Midnight Adventure Runner Up - Gen Con 2005
Signs in Shadow
By Jarl Irgens
Adventure Background
Introduction
The insurgent agent Adan, a spy in Alvedara, came across
You had been hiding out with the sages of the Haragin
plans for an upcoming assault on Bodrun, the largest remain-
Observatory in the forest of the Sahi for several weeks,
ing dwarven clanhold in the South. Though the dwarves were
recuperating from your last adventure, when an opportuni-
unknown to him, this Sarcosan rebel decided that he must do
ty came for you to earn your keep. Your hosts had been look-
his best to get word to these allies in the mountains. He stole
ing for a way to prove their goodwill toward the remaining
the plans and abandoned his cover identity, fleeing east along
dwarven clanholds of the southern Kaladruns, when a mys-
the Eren and hoping to find succor in the Forest of the Sahi
terious message arrived via a white bird. It carried a note
before his trek into the Kaladruns.
that identified the bird as a familiar of an insurgent from
Alvedara with urgent news regarding the security of
He didn t make it that far.
Bodrun. He is supposedly hiding out in the town of Malima.
A legate spyhunter was on his tail within hours of his depar-
But why didn t the familiar simply carry the information
ture, and with his stronger mount and divinatory magic, was
itself? The possibility that this was an elaborate trap has
sure to run him to ground on the Horse Plains of Erenhead.
dawned on you, but the Sahi believe that it is worth check-
Adan hoped to throw off the scent of his tracker in the town
ing out.
of Malima, where he had contacts and might be able to wait
That was a week ago. Disguised as guards and handlers,
out the legate in a safehouse. Unfortunately, the situation is
you are sent out with a small supply caravan headed for
Malima had worsened since Adan had last been there, and it
Alvedara. Your travel has this far been uneventful. One
had become a place of exile for Alvedarans with the plague.
week of travel through the Horse Plains of Erenhead have
It was a question of choosing the lesser of two evils: plague
yielded no orc encounters and only a few easily warded-off
and possible death in Malima, or torture, betrayal, and certain
fell and monsters.
death at the hands of the legate.
Now that you ve reached the outskirts of Malima, you get
Adan chose to hide in Malima, but contracted the plague
the feeling that the easy life is about to get scarce.
while hiding from his pursuers. Though unable to contact the
outside world, Adan sent his familiar, a raven, eastward in the
hopes that it would reach a dwarven settlement that could Approaching Malima
send agents to aid him. The raven made it to the Hagaran
The caravan is composed of five wagons and seven caravan
Observatory in the Forest of the Sahi, where the PCs have
handlers, and guarded by a group of six footmen in addition
been assisting the sages of the observatory.
to the PCs (who are posing as guards or slaves). The rest of
The adventure is intended for three to six 3rd-level charac- the caravan has been bribed not to ask too many questions,
ters. but it is up to the DM, and the characters Bluff and Sense
Motive checks, whether or not they can be trusted. There is
Adventure Summary
not much talk between the different groups in the caravan
the guards, the caravan handlers, and the PCs as chatting is
The PCs must infiltrate the town of Malima and attempt to
in nobody s best interest.
save Adan, or at least recover the information he carried. The
first step of their journey is simply getting into Malima. This
Ask the PCs if they intend to try to Bluff their way past the
will require controlling their heroic instincts, as they watch
town guards along with the caravan, or if they wish to sepa-
innocents being brutalized or are themselves beaten by orcs.
rate from the caravan as they approach the town and get in by
Once inside, they must follow Adan s trail, which leads into
themselves.
the plague quarters of the village (an isolated island in the
The town of Malima lies on the southern bank of the Eren
middle of the Eren). They must deal with fell on their way in
River, a day s journey east of Alvedara, capital of Erenland.
and out, and finally will have to evade or face the legate that
The following information is for you, the DM, to run the
has waited patiently for Adan or his information to leave the
encounter, but Knowledge (local) and Lorebook checks may
fell-ridden island.
be made by the players to know some of this info as well.
1
Signs in Shadow
Nearly one-fifth of the town s population and buildings exist get past the guards without calling attention to themselves.
on an island in the middle of the Eren. Before the Last Age, The character with the highest bonus to social skills can make
Malima was a popular crossing point for those who did not the checks for everyone. If they enter town on their own, such
wish to cross the Eren at Alvedara, whether because they as by sneaking over the wall, the skill checks should be sig-
were smuggling goods or simply because they wished to nificantly more difficult and each PC should make them indi-
avoid the heavier tithes necessary to cross the bridges there. vidually.
