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[IronDM] Iron DM Returns! Winner announced!
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<blockquote data-quote="nonamazing" data-source="post: 2315478" data-attributes="member: 12118"><p><strong>Iron DM round 2, match 2: Nonamazing versus Stormborn.</strong></p><p></p><p style="text-align: center"><span style="font-size: 18px">The Sound of Fear</span></p> <p style="text-align: center"><span style="font-size: 15px">An Eberron Adventure for 6th - 8th level characters</span></p> <p style="text-align: center">Part One of <em>The Siege of Karrlakton</em></p><p></p><p>Karrlakton is a massive, grim metropolis that sits on the northern bank of the Cyre River, a mere stone's throw away from the edge of the fearsome Mournland. Doomsayers and apocalyptic prophets gather in Karrlakton's all-but-abandoned docks, staring across the water at the thick grey wall of mist that marks the Mournland's border and muttering about the horrible fate that is surely soon to befall sad Karrlakton.</p><p></p><p>They may be right.</p><p></p><p>For in the grey gloom of the Mournland, a terrible foe stirs. A dark and mysterious enemy who has already set his plans in motion, has already sent his agent to infiltrate the city and prepare it for its downfall. In this adventure, the player characters come into contact with that agent, a mighty arcane hydra, and are given the chance to stop its plan to recover a cursed artifact that can turn ordinary men into ravaging killers.</p><p></p><p><u><strong>Background</strong></u></p><p></p><p>Many years ago, in the nation of Cyre, there lived a powerful but mad old elementalist named Augustus Kepler. Augustus was never part of the Cyran war effort--his fellow wizards considered him unstable, and with good reason. His specialty was fire, and he had a tendancy to use it a bit too liberally, tending to rain destruction down upon his friends and enemies alike. The addled wizard was left alone in his tower, while the other wizards of the day fought to keep Cyre free.</p><p></p><p>Augustus grew very lonely over the years, and eventually decided to adopt a pet (having accidentally immolated his familiar). But what does a mad fire wizard take for a pet? Why a baby eleven-headed pyrohydra, of course! Augustus raised the pyrohydra in the basement of his tower, feeding it on cattle, small game, and the occasional leftover bits of his various experiments.</p><p></p><p>Under Augustus' influence, the hydra grew up to be very strange. First of all, the monster developed sentience and intelligence, eventually becoming as clever as any mortal man. And secondly, each of the creature's heads began to embody a different facet of the overall intelligence, in effect developing their own seperate personalities.</p><p></p><p>The wizard, of course, was thrilled. Instead of one companion, it was as though he had eleven. He encouraged the changes in the hydra, even going so far as to use his magic to further their development. Eventually, each of the hydra's heads had its own, distinct personality.</p><p></p><p>Then came the destruction of Cyre, and Augustus died. The hydra was unharmed, somehow, as was the wizard's tower. The hydra spent its time arguing with itself and occasionally reading bits of Augustus's diaries and spellbooks.</p><p></p><p>A year or so later, the hydra was discovered by a powerful entity (the mysterious foe who now seeks to assault Karrlakton, and who shall remain unrevealed in this adventure). This entity saw the potential in such a minion, and immediately set to bringing the hydra under control by promising it the one thing it desired most: individual bodies for each of its personalities (who were becoming quite tired of sharing one body).</p><p></p><p>The hydra was smuggled across the river and into the sewers of Karrlakton, where it began to sets its master's plan into effect. Using the simple bits of magic it had picked up from Augustus' books, the hydra charmed a handful of rogues and scoundrels, each head choosing one humanoid to act as its proxy in the city. With the aid of a secret weapon uncovered from the Mournland and some cursed artifacts discovered in Karrlakton, the hydra is unleashing a quiet wave of fear across the city. And in the dank tunnels of the sewers, it hunts for a long-dead bard's worst mistake--an artifact that will transform innocent people into unstoppable killers...</p><p></p><p><strong>The Hydra's Plan</strong></p><p></p><p>The pyrohydra was brought into Karrlakton with orders to spread fear and destablize the city's defenses. It was given no specific plans on how to acomplish that goal, however. Its new master did give it a secret weapon to use in pursuit of its goal, but the hydra found this weapon difficult to control, so it began to search for some other tools to use.</p><p></p><p>At first, the hydra snatched criminals and thugs away from the street of the dock district under cover of darkness, charming the captives, and then using them as its own private thieves guild. Its gang, the Black Rose, has already begun to cause mayhem throughout the city. But recently, the chance discovery of a long abandoned hiding place in the sewers has given the hydra an extra plan. The hydra has uncovered one of the secret boltholes of Vothario, a legendary elven seducer who often found himself needing a place to hide from angry husbands or spurned lovers. One of the bard's flawed creations, a cursed pair of drums, has become the centerpiece of the hydra's plot to spread panic throughout the city.</p><p></p><p><u><strong>Notes on the structure of the adventure:</strong></u></p><p></p><p>This adventure is divided into two halves. The first part, 'Fear in the Streets', consists of eight small encounters and vingettes designed to give the players a sense of what is happening in Karrlakton. These encounters can be run in any order, and one does not have to use them all. (It would be quite possible, and even reccomended, to insert these encounters into parts of other adventures, thus slowly setting up the foundation of this story). Part one, as a whole, acts as the 'hook' for the player characters, presenting enough unusual happenings to draw the attention of even the most jaded of adventuring groups. Part one also generates an interesting red herring for the characters to chase: the elven bard Vothario.</p><p></p><p>The second part, 'What Lies Beneath', describes a (literal) crawl beneath the city, and an eventual confrontation with the pyrohydra itself. This part of the adventure is more direct, but also much more dangerous, and begins as soon as the characters discover one of the entrances into the hydra's lair. The player characters may or may not be able to stop the wicked pyrohydra from finding and/or using the cursed artifact that it seeks.</p><p></p><p><span style="font-size: 12px"><strong>Part one: Fear in the Streets</strong></span></p><p></p><p>(Note: to keep up the general level of danger and excitement, the DM may wish to include after every three or so encounters, a combat featuring 1d8+2 low-level Black Rose gang members who are after the characters for "sticking their nose into other people's business". These fights will probably not be much of a threat for the characters, but will serve to create a little dynamic tension in the middle of some otherwise quiet encounters. Black Rose thugs are usually low-level warriors and rogues, with an occasional mid-level leader, at the DM's discretion--perhaps one of the gang leaders mentioned in Appendix I. The thugs can be easily identified by their black leather armor, often decorated with some sort of rose symbol.)</p><p></p><p style="margin-left: 20px"><strong>Sidebar</strong>: <em>The structure of the city.</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Karrlakton is a very large city of about 60,000 citizens. For the purposes of this adventure, we'll consider the city to be divided into six broad districts. These districts are not sharply distinguished in anyway, and tend to blur into one another at the edges. DMs should certainly add more detail as they see fit to help flesh out individual locations, always keeping in mind the essential character of city: gloom and despair. Everything is grey and dark, and these days, there is also a mild sense of fear in the air.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>District one</em>: central city. The wealthiest district, containing most of the mansions of the nobles and the major centers of city and regional authority. Information is hard to come by here, as most of the people are unwilling to share rumors with strangers or members of the lower class (+2 circumstance modifier to all Diplomacy and Gather Information DCs unless the character making the check seems to be a member of the aristocracy). The district is home to the Greymarble Library, an excellent place to research historical information, although there is a cost to use it (5 gp per day of research). At the moment, the city's rulers are discussing a plan to tear down the city walls, to "make the atmosphere of the city a bit more open around here". This proposal, known simply enough as the "Tear Down the Wall Initiative", has been met with a great deal of controversy.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>District two</em>: the docks. Quiet and mostly abandoned, the dock are home to most of the city's most vicious and dangerous criminals. Since the Cyre river became too dangerous to easily travel, the city's once-bustling docks lie mostly unused. The few taverns and inns still open in the distrcit are good places to hunt for rumors (-2 circumstance modifier to the DCs of Gather Information checks) although most (50%) of what the characters learn will be outright lies and misdirection. The clever use of bribes can help the characters make friends here, but may also attract attention. For every occasion on which the characters use bribes to help them succeed on a Diplomacy or Gather Information check, there is a cummulative 10% chance that they will ambushed by a group of 1d4+1 low-level muggers, who have decided the characters might be easy marks.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>District three</em>: mid-city markets. The mid-city is the area between the docks and the central city, and is mostly poor and insular. The small marketplaces sell food, clothing, and other essentials, although a few shadowy booths hidden in alleys also sell simple weapons. The hydra has several agents here, who will report to their master if they notice any suspicious people nosing around (such as the characters). Assume the merchants in this district start off as Indifferent, but if the characters do anything to draw the hydra's attention to themselves, rumors will suddenly rise up portraying the characters as dangerous, unbalanced thugs, causing the merchants to shift their attitude to Unfriendly.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>District four</em>: mid-city residential. The people in this area are simple, poor folk who wish to be left alone. The neighborhoods are insular and quiet, making it difficult to learn much (+2 circumstance modifier to the DCs of any Gather Information or Diplomacy checks). This district has been hit the hardest by the hydra's campaign of terror, and everyone seems frightened and nervous. Oddly enough, the characters see people sleeping outdoors all around this district, often whole families at a time (this is because of the claustrophobia the hydra has generated; see part two for details).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>District five</em>: north-city markets. The north-city is the area on the far side of Karrlakton, away from the river. Conditions here are a bit nicer--craftsmen and skilled laborers sell their wares here, and a pair of weapon factories, the Karrnathi military's main suppliers, dominate the industry in this district. The markets here have a better variety of goods than in the mid-city, with a corresponding increase in prices (assume everything for sale in this district is 5% to 10% more expensive than base cost). The hydra is currently trying to insert its agents into the markets here.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>District six</em>: north-city residential. The neighborhoods of the north city are a bit more friendly, a bit less plagued by the vague sense of fear that seems to be settling across the rest of the city. The people here are, for the most part, willing to talk to polite strangers, but there is little useful information to be had here, as the citizens of this district know little about what is happening in the poorer sections of the city. This is the best place to learn about Vothario, as the people of this district still tell tall tales about the legendarily lecherous elf.</p><p></p><p><strong>Part one, encounter one:</strong> <em>Robbery.</em> At some point during their stay in the city, the characters find that they have been robbed. This encounter probably requires the most adjustment from the DM, as the exact conditions of the robbery will vary greatly depending on where the characters tend to spend the night and how well their belongings are protected. Ideally, the theft happens while the characters are staying the night in a local inn. A low-level rogue (Hide and Move Silently totals of +10 each; don't forget the -10 penalty that sleeping characters take on all Listen checks) sneaks into the characters room and makes off with a small amount of gold or an item. The thief then leaves a withered rose behind as a calling card.</p><p></p><p>If the characters manage to catch the rogue in the act, or successfully track him to his hideout (DC 25 Survival check, due to difficult conditions), they can try and interrogate him. Cord ir'Vain is a former noble whose family lost all their holdings, forcing him to resort to a life of crime. He was being recruited into the Black Rose gang--this job was supposed to be his initiation. He doesn't know how to contact anyone in the gang, because they had contacted him first, and were going to contact him again after the job was done.</p><p></p><p>(The characters may not be able to catch the thief--that's okay. Just remember to include whatever was stolen as part of the hydra's treasure at the end of the adventure.)</p><p></p><p>The withered rose itself is completely ordinary, with no traces of magic. Roses are fairly common--this one could have come from any one of the flower sellers in the city. See the investigation section, below, for more about what the players can learn from this clue. The main purpose of this encounter is to get the withered rose into the characters hands.</p><p></p><p><strong>Part one, encounter two:</strong> <em>Quack.</em> While passing through the mid-city markets, the characters pass a large crowd of tired commoners. The crowd is gathered around an oily-looking merchant with large curled mustaches. The merchant is loudly proclaiming the properties of his "Dreamless Sleep Potion", while a ragged halfing takes orders from the desperate commoners. The characters can hear the customers complaining among themselves about how they haven't gotten a good night's sleep in ages because of their recurring nightmares.