TEXT: 5th Edition
  Compatible
  
   
  1 
  Noble Cause, Bloodied Hands 
   
  Credits 
  Written by: William Tucker 
  Additional Content by: Brian Berg and Rick Cox 
  Editing: Michael Ritter 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: Cover art by Ben Risbeck; Interior artwork by Jacob Blackmon, Erin Hayes, Rick Hershey and Maciej Zagorski.  
  Some other artwork by Publisher’s Choice Quality Stock Art ©Rick Hershey/Fat Goblin Games. 
   
  Legalese 
  Product Identity: All trademarks, registered trademarks, proper names (characters, artifacts, locations, etc.), dialogue, 
  plots, storylines, language, incidents, settings, characters, artwork and trade dress are product identity as defined in the 
  Open Game License version 1.0a, Section 1(e) and are not Open Content. 
   
  Open Content 
  Except material designated as Product Identity, the contents of Noble Cause, Bloodied Hands are Open Game Content 
  as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission.    
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on 
  the compatibility license. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product. 
   
  To learn more about the Open Game License, visit wizards.com/d20. 
   
  Published by Total Party Kill Games, LLC. 1st printing, May 24, 17.  Version 1.0. 
   
   
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  2 
   
   
  
   
  3 
  A Noble Cause, Bloodied Hands 
   
  Chapter One – Partners in 
  Shadow 
   
  Challenge Rating 
  Noble Cause, Bloodied Hands is a dangerous 
  scenario intended for 4th to 6th level Pathfinder 
  characters and features a variety of challenges. A 
  group of four to six players that includes a variety 
  of character classes will likely enjoy the most 
  success in this undertaking.  
   
  The names of the locations within this adventure 
  are simply monikers; the presiding GM can port 
  this scenario into his or her existing campaign with 
  little hassle. PCs crashing through the Fisket 
  Residence and the Undercroft of the Unlit could 
  cause a number of opponents from various 
  locations to stack against them in combat. There 
  are also numerous traps within the adventure that 
  can hamper the PCs’ efforts for success. 
   
  Lastly, each encounter is given the option to be 
  more challenging. We present several ways to amp 
  up the challenge rating in case your players are 
  higher level or more optimized than the standard 
  party. Use your best judgment. 
   
  GM’s Background 
  In the dark folk city of Salmare, the dark stalker 
  known as Vorlash was an anomaly among his own 
  people. While most stalkers preferred the way of 
  the intimately close blade, Vorlash made his kills 
  from afar with bow and arrow, a combat style he 
  learned from an enslaved surface elf named 
  Gelfenrain. While dark creepers were allowed 
  (albeit grudgingly) to fawn over their taller 
  brethren, Vorlash would backhand any of his 
  diminutive servants who dared paw at him in 
  adoration. Many of the other stalkers found 
  Vorlash’s 
  mannerisms 
  too 
  eccentric 
  and 
  unnerving. The dark folk leaders cast him out of 
  Salmare. Vorlash –with his slayer Tish– gathered 
  his small collective of creepers and slaves before 
  entering the underground wilderness, resentful at 
  being banished by his homeland. 
   
  Vorlash began to notice his path was leading him 
  steadily up to the surface world. He grilled 
  Gelfenrain on what to expect in this foreign land. 
  Once the elf had imparted the last of his 
  knowledge, Vorlash ordered his creepers to tear 
  the shocked slave apart for the cooking pot. The 
  month-long diet of fungus, bats, and lizards was 
  beyond monotonous; the demoralized dark folk 
  needed a highlight.  
   
  Two weeks (and four butchered slaves) later, 
  Vorlash and his entourage finally broke the 
  surface, encountering the ‘Cavern Sans Ceiling’ his 
  more worldly peers at Salmare told him about. He 
  was unimpressed by the tiny sparkles that dotted 
  the black canvas high overhead, but grew more 
  and more alarmed as the darkness at one edge of 
  the circular, mountainous horizon fled before a 
  slowly encroaching light. The dark folk and their 
  remaining slaves retreated back into the gloomed 
  safety of the cave they originally exited as the sable 
  sky turned blue. So mesmerized was Vorlash and 
  his band by the lightening sky that they almost 
  failed to notice two canid figures trudging towards 
  the cave entrance. 
   
  Jackalwere siblings Sanhler and Karhiss, brokers in 
  death and stolen goods, had dealt with the 
  secretive dark folk before, selling slaves and 
  surface 
  spices 
  to 
  the 
  merchants 
  of 
  the 
  subterranean society in exchange for rare poisons 
  and masterwork weaponry. The jackalweres were 
  always envious of the shadow-borne powers of 
  their 
  underground 
  trade 
  partners. 
  Vorlash, 
  familiar with the shape-changers via tales from his 
  kinsmen, stepped out to meet the duo. After some 
  initial un-pleasantries the two groups learned 
  about one another. Vorlash sought sanctuary on 
  the surface world. The jackalweres needed special 
  help for an assassination assignment that had 
  been dropped into their hands. An unholy 
  coalition formed for the task at hand… 
  
   
  4 
  Baron Bruce Dunhare of the Duchy of Malair had 
  recently married a lovely redheaded noblewoman 
  by the name Julip Vellaway. Duke Harris Dunhare, 
  Bruce’s older brother who ruled the neighboring 
  realm of Nelen, was to wed Vellaway initially, but 
  she had a change of heart when she met Bruce at 
  a tourney. The Duke seethed with rage for months, 
  believing he should have first pick in everything 
  due 
  to 
  birthright. 
  He 
  managed 
  to 
  feign 
  benevolence and acceptance at Bruce and Julip’s 
  wedding, but left the event with a fire that could 
  only be quenched with blood. Harris let two 
  months pass before he hired the jackalwere 
  siblings for a deed most dark. 
   
  Sanhler and Karhiss were daunted by the heavy 
  security of the Baron’s castle; there were simply 
  too many guards to fall victim to their sleep gazes 
  or blades. The addition of Vorlash and his minions 
  made all the difference to the malevolent mission. 
  Sentries, confused and panicked by enveloping 
  darkness, were stabbed or shot to death before 
  they could raise an alarm. Vellaway’s private 
  sanctum was breached. Julip was slain by three 
  arrows to the torso followed by a blade across the 
  throat. Wanting a memento for the occasion, 
  Vorlash pocketed the noblewoman’s jeweled 
  necklace. The corpses of her body and those of the 
  slain guards were discovered by Bruce an hour 
  later, the Baron just returning from a wyvern hunt.  
   
  The blood payment Vorlash and the jackalweres 
  received from the Duke was enough to solidify the 
  trio’s partnership. The three, along with their 
  minions, fled to Tibud, one of Nelen’s port cities. 
  After six months (and much bloodshed) the trinity 
  formed a thieves’ guild called ‘The Unlit’ within 
  one of the seaport’s many merchant quarters, 
  drawing the ire of the light-fingered organizations 
  already 
  operating 
  with 
  the 
  district. 
  The 
  noblewoman’s murder faded from the trio’s 
  memory, but Baron Dunhare was relentless in 
  finding his love’s killers. His best bounty hunter –
  one Terent Segnar– has picked up the cold trail. 
  Segnar is certain he has found his quarry, but this 
  job looks to be too big to be handled by just one 
  blade… 
   
  Weather 
  The adventure is meant to take place over just a 
  two-day 
  period 
  and 
  indoors 
  (including 
  underground), but in case the PCs take longer than 
  planned and find themselves wandering the 
  streets of Tibud, a four-day forecast has been 
  provided. 
   
  Day: 1 
  Weather Description: Inclement weather 
  Temperature: High 71°F (22°C)/ Low 54°F (12°C) 
  Wind Speed: 4 mph (6 kph) 
  Precipitation: 1 hour of rain 
   
  Day: 2 
  Weather Description: Storm 
  Temperature: High 68°F (20°C)/ Low 47°F (8°C) 
  Wind Speed: 10 mph (16 kph) 
  Precipitation: thunderstorms 5 hours of rain 
   
  Day: 3 
  Weather Description: Inclement weather 
  Temperature: High 78°F (26°C)/ Low 60°F (16°C) 
  Wind Speed: 7 mph (11 kph) 
  Precipitation: 2 hours of fog 
   
  Day: 4 
  Weather Description: Inclement weather 
  Temperature: High 75°F (24°C)/ Low 53°F (13°C) 
  Wind Speed: 8 mph (13 kph) 
  Precipitation: 3 hours of rain 
   
   
  Chapter 2 – The Meeting 
  Perhaps the best time to start this adventure is 
  when the PCs need to return to a population 
  center (Tibud) for supplies. Establish that all the 
  required goods can’t be bought at the same 
  location within the city, encouraging the party to 
  split up. If the PCs refuse to separate, simply 
  modify Segnar’s initial meeting with them, the 
  bounty hunter stating that the street is no place to 
  discuss ‘such grim business’ and that he will meet 
  them later at the prescribed location. 
   
  Sizing up the Help 
  Segnar spotted the PCs’ arrival to Tibud and has 
  been following them at a distance as well as 
  making some discreet inquiries. A fighting man at 
  heart, Segnar will approach the party’s melee (or 
  the most formidable-looking) character once the 
  said character is separated from his/her comrades. 
   
  
   
  5 
  A grim-faced man –wide at the shoulders and 
  standing a full hand above the six-foot mark– 
  walks across the city street towards you. He uses a 
  glaive like a walking stick but shows no sign of 
  infirmity as he strides across the cobblestones. His 
  grey cloak is stained with mud, yet the links in his 
  chain shirt look as polished as a moonlit sea. He 
  stops a yard away from you, his azure eyes 
  assessing you and your armaments. You would 
  guess him to be just south of thirty if it weren’t for 
  the shot of gray atop his brown mane. He stares at 
  you for only a few seconds, but you feel as if he just 
  read your life’s history in that short span.  He then 
  speaks to you.  
   
  “A warrior who has shaken off most of the dust of 
  the farm. Good. I have no patience for greenhorns. 
  I am Terent Segnar, a bounty hunter by trade. You 
  and your companions look to be the types who get 
  things done. If your band is looking to make some 
  gold, I have a task for you. It will be for a noble 
  cause… if such a thing concerns you.” 
   
  Segnar gauges the PC’s reaction. If the character is 
  wary or responds negatively, the bounty hunter 
  will remark that his gold would weigh the same in 
  anyone else’s hands if it is seen as such a burden. 
  If the PC is receptive to Segnar, the bounty hunter 
  will shake the fighter’s hand, but will not delve 
  into the exact nature of the mission as of yet. No 
  matter the PC’s answer, Segnar will say or 
  paraphrase the following: 
   
  “The nature of the mission is a delicate matter and 
  not one to talk about on the streets. Gather your 
  friends and meet me at the Broken Barnacle Inn 
  and Tavern at around dusk. The tavern is just off 
  the docks between the Lumber Merchants’ District 
  and Warehouse Lane. The pub is easy to find with 
  all the netting covering its roof. At the very least 
  you will get a free dinner and a proper tale of woe.” 
   
  Segnar then leaves with a nod. If the PC follows 
  the bounty hunter, Segnar will compliment any 
  pursuit but will state their meeting has adjourned 
  for now. Any further pursuit will cause Segnar to 
  seek other sellswords for his mission. If the 
  encounter somehow turns violent, Segnar will 
  defend himself. He will call for aid if outnumbered, 
  causing a city sergeant-at-arms and six guards to 
  arrive in 1d4+2 rounds. Use the stats of Sergeant 
  Krill and his soldiers found in ‘The Assault’ later in 
  this chapter to represent Segnar’s rescuers in case 
  this encounter turns sour.  
   
  PCs can learn more of Terent Segnar if they have 
  ranks in Knowledge (local). When a character 
  makes a successful skill check, the following 
  information is revealed, including the results from 
  the lower DCs. 
   
  Knowledge (Local) 
   
  DC      Result 
  10 
  Terent Segnar is a bounty hunter from the 
  Duchy of Malair. Most of his targets are 
  taken in dead because he charges his 
  employers exorbitant fees for live 
  captures.  
  15 
  Segnar has been working for nobles as of 
  late. Lords and ladies find him most 
  uncouth, but he does get the job done. 
  20 
  Rumor has it that Segnar was in a thieves’ 
  guild during his youth, but made a tidy 
  sum by ratting out his guild-mates to the 
  authorities. It appears he honors the coin 
  more than his own comrades. 
  25 
  Segnar is currently working for Baron 
  Bruce Dunhare, the ruler of Malair. The 
  Baron’s wife Julip was murdered months 
  ago. If Segnar is snooping around Tibud, 
  that means the murderer or murderers 
  passed through here at the very least. 
   
  Terent Segnar’s stats have been provided here for 
  the GM in case the need arises. The bounty hunter 
  is not meant to be an adversary for the party, but 
  can be depending upon the PCs’ actions (and the 
  GM’s whims). Segnar did not build his reputation 
  on rash decisions and thus should not be 
  presented as making such. He could be a quest-
  giver for future adventures or conversely be after 
  the PCs’ heads if the price is right.  
   
  Bounty Hunter Terent Segnar 
   
               CR 10 
  XP  9,600 
   
   
   
  Human rogue 4/fighter 7 
  N Medium humanoid 
  Init +2; Senses Perception +8 
   
  Defense 
  AC 18, touch 13, flat-footed 16 
  hp 97 (4d8+7d10+37) 
  Fort +8, Ref +8, Will +4; +2 vs. fear 
  Defensive Abilities bravery +2 
  
   
  6 
  Offense 
  Speed 30 ft. 
  Melee +1 glaive +17/+12 (1d10 +10/19-20/x3) 
  Ranged +1 light crossbow +15/+10 (1d8+1/19-20/x2) 
  Special Attacks sneak attack +2d6 
   
  Tactics 
  Before Combat If afforded the time, Segnar will study the 
  opposition for strengths and weaknesses. He will pick 
  favorable terrain/shadows to set up an ambush. If his 
  adversaries number seven or more, Segnar will withdraw 
  from any potential conflict if able. 
   
  During Combat At 50 ft. or further, Segnar will employ his 
  crossbow, targeting spell casters first and enemy archers 
  second. As he closes in, Segnar will use his 
  thunderstones and smokestick for the 
  maximum effect. He has no qualms facing 
  off against any groups’ front rank fighters, 
  but will use the reach of his glaive to 
  harass anyone casting spells his way 
  (Disruptive feat). Segnar will avoid 
  being flanked when he can, and 
  will show no mercy to anyone who 
  drew first blood.  
   
  Morale When brought down to 
  25 hit points or less, Segnar will 
  try to retreat. If given no 
  avenue of escape, he’ll fight 
  to the death as opposed to 
  surrendering like a coward. A 
  successful retreat will mean ill 
  tidings for his enemies, for 
  the bounty hunter will come 
  back with hired swords 
  (1d4+6 fighters of 3rd to 4th 
  level backed by a 6th level 
  cleric) within a week of the 
  initial encounter. Segnar will use his 
  allies intelligently, ambushing 
  enemies at their weakest (asleep, 
  coming back out of a dungeon, etc.). 
   
  Statistics 
  Str 18, Dex 14, Con 14, Int 11, Wis 
  12, Cha 10 
  Base Atk +10; CMB 14; CMD 26 
  Feats Cleave, Disruptive, Great Cleave, 
  Improved Critical: Glaive, Nimble Moves, 
  Power Attack, Step Up, Toughness, Weapon 
  Focus (crossbow, glaive), Weapon Specialization (glaive) 
  Skills Acrobatics +7, Appraise +4, Bluff +4, Climb +11, 
  Disable Device +8, Disguise +4, Escape Artist +7, Handle 
  Animal +10, Intimidate +10, Knowledge (dungeoneering) 
  +7, Knowledge (engineering) +5, Knowledge (local) +6, 
  Perception +8 (+10 to find traps), Sense Motive +8, 
  Stealth +8, Survival +9, Swim +8, Use Magic Device +4 
  Languages Common 
   
  Other Gear +1 chain shirt, +1 glaive, +1 cutlass, +1 light 
  crossbow with 20 masterwork bolts, cloak of resistance 
  +1, ring of protection +1, traveler’s outfit (worn), handy 
  haversack, two potions of cure moderate wounds, 
  everburning torch, sunrod, bullseye lantern, flint and 
  steel, three flasks of oil, two thunderstones, two 
  antitoxins, smokestick, whetstone, two pouches of 
  caltrops, 50’ silk rope, grappling hook, masterwork 
  thieves’ tools, trail rations (5 days), waterskin (full), 2 rich 
  purple corundums (1,000 gp each), 4 golden yellow topaz 
  (500 gp each), 11 pp, 100 gp, 70 sp, and the party’s 
  reward/potions. 
   
  Special Abilities 
  Bleeding Attack (Ex) Segnar can cause living 
  opponents to bleed by hitting them with a sneak 
  attack. This attack causes the target to take 2 
  additional points of damage each round. Bleeding 
  creatures take that amount of damage every round 
  at the start of each of their turns. The bleeding can 
  be stopped by a DC 15 Heal check or the 
  application of any effect that heals hit point 
  damage. Bleeding damage from this ability does 
  not stack with itself. Bleeding damage bypasses 
  any damage reduction the creature might possess. 
   
  Disruptive The DC to cast spells defensively increases 
  by +4 for all enemies that are with Segnar’s threatened 
  area. This increase to casting spells defensively only 
  applies if Segnar is aware of the enemy’s location and is 
  capable of taking an attack of opportunity. If Segnar has 
  already used his attack of opportunity, this increase 
  does not apply. 
   
  Evasion (Ex) If Segnar succeeds at a Reflex save for 
  half damage, he takes none instead. If rendered 
  helpless, Segnar does not gain the benefit of 
  evasion. 
   
  Great Cleave If Segnar hits a foe, he can attack an 
  adjacent target at the same attack bonus, 
  provided the new target is within the reach of 
  his 
  weapon. If Segnar hits, he can continue to make 
  
   
  7 
  attacks against foes adjacent to the previous foe, so long 
  as they are within his reach. Segnar cannot attack an 
  individual foe more than once during an attack action. 
  When using this feat, Segnar takes a -2 to AC until his next 
  turn. 
   
  Nimble Moves (Ex) Ignores 5 feet of difficult terrain when 
  he moves. 
   
  Power Attack  -3/+6 (+9 damage with glaive) Segnar can 
  subtract from his attack roll to add to his damage. 
   
  Step Up Whenever an adjacent foe attempts to take a 5’ 
  step away from Segnar, he may also make a 5’ step as an 
  immediate action so long as he ends up adjacent to the 
  foe that triggered this ability. If Segnar takes this step, he 
  cannot take a 5’ step during his next turn. If Segnar takes 
  an action to move during his next turn, he subtracts 5’ 
  from his total movement. 
   
  Trapfinding +2 +2 to find or disable traps. Segnar can use 
  Disable Device checks to disarm magic traps. 
   
  Trap Sense (Ex) Segnar gets a +1 bonus on Reflex saves 
  made to avoid traps and a +1 dodge bonus to AC against 
  attacks made by traps. 
   
  Uncanny Dodge (Ex) Segnar cannot be caught flat-footed, 
  nor does he lose his Dex bonus to AC if the attacker is 
  invisible. He still loses his Dexterity bonus to AC if 
  immobilized. Segnar can still lose his Dex bonus to AC if an 
  opponent successfully uses the feint action (CRB Chapter 
  8) against him. 
   
  Weapon Training 1 (Ex) Whenever Segnar uses a polearm-
  classed weapon, he gains a +1 bonus on attack and 
  damage rolls.  
   
  BOUNTY HUNTER TERENT SEGNAR               CR 8 
  Medium humanoid (human), neutral  
   
  Armor Class 17 (+1 Chain Shirt) 
  Hit Points 98 (11 HD; 4d8+7d10+33) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 18 (+4) 16 (+3) 11 (+1) 12 (+1) 11 (+0) 
  Saving Throws Dex +9, Int +5 
  Skills Athletics +8, Deception +4, Intimidation +8, 
  Investigation +4, Perception +5, Stealth +12 
  Senses passive Perception 15 
  Languages Common, Thieves' Cant 
  Challenge 8 (3,900 XP) 
   
  SPECIAL ABILITIES 
  Action Surge. (1/short rest) Segnar gains an extra action 
  on his turn.  
  Cunning Action. Segnar can use bonus action to Dash, 
  Disengage, or Hide on his turn.  
  Extra Attack. Segnar can make extra attacks when he 
  takes the Attack action.  
  Greater Weapon Fighting. Segnar rerolls 1s and 2s on 
  damage rolls with two handed weapons.  
  Second Wind. Segnar can regain 1d10+7 hp as a bonus 
  action once per short rest. 
  Sneak Attack. Segnar’s finesse or ranged weapons deal 
  an extra 2d6 damage when he has advantage or an 
  adjacent ally.  
  Thieves' Cant Segnar can secretly pass messages in 
  conversation, read thieves' signs and symbols.  
   
  ACTIONS 
  +2 Glaive. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. 
  Hit: 11 (1d10+6) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +8 to hit, 
  range 80 ft./320 ft., one target.  
  Hit: 8 (1d8+4) piercing damage.  
   
  TACTICS 
  Before Combat. If afforded the time, Segnar will study 
  the opposition for strengths and weaknesses. He will 
  pick favorable terrain/shadows to set up an ambush, 
  using his sneak attack whenever possible. If his 
  adversaries number seven or more, Segnar will 
  withdraw from any potential conflict if able. 
   
  During Combat. At 50 ft. or further, Segnar will employ 
  his crossbow, targeting spell casters first and enemy 
  archers second.  He has no qualms facing off against 
  any groups’ front rank fighters, but will use the reach 
  of his glaive to harass anyone casting spells his way. 
  Segnar will avoid being flanked when he can, and will 
  show no mercy to anyone who drew first blood.  
  
   
  8 
  Morale. When brought down to 25 hit points or less, 
  Segnar will try to retreat. If given no avenue of escape, 
  he’ll fight to the death as opposed to surrendering like 
  a coward. A successful retreat will mean ill tidings for 
  his enemies, for the bounty hunter will come back with 
  hired swords (1d4+6 fighters of 3rd to 4th level backed 
  by a 6th level cleric) within a week of the initial 
  encounter. Segnar will use his allies intelligently, 
  ambushing enemies at their weakest (asleep, coming 
  back out of a dungeon, etc.). 
   
  EQUIPMENT 
  +1 Chain Shirt, +2 Glaive, +1 cutlass, light crossbow, 40 
  bolts, traveler's outfit (worn), Potion of Greater Healing 
  (2), bullseye lantern, flint and steel, three flasks of oil, 
  two antitoxins, 50' silk rope, grappling hook, thieves' 
  tools, rations (5 days), waterskin (full), 4 golden topaz 
  (500 gp each) 11 pp, 100 gp, 70 sp. 
   
  The Assault, EL 6 
   
  Setting A city street with merchant stalls on the 
  sides. 
   
  The narrow street you’ve been following to the 
  Broken Barnacle Inn and Tavern widens enough to 
  accommodate a number of merchant stalls, 
  turning the alleyway into a mini-bazaar. A number 
  of colorful banners –mostly reds and greens- flap 
  overhead due to winds borne from the nearby sea. 
  Almost all of the traders appear to have packed up 
  as afternoon approached, the graying crates that 
  served as displays for the dealers’ wares clear of 
  merchandise. One robed man with wiry black hair 
  and a sparse, pointy beard is currently plucking 
  some small bundles off his display counter. He 
  spots you, then smiles as he motions you over with 
  his free hand. 
   
  PCs who pass a DC 25 Perception check (DC 15 if 
  paying attention to the rooftops) will notice 
  workers adjusting/bringing down banners. The 
  buildings flanking the street are 20’ high and made 
  of brick (DC 25 Climb).  
   
  The Unlit, the nefarious thieves’ guild Segnar 
  wants to take down, chanced upon the bounty 
  hunter talking with the PC(s) earlier. The guild 
  members know Segnar has taken an unhealthy 
  interest in their activities, so have formed two 
  
   
  9 
  groups to take out the bounty hunter and his 
  possible allies. (Read The Proposal on the fate of 
  the team that assailed Segnar.) The assault team 
  targeting the PCs knew that the party would likely 
  wander down this street on its way to the Broken 
  Barnacle Inn andTavern, so the thugs set up an 
  ambush after intimidating the mini-bazaar’s 
  merchants and patrons out of the alley. Thugs #1, 
  #4, and #6 are crouching (Stealth +7) behind the 
  crates and tables lining the alleyway (see The 
  Assault map). Thugs #2 and #5 are on the rooftops 
  fidgeting with the banners stretched over the 
  street. The final thug (#3) is posing as the robed 
  merchant facing the PCs. The small bundles are 
  sacks full of dirty rags save the one nearest #3’s 
  hand (tanglefoot). A DC 20 Sense Motive check can 
  be rolled if the PCs have a hunch that something 
  is up. 
   
  The overhead banner manned by thugs #2 and #3 
  is actually an altered, oversized net (30’x10’; see 
  map for area effect/dropzone). The raised pair will 
  cut the banner-net once two or more PCs are 
  within the dropzone; the thugs will never willingly 
  release the net if one or more of their cohorts are 
  within the area of effect. A ranged touch attack (-1) 
  is rolled against each PC within the dropzone to 
  see if he or she is entangled. An entangled PC takes 
  a -2 penalty on attack rolls, a -4 penalty on Dex, can 
  move at only half speed, and cannot charge or run. 
  If an entangled PC attempts to cast a spell, he or 
  she must make a concentration check with a DC of 
  15 + the spell’s level or be unable to cast the spell. 
  An entangled PC can escape with a DC 20 Escape 
  Artist check (a full-round action). Each 5’ section of 
  the banner-net has 5 hit points and can be burst 
  with a DC 25 Strength check (also a full-round 
  action). Each square of released net counts as 
  difficult terrain, while each square holding an 
  entangled character counts as an obstacle and 
  requires the traversing PC to roll a DC 15 
  Acrobatics check to maneuver over. If the PCs 
  remain outside the dropzone of the net, the two 
  thugs may opt to move the banner to a more 
  optimized position for deployment. The banner 
  handlers, while working in tandem, can only move 
  the stratagem 10’ per round (full-round action).  
   
  Captured thugs will have very little information to 
  offer the PCs; these dregs are recent recruits and 
  only following the orders of a russet-haired, broad-
  shouldered fighter by the name of Sanhler 
  (Chapter 4 - Unlit Undercroft – Area 5). The thugs 
  only know of the way to the thieves’ guild via the 
  Fisket Residence (Chapter 3) and have only been on 
  the front porch. The assault here was to prove the 
  thugs’ worth to the guild. Any type of coercion 
  (besides magical) used on the thugs to be a part of 
  an infiltration plan against the Unlit will cause 
  these dregs to call out to the watch (see below) to 
  be promptly arrested. The thugs know how 
  corrupt most of Tibud’s constables are. The dregs 
  will elect to spend a few nights in a jail rather than 
  remain in the PCs’ hands. Past experience has 
  shown the thugs that their guild leaders will bribe 
  the authorities for their release. In the unlikely 
  event that the thugs are victorious, they will kill all 
  but one of the PCs, hauling the survivor in 
  manacles to the Fisket Residence where he or she 
  will eventually be interrogated and left to rot in the 
  guild’s small detention center (Chapter 4 – Area 
  U11). 
   
  GM Note – Off Track? 
  The PCs may opt to travel a route that presents no 
  possibility of running this alleyway encounter. The 
  party may decide to walk along the docks to get to 
  the Broken Barnacle Inn and Tavern. You can elect 
  to have the thugs use a runaway cart (DC 15 Reflex, 
  3d6 damage on a fail) to push some PCs off the 
  harbor piers before finishing off the rest. Another 
  option is to use this encounter along the way to 
  the Fisket Residence. Allow the thugs to adapt to 
  your needs. 
   
   
  Alleyway Thug (6)  
   
           
                 CR 1 
  XP 400 
  Human fighter 1/rogue 1 
  NE Medium humanoid 
  Init +2; Senses Perception +5 
   
  Defense 
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 
  hp 20 (1d10+1d8+6) 
  Fort +3, Ref +4, Will +0 
   
  Offense 
  Speed 30 ft. 
  Melee heavy flail +4 (1d10+3/19-20/x2) 
  Ranged throwing axe +3 (1d6+3/x2) 
  Special Attacks sneak attack +1d6 
   
   
   
  
   
  10 
  Tactics 
  Before Combat The thug posing as a merchant (#3) will try 
  to entice the party into the banner’s dropzone (“New 
  pouches for your belts?”). Thugs #2 and #5 will try to be 
  inconspicuous, acting as bazaar workers engrossed in 
  their jobs. #1 and #4 will attempt to pad silently behind 
  anyone not within the banner’s dropzone for a sneak 
  attack while thug #6 will remain hidden. 
   
  During Combat Thugs #2 and #5 deploy the net. The 
  merchant-thug (#3) tosses out the tanglefoot bag at 
  anyone not initially caught by the banner. He will then 
  bash captured PCs with his flail. Thug #6 will run up and 
  whack anyone caught within the net, finishing off a target 
  before proceeding to the next. #1 and #4 will engage the 
  back ranks of the party. Thugs #2 and #5, upon release of 
  the banner, will work in concert with their ground-level 
  brethren. The pair will seek to incapacitate/immobilize 
  any stragglers, focusing on identifiable spellcasters above 
  anyone else. Once out of tanglefoot bags, vials of acid, 
  and axes, the elevated duo will each throw down a tied-
  off coil of hemp rope (see map) and use it to climb down 
  to the street (full-round action) to help finish off the party 
  if the battle appears to favor the ambushers. Note that 
  none of the thugs will toss their vials of acid at PCs 
  trapped within the banner-net for fear of weakening the 
  ropes. 
   
  Morale When four of the thugs have been taken out/slain, 
  the remaining two will attempt to flee, running in the 
  opposite direction (east) of guild’s one entrance they 
  know about so as not to jeopardize their hideout’s 
  location. If chased, the thugs will try to use their 
  knowledge of the street to shake off pursuit, even 
  jumping into the harbor (230 ft. south of the ambush site) 
  if they have to. 
   
  Statistics 
  Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12 
  Base Atk +1; CMB +4; CMD 16 
  Feats Combat Reflexes, Skill Focus (Intimidate), Toughness 
  Skills Climb +8, Intimidate +9, Knowledge (local) +4, 
  Perception +5 (+6 to find traps), Stealth +7 
  Languages Common 
  SQ trapfinding +1 
  Other Gear studded leather (under workmen’s clothes), 
  heavy flail, 3 throwing axes, tanglefoot bag, flask of acid, 
  masterwork manacles (thug #2), thieves’ tools (thug #4), 
  crowbar (thugs #3 and #6), 50’ hemp rope (thugs #2 and 
  #5), pair of brass earrings with matching pendant (total 
  value 70 gp, thug #5), 50 cp 
   
  Special Abilities 
  Combat Reflexes The thug may make a number of 
  additional attacks of opportunity per round equal to his or 
  her Dexterity bonus (+2). With this feat, the thug may also 
  make attacks of opportunity while flat-footed. 
   
  b SCALING THE DIFFICULTY  
  CR 7 – Add thugs #7 and #8. #7 will be crouching 
  with her buddy #4 and will thus participate in 
  backstabbing the PCs. Thug #8 will be hiding with 
  #6 to strengthen the frontline assault. 
   
  CR 8 – Add two more thugs (#9 and #10) to the 
  rooftops. Thug #9 will be hiding next to comrade 
  #2 while thug #10 will be lying in wait next to #5. 
  These new additions will be armed with shortbows 
  (with 20 arrows each) on top of the standard thug 
  gear.   
   
  
   
  11 
  ALLEYWAY THUGS (8) 
   
                           CR 1/2 
  Medium humanoid (human), neutral evil 
   
  Armor Class 14 (studded leather) 
  Hit Points 32 (5d8 +10) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 15 (+2) 14 (+2) 8 (-1) 
  10 (+0)  11 (+1) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +7, Intimidation +3, Stealth +6 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  SPECIAL ABILITIES 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  ACTIONS 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
  b SCALING THE DIFFICULTY   
  EL 7: Increase the number of thugs to 12. 
   
   
  Response to the Bloodshed 
  Just as the PCs have dealt with the ambushers, a 
  patrol of a half-a-dozen guards led by Sergeant 
  Krilla will arrive on the scene.  
   
  Read or paraphrase the following: 
   
  Over a half-dozen soldiers wearing scarlet-and-
  gold surcoats of the city guard marched into the 
  bazaar from the east. One – a somewhat 
  handsome woman of middling height and short, 
  black hair – scans the scene with her green eyes 
  before gazing upon you. All the guards are armed 
  with halberds and heavy crossbows while the 
  woman’s left hand rests on a net hanging off her 
  belt. 
   
  “I am Sergeant Krilla of the city guard of Tibud!” 
  she calls out. “What transpired here?” 
   
