatures within 30 ft.), darkvision 90 ft.; AL CE; SV Fort +14, Ref +3, Will +5; Str
24, Dex 14, Con 23, Int 6, Wis 10, Cha 6.
Skills: Jump +9, Listen +5, Spot +8. Feats: Alertness, Dodge, Improved Initiative, Iron Will.
Special Attacks: Rage: During its rage, Gurok gains +4 Strength,
+4 Constitution (plus 14 hp that go away after the rage), +2 morale bonus on Will saves, and -2 penalty to AC.
The rage lasts 11 rounds, after which time the troll is fatigued. Gurok can rage 2/day. Rend: If Gurok hits with both claw attacks, he latches onto his foe's body and tears the flesh, automatically
dealing an additional 2d6+10 points of damage.
Special Qualities: Uncanny Dodge (Ex): Gurok retains his Dexterity
bonus to AC if caught flat-footed or if attacked by an invisible being. He cannot be flanked. Regeneration: Fire and acid deal normal damage to Gurok. If he loses a limb or body part, the lost portion regrows
in 3d6 minutes. The detached piece dies and decays normally; however, Gurok can reattach a severed member instantly
by holding it to the stump.
Macy: CR 10; female human; Wiz10; hp 57; Init +2 (Dex); Spd 30 ft.; AC 16 (with mage armor); Atk quarterstaff +5 melee (1d6+2); SA spells; AL LE; SV Fort +5, Ref +5, Will +7, Str 14, Dex 14, Con 14, Int 17, Wis 10, Cha 12.
Skills: Alchemy +6, Concentration +12, Diplomacy +6, Knowledge (Arcana) +6, Listen +8, Move Silently +5, Scry +8, Spellcraft +17, Spot 4. Feats: Alertness, Craft Wand, Craft Wondrous Item, Skill Focus – Spellcraft, Toughness x3,
Special Attacks: Spells: 0 – daze, detect magic, light, read magic, 1 – hold person, magic missile x2, sleep, spider climb, 2 – darkness, detect thoughts, mirror image, rope trick, web, 3 – fireball x2, fly, hold person, 4 –confusion, rainbow pattern, stoneskin, 5 –mirage arcana, wall of force.
Familiar: black cat.
Possessions: crystal ball, ring of Mind Shielding, ring of Spell Turning, robe of Useful Items – 7 patches left (dagger, gems, lantern, mule, pit, rowboat, and sack), wand of Lightning (8th level caster) – 29 charges, wand of Summon Monster III – 14 charges.
Guildmaster, Mazer: CR 11; male human; medium-sized humanoid; Ftr3/Rog3/Asn5; HD 6d6+3d10+22; hp 64; Init +7 (+3 Dex, +4 Improved Init); Spd 30 ft.; AC 21 (masterwork leather, ring of protection +5); Atk +13 melee (2d6+5*/19-20/x2 crit, +4 lawful unholy greatsword); SA see below; AL LE; Fort +7, Ref +10, Will +5, Str 12, Dex 16, Con 14, Int 12, Wis 11, Cha 13.
Skills: Bluff +7, Disable Device +4, Diplomacy +7, Disguise +4, Escape Artist +9, Hide +9, Listen +7, Move Silently +10, Perform +4, Pick Pockets +6, Spot +10, Use Magic Device +2. Feats: Alertness, Blind Fight, Improved Unarmed Strike, Iron Will, Point Blank Shot, Weapon Focus - longsword.
Special Attack: point blank shot, sneak attack +4d6, uncanny dodge (can’t be flanked), poison on blades, (drider venom DC 14, 1d6 temporary Str, initial and secondary), Death Attack, +2 SV vs poison, spell: 1 - obscuring mist, spider climb, 2 - alter self. The greatsword "Weal Bane" does +2d6 additional damage to good or chaotic aligned characters. To chaotic-good aligned characters it does an additional 4d6 damage with every hit.
Possessions: masterwork black leather armor, black cloaks, masterwork
longswords or masterwork heavy crossbows, 10 +1 bolts and a
small jar of drider poison, ring of protection +5, +4 intelligent lawful unholy greatsword
"Weal Bane" ( +2d6 damage against chaos aligned, +2d6 against good aligned,
wielder can Detect Good at will and See
Invisible at will; AL LE; Int 18, Wis 11, Cha 9, Ego 10.)
APPENDIX: MAGIC ITEMS
Potions of Healing
This is a potion of cure serious wounds curing 3d8+6.
Amulet of Blocking
This amulet is crafted out of bone in the shape of an X enclosed in a circle, with a black opal set in the center. The amulet causes any 0 level spells cast upon the possessor to automatically fail. Caster Level: 10th, Prerequisites: Craft Wondrous Item, dispel magic, Market Price: 5,000 gp; Weight: -.
Rod of Components
This rod is crafted of oak, with mystical carvings running down its length. The rod can expend 1 charge and substitute for the spell component for any spell cast up to 4th level. Caster Level: 9th; Prerequisites: Craft Rod, minor creation; Market Price: 8,000 gp;