</p><p></p><p>Any character who takes the time to listen to the merchant's sales pitch can make a Sense Motive check (DC 18). If the character has 5 or more ranks in Heal or Profession (herbalist), they gain a +2 bonus on their Sense Motive check (a total of a +4 bonus if they have 5 ranks in both). Those who make their checks realize that the merchant is lying about his wares--he is likely selling nothing more than flavoured water.</p><p></p><p>If the characters wish to involve themselves at this point, they will have to make Diplomacy checks to convince the crowd that the merchant is tricking them (alternately, a Bluff check might also work; or the players might decide to profit from the merchant's scam by joining forces with him and helping to sell the 'potion'). The commoners really want to believe that the potion works, so it won't be easy to convince them otherwise (DC 20). Once convinced, however, the crowd disperses sadly, their hopes thwarted. They appear to be too tired to really get angry with the con artist merchant. (Alternately, if the characters side with the merchant, he'll offer them 30% of his sales, which after about four hours of work amounts to 100 gold for the characters). The merchant, whether successful or not, does not return to sell his potion here again.</p><p></p><p>The main point of this encounter is to let the characters know that the city is suffering from a plague of nightmares, the mid-city area in particular. If asked, the commoners will say that their dreams are very similar: being buried alive, being trapped underground, the wall of their houses or of the city slowly closing in on them. All of the nightmares have common themes of claustrophobia and suffocation.</p><p></p><p><strong>Part one, encounter three:</strong> <em>Nightmare.</em> (This encounter may be used at any point, but it works best if it comes at some point after encounter two). At some point, while sleeping near or in the mid-city district, the characters suffer terrible nightmares. A specific dream is described in detail below, but only one of the characters should experience it (and remember it clearly). The other characters should have troubling but non-specific similar dreams featuring images of being buried alive and feelings of suffocation and claustrophobia. Choose randomly which character experiences the full dream (and remembers all of it), or choose whichever character is known to be the most 'sensitive' (perhaps a wizard or other magic-using type).</p><p></p><p>In the dream, the character is standing in a dank and smelly room. It is incredibly hot. There is a large old chest nearby with an intricately-carved crest that somehow seems important. The crest is of a lovely rose, but it appears to have recently been charred black. Just in front of the character is a deep pit. There are strange noises coming from the pit, hungry noises which become more and more omnious. Suddenly, a blast of fire hits the character from behind, driving them off their feet and into the pit. Cold earth rises up all over them, dirt filled with sharp rocks that tear at their skin. The earth wraps around them, making it impossible to move, surrounding them, drowning them, pouring itself down their mouth and into their lungs...</p><p></p><p>This where the dream ends and the character awakens, feeling short of breath. The shortness of breath (and an intense feeling of claustrophobia) remains until the character goes outside or into some sort of wide open area.</p><p></p><p>This encounter's main purpose is to give the characters a sense of fear, but the dream also provides them with a couple of vague clues (the incredible heat and the blast of fire pointing to a foe that uses fire as a weapon; the rose crest possibly leading to connections with the Black Rose Gang or with Vothario).</p><p> </p><p><strong>Part one, encounter four:</strong> <em>Trial.</em> While travelling through the central city district, the characters pass by notices annoucing an upcoming public trial. The criminal in question is said to be one of the leaders of the notorious Burnt Flower gang (the local legal authorities have unknowingly gotten the name of the gang incorrect).</p><p></p><p>By this point the characters may have heard some rumors about the Black Rose gang and may decide to attend the trial. Or the person on trial may be an NPC that the players have met before and who they believe to be innocent of the charges. Or they may attend the trial at the request of an ally, who asks for the characters' impartial observations (If the characters have played through the prelude, "A Fearful Harvest", then General L--- might ask one of them judge the trial on his behalf, as he is much to busy to attend). If the characters decide not to attend the trial, or there isn't a hook strong enough to draw them to it, they later learn that the accused was judged guilty and sentenced to death, despite repeated assertions of innocence.</p><p></p><p>The trial is held in a large open ampitheater near the city hall. (Ideally, a few days should pass between the time that the characters first see the notice for the trial and the time that the trial actually takes place. The characters could experience one or more of the other possible encounters between the two events.) The six judges all sit near the center of the audience section, while the accused stands on a raised platform in the middle of the ampitheater, restrained and flanked by two scary looking Karrnathi skeletons. A small crowd has assembled behind the judges, in order to watch the trial. Two young men stand behind small podiums arranged in front of the judges, one dressed in red robes and the other in green (the green robed man is here to present the notes for the defense, the other the notes for the prosecution).</p><p></p><p>The six judges are all aristocrats, all well dressed and healthy looking. Before the trial begins, the characters can pick up discussion among the crowd that indicates the judges have already pretty much decided that the suspect is guilty--the trial is a formality.</p><p></p><p>The prosecutor's notes are strong--it seems that a snitch in the suspect's own gang passed on a lot of damning information. The charges include conspiracy, murder, extortion, smuggling...the list goes on and one. The defense doesn't have much, just the suspect's claim that they were mind controlled by a powerful wizard (this seems to be a common defense, and one that the judges pay little attention to).</p><p></p><p>The suspect can be any one of the heads of the Black Rose gang (see Appendix I for a list). The DM can decide which of the gang leaders best works for this scene, but I suggest Hawk, the young ranger in thrall to Gemlin, as the characters will probably be sympathetic to her. The leader was ratted out by one of the gang's newer members (who is later found stabbed to death, a withered rose left on the body) and was surprised to be caught. After a few days away from the influence of the hydra, the suspect came to realize that they had been magically influenced, and decided to use that as their defense. </p><p></p><p>If the characters do not involve themselves in the trial, the judges all vote the suspect guilty, and the sentence is death. If one of the characters is on the judging panel, she may attempt to vote otherwise and to convince the other judges to vote along with her. Convincing one judge takes a DC 20 skill check (Diplomacy, Bluff, or Preform) and another judge is convinced for each three points by which the character beats the difficulty (so two judges are convinced at a check of 23, three judges at 26, and so on). In the event of a tie, the criminal is judged to be guilty--there has to be a majority vote of innocence in order to free the suspect. Characters who are not on the judging panel find it more difficult to sway the judges opinions (the DC of all checks is increased by 2), as the judges are not inclined to listen to random strangers who decide to interrupt the proceedings.</p><p></p><p>If the suspect is set free, the characters may have gained a useful source of information. Of course, the Black Rose gang will try and eliminate the newly-freed criminal as soon as possible. (This may lead to a few minor combat encounters for the characters. Assume death squads of 1d6+2 2nd level warriors led by 1d2 4th level rogues). The criminal knows the gang's main goal (to spread terror and cause mayhem), the names of the other leaders (see Appendix I), one of the entrances to the hydra's lair in the sewers (unfortunately, the hydra, knowing that its servant has been caught, has sealed off that entrance), and the importance of the withered rose (the hydra's lair guardians are trained to avoid anyone carrying one of the roses). Getting this information should be difficult, however, as it will not be easy to gain the former suspect's trust. This should be a matter of roleplaying, not of simple dice rolls (although Intimidation might work just fine, if the characters choose that route).</p><p></p><p><strong>Part one, encounter five:</strong> <em>Job.</em> At some point, a minor level member of the Black Rose gang approaches the characters with an offer for a job. Jivaro, a rather dim-witted halfling sneak, had been assigned to steal some rare books from the Greymarble library. He chickened out, however, and decided to find someone else to 'subcontract' the job to. Having gotten an entirely inaccurate portrait of the characters from the rumors that he'd heard (or perhaps an accurate one, depending on the characters in question) Jivaro seeks out the PCs and offers them the work. He asks only a 40% commission, although if the characters decide to take the job, Jivaro can be bullied down to a mere 10%. (By the way, Jivaro is the same ragged halfling who acts as the merchant's assistant in encounter 2).</p><p></p><p>Jivaro was supposed to steal a three volume biography on the life of Vothario. It would be incredibly easy to steal, as the library is unguarded and sealed only by a single lock on the massive front doors (Open Lock DC 28). There are no windows one the first floor, but one could scale the wall fairly easily (Climb DC 16) and break in through a second floor window. It would also be simple to enter the library during the day (paying the 5 gp fee) and Bluff one's way out with the books (Bluff DC 20). The only complication is that Jivaro was supposed to leave a withered rose behind, and if the players agree to steal the books for him, he insists that they leave the rose as required (Jivaro has a rose that the characters may take). The player characters probably won't steal the books, but if they do, Jivaro will arrange to turn then meet one of the gang leaders (Maya, who is Testra's thrall) and will then deliver the 100 gp reward (minus his agreed-upon percentage). If the characters set things up to try and follow Jivaro they may do so, but when Maya discovers them, she will call upon her goons and fight to the death (knowing that her master, the hydra, is likely to kill her if she is captured or gives away any information). The characters may also attempt to have Jivaro contact Maya without the books (Jivaro should be easy to intimidate or convince), in which case things happen more or less the same way, except that Maya will also attack Jivaro if she assumes his betrayal.</p><p></p><p>The biography turns out to be surprsingly steamy, bordering on pornography--well, perhaps not so much of a surprise, considering the subject. The hydra wanted the books because it is searching for Vothario's Pipes of Prowess (more details in part two) and it thought the books might have a clue. They do--in the third volume, Vothario's biographer suggests that the bard tried to destroy his own creation (the pipes) but failed. He supposedly hid the pipes in "a place where no man could ever play them". The book says that the pipes were supposed to be Vothario's greatest creation, but that they came out flawed in some way (the biographer does not know what the flaw was). But even if the hydra doesn't get its claws on the books, it will still eventually find the pipes in time for the final confrontation of the adventure, so don't worry about it.</p><p></p><p>This encounter is intended to make the characters more aware of the actions of the Black Rose gang, as well as build on the Vothario red herring (while also potentially providing a useful clue--the pipes were thrown into the river, where a wind instrument, naturally, could not be played).</p><p></p><p><strong>Part one, encounter six:</strong> <em>Missing.</em> Ella, a polite but frightened young human woman, contacts the characters and asks them to find her recently married husband, who has mysteriously. Her only clue is a withered rose that was left on her doorstep. She describes the her husband in great detail and says that he was last seen in the docks area (being one of the very few sailors brave enough to still work on the Cyre River). He went missing four days ago.</p><p></p><p>The characters have no way of knowing this, but Ella's husband, Ferlis, is already dead. If the characters have already had the nightmare described in enounter two, then they suddenly realize after Ella's description that the person in the dream (the person from whose perspective the dream takes place) was none other than Ferlis. If they have the nightmare later on, they realize this shortly after waking. (For an added interesting twist, have Ella's description of Ferlis closely match the appearance of the character who had the nightmare).</p><p></p><p>Ella has no money to offer the characters and no way to reward them (in fact, she is in danger of losing her home now that she no longer has her husband's income to rely on). She refuses to believe that her husband may be dead, and begs the characters to find him. Characters who search for Ferlis may make Gather Information checks (DC 30 normally, or DC 25 in the docks) once every four hours of searching. Keep in mind that people in the docks may unintentionally (or perhaps maliciously) give the characters inaccurate information. On a success, the characters learn that Ferlis was last seen heading into the mid-city markets. With another success, characters learn that for several days prior to his disappearance, Ferlis had been telling everyone that would listen about the smugglers he had spotted slipping crates of weapons out of the city. With a third success, characters learn that members of the Black Rose gang had been asking about Ferlis on several occasions.</p><p></p><p>This encounter is intended to showcase the dark deeds of the Black Rose gang, hopefully by eliciting some sympathy from the players on behalf of poor widowed Ella. This should provide a good reason for characters (and players) to want to confront the Black Rose gang, especially if Ella remains a recurring NPC.</p><p></p><p><strong>Part one, encounter seven:</strong> <em>Rumble.