Ingredients:
1. shadow crocodiles
2. manacles
3. animate dead
4. judge
5. joyful laughter – Replaced with the optional ingredient owlbear
6. paladin
Shadows of Justice
An adventure for 4 PCs of 5th to 7th level.
Background – The following may be known to any of the PCs in order to facilitate getting them involved in the adventure. It’s all fairly common knowledge, though the wizard Rith is more of a folktale unless you’re into obscure bits of historical lore:
Weldsfell is a small walled town that lies just outside a local mountain range, around five miles south of the nearest foothills. The town has only a small population, around 50-60 people live within it’s walls, with most of the local population living on farms in the surrounding 3 miles or so north, east and west the farms continue farther to the south in the open grassy planes, perhaps 6-10 miles total. The town could also adjoin other local farming villages in the area to the south.
Twenty-four years ago the town was invaded by a bugbear clan based in the northern mountain range. While the walls had been built to protect such an invasion (in case of such an emergency the local farmers could withdraw within the town’s walls), subterfuge and betrayal by the local lord doomed the community, and for nearly three months the bugbears held the town in virtual slavery. A group of adventurers, the Liberators of Sol, finally drive the bugbears back into the mountains. With two of the six original adventurers killed in the battle (the Dwarf fighter Glaren & the Half Elf Cleric of Palor Teria), two of the remaining brothers settled down at Weldsfell. These were the elf Paladin/Rogue Lethyaes and the Human shadow-illusionist Rith the Dark. And, for the better part of a quarter century, there was little of interest in Weldsfell. Rith, an expert on demi-shadow magics and illusions, built himself a secluded laboratory in a shadowy cave in the foothills and slowly became more and more reclusive and eccentric, dedicated entirely to his arcane studies. Lethyeas took over the place of local lordship offered to him by the townspeople. He studied local law quite exclusively and ruled not as a lord, but rather as the local judge or magistrate, concerning himself on the well-being of everyone within the area.
Two years ago Rith hadn’t been heard from for nearly two years. A worried Lethyaes decided to investigate himself. Since by this point the old wizard was almost folklore within the village, a shadow elders would conjure up in stories to scare small children into behaving (“Be good, little ones, or the shadow warlock will steal your soul and lock you in a dark cave.”), he didn’t tell anyone where he was going. He simply told his deputy, Irina, that he needed to take care of something related to his ‘crusading days’ and that he would should be back in a few days at most. he retunred just half a week ago.
The following will be revealed over the course of the adventure:
Two and a half years ago, Rith’s experiments tore a hole in the fabric of the miltiverse, leaving a hole between the prime and the plane of shadow in the back of his lab. He hadn’t left the lab in months beforehand, long learning to subsist on his small unseen servant attended garden, and being quite a recluse at this point. Lethyaes arrived and wandered into the portal. He wandered the plane of shadow for nearly a week, becoming lost in this dark, twisted alternate world. Finally he found Rith’s cave within the shadow plane. Only nothing was the same. Returning to Weldsfell he found it dominated by bugbears and undead. He had wandered into an alternate prime material plane, one where he was a necromancer and the harsh overlord of Weldsfell. He was subdued by his double, his mind read by his double, who learned of the other prime. The alternate Lethyaes went through the hole torn in his own prime, to the shadow plane alternate to this world. He left Lethyaes there and emerged, ready to extend his control to two world.
Hooks: The PCs could have various reasons for going to Weldsfell. Wizard types may have heard of Rith and be seeking someone to learn of shadow spells under. Likewise any of the remaining members of The liberators of Sol (druid Alenna Shadowbright & fighter Akelnis Ingnar, the rogue Quellin Shortbobbin has been missing for years) may be related to the PCs, or be friends who recommend they head there for some reason.
Entering Weldsfell - The party should arrive in Weldsfell through whatever means the DM feels is appropriate. When they get there encounter a pair of guards, conscripted recently (just three days ago) who require they peace-bound their weapons, holy symbols and spell-component pouches, and inform them (after searching a scroll for the exact rule, they haven’t done this yet before) “Uhm… Oh, here, Number 5: All visitors to Weldsfell shall at no time, without direct approval of Judge Lethyaes, remove the peace-bounding of any weapons, spell components, holy symbols or similar deadly items.”
Weldsfell is calm, but clearly most of the people here are nervous about the changes over the past half week. Lethyaes has enacted a curfew and some other changes since his return. Most of the townspeople have done as he asked. One or two may mention that they saw… ‘something’ outdoors at night but they fear to think what...
