TEXT: A 5e Solo Gamebook
  By Paul Bimler
  Tyrant Of
  Zhentil Keep
  
  	
    
  1	
    
  Tyrant of  
  Zhentil Keep 
   
   
  	
    
  A Solo Gamebook  
  for Dungeons & Dragons (fifth edition) 
    
  -Adventure Booklet- 
  by PAUL BIMLER 
  	
    
  	
    
  CREDITS:	
    	
    
  All	
    text	
    by	
    Paul	
    Bimler	
    
  Art	
    by	
    Patrick	
    E.	
    Pullen,	
    William	
    McAusland,	
    Thomas	
    Conroy,	
    Matej	
    Cadil,	
    
  Larry	
    Elmore,	
    Tom	
    Prante,	
    Johan	
    Jaeger,	
    David	
    Revoy,	
    R.	
    Flowers,	
    Jenna	
    Fowler	
    
  Maps	
    by	
    Paul	
    Bimler	
    
  Except	
    Map	
    5&6:	
    Tavern	
    Map	
    by	
    Alan	
    Patrick	
    
  &	
    Maps	
    7,	
    8	
    &	
    17:	
    Courtesy	
    DMs	
    Guild	
    Resources	
    /	
    Arcana	
    Games	
    
  Playtested	
    by:	
    Shayne	
    Rodrigues,	
    David	
    Bond,	
    	
    Adrian	
    Aguirre	
    Riofrio,	
    	
    
  Kristina	
    Chun,	
    Christopher	
    Seo	
    West,	
    Jake	
    Lee	
    Norris	
    
   
   
  	
    
  	
    
  	
    
  	
    
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 
  D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other 
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  permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by 
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
  	
    
  2	
    
  TYRANT OF ZHENTIL KEEP: 
  A DM-LESS ADVENTURE! 
   
  	
    
  	
    
  INTRODUCTION 
  Welcome to the second in our series of solo 
  adventures, Tyrant of Zhentil Keep, the first 
  instalment in a two-part gamebook quest for 
  D&D Fifth Edition. Briefly, this is a D&D 5e 
  adventure designed for one level 3 player, 
  without a DM. It can also be played by two 
  players without a DM, as a DM+1 adventure 
  or even as a full campaign with multiple 
  players, but it is primarily designed for a solo 
  player. The written narrative entries in this 
  book serve in place of the dungeon master, 
  and guide you through the adventure. These 
  solo DM-less quests are not trying to be 
  anything other than what they are – a stand-
  in for your regular game with your Dungeon 
  Master. If you have not yet played with a 
  dungeon master, I highly recommend you do 
  so as soon as possible, or become a DM 
  yourself (the most fun) and run a game for 
  some local players. Actual tabletop D&D, in 
  a social setting, is how the game was always 
  meant to be played.	
    
  But I’d like to think that this type of solo 
  adventure would be a welcome diversion for 
  those who, despite all efforts, cannot find a 
  game, who need more D&D than their 
  dungeon master can provide, or who are DMs 
  themselves that don’t often get a chance to 
  play. 
  Like the first 5e Solo Gamebook, (The Death 
  Knight’s Squire), this adventure is set in the 
  Forgotten Realms. It continues on from 
  Death Knight’s Squire sequentially and 
  narratively, presupposing that the character 
  who successfully completed the first quest 
  (and advanced to level 3) is now embarking 
  on a new quest. This quest is bigger, badder, 
  and more dangerous, and I hope even more 
  fun for you as players.  
  Tyrant of Zhentil Keep is a mini-sandbox in 
  gamebook form, with multiple sidequests and 
  locations to explore. Such exploration enables 
  the collection of artefacts and information, all 
  leading towards a central story arc that 
  becomes clear as the book progresses. Where 
  Death Knight’s Squire had a clear-cut 
  mission at its core, this adventure is pure 
  exploration at first, similar to how a game 
  with a Dungeon Master might run. The 
  
  	
    
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  nature of your quest becomes clearer as you 
  advance, collecting snippets of information 
  and encountering various NPCs, locations, 
  and sidequests.  
   