  Krilla, one of the few honest officers in Tibud, will 
  recognize the thugs as the troublemakers, having 
  arrested a majority of them for minor offenses in 
  the past. She will access the scene and ask the PCs 
  what went down here. As long as the party 
  responds in a respectful matter and presents a 
  good story, Krilla will allow the PCs to leave. She 
  will be silently envious of and thankful for the PCs 
  cutting down some of the local ruffians. If the 
  party somehow mentions going to work for Terent 
  Segnar to Krilla, she may overlook the PCs taking 
  valuables off the downed thugs. The sergeant 
  knows why the bounty hunter is in town and is 
  silently supportive of his mission. PCs who are 
  uncooperative and/or abusive to Krilla and her 
  comrades will be taken into custody, stripped of 
  their gear, and held inside separate jail cells for a 
  period of 2d4 days, passing the deadline in helping 
  Segnar unless fines for disturbing the peace are 
  paid (50-100 gp each, GM’s option). PCs who resist 
  arrest/attack the guards will find their remaining 
  time in Tibud hazardous, with quadruple-sized 
  patrols with a 50% chance of encountering them 
  every hour with orders to kill on sight. Violence 
  against the city’s law enforcement will – ironically 
  – unite both the good and bad constables, the 
  former because a comrade’s blood was spilled, the 
  latter because of being on the Unlit’s (and other 
  guilds’) payroll.  
   
   
  City Patrol 
   
  Guard (6) 
   
   
   
                 CR 1 
  XP 400 
  Human warrior 3 
  N Medium humanoid 
  Init +0; Senses Perception +6 
   
  Defense 
  AC 17, touch 10, flat-footed 17 (+7 armor) 
  hp 22 (3d10+6) 
  Fort +5, Ref +1, Will +1 
   
  Offense 
  Speed 20 ft. 
  Melee halberd +5 (1d10+3/3x) 
  Ranged heavy crossbow +3 (1d10/19-20) 
  
   
  12 
  Tactics 
  Before Combat While approaching a foreign/well-armed 
  group, three of the guards will march steadily forward 
  with their halberds ready for trouble. The remaining 
  guardsmen will stay to the rear of the patrol, loading their 
  crossbows and keeping their eyes on spellcasters/roguish-
  looking individuals in the party. 
   
  During Combat If Krilla gives the order, or she/they are 
  attacked, the front-line guards will engage the closest PCs 
  while the crossbowmen will pick-off/target unengaged 
  opponents. One to two halberd-wielding guards will 
  always assist their sergeant. 
   
  Morale When half of their numbers have been slain (Krilla 
  counts as two), the rest of the patrol will retreat. One will 
  pull out a whistle and use it to signal the other patrols 
  within a quarter-mile (full-round action to retrieve and 
  use whistle). Any members of the patrol who do escape 
  will merge with another group of city sentinels, giving all 
  the details they can about the PCs. 
   
  Statistics 
  Str 14, Dex 10, Con 14, Int 9, Wis 10, Cha 8 
  Base Atk +3; CMB +5 (+7 sunder); CMD 15 (17 vs, sunder) 
  Feats Alertness, Improved Sunder, Power Attack 
  Skills Intimidate +3, Perception +6, Sense Motive +5 
  Languages Common 
  Other Gear potion of cure light wounds (2), banded mail, 
  heavy crossbow with 10 bolts, halberd, 10 gp, 50 cp, 
  signal whistle. 
   
  Special Abilities 
  Improved Sunder +2 bonus on sunder attempts, no attack 
  of opportunity. 
  Power Attack  -1/+2 (+5 damage with halberd) Guards can 
  subtract from their attack roll to add to their damage. 
   
   
  GUARD  
                  
   
                CR 1 
  Medium humanoid (human), lawful neutral 
   
  Armor Class 19 (splint mail, shield) 
  Hit Points 37 (5d10+10) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 13 (+1) 15 (+2) 11 (+1) 12 (+1) 11 (+0) 
  Saving Throws Str +6, Con +5 
  Skills Athletics +6, Insight +4, Intimidation +3, 
  Perception +4 
  Senses passive Perception 12 
  Languages Common 
  Challenge 1 (200 XP) 
   
  SPECIAL ABILITIES 
  Action Surge. The city guardsman can take one 
  additional action on top of his regular action and a 
  possible bonus action once per short rest. 
  Improved Critical. The city guardsman’s attacks score a 
  critical hit on a roll of 19-20. 
  Second Wind. The city guardsman can regain 1d10+5 
  hp as a bonus action once per short rest. 
  Sharpshooter. Attacking at long range doesn't impose 
  disadvantage on the city guard’s ranged weapon attack 
  rolls.  His ranged weapon attacks ignore half cover and 
  three-quarters cover.  Before he makes an attack with 
  a ranged weapon that he is proficient with, he can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, he adds +10 to the attack’s damage. 
   
  ACTIONS 
  Multiattack. The elite city guard makes two attacks per 
  round. 
  Heavy Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 100 ft./400  ft., one target.  Hit: 6 (1d10+1) 
  piercing damage. 
  Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target.  Hit: 8 (1d10+3) slashing damage. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target.  Hit: 7 (1d8+3) slashing damage or 8 
  (1d10+3) slashing damage if used with two hands to 
  make a melee attack. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one creature.  Hit: 4 bludgeoning damage. 
   
  Other Gear. Potion of Healing  (2), banded mail, heavy 
  crossbow with 10 bolts, halberd, 10 gp, 50 cp, signal 
  whistle. 
   
  Sergeant Krilla 
   
   
   
  CR 3 
   
  XP 800 
  Human fighter 4 
  N Medium humanoid 
  Init +1; Senses Perception +3 
   
  Defense 
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) 
  hp 35 (4d10+12) 
  Fort +6, Ref +2, Will +1 
  Defensive Abilities bravery +1 
   
  
   
  13 
  Offense 
  Speed 20 ft. 
  Melee mwk halberd +9 (1d10+5/x3) 
  Ranged net +5 ranged touch (entangle) 
   
  Tactics 
  Before Combat Krilla will try feel out who is the leader of 
  the party. She will also try to keep the PCs’ attention on 
  herself so her rear guards can load their crossbows. 
   
  During Combat Once hostilities start, Krilla will target the 
  party’s leader or top (perceived) melee fighter, depending 
  on who is closer. She will throw out her net first before 
  using her halberd. PCs who are entangled by her net or 
  tripped by her halberd will be targeted by Krilla’s nearby 
  comrades. The sergeant will keep one PC alive for 
  interrogation… then the gallows. 
   
  Morale When half of her patrol has been slain, Krilla will 
  order the remaining soldiers to retreat. She will join them 
  once brought down to 15 hit points or less. If retreat is 
  not an option, she would rather go down fighting than 
  surrender. 
   
  Statistics 
  Str 16, Dex 12, Con 14, Int 10, Wis 11, Cha 12 
  Base Atk +4; CMB +7 (+9 trip); CMD 18 (20 vs. trip) 
  Feats Alertness, Exotic Weapon Proficiency (net), 
  Improved Trip, Skill Focus (Intimidate), Weapon Focus 
  (halberd), Weapon Specialization (halberd) 
  Skills Intimidate +11, Perception +3, Ride +2, Sense 
  Motive +2 
  Languages Common 
  Other Gear potion of cure light wounds (2), full plate, two 
  nets, masterwork halberd, 10 pp, 50 gp, signal whistle. 
   
  Special Abilities 
  Improved Trip +2 bonus on trip attempts, no attacks of 
  opportunity. 
   
  SERGEANT KRILLA 
   
   
                CR 3 
  Medium humanoid (human), neutral 
   
  Armor Class 18 (plate) 
  Hit Points 58 (6d10+18) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 13 (+1) 17 (+3) 11 (+0) 11 (+1) 13(+1) 
  Saving Throws Str +7, Con +6 
  Skills Athletics +7, Perception +3 
  Senses passive Perception 13 
  Languages Common 
  Challenge 3 (700 XP) 
   
  SPECIAL ABILITIES 
  Action Surge. Krilla can take one additional action on 
  top of her regular action and a possible bonus action 
  once per short rest. 
  Extra Attack. Krilla can make extra attacks when he 
  takes the Attack action. 
  Greater Weapon Fighting. Krilla rerolls 1s and 2s on 
  damage rolls with two handed weapons.  
  Second Wind. Krilla can regain 1d10+6 hp as a bonus 
  action once per short rest. 
  ACTIONS 
  Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target.  Hit: 9 (1d10+4) slashing damage. 
  Net. Ranged Weapon Attack: +7 to hit, range 5 ft./15 
  ft., one target.  Hit: The target is restrained. A creature 
  can use its action to make a DC 10 Strength check to 
  free itself or another creature in a net, ending the 
  effect on a success. Dealing 5 slashing damage to the 
  net (AC 10) frees the target without harming it and 
  destroys the net. 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature.  Hit: 5 bludgeoning damage. 
   
  Other Gear: potion of healing (2), full plate, two nets, 
  halberd, 10 pp, 50 gp, signal whistle.  
   
   
  
   
  14 
  The Proposal 
  When the party reaches the Broken Barnacle Inn 
  and Tavern, read or paraphrase the following: 
   
  Walking up the docks, you spot a wide, two-story 
  building made from wood bleached by the 
  proximity of the sea and the endless beating of the 
  overhead sun. Draped plentifully across the top 
  story of the structure is a multi-colored collection 
  of fishing nets with some marine life trapped 
  within the mesh. Closer inspection reveals that the 
  fish, eels, and other sea-life are pieces of finely 
  carved wood, albeit with fading paint. Hanging off 
  the porch roof is a large wooden sign depicting an 
  out-to-sea galleon within the tentacled clutches of 
  a kraken. On the side of the ship are the words ‘The 
  Broken Barnacle Inn and Tavern.’ A set of double 
  doors set at the back of the small porch lead inside. 
   
  PCs who pass a DC 15 Perception check will notice 
  small droplets of blood leading inside. If they wait 
  on the porch for longer than a minute, one of the 
  tavern’s potboys will come out with a bucket and 
  scrub brush and start cleaning away the stains. 
  However, if the front door is opened, the tavern 
  owner Frajka Roelles will spot the PCs and usher 
  them in: 
   
  ”There you are!” proclaims a large, bald black man 
  of middle years standing just inside the tavern. A 
  worried look greets you on a face clearly not 
  accustomed to negativity. “He said you would be 
  here soon. Segnar is in one of the back booths 
  tending his wounds.” 
   
  Tavern owner Frajka Roelles, despite his 6’5” 
  muscular frame, is quite the pacifist. None of the 
  local thugs or traveling sailors give him grief due 
  to the well-known fact that his half-sister Telja is a 
  captain of Tibud’s guard. He has been Broken 
  Barnacle’s proprietor for twenty-three years, 
  owning the establishment since the age of twenty. 
  Frajka has known Segnar for only a few short 
  weeks, but the two became fast friends. When an 
  occasion bit of juicy gossip hits Frajka’s ears, he is 
  sure to pass word to Telja on the morrow.  
   
   
   
   
   
  Tavern Owner Frajka Roelles                
                 CR 2 
  XP 600 
  Human Expert 3 
  N Medium humanoid 
  Init +0; Senses Perception +6 
   
  Defense 
  AC 10, touch 10, flat-footed 10 
  hp 20 (3d8+6) 
  Fort +2, Ref +1, Will +4 
   
  Offense 
  Speed 30 ft. 
  Melee masterwork heavy mace +3 (1d8+2/x2) 
   
  Statistics 
  Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha 10 
  Base Atk +2; CMB +4; CMD 14 
  Feats Toughness, Skill Focus (Profession [innkeeper]) 
  Skills Appraise +6, Bluff +5, Climb +6, Diplomacy +6, 
  Knowledge (local) +4, Perception +6, Profession 
  (innkeeper) +7, Sense Motive +7 
  Languages Common 
  Gear mwk mace 
   
  Tavern Owner Frajka Roelles  
   
           CR  1/2 
  Medium humanoid (human), neutral  
   
  Armor Class 10  
  Hit Points 19 (3d8 + 3) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 10 (+0) 12 (+1) 10 (+0) 13 (+1)  10 (+0) 
  Saving Throws Cha +2, Wis +3 
  Skills Deception +2, History +2, Insight +3, Perception 
  +3, Persuasion +2 
  Senses passive Perception 11 
  Languages Common 
  Challenge  ½ (100 XP) 
   
  ACTIONS 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target.  Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Other Gear. Dice set, playing card set, mace.  
   
   
   
  
   
  15 
  When the PCs enter the tavern, read or 
  paraphrase the following: 
   
  The interior of the tavern is filled wall-to-wall with 
  ill-fitted tables and chairs. The bar on the east wall 
  clearly has such a tilt that horseshoes have been 
  nailed to the countertop to prevent tankards from 
  spilling onto the planked floor. The rusted 
  chandeliers dotting the ceiling resemble octopi 
  grasping candles. The tavern is sparse on patrons, 
  but a line of potboys and serving wenches has 
  formed across the main room, its members 
  kneeling along the floor to wipe the surface with 
  rags and vigor. At the end of the trail of tavern 
  servants is Segnar, seated in a back booth. On his 
  table are two empty vials and a bloodied dagger. 
  The bounty hunter is flexing his left arm, 
  appearing to try to shake some circulation into the 
  limb. He spots you and waves you over with his 
  right hand. 
   
  Segnar access the PCs as they walk towards him. 
  He will arch an eyebrow if he notices (Perception 
  +8, GM’s option) that they are carrying wounds 
  and/or other evidence from the previous fight. PCs 
  who pass a DC 16 Perception check while 
  examining the residue of the near-empty vials on 
  the table will derive that the glass tubes once held 
  cure light wounds potions. Once the party settles 
  down at and around the bounty hunter’s table, 
  read or paraphrase the following: 
   
  “It appears I wasn’t the only one ‘entertained’ this 
  evening,” says Segnar. “Four thugs decided to jump 
  me on my way over here. Barely old enough to 
  grow whiskers, the poor sods. They popped out of 
  the shadows with their knives. One got close,” the 
  wide-shouldered man intones, holding up his left 
  arm, “but he, along with his stone-headed fellows, 
  acquired some new ventilation across their 
  throats. I managed to flag down some constables 
  and tell them what happened. I think the guards 
  would have hauled me off if I didn’t have that 
  blade still stuck in me,” he half-snarls, pointing at 
  the bloodied dagger. 
   
  A flaxen-haired wench sets a tray of mugs upon 
  your table. Segnar grabs a stein of ale at random 
  and takes a long swallow until the barmaid hustles 
  away. He then peers back at your group. 
   
  “I’m afraid the conversation I had with your 
  fighter-friend earlier was observed. The group I’m 
  hunting obviously knows I’m on to them. I was 
  hoping to handle these diseased curs in a couple 
  days, but this evening’s events force me to pull my 
  timetable forward. You are owed a meal… and an 
  explanation.” Segnar waves over to the wench 
  from earlier, who brings over some menus. 
   
  The bounty hunter lets the PCs place their orders. 
  The Broken Barnacle, on top of seafood, specializes 
  in steak and poultry. Once the excellent dinner has 
  been finished, Segnar pays for the meal, lights a 
  pipe, gives it a few puffs, and then exhales a smoke 
  ring worthy of an imp. 
   
  “A tale you are owed. I am under contract by 
  royalty. Baron Bruce Dunhare of the neighboring 
  Duchy of Malair suffered a tragedy a few months 
  back. His wife Julip, along with most of his castle 
  guard and servants, were murdered while the 
  Baron was hosting a wyvern hunt with some 
  fellow nobles. When he returned home to find his 
  beloved dead, I was summoned to his castle almost 
  immediately because of my reputation as a bounty 
  hunter.  
   
  The scene was tough to read, though. The evidence 
  was scant and the motive was unknown. Weeks 
  passed. Just before I thought whatever possible 
  trail would be buried under the permafrost of 
  time, I learned of some similar murders occurring 
  here in Tibud, the victims mostly members of the 
  local thieves’ guilds. I arrived here as fast I could.  
   
  After breaking a few jaws, I found out that a new 
  guild, more violent than the older organizations, 
  had carved out a territory among the port’s 
  merchant districts with daggers, arrows, and 
  misdirection, the same methods that were used on 
  the Baron’s staff and wife. The new guild here has 
  an underground lair with two entry points. I need 
  a group to come in from one side while I cover the 
  other. We can trap the scum, cutting down any 
  resistance as we search for Baroness Julip 
  Dunhare’s killers along with any evidence that can 
  be linked up with the horrible crime in Malair.”  
   
  Segnar pounds his right fist into the palm of his 
  left. “Hammer and anvil. The thugs may fight with 
  the ferocity of cornered animals, but it is the only 
  way to deal with vermin such as these.” 
   
   
   
  
   
  16 
  If asked how he heard of the party: 
   
  “Your merry band has developed quite the 
  reputation as problem solvers. You helped an old 
  acquaintance of mine, once (insert previous party 
  quest-giver). She was quite pleased with your 
  performance on the previous matter. I spotted 
  your fighter and put the two together. And here we 
  are.” 
   
  If asked about the killers and/or new guild: 
   
  “One of the heads of the guild goes by the name of 
  Vorlash. He’s the one who likely killed the 
  Baroness. Hooded. Pale. Whisper-thin. Human-
  sized but not likely human. Specializes in poisons 
  and good with a bow. The other two leaders I know 
  less about. One male. One female. Human. Both 
  somehow related and in their twenties. The pair 
  robs people while they are sleeping. A good 
  segment of the guild is comprised of cowled 
  dwarves. This has caused some stout folk to be 
  turned away from the Merchant Districts. Street 
  dregs wanting to make a name for themselves have 
  fallen in with the new guild. All of us here met the 
  new lot on the way to this tavern.”  
   
  If asked about the killings: 
   
  “The Baroness was shot with three arrows to the 
  lungs, followed by a blade across the throat. Baron 
  Dunhare’s staff and guards were either stabbed to 
  death or struck down with missile fire. All the 
  wounds involved poison intended to promote 
  infection, but culmination of stabbings and 
  punctures proved fatal enough. Most victims 
  appeared surprised by the attackers, but a few 
  were found in positions of repose far from any cot 
  or bed. Whether or not the killers posed their 
  victims after death is anyone’s guess.” 
   
  If asked about what type of evidence to look out 
  for: 
   
  “Julip’s body was missing a valued family heirloom, 
  a necklace of woven silver encircled with 
  amethysts. Any poison found within the guild 
  should also be turned in to me; it will most likely 
  match that found at the scene of the crime.” 
   
   
  If asked why he hasn’t approached the local 
  authorities for aid: 
   
  “During my initial inquiries I found out that many 
  of Tibud’s thieves’ guilds have much of the city’s 
  constabulary in their pockets. Within the first 
  week of my arrival, I was jailed twice on false 
  charges when my questions stirred the pot too 
  much for one watch-captain’s liking. Only the 
  intervention of the Baron prevented me from 
  remaining behind bars. Since then I have kept my 
  investigation as quiet as possible so as to not tip off 
  the law as to how much I found out. If I approach 
  the wrong constable now, the killers’ hideout will 
  likely be abandoned by the time we bust through 
  the first door. Nope, no help from the law. Just 
  going to be you and me.” 
   
  If asked if it be wise he go alone: 
   
  “While I’m asking for aid here, I fight best alone. 
  My reconnaissance tells me that the guards on my 
  end will be –pardon my saying– quite formable 
  when compared to your skills. We need to 
  distribute our forces properly when dealing with 
  the guild. I’ll keep my end. I’ll trust you’ll keep 
  yours.” 
   
  If asked about the payment/reward: 
   
  “I’m going to give you 250 gp each just for signing 
  on; I’ll throw in a healing potion (cure light 
  wounds) for each of you just because I know it’s 
  likely going to be a rough night. I’ll pay the party 
  3,000 gp once Vorlash and his guild has been 
  crushed. If you happen to recover the Baroness’ 
  necklace, I’ll give the party another 2,000 gp. Of 
  course any other treasure you find on your end of 
  the raid is yours to keep.” 
   
  If the party tries to negotiate for more money, a DC 
  21 Diplomacy check will drive Segnar to increase 
  the sign-on fee to 300 gp each. Any further 
  negotiations will force the Segnar to seek help 
  elsewhere. Once the PCs are done asking questions 
  or inquires on what the bounty hunter’s strategy 
  is, Segnar will reveal the plan of attack. 
   
  “As I stated, there are two entrances to the guild. 
  One of the access points is a narrow tunnel that 
  empties into the harbor near the western edge of 
  the city; I’ll be covering that way. Yours may 
  require a bit of delicacy… 
  
   
  17 
   
  Orron Fisket, a half-elven jongleur of some 
  renown, owns a two-story stone-and-timber 
  residence on the other side of the Lumber 
  Merchants’ District west of here. Rumor has it 
  Orron was deep in debt due to a string of failed 
  plays. He was approached by the new guild. Orron 
  would receive a portion of some of the monies the 
  thieves procured every day if he allowed them to 
  use his house as the guild’s secret entrance near 
  the richer Merchant Districts. Near the brink of 
  financial ruin, Orron agreed. His former partners 
  from the theaters were paid off quite fast after 
  that, and then contact between the parties soon 
  ceased. Fisket is purportedly out of town right now 
  touring the coast with his family, but I’ve seen at 
  least three groups of thugs come and go out of the 
  singer’s home in the two days I have staked out the 
  place. This is where I want you to gain access to the 
  guild’s hideout. Clear out the house so no one 
  follows you into the guild proper. If it takes you all 
  day or if you need a bit of rest after clearing all 
  resistance at Fisket’s, do so. I intend to make 
  enough noise on my end of the underground 
  hideout so any defensive measures the thieves 
  have will be directed towards me. That should give 
  you time enough for a breather if you need it. Just 
  don’t dilly-dally too much. 
   
  What honest constables who are left in the city 
  have been informed about the operation, so don’t 
  fret about breaking into Fisket’s house. Tibud has 
  been suffering from an overabundance of thieves’ 
  guilds operating among the streets and docks. If 
  we can snuff out one guild –even if it is an upstart– 
  we’ll be helping the proper authorities crack down 
  on the reigning violence.” 
   
  Segnar is quite eager to strike the guild tonight, 
  but is willing to afford a small delay if the party 
  needs provisions for the upcoming task. He will 
  even make suggestions where some local churches 
  and after-hour shops are at to expedite the process. 
  Once the party is ready to go, read the following: 
   
  “Fisket’s house is not far from here. Leave here 
  then walk west along the docks until you hit the 
  eighth pier. There, turn north and walk six blocks. 
  Fisket’s house will be the third house on the left-
  hand side on that stretch of the lane and the only 
  two-story house in the neighborhood. Just give me 
  a two-hour lead so I can start my end of the 
  gamble.” 
   
  “One last thing.” Segnar pulls a chipped, brass key 
  out a breast pocket and hands it over. “This was on 
  a key ring I found under one of my attackers. The 
  key ring was broken; it must have been struck by 
  my glaive during the fight. We were fighting down 
  at the docks and I could almost swear I heard plop 
  into the water as blows were exchanged. After I 
  finished killing the rabble, I looked down into the 
  churning foam, spotting two bunyips heading out 
  with the tide. One of the creatures had something 
  shiny in its mouth. Likely the companion key to 
  this one. Hag’s blessed luck, I say. You and your 
  companions keep this key though. I have a feeling 
  you are going to encounter more locks than I am.” 
   
   
  The chipped key opens the front door to the Fisket 
  Residence (Chapter 3 – Area F1). Its lost companion 
  unfortunately opened the formidable door to the 
  basement (Area F3a). Segnar bids the party good 
  luck, grabs his glaive, and walks into the night. 
   
   
  
   
  18 
  Word on the Street 
  PCs can learn more of The Unlit if they make 
  inquiries on the street (via Diplomacy or 
  Intimidate). When a character makes a successful 
  skill check, the following information is revealed, 
  including the results from the lower DCs. 
   
  DC      Result 
  10  
  A new thieves’ guild has moved into the 
  neighborhood, replacing the Broken 
  Lanterns.  The Lanterns believed in 
  strong-arming you out of your coin purse. 
  The new guild will knife you for it. 
  15 
  No one has seen any of the Broken 
  Lanterns for quite some time. You would 
  think a few of their number would have 
  merged with the new guild. Whoever is 
  the leader of the new guild appears to be 
  taking no chances with ‘old loyalties.’ 
  20 
  The new guild is comprised of humans, 
  half-orcs, dwarves, and halflings by 
  anyone’s guess. The humans are out 
  during the daytime hours while the 
  smaller folk are out and about during the 
  night. The night crew tends to be cloaked. 
  The half-orcs tend to be sprinkled in with 
  both groups. Most of the guild members 
  are adapted at hiding in the shadows to 
  the point you are surrounded by darkness. 
  25 
  The new thieves’ guild goes by the name 
  ‘The Unlit.’ Its members operate more like 
  assassins though with the amount of 
  bodies they leave in their wake. The 
  thieves use poison on their blades and 
  arrows and they don’t care whom they 
  use it on, be it adult or child. The other 
  guilds are whispered to wanting to snuff 
  out these upstarts before Tibud’s 
  leadership declares martial law. 
  Rumors from the Court 
  PCs are privy to more information on the rulers of 
  Nelen and Malair if they have ranks in Knowledge 
  (nobility). When a character makes a successful 
  skill check, the following information is revealed, 
  including the results from the lower DCs. 
   
  DC      Result 
  10 
  Duke Harris Dunhare of the nation of 
  Nelen is the older brother of Baron Bruce 
  Dunhare, the ruler of Malair. Harris’ 
  mindset is on the expansion of his realm’s 
  borders while the younger Dunhare is 
  more focused on domestic issues. 
  15 
  Duke Harris Dunhare has conscripted 
  many able-bodies for his armies from his 
  northern holdings. This has led to a rise of 
  banditry in those regions. The Duke has 
  asked his brother for soldiers as well, but 
  the Baron Dunhare has gently refused. 
  20 
  Duke Dunhare has been eyeing the once 
  dwarven Kingdom of Anvilhold, but the 
  sheer number of trolls, ogres, and other 
  giantkin roaming the fallen realm has 
  held his hand. Harris has been resentful 
  over the fact that his brother Bruce has 
  sent only supplies and not soldiers. 
  25 
  Duke Harris Dunhare was almost wed to 
  Baroness Julip Vellaway from the 
  Kingdom of Lat’gre. She had a change of 
  heart when introduced to the younger 
  brother Baron Bruce Dunhare. The Duke 
  took the turn of events in style and even 
  appeared at his sibling’s wedding as a 
  guest of honor. 
   
   
   
  
   
  19 
  Chapter 2 – The Fisket 
  Residence 
   
  Orron Fisket’s History 
   
  As mentioned by Segnar, Orron Fisket was indeed 
  in financial straits. The half-elven bard borrowed 
  big to see his musical plays hit Tibud’s theater 
  houses. Both critics and audiences found Fisket’s 
  operas too tragic and rife with dangling plot 
  threads. Brimming with debt and creditors 
  pounding at the door, Fisket was all ears when 
  jackalweres Sanhler and Karhiss –in the guise of 
  foreign merchants– approached him on acting as 
  warden for their ‘more shady’ transactions. Once 
  the bard heard the size of the cut offered for 
  allowing illicit activity to happen inside his home, 
  Fisket readily agreed. Soon the house’s living room, 
  under-stairs room, and wine cellar were modified. 
  Coins –sometimes bloodied– soon fell into the 
  bard’s hands. In a few short months the backers of 
  his failed plays were paid off, but due to guilt 
  Fisket broke off contact with his former partners. 
  His concession to the members of the Unlit using 
  his house as a waypoint to their underground 
  hideout also put a strain on his marriage. Fisket 
  soon organized a coastal singing tour at some 
  upper-end taverns so he, his wife Echrie, and the 
  children Oren and Ulyrie could reconnect as a 
  family. This of course allowed the Unlit unfettered 
  access to the Fisket household… as well as the new 
  guild’s enemies. 
   
  The leaders of the Silk Stranglers, one of Tibud’s 
  older thieves’ guilds, were quite outraged at the 
  upstart rogues operating beyond the Broken 
  Lantern’s old territory lines. After some violent 
  information gathering, the leaders learned that 
  Orron Fisket’s house was an important site to the 
  Unlit, so they dispatched one of their top agents to 
  send a likely fatal message to the singer and his 
  benefactors. Dularna Temiguna, a powerful bard 
  who specializes in charming vermin, broke into 
  Fisket’s home two days ago with her chime of 
  opening. Once inside, she placed some giant ticks 
  in the pantry (F5). She then herded four giant 
  spiders –two of the arachnids carrying egg sacs– 
  into the children’s room upstairs (F9). With her 
  mementos in place, Dularna locked up the 
  building, confident that the charmed vermin 
  would at the very least disrupt the household.  
   
  The Fisket family returned early this morning after 
  being dropped off by a local carriage service. Orron 
  went upstairs, sending his children to their room 
  while he went to his own bedchamber to unpack. 
  Echrie was downstairs in the kitchen, preparing to 
  make a hot meal after days of being on the cold 
  road. The ticks attacked her as soon as she walked 
  into the pantry. At the same time Oren and Ulyrie 
  were ambushed by the spiders. Hearing the 
  screams of his family, Orron rushed to his 
  children’s room. To his horror, the bard saw his 
  children lying on the floor, giant arachnids 
  covering them. Rooted to the spot by the terror 
  and savagery before him, Orron was blindsided by 
  two other spiders. He was bitten repeatedly before 
  he was able to pull himself away from the 
  creatures’ fangs. Frantic to get away, Orron 
  slammed his children’s bedroom door on the 
  pursuing spiders. Disoriented by the venom in his 
  veins and shamed by his cowardice in not aiding 
  his loved ones, Orron crawled back to his own 
  bedchamber and slowly died, the waning screams 
  of his doomed family riving his soul as he exhaled 
  his last breath. 
   
  Orron Fisket’s fall, both physical and spiritual, 
  caused him to spontaneously reemerge as a ghost. 
  Tied to his bedchamber (F8) by his shame, the 
  undead bard periodically belts out ballads of 
  bleakness, for he senses the arachnids are still in 
  the household feeding off the corpses of his family. 
  Orron’s new state has left him erratic; he has bouts 
  of melancholy spliced with flares of anger and self-
  hatred. PC intervention is his only chance for 
  eternal peace. 
   
  GM’s Note: Orron Fisket will be aware of any 
  combat happening within the house. Because of 
  his familiarity of Unlit thugs traversing through 
  his living room, he will lend his vocal talents (e.g. 
  inspire courage) to help them out during their 
  conflict with the PCs, the known intruders. 
  Orron’s transition into undeath though has left 
  him disconcerted, causing him to lend his bardic 
  and supernatural powers to the arachnids (F5 and 
  F9) that he now ironically sees as members of his 
  family. Orron can and will use his 0-level spells 
  (dancing lights, flare, ghost sound, lullaby, 
  
   
  20 
  open/close, prestidigitation) against the PCs within 
  the household prior to their face-off in F8. Only a 
  direct confrontation with the PCs could cause 
  Orron to focus his powers on the correct targets of 
  his rage. The GM is encouraged to use Orron’s 
  spells/voice/undead abilities to give the house an 
  air of menace (e.g. dancing lights on the staircase, 
  ghost sound coming from the fireplace, and 
  telekinesis on furniture, etc.). 
   
   
  The House 
   
  Orron chose this solid structure of timber and 
  stone so he could practice perfecting his vocal 
  talents without the worry of bothering his 
  neighbors, a consideration that carried over when 
  he partnered with the Unlit. Any conflict short of 
  blasting out a door or window will not attract the 
  attention of this city-block’s nearby residents. Even 
  then, Segnar’s deal with the city watch will keep 
  constables from investigating any disturbance for 
  1d4+1 hours (use the guard patrol stats from 
  Chapter 2 if need be). If such an interaction takes 
  place, let the patrol’s sergeant indicate to the PCs 
  that some coin (50 to 100 gp) could cause the guard 
  to “chase the real culprits” away from the property. 
  If the PCs don’t take the hint, the patrol could 
  delay the party 1d4 hours, possibly allowing the 
  guild to marshal their forces in taking down 
  Segnar (GM’s option).  
   
  When the PCs arrive, read or paraphrase the 
  following: 
   
  While unmarked, the house stands apart from its 
  neighbors in height and width. The structure holds 
  to the block-design common in this part of the city, 
  its stone construction shored up by solid oak. The 
  stone is a dull black, the timbers painted to match. 
  The first floor is windowless, but the second has 
  two sets of closed shutters on the east side facing 
  the street. The yard surrounding the house is 
  sparse on grass, but weeds are plentiful around the 
  building’s edge. A small porch is set in the house’s 
  southeast corner. Double-doors set in the porch’s 
  east wall lead into the house. Another entrance, 
  this time a single door, is located in the house’s 
  north side hugging the building’s northeast corner. 
  The street lanterns cast the Fisket residence in an 
  eerie array of dancing shadows as the encroaching 
  evening chases away the dying rays of the sun. 
   