Instead, Malima used a series of barges pulled across the
river with ropes, the strong-points for which were embedded
Encounter 2: Safetown
in the many sandbars and islands along this wide, slow-
The following encounters should be presented as the PCs
moving section of the river.
make their way from the walls to the edge of Safetown,
In more recent times, given the stricter control of river- which is what the locals call the part of town on the river-
crossing points enforced by the Shadow, Malima s useful- bank. The islands that make up the rest of Malima are called,
ness has all but dried up. It has since become a far more appropriately, Plaguetown.
morbid place: a refuge/exile point for the unwanted and
dangerous of Alvedara, most notably plague victims. While
the mainland section of the town is filled with Shadow
forces, physicians, and the less severe plague victims, those
Avoiding Detection
who are extremely contagious or extremely bad off are
As the PCs skulk about Malima, they run a
exiled to the islands. Unsurprisingly, many of these die
chance of attracting unwanted attention. The town is
quickly with no one to care for them, and the islands of
tightly controlled, but the large population drop dur-
Malima have rapidly become overwhelmed by their risen
ing the last 100 years and especially in recent years
corpses, the fell. has left large parts of the town empty. As a result,
Malima is somewhere in between tightly and loose-
ly controlled. The DC on Hide checks to avoid
Encounter 1: The Gate
being detected or attempting to blend in is 15. At
Adjust the text below depending on the PCs method of
night, the DC to avoid detection drops to 11, as all
approach.
the townsfolk are under curfew, and the orcs mostly
focus on guarding the perimeter of the town, as well
The landward part of Malima is surrounded by a pallisade
as the newly erected barriers now facing the nearly
wall, dry, greyish-brown stakes driven into the ground side
dried-out river. The DC to blend in rises to 20,
by side up to the river bed. The single dirt-trail that is its
though. PCs venturing near those areas should take
main road ends in a wooden gate. The gate is open, and
much greater care, and be forced to roll both Hide
several orcs linger about it, standing in the shadow of the
and Move Silently to avoid detection. Being detect-
wall and shielding eyes shielded against the light of the ed in the town would not be very gainful to the story
at large, so if any of the PCs actually fail the DC 11
setting sun. A bitter wind blows from the sea, whipping up
Hide checks at night, give them ample opportunities
small clouds of dust and sending twigs skittering along the
to evade capture. Should they decide to stand and
dry ground. Your pitiful line of carts draws closer, and you
fight, give them hell. Also, lights are easy to detect
can feel the members of the caravan tensing up. You catch
at night. Should any of the players decide to use a
yourself doing the same. One wrong word, one wrong
light source outside, remind him of this fact. Should
move, and the orcs are likely to kill or maim you all.
he still opt to use the light, increase the DC of his
Hide checks to avoid detection to 23, and in any
To avoid any unfortunate circumstances, all the player s ille-
other situation, the light will always betray his posi-
gal gear has been hidden in one of the crates, which is
tion (Spot DC 0 to detect him).
equipped with a false bottom. All martial weapons, armor,
and other illegal goods will to be found there. Here in the
south, the forces of the Shadow do not begrudge citizens car-
rying clubs, padded armor, and slings to ward off fell or
plains bandits, but anything more advanced will be confiscat-
ed and will subject the PCs to lashings.
Encounter 2A: We Don t Need Another
The orcs are not as aggressive or attentive as could be
Hero
feared. Rotated off the front lines of the central Kaladruns,
As you travel through the rubbish of the streets and alleys
they are on what for them is seen as vacation. Besides, they
of Malima, you hear a crash from very close by, then the
can t imagine that anyone would want to sneak INTO a
unmistakable sound of steel rasping out from a leather
plague village . . . they are here more to keep people leaving
scabbard. You notice that a street vendor appears to have
than to keep them from entering. If the PCs attempt to enter
run into an orc soldier that has just exited a tent. While the
town with the caravan, call for skill checks as appropriate to
2 Signs in Shadow
vendor s wares are on the street and likely ruined, this is not of the Riding Host. Any PC of Sarcosan descent will also
enough for the orc, which has drawn its vardatch and know that the gods of the Riding Host are most often seen or
appears to be on the cusp of slaughtering the man. visualized in the night sky as constellations.
Let the PCs respond. If they move to the vendor s defense, If the players ask if there is a pattern to the symbols, tell them
the orc gives them a chance to back down, releasing a feral that, indeed, the symbols seem to be laid out around the town
snarl and grunting in fluent Colonial, Back down, or I will as if the town itself were the night sky, each symbol matching
kill you all for resisting the authorities. up to the placement of the constellation with which it is asso-
ciated. Furthermore, it will dawn on the PCs that Adan, the
Let the PCs attempt various strategies, if they wish, to save
name of the man they are looking for, is also the name of one
the vendor. They could talk the orc down, attack him, distract
of those gods of the Riding Host: Dal Adan, also known as
him, present themselves as alternate targets, and so on. The
the Observer. Using the placement of the symbols throughout
orc has the stats of an orc trooper, from pg. 391 of M2E.
town, and matching them up with the constellations as they
Creature: Orc trooper, 17 hp. are this time of year, places the constellation of Dal Adan
beyond the river s edge . . . on one of the islands of
If the PCs do nothing, read the following.