  So what will you need for this quest? For 
  now a Player’s Handbook is a handy thing to 
  have, so you can learn what new abilities 
  your character has gained. If you did not 
  begin with a level 2 PC and play through the 
  Death Knight’s Squire adventure, you could 
  go and do so now! Or you could just create a 
  new 3rd level PC and play using that 
  character (see ‘Character Creation’ below).  
  Even if you have read the introduction to 
  Death Knight’s Squire, read this new 
  introduction as well, as the mechanics and 
  system of play are slightly different to the 
  first book. For example, in this book you will 
  see new map styles, you will see combat 
  sheets, and different ways of navigating 
  through the narrative text, including 
  codewords.  
  This adventure is not easy. The whole idea of 
  ‘balance’… meh. Real life isn’t balanced, and 
  sometimes you will encounter things beyond, 
  or below, your abilities. Roleplay your way 
  out of stuff, sometimes avoiding potential 
  combat if you can. It’s a marathon, not a 
  sprint. Be clever. Take your time with each 
  entry and really consider what you should 
  do. I like opportunities for roleplay and I’ve 
  tried my best to give you options in this 
  regard. Be aware, however, that as this is a 
  gamebook, the amount of options will always 
  necessarily be limited.  
  If you do not have access to the Dungeons & 
  Dragons books like the Players Handbook, 
  there is a handy PDF that Wizards of the 
  Coast have kindly put out. It covers all the 
  basic rules and can be found at this web 
  address: 
  http://dnd.wizards.com/articles/features/basi
  crules 
   
   
   
  MULTI-PART ADVENTURE 
  Before you begin the adventure, I need to 
  inform you that this is part one of a two-
  part quest. There are multiple sidequests 
  which you can undertake and complete 
  within this game, but the main quest 
  takes place over two books, so please 
  don't be disappointed when the adventure 
  pauses at the end of this book. I was 
  initially going to make the adventure in 
  one book, but several authors advised me 
  to split it into two parts. 
  The next book, Citadel of the Raven, will 
  complete the quest. Rest assured, I am 
  working to get this out as quickly as 
  possible. You can expect it in early 2018.  
   
  MAPS 
  Important note: Don’t look at the maps until 
  you are specifically directed to! You will only 
  be spoiling the surprise and gameplay for 
  yourself.  
   
  This adventure is played using two booklets: 
   
  ♦ The Adventure Booklet, which 
  contains numbered entries that form 
  the narrative basis of the adventure, 
  and also map entries and combat 
  sheets.  
  ♦ The Maps Booklet, which contains 
  maps that the PC may journey 
  through during the game, as directed 
  by the text. You may use these with 
  tokens or simply as a visual reference, 
  the choice is yours.  
    
  If you have access to a printer, you can print 
  the Maps Booklet, preferably in colour, for 
  the physical tabletop experience. Or, if you 
  want to pursue the quest from your laptop or 
  tablet, there are .png files of all the maps 
  provided in a compressed .zip file. Just load 
  up the map you need into Roll20 or whatever 
  when the text directs you to that map, and 
  
  	
    
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  place and move your tokens using your 
  device.  
  The PDF contains active links that you click 
  on to move you between entries.  
  In the maps booklet, you will sometimes see 
  numbers placed on little pieces of parchment. 
  These represent numbered entries and you 
  can turn to those entries in the Adventure 
  Booklet to explore those locations, or to move 
  to adjacent maps. It will all become clear 
  once you start playing. 
   
  SPAWN POINTS 
  On the battle maps, you will see little circles 
  with letters inside them. These are spawn 
  points for monsters, NPCs and PCs (you). 
  This is where they start for the encounter, 
  but they are not stuck there. Once spawned, 
  they may move anywhere they want, up to 
  their allowance. 
   
  TOKENS 
  If you are playing a tabletop style of 
  adventure with a printed maps booklet, find 
  something to function as PC and monster 
  tokens: game tokens, coins, dice, anything 
  with a bit of weight.  
   