  PCs who want to scale the house’s walls need to 
  pass a DC 25 Climb check. All the shutters are 
  equipped with simple locks and augmented with 
  arcane lock, requiring a DC 25 Disable Device skill 
  check to bypass. A PC who opens the shutters 
  leading to F9 will encounter thick webbing, 
  obscuring the rest of the children’s room. The 
  spiders (including those within the un-hatched egg 
  sacs) will not move to attack anyone unless he or 
  she climbs into the room. The shutters leading into 
  the guest bedroom at F10 will deposit PCs between 
  the two cots if they choose to use this access point. 
  Keep track of the PCs’ movements when on the 
  second floor; Orron (Perception +12) may be able to 
  somewhat pinpoint intruders for some magical 
  harassment. Aside from the thugs’ bullseye 
  lanterns in F3, the house’s interior is completely 
  dark. Unless otherwise noted, the house is 
  
   
  21 
  outfitted with strong wooden doors (AC 3; 
  hardness 5; hit points 22; DC 18 locked) equipped 
  with average (Disable Device DC 25) locks. Most of 
  the doors within the house are unlocked unless 
  noted. The ceilings are 9’ high unless noted 
  otherwise. 
   
   
  F1. Porch 
   
  Three stone steps lead up to the wooden porch. 
  The quaint porch is free of furnishings to allow the 
  closed double doors to swing open freely. The 
  posts supporting the second story here are etched 
  with flowing designs. 
   
  PCs who pass a DC 20 Perception check will note 
  a script of some kind within the design on the 
  posts. A DC 20 Linguistics check will reveal the 
  message ‘Friends in darkness’ on the posts written 
  in Undercommon, a phrase that even the surface-
  dwelling members of the Unlit are taught to 
  recognize. The double doors are equipped with a 
  Good lock (DC 30). The chipped key Terent Segnar 
  gave the PCs (Chapter 2 - The Proposal) opens the 
  lock. 
   
   
  F2. Entry Hall 
   
  This 10’ wide, 15’ long hall runs east-to-west, 
  opening into a large room to the west. The stone 
  floor is covered with a large, mud-stained carpet. 
  Five cloaks hang on pegs on the north wall. A few 
  pairs of boots also hug the wall under the cloaks. 
   
  Four of the cloaks are reversible (2 gp each), the 
  standard attire for merchants/performers of 
  Tibud. The fifth, Orron’s, is patchwork (5 gp). Two 
  pairs of boots under the cloaks are for adults 
  (Orron and Echrie) while the remaining two pairs 
  are child-size (Oren and Ulyrie). Each pair of shoes 
  is worth 5 sp. The mud on the carpet is from the 
  accumulation of both Fisket family and Unlit 
  member traffic (Echrie insisted upon everyone 
  wiping their feet upon entry). Those examining the 
  carpet who pass a DC 20 Perception check will 
  notice some odd oval tracks leaving the west end 
  of the mat. One of Dularna Temiguna’s spider 
  minions did not follow her instructions to climb 
  the walls of the hallway upon entry into the house 
  and thus tracked some mud into the house. PCs 
  can track the spider all the way to F9 with DC 20 
  Survival check. 
   
   
  F3. Living Room - EL 5 
   
  GM’s note: If the thugs are aware of the PCs prior 
  to the party’s entry into the house, the bullseye 
  lanterns will be left on the floor and pointed at the 
  living room’s ground level access points to deepen 
  the shadows within the chamber proper (+2 bonus 
  to Stealth). 
   
  This 20’ by 80’ area appears to be the living room. 
  A plush green couch sits in front of a large, unlit 
  fireplace in the southwest corner of the room. At 
  the west wall near the fireplace is a bookcase with 
  two stools set in front. A few pieces of chopped 
  wood rest between the fireplace and bookcase. A 
  series of pipes running from the ceiling to the floor 
  is to the right of the bookcase. A staircase runs 
  along the north wall leading up to the second 
  floor. The steps ascend from east-to-west, and you 
  spy a door set under the flight. Another door lies 
  near the middle of the east wall, and a hallway in 
  the southeast corner leads off to the east.  
   
  PCs who manage to sneak into here/listen in from 
  behind a door without alerting the thugs can hear 
  the dregs argue among themselves while near the 
  staircase. This group of footpads is made up of new 
  members of the Unlit, thus not trusted with 
  carrying a copy of a key for F3a quite yet. The thugs 
  were informed that Orron should be back from his 
  coastal tour and would let them into the 
  Undercroft. If left alone for five minutes, the group 
  will volunteer that thug #4 go upstairs to see if the 
  bard is about. Two minutes after this young thug 
  heads up to the second floor, she tumbles back 
  down the staircase covered with wounds and deep 
  into middle age (Orron’s corrupting touch). The fall 
  kills the thug, causing her cohorts to run back out 
  onto the street via F1 with a more legitimate career 
  path on their minds. Anyone in the remaining 
  thugs’ path will be bull rushed with the intent to 
  pass. If this scenario doesn’t play out, please refer 
  to the Tactics section of the thugs’ stat block 
  below. 
   
  
   
  22 
  Household Thugs (4) 
   
   
                CR 1 
  XP 400 
  Human fighter 1/rogue 1 
  NE Medium humanoid 
  Init +2; Senses Perception +5 
   
  Defense 
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 
  hp 20 (1d10+1d8+6) 
  Fort +3, Ref +4, Will +0 
   
  Offense 
  Speed 30 ft. 
  Melee morningstar +4 (1d8+3/x2) or dagger +4 
  (1d4+3/19-20/x2) 
  Ranged dagger +3 (1d4+3/19-20/x2) 
  Special Attacks sneak attack +1d6 
   
  Tactics 
  Before Combat If warned of intruders, the thugs will 
  attempt to hide in the shadows (e.g. behind the couch, 
  near the staircase, etc.). They will strike once the PCs 
  make it into the room or when one of their own is 
  discovered.  
   
  During Combat If circumstances allow after the initial 
  sneak attack, two thugs will engage the party in melee 
  while the remainder will stick with range. The thugs in the 
  back ranks will make use of their thunderstones, 
  especially if they can identify spellcasters among the PCs. 
  Flanking/isolation tactics will be used against the party 
  whenever possible. Orron will belt out a steely ballad (i.e. 
  inspire courage) the second round of combat to support 
  the thugs and will stop once the hostilities cease. 
   
  Morale When half of their number has been 
  slain/incapacitated, the remainder will flee. Unless they 
  have a clear path to the outside, the thugs will retreat 
  upstairs. If they heard Orron during combat, the thugs will 
  head for the master bedchamber (F8). The bard’s new 
  state will cause the thugs to flee back to F6 and fight the 
  party. If they didn’t hear the bard, the thugs will run to 
  the children’s room (F9), encountering the spiders. If two 
  thugs face off against the arachnids without party 
  interference, the GM could rule that one spider was killed 
  before both thugs were taken down. If only one thug 
  entered F9, the spiders overwhelm him. 
   
  Statistics 
  Str 16, Dex 15, Con 13, Int 8, Wis 10, Cha 12 
  Base Atk +1; CMB +4; CMD 16 
  Feats Combat Reflexes, Skill Focus (Intimidate), Toughness 
   
  Skills Climb +7, Intimidate +9, Knowledge (local) +4, 
  Perception +5 (+6 to find traps), Stealth +6 
  Languages Common 
  SQ trapfinding +1 
  Other Gear Studded leather, morningstar, 3 daggers, light 
  steel shield, thunderstone, flask of acid, one stick of chalk, 
  bullseye lantern with one flask of oil (thugs #1 and #4), 
  flint and steel with six torches (thug #3), brass key to 
  Fisket house (thug #2), 50 cp. 
   
  Special Abilities 
  Combat Reflexes The thug may make a number of 
  additional attacks of opportunity per round equal to his or 
  her Dexterity bonus (+2). With this feat, the thug may also 
  make attacks of opportunity while flat-footed. 
   
  b SCALING THE DIFFICULTY 
  CR 6 – Add two more thugs. 
  CR 7 – Add two dark creepers (use the stats from 
  Chapter 4 – Area 5). The thugs know a bit about 
  the powers their smaller cohorts possess and will 
  alter their tactics accordingly (i.e. backstabbing, 
  flanking). The creepers in turn will use their 
  Stealth skill and see in darkness ability to take out 
  enemy spellcasters/soft targets.  
   
  HOUSEHOLD THUGS (8)  
                           CR 1/2 
  Medium humanoid (human), neutral evil 
   
  Armor Class 16 (studded leather, shield) 
  Hit Points 19 (3d8+6) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 15 (+2) 14 (+2) 8 (-1) 
  10 (+0)  11 (+1) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +7, Intimidation +3, Stealth +6 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  SPECIAL ABILITIES 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  ACTIONS 
  Multiattack. The thug makes two melee attacks. 
  
   
  23 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20 ft./60 ft., one target. 
  Hit: 7 (1d4+5) piercing damage in melee or 5 (1d4+3) 
  piercing damage at range. 
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target.  Hit: 9 (1d8+5) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature.  Hit: 6 bludgeoning damage. 
   
  b SCALING THE DIFFICULTY 
  EL 6: Increase the number of thugs to 10. 
   
  Any thugs captured by PCs do not know the layout 
  of the second floor of the house nor the Unlit 
  Undercroft because this is their first time here. 
  They do know that the secret entrance to the 
  guild’s hideout is in the southwest corner of the 
  wine cellar (U2). After that the thugs are supposed 
  to shout out the word huzrik (the closest word the 
  Goblin language has to ‘friend’) once they reach 
  the sewers (U3). These recruits were inducted into 
  the Unlit by an olive-skinned, young woman 
  named Karhiss (U7), a spellcaster of some kind who 
  is constantly followed by strange dogs (jackals). If 
  asked about the singing coming from upstairs 
  during the fight, the thugs will state that the 
  crooner must be Orron Fisket, even though they 
  never met him face-to-face. Any thug in custody of 
  the party will try to escape at the earliest 
  opportunity. If dragged into an encounter that 
  seems to favor their guild-mates, the thugs will do 
  their best to tip the balance into the Unlit’s favor 
  (e.g. trip a PC, shout out who the party’s 
  spellcasters are, bull rush a PC into a sewer 
  channel). 
   
  PCs who investigate the couch may find (DC 15 
  Perception) a small wooden chest between it and 
  the south wall. On top of the chest is a sack of 
  small rods of pig iron (8 lbs. worth 2 gp). Orron uses 
  the pig iron to feed the gray ooze that is housed in 
  the hatch trap at U1 via though a stone pipe (3” in 
  diameter) located under the couch next to the 
  chest. The 25’ long pipe is currently covered with a 
  cork of stone (DC 15 Perception) to prevent the gray 
  ooze from climbing out. The ooze is currently too 
  well fed and content to bother creeping up the 
  pipe, but will be found near the top within 1d3+1 
  days when the hunger pangs become too much. 
  An 8’ pole of unwieldy stone used to make sure the 
  pig iron doesn’t get stuck in the pipe leans against 
  the north side of the fireplace. Veteran passerby 
  groups of the Unlit know about the ooze, how to 
  feed it, and how not to activate the hatch trap at 
  U1. The thugs encountered here do not know 
  about the ooze or the hatch trap (Orron when alive 
  would instruct new groups about the mechanism). 
   
  The pipes to the right of the bookcase are for the 
  water closet (F7) on the second floor. A DC 10 
  Knowledge (engineering) check will identify them 
  as such. Orron noticed that some of his upper-
  crust fans had indoor plumbing and insisted his 
  own house be outfitted with it. 
   
  Loot 
   
  The small chest located next to the couch is 
  equipped with an average lock (total value 42 gp). 
  At the top of the chest are two vials of ink (8 gp 
  each), an inkpen (1 sp), and ten paper sheets (4 sp 
  each). The rest of the chest contains three 
  entertainer’s outfits (3 gp each), two artisan’s 
  outfits (1 gp each), scholar’s outfit (5 gp), signet ring 
  (5 gp), and a small steel mirror (10 gp). 
   
  The bookcase holds a few valuables: seventeen 
  mundane books (2 gp each), eight books on 
  music/singing techniques (5 gp each), three books 
  on ballads/plays (10 gp each), two blank spellbooks 
  (15 gp each), and one false book (2 gp) containing 
  four small amethysts (100 gp each). A DC 15 
  Perception check is required to pick out the false 
  book from the others. Each book weighs roughly 3 
  lbs. 
   
  F3a. Door In Back of Staircase 
   
  The door set under the staircase is of stout timber 
  bound with thick iron, most uncommon for a 
  residence such as this. The wood has been 
  whitewashed to match the surrounding staircase, 
  but the layer of paint is fairly new. 
   
  This portal counts as a very strong wooden door 
  (AC 3; hardness 5, hit points 30; DC 25 Break when 
  locked) equipped with a built-in superior lock (DC 
  40 Disable Device). Some of the more senior 
  members of the Unlit have keys, but most groups 
  rely on Orron to unlock this door for them. Orron’s 
  key is on his body in F8. The staircase’s interior–
  including the steps–has been reinforced with iron 
  
   
  24 
  bars (Break DC 25, Hardness 8, hit points 80) to 
  deter those trying to bypass the door. Past the door 
  inside the staircase nook is an unlocked trapdoor. 
  Opening the trapdoor reveals a shaft with a 
  wooden ladder set in its north wall. PCs 
  descending the 40’ ladder will find themselves in 
  U1.  
   
  GM’S NOTE: 
  GMs bent on having the party confront Orron 
  before opening this door could always have the 
  ghost bard use his telekinesis on the portal just as 
  the PCs try to open it. 
   
  F4. Kitchen 
   
  This 20’ by 20’ room is the kitchen of the 
  household. A 10’ long, 5’ wide counter with a sink 
  and water pump built inside sits in the southeast 
  corner of the room along the east wall, a set of 
  cupboards 
  hanging 
  overhead. 
  Another 
  long 
  counter originating out of the northeast corner 
  runs 10’ along the north wall. Assorted utensils 
  held in various jars dominate the right side of the 
  counter while a 4’ long 3’ wide slab of white stone 
  rests on the left side, an iron pot half-filled with 
  still water sitting in the middle. A pale lever sits to 
  the left of the slab. Another slab, deep gray in 
  coloration, has been attached to the ceiling 
  somehow, suspended over the first. Under the 
  counter are a few pots and pans that have seen 
  some wear. A door lies in the north wall in the 
  northeast corner of the room. Another door lies in 
  the west near the opposite corner of the first. The 
  last visible door in the room is near the middle of 
  the south wall, slightly ajar. 
   
  The cupboards hold assorted plates and platters, 
  none of which are worth much in value. The white 
  slab on the counter is a ‘mage plate,’ a device 
  created by kitchen-savvy wizards who wanted save 
  on space. The lever on the slab’s side controlled the 
  heat (up to 300 degrees Fahrenheit). The gray slab 
  above absorbs the steam/smoke coming off the 
  food placed on the white slab. A PC with the 
  Knowledge (arcana) skill can identify the device 
  with a DC 13 check. Any smoke/fog/cloud-based 
  spells cast within a 15’ radius of the gray plate 
  suffers a -2 reduction to DC saves. Dispel magic 
  (DC 16 to dispel) will cause the mage place to cease 
  function for the duration of the spell. The mage 
  plate was a gift from his elven mother, the 
  Archmage Jenthrie Halenedara. The slabs are 
  physically affixed to their locations (Break DC 16) 
  but will lose their enchantments if removed. 
   
  The cluster of ticks (Perception +0) in the pantry 
  (F5) will not come out unless the PCs cause a loud 
  ruckus within the kitchen. If the insects do come 
  out, a pair will rush into the kitchen one round 
  after the disturbance, followed by the second pair 
  two rounds later. 
   
  F4a. Side Door to the Kitchen 
   
  If PCs seek entry into the house via this portal, read 
  or paraphrase the following: 
   
  This stout wooden door is flanked with bits of red 
  pottery, the pieces obviously once statuettes at one 
  point. The door has a few cobwebs along the edges. 
   
  This locked door is equipped with a good lock (DC 
  30). The chipped key Terent Segnar gave the PCs 
  (Chapter 2 - The Proposal) opens the lock. Two 
  lawn imps are used to flank the door, but the Rum 
  Rouser thieves’ guild had a couple of goons come 
  by to send a message to Orron. The goons smashed 
  the imps, but the message wasn’t noticed since this 
  entrance is rarely used. 
   
  F5. Pantry - EL 5 
   
  This 20’ by 10’ pantry has some full shelving along 
  the south wall and two closed barrels hugging the 
  east wall. On the floor at your feet lies the 
  desiccated corpse of a human woman in travel 
  clothes with her back towards you. Two dog-sized, 
  disk-shaped creatures on the other side of her 
  appear to have their mouths embedded in the 
  corpse.  
   
  The body is of Echrie Fisket. She walked into the 
  kitchen to fetch something for the pot of water in 
  F4. The giant ticks converged on the startled 
  woman and quickly drained her dry. The pair 
  vainly feeding on the body now will retract their 
  mandibles from the dead flesh since new blood has 
  walked in. Two more ticks cling to the ceiling 
  (Stealth +8) just above the doorway… 
   
  
   
  25 
  Tick, Giant (4) 
   
   
   
                 CR 1 
  XP 400 
  N Small vermin 
  Init +0; Senses darkvision 60 ft., scent; Perception +0 
   
  Defense 
  AC 16, touch 11, flat-footed 16 (+5 natural, +1 size) 
  hp 13 (2d8+4) 
  Fort +5, Ref +0, Will +0 
  Immune mind-affecting effects 
   
  Offense 
  Speed 20 ft., climb 20 ft. 
  Melee bite +2 (1d4 plus grab, attach, and disease) 
  Special Attacks blood drain (1 Constitution) 
   
  Tactics 
  During Combat The ticks on the corpse will climb over 
  Echrie to attack the PCs. The clinging pair above will drop 
  upon PCs walking into the pantry, the insects catching 
  targets flat-footed if not spotted prior to the attack.  
   
  Morale The ticks, as programmed by Dularna Temiguna, 
  will fight to the death. 
   
  Statistics 
  Str 11, Dex 10, Con 15, Int –, Wis 11, Cha 2 
  Base Atk +1; CMB +0 (+8 grapple); CMD 10 (22 vs. trip) 
  Skills Climb +8, Stealth +8; Racial Modifiers +4 Stealth, +8 
  Climb 
   
  Special Abilities 
  Grab (Ex) A giant tick can grab targets of any size, and has 
  a +8 racial bonus on grapple checks rather than the 
  normal +4 bonus most creatures with grab possess. 
   
  Disease (Ex): Red Ache: Bite – injury; save Fort DC 13; 
  onset 1d3 days; frequency 1/day; effect 1d6 Str damage; 
  cure 2 consecutive saves. The DC is Constitution-based. 
   
   
  b SCALING THE DIFFICULTY 
  CR 6 – Give two of the ticks the advanced 
  template. 
  CR 7 – Give all the ticks the advanced template. 
   
   
   
  TICKS, GIANT (5)  
                  
                CR 1 
  Small beast (insect), unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 24 (2d6+2d10+4) 
  Speed 20 ft., climb 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 10 (+0) 15 (+2) 1 (-5) 
  11 (+0)  2 (-5) 
  Senses darkvision 60 ft., scent, passive Perception 10 
  Languages - 
  Challenge 1 (200 XP) 
   
  ACTIONS 
  Bite. Melee Weapon attack: +4 to hit, reach 5ft., one 
  creature. Hit: 3 (1d6) piercing damage, and the target 
  must make a Strength saving throw DC 13, or the giant 
  tick attaches itself to the target. Each round the tick is 
  attached, it automatically does damage without having 
  to make an attack roll. After each time damage is 
  taken, the target must also make a Constitution DC 11 
  saving throw or suffer 1 point of Constitution damage. 
  A creature dies if their Constitution score drops to 0. 
  Otherwise, the reduction lasts until the target finishes 
  a short or long rest.  
   
   
  b SCALING THE DIFFICULTY 
  EL6: Increase the number of giant ticks to 6. 
  
   
  26 
  Echrie Fisket, a once-lively, brown-haired human 
  woman in her early thirties, is now reduced to a dry 
  husk of taut skin capped with an arid face locked 
  in mid-scream. Her corpse has nothing of value on 
  it. The shelving along the south wall holds some 
  sacks of barley, oats, and other medieval 
  mainstays. One of the barrels holds cod packed in 
  salt. The other barrel is empty. 
   
  Second Floor 
   
  GM’s Note: The stairs are quite creaky. Traversing 
  the steps causes them to creak and inflicts a -10 
  penalty on PCs Stealth checks. The wooden floor 
  that comprises this level is sturdier, causing only a 
  -5 penalty on Stealth checks. A failed roll will alert 
  will Orron (F8) and the adult spiders (F9) that 
  something approaches. In the case of the spiders, 
  they feel the vibration of the creaks to note 
  possible prey is nearby. 
   
  F6. Second Story Entryway 
   
  The stairs lead up to an odd-shaped room that 
  dominates the northwest corner of the second 
  floor. A door in the east wall lies across from the 
  foot of the stairs. Two more doors are set in the 
  south wall, one hugging the southeast corner 
  while the other is located more in the middle. What 
  appears to be a small closet lies on the west side of 
  the room bordering the stairs. The door to this side 
  room is set in its southern wall. 
   
  A DC 20 Perception check will reveal a trail of 
  blood droplets between the two south doors (to F8 
  and F9); Orron was bleeding from the multiple 
  spider bites. A DC 20 Survival check will divulge 
  that the trail originated from F9. 
   
  F7. Water Closet 
   
  Entry into this small room reveals it to be a water 
  closet. The bench is on the west side of the closet. 
  A small stack of papers lies at the foot of the bench 
  to the left.  
   
  Investigation of the papers reveals them to be 
  reviews of Orron’s past performances. The 
  jongleur had his share of critics, and thus never ran 
  out of toilet paper. 
   
  F8. Master Bedroom 
  - EL 8 
   
  GM’s Note: There is the possibility that the party 
  dealt with all the arachnids in the house prior to 
  exploring this room. If this is the case, just have the 
  ghost of Orron emerge out of the corpse, spread 
  out its arms, whisper “Thank you,” and then fade 
  away. 
   
  Read or paraphrase the following after the PCs 
  swing open the door but before they enter the 
  room: 
   
  This 20’ by 20’ room is dominated by a four-poster 
  bed hugging the south wall, the green sheets 
  covering the mattress on the verge of being 
  luminous. The chimney from the first floor’s 
  fireplace runs through the southeast corner of the  
  
   
  27 
   
   
  
   
  28 
  room, likely keeping the bedroom’s occupants 
  warm during the winter months. A large, two-door 
  oak wardrobe stands open just east of the 
  doorway, many of its contents spilt in front of it. A 
  somewhat bloated, discolored corpse of a blond-
  haired, half-elven male sits on the floor with its 
  back against the foot of the bed. His once-fine 
  tunic is full of blood-encrusted puncture points. 
  The cadaver’s upturned face is locked in an 
  expression filled with both agony and grief, 
  highlighted with eyes of dead jade. 
   
  PCs who pass a DC 15 Perception check will notice 
  the edges of a steel key (to F4a) poking out of a 
  breast pocket on the corpse’s tunic. A DC 20 
  Perception check will reveal a small silver object 
  (Orron’s brooch of shielding) peeking just under 
  his shirt collar. Read once the party enters the 
  room: 
   
  A cerulean, translucent shade erupts out of the 
  corpse as you approach, bellowing a moan of 
  despair. The braying spirit’s countenance matches 
  that of the corpse, the once-handsome visage a 
  mockery of life and full of rage. 
   
  The presence of the party causes Orron to emerge 
  from his mortal coil, unleashing his frightful moan 
  ability. The ghost will not press the attack unless 
  the party retaliates or moves in to search his body 
  (see Orron’s stat block below). He will instead float 
  above his corpse, incorporeal tears falling from his 
  face only to fade into nothingness. If left alone for 
  a couple of rounds or engaged in conversation, 
  Orron will look at (and past) the PCs and begin to 
  speak: 
   
  A voice simultaneously encompassing, hallow, and 
  palpable rakes across your skin down to the bone. 
  “Dead. Dead! My wife! My children! How can they 
  be? I can still hear them screaming! H-how can I, 
  though? Fangs! So many fangs! These walls hold 
  me. Close in on me. Why can’t I get past the 
  door?!?” His limpid limbs hang listlessly, yet his 
  hands clench in frustration.  
   
  GM’s Note: Orron should illustrate surges of anger 
  and despair while verbally interacting with the 
  party. The presiding GM should keep in mind that 
  the bard’s supernatural state magnifies his chaotic 
  nature. Orron will reminisce his last living 
  moments so strongly that he may completely 
  forget the PCs are even in the room or that he even 
  met them in previous visits. Diplomacy checks to 
  influence attitude should be allowed at certain 
  points of the conversation(s).  Also keep in mind 
  the ghost is not going to divulge much beyond his 
  monologue below; the last tragic moments of his 
  and his family’s lives have left his mind in a 
  constant state of flux. 
   
  If asked his name: 
   
  “I-I am the renowned jongleur Orron Fisket! My 
  critics here in Tibud yearn to have talent, thus they 
  were jealous of mine! My plays embraced man 
  being in touch with the beast that lies within, 
  something the city-dullards with their damning 
  pens failed to see! Perhaps if they took the time to 
  wipe the smudges of ink from their eyes-! Echrie, 
  my sweet Echrie, always told me to ignore their 
  barbs. Echrie? Echrie! Why are you screaming!?!” 
   
  If asked on how he died: 
   
  “Died? A poor jest, you fobbing scut. That rump-
  fed attitude will not get you far on stage, coxcomb. 
  My trip with the family did leave me exhausted. I 
  could barely keep up with my children as they 
  bounded up the staircase, ready to play with their 
  new toys I bought while we were on the road. I 
  went to put some clothes away, then… Oren! 
  Ulyrie! Eyes! FANGS! Biting my children! I tried to 
  reach them, but more of the fiends attacked me! 
  Couldn’t fight them! Couldn’t face THEM! I 
  slammed the door on them and crawled away. I 
  slammed the door on my children because of my 
  cowardice! My shame! My heart was seizing up, 
  but my ears, the ears of my mother, heard my little 
  ones’ cries! Why won’t they END?”  
   
  If asked about the door under the staircase: 
   
  “Oh, THAT door. My associates wanted another 
  way into their base ‘below.’ Their activities were 
  ‘off the books,’ you know. They altered the cellar a 
  bit as well. The traffic through the living room got 
  a bit much for Echrie. Where is she? I thought a 
  spot of touring the coast would do the family some 
  good. I tire of waking up just to unlock that door 
  for the newer partners of my associates under the 
  streets.” 
   
   
   
  
   
  29 
  If asked about his associates:  
   
  “Nice people… after a fashion. Brother and sister. 
  Foreigners. Merchants, but their transactions were 
  too sensitive to be observed by the law, mind you. 
  The merchants had coin. I had debts. Soon my 
  harassers let me be. The merchants’ competitors 
  started watching the house a little much though. 
  Didn’t matter. My new friends had young toughs 
  on the street and cloaked men below. Blood wasn’t 
  going to be spilt in my house. Blood. No. Where- 
  where’s my family?” 
   
  If asked about the base below: 
   
  “Never been there. The less I knew, the better. 
  Must have been some room below. While half of 
  the merchants’ henchmen were little better than 
  cowled runts, the rest of the whey-faces were near 
  my height and on the broad side. My partners gave 
  me enough coin to NOT be interested in what 
  went on down there.” 
   
  If asked about his family: 
   
  “Ah, Echrie! The sole inspiration to many happy 
  sonnets… until the children came along. My son 
  Oren is already learning how to use his voice, but 
  daughter Ulyrie is taking after her mom with eyes 
  that sparkle on stage. I tried to minimize their 
  exposure to my new friends. Sometimes you have 
  to stand in the shadows to keep yourself and your 
  loved ones afloat. S-shadows. Legs. Fangs! D-don’t 
  take my family! Find them! Save them!” 
   
  If asked about the key to the door under the 
  staircase: 
   
  “You-you are the new recruits? Why didn’t you say 
  so? I would lead the way downstairs, but I just c-
  can’t seem to leave the room. Could you, would 
  you, check on my family first? I’ll even sing a ballad 
  while you look for them. I know Echrie went 
  downstairs. The children are somewhere close. You 
  check on them, see if they are safe, and I’ll give you 
  the key. I-I can hear them breathe. W-why are they 
  gasping? C-can’t you hear them!?!”  
   
  If the PCs agree to finding his family: 
   
  The posture of the ghostly form straightens, his 
  eyes flooding with clarity. “Seek them out. I know 
  they are in the house. I can’t leave this room, but I 
  can lend you my voice to bolster your spirits. Save 
  them… when I could not.” 
   
  If the party comes back and informs Orron that his 
  family has been saved: 
   
  Orron’s 
  form 
  somehow 
  coalesces, 
  becomes 
  brighter. His feet settle down onto the ground in 
  front of his corpse. “Thank you, strangers… I mean 
  friends. I can hear Echrie and my children beyond 
  the door. Take the key and my blessing. Farewell.” 
  Orron then walks past you towards the doorway. 
  When he steps into the hallway, he fades into 
  nothingness. 
   
  If the party comes back and informs Orron that his 
  family is dead: 
   
  Orron’s form coalesces, the glow now verdant. 
  “Then it was all for naught… yet I somehow feel 
  closer to them. I can be with them again, if I just 
  let go.” He looks at you with understanding. “You 
  did what you could. Do what you will.” Orron 
  closes his eyes, collapses into a starburst, and then 
  evaporates before you. 
   
   
  ELIMINATING THE ARACHNIDS, MINOR 
  QUEST EL 8 
  Success: All the arachnids in F5 and F9 are slain. 
  Reward: 1,200 XP 
  Boon: +1 bonus to all saving throws for one day. 
   
   
  Orron Fisket 
   
   
   
                 CR 8 
  XP 4,800 
  Male half-elf ghost bard 7 
  CN Medium undead (half-elf, incorporeal) 
  Init +2; Senses darkvision 60 ft.; Perception +15 
   
  Defense 
  AC 17, touch 17, flat-footed 15 (+5 deflection, +2 Dex) 
  hp 77 (7d8+42) 
  Fort +7, Ref +7, Will +5 
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits 
   
  Offense 
  Speed fly 30 ft. (perfect) 
  Melee corrupting touch +7 (6d6, Fort DC 19 for half) 
   
  
   
  30 
  Special Attacks bardic performance 37 rounds/day 
  (countersong, distraction, fascinate [DC 19], inspire 
  courage +2) 
   
  Bard Spells Known (CL 4)   
  3rd  (2/day) crushing despair (Will DC 18), displacement 
  2nd (4/day) compassionate ally (Range 35 ft., Target one 
  creature, Rushes to aid injured ally for 4 rounds, Will DC 
  17), glitterdust (Will DC 17), mirror image (1d4+1 images), 
  summon swarm 
  1st (6/day) charm person (Will DC 16), grease (Reflex DC 
  16), hideous laughter (Will DC 16), touch of gracelessness 
  (touch spell, Target one creature, 1d6+2 Dex penalty for 4 
  rounds, Fort DC 16 for half), unnatural lust (Range 35 ft., 
  Target one creature, Rushes to embrace an ally, Duration 
  1 rd., Will DC 16)  
  0th (at will) dancing lights, flare (Fort DC 15), ghost sound 
  (Will DC 15), lullaby (Will DC 15), open/close, 
  prestidigitation 
   
  Tactics 
  During Combat Once the party moves towards his 
  body/grabs for the key to F4a, Orron will assault the 
  nearest offender with corrupting touch, his primary 
  attack. Spellcasters not within the reach of Orron’s touch 
  will be targeted with hideous laughter or telekinesis. 
  Orron will use charm person, unnatural lust, and 
  compassionate ally to sow chaos among his attackers. 
  Mirror image and displacement will be invoked if Orron 
  finds himself hit a bit too often by melee/missile fire. 
  Anyone appearing ready to bolt will be hit with touch of 
  gracelessness or fascinate if possible. Orron will cast 
  grease upon the staircase in F6 to cause runners bruises 
  (1d6 hit points) on their way down to the first floor. 
  Because of the lingering horror of his death, the vermin 
  brought forth by Orron’s summon swarm will be spiders. 
  Confined to the room, Orron will attack stragglers with his 
  touch before stopping at the doorway, using close on the 
  portal to emote his frustration at not being able to follow.  
  Morale Orron will fight until destroyed. He will reform in 
  2d4 days, forgetting the encounter entirely. 
   
