Exploring Tharn

Coming Together

Persephone, a guard for the city of Glen Melding, has been sent to Bammock, where she meets the elven cleric Dunarion, a worshiper of Hanali. Her job is to escort him to a small elven village about 20 miles southeast of Bammock. There, they will join forces with Arthdor, a druid versed in portals, to evaluate the threat from a the seemingly random formation of larger numbers of extra-planar portals forming and disappearing in the area.

Upon arriving in K’sharis, the party met up and set out to Pellidor’s Tower. Along the way they experienced some portal activity and were attacked by small elemental creatures. They found a force bubble had surrounded the tower, and more elemental creatures guarded the approach to this barrier. They battled the beings, and gathered what information they could.

The aura emanating from the barrier spread somewhat quickly, causing both elves and animals to become frenzied and wild. The party managed to save a group of children who were gathering berries, as they had become vicious and turned on each other. Hurriedly, they returned to K’sharis, where they related their findings to the village elders. They managed to erect a temporary ward and then retired to their council chambers to make further plans. The party was told to rest, as they would be needed the next day.

Arthdor’s grandmother, Mirellis, is the current leader of K’shar Asaallis in their village. The next morning, she informs the group that they have sent runners to Bammock requesting any available clerics to come and assist in erecting a barrier to prevent the expansion of the evil aura. She does not think that they can destroy it, but perhaps they can buy some time. She believes that the answer may be in records in Feralin, a village about eight days ride to the east. Mirellis’s tells them that the village was shunned by other elves once the residents started welcoming other races warmly. There has not been contact with Feralin since she was a young woman. She gives them a map of the best route to get there, and asks them to please hurry.

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Leaving K'sharis

Before leaving, a cleric of Hanali asks to speak privately with Dunarion. He has a gift for him, a special item that has been carefully stored away, awaiting the proper recipient. He had a dream the night before, telling him to pass it on at this time. The item, known simply as Symbol of Unconditional Love , is a special holy symbol. He also asks Dunarion to try and find a sculpture that went missing may years ago. It was last seen in an ancient temple complex the party would pass on their journey.

Prior to their leaving, a young human woman dressed in bright green armor and a scarlet riding cloak arrives on horseback. This is Princess Regine Clarst, Niece of the king of Glenn Melding. She has been sent to aid the party, as well as to remove her from the city until a scandal she was involved in blows over. She has a longsword from the family vaults for Persephone. This is Voidstalker, which it is believed should be of some use on this mission.

Mirellis gives Arthdor Directions to Feralin and the party sets out.

The first day of travel was fairly mundane, as the party passed through lands controlled by the village. Early on the second day the party crossed a stream where the old stone road starts. There were remains of a small bridge here. On the K’Sharis side, the road itself curved to the southwest, going towards Pellidor’s Tower.

The group disturbed two young black bears who are looking for food. Arthdor and Zoe (his bear companion) managed to communicate enough with the bears to prevent an attack and feed them. Investigation along the bank of the river found the mother’s butchered body about 500’ downstream, as well as the body of a goblin who had been mauled by the bear. Footprints of four other goblins, plus a larger biped lead a slightly roundabout path to the road. While some members of the party wished to tend to the bears and make sure they would be okay, it was determined that their current mission was too important to spend time tending the cubs.

Shortly after leaving the crossing, The Red Spire came into view. Sitting atop a hill some distance away, it appeared to be made of glowing rose-colored stone floating in mid-air. As the party gets closer, they were alble to see it is a hollow structure missing some of the sheathing on the outside. About half way there, they came across the remains of several rabbits, which appeared to have been killed by goblins. They then noticed a dead goblin off to the side. While examining the dead goblin, they were attacked by three Earth Weasels, a creature that appears to be created by the corruption of a regular creature by elemental forces. The party bravely fights these planar-tainted beings and move on.

Nearing a bend in the road, the party heard noise ahead. Arthdor scouted ahead and noted that there was a goblin encampment at the base of the spire. He also noted several gnolls guarding the entrance to the spire itself. There was also a large pile of debris, apparently hauled from inside the structure, and two ramshackle buildings nearby. Inside is a stairway leading both up and down. Up rises inside the spire, an ancient spire (555.5’ tall, 55.5’ per side at base, 34.5’ per side at top) with a strange metal frame construction inside, with a stairway leading up, and heavy rose-colored glass panels covering the outside. Many of the panels have fallen or been removed over the centuries. There were apparently five levels inside the building, but the floors of the middle three have rotted away. They seem to have been carted out during the recent exploration. The top level has been reinforced recently and is being used as a lookout. The temple complex to the southeast is visible from here.