  GRID 
  With maps featuring a square grid, each 
  square measures 5 ft. unless otherwise stated.   
   
  PROGRESS POINTS 
  Occasionally you will be asked to 
  keep track of a new stat: Progress 
  Points. This score measures time, 
  and time is of the essence in this 
  adventure. At various points you 
  will only be able to complete a set 
  number of tasks in a given time 
  period, each costing one progress 
  point. This will become clearer as 
  the game progresses. For now, 
  create a box on your 
  character sheet marked 
  Progress Points and 
  leave it empty.  
  COMBAT SHEETS  
  All encounters in this adventure are managed 
  via the use of custom combat sheets, which 
  are found at the back of the Adventure 
  Booklet (but don’t look now!) They progress 
  you through a series of events that make up 
  each encounter, and which can take many 
  different paths.  
  You will need to roll dice, saving throws and 
  all other appropriate rolls for yourself AND 
  any enemies. Keep in mind that not every 
  encounter is what you would call ‘balanced’. 
  You will enter some dangerous places in the 
  course of this adventure, and if you blunder 
  into somewhere you shouldn’t be, you may 
  end up paying for it with your life! There are 
  several encounters which, if you find yourself 
  in them through foolishness or poor 
  judgment, will result in your almost certain 
  death. However, I have tried where 
  appropriate to provide opportunities for 
  escape and other solutions to combat 
  encounters other than just hacking away and 
  hoping for the best.  
   
  FLANKING 
  Unless otherwise stated, flanking rules are 
  used in every combat encounter. See the 
  Dungeon Master’s Guide, p251, for rules on 
  flanking.  
   
  HOUSE RULES 
  Death saves:  
  There are no death saves in this 
  adventure, unless there are two 
  or more PCs (see below), or an 
  NPC present. If you die, you will 
  simply have to roll up another PC 
  and try again! 
  Max HP:  
  To balance out the above rule of 
  no death saves, and to account 
  for the fact that there is only one 
  of you, we’ve added the 
  additional rule that when you 
  level up, you take max HP 
  instead of rolling. This rule has 
  
  	
    
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  been introduced in this book, and was not 
  there in Death Knight’s Squire. It keeps the 
  combat a bit more interesting and means 
  you’re not so squishy! So, take max HP for 
  every level of your PC (and your con mod 
  too). If you played Death Knight’s Squire, 
  you may retroactively award max HP to the 
  character you went through that quest with. 
   
  MULTIPLAYER AND DM 
  VERSIONS OF THE QUEST 
  If you are playing with a friend as a two-
  player party, death saves are allowed. 
  To make the game more balanced, you 
  should also double monster numbers, unless 
  fighting a significant villain or final boss 
  (they will be marked as such in the text). In 
  that case, you should increase the villain’s / 
  Boss’s AC by 2, and its HP by half as much 
  again. Also, ignore the max HP rule for 
  your multiple PCs, unless you want a really 
  easy adventure. 
  When the narrative text calls for skill checks, 
  both PCs will get to try, but the DC is raised 
  by 2.  
  Also, keep tabs on who is interacting with 
  whatever is going on in terms of what’s 
  happening in the story - it could be both of 
  you, or, if appropriate, it could be just one of 
  you while the other stands a little way off 
  observing.  
  You can also run this adventure as a DM+1 
  campaign. The DM keeps the Adventure 
  Booklet to themself, runs the combat, and 
  both DM and player have the Maps Booklet 
  visible. The DM controls the Maps Booklet 
  and reads the entries to the player.  
  You could also combine both the above 
  methods to run this as a DM’d adventure 
  with two players. Beyond that, I’ll leave the 
  maths up to you! 
  DM IDEAS: DMs, if you are running this 
  adventure for any number of players then 
  obviously you have free license to read 
  whatever entries you want and examine the 
  elements of the book in depth. Whole 
  encounters of your own could easily be 
  inserted into the adventure, as long as you 
  know the start and end entry numbers. On 
  larger maps where progress points are being 
  accumulated (such as Map 1) you could add 
  additional map destinations or replace 
  existing encounters with ones of your own. 
  For smaller focus maps that contain 1-3 
  encounters (such as Map 5), you could replace 
  the entire map, subbing in a dungeon 
  entrance and subsequent adventure, or a 
  wilderness encounter, a village… whatever. 
  Theoretically, this adventure could serve as 
  the framework for a multi-week campaign.  
   