Glaren’s Rest – This is the local inn in Weldsfell. When the PCs stay here overnight, they hear loud scratching and the sounds of something being half drug across the ground outside around midnight. Should they investigate (to the objection of the innkeeper, who wants them to abide by the curfew) they discover a pair of skeletons (2 skeletons, medium, EL 1) dragging a corpse from the grave yard in the direction of the keep. If they attack they easily overpower the skeletons, and are simply left with a dead body on the street. Investigation of the graveyard reveals six skeletons (EL 3) digging up various graves. Investigation of the keep shows only that it’s gate is closed. People in other buildings refuse to open their doors for the PCs, telling them to go back to the inn before the start any trouble. At the inn the innkeeper is terrified and will let them do as they please for the night.
If the PCs destroy the skeletons, the next morning a pair of armed guards arrive at the inn and read a proclamation: “For the crime of removing the peace bonding of their weapons, the visitors of Weldsfell are hereby placed under house arrest, to remain at the inn until at such time as a proper trial can be held tomorrow at noon.”
If the skeletons are allowed to do their work Shadow Lethyaes has 12 skeletons in addition to his normal forces later in the adventure, plus 2 for every subsequent night this goes on. (His plan is to wrap an iron fist around the town after he gets a total of 20).
Irina will arrive at the inn to speak to the PCs that afternoon, or if they were successful at speaking with her earlier she arrives about a half hour before sundown the previous night (and leaves just as the sun is beginning to set, regardless of the PCs actions). She’s quite concerned with things that have been happening in the town, and the recent changes she’s seen in (shadow) Lethyaes. She mentions his recent trip, and speaks of the “old crazy conjurer” who supposedly lives in the caves to the north of the village (she only half believes this, though).
Trials – Shadow Lethyaes will attempt to find any excuse to bring the PCs to trial. If the group simply remains he’ll look for something minor, anything, he can use against them. Irina will notice this and, should the PCs simply sit in their rooms and do nothing for three days she’ll try to meet with them on her own.
Rith’s cave - Rith’s cave can be tracked down in the north area of the town, as it’s actually fairly easy to find. There’s a fairly clear path that leads up into the forested area of the mountains (it can be found with a wilderness lore check DC 10, or by speaking to any of the local farmers). Before the cave is a ruined garden: a permanent unseen servant is going through the actions of tending to the garden, oblivious to it’s ragged state. A small, pleasant mountain stream flows before from the mountains down a small waterfall about twenty feet to the side of the cave, and disappears back into the forest. The cave itself is fairly large and furnished, but is now the lair of an owlbear. Much of the furniture has been rended and settled into a bit of a nest by the beast. It attacks the PCs nearly as soon as the enter the cave. (Owlbear EL 4). All arcane apparatuses and spell books have been pulled into the gate to the plane of shadow, which occupies the entire back half of the cave. The PCs can find a of a low level illusion spell and some low level potions with an extensive search (this is a main source of magical treasure for the adventure). The portal is simply a shadowy area, but stepping through it easily leads one into the plane of shadow.
Plane of Shadow – The plane of shadow is like the prime material plane, shrouded in eternal dusk. Everything appears dark and twisted, slightly sinister. Vision is black and white only, and spells that access the ethereal plane do not function.
The portal leads into a decrepit, eroded cave that overlooks a large swamp of ichorus water that replaces the stream that flows before the cave in the normal world. The mountains are even more rugged here, allowing one only one way down into the lower area. Within the shadow swamp, shadow crocodiles lurk, and once the PCs enter (it’s only 2-4 feet deep in most places, reducing speed by ½ in combat) and head any more than 100 feet from shore two attack (two shadow crocodiles, [template in MotP] EL 5). If one is killed the second retreats. It the PCs flee the crocodiles peruse them to the shore line, but no further. They’ll attack again if the group enters the swamp again.
Investigating Wellsville in the plane of shadow reveals it to be fully empty aside from the wall and a shadow representation of the keep. In here lies an unconscious and half dead Lethyaes, sounded by two festering corpses and a small dish of water. He’s shackled with a pair of adamant bracelets bound with a chain of force magic, his force manacles. Shadow Lethyaes had hopped that to avoid starvation Lethyaes would be reduced to eating the flesh of the bodies, so that he could animate his corpse as a powerful ghast. Lethyaes is weak (he lost two levels because of the enervation spell three days ago). He’s tells the party what he knows, and offers to come with them and help defeat his shadow self. If his Manacles of force can not be removed, however, he will be ineffective in combat. Lethyaes is determined to return to Wellsville and remove the imposter, regardless of any help he may or may not receive.