</em> Late one evening, the characters are disturbed by the sounds of a large battle. In a broad alley between two inns (one of which just happens to be the characters' inn), a group of six Black Rose thugs are attacking three burly-looking dockworkers (some of the last few survivors of a rivial gang that dared to challenge the Black Rose). Things looks grim: one of the dockworkers is already wounded, and the Black Rose thugs are well armed.</p><p></p><p>The characters may ignore this conflict, or they may get involved on one side or another. If they ignore things, the Black Rose thugs swiftly eliminate their targets and return to their leader, the Hooded Ogre (one of the Black Rose leaders, Uthlug's thrall--see Appendix I). If they chose to get involved, neither side will prove to be much of a challenge for the characters. If they rescue the dockworkers, they will be rewarded with promises of friendship and an offer of drinks at the nearest scummy tavern. The characters may be able to follow any surviving Black Rose thugs back to their leader. If they help the Black Rose thugs, they will be rewarded with an offer to join the Black Rose gang (an offer not to be lightly refused). The Black Rose thugs will take willing characters to meet their leader, who they refer to in whispers as the Hooded Ogre.</p><p></p><p>One way or another, this encounter is likely to end with the characters meeting the Hooded Ogre. Because the Ogre is loud and violent (assume his starting reaction is Unfriendly) things will probably end in a fight, unless the characters have something up their sleeve. This may be one possible route by which the characters learn of an entrance to the hydra's lair. The DM should not make such information easy to obtain, but neither should he ignore the clever use of tactics and tricks on the part of the players. Although the Hooded Ogre knows about one of the entrances, he has never been inside (he is too big too fit) and he does not know about the need to carry a withered rose to avoid the attacks of the lair's guardians.</p><p></p><p><strong>Part one, encounter eight:</strong> <em>Murder.</em> An important noble or aristocrat is found murdered, and their death becomes the major topic of conversation across the city. This encounter works best if the noble in question had some prior association with the characters (if you have previously run the prelude, "A Fearful Harvest", then General L--- is the murdered noble). A withered rose is found at the scene of the crime.</p><p></p><p>If the characters choose to get involved in the investigation, they will find few clues to help them. It becomes appearant that the murdered noble was important in some way to the defense of the city (perhaps a military leader, or one of the weapons factory owners), but what this means is anyone's guess. There are, unfortunately, no clues that betray the identity of the murderer (who happens to be Zhukov, one of the Black Rose gang leaders, the thrall of Halgrin--see Appendix I).</p><p></p><p>Over the next few weeks, there are several such murders (one every three days or so). Each of the victims is involved in the military defense of the city in some way, and it most cases it appears that the victims knew the killer, or at least trusted the killer enough to let him into their house (Zhukov, a solider, knew most of these men at least by reputation, and he used his uniform and rank to bluff his way into their houses). The murders are part of the hydra's plot to destablize the city's defenses--characters who interrogate Black Rose gang members may learn more of this.</p><p></p><p style="margin-left: 20px"><strong>Sidebar:</strong> <em>Investigation.</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">At some point, the characters may to want to do a little investigation of their own. There is a lot they can figure out from simple Gather Information checks (see the lists below), but they may be able to get even more information by questioning the right people. If they capture a Black Rose gang member, the characters will be able to learn quite a bit about the gang, although only the gang leaders know of the entrances into the sewers near the hydra's lair. Eventually, however, the characters may be able to capture one of the leaders and force them to reveal the location of one of the entrances. Part one effectively comes to an end when the characters find one of the entrances and choose to use it. As such, the DM should not make this information too easy to find (after all, the four entrances are the gang's most highly guarded secret). Once the characters do know, however, it is time to move on to the climax in part two.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The red herring/subplot about Vothario can keep the players busy for quite some time, depending on how the DM chooses to run things. Some players may begin to believe that Vothario is the main villian behind the Black Rose (which may leave them in for a nasty surprise when they make their way into the hydra's lair). The important information that the characters should get out of the Vothario subplot is that he created some magical instruments and left them hidden in Karrlakton.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">About the withered rose:</p> <p style="margin-left: 20px">DC 12 The rose has been left at the scene of numerous robberies and crimes recently, mostly in the mid-city district.</p> <p style="margin-left: 20px">DC 15 The rose is the sign of the new gang that has been slowly taking over the mid-city area. the gang calls themselves either the Black Rose or the Burnt Rose.</p> <p style="margin-left: 20px">DC 17 (DC 12 in north-city residential) Vothario always left a fresh rose on the bed of his lovers, on the morning after. It was his symbol--he wore a rose crest and had a rose design on his signet ring.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">About the Black Rose gang:</p> <p style="margin-left: 20px">DC 15 The Black Rose gang has been gathering strength for about a month now. They are very intimidating, and most people are scared to speak about them.</p> <p style="margin-left: 20px">DC 22 The Black Rose gang is involved in the usual sorts of criminal activities--robbery, extortion, smuggling--but their activites seem random, chaotic.</p> <p style="margin-left: 20px">DC 25 Several of the leaders of the Black Rose gang are thugs who used to be bitter enemies. No one can understand why they're suddenly working together like the best of friends.</p> <p style="margin-left: 20px">DC 27 The leader of the Black Rose gang lives in the sewers, they say, but nobody knows how to find his or her exact location.</p> <p style="margin-left: 20px">DC 30 The Black Rose are desperately looking for something--a magical set of pan pipes. No one knows why or what the pipes are supposed to be able to do.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">About the nightmares:</p> <p style="margin-left: 20px">DC 12 The dreams started about a month ago, and have gotten constantly worse. It's hard for anyone to get any sort of sleep at all.</p> <p style="margin-left: 20px">DC 15 Some people say that they've dreamed about men and women that have gone missing. In the nightmares, these people are murdered by being buried alive.</p> <p style="margin-left: 20px">DC 20 Many, if not all of the missing people (the ones that have appeared in some of the dreams) have had some connection to the Black Rose gang, either working for them or openly defying them in some way.</p> <p style="margin-left: 20px">DC 22 The noble who suggested the "Tear Down the Walls" initiative currently creating controversy among the city government allegedly got the idea after experiencing one of the nightmares while visiting cousins in the mid-city district.</p> <p style="margin-left: 20px">DC 25 Oddly enough, the dreams seem to be moving around the city. Different neighborhoods experience the nightmares on different nights, although it seems to be random. (Further research, requiring several hours of work and two more DC 25 Gather Information checks, can pinpoint the center of the disturbance, where the dreams are strongest.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">About Vothario (all these DCs are -8 in north-city residential)</p> <p style="margin-left: 20px">DC 15 Vothario was an elven bard, notorious for seducing women, who lived in Karrlakton about a hundred years ago, before the start of the Last War. No one knows what happened to him, and he might still be alive.</p> <p style="margin-left: 20px">DC 20 Vothario's symbol was the rose--the flower of love. He always left a freshly blooming rose on the beds of his lovers, as he snuck away with the morning light.</p> <p style="margin-left: 20px">DC 25 Vothario is remember for his (many) romantic conquests, but he was also quite skilled at magic. It is rumored that he made many magic musical instruments, some of which are said to be hiding in the city.</p> <p style="margin-left: 20px">DC 30 Vothario did indeed make several magic instruments, including some Drums of Panic, a set of Pipes of the Sewer, a Chime of Opening, and a unique magic item that he called the Pipes of Prowess. What few people know, however, is that each of Vothario's creations had a major drawback or curse.</p><p></p><p><span style="font-size: 12px"><strong>Part two: What Lies Beneath</strong></span></p><p></p><p>Eventually the characters will find their way into the sewers beneath the city, where the monstrous leader of the Black Rose gang awaits them. The hydra has several potent defenses, and is prepared to fight off almost any intruders. First of all, the tunnels themselves make moving and fighting difficult. Each tunnel is only three feet high and three feet wide, forcing characters to crawl (this imposes a -4 penalty to a character's AC and a -4 penalty to all their attacks; small characters, having a bit more room to maneuver, only suffer a -2). Secondly, the sewer tunnels are protected by a large number of serpents and oozes, all of whom have no trouble fighting in the cramped quarters due to their unique shapes. And thirdly, the hydra has a secret weapon given to it by its master (it's a surprise--see below for more details).</p><p></p><p>But finally, and most importantly, the hydra has <em>Vothario's Drums of Panic</em>, which one of its minions plays every night. These drums cause fear, just like normal drums of panic, but the fear is a specific one: claustrophobia. Although the drums have a limited range for their full fear effect (120 radius; DC 16 Will save or suffer as per fear spell) anyone who hears the drums at all over a period of time, or feels their vibrations, begins to suffer from mild nervousness and fear. The hydra has been playing the drums every night since it found them (it sleeps during the day). The vibrations have been seeping up through the pipes, and infecting the people of the city with nightmares and claustrophobia.</p><p></p><p>If it is nighttime, the hydra is awake, and has at least three of its thralls with it (chosen randomly or DM's decision--see Appendix I). One of the thralls is playing <em>Vothario's Drums of Panic</em>, and the sound is vibrating up through the sewer pipes. To the characters, it feels as though the walls are throbbing slightly, almost alive. Although the sound is still too indistinct to have a direct effect on the characters, it does make them all begin to feel slightly claustrophobic. This feeling will grow as they move closer to its source, increased, no doubt, by the fact that they are moving through 3x3 tunnels.</p><p></p><p>If it is daytime, the hydra is asleep, and has only one of its thralls with it (the thrall is probably also sleeping). The hydra always leaves one of its heads awake, however (the various personalities take turns with this duty). If it hears sounds of battle in the pipes above, it will wake up the other heads and command the thrall to begin drumming (it may be important to note that the hydra cannot play the drums--its large talons are too clumsy--or any of Vothario's instruments). Assume that each time the characters enter combat, the hydra makes a Listen check (+7) versus a DC of 19 (the DC may grow lower as the characters approach the center of the maze). The hydra does not recieve its usual racial bonus to Listen checks on this particular roll (normally the hydra would have a +9)</p><p></p><p><strong>Map Key:</strong> There are four circular chambers on the map (each marked with a circled 'T'). These are the four entrances to the lair (each hidden in a basement of a house somewhere above). The entrance areas are the only places where the ceiling is of normal height, and each is a little smaller than 10 feet in diameter. The walls are stone and the ladders set into the wall at each entrance are metal. If you used encounter four in part one, one of the entrances has been collapsed (determine randomly). The hydra may collapse other entrances, at the DM's discretion, if it feels that an entrance's secret location has been compromised.</p><p></p><p>The large circular area at the center of the map is the hydra's lair, of course--formerly a secret hiding place of Vothario's. When the characters approach one of the four tunnels leading into the lair, they are attacked by the hydra's secret weapon (see encounter #3, below). Note that each appearantly dead end on the map is actually a pipe that becomes smaller than the characters can possible traverse. Most of these pipes are homes to the hydra's defenders, snakes and oozes. This means that an attack can come from out of a "dead end" the characters just crawled away from.</p><p></p><p><strong>Encounters:</strong> There are four possible encounters in this area, and the first two are small ones that can each happen multiple times. The second two are more dangerous ones that are unique. The DM may wish to add extra encounters to expand this section of the adventure (this is an excellent dungeon for traps of all sorts, such as grates that randomly drop down and seperate the party or shallow spiked pits disguised with filth).</p><p></p><p><strong>Encounter #1: Snakes!</strong></p><p></p><p>The snakes in this area should be of a CR equal to roughly half the parties' average level (the difficult fighting conditions make even low CR creatures much more dangerous). The characters should have a 30% chance every minute of encountering 1d2 snakes. I reccomend large or huge viper snakes (CR 2 and 3, respectively), or, for more of a challenge, a Giant constrictor snake (CR 5). (Monster Manual, pages 279-281).</p><p></p><p>All of the snakes have had charm animal cast on them at one point or another, and they have been trained to avoid anyone who shows them a withered rose (the snakes have a sharp enough sense of smell to detect the roses, if they are brought close enough to them) (does a withered rose have a smell? yes, they smell very faintly like rotten perfume).</p><p></p><p><strong>Encounter #2: Oozes!