   
   
   
  SPELLCASTING 
  I have given options throughout the 
  adventure for casting spells (eg: “Do you 
  know the spell Detect Magic? You could 
  use this to see whether this weapon is 
  enchanted or not.”). So if you’re playing a 
  
  	
    
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  mage, think about what spells could be useful 
  in a solo adventure. (Hint: combat spells is 
  what you should probably focus on, although 
  you will get occasional opportunities to use 
  other spells as well). When in combat, you do 
  not need to be prompted by the text entry to 
  cast spells.  
  So, feel free to cast spells even if the text does 
  not call for it. Use common sense. For 
  example, if you want to cast Feather Fall to 
  prevent fall damage, but the option is not 
  given, still go ahead and cast it, avoiding the 
  damage. Even if the options are not given, if 
  you think the spell is appropriate for the 
  situation and all the conditions are met, then 
  go with it. Ask the question “What would a 
  DM do?” Also, keep track of your spell slots.  
   
  RESTING AND HEALING 
  Opportunities will be given to rest at 
  certain points. Follow normal 
  rules for resting and 
  recovering hp.  
  If you have healing 
  abilities (Lay hands, 
  Goodberry, Cure 
  wounds etc etc), or 
  healing potions, use 
  those when you like 
  and as appropriate, 
  following normal 5e rules. 
   
  SKILLS 
  Skill checks will be asked for when 
  appropriate.  
   
  NON-DARKVISION PCs 
  If you are playing a character without 
  darkvision, then you will need torches. When 
  you are in combat situations in dark places, 
  you will not be able to wield a two-handed 
  weapon or a shield and a weapon 
  simultaneously, and you will not be able to 
  use two-weapon fighting, unless that space is 
  illuminated in some way. Outside there will 
  always be a small amount of light. So, when 
  you are entering dark spaces, it is presumed 
  you are always kindling a torch (otherwise 
  entering such spaces and encountering 
  scenarios is basically impossible). This rule is 
  circumvented if you happen to find some aid 
  to vision within the adventure. 
   
  ADVANTAGE 
  Be honest with yourself when awarding 
  advantage to yourself or your opponents. 
  Example: If you are a ranger with a 
  favoured terrain of forest and you roll for 
  stealth while in a forest, you can award 
  yourself advantage. Or, if you are making 
  an attack roll for an orc who has trapped you 
  in a net, then roll for the orc with advantage.  
  Ask yourself, “What would a DM do?”  
   
  HONESTY AND FAIRNESS 
  In order to give yourself a great, challenging 
  game, the author assumes that you will 
  play honestly and fairly. This means 
  letting the dice fall where they 
  may, keeping track of spell slots, 
  etc etc, running monsters true 
  to form. You’re really only 
  cheating yourself if you 
  don’t! 
   
  OTHER ISSUES 
  Any other issues where you 
  are not sure of the judgement or 
  how you should play it, just exercise common 
  sense and ask yourself… 
  WHAT WOULD A DM 
  DO? 
  This should be your guide when in doubt. 
   
  JOURNAL 
  A good idea is noting down clues and 
  information that you think might come in 
  handy later on. And they are there – clues 
  and important bits of information are 
  peppered throughout the adventure, so the 
  more you are paying attention, the higher the 
  chance you will succeed in this mission!  
   