Upon the return through the swamp the party is again attacked by 2 shadow crocs.
Return to Weldsfell – Lethyaes wishes to march into town, disband the guard and confront his shadow self. However he understands the limits of the groups power, and would be willing to rest for one day if they need to recover spells or rest (though this will take a fair amount of convincing on the party’s part). As they enter town he has everyone he sees on the streets go home, has the word spread that a group of the stoutest folks and the guards to gather in the inn in case something happens. Then he marches off to the keep with the party.
Lethyaes’ Keep
1)Investigation - Any attempt to speak with Lethyaes at first will be blocked by his deputy Irina. She, however, seams quite worried about him and may, if loosened up a little (Diplomacy check, DC 15 or Intimidate DC 20) ask the PCs to meet her later that evening at the local inn.
2)Early Assault on the Keep – The PCs may attempt to force their way into the keep at the beginning of the adventure, of after they are placed under house arrest. It’s guarded on the outside by three standard guards, and on the inside it’s unguarded except for 8 skeletons. Shadow Lethyaes waits in the last room as discussed in #4
3)Appeal after being placed under house arrest – The PC’s may try to plead their case after being placed under house arrest. In this case Shadow Lethyaes allows them to enter and have an audience with him. He then ambushes the PC’s. The battle is just as described in #4, with the following exceptions: The ghast is made invisible (time permitting, Shadow Lethyaes needs to delay for 15 minuets to prepare the spells) along with two zombies and told to hide about the room (the ghast so the party is between it and Shadow Lethyaes, two zombies in front of him as a meat shield) so that when he attacks the PCs are surrounded. He starts by luring the group into the middle of the room with his best Lethyaes impression before attacking. Make a bluff for S.L. vs. the party’s sense motive checks, anyone who succeeds is allowed to act in the surprise around along with Shadow Lethyaes and the three undead in the room. The other two zombies attack from adjacent rooms during the first normal round of combat. Increase the EL by 1.
4)Assault after the plane of Shadow – If the Manacles of Force still bind Lethyaes he does not participate in combat, but he will get the PCs peacefully past all the guards within the keep (ordering them to leave now and run to the inn). If they have been removes he leads the assault. The PCs find Shadow Lethyaes in the main court room of the keep. It is 30 feet wide, 50 feet long and has vaulted ceilings 20 feet high. There are 4 rows of benches for observers in the back where the party enters between them and Shadow Lethyaes. He has 4 zombies in the room, and one ghast guarding him. He fights to the death, using his enervation wand to both harm the party and bolster his undead.
5)Stealth – At any time the a stealthy PC may attempt to sneak into the keep. They will discover the undead in the basement (unless Shadow Lethyaes is just about to ambush the party, in which case they may catch his preparation of the undead). But aside from this everything looks farirly normal during the day. Irina works on paperwork in her small office, unseasoned guards aimlessly wander the halls, not disciplined yet in their patrols, Shadow Lethyaes also spends a fair amount of time on paperwork, planning his domination of this Weldsfell. An ambush on S.L. could be very effective, but as soon as he hears of Lethyaes entering town (2d10 minuets after the PCs enter town openly – word travels fast in Weldsfell) he assembles his undead for combat. If the PCs can stealthy enter town or hurry to the keep before word reaches S.L. he retreats to the basement, which is more cramped (20’x20’) but otherwise similar to the combat described in #4.
6)Trial – It’s unlikely any group would simply allow their trial to proceed. S.L. Will summarily find the PCs guilty of any charges and banish them from town. He will have the party watched as they leave and try and ambush them later that night if possible with undead. If they head towards the portal to the shadow plane he will immediately leave (not waiting until night) and ambush them when they encounter the Owlbear.
Conclusion – The party receives the gratitude of the town for their actions. They are rewarded with 400 GP and any minor magical item the DM feels is appropriate from Lethyaes. Lethyaes may also have other propositions for the party. (see follow ups) Some hooks (like finding Rast) may not reach conclusion in this single adventure, however.
NPCs
Lethyaes: Elf Rogue 1 / Paladin 1 / Expert 1 (1 level of each has been lost due to enervation). Fights in chain mail with a rapier and buckler. Lethyaes is a reformed con man and petty thief, these days he’s honest and believes in the right of law above all. He adventured as the leader of the Liberators of Sol for years, but in the battle with the bug bears he lost his beloved Teria. Lacking the drive to go on adventuring he instead helped re-build Weldsfell and found his place there as both a leader and looking after several of the orphans of the Bugbear. Lethyaes is most concerned after all these years with the well being of the people of his sleepy town, and the proper education of Irina.