There are a total of 32 goblins here. Four are warchanters, five are commandos, one is a druid (Gogmurt pg 35), and there is one warchief (p 40) – the remaining 21 are regular goblin warriors. They have six goblin wardogs with them. There are six gnolls. Four are standard gnolls, one is an elite commando, and the remaining one is a cleric to Set (domains Evil and Darkness).

On the third level up on the stairways is a raised platform with four chests. These are all magically locked and trapped (DC 30 each).

At the top, the party can see for quite some distance. To the southwest, about five miles away, can be seen the ruins of an old temple complex on the edge of a ruined city. Just this side is a river. A vague pathway can be seen through the forest from here to there. It is possible to make out the vague form of other ruins in the forest between the two points, but these aren’t covered here.

The stairway down uses the Catacombs of Wrath as a jumping off point. The stairway enters at B5 (p 26). Evidence suggests that this was originally built as a temple to Lathander (the Morning Lord), but has been reconsecrated to Set. The cave portions are not included in this adventure. This complex was originally all above ground, but most of it excluding the spire has been buried during. This was actually done on purpose by clerics of Set who took this over sometime before the last cataclysm. Only the spire was left exposed as a reminder of the power of the Settites. During the cataclysm, the energy washing over turned the inhabitants into undead, mostly zombies and skeletons. However, there are a few higher undead remaining in the underground areas. The gnolls recently discovered the whereabouts of this temple and sent a team to excavate it. While currently off the beaten track, they see this as region as being someplace they should have a foothold.

Before going underground, the party will attain second level. Much of the underground portion seems to have been built on a hillside originally, which explains the many levels. From B3 on seems to be have been underground access tunnels, allowing the original inhabitants to move about freely even in inclement weather. In some places there are passages that look to have been blocked off by cave ins. At the base of the stairs are a pair of guards, one goblin and one gnoll. they are aware of the party’s descent and are waiting for them. As there is not much of a hiding place, the party needs a perception check of DC 10 to see them. Also, the party gets the high ground advantage.

At B4 (Washing Pool), there is a pair of vargouille’s, trapped here during the cataclysm. Originally trapped here, they have become pets of sort, being fed an offering of goblins and slaves during the course of the excavations. Boarded up windows can be seen to either side of this chamber. The passage leading east appears to have been the entrance to the service tunnels under the complex.

B3 features a statue that was at one time dedicated to Lathander. Much of it still appears to be the Morninglord with his hands spread wide. However, at some point the head was hacked off and a new one, crudely carved to resemble Set, was put in its place. This area has an evil aura (treat as unhallowed) and is currently guraded by a gnoll cleric.

B2 is pretty much what as it appears in the original adventure. However, the passage leading to it is guarded by two zombies, each wearing scale and wielding a long sword. One has an ornately carved holy symbol of Set. Inside the store room, should the party search it, are several very old books regarding the worship of Lathander, as well as a box containing 9 holy symbols. There is also a chest with three intact rose-colored robes that would have been worn by the original church members. This appears to have been where the religious items of the Lathanderites were dumped when it was taken over and dedicated to Set.

B6 does not have the catwalks. It appears to have originally been a dormitory for the servants of the original temple. The Settites then used it for their quarters. It is now being used by the gnolls as a holding pen for slaves to clear this complex. Their are two dwarves and an elf remaining. The others have died. There is a table and with a pair of chairs, where a gnoll commando and warrior are playing cards. They are supposed to be guarding the prisoners, but may be complacent depending on how loud the party has been. One cell has been blessed by a cleric of Mieliki, who subsequently died in here. His remains are still here, as none of the evil folks will come in. One has a medium water elemental in it. There are skeletal remains in two of the other cells as well, which are awaiting the attention of a cleric to animate them.

B7 was once a kitchen. Once the living staff died, it was replaced with a torture chamber. The undead watched for the occasional traveler on the road above and brought them here to torture and then sacrifice them to their foul god. This area is replete with ancient and disused torture equipment. Two gnoll clerics and a zombie servant are here. The study has been somewhat cleaned up. While most of the books have been destroyed over time, two have been salvaged and would be worth a lot to a collector. One is a treatise on the building of this structure, and the other is a diary of the head cleric during the time this area was taken over.

B9 is basically as described.

B10 does not exist

B11 is pretty much what it sounds like here.

B12 is a shrine to an unknown deity. It appears to be more demon than god, but it is difficult to identify it from what is seen here. There is also a remains of a door to what was the exterior on the south side

B13 is a cathedral that was formerly dedicated to Lathander. The statue that was formerly sitting in the throne above has been chopped apart and crudely moved down to this location. The legs are missing, but the rest has been propped up to be upright. The legs were melted down and formed into a mask of Set. This in the center of the pool, which is filled with filthy water and dead goblins. There are two gnoll clerics in here, as well as two commandos and four regular gnolls. A summoning circle is under construction behind the altar. If it is allowed to be finished, two dretchs will come through.