  
  	
    
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  CLASS FEATS AND ABILITIES 
  Obviously in D&D, classes have special 
  abilities: a cleric’s Turn Undead ability, a 
  paladin’s Divine Sense and so on. Where 
  possible, I have tried to work these into the 
  story, and you should feel free to bring these 
  into combat and other situations, when called 
  for. If there’s undead nearby, the text might 
  read “Are you a paladin? If so, go to 
  entry…” and then the text may inform you 
  there that your Divine Sense is activated. 
  There are also feats which are mainly used 
  during combat. With these, and other feats 
  that can used independently, you do not need 
  to wait to be prompted by the adventure text. 
  Use them when and where you see fit. 
   
  GO WITH IT 
  Hey, feel free to improvise. The last thing I 
  want this adventure to be is too prescriptive. 
  Even if there’s no DM, you might decide that 
  the monster you are fighting does something 
  different, even if its not so great for your PC. 
  If it’s in the spirit of the game, go with it.  
   
  SOUNDS 
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   REFERENCE INFORMATION  
  Occasionally the text instructs you to refer to 
  the Player’s Handbook or Dungeon Master’s 
  Guide. If you are serious about getting into 
  D&D as a hobby, these are essential for you 
  to own. If you don’t have them handy, 
  however, you can usually find most things 
  through an internet search of the relevant 
  term or item.  
  SIDEQUESTS 
  Another way in which this adventure differs 
  from Death Knight’s Squire is the inclusion 
  of multiple sidequests. Throughout this 
  gamebook, there are quite a few little side 
  adventures that you can participate in that 
  are supplementary to the main adventure, 
  ensuring extensive replayability of the 
  module. You generally keep track of them 
  via the use of codewords. Keep an eye out for 
  these! Rest assured, you will know the main 
  mission when it presents itself.  
   
  REPLAYABILITY 
  Confession time – I may have gotten a bit 
  carried away with the number of entries! At a 
  little under 500 entries, I think this is 
  definitely in the running for the longest D&D 
  solo adventure ever written (I’ve no idea if it 
  is or not) but I think the level of detail 
  ensures replayability. And even if you choose 
  the same paths on a subsequent playthrough, 
  there are still multiple courses of action you 
  can take on those paths, rendering the 
  number of possible routes through the quest 
  practically endless. Even more so if you are 
  playing as a different PC every time. 
   
  CHARACTER CREATION 
  If this is your first time playing one of our 
  solo adventures, please create a level 3 
  character, equipping them with gear 
  according to class. In addition to that, let’s 
  say they’ve already completed one quest and 
  received 300 gp to spend on whatever they 
  want, which they did straight after that quest 
  (consult Player’s Handbook p.145-150, 
  standard D&D armour, weapons and 
  equipment lists). For ability scores, use point-
  buy.  
  If you played Death Knight’s Squire, you 
  will have already levelled your character in 
  preparation for this quest, and gained loot 
  which you can use to buy items during this 
  quest. If you have not yet done so, take them 
  up to level 3 now. Another small change – in 
  Death Knight’s Squire, XP was awarded 
  
  	
    
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  after combat, but starting with this adventure 
  we will be awarding XP by milestone. 
  Expect to level up at the successful 
  completion of this quest.  
  I’m envisioning this series being sequential, 
  and going for a while, so your story will be 
  formed within these adventures, but please 
  also come up with a compelling personal 
  backstory and background for your character 
  as well, just because its fun, and helps you to 
  enjoy the adventure. Your backstory will 
  give the events within your quest a unique 
  flavour and context, so this is highly 
  encouraged.  
  I’m not going to put restrictions on race or 
  class – go with whatever you’re feeling, but 
  keep in mind that this adventure is designed 
  to be balanced with PHB+1 characters. In 
  other words, use the Player’s Handbook and, 
  if you like, one other source to create your 
  PC. That one other source can be either 
  Volo’s Guide to Monsters, Elemental Evil, 
  Sword Coast Adventurer’s Guide, or 
  Xanathar’s Guide to Everything, but not 
  Unearthed Arcana. If you’re new to D&D 
  just stick with creating a character using the 
  Player’s Handbook, as that already contains 
  numerous options for character creation. 
  Note also that, for the sake of my own 
  sanity, I do not include feat options for non-
  core classes in the adventure text. I can’t 
  possibly account for every known class and 
  their feats by level and still keep the 
  adventure entries at a manageable size! So if 
  you are playing a non-core class, and in 
  general really, accept that you won’t be able 
  to do everything you can think of – that’s 
  just the nature of this style of play – and 
  enjoy Tyrant of Zhentil Keep for what it is.  
   