  Statistics 
  Str --, Dex 14, Con --, Int 13, Wis 10, Cha 21 
  Base Atk +5; CMB +5; CMD 17 
  Feats Extra Performance (3), Skill Focus (Perform [sing]), 
  Spellsong 
  Skills Appraise +7, Bluff +18, Diplomacy +11, Intimidate 
  +11, Fly +6, Knowledge (history) +8, Knowledge (local) +8, 
  Perception +18, Perform (sing) +15, Sense Motive +7 
  (+18), Spellcraft +10, Stealth +14, Use Magic Device +12; 
  Racial Modifiers +8 Perception, +8 Stealth 
  Languages Common, Elven 
  Gear brooch of shielding (82 hit points) 
   
  Special Abilities 
  Bardic Performance Orron is trained to use the Perform 
  (sing) (+18) skill to create magical effects on those around 
  him, including himself if desired. He can use this ability up 
  to 37 rounds/day. Starting a bardic performance is a 
  standard action, but it can be maintained each round as a 
  free action. Changing a bardic performance from one 
  effect to another requires Orron to stop the previous 
  performance and start a new one as a standard action. A 
  bardic performance cannot be disrupted, but it ends 
  immediately if Orron is killed, paralyzed, stunned, 
  knocked unconscious, or otherwise prevented from taking 
  a free action to maintain it each round. Orron cannot 
  have more than one bardic performance in effect at one 
  time. 
  Countersong (Su) Orron has learned how to counter magic 
  effects that depend on sound (but not spells that have 
  verbal components). During each round of the 
  countersong, Orron makes a Perform Singing skill check 
  (+18). Any creature within 30’ of Orron (including himself) 
  that is affected by a sonic or language-dependant magical 
  attack may use Orron’s Perform check result in place of its 
  saving throw if, after the saving throw is rolled, the 
  Perform check result proves to be higher. If a creature 
  within range of the countersong is already under the 
  effect of a non-instantaneous sonic or language-
  dependant magical attack, it gains another saving throw 
  against the effect each round it hears the countersong. 
  However, it must use Orron’s Perform skill check result 
  for the save. Countersong does not work on effects that 
  don’t allow saves. Countersong relies on audible 
  components. 
  Corrupting Touch (Su) By passing part of his incorporeal 
  body through a foe’s body as a standard action, Orron 
  inflicts 6d6 points of damage. This damage is not negative 
  energy–it manifests in the form of physical wounds and 
  aches from supernatural aging. Creatures immune to 
  magical aging are immune to this damage, but otherwise 
  the damage bypasses all forms of damage reduction. A DC 
  19 Fortitude save halves the damage inflicted. 
  Distraction (Su) Orron can use his performance to counter 
  magic effects that depend on sight. Each round of the 
  distraction, he makes a Perform (sing) skill check (+18). 
  Any creature within 30’ of Orron (including himself) that is 
  affected by an illusion (pattern) or illusion (figment) 
  magical attack may use Orron’s Perform check result in 
  place of its saving throw if, after the saving throw is 
  rolled, the Perform check result proves to be higher. If a 
  creature within range of the distraction is already under 
  
   
  31 
  the effect of a non-instantaneous illusion (pattern) or 
  illusion (figment) magical attack, it gains another saving 
  throw against the effect each round it sees the 
  distraction, but it must use Orron’s Perform skill check 
  result for the save. Distraction does not work on effects 
  that don’t allow saves. Distraction relies on visual 
  components. 
  Fascinate (Su) Orron can use his performance to cause 
  one or more creatures to become fascinated with him. 
  Each creature to be fascinated must be within 90’, able to 
  see and hear Orron, and capable of paying attention to 
  him. Orron must be able to see the creatures affected. 
  The distraction of a nearby combat or other dangers 
  prevents the ability from working. Orron can target up to 
  two creatures with this ability. Each creature within range 
  receives a DC 19 Will save to negate the effect. If a 
  creature’s saving throw succeeds, Orron cannot attempt 
  to fascinate that creature again for 24 hours. If its saving 
  throw fails, the creature sits quietly and observes the 
  performance for as long as Orron continues to maintain it. 
  While fascinated, a target takes a -4 penalty on skill 
  checks made as reactions, such as Perception checks. Any 
  potential threat to the target allows the target to make a 
  new saving throw against the effect. Any obvious threat 
  automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-affecting ability. 
  Fascinate relies on audible and visual components in 
  order to function. 
  Frightful Moan (Su) Orron Fisket died from poison, acute 
  arachnophobia, and shame. He can emit a frightful moan 
  as a standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 19 Will save or become 
  panicked for 2d4 rounds. This is a sonic mine-affecting 
  fear effect. A creature that successfully saves against the 
  moan cannot be affected by Orron’s moan for 24 hours. 
  Inspire Courage (Su) Orron can use his performance to 
  inspire courage in his allies (including himself), bolstering 
  them against fear and improving their combat abilities. To 
  be affected, an ally must be able to perceive Orron’s 
  performance. The affected ally receives a +2 morale 
  bonus on saving throws against charm and fear effects 
  and a +2 competence bonus on attack and weapon 
  damage rolls. Inspire courage is a mind-affecting ability.  
  Inspire courage can use audible or visual components. 
  Orron must choose which component to use when 
  starting his performance. 
  Inspire Competence (Su) Orron can use his performance 
  to help an ally succeed at a task. The ally must be within 
  30’ and able to see and hear the bard. The ally gets a +3 
  competence bonus on skill checks with a particular skill as 
  long as he or she continues to hear Orron’s performance. 
  Orron can’t inspire competence in himself. Inspire 
  competence relies on audible components. 
  Lore Master (Ex) Orron is a master of lore and can take 10 
  on any Knowledge skill check that he has ranks in. He can 
  choose not to take 10 and can instead roll normally. In 
  addition, once a day, Orron can take 20 on any Knowledge 
  skill check as a standard action.  
  Rejuvenation (Su) Simple combat will not likely destroy 
  Orron Fisket: his “destroyed” spirit will restore itself in 
  2d4 days. Only the destruction of all the arachnids in F5 
  and F9 will put Orron permanently to rest. 
  Spellsong (Su) Orron can combine his bardic performance 
  and spellcasting in two ways. First, Orron can conceal the 
  activity of casting a bard spell by masking it in a 
  performance. As a swift action, Orron may combine his 
  casting of a spell with a Perform check. Observers must 
  make a Perception or Sense Motive check opposed by 
  Orron’s Perform check (+18) to realize that he is also 
  casting a spell. This uses one round of his bardic 
  performance ability, regardless of the spell’s casting time. 
  Second, as a move action, Orron can use 1 round of 
  bardic performance to maintain a bard spell with a 
  duration of concentration. Orron can cast another spell in 
  the same round he is using bardic magic to maintain 
  concentration; if Orron does this, his concentration on the 
  maintained spell ends when he ends the bardic 
  performance of which the spell is a part. 
  Skill Focus (Perform Singing) Orron gets a +3 bonus to all 
  checks involving this skill. 
  Suggestion (Sp) Orron can use his performance to make a 
  suggestion (as per the spell) to a creature that he has 
  already fascinated (see above). Using this ability does not 
  disrupt the fascinate effect, but it does require a standard 
  action to activate (in addition to the free action to 
  continue the fascinate effect). Orron can use this ability 
  more than once against an individual creature during an 
  individual performance. 
  Telekinesis (Su) Orron can use telekinesis as a standard 
  action once every 1d4 rounds (caster level 12th). 
  Versatile Performance (Ex) Orron can use his Perform 
  (sing) skill (+18) in place of his bonuses in Bluff and Sense 
  Motive. 
  Well-Versed (Ex) Orron is resistant to the bardic 
  performances of others, and to sonic effects in general. 
  Orron gains a +4 bonus on saving throws made against 
  bardic performance, sonic, and language-dependant 
  effects. 
   
   
  
   
  32 
  ORRON FISKET 
   
                  
                CR 9 
  Medium undead, chaotic neutral 
   
  Armor Class 12 
  Hit Points 80 (17d8) 
  Speed 0 ft., fly 40 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (+0) 
  14 (+2) 10 (+0) 15 (+2) 10 (+0)  20 (+5) 
  Saving Throws Dex +6, Cha +9 
  Skills Acrobatics +4, Animal Handling +2, Arcana +6, 
  Athletics +0, Deception +9, History +6, Insight +2, 
  Intimidation +9, Investigation +4, Medicine +2, Nature 
  +4, Perception +2, Performance +13, Persuasion +13, 
  Religion +4, Sleight of Hand +4, Stealth +4, Survival +2 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Elven 
  Challenge 9 (5,000 XP) 
   
  SPECIAL ABILITIES 
  Bardic Inspiration (5/short rest). Orron can use an 
  action to grant creature a bonus 1d8 to add to an 
  attack roll, ability check or saving throw. This bonus die 
  must be used within 10 minutes of being granted by 
  the bard.  
  Countercharm. Orron can use an action to grant allies 
  within 30 ft. advantage vs. being frightened or 
  charmed.  
  Cutting Words. Orron can spend a bardic inspiration to 
  subtract a bardic die roll from target's attack roll, 
  ability check, or damage roll. The target must be within 
  60 feet, and is immune to this ability if they cannot 
  hear Orron, or are immune to being charmed.  
  Ethereal Sight. Orron can see 60 feet into the Ethereal 
  Plane when he is on the Material Plane, and vice versa. 
  Font of Inspiration. Orron recovers all uses of bardic 
  inspiration after a short or long rest.  
  Jack of All Trades. Orron adds half of his proficiency 
  bonus to ability checks he’s not already adding it to.  
  Incorporeal Movement. Orron can move through other 
  creatures and objects as if they were difficult terrain. 
  He takes 5 (1d10) force damage if he ends its turn 
  inside an object. 
  Song of Rest. Orron and his allies regain 1d6 extra hit 
  points when spending HD during a short rest. 
   
  ACTIONS 
  Withering Touch. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target.  Hit: 19 (4d6+5) necrotic 
  damage. 
  Etherealness. Orron can enter the Ethereal Plane from 
  the Material Plane, or vice versa. He is visible on the 
  Material Plane while he is in the Border Ethereal, and 
  vice versa, yet he can’t affect or be affected by 
  anything on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of Orron that can see him must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to Orron’s Horrifying Visage for the 
  next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it 
  occurring. 
  Possession (Recharge 6). One humanoid that Orron can 
  see within 5 feet of it must succeed on a DC 17 
  Charisma saving throw or be possessed by him; Orron 
  then disappears, and the target is incapacitated and 
  loses control of its body. Orron now controls the body 
  but doesn’t deprive the target of awareness. Orron 
  can’t be targeted by any attack, spell, or other effect, 
  except ones that turn undead, and it retains his 
  alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. He 
  otherwise uses the possessed target’s statistics, but 
  doesn’t gain access to the target’s knowledge, class 
  features, or proficiencies. 
  The possession lasts until the body drops to 0 hit 
  points, Orron ends it as a bonus action, or Orron is 
  turned or forced out by an effect like the dispel evil and 
  good spell. When the possession ends, Orron 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to Orron’s Possession for 
  24 hours after succeeding on the saving throw or after 
  the possession ends. 
   
  SPELLCASTING 
  Orron is a 7th-level spellcaster. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Orron has the following bard spells prepared: 
  
   
  33 
   
  Spells known: 
  Cantrips: mage hand, minor illusion, vicious mockery 
  Level 1: bane, dissonant whispers, thunderwave 
  Level 2: crown of madness, shatter, silence 
  Level 3: hypnotic pattern, stinking cloud  
  Level 4: compulsion, confusion.  
   
  Loot 
   
  On Orron Fisket’s corpse is a large belt pouch 
  containing five jaspers (50 gp each), 10 pp, 70 gp, 80 
  sp, and an iron key to the chest in the room. Under 
  his shirt collar is a brooch of shielding. In his tunic 
  pocket is the steel key to F4a. 
   
  On the four-poster bed is a set of fine, green silk 
  sheets worth 70 gp. A painting depicting a blue 
  dragon and a titan playing chess atop a plateau 
  hangs behind the bed obscured by hanging sheets 
  (Perception DC 15). The work is valued at 500 gp.  
   
  The wardrobe contains some of Orron and his 
  wife’s mundane clothes (those on the floor) along 
  with some of the bard’s more valuable costumes. 
  Orron’s raiment of value consists of two royals’ 
  outfits (200 gp each), four nobles’ outfits (75 gp 
  each), four entertainers’ outfits (3 gp each), a 
  monk’s outfit (5 gp), two cold weather outfits (8 gp), 
  and two explorers’ outfits (10 gp). 
   
  There is a large chest equipped with a good lock 
  (DC 30, total chest value 87 gp) in the southeast 
  corner of the room hidden by its proximity to the 
  bed (Perception DC 12 to notice). Inside the chest 
  is one set of silver bells (total 60 sp), two 50’ coils of 
  silk rope, a hooded lantern, five pints of oil, flint 
  and steel, sewing needle (5 sp), a bejeweled signet 
  ring 
  for 
  performances 
  (200 
  gp), 
  salve 
  of 
  slipperiness, two cure light wounds potions (1d8+5 
  hit points), mithral chain shirt, 20 pp, 215 gp, 50 sp, 
  and 500 cp. 
   
   
  F9. Children’s Bedroom, EL 6 
   
  GM’s Note: If the spiders perceive living intruders 
  in the house through their tremorsense, one will 
  hide in a web on the ceiling just inside the doorway 
  (Stealth +11). It won’t attack until discovered or 
  until after the first two rounds of combat. 
  Movement through the room should be treated as 
  encountering a web spell (making a combat 
  maneuver check or Escape Artist check as part of 
  their move action, DC 12). 
   
  This 20’ by 20’ room is mostly covered wall-to-wall 
  with spider webs. A wardrobe stands in the 
  southwest corner of the room while a set of 
  children’s bunk beds sits in the southeast. The 
  northeast corner of the room is dominated by 
  webbing. Within the cluster are two bulging, 
  pulsating masses of ivory gossamer. Under one of 
  the masses you can see a child’s foot sticking out. 
  Spiders the size of mastiffs are creeping about the 
  room, two of them moving in the direction of the 
  web cluster. 
   
  Six feet just south of the door is an iron key to F10. 
  Orron lost this key in his flight from here. A PC can 
  spot it on the webbed floor with a Perception DC 
  15 check. 
   
  The pets of Dularna Temiguna did a thorough job. 
  They killed Oren and Ulyrie and then dragged their 
  corpses to a corner. The spiders then rigged the egg 
  sacs they brought with them above the corpses so 
  the hatchlings would have an easy first meal. 
  Combat within the room and the doorway will 
  cause the emerging spider swarms to seek out live 
  prey as their initial meal. 
   
  The wardrobe holds nothing of value and neither 
  do the bunk beds. The web cluster that covers the 
  corpses of the children also hides a chest of toys. 
  The toys -20 in all- have seen years of abuse and 
  will only fetch 5 sp apiece at best. 
   
  Giant Spider (4) 
   
   
   
                 CR 1 
  XP 400 
  N Medium vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4 
   
  Defense 
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural armor) 
  hp 16 (3d8+3) 
  Fort +4, Ref +4, Will +1 
  Immune mind-affecting effects 
   
  Offense 
  Speed 30 ft., climb 30 ft. 
  
   
  34 
  Melee bite +2 (1d6 plus poison) 
  Special Attack web (+5 ranged, DC 12, hp 2) 
   
  Tactics 
  During Combat Dularna Temiguna commanded the 
  spiders to stay within the room, but ranged magic/missile 
  fire will cause the vermin to give chase to their attackers 
  beyond these walls. The spiders will throw their webs at 
  characters hanging back while frontline PCs get the fang 
  treatment. 
   
  Morale The spiders will fight to the death. 
   
  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 Str damage; cure 1 save. 
  The save is Constitution-based. 
   
  GIANT SPIDERS (4) 
                           CR 1 
  Large beast, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d10+4) 
  Speed 30 ft., climb 30ft.  
   
   
   
   
   
   
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 16 (+3) 12 (+1) 2 (-4) 
  11 (+0) 4 (-3) 
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages --- 
  Challenge 1 (200 XP) 
   
  SPECIAL ABILITIES 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature.  Hit: 7 (1d8+3) piercing damage. The target 
  must make a DC 11 Constitution saving throw, taking 9 
  
   
  35 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, 
  range 30 ft./60 ft., one creature.  Hit: The target is 
  restrained by webbing. As an action, the restrained 
  target can make a DC 12 Strength check, bursting the 
  webbing on a success. The webbing can also be 
  attacked and destroyed (AC 10; hp 5; vulnerability to 
  fire damage; immunity to bludgeoning, poison, and 
  psychic damage). 
   
  Spider Swarm (2)  
   
   
                 CR 1 
  XP 400 
  N Diminutive vermin (swarm) 
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4 
   
  Defense 
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) 
  hp 9 (2d8) 
  Fort +3, Ref +3, Will +0 
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects 
  Weaknesses swarm traits 
   
  Offense 
  Speed 20 ft., climb 20 ft. 
  Melee swarm (1d6 plus poison and distraction) 
  Space 10 ft.; Reach 0 ft. 
  Special Attack distraction (DC 11) 
   
  Tactics 
  During Combat Both egg sacs are ready to burst. Roll a d4 
  for each to see which round they hatch during the party’s 
  fight with the adult spiders.  
   
  Morale The spider swarms will fight until destroyed. 
   
  Statistics 
  Str 1, Dex 17, Con 10, Int – , Wis 10, Cha 2 
  Base Atk +1; CMB –; CMD –  
  Skills Climb +11, Perception +4; Racial Modifiers +4 
  Perception; uses Dexterity for Climb checks 
   
  Special Abilities 
  Poison (Ex) type Swarm – injury; save Fort DC 11; 
  frequency 1/round for 2 rounds; effect 1d2 Str damage; 
  cure 1 save. The save is Constitution-based. 
   
  b SCALING THE DIFFICULTY 
  CR 7 – Give two of the adult spiders the Half-Fiend 
  template. 
  CR 8 – Give all the adult spiders the Half-Fiend 
  template. 
   
   
  SWARM OF SPIDERS (3)  
   
            CR 1/2 
  Medium swarm of Tiny beasts, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13(-4) 13 (+1) 10 (+0) 1 (-5) 
  7 (-2)  
  1(-5) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  SPECIAL ABILITIES 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny insect. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
   
  ACTIONS 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target.  Hit: 10 (4d4) piercing, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points or fewer. 
  damage. 
   
  b SCALING THE DIFFICULTY 
  EL 7:  Increase the number of giant spiders to 5. 
   
   
  
   
  36 
  F10. Guest Bedroom 
   
  The lock (Average - Disable Device DC 25, key in 
  F9) in this door has been engaged. Once the party 
  bypasses the door, read or paraphrase the 
  following: 
   
  This 15’ by 20’ room has two single beds within, the 
  heads against the east wall. Between the beds and 
  set high in the wall is a shuttered window. In the 
  northeast corner of the room is a small wooden 
  chest. The room and its sparse furnishings have a 
  thin layer of dust, implying it has not been entered 
  in some time. 
   
  This spare bedroom was intended to be Oren’s 
  when he grew older. The ceiling is only 7’ high in 
  this room. Sanhler (U5) convinced Orron to store a 
  small cache of guild items here. The chest’s lock is 
  average (DC 25) and Sanhler has the key. PCs who 
  pass a DC 25 Perception check when investigating 
  the chest will spot the cobweb-covered javelin hole 
  in the ceiling. A wire set in the wall connects the 
  chest’s lid and the javelin’s launch mechanism. 
  Moving the chest away from the wall will also 
  trigger the trap. 
   
  Poisoned Javelin Trap 
   
   
                 CR 6 
  XP 1,600 
  Type mechanical; Perception DC 25 (to spot javelin hole in 
  ceiling); Disable Device DC 20 
   
  Effects 
  Trigger touch; Reset manual 
  Effect One poisoned javelin (1d6 points of damage); +15 
  to hit; one target in front of chest (top of head or 
  shoulders). Javelin is coated with shadow essence (DC 17 
  Fortitude save; Frequency 1/ round for 6 rounds; Initial 
  Effect 1 Strength drain; Effect 1d2 Strength damage; Cure 
  1 save). 
   
  Poisoned Javelin Trap     
   
   
                 CR 6 
  Mechanical trap 
  Perception DC: 17    Disarm DC: 16 
   
  EFFECTS 
  This trap fires a poison tipped javelin at the front of the 
  chest, at head or shoulder height for medium characters. 
  The trap has +6 to attack, and deals 1d6+4 points of 
  piercing damage. The poison coating the javelin requires a 
  DC 14 Constitution saving throw or the target loses 1d2 
  points of Strength. This ability damage is temporary, and 
  will return after a short or long rest.  
   
  A character without thieves’ tools proficiency can attempt 
  to disarm this trap with disadvantage using any edged 
  weapon or tool. A failure causes this trap to trigger. 
   
  Loot 
   
  Inside the chest is a vial of silversheen, elixir of 
  love, two doses of shadow essence, everburning 
  torch, disguise kit, masterwork rogue’s tools, 
  three peridots (50 gp each), 15 pp, 400 gp, 900 sp, 
  and 500 cp. 
   
   
  TURNING IN THE POISON TO SEGNAR, PART 1, 
  MINOR QUEST EL 3 
  Success: Turning in the doses of shadow essence 
  to Terent Segnar. 
  Reward: 200 XP 
   
   
   
   
  
   
  37 
   
  Chapter 3 – Undercroft of 
  the Unlit 
   
  History 
   
  Two centuries ago Tibud was outfitted with a 
  sewer system. The more nefarious citizens of the 
  port city soon took advantage of the shadow-
  enriched (if odorous) environment and dug out 
  new corridors and intersections for hideouts and 
  meeting halls. On more than a few occasions a 
  thug’s pickaxe would bring down a wall to an 
  abutting guild’s lair. Such occurrences –whether 
  accidental or intentional– would usually end in 
  bloodshed, rivaling the amount of red spilt on the 
  streets above during similar meetings. The city 
  council would quietly dispatch plague priests to 
  quell the fighting, but when a few diseased-ridden 
  bodies fell into Tibud’s fresh water supply, the 
  administration took a more direct approach; the 
  more bribes a guild pays the constables, the more 
  favors/less interference the ‘law’ would do for the 
  guild. This practice held for decades with a few 
  occasional years of ‘reform’ when the citizens 
  griped about the nearly blatant partnership 
  between the guard and the guilds. When Duke 
  Harris Dunhare came to power seventeen years 
  ago one such reform period occurred, but once the 
  Duke’s 
  plans 
  for 
  border 
  expansion 
  gained 
  prominence, Tibud fell to the shadows once again. 
  With corruption on both sides of the law, the port’s 
  working class stays wary of helping hands. One 
  such area where the hardship was prominent was 
  the Lumber Merchant District. 
   
  One of the thieves’ guilds of this district was the 
  Broken Lanterns. Out-of-work woodsmen, miners, 
  laborers, and other dregs found formed a gang 
  when the local merchants refused them gainful 
  employment. Strong in back and quick to pummel 
  any resistance, the Lanterns learned early on that 
  leaving victims alive after a mugging meant you 
  could rob them again, especially when the watch 
  was bribed to turn a blind eye. Once the guild’s 
  ranks swelled to thirty, the Lanterns moved their 
  base underground, utilizing old skills to make the 
  world under the streets a proper retreat. The guild 
  held and expanded this network of tunnels and 
  chambers for three years, its few dwarven and 
  miner associates making sure the shafts held 
  under the weight of the populous above. While not 
  one of the biggest thieves’ guilds in its district, the 
  Lanterns sported one of the longest private 
  tunnels, connecting their hideout within the 
  Lumber 
  Merchant 
  District 
  with 
  a 
  small 
  underground harbor on the western edge of the 
  city. The tunnel –dubbed “The Wyrm’s Spine”– has 
  small clusters of rooms at various points along its 
  length. The Lanterns’ ambition outgrew its 
  manpower though; they simply did not have the 
  numbers to properly guard the enormity of their 
  subterranean territory. This weakness was soon 
  discovered by Sanhler and Karhiss. After the 
  recruitment 
  of 
  some 
  dockside 
  toughs, 
  the 
  jackalweres and Vorlash’s forces stormed the 
  hideout from the seaside entrance, sleep-inducing 
  gazes, erupting darkness, and poisoned blades 
  causing the Broken Lanterns to rupture. The attack 
  was so quick and complete that no one escaped. 
  The Lumber Merchant District had new masters 
  tending the shadows, except this lot would just as 
  likely steal your breath as well as your coin purse. 
   
  The Undercroft 
   
  The Broken Lantern’s miners did a superb job 
  excavating and connecting chambers under the 
  district’s streets. PCs who pass a DC 15 Knowledge 
  (engineering) check will note that the rooms and 
  tunnels from U4 and beyond were carved from 
  expert (dwarven/miner) know-how. Another DC 15 
  Knowledge (engineering) check will reveal that the 
  tunnels connecting U2, U3, and U4 are of more 
  recent (less than six months) construction and 
  crafted by less caring (dark creeper) hands.  
   
  The Lanterns’ old entrance to the surface was a 
  shaft in the ceiling of U5 that led to an abandoned 
  woodworker’s shop. The Unlit leaders decided the 
  entrance was too well known and that a few more 
  barriers and stratagems should exist between the 
  guildhall (U10) and the streets, so they had dark 
  slayer Tish plug the shaft up with a stone shape 
  scroll. 
   
  The height of the chambers and tunnels of the 
  Unlit are 8’ unless otherwise noted. The air of this 
  dungeon layer is dry but breathable; the exception 
  to this is U3, where dampness reigns supreme. 
  
   
  38 
   
   
  
   
  39 
  The Undercroft is outfitted with strong wooden 
  doors (AC 3; hardness 5; hit points 22; DC 18 locked) 
  equipped with average (Disable Device DC 25) 
  locks. Most of the doors within the hideout are 
  unlocked unless noted otherwise. Any unnamed 
  Unlit members who escape the PCs will first run 
  for U5 to marshal with Sanhler against the 
  invaders (Tish has his own plan, see his stat block 
  at U3). Once holding U5 appears to be a lost cause, 
  the guild members will head to U10 for a final 
  stand. Sanhler will fetch his sister Karhiss and her 
  pets (U7) before making their way to join Vorlash 
  at the guildhall. Karhiss will eventually leave her 
  location to meet with Vorlash and, at the GM’s 
  option, could come up behind the PCs if they 
  bypass rooms U7 and U8. Every Unlit member 
  knows of the pit trap at U6 and the zombies at U9. 
  At U6 the members will either jump over the 
  trigger squares or use the planks from U5 to 
  bypass. At U9 the retreating Unlit will stick to the 
  carpet lining that hallway, moving at half-speed so 
  that the ruse remains un-sprung. The presiding 
  GM should keep a tally on the possible 
  number/type of foes the party may face in U10. The 
  guild at that point will be stuck between the PCs 
  and Segnar; the Unlit will fight with everything 
  they have left. And, of course, because of the very 
  nature of the guild, the Undercroft is (aside from 
  U7 and U11) drenched in darkness. All creatures 
  gain concealment (50% miss chance) if such 
  conditions are allowed. The miss chance lowers to 
  20% in dim light. The dark folk and most of their 
  allies have darkvision and will use it to their 
  advantage; the former can even see in pitch-black 
  conditions, including those created by deeper 
  darkness. Vorlash and his brethren will do their 
  best to keep their enemies in the dark. 
   
  Unlit’s Problem-Solvers EL 7 
   
  When the thieves’ guild was officially formed, 
  Karhiss felt it lacked a bit in the muscle 
  department. Sometimes a knife in the back may 
  convey the wrong message; broken bones are 
  much more direct. She quickly hired on some half-
  orcs previously discharged from Tibud’s standing 
  army for trashing a countryside inn. The hybrids 
  have proven invaluable to the guild over a dozen 
  times, busting the skulls of thugs from rival 
  territories stepping onto the wrong streets. The 
  half-orcs were on one such outing when the PCs 
  breached 
  the 
  Undercroft. 
  Now 
  the 
  Unlit’s 
  problem-solvers have returned… 
   
  The presiding GM should use this group of 
  adversaries as a floating encounter, introducing 
  the half-orcs when he or she sees fit. The PCs 
  might be leaving evidence of their progress into 
  the Undercroft, tipping off to the half-orcs that 
  something is wrong. Did the party clear the Fisket 
  residence with hardly a scratch? The guild muscle 
  could be waiting to ambush them in F3 or U2. Are 
  Sanhler and his minions (U5) being dominated a bit 
  too quickly for your liking? The half-orcs could be 
  coming up the hall from U4 with crossbows out. 
  The destination of these warriors is U7 to give 
  Karhiss a progress report; the priestess could join 
  up with these underlings to harass the PCs if they 
  skipped her location. Ultimately the GM could opt 
  to use the half-orcs as a revenge force, joining up 
  with any Unlit leader who survived the breaking of 
  the guild, ready to assault the PCs at a later date 
  when their defenses are down. 
   
  The half-orcs know most of the layout of the first 
  layer of the Undercroft, their quarters located 
  further down the Wyrm’s Spine where Terent 
  Segnar is currently wreaking havoc. These warriors 
  know of the traps/hazards of the Undercroft, 
  including the zombie corridor at U9; the half-orcs 
  usually meet up with Karhiss so she could cast 
  silence on a coin so they could walk past the 
  undead in their armor with ease. Any half-orc 
  captured will not reveal guild numbers or 
  stratagems; they will tip off their guild-mates any 
  chance they get though. 
   
  Guild Muscle (4)  
   
   
                 CR 3 
  XP 800 
  Half-orc fighter 4 
  NE Medium humanoid 
  Init +1; Senses darkvision 60 ft: Perception +1 
   
  Defense 
  AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 
  Dex) 
  hp 39 (4d10+12) 
  Fort +7, Ref +2, Will +2; +1 vs. fear 
  Defensive Abilities armor training 1, bravery +1 
   
  Offense 
  Speed 20 ft. 
  Melee flail +8 (1d8+5/x2) 
  
   
  40 
  Ranged light crossbow +5 (1d8/19-20/x2) 
   
  Tactics 
  Before Combat If the half-orcs are aware that the party is 
  nearby, they will load their crossbows. They will then 
  anoint their flails with their oils of magic weapon. Lastly, 
  the guild-fighters will quaff their potions of blur. 
   
  During Combat Once the PCs are in sight, two of the half-
  orcs will charge forward once the other pair fires their 
  crossbows at lightly-armored targets. The two chargers 
  will concentrate on one target while the crossbowmen 
  pepper anyone trying to interfere. Once a target has 
  dropped, the chargers will move onto the next PC. 
   
  Morale If brought down to 10 hit points or less, a half-orc 
  will retreat, perhaps bringing out his crossbow so he can 
  cover his mates. When two half-orcs have been killed, the 
  rest will try to escape to the city’s streets above. 
   
  Statistics 
  Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 8 
  Base Atk +4; CMB +7; CMD 18 
  Feats Combat Expertise, Improved Dirty Trick, Rapid 
  Reload, Weapon Focus (flail), Weapon Specialization (flail) 
  Skills Climb -1, Intimidate +6, Knowledge (dungeoneering) 
  +5, Perception +3, Survival +7, Swim -1; Racial Modifiers 
  +2 Intimidate 
  Languages Common, Goblin, Orc 
  Other Gear splint mail, flail, heavy wooden shield, light 
  crossbow (with 10 bolts), potion of blur, oil of magic 
  weapon, brass key to F1/F4a (muscle #2), greenish brass 
  key to F3a (muscle #4), 15 pp, 40 gp, and 60 sp 
   
  Special Abilities 
  Combat Expertise The guild muscle can choose to take a -
  1 penalty on melee attack rolls and combat maneuver 
  checks to gain a +1 dodge bonus to their Armor Class. 
   
  Improved Dirty Trick The guild muscle do not provoke an 
  attack of opportunity when performing a dirty trick 
  combat maneuver. In addition, they receive a +2 bonus 
  on checks made to attempt a dirty trick. They also receive 
  a +2 bonus to their Combat Maneuver Defense when an 
  opponent tries a dirty trick on them. 
   
  Orc Ferocity Once per day, when the guild muscle is 
  brought below 0 hit points but not killed, they can fight 
  on for one more round as if disabled. At the end of their 
  next turn, unless brought above 0 hit points, they 
  immediately fall unconscious and begin dying. 
   
  Rapid Reload The time required for these guild muscle to 
  reload their light crossbows is reduced to a free action. 
   
  GUILD MUSCLE (7) 
   
                               CR 1 
  Medium humanoid (half-orc), neutral evil 
   
  Armor Class 19 (splint, shield) 
  Hit Points 36 (4d10+8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 12 (+1) 14 (+2) 12 (+1) 12 (+1)  8 (-1) 
  Saving Throws Str +6, Con +4 
  Skills Athletics +6, Intimidation +1, Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Orc 
  Challenge 1 (200 XP) 
   
  SPECIAL ABILITIES 
  Action Surge. The guild muscle can take one additional 
  action on top of their regular action and a possible 
  bonus action once per short rest. 
  Dueling. The guild muscle gains a +2 to damage rolls 
  when they are wielding a melede weapon in one hand 
  and no other weapons.  
  Second Wind. The guild muscle can regain 1d10+4 hp 
  as a bonus action once per short rest. 
   
  ACTIONS 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target.  Hit: 5 (1d8+1) piercing 
  damage. 
  Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.  Hit: 10 (1d8+6) bludgeoning damage. 
   
   
  U1. Cellar Hall EL 6 
   
  Once the PCs are at the bottom of the shaft, read 
  or paraphrase the following: 
   
  At the bottom of the 40’ shaft is a 10’ high, 5’ wide 
  stone corridor leading south. At the end of the 30’ 
  corridor is a door in the east wall.  
   
  
   
  41 
  While the floor is hard stone, a DC 15 Perception 
  check will reveal that this tunnel is a high-traffic 
  area via the amount of dirty footprints found here. 
  The door at the end of the hall is unlocked, but 
  trapped. The three brass buttons on the interior of 
  the door’s handle must be pushed in ascending 
  order before the portal is opened; otherwise the 
  stone hatch above the door (Perception DC 25) will 
  open, depositing a gray ooze on anyone below. The 
  space above the hatch holds no treasure. 
   