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Towards the Temple

When the party leaves the spire, they have a 50% chance of hearing a new team of gnolls coming down the road leading due east. This team consists of a senior staff for the temple and area, as well as a regiment of soldiers and slaves.

The trail to the temple complex is overgrown, but visible. There was a stone road here once, and the remains of buildings can be seen. About half way along, they will come to the ruins of a village, with the road passing through the central square. The well is still somewhat visible, and the water is potable. Most of the buildings have fallen in. However, there is a portal to the plain of hell. Two imps have taken up residence here, waiting to see what happens, and have been hoping for some fun. When they hear the party outside, one takes the form of a small dog, which the other proceeds to torment. Hopefully, the party will come and rescue the dog, taking it along with them, so it can try and corrupt them. The fighting imp will appear to die and cast invisibility on itself in order to follow the party after a brief fight. If they investigate the room, there is a chance they will find the partially eaten corpse of a small dog much like the one they have just rescued.

As they approach the temple complex, Dun will be blinded with a vision, sent by Hanali (see vision handout). Regina will also show interest in the temple complex, stating that she hopes to find loot there. She has actually been tasked to find evidence as to what happened to the worshipers of Bhaal by the church of Ogma in Glen Melding.

There is a river flowing to the east of the complex, and the interior gardens have become somewhat overgrown. There is a large moat around the area, complex itself, with a stone bridge leading to the main gate. On the east and west sides of the causeway are small piers leading down to the water. It appears that boats could have been tied up here at one time, ferrying passengers from the surrounding area. The causeway itself is 80’ long and 10’ wide. It appears to have lasted fairly well, and is clear and free of important debris. Towards the south end is a large stone basin, about five feet across and three feet tall. There appears to be a some kind of eternal flame spell cast upon it. This is actually a medium fire elemental, chained here by the Bhaal cult about 80 years ago, but since the Time of Troubles, there has been nobody here. It is hungry and will attack as soon as the party is passed, grabbing whoever is in back. Instinctively, it leaves the dog alone.

Fire Elemental N Medium outsider (elemental, extraplanar, fire) Init +7; Senses darkvision 60 ft.; Perception +7 Defense AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) hp 30 (4d10+8) Fort +6, Ref +7, Will +1 Immune elemental traits, fire Weaknesses vulnerability to cold Offense Speed 50 ft. Melee slam +7 (1d6+1 plus burn) Special Attacks burn (1d6, DC 14) Statistics Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +5; CMD 18 Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7

Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features. • Immunity to paralysis, poison, sleep effects, and stunning. • Not subject to critical hits or f lanking. Does not take additional damage from precision-based attacks, such as sneak attack. • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry. • Prof icient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not prof icient with armor. Elementals are proficient with shields if they are proficient with any form of armor. • Elementals do not breathe, eat, or sleep.

There appears to have been a grassy walkway at one time all around the area. However, it has now become overgrown and impassable. The only route is through the main entry. As the last occupants of the temple committed suicide, they did not feel it necessary to lock the door behind them. There are no traps unless specifically noted. Their are four large stones in the path itself. These are actually cover stones for a passageway into the catacombs under the complex. They have been partially covered and appear to be part of an old stone pathway.

The main gate is imposing, towering over the path, a 200’ stepped pyramid. There are three levels of steps, and each level appears to tell a story of a hero dedicated to a different god. The legends would not be familiar to the party, but Dunarion should be able to recognize the gods as Helm (top), Tyr (middle) and Ilmater (bottom). Carved into the stone above the entryway are the words “Truth and Justice in All Things Make the Gods Proud”. Below that, somebody has scrawled in charcoal “Death to your gods! Let evil rule supreme!”

1. The first room appears to have been some form of reception or waiting area. There are three benches in here which are fairly intact. At the far end of the room is a fourth bench and a desk which have been reduced to rubble. The far door is closed, as are the two side passages. There is a skeleton calmly sitting on the furthest bench from the door. There is also a skeleton laying on the floor. While the sitting skeleton only has a rusty blade, moldy leather armor and tattered clothing, the skeleton on the floor appears to have been prepared for a battle. His sword is +1 ghost touch short sword, while his armor is masterwork chain. He will rise and attack anybody passing the center of the room. He also has 32 GP, 19 SP and 27 CP, and journal, which details how he became a bandit and hired murderer, and how recent events have caused him to reconsider this life. Instead of succumbing to the plan, he intended to flee and turn himself over to justice in Bammock. The journal is about 45 years old, from the ToT. There is nothing else of value in this room. Elegant friezes once covered the walls, but it appears that somebody destroyed them.