</strong></p><p></p><p>There are fewer oozes in the sewers than there are snakes, but they are much more dangerous. Assume the characters have a 15% chance of encountering an ooze for every minute they spend in the tunnels. It is best if the DM uses oozes with a relatively low CR compared to the characters. I suggest grey oozes, they will be dangerous enough at CR 4, given the conditions. A sadistic DM might bring in a black pudding, but should be prepared to have their players throw dice at them, with good reason (oozes may be found on pages 201 and 202 in your handy Monster Manual).</p><p></p><p>Malforias has used his amulet to charm the oozes, and train them to avoid those who bear a withered rose (how do the oozes recognize the roses, given they have no eyes or nose? that is a mystery we may never solve, my friend. short answer: magic).</p><p></p><p><strong>Encounter #3: Spikey!</strong> (Warning: this is a dangerous encounter that may badly sap the PCs' resources. Be careful.)</p><p></p><p>In the forbidding gloom of the Mournland, there are terrors that the people of the civilized lands of Khorvaire could never have imagined. Among the worst of these terrors are the living spells, congealed bits of animate magic that have taken on lives of their own. When the pyrohydra's master sent it to Karrlakton, a secret weapon was also sent along: a living <em>spike stones</em> spell.</p><p></p><p>Spikey appears to be a huge mass of undulating earth filled with hundreds of sharp pieces of stone. It is, in effect, an ooze, which makes it perfectly suited for battling in these small tunnels. It prefers to use its engulf ability whenever possible, smothering its foes as it tears at them with its many sharp spikes.</p><p></p><p>When the players reach any of the four tunnels that lead into the hydra's lair, the hydra (specifically Randal) uses a wand of levitate to raise Spikey up out of the pit it is normally kept an into the tunnel the characters are traveling through. The ooze always attacks the nearest target every turn (yes, it will attack the hydra if the hydra is closest), and it will fight until it is utterly destroyed.</p><p></p><p style="margin-left: 20px">Spikey! CR 7; Medium Ooze; HD 7d10+14; hp 57; Init +0; Spd 40 ft.; AC 14, touch 14, flat-footed 14; Base Atk +5; Grp +7; Atk +7 melee (1d8+2 bludgeoning, slam, plus 1d8 piercing, spell effect); SA Engulf (Ex), Spell Effect (Su), Blindsight, DR 10/magic, SR 14, ooze traits</p><p></p><p>Spikey should be a very difficult challenge for the characters. Keep in mind that the characters are, at this point, probably within range of the <em>Drums of Panic</em>, which will make things worse. Luckily for the characters, there is something that might be able to help them. At either end of the tunnels leading to the hydra's lair there are small metal levers--water flow control switches, now unused. It takes a Spot check DC 14 to notice one of the levers. If pulled, the levers cause metal plates to fall at each end of the tunnel, sealing it off. If used carefully, this might let the character trap Spikey, but that will also force them to go around and enter the hydra's lair from another direction.</p><p></p><p><strong>Encounter #4: The Hydra's Lair--Final confrontation!</strong></p><p></p><p>If the characters finally make it into the hydra's lair, they are in for an incredible confrontation. The hydra itself is prepared to fight viciously to protect its territory, and depending on the time of day, it will have one or more of its thralls with it.</p><p></p><p>But the hydra isn't the greatest challenge the characters will have to face here. For the Black Rose gang has finally uncovered the last and most dangerous of Vothario's flawed artifacts: the <em>Pipes of Prowess</em>. These pipes were originally intended to give Vothario's bodyguards extreme prowess and skill in battle. And the work: those under the effect of the pipes temporarily gain the use of the Cleave and Greater Cleave feats. The drawback, however, is that the target is forced to try and use those feats at every possible opportunity--which means that the target will immediately lash out and attack whatever happens to be closest.</p><p></p><p>The target of the pipes is allowed a Will save (DC depending on how evil the DM feels, but I suggest a mild 14) each round. If they fail, they must immediately try and make use of their new feats, which means attacking whatever happens to be nearest, even if it is an ally.</p><p></p><p>As soon as the characters enter the Hydra's lair, it commands one of its thralls to begin playing the pipes (if it only has one thrall present, it commands the thrall to stop playing the drums and start playing the pipes). The thrall targets the character furthest away from the hydra, and if there are multiple possible choices, the thrall will target the character that seems most martial (wearing heavy armor, brandishing a mighty blade, etc.). The group may suddenly find that one of their number has begun cleaving into them from behind.</p><p></p><p>Even if the party manages to deal with the effects of the <em>Pipes of Prowess</em> (the hydra will stop to watch the fray, at least until it is attacked), they still have the hydra and its thrall(s) to deal with. The hydra is practical and is willing to settle for driving the characters away, and it would even be willing to negotiate, if the characters try to do so. Under ordinary circumstances, the hydra would be reluctant to reveal the name of its master. But if it finds itself on the verge of death, it will curse the characters with this final remark <spoiler>: [SPOILER]"The Lord of Blades will have your heads!"[/SPOILER]</p><p></p><p>Full information about the pyrohydra and its personalities is located below, in the appendix. The hydra's heads should be very verbose during this final battle: arguing with one another ("What did you cast that spell for, idiot?"), making fun of the characters ("Cor, that's an ugly one."), and making general comments about the battle ("Ah, that was a clever move! ...but not clever enough!").</p><p></p><p>Is it possible for the hydra to survive and somehow escape at the last moment? Yes. It owns a <em>ring of teleportation</em> that it normally keeps in its locked chest. If forewarned, it may have commanded one of its thralls to bring out the ring, and it won't hesitate to use it if it has no other choice. The ring will take the hydra safely to the side of its master. If you feel that the hydra will make a good recurring foe, then by all means allow it to slip away at the last moment (after delivering its furious threat of revenge).</p><p></p><p>The hydra's treasure is all kept in a small blackened chest that used to belong to Vothario (the chest bears Vothario's rose crest). In addition to holding anything that may have previously been stolen from the characters (see part one, encounter one), the chest also contains 2,156 gp in various coins, a set of <em>pipes of the sewers</em> (drawback: the rats summoned attack everyone in the area, including the user), a <em>chime of opening</em> (drawback: unlimited uses, but only affects clothes), and a <em>horn of fog</em> (drawback: the fog is extremely damp and soaks everything in the area). The characters can also take the <em>drums of panic</em> (drawback: creates specific fear--claustrophobia) and the <em>pipes of prowess</em> (drawback: see above) for themselves, but such items may prove tricky to make use of. On the hydra (if it doesn't teleport away) they can find an <em>amulet of ooze control</em>. On the ground near the hydra is a <em>wand of leviation</em> (it had been clutched in the hydra's teeth, and then dropped when the battle started).</p><p></p><p><u><strong>Appendix I: The Pyrohydra, lord of the Black Roses</strong></u></p><p></p><p>This pyrohydra, which will provide quite a challenge to most adventuring groups, is a unique monster in several ways. First of all, it is intelligent--ordinarily, hydras are not. Secondly, this intelligence is spread out though several different personalities, with each head mainfesting its own unique personality. And finally, each of the pyrohydra's seperate heads has studied magic, making the collective as a whole very, very dangerous.</p><p></p><p>Despite having many heads, the pyrohydra can still only cast one spell per round. Each round, one of the pyrohydra's personalities can cast one spell, but the other heads can still fight and breathe fire as they normally could. The various personalites tend to babble amongst one another constantly.</p><p></p><p>The pyrohydra is considered to have the stats of an average eleven-headed pyrohydra as presented in the monster manual (p. 157) with the exception of its spellcasting abilities. For simplicities sake, the hydra's spellcasting 'level' grant it spells only--no increased hit points, saving throws, attack bonus, or other benefits of having class levels. Its unique abilities and intelligence make it CR 13.</p><p></p><p>Below is a brief look at each of the hydra's different personalities and the humanoid thrall that works for each individual head (these thralls, for the most part, were affected by repeated used of the charm person spell). These descriptions are kept vague and short for two reasons: one> so that the DM has free reign to craft these NPCs and personalities to his liking, and two> <span style="font-size: 9px">because I'm running out of time and I want to finish this.</span> The format is Hydra personality /slash/ humanoid thrall</p><p></p><p style="margin-left: 20px"><em>Head number eleven</em>: Randal, an overly curious Diviner, male, level two spellcasting ability. Randal is very curious about the *ahem* physical life of humanoids, and the other personalities consider him to be something of a pervert. / Vellen, a carefree half-elven bard, male, who is unknowingly an descendant of Vothario. Randal often instruct Vellen to rob wealthy ladies of society by seducing them, but sometimes seems more interested in Vellen's description of the seduction than in the treasure.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number ten</em>: Testra, an intellectual Evoker, female, level two spellcasting ability. Testra loves to read, and is often quoting her favorite authors. Testra would like to believe that she is the most skill spellcaster of the group. / Maya, a failed half-orc wizard (actually rogue), female, who greatly looks up to Testra. Maya has absolutely no magical talent whatsoever, but likes to pretend that she does by using a combination of Slight of Hand and alchemical items.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number nine</em>: Gemlin, a hot-tempered Conjurer, male, level two spellcasting ability. Gemlin is one of the less intelligent personalities. He gets angry easy, and loves to use burning hands on his opponents (he loves magic, and doens't understand that burning hands isn't as useful as his own fire breath). / Hawk, a cute and pixieish young elven ranger, female, who's actually quite nice when you get to know her. But she's no less dangerous for having a nice personality--she has a temper almost as bad as Gemlin and is a crack shot with her longbow.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number eight</em>: Wolwoo, an irreverent Illusionist, male, level two spellcasting ability. Wolwoo appears to be the only one of the personalities with anything resembling a sense of humor--unfortunately, he takes it too far. He is fond of deadly practical jokes. / Varmeer, a cowardly halfling rogue, male, who happens to be in way over his head. Varmeer is often the subject of Wolwoo's pranks, and has become very twitchy as of late. He spends more time in the hydra's lair than any of the other thralls (and as an interesting but probably pointless side note, he happens to be Jivaro's long-lost father).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number seven</em>: Halgrin, a cruel and cunning druid, male, level two spellcasting ability. Halgrin believes that he is an animal and should act accordingly. He tends to speak in grunts and howls, though he is actually capable of normal speech. No one knows how he learned to cast druid spells. / (Halgrin has no thrall. He used charm animal to tame/train the snakes that guard the lair.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number six</em>: Rallfi, a child-like Universalist, male, level one spellcasting ability. Rallfi was the last of the heads to develop a personality, and acts like the youngest of the group. He is easily excited but very immature and unstable (he's quite likely to start crying during the middle of a battle, for instance). / Mace, a three-year old warforged fighter, neuter, whose own personality is still mostly unformed. He was built to be a soldier in the Karrnathi army, and he tends to act in a very military fashion. Because he doesn't need to breathe, he's the thrall that finds the Pipes of Prowess (by walking along the riverbed).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number five</em>: Qalla, a deeply paranoid Abjurer, female, level two spellcasting ability. Qalla is the planner of the group--and she plans a lot. She's responsible for making sure the hydra's lair was kept a closely-guarded secret. She trusts no one, not even (especially not even) her fellow heads. / Zhukov, a disgruntled human soldier, male, who almost deserted during the final days of the last war because he had grown so sick of the Karrnathi War Council. Of all the thralls, he is certainly the most loyal, nearly fanatic about achieving the hydra's goals.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number four</em>: Uthlug, a primitive sorcerer, male, level one spellcasting ability. Uthlug is, frankly, as dumb as a brick. He's not nearly smart enough to have learned any wizardry--luckily for him he's got some innate magical ability. / The Hooded Ogre, a ogre vigilante, male, with an over-developed sense of drama. The Hooded Ogre used to sweep down out of the night and terrorize criminals, and now he is forced at the head of an organized crime racket! This makes the Hooded Ogre very angry indeed! (Note: Uthlug did not charm the Hooded Ogre. Malforias did--and then he gave the ogre to Uthlug to watch over.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number three</em>: Burah, a neurotic Transmuter, female, level two spellcasting ability. Burah always seems to have a severe head cold, which makes her voice annoying and nasal. She also tends to sneeze and worry a lot. She's the least confident of all of the personalities. / Neka, a teenaged changeling rogue, female, who ran away from her parents and ended up in Karrlakton. She acts cocky and confident, but its just a pose--she's discovered that she doesn't want anything more than to go home again.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Head number two</em>: Sterleen, a seductive Enchantress, female, level three spellcasting ability. Sterleen is very assertive, and very direct. She prefers using cunning to get what she wants, and she has become an expert at turning the other personalities against one another. She is an expert mainpulator. / Liada, an elven gang leader, female, has been learning spells from Sterleen. Liada is tough and demands respect. She controls the largest portion of the Black Rose gang due to her powerful personality and natural leadership skills.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>And the number one pyrohydra personality is</em>: Malforias, an evil Necromancer, male, level five spellcasting abiltiy. The most dominant personality, Malforias believes he needs no thrall--considers the rest of the personalities to be his under his control as much as any thrall could be. He rules the other personalties through intimidation. His an amulet of ooze control helps him manage the lair's guardians.</p><p></p><p></p><p><u><strong><span style="font-size: 12px">The Big Wrap-up!</span></strong></u></p><p></p><p style="margin-left: 20px"><strong>Eleven-Headed Pyrohydra</strong>: the central bad guy of the piece, a mainpulator who brings chaos to Karrlakton.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Drums of Panic</strong>: Vothario's flawed creation and the pyrohydra's most devious weapon.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Great Cleave</strong>: the ability granted to those targeted by the <em>Pipes of Prowess</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Withered Rose</strong>: the symbol of the pyrohydra's gang. It got the idea from the crest carved into Vothario's trunk. A withered rose can be used to get past many of the hydra's guardians.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Spike Stones</strong>: a living <em>spike stones</em> spell is the secret weapon the pyrohydra uses to execute those who get in its way.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Claustrophobia</strong>: the type of fear generated by <em>Vothario's drums of panic</em>, felt by the citizens of Karrlakton and by the characters when they make their assault on the hydra's lair.</p></blockquote><p></p>