Lethyaes fights with honor, but also with cunning. He’s quite willing to flank or feint in combat for sneak attacks, but he does not attack during surprise rounds. He will take a first attack in a normal combat round, though, should he win imitative.
Major Skills: Sense Motive, Knowledge (law & local), Spot, Search, Listen, Heal, Decipher Script, Hide, Move Silent
'Shadow' Lethyaes: Elf necromancer 5 (barred school evocation) / Sorcerer 1. Carries a wand of Enervation (10 charges). Relies heavily on necromancy in combat. Shadow Lethyaes is everything Lethyaes is not: duplicities, cruel and calculating. He’s quite charismatic and ruled the alternate Weldsfell for years after slaying the bugbear leader and assuming command. After reading Lethyaes’ thoughts he saw his chance to extend his tyranny and control into two planes.
Irina: Human expert 2. Irina is in her 20s, an orphan of the Bugbear occupation. She’s soft spoken but has an intense conviction of her beliefs. She was raised half in the local parish of Palor and half by Lethyaes, and he took her on as a deputy.
Guards: Shadow Lethyaes has recruited more locals as guards, bringing the number to 12. The guards in this adventure are either 1st level warriors (with longswords, small shields and chain shirts) or commoners (with clubs and leather armor). They are not seasoned combatants, and while they’re loyal most will back out of any fight with the PCs. If pressed into combat they flee once the first guard in the group is injured. They have good resolve about not letting the PCs walk around as they please, but will yield to the threat of violence.
Innkeeper Tomel: Tomels a friendly sort in his late 40s who’s lived in the town his whole life. He runs Glaren’s rest, the local inn. He’s jovial and quick witted, and hears most everything that goes on in town.
Custom magic items:
Manacles of Force - This magic item is a pair of large adamant bracelets, which shrink to skin-tight bindings when placed around wrists or ankles of someone and are then joined by a chain of force. A targeted dispel magic can suppress the chain for 1d4 round, and a disintegrate can destroy it. Aside from that only a command word spoken by the person who placed them on the wrists can remove them (they also freely fall off it that person dies). They’re a relic of Lethyaes’ adventuring days, and he still carries them at all times.
Custom Spell:
Lethyaes’ Gohul Tolerance (abj) – This 1st level abjuration lasts for one hour per level and makes the caster immune to the effects of ghoul stentch. If the caster is 5th level or higher this effect also applies to ghast stentch.
Follow-ups: Lethyaes needs a scroll or potion of restoration badly in order to prevent un avoidable level loss. Where did Rast go? What are the other liberators of Sol up to these days (the rogue Quellin Shortbobbin hasn’t been seen in years. Perhaps he finally struck it big?). What threat is the open hole to the shadow plane to the residents of prime, and how can it be closed? What else resides beyond it? What ever happened to the remnants of the bugbear tribe that invaded Weldsfell? There are many threads the PCs may follow up on after this adventurer.
Scaling the adventure:
For a larger party – Increase the number of skeletons and add some zombies to the graveyard encounter. Use a mated pair of owl bears in Rast’s cave (2-4 owlbear young also can be a good added reward, see the MM entry for their value). Have 2-4 shadow crocodiles in the plane of shadow. Increase the number of zombies in the show down with shadow Lethyaes.
For a higher level party – Use some ghouls in place of some of the skeletons (perhaps the PCs interrupt their snack in the graveyard?). Include the mated pair of owl bears and perhaps increase their hit die as needed. Increase Shadow Lethyaes’s level and replaces some of his zombies with ghouls.
For a smaller Party – Reduce the number of skeletons in the graveyard encounter. Irina offers to accompany the party and she’s an cleric of Palor 2 / Expert 1. Only one shadow crocodile attacks each time through the swamp. Shadow Lethyaes only has half as many zombies at his side.
For a lower level party – Have only 2-4 skeletons in the graveyard. The owl bear is only a fledgling cub: reduce it’s HD by half. Only one crocodile attacks the party. Lethyaes has only lost one level to enervation (and he’s one level lower) while Shadow Lethyaes is likewise one level lower and his wand has only 3 charges left, and doesn’t have a ghast with him.
EDIT: Cleaned up formating, removed an unnessessery NPC.