  Camouflage Hatch Trap 
   
   
                 CR 4 
  XP 1,200 
  Type mechanical; Perception DC 25; Disable Device DC 25 
   
  Effects 
  Drops gray ooze onto PC(s) in front of door to U2. 
  Trigger touch; Reset repair 
  Effect +15 touch (1d6+4 plus 1d6 acid and grab, then 
  combat); possible multiple targets (all targets in a 5-ft.-
  square area) 
   
  Camouflage Hatch Trap      
   
                 CR 4 
  Mechanical trap  
  Perception: 18  Disarm 18 
   
  Effect 
  This trap triggers a stone hatch above the door to open and 
  drop a gray ooze onto any character within 5 feet of the 
  door. The gray ooze has a +8 to hit, and does 1d6+4 
  bludgeoning damage + 1d6 acid damage on a successful hit 
  from its pseudopods. If the PCs are caught unawares, the 
  gray ooze makes its initial attack with advantage.  
   
  Even if the ooze misses on the initial attack, combat will 
  start with the party rolling to see if they are surprised. 
   
   
  Gray Ooze 
   
   
   
                 CR 4 
  XP 1,200 
  N Medium ooze 
  Init -5; Senses blindsight 60 ft.; Perception -5 
   
  Defense 
  AC 5, touch 5, flat-footed 5 (-5 Dex) 
  hp 50 (4d8+32) 
  Fort +9, Ref -4, Will -4 
  Defensive Abilities ooze traits; Immune cold, fire 
   
  Offense 
  Speed 10 ft. 
  Melee slam +6 (1d6+4 plus 1d6 acid and grab) 
  Special Attacks acid, constrict (1d6+4 plus 1d6 acid) 
   
  Tactics 
  During Combat Once the gray ooze drops onto a victim, it 
  will keep attacking/grappling the PC until he or she is 
  slain. The gray ooze will then attack anyone who 
  interrupts its digestive process. 
   
  Morale The gray ooze will fight until destroyed. 
   
  Statistics 
  Str 16, Dex 1, Con 26, Int -, Wis 1, Cha 1 
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be 
  tripped) 
  SQ transparent 
   
  Special Abilities 
  Acid (Ex) The digestive acid that covers a gray ooze 
  dissolves metals and organic material, but not stone. Each 
  
   
  42 
  slam and constrict attack deals 1d6 additional acid 
  damage. Armor or clothing worn by a creature grappled 
  by a gray ooze takes the same amount of acid damage 
  unless the wearer succeeds on a DC 20 Reflex saving 
  throw. A wooden or metal weapon that strikes a gray 
  ooze takes 1d6 acid damage unless the weapon’s wielder 
  succeeds on a DC 20 Reflex save. The ooze’s touch deals 
  12 points of acid damage per round to wooden or metal 
  objects, but the ooze must remain in contact with the 
  material for one full round in order to deal this damage. 
  The save DCs are Constitution-based. 
   
  Transparent (Ex) Due to its lack of vivid coloration, a gray 
  ooze is difficult to discern from its surroundings in most 
  environments. A DC 15 Perception check is required to 
  notice the gray ooze. Any creature that fails to notice a 
  gray ooze and walks into it automatically suffers damage 
  as if struck by the ooze’s slam attack and is immediately 
  subject to a grab attempt by the ooze. 
   
  b SCALING THE DIFFICULTY 
  CR 5 – Give the gray ooze the advanced template. 
  CR 6 – The party encountered the ooze while it 
  was on the verge of binary fission. Two gray oozes 
  (normal) fall out of the hatch trap. 
   
  GRAY OOZE 
   
   
                               CR 3 
  Medium ooze, unaligned 
   
  Armor Class 8 
  Hit Points 58 (3d8+18) 
  Speed 10 ft., climb 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 6 (-2) 
  16 (+3) 1 (+-5) 6 (-2)  
  2 (-4) 
  Skills Stealth +2 
  Damage Resistances acid, cold, fire 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages — 
  Challenge 3 (700 XP) 
   
  SPECIAL ABILITIES 
  Amorphous. The ooze can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrode Metal. Any nonmagical weapon made of metal 
  that hits the ooze corrodes. After dealing damage, the 
  weapon takes a permanent and cumulative −1 penalty to 
  damage rolls. If its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made of metal that 
  hits the ooze is destroyed after dealing damage. 
  The ooze can eat through 2-inch-thick, nonmagical metal 
  in 1 round. 
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from an oily pool or wet rock. 
   
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target.  Hit: 4 (1d6+1) bludgeoning plus 7 (2d6) acid 
  damage damage. and if the target is wearing nonmagical 
  metal armor, its armor is partly corroded and takes a 
  permanent and cumulative −1 penalty to the AC it offers. 
  The armor is destroyed if the penalty reduces its AC to 10. 
   
  b SCALING THE DIFFICULTY 
  EL 5: Increase the number of oozes to 2. 
   
  U2. Wine Cellar 
   
  The door opens up the southeast corner of a 15’ by 
  30’ wine cellar. Two 10’ wide wine racks stand 
  opposite one another on the east and west walls of 
  the room while the northern end of the chamber 
  is dominated by clusters of barrels, some standing 
  upright, others resting upon barrel cradles.  
   
  Orron Fisket liked his wine and ale. He even kept a 
  couple kegs of brandy down here. Once Sanhler 
  saw the amount of unused space in the chamber, 
  he was able to convince Orron on using the cellar 
  for storage of stolen spirits. In the northeast corner 
  of the room behind some casks is the leather-strap-
  array that the guild uses to lower/raise the barrels 
  through the shaft at U1.  
   
  The list of the cellar’s spirits are as follows: 
  • 
  Twelve 25-gallon barrels of common ale (5 
  gp each, 290 lbs. each, barrel value 10 gp 
  each) 
  • 
  Twelve 10-gallon barrels of good ale (5 gp 
  each, 160 lbs. each, barrel value 5 gp each) 
  • 
  Two 5-gallon kegs of fair brandy (100 gp 
  each, 90 lbs. each, barrel value 2 gp each) 
  • 
  One 5-gallon keg of excellent brandy (350 
  gp, 90 lbs., barrel value 2 gp) 
  • 
  Twenty-eight bottles of fine wine (10 gp 
  each, 3 lbs. each) 
  • 
  Twenty-six bottles of excellent wine (20 
  gp each, 3 lbs. each) 
  
   
  43 
  • 
  Seventeen bottles of superb wine (40 gp 
  each, 3 lbs. each) 
   
  A pivoting secret door (DC 20 Perception check) is 
  located in the east wall in the southeast corner of 
  the room. A PC might (DC 15 Perception) notice 
  faint dust trails between the room’s two doors. If 
  the party wants to quietly open the secret door, 
  they suffer a -5 penalty on their Stealth checks. A 
  failed check warns the denizens of U3 that 
  someone is approaching. The party will hear water 
  running 
  upon 
  opening 
  the 
  hidden 
  portal, 
  accompanied by the smell of sewage. 
   
  U3. Sewer Tunnels EL 7 
   
  The short, carved corridor leads into a portion of 
  Tibud’s sewer system. You arrive at northern end 
  of the 20’ by 50’ tunnel, standing on one of the 5’ 
  wide ledges that line the east and west side of the 
  chamber. A 10’ wide churning channel of the city’s 
  waste and runoff flows from north-to-south 
  through the middle of the tunnel, heading for 
  Tibud’s harbor. A wide-barred, metal grate stands 
  at both ends of the channel. Near the middle of 
  chamber are two 12’ long wooden boards serving 
  as a makeshift bridge over the sloshing sewage. On 
  the east berm just south of your location is another 
  shadow-lined tunnel. 
   
  Word has travelled of Segnar’s assault on the 
  Unlit’s other entrance, so all the guards of U4 are 
  on watch here just in case the bounty hunter has 
  aid. Five deep goblins -two on the western ledge, 
  three on the east- are milling about, cursing at 
  their lot of life and at the surface dwellers with 
  equal fervor. Their leader, the dark slayer Tish, is 
  leaning against one of the walls of the far tunnel 
  leading to U4, brooding over his assignment 
  handed down to him by Vorlash. Tish would rather 
  lead proper creepers and not elevated slaves. 
  Weary of Tish’s grumblings, Vorlash posted the 
  slayer here to serve as the Unlit’s first line of 
  (expendable) 
  defense. 
  Despite 
  the 
  slayer’s 
  contempt for Vorlash, Tish still takes his post 
  seriously, hoping that intruders do indeed 
  penetrate the hideout so he can spill some blood. 
   
  Even if Tish and the goblins hear the word huzrik 
  upon a group’s entry via U1, they will hide 
  themselves (all have Stealth +12) within the 
  chamber’s shadows. The slayer will call out from 
  the darkness (in Goblin) once he sees the party on 
  the opposite ledge. Tish will need some heavy 
  convincing not to harass new faces (two DC 20 
  Diplomacy checks; one not to attack, one to pass). 
  If the PCs do manage to persuade Tish that they 
  are new recruits/allies, he’ll escort them to Sanhler 
  (U5), leaving behind the goblins. 
   
  PCs trying to jump the channel will need a DC 20 
  Acrobatics check to clear the gap unless they use 
  the west tunnel for a running start, reducing the 
  difficulty by half (DC 10). Those who fail the check 
  should refer to the ‘Effect’ section of the ‘Greased 
  Boards’ trap upon falling into the channel. The 
  grates are made of magically-treated iron (to 
  prevent rusting mostly); the barriers have a 
  superior lock, 40 hit points, hardness 10 and a DC 
  of 29 for Strength checks to break through it or 
  tear it loose. What is past the gates is beyond the 
  scope of this adventure, but a resourceful GM 
  should keep the stats of plaguebearer otyughs on 
  hand. 
   
  The oak boards spanning the channel are 1’ wide 
  and 4” thick, sturdy enough to allow two medium 
  characters to cross at one time provided each 
  passes a DC 15 Acrobatics check. The latter half of 
  the boards is covered with a thin layer of lard, 
  which in turn has dirt and sawdust sprinkled on 
  top (DC 25 Perception to notice). 
   
  Greased Boards  
   
   
                 CR 1 
  XP 400 
  Type mechanical; Perception DC 25; Disable Device DC 15 
   
  Effects 
  The 12’ boards are greased the last six feet. A PC who 
  slips off the boards falls into the sewer channel. 
  Trigger location; Reset repair 
  Effect Falling into sewage, DC 15 Reflex avoids fall (8 ft. 
  deep, no damage, Swim DC 10); Fortitude DC 15 (contact, 
  effect sickened for 4+1d6 minutes). DC 15 Climb to pull 
  oneself out of channel. One or more targets (depending 
  on how many PCs on boards). 
   
  Greased Boards Trap      
   
   
                 CR 1 
  Mechanical trap 
  Perception: 16    Disarm: 12 
   
  Effect 
  These boards are greased down with lard, and covered 
  with sawdust and dirt to cover it. Any character who steps 
  
   
  44 
  on the greased area must make a Dexterity (Acrobatics) 
  check DC 14 to keep their footing. Any character who fails 
  the save falls into the sewage below. Those who fall into 
  the sewage must make a Constitution saving throw DC 14 
  or be poisoned for 1d4+4 minutes due to being submerged 
  in the foul, sickening liquid. 
   
  Deep Goblin Warriors (5)  
   
                 CR 1 
  XP 400 
  Deep goblin warrior 3 
  NE Small humanoid (goblinoid) 
  Init +6; Senses darkvision 120 ft; Perception -1 
   
  Defense 
  AC 16, touch 13, flat-footed 14 (+2 armor,  +2 Dex, +1 
  shield, +1 size) 
  hp 23 (3d10+6) 
  Fort +4, Ref +3, Will +0 
   
  Offense 
  Speed 30 ft. 
  Melee short sword +4 (1d4/19-20) 
  Ranged short bow +6 (1d4/x3) 
   
  Tactics 
  Before Combat If the goblins hear activity coming up from 
  U2, all will meld into the shadows, bringing their weapons 
  out. The two on the west ledge will draw their swords 
  while their cohorts on the opposite side will bring out 
  their bows. They will try to allow all the party to come out 
  of the western tunnel before attacking. 
   
  During Combat The swordsman south of the tunnel, if 
  unnoticed, will allow the first one or two PCs to walk onto 
  the boards. Both blades will try to cut into the softer 
  ranks of the party if applicable. The archers will fire upon 
  anyone jumping/flying over the channel and crossing the 
  boards. One archer will go out of her way to shoot any 
  spellcasters in the party ranks, a perfect surrogate for her 
  rage against the overbearing Tish. All goblins will try to 
  prevent the PCs from entering the eastern tunnel, up to 
  pushing the planks into the channel to prevent further 
  crossings. 
  Morale Fearing the dark folk more than surface dwellers, 
  the goblins will fight to the death. 
   
  Statistics 
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 
  Base Atk +3; CMB +2; CMD 14 
  Feats Improved Initiative, Point-Blank Shot 
  Skills Climb +10, Ride +10, Stealth +12, Swim +4; Racial 
  Modifiers +5 Climb, +4 Ride, +4 Stealth 
  Languages Goblin, Dark Folk (due to long-term 
  enslavement) 
  Other Gear leather armor, light wooden shield, short 
  sword, short bow with 20 arrows, 35 gp, and 50 sp. 
   
  DEEP GOBLIN WARRIORS (5) 
   
                CR 1 
  Small humanoid (goblin), neutral evil 
   
  Armor Class 15 (leather armor, shield) 
  Hit Points 25 (3d10+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 15 (+2) 12 (+1) 10 (+0) 9 (-1)  
  6 (-2) 
  Saving Throws Str +2, Con +3 
  Skills Intimidation +0, Perception +1 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) 
   
  SPECIAL ABILITIES 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
   
  ACTIONS 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80 
  ft./320 ft., one target.  Hit: 5 (1d6+2) piercing damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target.  Hit: 7 (1d6+4) piercing damage. 
   
  Dark Slayer Tish  
   
   
                 CR 3 
  XP 800 
  CE Small humanoid (dark folk) 
  Init +4; Senses detect magic, see in darkness; Perception 
  +4 
   
  Defense 
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) 
  hp 22 (4d8+4) 
  Fort +2, Ref +8, Will +1 
  Weaknesses light blindness 
  Offense 
  Speed 30 ft. 
  Melee kukri +8 (1d3-1/18-20 plus black smear poison) 
  Special Attacks death throes, poison use, sneak attack 
  +2d6, soul harvest 
  Spell-Like Abilities (CL 4th; concentration +6) 
   
  Constant - detect magic 
  At will – bleed (Will DC 12), chill touch (Fort DC 13), 
  darkness, spectral hand 
  
   
  45 
  3/day – daze monster (Will DC 14), death knell (Will DC 
  14), inflict moderate wounds (2d8+4 hit points, Will DC 14 
  for half) 
   
  Tactics 
  Before Combat Tish will invoke darkness within the east 
  tunnel to obscure his position. He’ll then cast spectral 
  hand to ready himself in dishing out touch spells. 
   
  During Combat Tish will cast darkness (by spectral hand if 
  need be) upon any landing point on the eastern ledge 
  where PCs appear to be heading (via jumping, flying, 
  plank bridge, etc.; optional -5 to skill checks vs. PCs 
  lacking darkvision). He’ll save daze monster for PC melee-
  types, especially if they are crossing the bridge so his 
  goblins can push the invaders into the sewage. Tish will 
  also use his wand of ray of enfeeblement on the party’s 
  fighters so his minions can gain an edge. He’ll send 
  spectral hand to deliver chill touch and inflict moderate 
  wounds upon PC spellcasters or spread darkness on the 
  walls near enemies to throw their offense/defense into 
  disarray. Finally he’ll use his bleed and death knell on 
  dying characters. Tish will try to stay just within the east 
  tunnel during the conflict (partial cover), barking orders at 
  the goblins in Dark Folk while casting his spells. The only 
  thing that will drag him from the tunnel is if a PCs’ body –
  heavily laden with magic items- lies on the eastern ledge 
  of the chamber. 
   
  Morale When Tish is reduced to less than 10 hit points, he 
  will either withdraw to U5 or quaff his potion of meld into 
  stone to duck into a wall unseen. In the case of the 
  former, Tish will warn Sanhler about the PCs. He will then 
  make his way to U10 to warn Vorlash as well. If Tish does 
  meld into the wall instead, he’ll try to eavesdrop on PCs. 
  Once the PCs move out from his range of hearing, Tish 
  will cautiously step out of the wall and shadow them, 
  waiting for the perfect opportunity to strike via spells or 
  sneak attack. 
   
  Statistics 
  Str 9, Dex 18, Con 12, Int 10, Wis 11, Cha 15 
  Base Atk +3; CMB +1; CMD 15 
  Feats Skill Focus (Use Magic Device), Weapon Finesse 
  Skills Climb +3, Perception +4, Spellcraft +7, Stealth +12, 
  Use Magic Device +12; Racial Modifiers +4 Climb, +4 
  Perception, + 4 Stealth 
  Languages Dark Folk, Goblin (due to his interaction with 
  the deep goblins) 
  SQ poison use, magical knack 
  Other Gear kukri, wand of ray of enfeeblement (11 
  charges, CL 1st, Fort DC 11), potion of cure light wounds, 
  potion of meld into stone (50 minutes), gold ring (75 gp), 
  silver broach (30 gp), black smear (3 doses), 20 pp, 60 gp, 
  70 sp, and an iron key to the door at U5 
   
  Special Abilities 
  Death Throes (Su) When Tish is slain, his body implodes 
  violently into nothingness, leaving his gear in a heap on 
  the ground. All creatures within a 10-foot burst take 1d8 
  points of sonic damage and must make a DC 13 Fortitude 
  save or be deafened for 2d4 rounds. The save is 
  Constitution-based. 
   
  Poison Use (Ex) Tish is skilled in the use of poison and 
  never risk accidentally poisoning himself. Tish favors a 
  foul-smelling black paste distilled from certain deep-
  underground fungi known as black smear – injury; save 
  Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 
  Str; cure 1 save. 
   
  See in Darkness (Su) Tish can see perfectly in darkness of 
  any kind, including that created by deeper darkness. 
   
  Soul Harvest (Su) When Tish damages a flat-footed foe or 
  a foe it is flanking with a melee touch spell or spell-like 
  ability that deals hit point damage, the spell does an 
  additional 1d6 points of damage, and Tish gains an equal 
  amount of temporary hit points. These temporary hit 
  points last for a maximum of 1 hour. 
   
  Captured enemies know the layout of the Undercroft sans 
  rooms U7 and U8, but will not reveal troop numbers or 
  traps. Tish will fake allegiance to the invaders if seized, 
  hoping to betray PCs when the moment it right. 
   
  b SCALING THE DIFFICULTY 
  CR 8 – Trap enhancement - DC 20 Reflex avoids 
  fall, DC 20 Climb to pull oneself out of channel. 
  Add the Mist Creature template to Tish. Give Tish 
  a dark creeper ‘sergeant.’ Add one more goblin 
  warrior. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  46 
  DARK SLAYER TISH 
   
                              CR 3 
  Small humanoid (dark folk), chaotic evil 
   
  Armor Class 14 (+4 dex) 
  Hit Points 20 (4d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  18 (+4) 12 (+1) 10 (+0) 11 (+0)  15 (+2) 
  Saving Throws Dex +4, Wis +2 
  Skills Deception +4, Perception +2, Stealth +6 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Dark Folk, Goblin.  
  Challenge 2 (200 XP) 
  WEAKNESSES 
  Sunlight Sensitivity. Tish has disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when he, the target of his attack, or whatever he 
  is trying to perceive is in direct sunlight.  
   
  SPECIAL ABILITIES 
  Death Throes. When Tish is slain, his body implodes 
  violently into nothingness, leaving his gear in a heap on 
  the ground. All creatures within a 10-foot burst takes 
  1d8 points of sonic damage and must make a DC 13 
  Constitution saving throw or be deafened for 2d4 
  rounds.  
  Soul Harvest. When Tish deals damage with a melee 
  spell attack or a spell-like ability that deals hit point 
  damage, the spell does an additional 1d6 points of 
  damage and Tish gains an equal amount of temporary 
  hit points. These temporary hit points last for a 
  maximum of 1 hour. 
  Innate Spellcasting. Spell attack +4, Spell save DC 10 
  At will: bleed out, chill touch, darkness, shocking grasp 
  3/day: inflict wounds, ray of sickness, ray of 
  enfeeblement 
  Poison Use. Black Smear (injury). This thick paste is 
  made from the distillation of rare underground fungi. 
  When a creature is injured by a weapon coated with 
  black smear, they must make a Constitution saving 
  throw DC 13 or lose 2 points of Strength as their 
  muscles seize up and refuse to respond. This ability 
  score damage applies until the character finishes a long 
  rest. Once a character succeeds on a saving throw to 
  avoid the effects of black smear, they cannot be 
  affected by another application of this poison for 24 
  hours.  
   
   
  ACTIONS 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target.  Hit: 6 (1d4+ 4) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4to hit, range 80 
  ft./320 ft., one target.  Hit: 7 (1d6 + 4) piercing 
  damage. 
   
  b SCALING THE DIFFICULTY 
  EL 8: Increase the number of deep goblin warriors 
  to 6. 
   
   
  U4. Guardroom  
   
   
   
  The short, narrow corridor ends in the southwest 
  corner of a 15’ by 15’ room. Half-a-dozen small 
  mounds of cast-off rags line the north wall, ripe 
  with body odor. The remains of some half-eaten 
  rodents lie on the floor. A large wooden chest hugs 
  the wall in the southeast corner. A door lies in the 
  middle of the east wall. 
   
  This is the rest area of Tish and his goblins (U3). 
  The dark slayer wanted to prove his worth to 
  Vorlash by taking on more responsibilities. Vorlash 
  allowed his subordinate to watch over a magically 
  trapped chest, recently created by one of the dark 
  stalker’s more pleased clients. The extra duty was 
  most bittersweet though because Vorlash gave the 
  chest’s password (‘lujark,’ Dark Folk for ‘ice’) to 
  Sanhler instead of Tish. After much careful study 
  of the chest, Tish was able to derive the nature of 
  its arcane trap, a fact that has kept his tendency to 
  tinker in check.  
   
  The east door is equipped with an average lock (DC 
  20) and is currently engaged. Tish has the key. The 
  sleeping mounds hold nothing of interest. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  47 
  Fireball Chest Trap 
   
   
                 CR 6 
  XP 2,400 
  Type magic (alarm); Perception DC 28; Disable Device DC 
  28 
   
  Effects 
  Trigger touch; Reset none 
  Effect spell effect (fireball, 8d8 fire damage, DC Reflex 17 
  save for half damage); multiple targets (all targets within 
  a 20-ft.-radius-burst) 
   
  Fireball Chest Trap   
   
   
                 CR 6     
  Magical trap  
  Perception: 18  Disarm: dispel magic DC 14 
  Effect 
  Unless the password for the chest is spoken, the trap is 
  triggered once someone touches the chest. Every 
  character within a 20 foot radius take 24 (8d6) points of 
  fire damage as a fireball explodes. A successful Dexterity 
  saving throw DC 14 allows the character to take half the 
  damage instead. 
   
  Loot  
   
  The large chest is equipped with a good lock (DC 
  30, total value 90 gp). Inside the chest are three 1-
  lb. blocks of elven teakwood (10 gp each), one sack 
  containing 3-lbs. of cinnamon (value 24 gp), twelve 
  pairs of fine leather gloves (2 gp each pair), a 
  human-sized bracelet comprised of malformed 
  pearls (40 gp), a clay jar encrusted with polished 
  seashells (8 gp), and a 3’ wide, 50-ft. long roll of 
  black silk (1,000 gp). 
   
  U5. Training Room/Creeper 
  Barracks, EL 6 
   
  If the denizens of this chamber are aware of 
  invaders approaching, the dark creepers will 
  blanket the room with darkness, a casting for each 
  quadrant of the room followed by one more for the 
  
   
  48 
  center. Read or paraphrase the following when 
  appropriate: 
   
  This 30’ by 30’ room reeks of sweat, much having 
  to do with the multitude of cloth-comprised 
  mounds lining both the northeast and southwest 
  corners. Near the center of the chamber are two 
  free-standing, much-used training dummies. A 
  door lies in the center of the south wall. A well-
  muscled, olive-skinned human male in leather 
  armor standing behind the dummies pulls his 
  battleaxe out from a wooden shoulder and arches 
  an eyebrow in your direction. Near him is a pair of 
  cloaked, dwarf-like humanoids. 
   
  The Unlit house most of its dark creeper minions 
  here. Sanhler took it upon himself to educate the 
  creepers on the anatomy and physiology of the 
  races that comprise Tibud. The jackalwere is 
  finding the creepers apt pupils. Aware that the 
  guild is being attacked from its harbor-side 
  entrance, Sanhler is giving the creepers some last 
  minute pointers on flanking. Sanhler and his two 
  cohorts will utilize the practice dummies as cover 
  when combat breaks out. 
   
  Dark Creeper (2)  
   
   
                 CR 2 
  XP 600 
  CE Small humanoid (dark folk) 
  Init +3; Senses see in darkness; Perception +4 
   
  Defense 
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) 
  hp 19 (3d8+6) 
  Fort +3, Ref +6, Will +1 
  Weaknesses light blindness 
   
  Offense 
  Speed 30 ft. 
  Melee dagger +6 (1d3/19-20 plus poison) 
  Special Attacks death throes, sneak attack (+1d6) 
  Spell-Like Abilities (CL 3rd) 
   
  At will - darkness, detect magic 
   
  Tactics 
  Before Combat If warned, the creepers will cloak the 
  room with darkness. After that, one will hug the north 
  wall while the other will press himself against the east. 
  Both will then coat their daggers with black smear. 
   
  During Combat The creepers will wait until the party 
  makes its way into the chamber before making their 
  move (sneak attack); if spotted, the creepers will simply 
  recede into shadows of their own making. They will seek 
  to backstab/flank soft targets and spellcasters. The 
  creepers will employ hit-and-run tactics on the back ranks 
  of the party. If there is an opportunity to aid Sanhler with 
  his opponent, a creeper will do so. If an unengaged 
  creeper spots a PC affected by the jackalwere’s sleep 
  gaze, he will either rush over to the victim to perform a 
  coup de grace or aid his cohorts with their own attempt 
  (via casting darkness to hide the killing if close enough, 
  ready an action against an interfering PC, etc.). 
   
  Morale If one creeper is slain, the other will momentarily 
  bolt for the south door. If Sanhler spots this action, he’ll 
  snarl at the runner to stand his ground. The lone creeper 
  will comply. If Sanhler is killed, both creepers will bolt for 
  U10. The creepers should count as having Acrobatics +3 
  (+5 if Advanced) when trying to clear the trap-trigger 
  square at U6 (DC 10 or 5 Acrobatics check, depending if 
  the creeper has a running start). The creepers will slow 
  down to normal speed only when starting down U9. If 
  cornered, the zealot-like creepers will fight to the end. 
   
  Statistics 
  Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8 
  Base Atk +2; CMB +1; CMD 14 
  Feats Skill Focus (Sleight of Hand), Weapon Finesse 
  Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth 
  +12; Racial Modifiers +4 Climb, +4 Perception, + 4 Stealth 
  Languages Dark Folk 
  SQ poison use, rag armor 
  Other Gear dagger, black smear (3 doses) 
   
  Special Abilities 
  Death Throes (Su) When a dark creeper is slain, its body 
  combusts in a flash of bright white light, leaving its gear in 
  a heap on the ground. All creatures within a 10-foot burst 
  must make a DC 13 Fortitude save or be blinded for 1d6 
  rounds. Other dark creepers within 10 feet are 
  automatically blinded for at least 1 round due to their 
  light blindness. The save is Constitution-based. 
  Poison Use (Ex) Dark creepers are skilled in the use of 
  poison and never risk accidentally poisoning themselves. 
  Dark creepers favor a foul-smelling black paste distilled 
  from certain deep-underground fungi known as black 
  smear – injury; save Fort DC 15; frequency 1/round for 6 
  rounds; effect 1d2 Str; cure 1 save. 
  Rag Armor (Ex) A dark creeper’s multiple layers of filthy 
  rags function as leather armor when worn by one of their 
  kind. 
  
   
  49 
  See in Darkness (Su) A dark creeper can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness. 
   
  DARK CREEPERS (5) 
                 
                CR 1 
  Small humanoid (dark folk), chaotic evil 
   
  Armor Class 15 (+3 Dex, +2 natural armor) 
  Hit Points 24 (2d6+2d10+4) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 17 (+3) 12 (+1) 10 (+0) 8 (-1)  
  10 (-0) 
  Saving Throws Dex +5, Wis +2 
  Skills Athletics +2, Stealth +5, Perception +2 
  Senses darkvision 60 ft., passive Perception10 
  Languages dark folk 
  Challenge 1 (200 XP) 
   
  SPECIAL ABILITIES 
  Death Throes. When a dark creeper is slain, its body 
  combusts in a flash of bright white light, leaving its gear 
  and treasure on the ground. All creatures within a 10-
  foot burst must make a DC 13 Constitution saving 
  throw or be blinded for 1d6 rounds. All other creepers 
  within 10 feet are automatically blinded for 1 round 
  due to their light sensitivity.  
  Rag Armor. A dark creeper’s multiple layers of filthy 
  rags function as leather armor when worn by one of 
  their kind.  
  Poison Use. Black Smear (injury) This thick paste is 
  made from the distillation of rare underground fungi. 
  When a creature is injured by a weapon coated with 
  black smear, they must make a DC 13 Constitution 
  saving throw or lose 2 points of Strength as their 
  muscles seize up and refuse to respond. This ability 
  score damage applies until the character finishes a long 
  rest. Once a character succeeds on a saving throw to 
  avoid the effects of black smear, they cannot be 
  affected by another application of this poison for 24 
  hours.  
  Sneak Attack. When a dark creeper attacks a foe that is 
  either surprised or within 5 feet of a dark stalker's ally, 
  the dark creeper deals an additional 1d6 points of 
  damage with a finesse or ranged weapon. 
   
  Innate Spellcasting  
  DC 10, Spell Attack +2 
  At will-darkness, detect magic  
   
   
  ACTIONS 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target.  Hit: 5 (1d4 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80 
  ft./320 ft., one target.  Hit: 6 (1d6 + 3) piercing 
  damage. 
   
  In his human form, Sanhler appears as a clean-
  shaven, young human male of middling height 
  with piercing blue eyes that carry over into his 
  canine states. He considers everyone besides 
  himself and Karhiss as inferiors, but even he 
  respects Vorlash’s archery skill. Sanhler hopes to 
  carve out a bigger territory in Tibud’s merchant 
  districts, but he wants to build up the Unlit’s 
  membership a bit before pursuing that lofty goal. 
   
  SANHLER 
   
   
   
                 CR 4 
  XP 1200 
  Jackalwere fighter 3 
  CE Medium magical beast (shapechanger) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6 
   
  Defense 
  AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 
  dodge, +1 natural) 
  hp 55 (3d10+2d10+23) 
  Fort +10, Ref +7, Will +3  
  Defensive Abilities bravery +1 
  DR 5/cold iron 
   
  Offense 
  Speed 30 ft. 
  Melee mwk battle axe +11 (1d8+4/x3), bite +4 (1d6+2) or 
  bite +9 (1d6+6) 
  Special Attacks sleep gaze, weapon intuition 
   
  Tactics 
  Before Combat If warned of the party’s approach, Sanhler 
  will quaff his potion of mage armor and attempt to 
  change shape into his most useful form. 
   
  During Combat Sanhler will utilize his darkvision, low-light 
  vision, Blind-Fight, and scent abilities to combat PCs 
  within the creepers’ darkness. Melee PCs will be Sanhler’s 
  primary targets, especially those who are stumbling in the 
  dark. Anyone who dispels a darkness area with Sanhler in 
  it will become the target of the jackalwere’s sleep gaze. If 
  given the opportunity, Sanhler will perform a coup de 
  grace on victims of his gaze, utilizing his belt of tumbling 
  
   
  50 
  and Mobility to move past any PCs along the way. With 
  heavily armored opponents Sanhler will call over his 
  creeper allies to so they can aid him and flank the 
  bothersome PC. The jackalwere will bring out his 
  tanglefoot bag on dangerous PCs who prove resistant to 
  his gaze. If injured but not pressed for combat, Sanhler 
  will use his cure moderate wounds potion before wading 
  back into the fray. 
   
  Morale When reduced to 10 hit points or less, Sanhler will 
  retreat to U7, closing the south door of this room after his 
  exit if he can’t do it under the cloak of his cohorts’ 
  darkness. He will attempt to jump over the corridor’s 
  trap-trigger square (U6 – DC 10 or 5 Acrobatics check, 
  depending if he has a running start). If cornered, he’ll 
  fight to the end. 
   