[QUOTE="nonamazing, post: 2315478, member: 12118"] [b]Iron DM round 2, match 2: Nonamazing versus Stormborn.[/b] [CENTER][SIZE=5]The Sound of Fear[/SIZE] [SIZE=4]An Eberron Adventure for 6th - 8th level characters[/SIZE] Part One of [I]The Siege of Karrlakton[/I][/CENTER] Karrlakton is a massive, grim metropolis that sits on the northern bank of the Cyre River, a mere stone's throw away from the edge of the fearsome Mournland. Doomsayers and apocalyptic prophets gather in Karrlakton's all-but-abandoned docks, staring across the water at the thick grey wall of mist that marks the Mournland's border and muttering about the horrible fate that is surely soon to befall sad Karrlakton. They may be right. For in the grey gloom of the Mournland, a terrible foe stirs. A dark and mysterious enemy who has already set his plans in motion, has already sent his agent to infiltrate the city and prepare it for its downfall. In this adventure, the player characters come into contact with that agent, a mighty arcane hydra, and are given the chance to stop its plan to recover a cursed artifact that can turn ordinary men into ravaging killers. [U][B]Background[/B][/U] Many years ago, in the nation of Cyre, there lived a powerful but mad old elementalist named Augustus Kepler. Augustus was never part of the Cyran war effort--his fellow wizards considered him unstable, and with good reason. His specialty was fire, and he had a tendancy to use it a bit too liberally, tending to rain destruction down upon his friends and enemies alike. The addled wizard was left alone in his tower, while the other wizards of the day fought to keep Cyre free. Augustus grew very lonely over the years, and eventually decided to adopt a pet (having accidentally immolated his familiar). But what does a mad fire wizard take for a pet? Why a baby eleven-headed pyrohydra, of course! Augustus raised the pyrohydra in the basement of his tower, feeding it on cattle, small game, and the occasional leftover bits of his various experiments. Under Augustus' influence, the hydra grew up to be very strange. First of all, the monster developed sentience and intelligence, eventually becoming as clever as any mortal man. And secondly, each of the creature's heads began to embody a different facet of the overall intelligence, in effect developing their own seperate personalities. The wizard, of course, was thrilled. Instead of one companion, it was as though he had eleven. He encouraged the changes in the hydra, even going so far as to use his magic to further their development. Eventually, each of the hydra's heads had its own, distinct personality. Then came the destruction of Cyre, and Augustus died. The hydra was unharmed, somehow, as was the wizard's tower. The hydra spent its time arguing with itself and occasionally reading bits of Augustus's diaries and spellbooks. A year or so later, the hydra was discovered by a powerful entity (the mysterious foe who now seeks to assault Karrlakton, and who shall remain unrevealed in this adventure). This entity saw the potential in such a minion, and immediately set to bringing the hydra under control by promising it the one thing it desired most: individual bodies for each of its personalities (who were becoming quite tired of sharing one body). The hydra was smuggled across the river and into the sewers of Karrlakton, where it began to sets its master's plan into effect. Using the simple bits of magic it had picked up from Augustus' books, the hydra charmed a handful of rogues and scoundrels, each head choosing one humanoid to act as its proxy in the city. With the aid of a secret weapon uncovered from the Mournland and some cursed artifacts discovered in Karrlakton, the hydra is unleashing a quiet wave of fear across the city. And in the dank tunnels of the sewers, it hunts for a long-dead bard's worst mistake--an artifact that will transform innocent people into unstoppable killers... [B]The Hydra's Plan[/B] The pyrohydra was brought into Karrlakton with orders to spread fear and destablize the city's defenses. It was given no specific plans on how to acomplish that goal, however. Its new master did give it a secret weapon to use in pursuit of its goal, but the hydra found this weapon difficult to control, so it began to search for some other tools to use. At first, the hydra snatched criminals and thugs away from the street of the dock district under cover of darkness, charming the captives, and then using them as its own private thieves guild. Its gang, the Black Rose, has already begun to cause mayhem throughout the city. But recently, the chance discovery of a long abandoned hiding place in the sewers has given the hydra an extra plan. The hydra has uncovered one of the secret boltholes of Vothario, a legendary elven seducer who often found himself needing a place to hide from angry husbands or spurned lovers. One of the bard's flawed creations, a cursed pair of drums, has become the centerpiece of the hydra's plot to spread panic throughout the city. [U][B]Notes on the structure of the adventure:[/B][/U] This adventure is divided into two halves. The first part, 'Fear in the Streets', consists of eight small encounters and vingettes designed to give the players a sense of what is happening in Karrlakton. These encounters can be run in any order, and one does not have to use them all. (It would be quite possible, and even reccomended, to insert these encounters into parts of other adventures, thus slowly setting up the foundation of this story). Part one, as a whole, acts as the 'hook' for the player characters, presenting enough unusual happenings to draw the attention of even the most jaded of adventuring groups. Part one also generates an interesting red herring for the characters to chase: the elven bard Vothario. The second part, 'What Lies Beneath', describes a (literal) crawl beneath the city, and an eventual confrontation with the pyrohydra itself. This part of the adventure is more direct, but also much more dangerous, and begins as soon as the characters discover one of the entrances into the hydra's lair. The player characters may or may not be able to stop the wicked pyrohydra from finding and/or using the cursed artifact that it seeks. [SIZE=3][B]Part one: Fear in the Streets[/B][/SIZE] (Note: to keep up the general level of danger and excitement, the DM may wish to include after every three or so encounters, a combat featuring 1d8+2 low-level Black Rose gang members who are after the characters for "sticking their nose into other people's business". These fights will probably not be much of a threat for the characters, but will serve to create a little dynamic tension in the middle of some otherwise quiet encounters. Black Rose thugs are usually low-level warriors and rogues, with an occasional mid-level leader, at the DM's discretion--perhaps one of the gang leaders mentioned in Appendix I. The thugs can be easily identified by their black leather armor, often decorated with some sort of rose symbol.) [INDENT][B]Sidebar[/B]: [I]The structure of the city.[/I] Karrlakton is a very large city of about 60,000 citizens. For the purposes of this adventure, we'll consider the city to be divided into six broad districts. These districts are not sharply distinguished in anyway, and tend to blur into one another at the edges. DMs should certainly add more detail as they see fit to help flesh out individual locations, always keeping in mind the essential character of city: gloom and despair. Everything is grey and dark, and these days, there is also a mild sense of fear in the air. [I]District one[/I]: central city. The wealthiest district, containing most of the mansions of the nobles and the major centers of city and regional authority. Information is hard to come by here, as most of the people are unwilling to share rumors with strangers or members of the lower class (+2 circumstance modifier to all Diplomacy and Gather Information DCs unless the character making the check seems to be a member of the aristocracy). The district is home to the Greymarble Library, an excellent place to research historical information, although there is a cost to use it (5 gp per day of research). At the moment, the city's rulers are discussing a plan to tear down the city walls, to "make the atmosphere of the city a bit more open around here". This proposal, known simply enough as the "Tear Down the Wall Initiative", has been met with a great deal of controversy. [I]District two[/I]: the docks. Quiet and mostly abandoned, the dock are home to most of the city's most vicious and dangerous criminals. Since the Cyre river became too dangerous to easily travel, the city's once-bustling docks lie mostly unused. The few taverns and inns still open in the distrcit are good places to hunt for rumors (-2 circumstance modifier to the DCs of Gather Information checks) although most (50%) of what the characters learn will be outright lies and misdirection. The clever use of bribes can help the characters make friends here, but may also attract attention. For every occasion on which the characters use bribes to help them succeed on a Diplomacy or Gather Information check, there is a cummulative 10% chance that they will ambushed by a group of 1d4+1 low-level muggers, who have decided the characters might be easy marks. [I]District three[/I]: mid-city markets. The mid-city is the area between the docks and the central city, and is mostly poor and insular. The small marketplaces sell food, clothing, and other essentials, although a few shadowy booths hidden in alleys also sell simple weapons. The hydra has several agents here, who will report to their master if they notice any suspicious people nosing around (such as the characters). Assume the merchants in this district start off as Indifferent, but if the characters do anything to draw the hydra's attention to themselves, rumors will suddenly rise up portraying the characters as dangerous, unbalanced thugs, causing the merchants to shift their attitude to Unfriendly. [I]District four[/I]: mid-city residential. The people in this area are simple, poor folk who wish to be left alone. The neighborhoods are insular and quiet, making it difficult to learn much (+2 circumstance modifier to the DCs of any Gather Information or Diplomacy checks). This district has been hit the hardest by the hydra's campaign of terror, and everyone seems frightened and nervous. Oddly enough, the characters see people sleeping outdoors all around this district, often whole families at a time (this is because of the claustrophobia the hydra has generated; see part two for details). [I]District five[/I]: north-city markets. The north-city is the area on the far side of Karrlakton, away from the river. Conditions here are a bit nicer--craftsmen and skilled laborers sell their wares here, and a pair of weapon factories, the Karrnathi military's main suppliers, dominate the industry in this district. The markets here have a better variety of goods than in the mid-city, with a corresponding increase in prices (assume everything for sale in this district is 5% to 10% more expensive than base cost). The hydra is currently trying to insert its agents into the markets here. [I]District six[/I]: north-city residential. The neighborhoods of the north city are a bit more friendly, a bit less plagued by the vague sense of fear that seems to be settling across the rest of the city. The people here are, for the most part, willing to talk to polite strangers, but there is little useful information to be had here, as the citizens of this district know little about what is happening in the poorer sections of the city. This is the best place to learn about Vothario, as the people of this district still tell tall tales about the legendarily lecherous elf.[/INDENT] [B]Part one, encounter one:[/B] [I]Robbery.[/I] At some point during their stay in the city, the characters find that they have been robbed. This encounter probably requires the most adjustment from the DM, as the exact conditions of the robbery will vary greatly depending on where the characters tend to spend the night and how well their belongings are protected. Ideally, the theft happens while the characters are staying the night in a local inn. A low-level rogue (Hide and Move Silently totals of +10 each; don't forget the -10 penalty that sleeping characters take on all Listen checks) sneaks into the characters room and makes off with a small amount of gold or an item. The thief then leaves a withered rose behind as a calling card. If the characters manage to catch the rogue in the act, or successfully track him to his hideout (DC 25 Survival check, due to difficult conditions), they can try and interrogate him. Cord ir'Vain is a former noble whose family lost all their holdings, forcing him to resort to a life of crime. He was being recruited into the Black Rose gang--this job was supposed to be his initiation. He doesn't know how to contact anyone in the gang, because they had contacted him first, and were going to contact him again after the job was done. (The characters may not be able to catch the thief--that's okay. Just remember to include whatever was stolen as part of the hydra's treasure at the end of the adventure.) The withered rose itself is completely ordinary, with no traces of magic. Roses are fairly common--this one could have come from any one of the flower sellers in the city. See the investigation section, below, for more about what the players can learn from this clue. The main purpose of this encounter is to get the withered rose into the characters hands. [B]Part one, encounter two:[/B] [I]Quack.