  With all that out of the way, let’s get into the 
  adventure! 
   
   
   
  
  	
    
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  BACKSTORY 
  Flight From Shadows 
  	
    
  	
    
  	
    
  	
    
  You wander far. 
  At some point as you cross the Anauroch 
  Desert, the year changes to 1350 DR. 
  Halfway through the century, and certainly 
  the end of a momentous decade for Faerun. 
  So much has happened: the departure of the 
  elves from Cormanthor; the Rise of the 
  Witch-King Zhengyi in Damara and Vaasa; 
  the end of the Age of Humanity itself!  
  But these things are far from your mind as 
  you toil across the dry, wasted landscape of 
  the Netheril; heading east, sometimes north-
  east, as the wind takes you, but then again 
  not heading anywhere really, just walking. 
  You have seen much already, and for a while 
  you have the  feeling that shadows are on 
  your tail, so you keep walking, trudging on 
  until the weight of those shadows begins to 
  lift.   
  As you cross the Anauroch, several days at a 
  time pass when you see not a soul. You 
  embrace the solitude and spend that time 
  talking aloud to yourself about everything 
  you have encountered, and everything you 
  have learnt so far in your life. Many 
  realizations crystallize during your crossing 
  of the Anauroch… but soon enough, you 
  begin to crave the company of another being. 
  Any friendly humanoid really.  
  As your supplies start to run out, your 
  solitude becomes a threat to your survival.  
  On the third day after your waterskin runs 
  dry, you see a dot - no, several small dots on 
  the horizon travelling towards you, 
  oscillating like specters across the dry, hot 
  distance. Your spirit lifts. You are saved 
  from dying of thirst by a travelling caravan 
  consisting of several friendly half-orc 
  families, who are running from shadows of 
  their own, it seems. They tell a tale of 
  persecution in the lands you are about to 
  enter. They speak of tyrants, powerful 
  despots and secret networks (the word 
  Zhentarim is mentioned several times, 
  usually in conjunction with the name 
  Manshoon) which makes you weigh for a 
  moment the option of turning south and 
  avoiding what lies ahead. That thought 
  
  	
    
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  enters your mind for but a breath, following 
  which you chide yourself for your cowardice. 
  No, ever since you set out on this journey, 
  you were resolved to simply keep walking in 
  the direction you had chosen, and now your 
  resolve is firmer than ever. Whatever crosses 
  your path, you will deal with it as you 
  always have; with keen instinct and 
  prodigous skill in combat.   
  You say goodbye to the caravan and 
  continue. Slowly, civilization - or at least the 
  remnants of it - begin to emerge from the 
  shifting sands. Ruins of Netherese spires, and 
  the Plain of the Standing Stones bear witness 
  to the great civilizations that once prospered 
  here, when great cities hovered above the 
  desert floor. The great floating city of 
  Thultanthar, now lost somewhere in the 
  Shadow Plane, was the greatest of these.  
  You walk on, and wonder to yourself if this 
  desert has an ending, when slowly the 
  landscape begins to change, endless sands 
  giving way to grassy hills the color of wheat.  
  Then suddenly, as if springing from the 
  landscape itself, a great, emerald forest rises 
  before you, stretching far north. You enter 
  the Border Forest, continuing east, and after 
  two day’s peaceful travel through its green 
  depths you emerge, seeing before you a river 
  winding its way through a pristine landscape 
  towards a huge inland body of water. A 
  locked sea - the Moonsea, to be precise. You’d 
  always known it was here, but nothing had 
  prepared you for its grandeur.  
  You walk following the River Tesh, and 
  traffic on the road picks up. You see 
  numerous farms dotting the landscape, and 
  on the faces of these simple folk you read the 
  lines of worry, of hardship and oppression, in 
  stark contrast to the beauty of the land you 
  travel through.  
  After three days you reach a town called 
  Teshwave where you spend a night and 
  replenish your supplies, and can’t help 
  noticing that these people, despite the beauty 
  and grandeur of this inland realm, look 
  harassed, exhausted. Ill-treated. Over ale, 
  you listen in on whispered conversations. You 
  