  Statistics 
  Str 19, Dex 19, Con 19, Int 14, Wis 10, Cha 14 
  Base Atk +5; CMB +9; CMD 23 
  Feats Alertness, Blind-Fight, Dodge, Iron Will, Weapon 
  Focus (battle axe) 
  Skills Acrobatics + 8 (+12 when moving through a 
  threatened square or through an enemy’s space*), Bluff 
  +7, Climb +9, Intimidate +7, Knowledge (dungeoneering) 
  +7, Knowledge (engineering) +7, Perception +6, Sense 
  Motive +2, Stealth +7, Survival +5; Racial Modifiers +2 
  Bluff, +2 Survival 
  Languages Common, Dark Folk 
  SQ change shape (human, hybrid, jackal; polymorph), 
  jackal empathy 
  Other Gear masterwork battle axe, studded leather, *belt 
  of tumbling, potion of cure moderate wounds, potion of 
  mage armor, tanglefoot bag, small silver figurine of a 
  crane (value 30 gp), 70 pp, 185 gp, brass key to chest at 
  U4, and iron key to chest #2 at U7. 
   
  Special Abilities 
  Blind-Fight In melee, every time Sanhler misses because 
  of concealment, he can reroll his miss chance percentile 
  roll one time to see if he actually hits. An invisible attacker 
  gets no advantages related to hitting Sanhler in melee. 
  The invisible attacker’s bonuses do still apply for ranged 
  attacks, however. Sanhler doesn’t need to make Acrobatic 
  checks to move at full speed while blinded. 
   
  Change Shape (Su) Sanhler has three forms. His natural 
  form is that of a jackal, but it can also take the form of a 
  human or a human-jackal hybrid. Sanhler’s human form is 
  fixed–he cannot assume different human forms. He can 
  use his sleep gaze in any of his forms. In jackal form, he 
  functions as a dog. In his hybrid form, Sanhler can make a 
  bite attack as a secondary attack, while in human form he 
  lacks the bite attack entirely. Sanhler can shift into any of 
  his three alternate forms as a move action. Equipment 
  does not meld with the new form between human and 
  hybrid forms but does between those forms and Sanhler’s 
  jackal form. 
   
  Jackal Empathy (Ex) Sanhler can communicate and 
  empathize with jackals, and can use Bluff as if it were 
  Diplomacy to change a jackal’s attitude, receiving a +4 
  racial bonus to do so. 
   
  Sleep Gaze (Su) Sleep for 3 minutes (a standard action 
  rouses the creature, as does damage), 30 feet, Will DC 13 
  negates. A creature that succeeds at the saving throw 
  cannot be affected by Sanhler’s sleep gaze for 24 hours. 
  This is a sleep effect. The save DC is Charisma-based. 
   
  Weapon Intuition (Ex) Sanhler is proficient with simple 
  and martial melee weapons. 
   
  SANHLER 
   
                 
                CR 4 
  Medium humanoid (shapechanger), chaotic evil 
   
  Armor Class 17 (studded leather) 
  Hit Points 68 (4d8+4d10+8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 19 (+4) 14 (+2) 14 (+2) 10 (+0)  14 (+2) 
  Feats Alert 
  Saving Throws Str +7, Con +5 
  Skills Athletics +6, Deception +6, Intimidation +4, 
  Perception +2, Stealth +6 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren't silvered 
  Senses darkvision 60 ft., passive Perception 12, keen 
  hearing and smell 
  Languages Common, Dark Folk 
  Challenge 4 (1,100 XP) 
   
  SPECIAL ABILITIES 
  Shapechanger. Sanhler can use his action to polymorph 
  into a specific Medium human or a jackal-humanoid 
  hybrid, or back into his true form (that of a Small 
  jackal). Other than his size, his statistics are the same in 
  each form. Any equipment he is wearing or carrying 
  isn't transformed. Sanhler reverts to his true form if he 
  dies. 
  
   
  51 
  Keen Hearing and Smell. Sanhler has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. Sanhler has advantage on an attack roll 
  against a creature if at least one of his allies is within 5 
  feet of the creature and the ally isn’t incapacitated. 
  Action Surge. Sanhler can take one additional action on 
  top of his regular action and a possible bonus action 
  once per short rest. 
   
  Alert. Sanhler gains a +5 bonus to initiative, cannot be 
  surprised while conscious, and opponents do not roll at 
  advantage on attack rolls as a result of being hidden 
  from him.  
  Great Weapon Fighting. Sanhler rerolls 1s and 2s on 
  damage rolls with two-handed weapons. He must take 
  the new roll.  
  Improved Critical. Sanhler’s weapon attacks score a 
  critical hit on a roll of 19 or 20.  
  Second Wind Sanhler can regain 1d10+4 hp as a bonus 
  action once per short rest. 
   
  ACTIONS 
  Battleaxe. (Human or Hybrid Form Only). Melee 
  Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 8 
  (1d8+4) slashing damage or 9 (1d10+4) slashing 
  damage if used with two hands to make a melee 
  attack. 
  Bite. (Jackal or Hybrid Form Only). Melee Weapon 
  Attack: +8 to hit, reach 5 ft., one target.  Hit: 8 (1d4+6) 
  piercing damage. 
  Sleep Gaze. Sanhler gazes at one creature he can see 
  within 30 feet of him. The target must make a DC 10 
  Wisdom saving throw. On a failed save, the target 
  succumbs to a magical slumber, falling unconscious for 
  10 minutes or until someone uses an action to shake 
  the target awake. A creature that successfully saves 
  against the effect is immune to Sanhler's gaze for the 
  next 24 hours. Undead and creatures immune to being 
  charmed aren't affected by this ability. 
  Gear. Potion of Greater Healing, Ring of Protection 
  (attuned and factored in), small silver figurine of a 
  crane (value 30 gp), 70 pp, 185 gp, brass key to chest 
  at U4, and iron key to chest #2 at U7.  
  If captured, Sanhler and his cohorts will be 
  tightlipped on the secrets of the Unlit unless 
  magically coerced. The three, if forced to tag along 
  with party, will warn fellow guild-mates, lending 
  their aid to their brethren in future conflicts. 
  Sanhler, if bound in one of his humanoid forms, 
  will shift into full jackal to escape his restraints 
  when the opportunity is right. Sanhler will warn 
  and aid his sister at all costs. 
   
  The bed-mounds in the northeast corner hold 
  nothing of interest, but PCs who look at the cluster 
  in the southwest corner will possibly (DC 20 
  Perception) find two 12’ long wooden planks under 
  the piles of sweat-stained rags. Similar to the oak 
  boards at U3, these 1’ wide, 4” thick planks are used 
  to safely walk over the closed pit at U6. The room 
  denizens will not divulge the purpose of the 
  planks.  
   
  b SCALING THE DIFFICULTY 
  CR 7 – Add one dark creeper with the Advanced 
  template. 
  CR 8 – Add two dark creepers with the Advanced 
  template and a dark slayer (named Tash). 
   
  b SCALING THE DIFFICULTY 
  EL 7: Increase the number of dark creepers to six. 
  EL 8: Increase the number of dark creepers to 
  seven. 
   
  U6. Pit-Ceiling Trap EL 8 
   
  The 5’ wide, 15’ high stone corridor the party 
  encounters here appears unremarkable, but a PC 
  might (DC 28 Perception) notice two very faint, 
  rectangular outlines on the hall’s floor; the 
  outlines mark where the planks at U5 are set to 
  cross the pit trap here. (Two more planks for 
  northbound Unlit members are leaning against 
  the north wall just inside the west corridor at the 
  ‘T’ just south of the pit.) Another DC 25 Perception 
  check will reveal the tightly-cut edges of the stone 
  block suspended within the corridor’s ceiling just 
  
   
  52 
  above the said rectangular outlines. PCs will then 
  have discovered two (connected) traps. 
   
  The first trap is a 10’ long, 5’ wide camouflage pit 
  that will not activate until 50 lbs. or more steps on 
  the second (southern) square. The pit opens up, 
  dropping unlucky PCs 30’ down into the center of 
  a 15’ by 10’ room. In this room (outlined on the map) 
  are two skeletal champions that activate upon the 
  PCs’ arrival. Standing out from under the pit’s 
  shaft, the undead duo may be in a possible position 
  to flank downed characters (GM’s option). PCs who 
  fall into the pit are initially prone, suffering a -4 
  penalty to AC against melee attacks from the 
  skeletal champions. The section of floor the PCs 
  fall upon in the pit is an iron pressure plate that 
  triggers the second trap one full combat round 
  later.  
   
  PCs who peer into the pit after their companions’ 
  fall may notice (DC 20 Perception) a 4” ledge 
  ringing the shaft’s interior just three feet from the 
  top of the stratagem. The shelf is there to help 
  catch the 3’ thick, 13-ton granite block released 
  from the ceiling. The slab –which effectively seals 
  the pit– has eight thick, magically-treated chains 
  (hardness 30, 20 hit points, +8 save bonus vs. spells) 
  connected to it via a pulley system 25’ above the 
  surface of the original tunnel. Riding the slab’s 
  sudden descent in a crouch position is another 
  skeletal champion that will attack any PC nearby. 
  The chain-filled spaces on top of the slab should 
  count as difficult terrain for any Medium (or 
  larger) creature moving through them. PCs who 
  study the chain-and-pulley system above may (DC 
  15 Knowledge [engineering]) note that this type of 
  array is usually connected to a lever-reset. More 
  chains lead off from the apparatus into a very 
  narrow pipe leading northwest. The lever that 
  controls this trap is located in U7. 
   
  Note that the skeletal champions are not 
  programmed to be Unlit-friendly; these undead 
  will attack anyone who trips the trap. The impact 
  of the stone slab (if tripped) will alert Karhiss (U7), 
  the zombies (U9), and Vorlash and his crew (U10). 
  The zombies at U9 will be attentive after such a 
  loud noise (+5 to Perception rolls) but will only 
  fully react to ringing of the bell system lining their 
  corridor. See U9 for details.  
   
   
   
  Pit Trap  
   
   
   
                 CR 5 
  XP 1,600 
  Type mechanical; Perception DC 28; Disable Device DC 20 
   
  Effects 
  Trigger location; Reset repair 
  Effect 30-ft.-deep pit (3d6 falling damage); DC 25 Reflex 
  avoids; multiple targets (all targets on the two 5’ sq. 
  spaces). 
   
  Pit Trap    
   
   
   
                 CR 5 
  Mechanical trap  
  Perception: 20  Disarm: 18 
   
  Effect 
  This trap triggers when 50 lbs. or more of weight is on the 
  second square of this corridor. The floor falls away, 
  dropping any characters on the stone square 30 feet down. 
  The players take 7 (3d6) falling damage as they hit the 
  ground at the bottom of the pit. They must make a 
  Dexterity (Acrobatics) check DC 14 or they land prone. One 
  full combat round later, the second part of this complex 
  trap triggers. 
   
  Chained Block Trap 
   
   
                 CR 5 
  XP 1,600 
  Type mechanical; Perception DC 25; Disable Device DC 25 
   
  Effects 
  Trigger location (pressure plate at bottom of pit); Reset 
  manual (lever at U7) 
  Effect Stone block drop (3d6 bludgeoning damage); DC 20 
  Reflex avoids (failure by 5 or more wedges PC between 
  block and pit wall [counts as prone, Escape Artist DC 20 to 
  free self], failure by 10 or more knocks PC into pit); any 
  target peering into pit.  
   
  Chained Block Trap  
   
   
                 CR 5 
  Mechanical trap 
  Perception: 20    Disarm: 20 
   
  Effect 
  When this section of the trap triggers, characters around 
  the upper edge of the pit must make a DC 16 Dexterity 
  saving throw to avoid being hit by the falling stone. Anyone 
  who fails this saving throw takes 7 (3d6) bludgeoning 
  
   
  53 
  damage. Those that fail by 5 or more find themselves 
  wedged between the block and the pit wall. A failure by 10 
  or more knocks the character into the pit. 
   
  Skeletal Champion (3) 
   
   
                 CR 2 
  XP 600 
  Human skeletal champion warrior 1 
  NE Medium undead 
  Init +5; Senses darkvision 60 ft.: Perception +6 
   
  Defense 
  AC 22, touch 12, flat-footed 20 (+6 armor, +1 Dex, +2 
  natural, +2 shield, +1 dodge) 
  hp 17 (2d8+1d10+3) 
  Fort +3, Ref +3, Will +3; channel resistance +4 
  Defensive Abilities 5/bludgeoning; Immune cold, undead 
  traits 
   
  Offense 
  Speed 30 ft. 
  Melee mwk longsword +7 (1d8+3/19-20) 
   
  Tactics 
  During Combat Possessing some intelligence, the 
  champions will target any clerics, paladins, or others who 
  use undead-harming abilities (e.g. channeling) against 
  them if within range. Otherwise the champions kill 
  indiscriminately. 
   
  Morale The skeletal champions will fight until destroyed. 
   
  Statistics 
  Str 17, Dex 13, Con --, Int 9, Wis 10, Cha 12 
  Base Atk +2; CMB +5; CMD 16 
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (longsword) 
  Skills Intimidate +7, Perception +6, Stealth -1 
  Languages Common 
  Other Gear breastplate, heavy steel shield, masterwork 
  longsword 
   
  b SCALING THE DIFFICULTY 
  CR 9 – Pit Trap Enhancement - Raise Disable 
  Device to 25. Add another skeletal champion 
  without a shield but wielding a masterwork glaive 
  to the top of the dropping stone slab.  
   
  Just inside the west corridor of the ‘T’ intersection 
  just south of the pit trap are two 12’ long, 1’ wide, 
  4” thick planks hugging the north wall. These 
  boards are used by northbound guild traffic to 
  cross the pit. 
   
  SKELETAL CHAMPIONS (3)  
                CR 1 
  Medium undead, lawful evil 
   
  Armor Class 18 (breastplate, shield) 
  Hit Points 35 (2d8+1d10+8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 13 (+2) 12 (+1) 10 (+0) 8 (-1)  
  10 (-0) 
  Saving Throws Str +5, Con +4 
  Skills Athletics +5, Perception +1 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands the languages it knew in life 
  
   
  54 
  but can't speak 
  Challenge 1 (200 XP)
   
  SPECIAL ABILITIES 
  Extra attack: the skeletal champion gets an additional 
  attack whenever it uses the attack action. 
   
  ACTIONS 
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target.  Hit: 6 (1d8+2) slashing damage or 7 
  (1d10+2) slashing damage if used with two hands to 
  make a melee attack. 
   
   
  U7. Guild Leader Meeting Room 
  - CR 6 
   
  The trap at U6 could very well have separated the 
  party. Whoever is left may have to face Karhiss and 
  her pets alone.  
   
  Karhiss may have been warned of the PCs’ 
  presence by other Unlit members or by the noise 
  of the trap at U6. She may be lying in wait for 
  intruders (see her stat block below). Read or 
  paraphrase the following: 
   
  This 25’x30’ chamber is dominated by a long table 
  running west-to-east near the center of the room. 
  On the table is a gold candelabrum, a silver set of 
  merchant scales, a jeweled letter-opener, and a 
  stack of sheets. The lit candles of the eight-tined, 
  gold candelabra flicker as the chamber’s door is 
  opened. To either side of you is a cot hugging the 
  south wall. You spy a large wooden chest in both 
  the northwest and northeast corners of the 
  chamber. There is a lupine-headed female 
  humanoid outfitted in a breastplate and flowing 
  robes behind the table just to the left of the 
  candelabra. You hear scurrying about her feet 
  along the underside of the table. The engaging 
  humanoid yips at you, raising her falchion. An iron 
  lever set in the east wall just behind the table 
  shines in the candelabra’s light. 
   
  The Unlit leaders use this room to discuss the 
  guild’s progress and future plans. The jackalweres 
  also use this chamber as their sleeping quarters 
  because they would rather have closer access to 
  the streets as opposed to the harbor. There is a 
  wooden bucket under the western cot (Karhiss’) 
  that is used by a creeper to periodically pick up the 
  leavings of the jackals; the contents are then 
  dumped into the sewer channel at U3. Water bowls 
  (half-filled) are also located under this cot. 
   
  The lever lifts the stone slab at U6; the iron bar 
  requires DC 15 Strength check to move. If Karhiss 
  knows the pit/ceiling trap has been sprung and 
  sees the PCs making a beeline for the lever, she will 
  attack, assuming that intruders have companions 
  imprisoned by the stratagem. 
   
  Jackal (4) 
   
   
   
             CR 1/2 
  XP 200 
  N Small animal 
  Init +2; Senses low-light vision, scent; Perception +5 
   
  Defense 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 
  size) 
  hp 9 (1d8+5) 
  Fort +4, Ref +4, Will +1 
   
  Offense 
  Speed 40 ft. 
  Melee bite +2 (1d4+1plus trip) 
  Special Attacks opportunistic bite 
   
  Tactics 
  Before Combat If Karhiss was warned about the PCs’ 
  approach, she’ll command the jackals to hide under the 
  cots so to ambush the party from behind. 
   
  During Combat Two jackals will stand by their mistress, 
  flanking her opponents if able. The other pair will attack 
  an unengaged PC if one is present. 
   
  Morale Loyal to the end, the jackals will fight until slain 
  even if Karhiss falls before them. 
   
  Statistics 
  Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6 
  Base Atk +0; CMB +0; CMD 12 (16 vs. trip) 
  Feats Toughness 
  Skills Bluff +2, Perception +5, Survival +0 (+4 when 
  tracking by scent); Racial Modifiers +4 Bluff, +4 Survival 
  when tracking by scent 
   
   
  
   
  55 
  Special Abilities 
  Opportunistic Bite (Ex) On a successful bite attack against 
  an opponent it’s flanking or that is denied its Dexterity 
  bonus to AC, a jackal deals 1 additional point of damage. 
   
  Scent (Ex) Jackals can detect opponents within 15 feet by 
  sense of smell. 
   
  JACKAL (4) 
   
                  
                CR 0 
  Small beast, unaligned 
   
  Armor Class 12 
  Hit Points 10 (1d6+1) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 15 (+2) 12 (+1) 2 (-4) 
  12 (+1)  6 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 0 (10 XP) 
   
  SPECIAL ABILITIES 
  Keen Hearing and Smell. The jackal has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The jackal has advantage on an attack roll 
  against a creature if at least one of the jackal’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target.  Hit: 3 (1d4+1) piercing damage. 
   
  In her human form, Karhiss appears as a comely, 
  olive-skinned, young human woman with emerald 
  eyes and high cheekbones. The jackalwere 
  priestess sees her human form as more a disguise, 
  one that she sheds as soon as she doesn’t need it. 
  Karhiss thinks her brother Sanhler is too 
  ambitious at times. Profits are being spent as fast 
  as they are made. Karhiss wants to enjoy the fruits 
  of the guild’s labor a bit before it embarks upon 
  another territory grab. Karhiss finds Vorlash 
  intriguing, wondering what type of visage is 
  hidden under his scarf. If captured, she’ll remain 
  silent unless magically compelled to do otherwise. 
  Karhiss will bide her time to turn on her captors, 
  especially when allies are within sight/shouting 
  distance. 
  Karhiss  
   
   
   
                 CR 5 
  XP 1600 
  Jackalwere cleric 4 (Evil, Trickery) 
  NE Medium magical beast (shapechanger) 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9  
   
  Defense 
  AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 
  dodge, +1 natural) 
  hp 56 (3d10+4d8+18) 
  Fort +9, Ref +6, Will +9 
  Defensive Abilities 5/cold iron 
   
  Offense 
  Speed 30 ft. 
  Melee +1 falchion +10/+5 (2d4+6/18-20/x2), bite +4 
  (1d6+2) or bite +9 (1d6+5) 
  Special Attacks channel negative energy 4/day (DC 15, 
  2d6) 
   
  Cleric Spells Known (CL 4) 
  2nd – invisibility (Domain spell), hold person (Will DC 15), 
  owl’s wisdom, silence (Will DC 15)  
  1st – protection from good (Domain spell), bless cure light 
  wounds (1d8+4), entropic shield 
  Orisons – bleed (Will DC 13), create water, detect magic, 
  detect poison 
   
  Tactics 
  Before Combat If warned of the PCs’ approach, Karhiss 
  will cast bless on herself and her jackals, followed by 
  protection from good, owl’s wisdom, entropic shield, and 
  invisibility on herself. She’ll then stand near the western 
  edge of the table, keeping an eye on PCs as they move 
  about the room. Karhiss will ambush the PCs if they 
  trigger the chests’ traps or move to push the lever to U6 
  up. 
   
  During Combat Karhiss will open up with sleep gaze. She 
  will then use hold person on more resistant PCs. Karhiss 
  will resort to Empowered Channel and her copycat 
  domain ability if pressed by multiple opponents. If facing 
  only one or two opponents, the jackalwere will attack 
  with her falchion. She’ll cast silence on the area where 
  adversarial spellcasters are hanging out if just to force 
  them into comba. Any PCs who fell victim to the 
  jackalwere’s sleep gaze or hold person will be a target for 
  a coup de grace by Karhiss if she can get away with it. Any 
  dying PCs will be a target for Karhiss’ bleed spell. If injured 
  but able to drive the PCs away, Karhiss will fetch the cure 
  
   
  56 
  light wounds potions from her chest (#1) before mounting 
  a pursuit. 
  Morale When reduced to 15 hit points, Karhiss will bolt 
  for the door, sacrificing her jackals if need be. If chased, 
  she’ll use her copycat ability or invisibility if not previously 
  cast to deter pursuit; Karhiss may even revert to her 
  jackal form to outrun PCs if given the opportunity. She’ll 
  use cure light wounds to patch herself up during her 
  retreat to U10. If escape is not an option, Karhiss will fight 
  to the end. 
   
  Statistics 
  Str 17, Dex 15, Con 15, Int 14, Wis 16, Cha 16 
  Base Atk +6; CMB +9; CMD 21 
  Feats Alertness, Divine Spell Transformation, Dodge, 
  Empowered Channel 
  Skills Acrobatics +3, Bluff +8, Diplomacy +9, Heal +9, 
  Knowledge (arcana) +6, Knowledge (history) +6, 
  Knowledge (nobility) +6, Knowledge (religion) +9, 
  Perception +9, Sense Motive +5, Spellcraft +8, Stealth +3, 
  Survival +8; Racial Modifiers +2 Bluff, +2 Survival 
  Languages Common, Dark Folk, Undercommon 
  Other Gear masterwork breastplate, +1 falchion, pearl of 
  power (1st level), cleric vestments, silver unholy symbol, 
  two antitoxins, gold armband with jaspers (500 gp), pair 
  of onyx earrings (300 gp), turquoise nose-ring (100 gp), 30 
  pp, 90 gp, 50 sp, and a brass key to chest #1 here. 
   
  Special Abilities 
  Aura (Ex) Karhiss has a moderate evil aura. 
  Change Shape (Su) Karhiss has three forms. Her natural 
  form is that of a jackal, but it can also take the form of a 
  human or a human-jackal hybrid. Karhiss’s human form is 
  fixed–she cannot assume different human forms. She can 
  use her sleep gaze in any of her forms. In jackal form, she 
  functions as a dog. In her hybrid form, Karhiss can make a 
  bite attack as a secondary attack, while in human form 
  she lacks the bite attack entirely. Karhiss can shift into any 
  of her three alternate forms as a move action. Equipment 
  does not meld with the new form between human and 
  hybrid forms but does between those forms and Karhiss’ 
  jackal form. 
   
  Channel Energy (Su) Karhiss can channel negative energy, 
  causing a burst that affects creatures of one type (either 
  undead or living) in a 30-foot radius centered on her. 
  Living creatures within this effect will take 2d6 points of 
  negative damage (Will save DC 15 for half). Undead 
  healed by this effect (2d6 points of damage) cannot be 
  healed beyond their maximum hit point total. This is a 
  standard action that does not provoke an attack of 
  opportunity. Karhiss can choose whether or not to include 
  herself in this effect. She must be able to present her 
  unholy symbol to use this ability. Karhiss can use this 
  ability 6/day. 
   
  Copycat (Su) Karhiss can create an illusionary double of 
  herself as a move action. This double functions as a single 
  mirror image and lasts for 3 rounds, or until the 
  illusionary duplicate is dispelled or destroyed. Karhiss can 
  have no more than one copy at a time. Karhiss can use 
  this ability 6/day. 
   
  Divine Spell Transformation* (Su) Once per day as a swift 
  action, Karhiss may change one of her memorized spells 
  for another that she is able to cast. 
   
  Empowered Channel* [Channeling] (Su) When channeling 
  energy, Karhiss can add an extra 50% to the result of her 
  channel energy. This consumes one additional use of 
  channel energy. 
   
  Jackal Empathy (Ex) Karhiss can communicate and 
  empathize with jackals, and can use Bluff as if it were 
  Diplomacy to change a jackal’s attitude, receiving a +4 
  racial bonus to do so. 
   
  Sleep Gaze (Su) Sleep for 3 minutes (a standard action 
  rouses the creature, as does damage), 30 feet, Will DC 15 
  negates. A creature that succeeds at the saving throw 
  cannot be affected by Karhiss’ sleep gaze for 24 hours. 
  This is a sleep effect. The save DC is Charisma-based. 
   
  Spontaneous Casting Karhiss can channel stored spell 
  energy into inflict spells that she did not prepare ahead of 
  time. She can “lose” any prepared spell that is not an 
  orison or domain spell in order to cast an inflict spell of 
  the same spell level or lower. 
   
  Touch of Evil (Su) Karhiss can cause a creature to become 
  sickened as a melee touch attack (+6). Creatures sickened 
  by her touch count as good for purposes of spells with the 
  evil descriptor. This ability lasts one round. Karhiss can 
  use this ability 6/day.  
   
  Weapon Intuition (Ex) Karhiss is proficient with simple and 
  martial melee weapons. 
   
  * - These new class features can be found in the Total 
  Party Kill Games’ book The Cleric Reforged. 
  
   
  57 
   
  
   
  58 
  b SCALING THE DIFFICULTY 
  CR 7 – Add one jackal. 
  CR 8 – Add two jackals. 
    
   
  KARHISS  
                  
   
                CR 5 
  Medium humanoid (shapechanger), chaotic evil 
   
  Armor Class 16 (breastplate) 
  Hit Points 68 (9d8+16) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 15 (+2) 15 (+2) 14 (+2) 18 (+4)  16 (+3) 
  Saving Throws Wis +6, Cha+5 
  Skills Deception +7, Insight +6, Perception +6, Religion 
  +4, Stealth +4 
  Damage Immunities bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren't silvered 
  Senses darkvision 60ft., passive Perception 16 
  Languages Common, Dark Folk, Undercommon 
  Challenge 5 (1,800 XP) 
   
  SPECIAL ABILITIES 
  Shapechanger. Karhiss can use her action to polymorph 
  into a specific Medium human or a jackal-humanoid 
  hybrid, or back into her true form (that of a Small 
  jackal). Other than her size, her statistics are the same 
  in each form. Any equipment she is wearing or carrying 
  isn't transformed. She reverts to her true form if it dies. 
  Keen Hearing and Smell. Karhiss has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. Karhiss has advantage on an attack roll 
  against a creature if at least one of her allies is within 5 
  feet of the creature and the ally isn’t incapacitated. 
  Blessing of the Trickster: Karhiss can use an action to 
  touch a willing creature other than herself to give it 
  advantage on Dexterity (Stealth) checks. This blessing 
  lasts for one hour, or until you use this ability again.  
  Channel Divinity: Invoke Duplicity. Karhiss can create a 
  duplicate of herself. As an action, she creates a perfect 
  illusion of herself that lasts for 1 minute or until she 
  loses her concentration (as if she were concentrating 
  on a spell). The illusion appears in an unoccupied space 
  she can see within 30 feet of her. As a bonus action on 
  Karhiss’ turn, she can move the illusion up to 30 feet to 
  a space she can see, but it must remain within 120 feet 
  of her.  
   
  For the duration, Karhiss can cast spells as though she 
  were in the illusion’s space, but she must use her own 
  senses. Additionally, when both Karhiss and her illusion 
  are within 5 feet of a creature that can see the illusion, 
  she has advantage on attack rolls against the creature, 
  given how distracting the illusion is to the target.  
  Channel Divinity: Turn Undead. As an action, Karhis can 
  present her holy symbol and speaks a prayer censuring 
  the undead. Each undead that can see or hear her 
  within 30 feet of you must make a DC 14 Wisdom 
  saving throw. If the creature fails its saving throw, it is 
  turned for 1 minute or until it takes damage.  
   
  A turned creature must spend its turns trying to move 
  as far away from Karhiss as it can, and it can’t willingly 
  move to a space within 30 feet of her. It also can’t take 
  reactions. For its action, it can only use the Dash action 
  or try to escape from an effect that prevents it from 
  moving. If there’s nowhere to move, the creature can 
  use the Dodge action.  
   
  ACTIONS 
  +1 Scimitar. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target.  Hit: 7 (1d6+4) slashing damage. 
  Bite (Jackal or Hybrid Form Only. Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target.  Hit: 7 (1d4+5) piercing 
  damage. 
  Sleep Gaze. Karhiss gazes at one creature she can see 
  within 30 feet of her. The target must make a DC 10 
  Wisdom saving throw. On a failed save, the target 
  succumbs to a magical slumber, falling unconscious for 
  10 minutes or until someone uses an action to shake 
  the target awake. A creature that successfully saves 
  against the effect is immune to Karhiss’ gaze for the 
  next 24 hours. Undead and creatures immune to being 
  charmed aren't affected by it. 
   
  Spellcasting 
  Spell Attack: +6 
  Spell Save DC: 14 
   
  Cantrips: guidance, resistance, sacred flame, 
  thaumaturgy.  
  1st level: charm person, disguise self, guiding bolt, inflict 
  wounds, sanctuary, shield of faith. 
  2nd level: blindness/deafness, hold person, mirror 
  image, pass without trace, silence, spiritual weapon.  
   
   
   
  
   
  59 
  b SCALING THE DIFFICULTY 
  CR8: Add one dark creeper. 
   
   
  Chamber Loot 
   
  The silver set of merchant scales is elven-made and 
  valued at 200 gp. The letter opener is also of silver 
  with an ivory handle topped off with blue quartz 
  in the pommel (value 350 gp). The gold 
  candelabrum is of gnomish manufacture (700 gp). 
  There is an ink bottle (8 gp), ink pen (1 sp), and ten 
  clean sheets of parchment (2 sp each) on the table. 
  The filled-in sheets are notes of the guild’s current 
  activities within and around their territory. If 
  turned in to a reputable Tibud constable (e.g. 
  Sergeant Krilla), the party can earn a reward. See 
  the end of the room entry for details. 
   
  One letter in particular may catch the PCs’ eyes. 
  The presiding GM could use this as plot threads to 
  explore after the conclusion of this adventure. 
   
  Guild Docket 
   
  Collect protection fees from taverns/local 
  merchants. 
   
  Raid warehouses in Silk District. 
   
  Pay Constable Henrith Penyay’s monthly fee. 
   
  Eliminate bounty hunter Segnar. 
   
  Hire on more outside help. 
   
  Start killing off the weakened Blade Drenchers’ 
  guild. 
   
  Probe the Silk Stranglers’ territory for weaknesses. 
   
  Exchange some goods with the Leeward Lurkers 
  for one of their ships. 
   
  Make friendly overtures to the Eventide Watchers’ 
  guild. 
   
  Enter partnership with the Grey Flame? (We owe 
  him much for the traps already.) 
   
   
  Chest #1 Trap 
   
   
   
                 CR 4 
  XP 1,200 
  Type mechanical; Perception DC 25; Disable Device DC 25 
   
  Effects 
  Trigger touch; Reset none 
  Effect A goblin’s inflated bladder ruptures if the chest’s 
  key is not produced/the lock is not properly picked. The 
  burst bladder releases mica chips into the air, mirroring 
  the effect of hypnotic pattern (Will DC 14 negates, 2d4+4 
  HD of creatures affected). Multiple targets affected (10-ft-
  radius-spread). 
   
  Chest #1 Trap  
   
   
   
                 CR 4 
  Mechanical trap  
  Perception: 18   Disarm: 18  
   
  Effect 
  This trap triggers if the proper key isn’t used, or there is a 
  failed lock picking attempt. An inflated bladder ruptures, 
  releasing mica chips into the air, creating a mechanical 
  affect akin to the spell hypnotic pattern. Any character 
  within a 10 ft. radius must make a Wisdom saving throw 
  DC 14 or be affected as though the spell was cast with a 
  duration of one minute. 
   
  Loot  
   
  The top layers of the chest’s contents are 
  comprised of two sets of traveler’s outfits and two 
  explorer’s outfits. Underneath the clothes are two 
  potions of cure light wounds (1d8+5), a gold 
  statuette of a jackal (500 gp), and a belt pouch 
  (containing 30 pp, 30 gp, and 60 sp). 
   
  Chest #2 Trap 
   
   
   
                 CR 4 
  XP 1200 
  Type mechanical; Perception DC 20; Disable Device DC 20 
   
  Effects 
  Trigger touch; Reset repair 
  Effect Weighted, arcing falchion (+15 to hit, 2d6+4 points 
  of damage) springs out the left side of the chest to slash 
  any PC standing in front attempting to unlock the lid. 
   