[/I] While passing through the mid-city markets, the characters pass a large crowd of tired commoners. The crowd is gathered around an oily-looking merchant with large curled mustaches. The merchant is loudly proclaiming the properties of his "Dreamless Sleep Potion", while a ragged halfing takes orders from the desperate commoners. The characters can hear the customers complaining among themselves about how they haven't gotten a good night's sleep in ages because of their recurring nightmares. Any character who takes the time to listen to the merchant's sales pitch can make a Sense Motive check (DC 18). If the character has 5 or more ranks in Heal or Profession (herbalist), they gain a +2 bonus on their Sense Motive check (a total of a +4 bonus if they have 5 ranks in both). Those who make their checks realize that the merchant is lying about his wares--he is likely selling nothing more than flavoured water. If the characters wish to involve themselves at this point, they will have to make Diplomacy checks to convince the crowd that the merchant is tricking them (alternately, a Bluff check might also work; or the players might decide to profit from the merchant's scam by joining forces with him and helping to sell the 'potion'). The commoners really want to believe that the potion works, so it won't be easy to convince them otherwise (DC 20). Once convinced, however, the crowd disperses sadly, their hopes thwarted. They appear to be too tired to really get angry with the con artist merchant. (Alternately, if the characters side with the merchant, he'll offer them 30% of his sales, which after about four hours of work amounts to 100 gold for the characters). The merchant, whether successful or not, does not return to sell his potion here again. The main point of this encounter is to let the characters know that the city is suffering from a plague of nightmares, the mid-city area in particular. If asked, the commoners will say that their dreams are very similar: being buried alive, being trapped underground, the wall of their houses or of the city slowly closing in on them. All of the nightmares have common themes of claustrophobia and suffocation. [B]Part one, encounter three:[/B] [I]Nightmare.[/I] (This encounter may be used at any point, but it works best if it comes at some point after encounter two). At some point, while sleeping near or in the mid-city district, the characters suffer terrible nightmares. A specific dream is described in detail below, but only one of the characters should experience it (and remember it clearly). The other characters should have troubling but non-specific similar dreams featuring images of being buried alive and feelings of suffocation and claustrophobia. Choose randomly which character experiences the full dream (and remembers all of it), or choose whichever character is known to be the most 'sensitive' (perhaps a wizard or other magic-using type). In the dream, the character is standing in a dank and smelly room. It is incredibly hot. There is a large old chest nearby with an intricately-carved crest that somehow seems important. The crest is of a lovely rose, but it appears to have recently been charred black. Just in front of the character is a deep pit. There are strange noises coming from the pit, hungry noises which become more and more omnious. Suddenly, a blast of fire hits the character from behind, driving them off their feet and into the pit. Cold earth rises up all over them, dirt filled with sharp rocks that tear at their skin. The earth wraps around them, making it impossible to move, surrounding them, drowning them, pouring itself down their mouth and into their lungs... This where the dream ends and the character awakens, feeling short of breath. The shortness of breath (and an intense feeling of claustrophobia) remains until the character goes outside or into some sort of wide open area. This encounter's main purpose is to give the characters a sense of fear, but the dream also provides them with a couple of vague clues (the incredible heat and the blast of fire pointing to a foe that uses fire as a weapon; the rose crest possibly leading to connections with the Black Rose Gang or with Vothario). [B]Part one, encounter four:[/B] [I]Trial.[/I] While travelling through the central city district, the characters pass by notices annoucing an upcoming public trial. The criminal in question is said to be one of the leaders of the notorious Burnt Flower gang (the local legal authorities have unknowingly gotten the name of the gang incorrect). By this point the characters may have heard some rumors about the Black Rose gang and may decide to attend the trial. Or the person on trial may be an NPC that the players have met before and who they believe to be innocent of the charges. Or they may attend the trial at the request of an ally, who asks for the characters' impartial observations (If the characters have played through the prelude, "A Fearful Harvest", then General L--- might ask one of them judge the trial on his behalf, as he is much to busy to attend). If the characters decide not to attend the trial, or there isn't a hook strong enough to draw them to it, they later learn that the accused was judged guilty and sentenced to death, despite repeated assertions of innocence. The trial is held in a large open ampitheater near the city hall. (Ideally, a few days should pass between the time that the characters first see the notice for the trial and the time that the trial actually takes place. The characters could experience one or more of the other possible encounters between the two events.) The six judges all sit near the center of the audience section, while the accused stands on a raised platform in the middle of the ampitheater, restrained and flanked by two scary looking Karrnathi skeletons. A small crowd has assembled behind the judges, in order to watch the trial. Two young men stand behind small podiums arranged in front of the judges, one dressed in red robes and the other in green (the green robed man is here to present the notes for the defense, the other the notes for the prosecution). The six judges are all aristocrats, all well dressed and healthy looking. Before the trial begins, the characters can pick up discussion among the crowd that indicates the judges have already pretty much decided that the suspect is guilty--the trial is a formality. The prosecutor's notes are strong--it seems that a snitch in the suspect's own gang passed on a lot of damning information. The charges include conspiracy, murder, extortion, smuggling...the list goes on and one. The defense doesn't have much, just the suspect's claim that they were mind controlled by a powerful wizard (this seems to be a common defense, and one that the judges pay little attention to). The suspect can be any one of the heads of the Black Rose gang (see Appendix I for a list). The DM can decide which of the gang leaders best works for this scene, but I suggest Hawk, the young ranger in thrall to Gemlin, as the characters will probably be sympathetic to her. The leader was ratted out by one of the gang's newer members (who is later found stabbed to death, a withered rose left on the body) and was surprised to be caught. After a few days away from the influence of the hydra, the suspect came to realize that they had been magically influenced, and decided to use that as their defense. If the characters do not involve themselves in the trial, the judges all vote the suspect guilty, and the sentence is death. If one of the characters is on the judging panel, she may attempt to vote otherwise and to convince the other judges to vote along with her. Convincing one judge takes a DC 20 skill check (Diplomacy, Bluff, or Preform) and another judge is convinced for each three points by which the character beats the difficulty (so two judges are convinced at a check of 23, three judges at 26, and so on). In the event of a tie, the criminal is judged to be guilty--there has to be a majority vote of innocence in order to free the suspect. Characters who are not on the judging panel find it more difficult to sway the judges opinions (the DC of all checks is increased by 2), as the judges are not inclined to listen to random strangers who decide to interrupt the proceedings. If the suspect is set free, the characters may have gained a useful source of information. Of course, the Black Rose gang will try and eliminate the newly-freed criminal as soon as possible. (This may lead to a few minor combat encounters for the characters. Assume death squads of 1d6+2 2nd level warriors led by 1d2 4th level rogues). The criminal knows the gang's main goal (to spread terror and cause mayhem), the names of the other leaders (see Appendix I), one of the entrances to the hydra's lair in the sewers (unfortunately, the hydra, knowing that its servant has been caught, has sealed off that entrance), and the importance of the withered rose (the hydra's lair guardians are trained to avoid anyone carrying one of the roses). Getting this information should be difficult, however, as it will not be easy to gain the former suspect's trust. This should be a matter of roleplaying, not of simple dice rolls (although Intimidation might work just fine, if the characters choose that route). [B]Part one, encounter five:[/B] [I]Job.[/I] At some point, a minor level member of the Black Rose gang approaches the characters with an offer for a job. Jivaro, a rather dim-witted halfling sneak, had been assigned to steal some rare books from the Greymarble library. He chickened out, however, and decided to find someone else to 'subcontract' the job to. Having gotten an entirely inaccurate portrait of the characters from the rumors that he'd heard (or perhaps an accurate one, depending on the characters in question) Jivaro seeks out the PCs and offers them the work. He asks only a 40% commission, although if the characters decide to take the job, Jivaro can be bullied down to a mere 10%. (By the way, Jivaro is the same ragged halfling who acts as the merchant's assistant in encounter 2). Jivaro was supposed to steal a three volume biography on the life of Vothario. It would be incredibly easy to steal, as the library is unguarded and sealed only by a single lock on the massive front doors (Open Lock DC 28). There are no windows one the first floor, but one could scale the wall fairly easily (Climb DC 16) and break in through a second floor window. It would also be simple to enter the library during the day (paying the 5 gp fee) and Bluff one's way out with the books (Bluff DC 20). The only complication is that Jivaro was supposed to leave a withered rose behind, and if the players agree to steal the books for him, he insists that they leave the rose as required (Jivaro has a rose that the characters may take). The player characters probably won't steal the books, but if they do, Jivaro will arrange to turn then meet one of the gang leaders (Maya, who is Testra's thrall) and will then deliver the 100 gp reward (minus his agreed-upon percentage). If the characters set things up to try and follow Jivaro they may do so, but when Maya discovers them, she will call upon her goons and fight to the death (knowing that her master, the hydra, is likely to kill her if she is captured or gives away any information). The characters may also attempt to have Jivaro contact Maya without the books (Jivaro should be easy to intimidate or convince), in which case things happen more or less the same way, except that Maya will also attack Jivaro if she assumes his betrayal. The biography turns out to be surprsingly steamy, bordering on pornography--well, perhaps not so much of a surprise, considering the subject. The hydra wanted the books because it is searching for Vothario's Pipes of Prowess (more details in part two) and it thought the books might have a clue. They do--in the third volume, Vothario's biographer suggests that the bard tried to destroy his own creation (the pipes) but failed. He supposedly hid the pipes in "a place where no man could ever play them". The book says that the pipes were supposed to be Vothario's greatest creation, but that they came out flawed in some way (the biographer does not know what the flaw was). But even if the hydra doesn't get its claws on the books, it will still eventually find the pipes in time for the final confrontation of the adventure, so don't worry about it. This encounter is intended to make the characters more aware of the actions of the Black Rose gang, as well as build on the Vothario red herring (while also potentially providing a useful clue--the pipes were thrown into the river, where a wind instrument, naturally, could not be played). [B]Part one, encounter six:[/B] [I]Missing.[/I] Ella, a polite but frightened young human woman, contacts the characters and asks them to find her recently married husband, who has mysteriously. Her only clue is a withered rose that was left on her doorstep. She describes the her husband in great detail and says that he was last seen in the docks area (being one of the very few sailors brave enough to still work on the Cyre River). He went missing four days ago. The characters have no way of knowing this, but Ella's husband, Ferlis, is already dead. If the characters have already had the nightmare described in enounter two, then they suddenly realize after Ella's description that the person in the dream (the person from whose perspective the dream takes place) was none other than Ferlis. If they have the nightmare later on, they realize this shortly after waking. (For an added interesting twist, have Ella's description of Ferlis closely match the appearance of the character who had the nightmare). Ella has no money to offer the characters and no way to reward them (in fact, she is in danger of losing her home now that she no longer has her husband's income to rely on). She refuses to believe that her husband may be dead, and begs the characters to find him. Characters who search for Ferlis may make Gather Information checks (DC 30 normally, or DC 25 in the docks) once every four hours of searching. Keep in mind that people in the docks may unintentionally (or perhaps maliciously) give the characters inaccurate information. On a success, the characters learn that Ferlis was last seen heading into the mid-city markets. With another success, characters learn that for several days prior to his disappearance, Ferlis had been telling everyone that would listen about the smugglers he had spotted slipping crates of weapons out of the city. With a third success, characters learn that members of the Black Rose gang had been asking about Ferlis on several occasions. This encounter is intended to showcase the dark deeds of the Black Rose gang, hopefully by eliciting some sympathy from the players on behalf of poor widowed Ella. This should provide a good reason for characters (and players) to want to confront the Black Rose gang, especially if Ella remains a recurring NPC. [B]Part one, encounter seven:[/B] [I]Rumble.