Plaguetown.
The orc turns again to his victim, who is feebly attempting
Encounter 2D: Sittin on the Dock of the
to pull himself to his feet, arms clinging to the side of his
cart. The orc once again lifts his cleaver, and a small whim-
Bay
per escapes the doomed man, just before the vardatch
If the PCs head toward the river, they will find Guldin, a sim-
impacts with his head. There is a sickening, wet crack!
ple clam-digger that wades in the reeds just offshore and digs
sound followed by a dull thump, before the orc drags the
for mussels, bottom-feeding fish, and any scraps he can find
now-limp body off, probably to his food pot.
washed ashore. If the PCs ask about the islands, they will be
rewarded by the following paragraph:
If the PCs actions anger the orc more than distract him, if
they give him any reason to think that they may attack him,
I ns? Foul aces. M mate Maddon used ta live ere. Started
or if they create any noise beyond a few scuffles, other orc
it all. Poor sod. First, his wife dies of the plague while he s
patrols will be alerted.
out working the barges. By t time he got home at night, he
finds t she kilt r daught r. Imagine. Come home t find r
Encounter 2B: Astirax to Grind
wife et r kid. Or ble. Ust out o is ed atter at. Ne er
There is a particularly evil-looking and persistent dog in
ound out how e ot out. At was jes t b nin o t plag.
Safetown that hears, sees, or otherwise smells something
Boot four, five arcs go. Orcs ealed em off, now. An t no
unusual about the PCs. It begins to tail them as soon as they
un live over der, n more. Not e en orcs. Lucky. Wind s
get through the gate, and the PCs will occasionally spot it as
sout t night, else y d smell t.
they trek through town. It is, in fact, nothing more than a dog,
Further inquiries will quickly reveal more detailed informa-
but the blood red of its eyes (a side-effect of the plague) and
tion. The island quarters of the town fell to some disease sev-
its determined following of the PCs may make the party think
eral arcs ago, and the orcs have sealed off the area to prevent
it is an astirax.
the disease from spreading. The only people that go there
Attacking and slaughtering the dog (which is a riding dog, but
now are those who have proceeded too far with the plague to
since it is so starving and cautious uses the stats for a normal
be deemed curable. They are rowed out and dumped over-
dog) will accomplish little but drawing the attention of an orc
board within swimming distance of one of the islands, and
patrol, particularly if the PCs use illegal weapons to do so.
left there to die. Now, everyone on the other side is
believed to be dead or undead, and the occational night-time
Encounter 2C: Signs, Signs, Everywhere
skirmish between the orc guards and fell drifting across on
Signs
flotsam verify this belief. They don t seem to have learned to
While journeying through town, any PC will with a success- walk across on the river bottom yet, thankfully.
ful DC 18 Spot check notice a crude carving in the wood of
If the PCs ask the clam-digger about a Sarcosan man that
the corner of a warehouse. Any who are literate in courtier or
would have gone across about a week ago, he will remember
who make a successful DC 15 Knowledge (southern
that his cousin mentioned a strange Sarcosan going across
Erenland) check will realize that this symbol represents one
about a week ago. The cousin will have this to say: Yah, e
of the gods of the Riding Host. As both writing and the wor-
was particular bad wit the plague sores. E volunteered
ship of the Riding Host are illegal, someone would have to be
himself to go across, which is particular rare; most try to
desperate to put such a symbol on a public face.
hide their sores. Not a one comes on is own. This un
must ve known that death was coming for him, though. I
If the PCs look around for other, similar markings, they will
could see it, it was a white bird that hovered about near im!
find them throughout the town, all representing various gods
3
Signs in Shadow
Swooping down and attackin im about the head during He was one of the last living people on the isle. He had
the boat ride. Most people think dark birds are omens o almost escaped, and was splashing through the shallow
death, but nossir, this time it was a white bird. waters of the riverbank, when his foot was caught in a hole.
He tripped, hit his head, was knocked unconscious, and
It might come as a shock to some of the players, but the
drowned. Then, of course, he rose as fell. In the week since
townsfolk at large are thankful the orcs are present, otherwise
then, he has kept trying to drag himself forward, He has made
the double threat of the plague and the fell would have spilled
no more than two feet or so of progress, since his foot is still
over into the rest of the town long ago. It does not occur to
stuck in the trap. The only thing he s really managed is to pull
any one of them that had the shadow never been there in the
and dig all of himself below the water. He is faengral, and
first place, the disease might have been avoided alltogether or
hungry. Once the PCs begin wading up toward the island,
at least prevented. Such talk merely scares the poor common-
read out the following.