On the passage to the left, the wall gave way and the moat has formed a stream which has created a hole into the catacombs below and perhaps even further down. It appears that their is at least a 300’ drop at this waterfall, which leads to an underground river. The roof has caved in on the far side of this.

The door has broken on the right. An extremely large spider has taken up residence here. She will attack when she hears battle in the main room.

Giant Black Widow Spider Giant Spider CR 3 N Large vermin Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6 Defense AC 17, touch 13, flat-footed 11 (+1 armor, +3 Dex) hp 37 (5d8+5) Fort +4, Ref +4, Will +1 Immune mind-affecting effects Offense Speed 30 ft., climb 30 ft. Melee bite +4 (1d8 plus poison) Special Attack web (+5 ranged, DC 12, hp 2) Statistics Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 Base Atk +2; CMB +2; CMD 15 (27 vs. trip) Skills Climb +16,Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb Special Abilities Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

Skeletal Deserter CR 2 Human skeletal champion warrior 1 NE Medium undead Init +5; Senses darkvision 60 ft.; Perception +6 Defense AC 20, touch 12, flat-footed 19 (+7 armor, +1 Dex, +2 natural) hp 25 Fort +3 Ref +1 Will +3; channel resistance +4 DR 5/bludgeoning; Immune cold, undead traits Offense Speed 30 ft. Melee mwk shortsword +7 (1d6+3/19–20) Statistics Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12 Base Atk +2; CMB +5; CMD 16 Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword) Skills Intimidate +7, Perception +6, Stealth –1 Ecology Environment any Organization solitary, pair, or platoon (3–12) Treasure standard (masterwork chain, +1 ghost touch shortsword)

2. Beyond this room is the Lower Gallery. There are four open room spaces here, divided by columns. above these are walkways allowing people to stroll about above and enjoy art works on the second level. The open spaces are shrines to the four elemental deities. Each shrine has a small altar, where offerings can be made. These can be coin or something appropriate to the element. Any character placing an offering will receive a +1 bonus of elemental protection during their next encounter. Anybody who can converse in ignan with the fire mephit can learn this. Unless attacked, this creature will not attack. When the original temple fell, a paladin to Torm became trapped in the wind vortex which is the shrine of Akadi. The air god was amused by this and refused to let the paladin out. His spirit is still trapped there. He can be replaced if the party provides a suitable new playmate. (They could easily hurl the dog in… Or somehow trap the other imp, or lure one of the intelligent undead roaming the complex.

Akadi – Air – a magically created pillar of air, sweeping up to the ceiling. There are bits of stuff tossed in by worshipers which freely blow around, as well as a paladin of Torm Kossuth – Fire – a large fire element who believes Kossuth himself ordered him to remain here until otherwise relieved. He happily burns any and all items offered to him Istishia – Water – a large fountain which sprays high in the air and then comes down and circulates around the base, which has eroded about ten feet, though it still remains full Grubar – Earth – Shrine is seven trees (six surrounding a larger one)

There are doorways on the sides, but the gardens have grown up to a point that they cannot be opened, as they open out.

There is a Babau on the upper level in the center of the crossing. He was formed from the soul of one of the worshippers of Bhaal, and has been haunting this place for several years, awaiting those who feels will inevitably come to revive it. He is a lesser form of Babau, and therefore has some lower stats. It will automatically attack the dog first, and then the party. (The dog will see if the party attempts to intervene. If they don’t, it will assume it’s natural form and defend itself. If it they do, it fights as a riding dog. It resists the acid of the babau.) The babau is carrying a silvered spear, which will bypass the DR on the imp. He also has a large necklace of emerald laced in leather made from another babau (these are worth about 300 GP).

There are passageways east and west at the south end of the gallery, as well as to the south.

3 & 4 The southern doorway leads to an overgrown but passable garden area. The brick path is still visible. There are two shrines here. One is to Mieliki and Rillifane, the other is Chauntea and Angharadh. Both shrines are charred ruins, with graffiti scrawled upon them. However, they are both starting to be covered with greenery, which suggest the respective gods are reclaiming them. These both have glass roofs, and a stone plinth atop with statues of their respective deities. Spellcasters dedicated to these gods receive one free spell use each day that they pray at these shrines. Four ghasts are wandering this area, one of which is a fiendish ghast. The surrounding gardens are overgrown, but can be chopped through.

East and west will both get three skeletal deserter types. Their weapons are mostly regular long swords. One is cold iron and one has a small model of a house. When placed on the ground and the command word is spoken (Leomund), it becomes a full sized cottage with dinner on the stove and everything very nice. The door has an alarm spell.