  	
    
  11	
    
  hear names spoken in bitter tones – 
  Manshoon, Fzoul, Semmemon. 
  An old merchant enjoys your company so 
  much that he buys you several drinks and 
  gives you a thorough run-down on the 
  geography of the area. Later on, in your 
  room, you go over his description in your 
  head several times and cement the local 
  geography in place. (See West Moonsea map, 
  above). 
  The next day dawns grey and gloomy and 
  you depart Teshwave, making your way 
  towards the next city, the name of which you 
  learnt the night before: Zhentil Keep. 
  It takes you three more days to reach Zhentil 
  Keep, and as you approach you see ruins 
  dotting the landscape, dimly lit in the 
  evening light. It appears this was once the 
  scene of a major conflict; you even notice 
  what appears to be the scorching of 
  dragonfire: long, dark grey streaks running 
  the length of ruined buildings and roadways.  
  Then, suddenly, the granite walls of Zhentil 
  Keep rise before you, banners flying and 
  guards manning her battlements. Right from 
  your first sight of Zhentil Keep, you see that 
  it is not really a beautiful city, but rather 
  built to withstand battle. It has a grim, 
  imposing look to it.  
  Dusk slowly turns to evening as you descend 
  from the north down the long slope towards 
  the fortified town. Just before dipping below 
  the horizon, the sun emerges from between a 
  gap in the clouds, spreading a warm golden 
  light over the landscape. The broad river 
  Tesh, like a vein of gold running through 
  stone, winds its way towards the Moonsea 
  some fifteen miles to the east.  
  You sense, strongly, that something awaits 
  you within those tall, weathered walls, some 
  quest or task. For better or worse, you stride 
  up to the guards who man the gates, eyeing 
  you warily. 
   
   
  Turn to entry 1. 
   
   
   
   
   
   
   
   
  
  	
    
  12	
    
  THE ADVENTURE BEGINS… 
   
   
   
  1 
  Four staunch-looking warriors guard the 
  entrance to the city of Zhentil Keep.  
  "Welcome to Zhentil Keep," the lead one says 
  gruffly. "State your business." 
  "Just travelling through," you reply. 
  “Hngh,” he grunts, surveying you from head 
  to toe. “Well, mind your step, traveller. 
  Obey Manshoon’s edicts, stay out of trouble 
  and you’ll be just fine." 
  You nod to the guards and walk past them, 
  through the city gates. The street you are on 
  leads directly into the heart of the city, and 
  not far off you can see a market square, 
  where merchants are packing up their tents 
  as trade ends for the day. A quick look 
  around reveals a city that’s not exactly dirty, 
  but definitely in need of a spruce-up. 
  Buildings are thick wood structures or older 
  stone edifices, damaged in places by what 
  looks like the scars of battle. Cobble is poorly 
  maintained and there are potholes here and 
  there. The overall impression is of a once 
  proud city that’s taken a few knocks. The 
  citizens look like they’ve taken a beating too; 
  slumping around, not exactly full of the joy 
  of life, like many others you have seen in this 
  expansive valley they look browbeaten, 
  harassed, and at the end of their tether.  
  On both sides of the street you see businesses 
  shutting up shop and owners heading home. 
  The only establishment still open is a tavern 
  to your right, a sign hung above the door 
  stating its name as The Scoundrel’s Tankard. 
  Just your sort of place. 
  Further down the street, you see a man 
  standing on a crate, with a large crowd 
  gathered around him. He appears to be 
  delivering some kind of sermon, although it 
  is hard to make out what he is saying over 
  the noise of carts clattering past you.  
  You feel a tiny drop of rain on the back of 
  your hand, and look up to see low, grey 
  clouds threatening a downpour.  
  ♦ Do you want to go and listen to the man’s 
  sermon? Go to 158. 
  ♦ Or, you could visit The Scoundrel’s 
  Tankard. Go to 109. 
  ♦ Otherwise, if you are mindful of the late 
  hour, you could look for an inn. Go to 6. 
   