  Chest #2 Trap  
   
   
   
                 CR 4 
  Mechanical trap 
  Perception DC 16; Disarm DC 18  
   
   
   
  
   
  60 
  Effect 
  When this trap is triggered, a weighted blade slashes out 
  from the left side of the chest. This blade has a +6 to attack, 
  and will do 2d6+4 points of slashing damage on a 
  successful hit. 
   
   
  Loot  
   
  Inside this chest is a set of masterwork thieves’ 
  tools, 10 lbs. block of black marble (100 gp), a 
  potion of keen edge, 150 gp, and 80 sp. 
   
   
  TURNING IN LETTERS TO REPUTABLE 
  CONSTABLE, MINOR QUEST EL6 
  Success: Handing the letters over to an honorable 
  law official of Tibud. 
  Reward: 600 XP and 500 gp per character. 
   
   
  U8. Vorlash’s Room 
   
  The door is locked (average DC 25). Vorlash (U10) 
  has this key as well as the one to the chest within 
  the room. Once PCs enter the room, read or 
  paraphrase the following: 
   
  You enter the northern side of a 20’ by 30’ 
  chamber. Set next to the middle of the east wall is 
  a large, plain bed outfitted with black quilts and 
  pillow. In the southeast corner of the room is a 
  large wooden chest. 
   
   
   
  Vorlash is usually here, keeping away from the 
  adoring creepers and the Unlit in general. Terent 
  Segnar’s attack forced the stalker to lead the 
  defense at U10. If he deems he has enough time 
  (evading both the PCs and the bounty hunter), 
  Vorlash will come back here to pick up his 
  valuables before embarking upon the open road 
  again. 
   
  The bed holds nothing of interest, but the chest 
  (equipped with an average lock, total value 50 gp) 
  is another matter. Even if the PCs obtain the 
  chest’s key (in U10), they still have to either utter 
  the word gloghen (Dark Folk for ‘betrayal’) or 
  overcome the DC 29 Disable Device check to 
  deactivate the magical trap. 
   
  Phantasmal Killer Chest Trap 
   
                 CR 5 
  XP 1,600 
  Type magic; Perception DC 29; Disable Device DC 29 
   
  Effects 
  Trigger touch (alarm); Reset none 
  Effect spell effect (phantasmal killer, Will DC 19 save to 
  recognize menacing image as unreal. If Will save fails, 
  phantom touches subject. PC must succeed on Fort DC 19 
  save or die in fear. If Fort save is successful, PC takes 3d6 
  points of damage.) 
   
  Phantasmal Killer Chest Trap  
   
                 CR 5 
  Magical trap 
  Perception DC 20; Disable (arcana check) DC 20.  
   
  Effect 
  When any character touches this chest, a phantasmal killer 
  spell is cast (duration 6 rounds), targeting the character 
  who touched the chest. The character must make a DC 14 
  Wisdom saving throw. On a failed save, the target is 
  frightened for the duration. At the end of each of the 
  target’s turns, the target must succeed on a DC 14 Wisdom 
  saving throw or take 4d10 points of psychic damage. On a 
  successful save, the spell ends. 
   
  Loot  
   
  The chest holds various pieces of black clothing 
  (good condition, total value 10 gp), a masterwork 
  short sword, twenty masterwork arrows, twenty 
  doses of black smear, a potion of resist energy 
  (cold), 30 pp, 70 gp, and Baroness Dunhare’s 
  necklace (woven silver encircled with amethyst 
  chips, value 1,500 gp alone or 2,000 gp if turned in 
  to Segnar). Also in the chest is a rolled-up scroll 
  with a slip of paper attached to the outside with a 
  pin. The slip of paper–in Dark Folk–reads: 
   
  To the Grey Flame for sending. 
   
  The Grey Flame is the alias for Ruston Maklear, 
  one of Tibud’s most powerful wizards. Maklear 
  hired the Unlit to thwart an adventuring band’s 
  investigation on who in the port city was 
  procuring 
  the 
  ingredients/materials 
  for 
  the 
  process of lichdom. The Unlit was successful in 
  misleading the band into one of Tibud’s many 
  
   
  61 
  graveyards. A powerful pack of ghouls at the site 
  took down the investigators. With the matter 
  resolved, the Gray Flame decided to take the Unlit 
  under his wing, providing traps and information to 
  the guild. The jackalweres are hesitant on such a 
  union, but Vorlash, mindful of the dwindling 
  number of creepers under his command, sees no 
  negatives with the partnership. None of the Unlit 
  knows the Grey Flame’s true identity, mostly 
  dealing with his emissary Quithlan Gahevein. 
  Vorlash was going to pass this scroll to Gahevein 
  so that the Flame could send a message to some 
  allies-en-route to Tibud. A DC 20 Knowledge (local) 
  check is required for a PC to know that the Grey 
  Flame is a wizard connected with the city’s 
  underworld element; Maklear has been careful to 
  keep the utterance of even his moniker above and 
  below Tibud’s streets to a bare minimum.  
   
  The scroll–also in Dark Folk–reads: 
   
  Shadow-Brother Woezin, I will see you soon. We 
  will terrorize this surface city together. If 
  successful, we will return to Salmare and gather 
  more creepers. 
   
  Woezin, a powerful dark stalker hailing from 
  Salmare, is one of Vorlash’s closest friends and was 
  one of the few leaders who disagreed with his 
  comrade’s banishment. Woezin and Vorlash have 
  kept in contact with one another via the Grey 
  Flame over the past few weeks. Vorlash was able 
  to convince Woezin to join him in the Tibud 
  endeavor. Woezin has just reached the surface and 
  is being escorted to the harbor city by Grakvax, a 
  hobgoblin ranger hired in secret by Vorlash. 
  Woezin is bringing more than three scores of 
  underlings to the Unlit ranks. He is expected to 
  reach Tibud within a week. Upon finding the guild 
  decimated, Woezin may turn what was to be a 
  reunion into a quest for revenge. A DC 20 
  Knowledge (history) check is required for a PC to 
  know that Salmare is a Dark Folk city twenty 
  leagues below Nelen. 
   
  TURNING IN THE POISON TO SEGNAR PART 2, 
  MINOR QUEST EL 3 
  Success: Turning in at least 5 doses of black smear 
  to Terent Segnar. 
  Reward: 200 XP 
   
  TURNING IN BARONESS DUNHARE’S 
  NECKLACE TO SEGNAR, MAJOR QUEST EL6 
  Success: Handing over the necklace to Terent 
  Segnar. 
  Reward: 600 XP per PC. 2,000 gp to the party. 
   
   
  U9. Zombie Hallway , CR 7 
   
  If illumination is used or PCs possess abilities that 
  can cut the darkness, read or paraphrase the 
  following:  
   
  The stone corridor turns ninety degrees to the 
  west, widening to 10’ with the ceiling rising to 15’. 
  A 5’ wide sable carpet runs through the middle of 
  the corridor, almost matching the length of the 
  passageway. In the distance the hallway ends at a 
  door. 
   
  The top of the tunnel is actually 20’ high, but 
  sections 
  of 
  wall-matching 
  canvas 
  (DC 
  15 
  Perception to notice) have been stretched tight 
  across the breadth of the corridor, giving the hall a 
  false ceiling. The canvas, connected to the walls 
  with a combination of spikes and glue, hides a wire 
  string spanning the entire distance of the corridor. 
  On the wire string hangs a total of sixteen copper 
  bells (2 gp each); each ringer is spaced 5’ apart on 
  the string. The wire is connected to the true ceiling 
  via a series of iron loops. The wire runs through 
  the wall between U9 and U10, ending with a 
  wooded handle hanging just on the north-side of 
  the double-door entrance where one of that 
  room’s dark creepers is monitoring all activity in 
  U9 via a peephole (DC 20 Perception to spot when 
  within 10’, DC 28 at the beginning of the corridor). 
  Note that this sentry will cast darkness upon the 
  door once PCs come within 10’ of it. 
   
  The sable carpet that spans the corridor is thick 
  and wooly, granting a +5 bonus to Stealth checks 
  to whoever traverses it; the long rug is also heavily 
  glued to the floor (DC 15 Strength check per 5’x5’ 
  square) and will come off in torn pieces if removed. 
  PCs may notice (DC 15 Perception) that every third 
  5’x’5 square is three inches lower than the 
  surrounding floor. This feature is a harmless 
  misdirect for the PCs. It is the walls the party has 
  to fear… 
   
  Just past the midpoint of the corridor is a set of 
  four alcoves (see Undercroft of the Unlit map). 
  Each alcove is covered with an expertly painted 
  
   
  62 
  and framed panel (DC 25 Perception) that matches 
  the surrounding dungeon wall. Within each alcove 
  is a spellgorged zombie. If the PCs are coming 
  down the corridor, are messing with the ceiling, or 
  are investigating a panel, the creeper will pull on 
  the handle of the wire string to ring the bells (DC 
  0 Perception). The zombies, in response to the 
  bells, will burst through the panels (move action) 
  and seek targets upon whom unleash their spell-
  payload. (The GM should determine if this could be 
  a surprise round, depending on the actions of the 
  PCs.) Normal talking or loud noises within 10’ of 
  the alcoves will also cause the zombies to erupt 
  out of the walls. Much like the skeletal champions 
  at U6, these undead are not Unlit-friendly. 
   
  Spellgorged Zombie (4) 
   
   
                 CR 3 
  XP 800 
  NE Medium undead 
  Init +1; Senses darkvision 60 ft.; Perception +1 
   
  Defense 
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) 
  hp 27 (5d8+5) 
  Fort +1, Ref +2, Will +5 
  Immune undead traits 
   
  Offense 
  Speed 30 ft. 
  Melee slam +4 (1d6+1) 
  Wizard Spells Known (CL 10th) 
  Each zombie can cast its 5th level spell only once. 
   
  Zombie A – confusion, extended (Will DC 19, 20-round 
  duration, full-round casting time) 
   
  Zombie B – waves of fatigue 
   
  Zombie C – mind fog (Will DC 20) 
   
  Zombie D – cloudkill (Fort DC 20) 
   
  Tactics 
  During Combat Once the undead spot intruders, Zombies 
  B, C, and D will cast their spells simultaneously. Zombie A, 
  programmed to fire off her spell inside (at least 10’) any 
  fogbank she sees, will fire off her spell one round after 
  her brethren. The zombies will then attack anyone within 
  sight still moving. 
   
  Morale The zombies will fight until destroyed. 
   
  Statistics 
  Str 12, Dex 12 Con –, Int –, Wis 12, Cha 10 
  Base Atk +3; CMB +4; CMD 15 
  Feats Toughness 
  Special Qualities staggered 
   
  Special Abilities 
  Spell Storing (Su) A spellgorged zombie can store any 
  spells cast into its mouth as if it were a ring of spell 
  storing. The spellgorged can store a number of spell levels 
  equal to its Hit Dice. Each spell has a caster level equal to 
  that of the spellcaster that placed the spellgorged zombie. 
  The save DC for any spell stored in a spellgorged zombie is 
  determined using the ability scores of the spellcaster who 
  placed the spell. Quithlan Gahevein, possessing an 
  Intelligence of 20 (+5 to DCs), is the creator of this batch 
  of zombies. 
   
  The spellgorged zombie need not provide any material 
  components or focus, and there is no arcane spell failure 
  chance for wearing armor (since the spellgorged zombie 
  need not gesture). When the spellcaster stores the spells 
  in the spellgorged zombie, however, he must use all 
  required components for the spell. 
   
  For randomly generated spellgorged zombies, treat the 
  spellgorged zombie as a scroll to determine what spells 
  are stored in it. If you roll a spell that would put the 
  spellgorged over its spell level limit, ignore that roll; the 
  spellgorged has no more spells in it. (Not every 
  spellgorged need be fully charged.) 
   
  A spellcaster can cast any spell into the spellgorged 
  zombie, so long as the total spell levels do not equal more 
  than the spellgorged zombie’s Hit Dice. Any excess spells 
  or spell levels are lost. 
   
  SPELLGORGED ZOMBIES (3) 
   
                CR 5 
  Medium undead, neutral evil 
   
  Armor Class 8 
  Hit Points 40 (5d8+15) 
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 6 (-2) 
  16 (+3) 3 (-4) 
  6 (-2)  
  5 (-3) 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life but 
  can't speak 
  
   
  63 
  Challenge 5 (1,800 XP) 
   
  SPECIAL ABILITIES 
  Spell Storing. A spellgorged zombie can store any spells 
  cast into its mouth as if it were a ring of spell storing. 
  The spellgorged can store a number of spell levels 
  equal to its Hit Dice. Each spell has a caster level equal 
  to that of the spellcaster that placed the spellgorged 
  zombie. The save DC for any spell stored in a spell-
  gorged zombie is determined using the ability scores of 
  the spellcaster who placed the spell. Quithlan 
  Gahevein, possessing an Intelligence of 20 (+5 to DCs), 
  is the creator of this batch of zombies. 
   
  The spellgorged zombie need not provide any material 
  components or focus, and there is no arcane spell 
  failure chance for wearing armor (since the spellgorged 
  zombie need not gesture). When the spellcaster stores 
  the spells in the spellgorged zombie, however, he must 
  use all required components for the spell. 
   
  For randomly generated spellgorged zombies, treat the 
  spellgorged zombie as a scroll to determine what spells 
  are stored in it. If you roll a spell that would put the 
  spellgorged over its spell level limit, ignore that roll; the 
  spellgorged has no more spells in it. (Not every 
  spellgorged need be fully charged.) 
   
  Zombie A – confusion (Wisdom save DC15) 
   
  Zombie B – inexorable fatigue* (Constitution save DC 
  15) 
   
  Zombie C – fugue fog* (Wisdom save DC 15) 
   
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
   
  ACTIONS 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target.  Hit: 4 (1d6+1) bludgeoning damage. 
   
   
   
  New Spells 
   
  Fugue Fog 
  4th level enchantment 
  Casting Time 1 action 
  Range 60ft 
  Components. V, S 
  Duration 30 minutes + 2d6 rounds 
   
  Fugue fog conjures up a thin, oily fog that blankets 
  the area, though it doesn’t hamper vision at all. 
  Anyone caught in the fog must make a Wisdom 
  saving throw or have their mental resistances 
  broken down. Any creatures affected by the fog 
  has disadvantage against Intelligence, Wisdom or 
  Charisma saving throws for as long as they remain 
  within the area of affect. Once the creatures leave 
  the area of affect, they are subject to the penalty 
  for an additional 2d6 rounds.  
   
  A creature who makes their saving throw is not 
  affected and need not make additional saves even 
  if they remain in the fog.  
   
  A moderate wind (11+mph) disperses the fog in 4 
  rounds; a strong wind (21+mph) disperses the fog 
  in 1 round.  
   
  Inexorable Fatigue 
  5th Level enchantment 
  Casting Time 1 action 
  Range 30 ft. cone 
  Components V,S 
  Duration instantaneous 
   
  The spell sends a powerful wave of negative energy 
  that dims the life force of any in its path. Any 
  creature hit by the cone must make a Constitution 
  saving throw or gain two levels of fatigue. Any 
  creature that makes the save only gains one level 
  of fatigue. Levels of fatigue work just like levels of 
  exhaustion, but it recovers at a rate of one level per 
  hour of rest (short rest). Fatigue levels, and their 
  penalties, stack with exhaustion levels.  
   
  If the creeper lookout (U10) determines that the 
  majority of the invading party is incapacitated (e.g. 
  victims to the various fog/spell effects, getting torn 
  up by the zombies, etc.), he’ll inform Vorlash. With 
  Segnar coming up from the deeper levels, Vorlash 
  is quite determined with escaping the Undercroft. 
  
   
  64 
  The dark stalker will rally his minions, charge 
  through the zombies/confused PCs, and make his 
  way to Tibud’s streets. The creepers and stalkers 
  will only dare such a thrust to the surface once the 
  fog(s) dissipates. The GM could allow Vorlash to 
  make such an escape, shifting the role of the 
  dungeon’s 
  ‘big 
  bad’ 
  to 
  the 
  babau 
  demon 
  Ekfrakizan (U11) if the PCs decide to keep plunging 
  forward. 
   
  b SCALING THE DIFFICULTY 
  CR 8 – Add two more alcoves to the hallway with 
  one spellgorged zombie each, the spells within the 
  undead the GM’s choice.  
  CR 9 – Add two more alcoves to the hallway with 
  one advanced skeletal champion each. The 
  champions are under orders to coup de grace any 
  PC downed by the zombies’ spells. 
   
  b SCALING THE ENCOUNTER 
  CR 9: Increase the number of spellgorged zombies 
  to 4. 
   
   
  U10. Meeting Hall - EL 8 
   
  PCs who pass a DC 15 Perception check (DC 10 once 
  in the meeting hall) prior to opening the doors will 
  hear a far-off booming sound; Terent Segnar is 
  pounding on the other side of the hall’s southwest 
  double doors, trying to get in. Due to Segnar’s 
  thrashing of the Undercroft’s lower levels, Vorlash 
  deems the PCs the lesser of the two ‘evils.’ Vorlash 
  thus has ordered the door to the zombie corridor 
  (U9) to remain unlocked, allowing the party to 
  walk into the stalker’s impromptu ambush. All the 
  creepers and Vorlash have their blades anointed 
  with black smear; the stalker has his first six 
  masterwork arrows dipped with the poison as well. 
  The dark folk will spread darkness throughout the 
  room via spell-infused pebbles (creepers) and 
  arrows (Vorlash, deeper darkness). If the PCs 
  overcome the darkness via light magic/abilities, 
  read or paraphrase the following:   
   
  You enter the northeast corner of a large, 20’ high 
  chamber. The northern half has wooden crates of 
  various sizes hugging the north, east, and west 
  walls. Just south of the containers is a long table, 
  20’ in length and surrounded by stools. Beyond the 
  table are two short stairways leading up to the 
  edges of a raised, wooden stage. A long, sable 
  curtain obscures what lies beyond the stage. A 
  number of cloaked, dwarflike figures lurk about 
  the room. The lurkers advance menacingly in your 
  direction. 
   
  This is the gathering hall for the Unlit’s rabble. 
  Here the three leaders –Vorlash, Sanhler, and 
  Karhiss–inform the guild of current events and 
  targets. In turn the dregs inform the leaders of 
  rumors from the streets above. Due to the storage 
  rooms in the lower levels overflowing with stolen 
  goods, the Unlit has resorted to keeping some of 
  the ill-gotten merchandise here. The secret door in 
  the west wall (to U11) can be discovered with a DC 
  20 Perception check. 
   
  If the PCs get past the curtains onstage, read the 
  following: 
   
  Beyond the curtains is a 15’ by 40’ space nearly 
  empty except for a weapon’s rack holding some 
  curved elven blades and a dire flail. A set of double 
  doors lies in both the west and east walls of the 
  meeting hall’s stage. Two long, thick timbers have 
  been propped against the west doors from where 
  the loud pounding is coming. 
   
  Terent Segnar (stats in Chapter 2) is on the other 
  side of the western double doors (U13) trying to 
  break in. The two 60 lbs. timbers add +5 each to the 
  doors’ Break DC, totaling 33. Removing a timber 
  manually is a full-round action. The bounty hunter 
  will join the fray (GM’s option) if the PCs 
  dismantle/remove the obstacles keeping him out 
  of the meeting hall. Segnar will still hover on the 
  stage though, determined that his quarry will not 
  slip past him. See U13 for his reaction to the PCs on 
  how well/poorly they did their job.  
   
   
   
   
   
  
   
  65 
   
  Dark Creeper (4)  
   
   
                 CR 2 
  XP 600 
   
  CE Small humanoid (dark folk) 
  Init +3; Senses see in darkness; Perception +4 
   
  Defense 
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) 
  hp 19 (3d8+6) 
  Fort +3, Ref +6, Will +1 
  Weaknesses light blindness 
   
  Offense 
  Speed 30 ft. 
  Melee dagger +6 (1d3/ 19-20 plus poison) 
  Special Attacks death throes, sneak attack (+1d6) 
  Spell-Like Abilities (CL 3rd) 
  At will - darkness, detect magic 
   
   
   
  Tactics 
  Before Combat The two creepers closest to U9’s door will 
  dump caltrops just inside the entrance. The other pair will 
  spread caltrops in front of two sets of stairs leading up to 
  the stage. Three of the four will then start pulling out 
  pebbles, infuse them with darkness, and cast them about 
  the room. The fourth –the sentry– will keep an eye on the 
  party’s progress in U9. He will also use detect magic on 
  PCs to determine strength and number of magical auras 
  on the party if given time; any information this creeper 
  learns will be passed along quietly to his fellows and 
  leader if able. Once the party is nearing the door, the 
  sentry will give his comrades a low-pitched whistle (DC 15 
  Perception). The creepers will hug the walls/hide behind 
  crates, getting ready to sneak attack. 
   
  During Combat PCs who are clearly stumbling about will 
  be the creepers’ chosen targets, followed by party 
  members not aware of the dark folks’ proximity. Any PC 
  who falls dying due to Vorlash’s arrows or blades will be 
  
   
  66 
  visited by the nearest, unengaged creeper for a coup de 
  grace. The closer the PCs get to the stage, the more prone 
  the creepers will be in engaging the intruders directly in 
  melee. The creepers will cooperate in flanking with and 
  aiding their fellow dark folk. Darkness will be invoked 
  again through pebble distribution as needed so the 
  creepers can keep employing their stealth against PCs. 
   
  Morale As long as Vorlash remains alive, the creepers will 
  give no quarter. If their leader goes down and two of their 
  brethren are dead, the remaining pair will make a run for 
  U9 and beyond. 
   
  Statistics 
  Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8 
  Base Atk +2; CMB +1; CMD 14 
  Feats Skill Focus (Sleight of Hand), Weapon Finesse 
  Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth 
  +12; Racial Modifiers +4 Climb, +4 Perception, + 4 Stealth 
  Languages Dark Folk 
  SQ poison use, rag armor 
  Gear Dagger, black smear (3 doses), bag of caltrops, bag 
  of pebbles, 3 gp, 20 sp, and 5 cp. 
   
  Special Abilities 
  Death Throes (Su) When a dark creeper is slain, its body 
  combusts in a flash of bright white light, leaving its gear in 
  a heap on the ground. All creatures within a 10-foot burst 
  must make a DC 13 Fortitude save or be blinded for 1d6 
  rounds. Other dark creepers within 10 feet are 
  automatically blinded for at least 1 round due to their 
  light blindness. The save is Constitution-based. 
   
  Poison Use (Ex) Dark creepers are skilled in the use of 
  poison and never risk accidentally poisoning themselves. 
  Dark creepers favor a foul-smelling black paste distilled 
  from certain deep-underground fungi known as black 
  smear – injury; save Fort DC 15; frequency 1/round for 6 
  rounds; effect 1d2 Str; cure 1 save. 
   
  Rag Armor (Ex) A dark creeper’s multiple layers of filthy 
  rags function as leather armor when worn by one of their 
  kind. 
   
  See in Darkness (Su) A dark creeper can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness. 
   
  DARK CREEPERS (3) 
                 
                CR 1 
  Small humanoid (dark folk), chaotic evil 
   
  Armor Class 15 (+3 Dex, +2 natural armor) 
  Hit Points 24 (2d6+2d10+4) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 17 (+3) 12 (+1) 10 (+0) 8 (-1)  
  10 (-0) 
  Saving Throws Dex +5, Wis +2 
  Skills Athletics +2, Stealth +5, Perception +2 
  Senses darkvision 60 ft., passive Perception10 
  Languages Dark Folk 
  Challenge 1 (200 XP) 
   
  SPECIAL ABILITIES 
  Death Throes. When a dark creeper is slain, its body 
  combusts in a flash of bright white light, leaving its gear 
  and treasure on the ground. All creatures within a 10-
  foot burst must make a Constitution saving throw DC 
  13 or be blinded for 1d6 rounds. All other creepers 
  within 10 feet are automatically blinded for 1 round 
  due to their light sensitivity.  
  Rag Armor. A dark creeper’s multiple layers of filthy 
  rags function as leather armor when worn by one of 
  their kind.  
  Poison Use. Black Smear (injury) This thick paste is 
  made from the distillation of rare underground fungi. 
  When a creature is injured by a weapon coated with 
  black smear, they must make a Constitution saving 
  throw DC 13 or lose 2 points of Strength as their 
  muscles seize up and refuse to respond. This ability 
  score damage applies until the character finishes a long 
  rest. Once a character succeeds on a saving throw to 
  avoid the effects of black smear, they cannot be 
  affected by another application of this poison for 24 
  hours.  
  Sneak Attack. When a dark creeper attacks a foe that is 
  either surprised or within 5 feet of a dark stalker's ally, 
  the dark creeper deals an additional 1d6 points of 
  damage with a finesse or ranged weapon. 
   
  Innate Spellcasting  
  DC 10, Spell Attack +2 
  At will-darkness, detect magic  
   
  ACTIONS 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target.  Hit: 5 (1d4 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80 
  ft./320 ft., one target.  Hit: 6 (1d6 + 3) piercing 
  damage. 
   
  
   
  67 
  Vorlash is broader in the shoulders than the typical 
  dark stalker and his speed is matched by very few 
  of his kind. His eyes are azure in the moonlight, 
  which is a rare occurrence because he prefers to 
  work on overcast nights when he ventures topside. 
  Vorlash suffers from acute aphenphosmphobia 
  (fear of being touched), a condition that manifests 
  most strongly whenever his creepers reach for his 
  cloak and limbs. The bow became his weapon of 
  choice because of his phobia, but he is still quite 
  formidable with his blades. 
   
  Vorlash  
   
   
   
                 CR 6 
  XP 2,400 
  Dark stalker slayer 2 
  CE Medium humanoid (dark folk) 
  Init +6; Senses see in darkness; Perception +10 
   
  Defense 
  AC 21, touch 16, flat-footed 15 (+3 armor, +6 Dex, +2 
  natural) 
  hp 61 (6d8+2d10+18) 
  Fort +7, Ref +14, Will +3 
  Weaknesses light blindness 
   
  Offense 
  Speed 30 ft. 
   
  Melee 2 masterwork short swords +13/+13/+8 (1d6+4 
  plus poison/19-20) 
  Ranged masterwork composite longbow (+4 Str) +13/+8 
  (1d8+4 plus poison/x3) 
  Special Attacks death throes, sneak attack +3d6 
  Spell-Like Abilities (CL 6th) 
  At will – deeper darkness, detect magic, fog cloud 
   
  Tactics 
  Before Combat Vorlash, on the stage, will down his potion 
  of heroism. He’ll then imbue one of his normal arrows 
  with deeper darkness and shoot it at the space between 
  the doors to U9 and U11. If given time, he’ll shoot other 
  darkness-instilled arrows (all normal) into the long table 
  and the double doors leading to U13.  
   
  During Combat Vorlash will start combat near the middle 
  of the stage, peering out of one of the curtain breaks. He 
  will target spellcasters, light-bringers, and archers with his 
  bow, especially when they are flat-footed and/or within 
  striking distance of a creeper’s blade. Once the ranged 
  PCs are brought down, the stalker will concentrate on the 
  party’s melee characters. If he runs out of arrows and two 
  or less PCs remain, Vorlash will bring out his blades and 
  engage the enemy, provided a creeper or two is nearby. If 
  the stage somehow catches fire, the stalker will attempt 
  to leap onto the long table (+11 Acrobatics, DC 20) and 
  then resume directing his minions/using his bow. He will 
  use his bags of caltrops when he sees fit. Vorlash will 
  invoke deeper darkness and fog cloud to cover his use of 
  potion of cure moderate wounds if need be. Any PCs 
  struck down here will be targeted by a darkness-imbued 
  arrow; Vorlash is determined that none of the dying 
  intruders will receive aid from their allies.  
   
  Morale If six rounds of combat have elapsed with no clear 
  sight of victory (e.g. all the PCs are still standing), all of his 
  creepers have been slain, or if he has been brought down 
  to 20 hit points or less, Vorlash will try to pick a path to 
  U9 and beyond, utilizing his spell-like abilities and 
  sacrificing his minions to do so. The stalker may duck into 
  U11 to take Grust Gkulaen (Cell f) as a hostage to bargain 
  his way out of the dungeon. If left with no avenue of 
  escape, Vorlash will draw his blades and engage the 
  closest and most wounded of the PCs, hoping his 
  explosive demise will take out at least one of his killers. 
   
  Statistics 
  Str 18, Dex 22, Con 14, Int 11, Wis 13, Cha 11 
  Base Atk +6; CMB +10; CMD 26 
  Feats Double Slice, Point-Blank Shot, Rapid Shot, Two-
  Weapon Fighting, Weapon Finesse 
  Skills Acrobatics +11, Climb +12, Disguise +5, Intimidate 
  +4, Knowledge (dungeoneering) +5, Knowledge (local) +5, 
  Perception +10, Sleight of Hand +7, Survival +5, Stealth 
  +11 Racial Modifiers +4 Climb, +4 Perception, + 4 Stealth 
  Languages Dark Folk, Undercommon 
  SQ poison use 
  Other Gear +1 leather armor, two masterwork short 
  swords, masterwork composite longbow (+4 Str), 40 
  masterwork arrows, 20 arrows, black smear (10 doses), 
  potion of heroism (imbibed), potion of cure moderate 
  wounds, iron key to U8, brass key to chest in U8, black 
  iron key to the cells at U11, two bags of caltrops, bag of 
  pebbles, 40 pp, 30 gp, and 50 sp. 
   
  Special Abilities 
  Death Throes (Su) When Vorlash is slain, his body 
  combusts in a flash of white-hot flame. This acts like a 
  fireball that deals 3d6 points of fire damage to all 
  creatures within a 20-foot-radius burst. A DC 15 Reflex 
  save halves this damage. Vorlash’s gear and treasure are 
  unaffected by this explosion. This save is Constitution-
  based. 
   
  
   
  68 
  Double Slice Vorlash adds his Strength bonus (+4) to 
  damage rolls made with his off-hand weapon. 
   
  Point-Blank Shot Vorlash adds +1 to attack and damage 
  rolls with ranged weapons at up to 30 feet. 
   
  Poison Use (Ex) Vorlash is skilled in the use of poison and 
  never risk accidentally poisoning himself. Vorlash favors a 
  foul-smelling black paste distilled from certain deep-
  underground fungi known as black smear – injury; save 
  Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 
  Str; cure 1 save. 
   
  Rapid Shot When making a full-attack action with a 
  ranged weapon, Vorlash can fire one additional time this 
  round at his highest bonus. All of Vorlash’s attack rolls 
  take a -2 penalty when using Rapid Shot. 
   
  See in Darkness (Su) A dark stalker can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness. 
   
  Studied Target (Ex) Vorlash can study an opponent he can 
  see as a move action. Vorlash then gains a +1 bonus on 
  Bluff, Knowledge, Perception, Sense Motive, and Survival 
  checks attempted against that opponent, and a +1 bonus 
  on weapon attack and damage rolls against it. The DCs of 
  slayer class abilities against that opponent increase by 1. 
  Vorlash can only maintain these bonuses against one 
  opponent at a time; these bonuses remain in effect until 
  either the opponent is dead or Vorlash studies a new 
  target. If Vorlash deals sneak attack damage to a target, 
  he can study that target as an immediate action, allowing 
  him to apply his studied target bonuses against that 
  target (including to the normal weapon damage roll). 
   
  Track Vorlash adds a +1 bonus to Survival checks made to 
  track. 
   
  If captured, Vorlash and his minions will remain quiet 
  unless magically compelled not to do so. The stalker will 
  talk to his peons in Dark Folk when no one is around, 
  trying to formulate a plan for escape. Any such plan will 
  be acted upon before he and his crew are brought 
  topside where they might be exposed to the blinding rays 
  of the sun. 
   
   
  b SCALING THE DIFFICULTY 
  CR 9 – Add the advanced template to all four dark 
  creepers. Add an additional dark creeper with the 
  advanced template. 
  CR 10 – Add the Half-Fiend template to Vorlash. 
  Add a dark slayer named Nysh. 
   
  VORLASH 
   
                  
                CR 5 
  Medium humanoid (dark folk), chaotic evil 
   
  Armor Class 18 (+1 Leather) 
  Hit Points 71 (6d8+2d10+16)  
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 22 (+6) 14 (+2) 11 (+0)  13 (+1)  11 (-0) 
  Saving Throws Str +7, Dex +9, Wis +4 
  Skills Acrobatics +9, Investigation +3, Nature +3, 
  Perception +4, Stealth +9, Survival +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dark Folk, Undercommon 
  Challenge 5 (1,800 XP) 
  Tool proficiencies. Poisoner’s kit, Thieves’ tools.  
   
  WEAKNESSES 
  Sunlight Sensitivity. When Vorlash, the target of his 
  attack, or anything he tries to perceive is in direct 
  sunlight, Vorlash has disadvantage on attack rolls and 
  Wisdom (Perception) checks that rely on sight. 
   