20 Temple to Moradin – the roof has caved in here and it is no longer accessible.

21 Temple to Correllon – this temple to the elven high god has been defaced. Images of Lloth are now all over the place. Several drow skeletons are located here. Two will animate and fight as champions with backstab ability, fighting with short swords. There is also one ghast here.

22 Temple to Yondalla – This area is extremely short. It appears to have been decorated primarily with carved would, which has since fallen apart for the most part. The carvings show life in a halfling village as very happy and placid.

23 Temple of Gond – There is a geared platform here, behind the altar. A knowledge engineering check (DC 20) or disable device (DC 25).

24 This is the main temple area. The central tower was dedicated to Helm. It has been defaced, with what appears to be copious amounts of dried blood splashed all over it. The tower is 200’ tall, and anything over 15’ hasn’t been damaged. The friezes on the lower 15’ have been damaged, with Helm having been chipped off. The entry is dedicated to Ilmater, and the passages on either side of his shrine act as a clinic to aid the ill and injured. This portion of the temple is relatively intact and has some beneficial magics attached to it. The pool of water is no longer blessed. At one time it allowed the user to draw a flask of healing potion (one per person per day). The altar has two ever-burning candles, which are magical. The red cloths on the altar refer to the bindings and cloths worn by Ilmater. The bookshelf has been ransacked, but in the back is one scroll of restoration. Most of the herbs and items in the cupboard have long since rotted. However, there is a healing bag which gives +1 to all healing checks when using it.

The halls to the right and left were both small infirmaries. These, as with all of the side passages in this portion of the complex, are open galleries with arches open to the central courtyard. Most of the beds are no longer viable, and contain skeletons of followers of Bhaal. The only empty bed is at the far end of the left hall. It radiates strong healing magic. Resting for a full 8 hours in this bed will act to fully restore all damage done to an individual. A drow mage is tied to this bed, and is quite insane. She was part of the Bhaal cult, but was already slightly mad. She tried to use magic to wipe out the gathered worshipers before the appointed time and was tied down. The magic of the bed has kept her alive, but she has been unable to free herself. Once freed, she can raise one skeleton to fight for her. She can also use grave touch with an Int of 18 (+5). She will grab a club to use against enemies. Her gear is underneath the bed. These include a silver rapier, a +1 robe with protection from good (black with red embroidery), and 32 drow gold pieces.

Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

The central courtyard is littered with dead bodies. There is very little here that can be salvaged or is of danger. This area is open to the sky and the elements have not been kind.

The western tower was dedicated to Tyr, and was known as Ty’rs Justice. It has a shrine. It still radiates a weak aura of LG, and the undead from the surrounding courtyard will refuse to approach. A ghost will appear to the party of a long dead cleric. He will be able to tell the party that their were catacombs under the temple, with storage under the main structure for important artifacts. The statue in question used to rest in a niche in Corellon’s temple. There used to be a hidden doorway in the back of Helm’s Altar leading to the catacombs. He can also tell the party that he witnessed Bhaalists come and commit mass suicide. He will also state that he believes this would have given Bhaal a sudden surge of power, enabling a major godly feat. It would have killed him, but caused some form of major event.

The eastern tower was Lathander’s. It has been defaced, and the walls have been chiseled away. The cleric apparition will tell you that.the walls in this area were decorated with panels of gold and gems. It has been thoroughly desecrated and the contents removed or destroyed. The gate has warped and no longer openable.

The furthest tower belongs to Tempus, and their are shrines to various warrior deities in the passage at the back. A large selection of masterwork weapons and armor can be found scattered in this area. Several bands of ghouls can be found here.

The center area is littered with dead bodies. An area of the floor has been painted in blood with the symbol of Bhaal. It radiates evil, and acts as a circle of protection against good. In the center is a ghost. After this fight, there will still be an evil aura, but none of the dead will animate.

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Under the Temple Complex

Under the Temples

Going down the steps, the party comes to a large room, radiating extreme good. This appeared to be a workspace for the clerics of Tyr, Tempus, Helm, Ilmater and Lathander. There are work tables and desks. The sides of the rooms are lined with cabinets. Candles and torches are available. Lamp oil has evaporated, so lamps will not light. It appears that nobody has been in this room in many years. A thick layer of dust covers everything. Many priceless artifacts relating to the worship of these deities are here, including vestments, On the main table lies a parchment, apparently a note for whoever entered. (Handout). The area appears to be about as big as the courtyard above, with doors leading off the center of each side. They are locked with mundane locks (DC 20), but also held with wards protecting from evil. A large altar with a statue of Helm dominating it is centered on the stairway. Most of the items are specific to the religions represented here and are best left to clerics of those religions. There is a supply of incense (3 lb) in one cupboard, 15 quills, 62 sheets of parchment for creating scrolls. There are a number of books detailing the history of the city and surrounding area, the worship of various gods (especially the four in this temple), and a detailed account ledger for the upkeep and running of this portion of the temple complex. There are also two shelves holding novels and assorted leisure reading.