ers, and they will stop talking to the PCs. Continued badger-
ing from the PCs side will trigger an angered response and Suddenly a hand bursts out of a puddle by your feet. A body
likely an informing of them to the orc guards. and a face follow it, emitting a low, panicked moan as it
grabs for your legs. It s wide, half-rotten eyes are shot
The orcs are nearly as thick on the river s edge as they are at
through with fear...and hunger.
the walls of town, because their major duty is making sure no
fell or plague-bearers get across the river and into the town Faengral Would-be Escapist (Medium augmented
proper. They are particularly attentive at night, which is when erenlander commoner 1): CR 1 1/2; HD 1d12; 12 hp; Init
the fell tend to emerge to try to sneak across the river. 1; Spd 0 ft. (trapped); AC 12 ( 1 Dex, +3 natural); Base
Atk +0; Grp +6; Atk claw +2 melee (1d4+1); Full Atk 2
claws +2 melee (1d4+1) and bite +0 melee (1d6+2);
Encounter 3: River s Edge
Space/Reach 5 ft./5 ft.; SQ Degenerative hunger, regenera-
There are several ways for the PCs to get across the river. The
tive hunger, undead traits; SV Fort +0, Ref 1, Will +0; Str
orcs are so relaxed during the day that they can probably just
14, Dex 8, Con , Int 7, Wis 8, Cha 6.
slip into the water. By the time they re noticed, the orcs will
lob several javelins at them (1d4 targeting each character per Feats: Improved Grapple, Toughness, Improved
round, for 5 rounds) then simply let them go. After all, Unarmed Strike.
nobody said anything about keeping folks from going TOO
Development: The fell man will grasp and claw at the near-
the island. The PCs will probably die there, anyway.
est PC, trying to pull himself out of the water while eating as
Alternatively, the PCs can wait until dark. If they do, their much of him as he can. He still wants to save himself from
patience will be rewarded when, at a little after Midnight, a the water, but at the same time has succumbed to fell hunger.
gang of fell wash ashore on an old log. The orc guards are all Treat his action as a grapple. He cannot get up because of his
summoned to deal with the immediate threat, and as such suf- trapped foot, and is prone. As soon as any fighting breaks out,
fer a -20 penalty on their Listen checks to hear the PCs cross- the orc sentries get to make Listen checks (DC 10) to hear the
ing the river. By being slow and careful, and taking 10 on struggle. As soon as they hear something, they will fire flam-
their Move Silently checks, the PCs should have no problem ing arrows at bonfires on the shore of the island that they had
sneaking over to the first island. prepared nearest the sound, and then proceed to shoot with
shortbows (with a -8 due to range) anything they can see.
Finally, the PCs can attempt to create a distraction. This could
include starting a fight, lighting a fire, or even summoning Island B: This island, while larger than Island A, is nothing
monsters to attack the orc guards. So long as the plan is well but a vast sandbar. A waystation 15 ft. wide and 30 ft. long
thought-out and the PCs have the resources they need, this that housed barge workers is the only building here, and no
should work. sound can be heard from within. The door to the building is
closed, and it has no windows, but the wood has dried and
If the PCs interpreted the signs left for them by Adan, they
rotted to the point that there are gaps between the boards
should be able to determine which island he is on. If they did
comprising the walls.
not, they will have to scout the islands one at a time. Adan is
on the largest island (Island C), which is the third closest If a PC peers through one of the gaps, he is rewarded with a
from the riverbank. grapple attempt from one of the maelgral waiting inside. The
creature s hand latches around the PC s throat with a suc-
cessful attack, cutting off his air supply and subjecting him to
Encounter 4: Things To Do in
drowning rules (which are extremely deadly, and will lead to
Malima When You re Dead
the character s death within a few rounds unless something is
done). The PC may make a Reflex save (DC equal to the
Island A: This small island bears a few ramshackle huts and
maelgral s grapple check) to get a gulp of air in before being
overturned boats. The fell here have all decomposed or
choked; if he succeeds, he may hold his breath for a number
washed away . . . except for one.
4 Signs in Shadow
of rounds equal to half his Constitution modifier. If he fails, pattering of her feet.
he drops to 0 hp on his next action, and -1 hp on the follow-
This should suffice to freak the player out, at least a little.
ing turn, and dies on the third turn.