  SPECIAL ABILITIES 
  Two Weapon Fighting. Vorlash adds his ability modifier 
  to second attack’s damage when fighting with two 
  weapons.  
  Favored Foe (Humanoids). Vorlash adds +2 damage on 
  attack rolls with weapon attacks made against the 
  humanoids. Additionally, you have advantage to track 
  selected creature type, as well as recalling information 
  about them.  
  Sneak Attack. When Vorlash attacks a foe that is either 
  surprised or within 5 feet of an ally, Vorlash deals an 
  additional 3d6 points of damage with a finesse or 
  ranged weapon. 
  Poison Use. Black Smear (injury) This thick paste is 
  made from the distillation of rare underground fungi. 
  When a creature is injured by a weapon coated with 
  black smear, they must make a Constitution saving 
  throw DC 13 or lose 2 points of Strength as their 
  muscles seize up and refuse to respond. This ability 
  score damage applies until the character finishes a long 
  rest. Once a character succeeds on a saving throw to 
  avoid the effects of black smear, they cannot be 
  affected by another application of this poison for 24 
  hours.  
  
   
  69 
  Death Throes. When Vorlash is slain, his body is 
  consumed in a flash of white hot flame. This acts like a 
  fireball that deals 3d6 fire damage to all creatures 
  within a 20 foot radius. A Dexterity saving throw DC 13 
  will halve this damage. Vorlash's gear and treasure are 
  unaffected by this explosion. 
   
  Spellcasting 
  At will-darkness, detect magic, fog cloud.  
  1st level: ensnaring strike, hunter’s mark.  
   
  ACTIONS 
  Longbow. Ranged Weapon Attack: +9 to hit, range 150 
  ft./600 ft., one target.  Hit: 10 (1d8+6) piercing 
  damage. 
  Shortsword. (dual wielding)  Melee Weapon Attack: +9 
  to hit, reach 5 ft., one target.  Hit: 9 (1d6+6) piercing 
  damage (plus poison). 
   
  b SCALING THE DIFFICULTY 
  CR 9 – Increase the number of dark creepers to 5. 
   
  Chamber Loot 
   
  The twelve crates hold various goods the Unlit has 
  pilfered from the assorted warehouses of Tibud’s 
  merchant districts. Their contents are as follows: 
   
  • 
  Crate #1 – 100 lbs. of trail rations. 
  • 
  Crate #2 – Five riding saddles. 
  • 
  Crate #3 – 100’ of chain (total value 
  300 gp). 
  • 
  Crate #4 – Ten coils of silk rope. 
  • 
  Crate #5 – Ten coils of hemp rope. 
  • 
  Crate #6 – Twenty bedrolls. 
  • 
  Crate #7 – Five tents. 
  • 
  Crate #8 – Twenty sets of manacles. 
  • 
  Crate #9 – Five fishing nets. 
  • 
  Crate #10 – Ten painted, miniature 
  clay statues of gnomes (10 gp each). 
  • 
  Crate #11 – Twenty crowbars. 
  • 
  Crate #12 – Fifty clay tankards (total 
  value 1 gp). 
   
  The weapons rack holds four curved elven blades 
  and one dire flail. While not masterwork, a PC 
  could discern (DC 10 Appraise) that these weapons 
  are newly forged and thus likely could be sold for 
  75% the CRB’s listed price. 
  U11. Detainment Center 
   
  Once PCs open the secret door to this area, read or 
  paraphrase the following: 
   
  The hidden portal opens into a short, narrow, 10’ 
  high hallway that widens and turns ninety degrees 
  north. The flickering of distant torchlight dances 
  from around the corner. 
   
  Once the party enters the main corridor, read or 
  paraphrase the following: 
   
  This 60’ long, 10’ wide passage has three cell doors 
  set along both its east and west walls. A metal 
  torch sconce, set high in the end wall, holds its 
  fiery charge above a half-dozen wood frames of 
  various sizes. 
   
  This area was once the Broken Lanterns’ 
  detainment center; the old guild was not above 
  kidnapping the occasional merchant for ransom. 
  The 
  Unlit 
  maintained 
  the 
  cells 
  for 
  more 
  disciplinary reasons than anything else these days, 
  aside from one extraordinary exception (U11f). If 
  the party is not quiet about their entry into the 
  hallway, the occupant (Perception -1) of the far cell 
  will call out to the arrivals. 
   
  “I hope you brought more canvas!” shouts a bass, 
  cultured voice. “My mind aches from the 
  boredom!” 
   
  The cell doors (Bars 2” thick, Hardness 10, 60 hit 
  points, Break DC 25) are equipped with good locks 
  (DC 30) and are all engaged. Vorlash in U10 has the 
  master key. The brand in the sconce is an 
  everburning torch. The wood frames are used for 
  canvas paintings. The prisoner in U11f is currently 
  awaiting more material. 
   
  U11a-d. Empty Cells 
   
  Each of these 10’ by 10’ cells is empty save for a 
  bedroll that has seen better days and a stained 
  bucket for personal needs. 
   
  There is nothing of interest within these cells, but 
  the GM is free to leave a plot hook here for further 
  adventures beyond this one. 
  
   
  70 
  U11e. Storage Cell 
   
  This 10’ by 10’ cell is bare save for a small collection 
  of jars and bottles in its northwest corner. 
   
  The jars and bottles (total weight 25 lbs.) contain 
  paints and oils, supplies for the occupant in U11f. 
  The supplies could fetch 35 gp to the right 
  merchant. 
   
  U11f. Gkulaen’s Cell 
   
  This cell is occupied. A short, bearded half-orc of 
  middle years is sitting on a low stool in front of an 
  easel. His russet outfit, once fine and flashy, is now 
  daub and threadbare. Painting brushes of various 
  sizes poke out of his pockets and a wooden palette 
  rests on the side of his stool. The easel holds a 
  small, detailed portrait of a female, jackal-headed 
  humanoid leaning provocatively against a wall of 
  stone. The half-orc’s olive eyes turn in your 
  direction. 
   
  The half-orc, named Grust Gkulaen, will be 
  momentarily taken aback by the PCs, their visages 
  new in an environment full of cloaked/furry faces. 
  Gkulaen will stand up, pull on his tunic to 
  straighten it a bit, and then address the party. 
   
  “What an array of textures, cheekbones, and 
  dimples!” exclaims the half-orc, his voice rich and 
  rumbly. He blinks several times before squaring 
  his shoulders, chin raised. “I’m Sir Grust Gkulaen, 
  painter of the searing soul of nobility and the 
  unbridled spirit of nature. Your bearing and 
  armaments lead me to believe you are not part of 
  this foul guild. Rival gang perhaps? Sellswords? 
  Release me and I can assure you that your coin 
  purses will jingle with merriment.” 
   
  A DC 15 Knowledge (nobility) check will reveal that 
  a renowned half-orc artist of the same name does 
  have a residence in the Noble District of the city. A 
  DC 15 Knowledge (local) check will impart that the 
  painter disappeared a few months ago. A DC 20 
  Perception applied to the portrait will reveal that 
  the female humanoid is wearing a jeweled silver 
  necklace (same one from the chest in U8). 
   
   
  If asked how he got here: 
   
  “I was about to embark on a half-year sojourn 
  touring Nelen’s landscapes, particularly those 
  around Duke Harris Dunhare’s royal estate. Just at 
  I was about to flag down a carriage, I was accosted 
  by fiends, knocked out, and brought here. Once 
  these cretins found out my talents, they subjected 
  me to a most horrifying torture. These cloaked 
  miscreants forced me to paint the most mundane 
  murals imaginable. Walls of stone. No highlights. 
  Just. Gray. Stone.” Gkulaen clucks his tongue in 
  disdain. “I wasn’t even allowed to sign them, 
  although truth be told that would have likely hurt 
  my standing with my peers if they knew I was 
  reduced to working on something so drab.” The 
  half-orc cocks a thumb at the painting behind him. 
  “Painting the ‘woman’ in charge of these cretins 
  was a most welcome change.” 
   
  If asked who the woman is: 
   
  “I never asked. I figured it was the safest course. 
  She never told me her name. She WAS gracious 
  enough to provide the everburning light over there 
  as well as this easel once she learned of my gifts.” 
   
  If asked about the necklace she wore: 
   
  “Pretty enough trinket to be around the neck of a 
  cur. I don’t think it was hers. She posed with it 
  twice so I could paint her wearing it. Both times 
  one of the taller cloaked fellows was here, just 
  keeping out of range of the torchlight. That one… 
  chilled me to the bone.” 
   
  Karhiss took a fancy to the Baroness’ necklace, but 
  Vorlash would not allow the jackalwere to keep it. 
  The dark stalker grudgingly permitted her to be 
  painted with it though. 
   
  If asked about other individuals of the guild: 
   
  “Mostly cloaked dwarves with a sprinkling of taller 
  fellows. All of them disappeared once the torch 
  was brought in. Fox-face would feed me most of 
  the time, although occasionally an olive-skinned 
  human male would chuck stale bread at me. I was 
  going to protest, but his dead blue eyes would 
  brook no argument.” 
   
  The blue-eyed human was Sanhler (U5). 
  
   
  71 
  If asked how long he has been down here: 
   
  “Awhile, judging by this,” he says, rubbing a hand 
  through his thick, unkempt beard. “Weeks? 
  Months? My initial demands for a water clock fell 
  on deaf ears. Now I fear to ask.” 
   
  Gkulaen has been down here for almost four 
  months. 
   
  If asked about a possible reward: 
   
  “Escort me to my in-city residence and you’ll 
  receive 2,000 gold marks. I also insist upon 
  dedicating a portrait to you. Such heroes should be 
  immortalized by my brush.” 
   
  Grust Gkulaen was once a street urchin from the 
  far-off city of Orntal. A kind-hearted scribe named 
  Motlane took in Gkulaen when she discovered the 
  young half-orc’s exquisite charcoal doodles on the 
  back of her shop. Gkulaen’s talent grew under her 
  tutelage, a gift that further flourished in Orntal’s 
  art academy. Outpacing his classmates (and 
  teachers), Gkulaen was soon noticed by the upper 
  crust. The half-orc used his art to forge ties with 
  nobility to the point he won’t even acknowledge 
  his humble beginnings. Gkulaen stands 5’6” and 
  possesses 
  a 
  lean 
  frame, 
  remnants 
  of 
  a 
  malnourished childhood. The now middle-aged 
  half-orc is a borderline fop, but has a soft spot for 
  other creative-types. Gkulaen will be most 
  distressed if he finds out his art was used in some 
  way to harm people (U9).  
   
  Grust Gkulaen 
   
   
   
                 CR 8 
  XP 4,800 
  Half-orc expert 10 
  N Medium humanoid 
  Init +1; Senses darkvision 60 ft : Perception -1 
   
  Defense 
  AC 11, touch 11, flat-footed 10 (+1 Dex) 
  hp 65 (10d8+20) 
  Fort +3 (+4 vs. hot or cold environments and to resist 
  damage from suffocation), Ref +4, Will +7 
   
  Offense 
  Speed 30 ft. 
  Melee unarmed strike +7/+2 (1d3/x2/nonlethal) 
   
   
  Tactics 
  Before Combat If he is going to follow the PCs around in 
  the dungeon, Gkulaen will ask for a dagger or mace for 
  self-defense. If the party refuses, he’ll reduce the coin-
  side of the promised reward by 50%. 
   
  During Combat While in the Undercroft, Gkulaen will try 
  to stay out of the PCs’ way. The half-orc will only strike 
  out when backed into a corner. 
   
  Morale When reduced to 50 hit points or less, Gkulaen 
  will bolt in the direction opposite of the threat. This may 
  mean deeper into the dungeon… 
   
  Statistics 
  Str 10, Dex 12, Con 11, Int 17, Wis 8, Cha 9 
  Base Atk +7; CMB +7; CMD 18 
  Feats Endurance, Iron Will, Skill Focus (Craft  [painting], 
  Knowledge [nobility]), Toughness  
  Skills Appraise +16, Diplomacy +12, Craft (carpentry) +14, 
  Craft (painting) +22, Intimidate +12, Knowledge 
  (dungeoneering) +14, Knowledge (engineering) +14, 
  Knowledge (geography) +14, Knowledge (local) +16, 
  Knowledge (nobility) +22; Racial Modifiers +2 Intimidation 
  Languages Common, Draconic, Elven, Goblin, Orc 
   
  Special Abilities 
  Orc Ferocity Once per day, when Grust is brought below 0 
  hit points but not killed, he can fight on for one more 
  round as if disabled. At the end of his next turn, unless 
  brought above 0 hit points, he immediately falls 
  unconscious and begins dying. 
   
  GRUST GKULAEN  
                  
            CR 1/2 
  Medium humanoid (half-orc), neutral  
  Expert 10 
   
  Armor Class 11  
  Hit Points 53 (10d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 11(+0) 17 (+3) 8 (-1)  
  9(-1) 
  Saving Throws Con +4, Wis +3 
  Skills History +4, Insight +7, Intimidate +5, Performance 
  +3, Persuasion +7 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Draconic, Elven, Goblin, Orc.  
  Challenge 1/2 (50 XP) 
   
   
  
   
  72 
   
  SPECIAL ABILITIES 
  Expertise. Grust doubles proficiency bonus with chosen 
  tool sets and/or skill proficiencies. (painter’s supplies, 
  carpenter’s tools, Insight, Persuasion) 
  Relentless Endurance. When Grust is reduced to 0 HP 
  but not slain, he is reduced to 1 hit point instead. This 
  can be used once per long rest.  
  Savage Attacks. Trust rolls an extra damage die when 
  he scores a critical hit with a melee weapon.  
   
  ACTIONS 
  Unarmed Strike. Melee weapon attack. + 4 to hit, reach 
  5 ft., one target. Hit: 2 bludgeoning.  
   
  Loot  
   
  Inside the cell is a bedroll, a set of masterwork 
  artisan’s (painter’s) tools (value 55 gp), palette, 
  easel, and a small yet well-rendered portrait of 
  Karhiss 
  wearing 
  Baroness 
  Julip 
  Dunhare’s 
  necklace (portrait value 150 gp). Gkulaen will give 
  up the items freely, too overjoyed at being rescued. 
   
  RESCUING ARTIST GRUST GKULAEN, 
  MINOR QUEST EL8 
  Success: Returning Gkulaen to his apartment in 
  the Noble District in Tibud. 
  Reward: 1,200 XP and 500 gp per character. 
  Boon: Gkulaen will create a 4’ by 3’ portrait of the 
  party for free within a month of his rescue (value 
  1,000 gp). The half-orc will brag up the PCs among 
  his social circles, possibly providing the party more 
  work (GM’s option). 
   
  U12. Temple 
   
  The Broken Lanterns once used this chamber as a 
  place of worship. Once the Unlit took over, Karhiss 
  considered dedicating this site to her own foul 
  deity, but found guild management quite taxing. 
  She did note that an aura of malevolence 
  permeated the room. As with most of the dungeon, 
  this room is cloaked in darkness. When the party 
  opens the door to this location and are able to view 
  its features, read or paraphrase the following: 
   
  Beyond the double doors is a short hallway that 
  leads to a 30’ wide, pillared chamber. The stone 
  columns –two rows of four– are hexagonal and 
  appear to be chiseled from granite. Three piles of 
  black garments lie on the floor between the second 
  pair of columns. 
   
  Before Segnar and PCs invaded the Unlit’s hideout, 
  Vorlash was meeting with one of his associates 
  from Salmare, the dark caller Vlizron. The caller, 
  along with his two assistant dark slayers, decided 
  to witness Vorlash’s surface efforts firsthand. Once 
  Vorlash realized the tenacity of the Undercroft 
  trespassers, he sent Vlizron and his underlings 
  here to do the impossible: summon an owb with 
  only one caller! Vlizron started the shadow ritual 
  with his slayers, the runes of the rite coming out 
  imperfect. The flawed incantation did yield an 
  unforeseen result though; it released a bound 
  babau demon from the chamber’s lectern! The fell 
  outsider quickly slew the three dark folk with his 
  spear and is now studying his surroundings, ready 
  to met out his pent-up rage from being imprisoned 
  in a piece of furniture for decades. 
   
  
   
  73 
  When the PCs near the back of the chamber, read 
  or paraphrase the following: 
   
  The chamber ends in a 2’ high bema. Near the 
  center of the semicircular dais is a lectern of gold. 
  The smell of ash permeates the bema. 
   
  Ekfrakizan was summoned to the Material Plane 
  by the powerful wizard Klovey seven decades ago. 
  Wanting to keep the demon on hand for possible 
  assistance later on but not wanting the creature 
  wandering his estate, Klovey bound Ekfrakizan to 
  a lectern. The wizard later became involved in 
  some off-continent affairs and abandoned his 
  Tibud manor half-a-century ago. Forty years later 
  the Broken Lanterns grew bold enough to pick 
  over 
  the 
  disappeared 
  wizard’s 
  residence, 
  discovering the lectern in a storage room. 
  Something about the podium compelled the 
  Lanterns not to sell it off; instead the guild set the 
  lectern up within this chamber. Vlizron’s ill-used 
  mantras released the frustrated babau… and now 
  the demon has the PCs within his sights. 
   
  EKFRAKIZAN, BABAU DEMON  
   
                 CR 6 
  XP 2,400 
  CE Medium outsider (chaotic, demon, evil, extraplanar) 
  Init +4; Senses darkvision 60 ft., see invisibility; Perception 
  +19 
   
  Defense 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) 
  hp 73 (7d10+35) 
  Fort +10, Ref +6, Will +5 
  Defensive Abilities protective slime; DR 10/cold iron or 
  good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 17 
   
  Offense 
  Speed 30 ft. 
  Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or 
  masterwork longspear +13/+8 (1d8+7/x3), bite +7 (1d6+2) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Special Attacks sneak attack +2d6 
  Spell-Like Abilities (CL 7th) 
   
  Constant - see invisibility 
  At will - darkness, detect magic, greater teleport (self plus 
  50 lbs. of objects only) 
  1/day – summon (level 3, 1 babau at 40%) 
   
   
  Tactics 
  Before Combat Ekfrakizan will observe the party from the 
  shadows, using his detect magic ability to see who may 
  pose the biggest threat. Any PC displaying a holy symbol 
  will draw the demon’s ire. Ekfrakizan will then try to 
  teleport to a shadowy location nearest to the party’s 
  spiritual center. 
   
  During Combat Ekfrakizan will employ hit-and-run tactics, 
  teleporting to a new location when two or more PCs gang 
  up on him. If brought down to 35 hit points or less, he’ll 
  teleport to a place of safety and attempt to summon 
  another babau demon (40% chance). If successful, 
  Ekfrakizan and the new arrival will attempt to flank the 
  PCs. 
   
  Morale Once bought down to 20 hit points or less, 
  Ekfrakizan will teleport out of the temple. He knows the 
  layout of U10 due to the lectern being used occasionally 
  in the Meeting Hall. Ekfrakizan will try to stay ahead of the 
  party, teleporting when he can (perhaps back to the 
  temple if all the PCs have clearly left the chamber). If 
  cornered, Ekfrakizan will fight to the death. 
   
  Statistics 
  Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16 
  Base Atk +7; CMB +12; CMD 23 
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill 
  Focus (Stealth) 
  Skills Acrobatics +11, Climb +12, Disable Device +11, 
  Escape Artist +11, Perception +19, Sleight of Hand +11, 
  Stealth +22; Racial Modifiers +8 Perception, + 8 Stealth 
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
  Gear masterwork longspear 
   
  Special Abilities 
  Combat Reflexes (Ex) Ekfrakizan may make a number of 
  additional attacks of opportunity per round equal to his 
  Dex bonus (+1). 
   
  Protective Slime (Su) A layer of acidic slime coats a 
  Ekfrakizan's skin. Any creature that strikes Ekfrakizan with 
  a natural attack or unarmed strike takes 1d8 points of 
  acid damage from this slime if it fails a DC 18 Reflex save. 
  A creature that strikes Ekfrakizan with a melee weapon 
  must make a DC 18 Reflex save or the weapon takes 1d8 
  points of acid damage; if this damage penetrates the 
  weapon’s hardness, the weapon gains the broken 
  condition. Ammunition that strikes Ekfrakizan is 
  automatically destroyed after it inflicts its damage. 
   
  
   
  74 
  b SCALING THE DIFFICULTY 
  The PCs may be near the end of their resources by 
  the time they reach this room. On the flipside, the 
  party may be accompanied by Terent Segnar (U13, 
  stats at Chapter 2 - Sizing Up the Help). Use your 
  best judgment. 
   
  CR 7 – Add a dark slayer. Slayer Rixx threw in 
  with Ekfrakizan. 
  CR 8 – Add another dark slayer.  Give both slayers 
  the advanvced simple template. Slayer Ruxx 
  threw in with Ekfrakizan. 
  CR 9 – Add dark caller Vlizron (stat block below). 
  Ekfrakizan, amused by the caller, made him his 
  right hand man.  Use Dark Slayer Tish's stats from 
  Area U3. 
   
  EKFRAKIZAN 
   
                  
                CR 6 
  Medium fiend, chaotic evil 
   
  Armor Class 19 (natural armor) 
  Hit Points 64 (7d8+35) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 13 (+1) 20 (+5) 14 (+2) 13 (+1)  16(+3) 
  Saving Throws Con +8, Wis +4 
  Skills Athletics +8, Intimidation +6, Perception +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities lightning, poison 
  Condition Immunities poisoned 
  Senses  darkvision 60 ft., see invisibility, passive 
  Perception 14 
  Languages Abyssal, Celestial, Draconic; telepathy 100 
  ft.  
  Challenge 6 (2,300 XP) 
   
  SPECIAL ABILITIES 
  Summon Ally  (1/day). Ekfrakizan has a 40% chance to 
  summon another of his kind. He can cast this spell once 
  per day at a 3rd caster level.  
  Multiattack. Ekfrakizan can make two attacks when it 
  uses its attack action. Ekfrakizan can use either his 
  spear or its claws for either or both of his attacks.  
  Protective Slime. A thick, putrid slime coats Ekfrakizan’s 
  skin. Any creature that strikes Ekfrakizan with a natural 
  or unarmed attack takes 1d8 points of acid damage, 
  unless they make a Dexterity saving throw DC 13. A 
  creature that strikes Ekfrakizan with a melee weapon 
  must make a Dexterity saving throw DC 10 or the 
  weapon takes 1d8 points of acid damage. If the 
  weapon takes more than half of its’ hit points in 
  damage. It gains the broken condition. [see TPK 
  Games’ Fifth Edition Options or 5E Condition cards.]  
   
  ACTIONS 
  +1 Spear. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20 ft./60 ft., one target.  Hit: 1d6+6 
  piercing damage or 1d8+6 piercing damage if used with 
  two hands to make a melee attack. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature.  Hit: 1d6+9 slashing  damage. 
   
  b SCALING THE ENCOUNTER 
  CR 6: The PCs only face Efrakizan. 
  CR 7: Add dark caller Vlizron (stat block below) and 
  a dark creeper.  Ekfrakizan, amused by the caller, 
  made him his right hand man. 
  CR 8: Increase the squad of dark creepers to four. 
  CR 9: Increase the squad of dark creepers to eight. 
   
   
  DARK CALLER VLIZRON 
   
   
                 CR 5 
  XP 1,600 
  Medium humanoid (dark folk) 
  Init +3; Senses detect magic, see in darkness; Perception 
  +8 
   
  Defense 
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 Dodge, +3 
  natural) 
  hp 52 (8d8+16) 
  Fort +4, Ref +9, Will +3 
  Weaknesses light blindness 
   
  Offense 
  Speed 30 ft. 
  Melee mwk dagger +8 (1d4+2/ 19-20 plus black smear 
  poison) 
  Special Attacks death throes, sneak attack +2d6 
  Spell-Like Abilities (CL 8th; concentration +12) 
   
   
  Constant - detect magic 
  At will – bleed (Will DC 14) 
  3/day – deeper darkness, shadow step  
  1/day – shadow conjuration (Will DC 18) 
   
   
   
   
  
   
  75 
  Tactics 
  Before Combat Vlizron will direct his slayers to ready their 
  spell-like abilities. He himself will use detect magic to 
  gauge the PCs. 
   
  During Combat Vlizron, along with his slayers, will plunge 
  the party with darkness effects. The caller will send his 
  shadow conjuration at the party’s melee fighter or other 
  frontline character. He will then try to sneak attack lightly 
  armored PCs, usually in unison with his minions. Vlizron 
  will cast bleed on downed enemies he can’t reach for a 
  coup de grace. Vlizron will not use his shadow step more 
  than twice during combat. 
   
  Morale When down to 10 hit points, Vlizron will either 
  shadow step out of or directly flee the chamber.  
   
  Statistics 
  Str 14, Dex 17, Con 14, Int 13, Wis 13, Cha 18 
  Base Atk +6; CMB +8; CMD 22 
  Feats Augment Summoning, Dodge, Spell Focus 
  (conjuration), Weapon Finesse 
  Skills Climb +6, Intimidate +5, Knowledge (arcane) +9, 
  Knowledge (planes) +9, Perception +8, Stealth +10, Use 
  Magic Device +5; Racial Modifiers +4 Climb, +4 
  Perception, + 4 Stealth 
  Languages Dark Folk, Undercommon 
  SQ poison use, shadow ritual 
  Gear masterwork dagger, two doses of black smear, 
  clerical scroll (6th level caster – contains remove disease 
  and prayer, Vlizron can’t use), 40 pp, 95 gp, and 300 sp. 
   
  Special Abilities 
  Augment Summoning Each creature Vlizron conjures with 
  any summon spell gains a +4 enhancement bonus to 
  Strength and Constitution for the duration of the spell 
  that summoned it. 
   
  Death Throes (Su) When Vlizron is slain, his body bursts 
  into shreds of blistering cold shadows, leaving his gear in 
  a heap on the ground. All creatures within a 10-foot burst 
  take 1d4 points of Strength damage and are staggered for 
  1 round. A successful DC 16 Fortitude save halves the 
  Strength damage and negates the staggered effect. This 
  ability damage is temporary, and an affected creature’s 
  Strength returns to normal after 3d10 minutes. The save 
  DC is Constitution-based. 
   
  Poison Use (Ex) Vlizron is skilled in the use of poison and 
  never risk accidentally poisoning himself. Vlizron favors a 
  foul-smelling black paste distilled from certain deep-
  underground fungi known as black smear – injury; save 
  Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 
  Str; cure 1 save. 
   
  See in Darkness (Su) Vlizron can see perfectly in darkness 
  of any kind, including that created by deeper darkness. 
   
  Shadow Ritual (Su) Three dark callers can collaborate on a 
  ritual that calls an owb to their service. The ritual takes 1 
  hour to complete. If the dark callers involved are 
  distracted in any way, the attempt is ruined and the ritual 
  must begin anew. Once called to their service, the owb 
  serves them for 24 hours. Though the owb is free-willed, 
  it follows orders to the best of its ability. 
   
  DARK CALLER VLIZRON  
   
   
                CR 1 
  Medium humanoid (dark folk), chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 72 (8d8+16) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 17 (+3) 14 (+2) 13 (+1) 13 (+1)  18 (+4) 
  Saving Throws Dex +6, Wis +4 
  Skills Arcana +4, Deception +7, Perception +4, Stealth 
  +6 
  Senses darkvision 60ft., passive Perception 14, detect 
  magic 
  Languages Undercommon, Dark Folk  
  Challenge 5  (1800 XP) 
   
  SPECIAL ABILITIES 
  Ambusher. Vlizron has advantage on attack rolls against 
  any creature he has surprised. 
  Poison Use. Black Smear (injury) This thick paste is 
  made from the distillation of rare underground fungi. 
  When a creature is injured by a weapon coated with 
  black smear, they must make a Constitution saving 
  throw DC 13 or lose 2 points of Strength as their 
  muscles seize up and refuse to respond. This ability 
  score damage applies until the character finishes a long 
  rest. Once a character succeeds on a saving throw to 
  avoid the effects of black smear, they cannot be 
  affected by another application of this poison for 24 
  hours.  
  Death Throes. When Vlizron is slain, his body bursts into 
  shreds of blistering cold shadows, leaving his gear in a 
  heap on the ground. All creatures in a 10 ft. radius 
  must make a Constitution saving throw DC 15 or lose 
  1d4 points of Strength. The creature is also stunned for 
  1 round. The ability damage is temporary, returning to 
  
   
  76 
  normal after a short rest.  
  Multiattack. Whenever Vlizron makes an attack action, 
  he can make two attacks with his dagger.  
  Sneak Attack. When Vlizron attacks a foe that is either 
  surprised or within 5 feet of one of his allies, Vlizron 
  deals an additional 3d6 points of damage with a finesse 
  or ranged weapon. 
   
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20 ft./60 ft., one target.  Hit: 5 
  (1d4+3) piercing damage plus poison (black smear)  
   
  Loot 
   
  The 120 lbs. wooden lectern is gold-plated (value 
  1,700 gp). The three piles of garments are free of 
  treasure unless the GM decides to keep the dark 
  folk alive and allied with Ekfrakizan. If this is the 
  case, each dark slayer will have a masterwork 
  kukri, 40 pp, 90 gp, and 200 sp. Vlizron’s items can 
  be found within his stat block above. 
   
  U13. Reunion 
   
  GM’s note: The players may open the double doors 
  here prior to going to U11 and U12 (or even during 
  the middle of the meeting hall battle). If the PCs 
  are still in fighting form, the GM could decide that 
  Terent Segnar is not in the best of health to 
  participate (20 hit points or less). The adventure is 
  the PCs’ show, not the bounty hunter’s. 
   
  Once the party opens the double doors, read or 
  paraphrase the following: 
   
  On the other side of the twin portals stands a 
  bloodied Segnar, the bounty hunter holding a 
  mangled minotaur’s head he was apparently using 
  to bash on the doors. Segnar, at first in a fighting 
  stance, relaxes slightly once he realizes it is you. 
   
  “Well met, comrades! Have we crushed the 
  enemy?” 
   
  If the PCs say “No” (or are still fighting), Segnar will 
  step forward and provide whatever aid the GM 
  deems he is capable at that moment. If the PCs 
  state that Vorlash and/or the other leaders have 
  escaped, Segnar will be quite angered and will only 
  give the party half of the promised award unless 
  the PCs state they will hunt the escapees down. If 
  the party backs out of tracking the remains of the 
  Unlit’s leadership, Segnar looks at the PCs with 
  disdain before resuming his solitary path. 
   
  If the PCs say “Yes,” read or paraphrase the 
  following: 
   
  “We crushed the Unlit! I would not have been able 
  to do this without you! I did have to collapse a few 
  tunnels to keep myself from being swarmed by 
  foes. Let’s get to the surface, get a hot bath, a grand 
  breakfast, and trade tales of derring-do. You’ve 
  earned my reward… and my thanks.” 
   
  The corridor beyond the double doors and Segnar 
  leads to the lower levels of the Unlit’s domain, 
  eventually opening up into a seaside cave used to 
  smuggle/trade goods with the guild’s pirate allies, 
  the Leeward Lurkers. Segnar trashed the levels on 
  his way up to the Undercroft, but the PCs are free 
  to explore these deeper regions. What is within 
  these shadowed halls is up to the GM. 
   
   
  CRUSHING THE UNLIT, MAJOR QUEST EL8 
  Success: Capturing or killing Sanhler, Karhiss, and 
  Vorlash. 
  Reward: 1,200 xp and 750 gp to each PC. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  77 
  Conclusion 
   
  Terent Segnar may hire the PCs for future 
  adventures in the city depending on their 
  performance. The corrupt constables and other 
  thieves’ guilds of Tibud will likely notice such a 
  union. If the PCs continue to impress him, Segnar 
  will bring them in contact with his patron, Baron 
  Bruce Dunhare. 
   
  Was Orron Fisket ignored/not laid to rest? The 
  ghost bard will eventually break loose from the 
  unearthly bonds of the house and haunt the 
  nearby streets. His wife Echrie passed on to the 
  afterlife, but his children will come back as attic 
  whispers. Tibud’s constables may hire/blackmail 
  PCs into ridding the neighborhood of the undead. 
  The party may also be asked into finding out who 
  orchestrated the murder (the Silk Stranglers) of the 
  Fisket family. 
   
  If any of the Unlit leaders escaped the shakedown, 
  they will definitely be spoiling for revenge. The 
  guild has a few powerful allies within the city (e.g. 
  the Eventide Watchers, the Leeward Lurkers, and 
  the Grey Flame) as well as reinforcements on their  
   
   
   
  way. The presiding GM may decide to keep the 
  party with the tangled webs of Tibud’s underworld 
  for sessions to come. 
   
  Finally, Grust Gkulaen will forever be grateful to 
  the PCs for his rescue. The GM could use Gkulaen 
  as a catalyst/contact to the realm’s upper crust. 
  The half-orc will be heading to Harris Dunhare’s 
  castle within three months; Gkulaen was hired by 
  the Duke to produce a series of landscape 
  paintings. Gkulaen will be quite the chatterbox 
  while in the company of Duke Dunhare, telling the 
  ruler of his rescue. Also during this time the half-
  orc will reproduce the painting of Karhiss, 
  necklace and all. The Duke will recognize the 
  necklace onetime belonging to his once-beloved 
  Julip. Harris Dunhare may consider that too many 
  loose ends exist on the commissioned murder, the 
  party being one of them… 
   
   
  
   
  78 
  Open Gaming License 
   
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