If the recessed altar to Ilmater is examined (DC 30), there is a catch. It releases a counterweight which causes the altar to lift about three feet, revealing a strongbox (DC 30 to disarm, 30 to open – Trap is dagger – 1d6 damage, reflex 20 to save for 1/2). Tithings and monetary offerings to Ilmater were stored here until they could be doled out to serve the poor and afflicted. There are 5 PP, 178 GP, 600 SP. Copper was routinely taken immediately and dispensed to the beggars in the city.

On the shelves next to the altar to Lathander, a DC 20 search turns up three books related to portals and other planes. If they are removed, there is three sheets of folded parchments detailing one of the priests research into why there was a sudden surge in portal activity. He found that a group of outsiders were attempting to extend their realms to the material plane. He was unable to determine the leader of the plot, but felt that he was using many different factions on different planes to achieve his goal.

Area 2 & 4: This door leads to the west, towards the city and under the temple of Tyr. The area is larger than that above it, and contains cooking facilities, a washroom and and a dining hall. A listen check of 15 will reveal creatures moving about before opening the door. A party of drow have taken up residence here. They have been attempting to determine a way to defeat the various wards blocking their way into the temple workroom. They are not expecting anybody to have access to this area, so are not listening for sounds coming from there. Unless they pull something extremely stupid, the party should have surprise when they open this door.

Drow Party

(2) Drow Clerics to Calaxius (Drow Nobles) (3) Drow Guards (1) Drow Mage

At the start, two guards are in the kitchen. The remaining drow are in the dining room. When they hear fighting, they will come to assist. One cleric will cast bless, while one will cast divine favor on himself. The mage will attempt to dazzle the strongest party member.

Treasure: – Three masterwork scimitars, three sets of drow chainmail, 82 Drow GP, 56 Drow SP, 2 Drow Rapiers (+1, but disintegrate on exposure to sunlight), 2 masterwork breastplates, 2 steel shields bearing the crest of House Ghilana, wand of cure light wounds (18 charges), six potions of inivisibility, one spellbook, a small triptych portrait stand of an impressive male drow cleric, a female drow, and the third is three drow children, three holy symbols to an unidentifiable god, three journals, all written in drow, orders in drow to find the statues and claim the workroom, a roughly sketched map of the under passages.

These drow have made camp in this dining room, and thus all of their gear is found here, as well as that of the guard and three duergar slaves who are working below to unearth the buried artifacts.

Area 5 is the tunnel leading to the city. It is fairly well marked so finding Srkabos Well should be relatively easy. There are many branching paths. There are also patrols of 2 Drow Guards and 1 Duergar Fighter (1-3 on a D20; 4 – earth mephit, 5-fire elemental, 6 – 5 dire rats)

Area 7 has not been disturbed since the workroom was sealed. The dead body of two priests (both Tempus) have been placed to rest on beds here. Chests at the end of each bed contain personal items (clothes, letters, jewelry, money, books, etc).

Area 8 is a series of bedrooms for families. They are each furnished to the taste of the occupant, and many contain items of value, though mostly mundane. One room has the skeletons of three small children, apparently left here by their parents and nobody found them after the cataclysm.

Area 9 is a tunnel that lead to the village that used to be on the far side of the moat. Many of the temple staff lived there. The tunnel has collapsed just before the moat. There is no trace of the village.

Area 10 was a lab for making potions, poultices and the like. It has been ransacked by the drow. In a secret compartment under the table (DC 30) are 10 potions -

2 Iron Body 4 Cure Moderate Wounds 1 Miracle 3 Neutralize Poison

There is also a small box containing five dragon scales (each worth 10 GP) which could be used for a spell component

Area 11 is a large grotto. It has tunnels to both levels of the underpassages. This was a favored area for the dwarves, and the clerics to Moradin had a living area at the far end of this. Duergar have now taken over this area, though they are all considered to have allegiance to the drow. There are 10 fighters, 2 Sgts and a Lt. They have been practicing combat against a group of very poorly equipped slaves (mostly goblins), and are all armed and armored. The Lt is wearing +1 plate, carrying a +2 warhammer (+3 vs drow). The sgts are each wearing scalemail and carrying a +1 warhammer

Area 12 is a fresh water lake with fish and vegetation. It appears that the duergar have been cleaning this area up, removing overgrowth and putting it in a very neat order.