Before he or any of the others have a chance to keep going
The hand continues to grasp at the PC s throat even if it is with anything else than aaah! , nooo! and we re gonna
hacked off. It has an effective grapple check of +12. If PCs die! just smile and keep going.
open to the door to the waystation in the hopes of getting
From out of the previously creaking door the little girl
inside and destroying the culprit maelgral that way, they will
appears. She is wearing a tattered brown dress. She must
see that it is not alone. In addition to the strangling maelgral,
have been a pretty little lass once, all nine years. Now, she
there are 7 other maelgral standing stock-still in the building,
is dead. Her skin where it still clings to her rotting flesh
all of which flood toward the door as soon as it is opened.
is a pale, sickly green. Her eyes, nostrils and mouth are
Maelgral Townsfolk (8) (Medium augmented erenlan- rimmed by yellowy dry pus, and her body sports several
der commoner 1): CR 1/2; HD 2d12; 15 hp; Init 1; Spd 0 burst boils, all covered with the same sickly substance.
ft. (trapped); AC 11 ( 1 Dex, +2 natural); Base Atk +0; Grp
Ungral girl (Small augmented erenlander commoner
+2; Atk slam +2 melee (1d6+1); Full Atk slam +2 melee
1): CR 1; HD 1/2 1d12; 4 hp; Init +1; Spd 20 ft.; AC 14 (+1
(1d6+1); Space/Reach 5 ft./5 ft.; SQ Single actions only,
Dex, +2 natural, +1 size); Base Atk +0; Grp 6; Atk bite 1
damage reduction 5/slashing, darkvision 60 ft., undead
melee (1d4 2); Space/Reach 5 ft./5 ft.; SQ Degenerative
traits; SV Fort +0, Ref 1, Will +0; Str 14, Dex 8, Con ,
hunger, regenerative hunger, undead traits; SV Fort +0, Ref
Int 3, Wis 5, Cha 4.
+1, Will 2; Str 6, Dex 12, Con , Int 11, Wis 8, Cha 11.
Feats: Toughness.
Let them kill the poor little creature. Let them kill her easily.
Island C: As you climb out of the mud, salt, sand and filthy Let them turn some terror into rage and vent it on the weak.
puddles of the river bed, you find yourself standing amidst Then retaliate. There are more undead.
the braches of tall, dried-out bushes. In the gray night in
As the girl falls apart under your onslaught, her body col-
front of you lie several decrepit and abandoned wood and
lapsing into a heap of rotten flesh and bones, you can see
stone buildings. Somewhere in the distance, an unsecured
more of the shambling dead close in on you. Somewhere
window or door batters in the slight wind, accompanying
beyond them is the weaver s shop.
the whisper of the wind throug the dry, crips shrubs.
Keep the old initiative scores, and let them duke it out with
The PCs have now entered a true land of the dead. This
the dead.
island, the largest of the group, is nearly a mile long and half
as wide. Disease and undead hunger has been the bane of Maelgral Townsfolk (6) (Medium augmented erenlan-
every here. The fell hide in the houses during the day, avoid- der commoner 1): CR 1/2; HD 2d12; 15 hp; Init 1; Spd 0
ing the light, but at night, they crawl out from their hiding ft. (trapped); AC 11 ( 1 Dex, +2 natural); Base Atk +0; Grp
spots, seeking warm flesh. Most of them have been dead for +2; Atk slam +2 melee (1d6+1); Full Atk slam +2 melee
two weeks or more and are utterly craven. (1d6+1); Space/Reach 5 ft./5 ft.; SQ Single actions only,
damage reduction 5/slashing, darkvision 60 ft., undead
The PCs will have to attempt to pick up the trail left behind
traits; SV Fort +0, Ref 1, Will +0; Str 14, Dex 8, Con ,
by Adan on this side of the river. Their first clue that this is
Int 3, Wis 5, Cha 4.
the right place is another sign, this one the symbol for Dal
Adan, on an old dock pillar. If there was any doubt as to the Feats: Toughness.
author of these signs, this one confirms it with another clue:
Tactics: The maelgral are essentially zombies. They will
a bright white feather is shoved into a crack in the wooden
close with the closest enemy and attempt to bludgeon him to
pillar, matching the coloring of the bird that delivered the
death, then feast on his corpse.
message to the observatory. Scrawled underneath the symbol,
in Colonial rather than Courtier, is the word for Weaver. Development: Once the fell have been dispatched, the PCs
This is the final clue, signifying Adan s location in the town: should move quickly. The fight has also aroused more of the
the weaver s shop. dead, who imediately set about on closing in on the food.
While some PCs scout ahead and find the least-fell-ridden
You sneak along a road into town, you finally find the
route to their target, the combat-oriented PCs should have
source of the clattering noise. An open door stands swaying
their hands full fighting the fell. Whenever one falls, another
in the wind, creaking and banging with an irregular
will take its place. Present them with a semi-continous stream
rhythm. Then you hear a high-pitched, hoarse giggling. As
of fell to hack at, and whenever they pass a side street or cor-
you turn to face the sound, you stare into the face of a small
ner, let them see more coming from that direction. Keep them
girl, peering out of the cracks of a shut window only a few
falling back after the scouts. If they do not, tell them they will
feet away from where you stand. She sees you watching her,
surely be surrounded. There are nearly 200 maelgral in total.
and disappears behind the wall. You can still hear the slow
5
Signs in Shadow
With a slight push, the door slides silently to the side. You
look into a bedroom. A single, broad bed and a chest is the
only furnishing in the room. Your attention though, is
Disease
immediately drawn elsewhere. At the floor, near your feet, a
horrific creature crawls toward you. His skin is pale and
In Midnight, disease is not something to be
blistering with yellow boils. As he reaches toward you, one
trifled with. The plague might very well spell the
of them bursts, releasing a flow of pus down his arm. He
doom of a character just as certainly as a vardatch.
tries to get up, while a hollow groan escapes his throat.