[/I] Late one evening, the characters are disturbed by the sounds of a large battle. In a broad alley between two inns (one of which just happens to be the characters' inn), a group of six Black Rose thugs are attacking three burly-looking dockworkers (some of the last few survivors of a rivial gang that dared to challenge the Black Rose). Things looks grim: one of the dockworkers is already wounded, and the Black Rose thugs are well armed. The characters may ignore this conflict, or they may get involved on one side or another. If they ignore things, the Black Rose thugs swiftly eliminate their targets and return to their leader, the Hooded Ogre (one of the Black Rose leaders, Uthlug's thrall--see Appendix I). If they chose to get involved, neither side will prove to be much of a challenge for the characters. If they rescue the dockworkers, they will be rewarded with promises of friendship and an offer of drinks at the nearest scummy tavern. The characters may be able to follow any surviving Black Rose thugs back to their leader. If they help the Black Rose thugs, they will be rewarded with an offer to join the Black Rose gang (an offer not to be lightly refused). The Black Rose thugs will take willing characters to meet their leader, who they refer to in whispers as the Hooded Ogre. One way or another, this encounter is likely to end with the characters meeting the Hooded Ogre. Because the Ogre is loud and violent (assume his starting reaction is Unfriendly) things will probably end in a fight, unless the characters have something up their sleeve. This may be one possible route by which the characters learn of an entrance to the hydra's lair. The DM should not make such information easy to obtain, but neither should he ignore the clever use of tactics and tricks on the part of the players. Although the Hooded Ogre knows about one of the entrances, he has never been inside (he is too big too fit) and he does not know about the need to carry a withered rose to avoid the attacks of the lair's guardians. [B]Part one, encounter eight:[/B] [I]Murder.[/I] An important noble or aristocrat is found murdered, and their death becomes the major topic of conversation across the city. This encounter works best if the noble in question had some prior association with the characters (if you have previously run the prelude, "A Fearful Harvest", then General L--- is the murdered noble). A withered rose is found at the scene of the crime. If the characters choose to get involved in the investigation, they will find few clues to help them. It becomes appearant that the murdered noble was important in some way to the defense of the city (perhaps a military leader, or one of the weapons factory owners), but what this means is anyone's guess. There are, unfortunately, no clues that betray the identity of the murderer (who happens to be Zhukov, one of the Black Rose gang leaders, the thrall of Halgrin--see Appendix I). Over the next few weeks, there are several such murders (one every three days or so). Each of the victims is involved in the military defense of the city in some way, and it most cases it appears that the victims knew the killer, or at least trusted the killer enough to let him into their house (Zhukov, a solider, knew most of these men at least by reputation, and he used his uniform and rank to bluff his way into their houses). The murders are part of the hydra's plot to destablize the city's defenses--characters who interrogate Black Rose gang members may learn more of this. [INDENT][B]Sidebar:[/B] [I]Investigation.[/I] At some point, the characters may to want to do a little investigation of their own. There is a lot they can figure out from simple Gather Information checks (see the lists below), but they may be able to get even more information by questioning the right people. If they capture a Black Rose gang member, the characters will be able to learn quite a bit about the gang, although only the gang leaders know of the entrances into the sewers near the hydra's lair. Eventually, however, the characters may be able to capture one of the leaders and force them to reveal the location of one of the entrances. Part one effectively comes to an end when the characters find one of the entrances and choose to use it. As such, the DM should not make this information too easy to find (after all, the four entrances are the gang's most highly guarded secret). Once the characters do know, however, it is time to move on to the climax in part two. The red herring/subplot about Vothario can keep the players busy for quite some time, depending on how the DM chooses to run things. Some players may begin to believe that Vothario is the main villian behind the Black Rose (which may leave them in for a nasty surprise when they make their way into the hydra's lair). The important information that the characters should get out of the Vothario subplot is that he created some magical instruments and left them hidden in Karrlakton. About the withered rose: DC 12 The rose has been left at the scene of numerous robberies and crimes recently, mostly in the mid-city district. DC 15 The rose is the sign of the new gang that has been slowly taking over the mid-city area. the gang calls themselves either the Black Rose or the Burnt Rose. DC 17 (DC 12 in north-city residential) Vothario always left a fresh rose on the bed of his lovers, on the morning after. It was his symbol--he wore a rose crest and had a rose design on his signet ring. About the Black Rose gang: DC 15 The Black Rose gang has been gathering strength for about a month now. They are very intimidating, and most people are scared to speak about them. DC 22 The Black Rose gang is involved in the usual sorts of criminal activities--robbery, extortion, smuggling--but their activites seem random, chaotic. DC 25 Several of the leaders of the Black Rose gang are thugs who used to be bitter enemies. No one can understand why they're suddenly working together like the best of friends. DC 27 The leader of the Black Rose gang lives in the sewers, they say, but nobody knows how to find his or her exact location. DC 30 The Black Rose are desperately looking for something--a magical set of pan pipes. No one knows why or what the pipes are supposed to be able to do. About the nightmares: DC 12 The dreams started about a month ago, and have gotten constantly worse. It's hard for anyone to get any sort of sleep at all. DC 15 Some people say that they've dreamed about men and women that have gone missing. In the nightmares, these people are murdered by being buried alive. DC 20 Many, if not all of the missing people (the ones that have appeared in some of the dreams) have had some connection to the Black Rose gang, either working for them or openly defying them in some way. DC 22 The noble who suggested the "Tear Down the Walls" initiative currently creating controversy among the city government allegedly got the idea after experiencing one of the nightmares while visiting cousins in the mid-city district. DC 25 Oddly enough, the dreams seem to be moving around the city. Different neighborhoods experience the nightmares on different nights, although it seems to be random. (Further research, requiring several hours of work and two more DC 25 Gather Information checks, can pinpoint the center of the disturbance, where the dreams are strongest.) About Vothario (all these DCs are -8 in north-city residential) DC 15 Vothario was an elven bard, notorious for seducing women, who lived in Karrlakton about a hundred years ago, before the start of the Last War. No one knows what happened to him, and he might still be alive. DC 20 Vothario's symbol was the rose--the flower of love. He always left a freshly blooming rose on the beds of his lovers, as he snuck away with the morning light. DC 25 Vothario is remember for his (many) romantic conquests, but he was also quite skilled at magic. It is rumored that he made many magic musical instruments, some of which are said to be hiding in the city. DC 30 Vothario did indeed make several magic instruments, including some Drums of Panic, a set of Pipes of the Sewer, a Chime of Opening, and a unique magic item that he called the Pipes of Prowess. What few people know, however, is that each of Vothario's creations had a major drawback or curse.[/INDENT] [SIZE=3][B]Part two: What Lies Beneath[/B][/SIZE] Eventually the characters will find their way into the sewers beneath the city, where the monstrous leader of the Black Rose gang awaits them. The hydra has several potent defenses, and is prepared to fight off almost any intruders. First of all, the tunnels themselves make moving and fighting difficult. Each tunnel is only three feet high and three feet wide, forcing characters to crawl (this imposes a -4 penalty to a character's AC and a -4 penalty to all their attacks; small characters, having a bit more room to maneuver, only suffer a -2). Secondly, the sewer tunnels are protected by a large number of serpents and oozes, all of whom have no trouble fighting in the cramped quarters due to their unique shapes. And thirdly, the hydra has a secret weapon given to it by its master (it's a surprise--see below for more details). But finally, and most importantly, the hydra has [I]Vothario's Drums of Panic[/I], which one of its minions plays every night. These drums cause fear, just like normal drums of panic, but the fear is a specific one: claustrophobia. Although the drums have a limited range for their full fear effect (120 radius; DC 16 Will save or suffer as per fear spell) anyone who hears the drums at all over a period of time, or feels their vibrations, begins to suffer from mild nervousness and fear. The hydra has been playing the drums every night since it found them (it sleeps during the day). The vibrations have been seeping up through the pipes, and infecting the people of the city with nightmares and claustrophobia. If it is nighttime, the hydra is awake, and has at least three of its thralls with it (chosen randomly or DM's decision--see Appendix I). One of the thralls is playing [I]Vothario's Drums of Panic[/I], and the sound is vibrating up through the sewer pipes. To the characters, it feels as though the walls are throbbing slightly, almost alive. Although the sound is still too indistinct to have a direct effect on the characters, it does make them all begin to feel slightly claustrophobic. This feeling will grow as they move closer to its source, increased, no doubt, by the fact that they are moving through 3x3 tunnels. If it is daytime, the hydra is asleep, and has only one of its thralls with it (the thrall is probably also sleeping). The hydra always leaves one of its heads awake, however (the various personalities take turns with this duty). If it hears sounds of battle in the pipes above, it will wake up the other heads and command the thrall to begin drumming (it may be important to note that the hydra cannot play the drums--its large talons are too clumsy--or any of Vothario's instruments). Assume that each time the characters enter combat, the hydra makes a Listen check (+7) versus a DC of 19 (the DC may grow lower as the characters approach the center of the maze). The hydra does not recieve its usual racial bonus to Listen checks on this particular roll (normally the hydra would have a +9) [B]Map Key:[/B] There are four circular chambers on the map (each marked with a circled 'T'). These are the four entrances to the lair (each hidden in a basement of a house somewhere above). The entrance areas are the only places where the ceiling is of normal height, and each is a little smaller than 10 feet in diameter. The walls are stone and the ladders set into the wall at each entrance are metal. If you used encounter four in part one, one of the entrances has been collapsed (determine randomly). The hydra may collapse other entrances, at the DM's discretion, if it feels that an entrance's secret location has been compromised. The large circular area at the center of the map is the hydra's lair, of course--formerly a secret hiding place of Vothario's. When the characters approach one of the four tunnels leading into the lair, they are attacked by the hydra's secret weapon (see encounter #3, below). Note that each appearantly dead end on the map is actually a pipe that becomes smaller than the characters can possible traverse. Most of these pipes are homes to the hydra's defenders, snakes and oozes. This means that an attack can come from out of a "dead end" the characters just crawled away from. [B]Encounters:[/B] There are four possible encounters in this area, and the first two are small ones that can each happen multiple times. The second two are more dangerous ones that are unique. The DM may wish to add extra encounters to expand this section of the adventure (this is an excellent dungeon for traps of all sorts, such as grates that randomly drop down and seperate the party or shallow spiked pits disguised with filth). [B]Encounter #1: Snakes![/B] The snakes in this area should be of a CR equal to roughly half the parties' average level (the difficult fighting conditions make even low CR creatures much more dangerous). The characters should have a 30% chance every minute of encountering 1d2 snakes. I reccomend large or huge viper snakes (CR 2 and 3, respectively), or, for more of a challenge, a Giant constrictor snake (CR 5). (Monster Manual, pages 279-281). All of the snakes have had charm animal cast on them at one point or another, and they have been trained to avoid anyone who shows them a withered rose (the snakes have a sharp enough sense of smell to detect the roses, if they are brought close enough to them) (does a withered rose have a smell? yes, they smell very faintly like rotten perfume). [B]Encounter #2: Oozes![/B] There are fewer oozes in the sewers than there are snakes, but they are much more dangerous. Assume the characters have a 15% chance of encountering an ooze for every minute they spend in the tunnels. It is best if the DM uses oozes with a relatively low CR compared to the characters. I suggest grey oozes, they will be dangerous enough at CR 4, given the conditions. A sadistic DM might bring in a black pudding, but should be prepared to have their players throw dice at them, with good reason (oozes may be found on pages 201 and 202 in your handy Monster Manual). Malforias has used his amulet to charm the oozes, and train them to avoid those who bear a withered rose (how do the oozes recognize the roses, given they have no eyes or nose? that is a mystery we may never solve, my friend. short answer: magic). [B]Encounter #3: Spikey![/B] (Warning: this is a dangerous encounter that may badly sap the PCs' resources. Be careful.) In the forbidding gloom of the Mournland, there are terrors that the people of the civilized lands of Khorvaire could never have imagined. Among the worst of these terrors are the living spells, congealed bits of animate magic that have taken on lives of their own. When the pyrohydra's master sent it to Karrlakton, a secret weapon was also sent along: a living [I]spike stones[/I] spell. Spikey appears to be a huge mass of undulating earth filled with hundreds of sharp pieces of stone. It is, in effect, an ooze, which makes it perfectly suited for battling in these small tunnels. It prefers to use its engulf ability whenever possible, smothering its foes as it tears at them with its many sharp spikes. When the players reach any of the four tunnels that lead into the hydra's lair, the hydra (specifically Randal) uses a wand of levitate to raise Spikey up out of the pit it is normally kept an into the tunnel the characters are traveling through. The ooze always attacks the nearest target every turn (yes, it will attack the hydra if the hydra is closest), and it will fight until it is utterly destroyed. [INDENT]Spikey! CR 7; Medium Ooze; HD 7d10+14; hp 57; Init +0; Spd 40 ft.; AC 14, touch 14, flat-footed 14; Base Atk +5; Grp +7; Atk +7 melee (1d8+2 bludgeoning, slam, plus 1d8 piercing, spell effect); SA Engulf (Ex), Spell Effect (Su), Blindsight, DR 10/magic, SR 14, ooze traits[/INDENT] Spikey should be a very difficult challenge for the characters. Keep in mind that the characters are, at this point, probably within range of the [I]Drums of Panic[/I], which will make things worse. Luckily for the characters, there is something that might be able to help them. At either end of the tunnels leading to the hydra's lair there are small metal levers--water flow control switches, now unused. It takes a Spot check DC 14 to notice one of the levers. If pulled, the levers cause metal plates to fall at each end of the tunnel, sealing it off. If used carefully, this might let the character trap Spikey, but that will also force them to go around and enter the hydra's lair from another direction. [B]Encounter #4: The Hydra's Lair--Final confrontation![/B] If the characters finally make it into the hydra's lair, they are in for an incredible confrontation. The hydra itself is prepared to fight viciously to protect its territory, and depending on the time of day, it will have one or more of its thralls with it. But the hydra isn't the greatest challenge the characters will have to face here. For the Black Rose gang has finally uncovered the last and most dangerous of Vothario's flawed artifacts: the [I]Pipes of Prowess[/I]. These pipes were originally intended to give Vothario's bodyguards extreme prowess and skill in battle. And the work: those under the effect of the pipes temporarily gain the use of the Cleave and Greater Cleave feats. The drawback, however, is that the target is forced to try and use those feats at every possible opportunity--which means that the target will immediately lash out and attack whatever happens to be closest. The target of the pipes is allowed a Will save (DC depending on how evil the DM feels, but I suggest a mild 14) each round. If they fail, they must immediately try and make use of their new feats, which means attacking whatever happens to be nearest, even if it is an ally. As soon as the characters enter the Hydra's lair, it commands one of its thralls to begin playing the pipes (if it only has one thrall present, it commands the thrall to stop playing the drums and start playing the pipes). The thrall targets the character furthest away from the hydra, and if there are multiple possible choices, the thrall will target the character that seems most martial (wearing heavy armor, brandishing a mighty blade, etc.). The group may suddenly find that one of their number has begun cleaving into them from behind. Even if the party manages to deal with the effects of the [I]Pipes of Prowess[/I] (the hydra will stop to watch the fray, at least until it is attacked), they still have the hydra and its thrall(s) to deal with. The hydra is practical and is willing to settle for driving the characters away, and it would even be willing to negotiate, if the characters try to do so. Under ordinary circumstances, the hydra would be reluctant to reveal the name of its master. But if it finds itself on the verge of death, it will curse the characters with this final remark <spoiler>: [SPOILER]"The Lord of Blades will have your heads!"[/SPOILER] Full information about the pyrohydra and its personalities is located below, in the appendix. The hydra's heads should be very verbose during this final battle: arguing with one another ("What did you cast that spell for, idiot?"), making fun of the characters ("Cor, that's an ugly one."), and making general comments about the battle ("Ah, that was a clever move! ...but not clever enough!"). Is it possible for the hydra to survive and somehow escape at the last moment? Yes. It owns a [I]ring of teleportation[/I] that it normally keeps in its locked chest. If forewarned, it may have commanded one of its thralls to bring out the ring, and it won't hesitate to use it if it has no other choice. The ring will take the hydra safely to the side of its master. If you feel that the hydra will make a good recurring foe, then by all means allow it to slip away at the last moment (after delivering its furious threat of revenge). The hydra's treasure is all kept in a small blackened chest that used to belong to Vothario (the chest bears Vothario's rose crest). In addition to holding anything that may have previously been stolen from the characters (see part one, encounter one), the chest also contains 2,156 gp in various coins, a set of [I]pipes of the sewers[/I] (drawback: the rats summoned attack everyone in the area, including the user), a [I]chime of opening[/I] (drawback: unlimited uses, but only affects clothes), and a [I]horn of fog[/I] (drawback: the fog is extremely damp and soaks everything in the area). The characters can also take the [I]drums of panic[/I] (drawback: creates specific fear--claustrophobia) and the [I]pipes of prowess[/I] (drawback: see above) for themselves, but such items may prove tricky to make use of. On the hydra (if it doesn't teleport away) they can find an [I]amulet of ooze control[/I]. On the ground near the hydra is a [I]wand of leviation[/I] (it had been clutched in the hydra's teeth, and then dropped when the battle started). [U][B]Appendix I: The Pyrohydra, lord of the Black Roses[/B][/U] This pyrohydra, which will provide quite a challenge to most adventuring groups, is a unique monster in several ways. First of all, it is intelligent--ordinarily, hydras are not. Secondly, this intelligence is spread out though several different personalities, with each head mainfesting its own unique personality. And finally, each of the pyrohydra's seperate heads has studied magic, making the collective as a whole very, very dangerous. Despite having many heads, the pyrohydra can still only cast one spell per round. Each round, one of the pyrohydra's personalities can cast one spell, but the other heads can still fight and breathe fire as they normally could. The various personalites tend to babble amongst one another constantly. The pyrohydra is considered to have the stats of an average eleven-headed pyrohydra as presented in the monster manual (p. 157) with the exception of its spellcasting abilities. For simplicities sake, the hydra's spellcasting 'level' grant it spells only--no increased hit points, saving throws, attack bonus, or other benefits of having class levels. Its unique abilities and intelligence make it CR 13. Below is a brief look at each of the hydra's different personalities and the humanoid thrall that works for each individual head (these thralls, for the most part, were affected by repeated used of the charm person spell). These descriptions are kept vague and short for two reasons: one> so that the DM has free reign to craft these NPCs and personalities to his liking, and two> [SIZE=1]because I'm running out of time and I want to finish this.[/SIZE] The format is Hydra personality /slash/ humanoid thrall [INDENT][I]Head number eleven[/I]: Randal, an overly curious Diviner, male, level two spellcasting ability. Randal is very curious about the *ahem* physical life of humanoids, and the other personalities consider him to be something of a pervert. / Vellen, a carefree half-elven bard, male, who is unknowingly an descendant of Vothario. Randal often instruct Vellen to rob wealthy ladies of society by seducing them, but sometimes seems more interested in Vellen's description of the seduction than in the treasure. [I]Head number ten[/I]: Testra, an intellectual Evoker, female, level two spellcasting ability. Testra loves to read, and is often quoting her favorite authors. Testra would like to believe that she is the most skill spellcaster of the group. / Maya, a failed half-orc wizard (actually rogue), female, who greatly looks up to Testra. Maya has absolutely no magical talent whatsoever, but likes to pretend that she does by using a combination of Slight of Hand and alchemical items. [I]Head number nine[/I]: Gemlin, a hot-tempered Conjurer, male, level two spellcasting ability. Gemlin is one of the less intelligent personalities. He gets angry easy, and loves to use burning hands on his opponents (he loves magic, and doens't understand that burning hands isn't as useful as his own fire breath). / Hawk, a cute and pixieish young elven ranger, female, who's actually quite nice when you get to know her. But she's no less dangerous for having a nice personality--she has a temper almost as bad as Gemlin and is a crack shot with her longbow. [I]Head number eight[/I]: Wolwoo, an irreverent Illusionist, male, level two spellcasting ability. Wolwoo appears to be the only one of the personalities with anything resembling a sense of humor--unfortunately, he takes it too far. He is fond of deadly practical jokes. / Varmeer, a cowardly halfling rogue, male, who happens to be in way over his head. Varmeer is often the subject of Wolwoo's pranks, and has become very twitchy as of late. He spends more time in the hydra's lair than any of the other thralls (and as an interesting but probably pointless side note, he happens to be Jivaro's long-lost father). [I]Head number seven[/I]: Halgrin, a cruel and cunning druid, male, level two spellcasting ability. Halgrin believes that he is an animal and should act accordingly. He tends to speak in grunts and howls, though he is actually capable of normal speech. No one knows how he learned to cast druid spells. / (Halgrin has no thrall. He used charm animal to tame/train the snakes that guard the lair.) [I]Head number six[/I]: Rallfi, a child-like Universalist, male, level one spellcasting ability. Rallfi was the last of the heads to develop a personality, and acts like the youngest of the group. He is easily excited but very immature and unstable (he's quite likely to start crying during the middle of a battle, for instance). / Mace, a three-year old warforged fighter, neuter, whose own personality is still mostly unformed. He was built to be a soldier in the Karrnathi army, and he tends to act in a very military fashion. Because he doesn't need to breathe, he's the thrall that finds the Pipes of Prowess (by walking along the riverbed). [I]Head number five[/I]: Qalla, a deeply paranoid Abjurer, female, level two spellcasting ability. Qalla is the planner of the group--and she plans a lot. She's responsible for making sure the hydra's lair was kept a closely-guarded secret. She trusts no one, not even (especially not even) her fellow heads. / Zhukov, a disgruntled human soldier, male, who almost deserted during the final days of the last war because he had grown so sick of the Karrnathi War Council. Of all the thralls, he is certainly the most loyal, nearly fanatic about achieving the hydra's goals. [I]Head number four[/I]: Uthlug, a primitive sorcerer, male, level one spellcasting ability. Uthlug is, frankly, as dumb as a brick. He's not nearly smart enough to have learned any wizardry--luckily for him he's got some innate magical ability. / The Hooded Ogre, a ogre vigilante, male, with an over-developed sense of drama. The Hooded Ogre used to sweep down out of the night and terrorize criminals, and now he is forced at the head of an organized crime racket! This makes the Hooded Ogre very angry indeed! (Note: Uthlug did not charm the Hooded Ogre. Malforias did--and then he gave the ogre to Uthlug to watch over.) [I]Head number three[/I]: Burah, a neurotic Transmuter, female, level two spellcasting ability. Burah always seems to have a severe head cold, which makes her voice annoying and nasal. She also tends to sneeze and worry a lot. She's the least confident of all of the personalities. / Neka, a teenaged changeling rogue, female, who ran away from her parents and ended up in Karrlakton. She acts cocky and confident, but its just a pose--she's discovered that she doesn't want anything more than to go home again. [I]Head number two[/I]: Sterleen, a seductive Enchantress, female, level three spellcasting ability. Sterleen is very assertive, and very direct. She prefers using cunning to get what she wants, and she has become an expert at turning the other personalities against one another. She is an expert mainpulator. / Liada, an elven gang leader, female, has been learning spells from Sterleen. Liada is tough and demands respect. She controls the largest portion of the Black Rose gang due to her powerful personality and natural leadership skills. [I]And the number one pyrohydra personality is[/I]: Malforias, an evil Necromancer, male, level five spellcasting abiltiy. The most dominant personality, Malforias believes he needs no thrall--considers the rest of the personalities to be his under his control as much as any thrall could be. He rules the other personalties through intimidation. His an amulet of ooze control helps him manage the lair's guardians.[/INDENT] [U][B][SIZE=3]The Big Wrap-up![/SIZE][/B][/U] [INDENT][B]Eleven-Headed Pyrohydra[/B]: the central bad guy of the piece, a mainpulator who brings chaos to Karrlakton. [B]Drums of Panic[/B]: Vothario's flawed creation and the pyrohydra's most devious weapon. [B]Great Cleave[/B]: the ability granted to those targeted by the [I]Pipes of Prowess[/I] [B]Withered Rose[/B]: the symbol of the pyrohydra's gang. It got the idea from the crest carved into Vothario's trunk. A withered rose can be used to get past many of the hydra's guardians. [B]Spike Stones[/B]: a living [I]spike stones[/I] spell is the secret weapon the pyrohydra uses to execute those who get in its way. [B]Claustrophobia[/B]: the type of fear generated by [I]Vothario's drums of panic[/I], felt by the citizens of Karrlakton and by the characters when they make their assault on the hydra's lair.[/INDENT] [/QUOTE]
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