Area 13 is now the sleeping quarters for the leaders of the duergar. There belongings can be found here. They have defaced the references to Moradin and added a small shrine to Laduguer, along with icons to a large, horned drow male. There is also a cache of letters from a female duergar to one of the Sgt’s.

Area 14 and 15 are both dormitories for single workers at the complex.

Third level: The first room one comes to is a storeroom. It contained food, old furniture, items for seasonal ceremonies and the like. There is nothing of real value stored here.

Next is the Priests Burial Chambers. The coffins here have been looted. A Drow Guard and three duergar slaves are working to dig out a portion of the central column. Depending on how long the party takes getting here, they may have removed the items they are searching for. They have a 20% chance of causing the area above to collapse into this chamber. The next chamber is the Royal Resting Place. This area is guarded by a pair of caraytid columns. They have been given orders to allow anybody to pay respects to the dead here, but attack those who might disturb them unless they are specifically wearing the holy symbol of Helm.

The guard is the youngest son of the patriarch of his house. Unknown to his family, he is a secret worhshipper of Eilistraee. While outwardly appearing to follow his father’s path with this strange new god, he is secretly against this course. He will tell the party what he can about the new god and his requests, though he has limited information.

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Skrabos Well and Beyond

Skrabos Well

The exit here is into a burned out shell of a greenhouse type building. Not much is left but a steel frame (again, unknown technology). It is on the edge of a large square surrounded by ruined temples. Small lanes run off at the corners. In the center is a large, ruined well. There are the remains of a roof and winch. Somebody has recently repaired the winch and added a new bucket. The area has been staked off and low ropes run along making squares on the ground. Several of these have been disturbed and their are signs of a recent battle. There are six dead fiendish ghouls, along with the bodies of a dead human fighter and dwarven cleric of Moradin. The fighter has a stylized symbol of Oghma on his chest. It appears that the battle was within the past day. There are also spades, small brushes, sieves and other items related to archeological digs scattered about the square. Shortly after the party starts looking around, both bodies will rise as ghasts unless they are beheaded. Once they ghasts are dispatched, the party can search their bodies. The fighter has a map showing a route to an outpost on the western edge of the city. Before the party can wander off, a scholar and four guards will come into the square from the western opening. They will identify themselves as researchers who were driven off by an undead attack. They came to see what happened to their two missing comrades. If the party hasn’t removed their heads, the guards will do so.

The scholar will identify himself as Loreseeker Lafferty of the University Unversalis. (A knowledge check DC 15 in most subjects will identify this as an extremely elite institute of knowledge located somewhere along the Weathered Wall.) He will invite the party back to the outpost. The guards bundle the bodies and drag them on travois back to the outpost, for transport back to the university for burial.

The outpost is built on the site of the old elven village Arthdor’s grandmother told him about. It has been fortified with platforms inside allowing guards to watch the gate. There are gates on either side of the village, as it spans the road out of the city.

Inside there are six large buildings.

The troop barracks is a three story structure. The top two levels consist of open barracks with bunks for the troops. The bottom level has a central hall with three rooms opening off of each side. Two of these are single occupant rooms for the commander and his assistant. The remaining four are double occupancy for the squad leaders. The longhouse is a two story building with a large basement, which is used for storing foods and other daily needed items. The quartermaster has an office here, as well as a room on the second floor. on the main level there is a kitchen and great room. This is where meals are served, general meetings are held and daily life happens. Staff has room on the second level. There are also two rooms suitable for guests to the outpost. These will be given to the party. Forge. This large one story building houses a blacksmith shop, complete with forge. The blacksmith lives here along with his wife and three children. His sons assist in the smithy, while his wife and daughter tend the community gardens. Dormitory. The research personnel live in this three story building. There is currently a 6th level priest of Oghma, a 3rd level priest, and 8 accolytes who act as assistants. There are also four other students from the university here who are assisting with the work in the city. The first level is a chapel to Oghma and a research library. The second level has four large bedrooms, while the top level is divided into a men’s and women’s dormitory. Offices. This is a two story building with four doors on the front. There are four offices on each level, though only four are currently in use. One is the guard commander’s office, one is the head researcher’s office, one is for his assistant and the fourth is the outpost commander. His family has taken over the upper level of this building. Warehouse. This large structure houses artifacts from the dig exclusively. Artie, the keeper, has an encylopedic knowledge of the contents of this building and can locate anything in 2d10 minutes. Him and his wife have quarters in the building. Gardens. These are mainly tended by the blacksmith’s wife and daughter, though the cook and his assistant lend a hand with this. They grow a variety of fruits and vegetables here, depending on the season and the wants of those assigned to the outpost at any given time. Open area. This is used for drill by the guard, children play here, and other activities occur here. There are privies located between the longhouse and barracks as well as between the offices and dormitory. These buildings also have privies in their basements.