Any time a character comes in prolonged contact
with one of the fell or diseased, he risks contagion.
This is not, in fact, a fell. It s just a very, very sick man. Don t
If a character ever takes 5 or more points of damage
be surprised if the player attacks him, however; after what
from a single attack by a fell, he must make a
he s just been through, It woudn t be surprising. Give the vic-
Fortitude save (DC 14) or contract the plague. The
tim an AC of 8 and 0 hp. Remember that the PC gets a +4
plague has an onset time of 1d3 days before it starts
bonus to attacks against prone targets. Once he s hit and
working, and deals 1d3 Con damage each day that it
persists. Those suffering from the plague have visi- injured the man, read the following.
ble sores that ooze puss, and any within 5 feet of a
Your weapon bites into the man s flesh, and thick, semi-
character for more than 1 minute may contract the
coagulated blood imediately starts oozing out of the wound.
plague. While this scenario in itself is too short for
The man burbles for a second, looks up at you in a hazed
the plague to matter, if you wish to use it as a start-
ing point or part of an ongoing campaign, the dan- confusion, and collapses to the ground. His blood keeps
gers of the plague should be taken into accord. spreading out onto the planks.
It is fully possible that some of the PCs, realizing the horrible
mistake that has just been made, will try to use a Heal check
to attempt to stabilize the now-dying weaver. Remind them
that contact with the diseased will quite probably result in
Encounter 5: Weaver s House
being infected. If they still wish to help, make them roll a
The weaver s shop is hard to miss, given that it has a sign
Fortitude save. Though he is stable, the weaver willl most
with a needle and thread etched in the wood. Adan barred the
likely never recover from his wound, and coupled with the
door from the inside, but it is a decrepit and pitiful door; a
disease, it is a true death sentence. In truth, he never had a
successfull Strength check (DC 15) will force it down.
chance anyway, as hunger, thirst and sickness had already
Alternatively, it can be hacked apart. It has a hardness of 2
brought him to death s door. There is no way the PCs can
and 10 hp. Once inside, a large table as well as an armoire
hope to help the weaver bringing him with them or staying
provide ample means of closing up the doorway. It should be
and caring for him and still hope to fulfill their mission.
a struggle to move those items, though, and it will take at
If the PC didn t imediately attack the man, let him identify
least two PCs and two rounds to move the items. In the mean-
him as a still-living human being on the brink of death. They
time, someone will have to hold the undead at bay in the
can spend time helping him, feeding him and giving him
doorway. Once they have managed to seal out the undead,
water. A little water and a Heal check (DC 15) will render him
some light would be good. Once any PC is able to really see
truly conscious for a short period of time. Enough time for
his surroundings, read the following paragraph.
him to recognize the PCs as insurgents. Read the following
The living dead keep thumping against the now-blocked
out loud to the players.
doorway. Their anguished groans and hissing seems very
The man is still weak, but as he stares you in the eyes, you
distant to you as you stand in the darkness of the building,
can see that he has for the time being snapped out of his
your hearts beating wildly, dampening all other sound. The
haze. You re insurgents, he rasps out. He stops for a
building you have sealed yourselves into looks as if it was
moment, and seems to loose his focus. Then he finds it
both workshop and home to the weaver. A large loom dom-
again. He s in the basement. The key s hanging on the
inates the room, while a small fireplace, cooking pot and
wall . He raises an emaciated arm and points to the wall
two benches stand well off to the side. Several bolts of cloth
behind the open door. Then he passes out.
lie scattered about the room. A corridor continues back into
the darkness, and at its end you can gimpse two doors.
Even if the weaver is killed, the players stand a good chance
of finding the key. All they have to do is choose to investigate
In the common room there are ten bolts of undyed cloth, as
the room. It turns up nothng else than the bedsheets and the
well as a cooking pot, four wooden bowls, a large ladle, a pair
key, though.
of rugs on the benches, and a small knife used to cut loose
threads (simple melee weapon, 1d2 dmg, crit x2).
Cellar: The door to the right, underneath the staircase, is
locked (Pick Lock DC 16, burst DC 15, hardness 4, hp 10).
Bedroom: The door to the left leads into a bedroom. Read the
following paragraph to the one who opens the bedroom door.
6 Signs in Shadow
Behind the door there turns out to be a staircase leading The sky is overcast as always, and promises acidic rain later
down. In your dim light, you can make out its bottom some in the day. However, you are alive, and you have found what
ten feet lower than you. As you make your way down the you seeked.
stairs, the combined smells of earth and urine wash against
The wisest course of action is to cross the river to the north,
you. Still, you move downwards, driven on by the thought
where it is fairly unguarded. Let them reach the shore (either
that here, finally, is what you are seeking. The staircase
by swimming or using a dilapidated boat). Then read the fol-
spills out into a low-ceilinged earth cellar. In the roof, you
lowing.
can see the floor of the common room. A quick scan of the
room reveals the signs of habitation. A bedroll lies rolled out As you reach the shoreline, you hear a horn blowing from
to one side, and on a small box, a half-burned candle stands across the river. Your eyes move to gaze southwards. Upon
next to the moldy remains of the heel of a bread. A backpack the barricade, a horse and rider are blotting out the sun,
lies stashed away in one corner, together with an open and and you know you ve been spotted. For a moment you won-
empty waterskin. Your attention however, is quickly drawn der what you could have to fear from this threat, separated
towards the small hole dug in the western wall. A hole bare- as you are by the river, but then the horse maneuvers down
ly wide enough for a man to crawl through. Outside the from the barricade and begins to trot across the river as if it
hole s opening is pile a rather large mound of earth. were solid earth. As the trot increases to a charge, your
heart sinks. As you consider your options, a dark cloud
As you peer into the hole, you see the soles of two feet not
seems to rise from the island you just departed, and with a
more than a yard in from the opening. Pulling them out of
horrendous cacophony of high-pitched squeaks, sweeps
the tunnel reveals the body of Adan. Emaciated and shriv-
toward you.
eled, he probably died while trying to dig his way to free-
dom. His eyes are glazed, and a thin layer of sand and dust The rider is the soldier legate Halbion, and he has been hunt-
cover them, as well as the rest of him. His face is contorted ing for Adan for some time. Once he found out the spy had
in panic and rage, his cold muscles cramped, and maggots been pinned down in Malima, he simply left him there. His
have started consuming his flesh. In his right hand, he plan was to use the pinned spy and his information to draw
clutches a crude, rusty shovel. He looks he must have thirst- out more resistance members, and he has succeeded brilliant-
ed to death while trapped in this cellar. ly. His informants warned within half a day of any unsched-
uled newcomers entering town, and despite the PCs best
What the PCs are looking for can be found in Adan s back-
efforts the caravan drew his attention. He then used his asti-
pack, along with a dagger, a tattered cloak and a pair of flint
rax, which has possessed a swarm of bats, to watch the island
and steel: A green, engraved leather scroll case, sealed with
and warn him if any outsiders ventured onto it. Now, he has
bronze caps and locked with a metal pin. Opening it reveals
come to reap his reward.
several heavy sheets of canvas (too heavy for the familiar to
carry) with maps of the Kaladruns, Shadow army placement, Luckily for the PCs, the legate must face them alone, as the
and troop movements on them). orcs will not be able to cross the river in time. Unluckily for
them, Halbion has uncovered a ritual that allows his astirax to
possess not just a single animal, but an entire swarm of them.
Encounter 6: Into the Light
In this case, they have possessed a swarm of bats.
Getting out again will also prove to be a problem. Throughout
the night, the fell keep thumping against the shut openings Halbion, Witch Taker Legate (Male Sarcosan Legate
into the house. There is no possibility for the PCs to get out 6): CR 6; HD 7d8+14; 45 hp; Init +5; Spd 20 ft.; AC 17 (+1
as long as the fell are besieging their fort. At dawn though, the Dex, +5 masterwork breastplate w. magic vestment); Base
undead will retreat, seeking shelter from even the palest, Atk +5; Grp +7; Atk masterwork longsword +9 melee
grayest rays of the sun. Let the players glimpse a little hope. (1d8+3/19 20) [+10/1d8+4 from horseback]; Space/Reach 5
Let the pale rays of the morning sun shine on their faces for ft./5 ft.; AL LE; SQ Plains sarcosan; spellcasting, temple
a brief moment while they slink out of the miserable building dependency; SA Spellcasting; SV Fort +7, Ref +5, Will +8;
they ve been holed up in all night. Let them stretch their legs Str 14, Dex 13, Con 14, Int 13, Wis 16, Cha 14.
and attempt a feeble smile.
Skills: Concentration +12 [+16 on horseback], Handle
From your position in the street, you can see the sun rising Animal +6, Intimidate +12, Knowledge (central Erenland)
behind the houses, its pale morning light smiling on your +5, Knowledge (Shadow) +11, Knowledge (Spirits) +11,
ragged, dirty features. The orcs across the river have with- Survival +9, Ride +10 (5 ranks).
drawn from their positions, seeking shelter from the warm-
Feats: Combat Casting, Improved Initiative, Mounted
ng rays. Everything seems so peaceful, compared to yester-
Combat, Track, Weapon Focus (longsword), Weapon
day. Still, memories of what happened still remain. Those
Proficiency (longsword).
that fell still litter the street. There is no sense of peace ema-
nating from them in the bleak light, only death and decay. Languages: Black Tongue, Colonial, Courtier*,
7
Signs in Shadow
Erenlander*, Trader s Tongue. Wounding (Ex): Any living creature damaged by a bat
swarm continues to bleed, losing 1 hit point per round.