Loreseeker Lafferty is a 3rd level cleric to Oghma and assistant to Prime Learner McDuff. He refuses to answer questions until the party arrives at the outpost, at which time he takes them to McDuff’s office. He does, however, ask a million questions about the party and the goings on in their worlds.

McDuff and Lafferty are both open, affable men with a great curiosity about the world at large. They understand that they cannot discuss the university, but they are willing to share what they can about the city and their mission. The study of the ruins has only been going on for about three years. They originally had a lot of trouble with undead, but got rid of much of them. They still, obviously, have troubles with them. Lately they have been having troubles with portals and extra-planar entities. Several of the researchers have returned to the university to see if they can get an answer as to why this is happening. Recently, they discovered the tunnels under the city. The drow have allowed them access to much of these, but will not allow them to travel to the temple island or the docks tunnels. As they have plenty to study at this time, they have not found this restrictive and have been willing to share research notes with the few drow researchers who are studying the underground portions of the city.

The researchers know about the keys. However, they are vague about them, stating that they have found a great many keys in the ruins. If the party wishes to try them, they are welcome to do so. McDuff has sent several extremely magical keys to the university for study, and is unlikely to tell the party about them unless they give him good reason to do so. When they don’t find the key, he will tell them that some artifacts have been sent to the university, though he won’t mention that he is sure the one they want has been sent on. If they try the keys in the warehouse, Artie will mention that the Prime Learner sent about a dozen enchanted keys to the university about a week ago.

Artie is extremely knowledgeable about artifacts, especially those in his warehouse. He also has a good knowledge of the university archives and their contents. His father is in charge of these, along with his older brother. Artie and his wife welcomed the chance for this posting, as they felt it would give them time away to start a family. He is as knowledgeable about people, the ruins, or the university past the archives. He does believe that the scrolls Arthdor is looking for are there.

Most of the researchers know that the university used to be an elven village named Feralin. When the other elves started to shun the residents, they became more accepting of other races. When the Great Ending occurred, they took in refugees fleeing destruction. At first the town was just a hodge podge of races trying to get by. However, several of the refugees were from the university in the fallen city, and they decided to start up a great institute of learning. They worked with the K’sharis Protectors who remained here to open portals to several cities, where they started recruiting teachers, builders and others that could help in creating a great center of knowledge. Given the isolated location and uneasy about the destruction that had overtaken the valley, it was decided to keep the location of the university secret, only allowing in those who were specifically invited.

There is a portal to the university from the basement of the warehouse. However, the party will not be given access to this unless the Prime Learner feels their mission is extremely important. He will, however, give them a letter of introduction to the Great Patriarch, gaining them entrance to the city and access to the information deemed appropriate for their task. They may, however, be tasked with a quest at a later to date to assist the university. They can also be sent back to Bammock from the city, shortening their trip by several days and allowing them to bypass the city, temple complex and spire for the time being.

Artie will not give them access to any of the artifacts in the warehouse at this time. He does hint that there are some extremely powerful objects here that may be available to them at a future date, should the university powers decide that they are worthy.

The party can restock any non-magical supplies here, such as arrows, get new mundane weapons, repairs, etc. Lafferty or McDuff would be willing to take any magical items off the party’s hands, though it would be for favor with the university and Oghma. Commander Olafson will buy what weapons and armor the party may wish to part with, including magical ones, within his limited budget. However, he only has 200 GP at the moment and therefore cannot buy much.

If the party goes overland to the university, they will head west for about a day. There are several farms right outside the palisades, and then the land turns rapidly to overgrown woods. Large animals roam this area, but are unlikely to attack. The party should come to the elven tree village late in the day. It has been reoccupied by the elves who formerly lived in the village they just left. Undead attacks drove them out, and this tree was newly inhabited by a dryad who was happy to share it with the elves. This village has expanded to several other trees in the area. This elven tribe has become comfortable with the university to the south and the outpost to the west. They offer a tavern and inn to those travelling between the two and even act to discourage the few travelers they have had who were not members of the university. They can tell the party that they have become aware of bands of gnolls and goblins coming further into the forests of this area, though for the most part they have been going east at this time. They have been having discussions on this matter with the militia at the university, should they need protection in the future. They do not have a portal to the city, but they do have actively communicate through emissaries and the use of carrier pigeon. These are primarily wood elves and do not tend to worship non-nature gods. They will replenish the party’s stock of healing berries. If it is revealed that Arthdor is one of the Ksharis Asaalis, they will be very deferential and offer extra assistance.

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