Spells Prepared: (5/4+1/4+1/3+1; base DC 13 + spell
Multiple wounds do not result in cumulative bloeeding loss.
level; domains: seeker and war): 0 cure minor wounds x2,
The bleeding can be stopped by a DC 10 Heal check or the
detect magic, guidance, light; 1st bane, command, cure
application of a cure spell or some other healing magic.
light wounds, shield of faith, magic weapon*; 2nd bull s
strength*, cure moderate wounds, hold person, shatter, Drain Spell Energy (Su): Any living creature that has
sound burst; 3rd blindness/ deafness, magic vestment* , spell energy and is damaged by this swarm loses 1d4 points
water walk (on horse), wind wall. of spell energy.
* Indicates a domain spell; -------- Indicates a pre-cast Tactics: Halbion has pre-cast magic vestment on himself and
spell. and water walk on his mount, and will be a quite difficult
combatant if allowed to close to melee. As his horse travels at
Possessions: Mw blackened full plate, mw longsword,
a full run across the water, he will attempt to cast buff spells
black sarcosan light warhorse, dagger, military saddle, bit
on himself (Concentration DC 15 + spell level). The PCs
and bridle, black legate s robes, black cloak
have three rounds before he is upon them, and their best
Description: A tall, powerful, and grim sarcosan, option is to attempt to shoot the horse out from under him. If
Hablion grew up in Alvedara as the son of a traitor knight, Halbion fears they will succeed in doing so, he will cast wind
and has never known any other king than the dark lord wall between himself and the PCs, preferably somewhere just
Jazhir. All his young life, he has looked upon as a pillar of before the shoreline. The goal of the bats is to surround and
strength, and idolized him. When he was taken to Theros distract the PCs, particularly spellcasters, to prevent them
Obsidia for legate training, he chose the path of the soldier from doing so.
legate early on, and has followed it fervently ever since.
Hablion is a fierce, energetic and aggressive man. His time
in the Order has taught him to value patience, but he is still
Conclusion
a man of action.
The PC must now make their way back to the Forest of the
Light Sarcosan-Bred Warhorse: CR 2; HD 3d8+6; 30
Sahi without drawing the Shadow down upon their allies.
hp; Init +1; Spd 45 ft.; AC 15 ( 1 size, +2 Dex, +4 natural);
They are responsible for the death of a legate, and have been
Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full atk 2
spotted by an entire town s garrison, so the journey should
hooves +4 melee (1d4+3) and bite 1 melee (1d3+1); Space/
not be easy; they will be dodging goblin sniffers and legates
Reach 5 ft./5 ft.; AL N; SQ Tracker quirk; SV Fort +5 (+3
bent on revenge throughout their journey. Additionally, the
vs. sickening or nauseating effects), Ref +5, Will +2; Str 16,
PCs have little in the way of supplies or food. The most obvi-
Dex 15, Con 15, Int 2, Wis 13, Cha 6.
ous allies are the river gnomes, but can they be trusted? Or
Skills: +5 Jump, Listen +4, Spot +4, Survival +5. perhaps the PCs can find safety among the halflings rumored
to live within Wogren Moor, but how will they contact them?
Feats: Endurance, Run, Track.
Needless to say, the journey back should be exciting, and may
Bat Swarm (possessed by astirax): CR 4; HD 3d8; 13 constitute several separate adventures in their own right.
hp; Init +2; Spd 5 ft., fly 40 ft. (good); AC 16 (+4 size, +2
Dex); Base Atk +2; Grp ; Atk swarm (1d6); Space/Reach
10 ft./0 ft.; SA Distraction, drain spell energy, horrid visage,
wounding; SQ Blindsense 20 ft., half damage from slashing
and piercing, low-light vision, silver vulnerability, swarm
traits; SV Fort +3, Ref +5, Will +6; Str 3, Dex 15, Con 10,
Int 16, Wis 12, Cha 15.
Skills: Hide +16, Intimidate +8, Knowledge (arcana
+7), Knowledge (southern Erenland) +7, Knowledge
(Shadow) +9, Listen +7, Move Silently +8, Search +9,
Sense Motive +7, Spellcraft +7, Spot +7, Survival +7.
Feats: Iron Will, Track.
Astirax Traits: HD 3d8+6; 19 hp
Distraction (Ex): Any living creature that begins its
turn with a swarm in its space must succeed on a DC 11
Fort save or be nauseated for 1 round.
8 Signs in Shadow
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