  (Tip: Hover over page numbers for link) 
    
   
   
  
  	
    
  13	
    
  2 
  Huon’s face lights up with a broad smile, as 
  do the faces of all the other old men at the 
  table. “Excellent!” he says, standing and 
  embracing you warmly. “I can’t tell you 
  what this means to us, friend! You will be 
  rewarded, but beyond that, you will always 
  have friends in the Knights of Myth 
  Drannor! And you will have saved the 
  Moonsea from tyranny.” 
  If you were imprisoned, the knight who 
  rescued you returns your belongings to you.  
  “Go now,” Huon says, placing a hand on 
  your shoulder. “Spend the day here if you 
  wish, and purchase whatever you need for 
  your journey. But leave on the morrow, and 
  do not delay any longer. At dawn tomorrow, 
  leave the city. A mile from the gates, 
  Teodric,” he indicates the Knight who led 
  you here, “will meet you with a horse, and 
  guide you to the foot of the Dragonspines, 
  about thirty miles’ ride. After that, you are 
  on your own.” 
  One of the Knights, a very old character who 
  looks more like a mage than a fighter, also 
  approaches, with a blue bottle. “To heal your 
  wounds,” he says in a quiet voice. “I fear you 
  will need it, young adventurer!” (Add 1 
  healing potion to your inventory).  
  After exchanging final words and receiving 
  their blessings, you leave through the low 
  door and emerge in the alleyway. You walk 
  quickly, finding your way back out onto the 
  street, reeling from what you have been 
  thrust into the middle of - but you cannot 
  help feeling this quest is vitally important.  
  Zhentil Keep is waking up, and businesses 
  are opening for trading. You unroll the map 
  of Zhentil Keep that the Knights gave to you 
  and survey the various places that you could 
  visit.  
  ♦ Go to Map Entry 1. 
   
   
   
   
   
  3 
  Quickly you dive out of the way, just in time! 
  A bolt of magical energy rips across the 
  passageway from a point on the left wall, 
  slamming into the opposite wall with a 
  deafening crack! 
  You avoided this magical trap, but any 
  benefits you may have had from stealth are 
  now gone. Take	
    note	
    of	
    this	
    and	
    proceed	
    to	
    
  entry	
    194.	
    
   
  4 
  You move left to one of the alcoves and see a 
  plaque, bolted to the wall at the back of the 
  small recess. It reads: 
   
  Here lies Dalrock Blackwood, champion of 
  the Moonsea and defender of Zhentil, loyal 
  captain of the Zhentilar and personal guard 
  of Zhentar himself. Rest in Bane's Might, 
  valiant warrior.  
   
  These are small crypts, holding coffins 
  perhaps? Whatever the case, the remains of 
  warriors lie here. You briefly glance at the 
  other alcoves - they appear similar.  
  ♦ To continue onwards to the room ahead, 
  go to 172.  
  ♦ To return to the juction, go to 194 and 
  choose a different option.  
   
  5 
  Looks like you'll have to do a bit more 
  running to get yourself out of this situation.  
  You turn and run quickly out of the 
  alleyway, hearing another bolt skitter behind 
  you just as you exit. 
  You run for a good long while, until you are 
  certain that you are out of danger.  
  Return to Map 1 / Map Entry 1 and continue 
  to your next chosen destination. 
   
   
   
   
   
   
  
  	
    
  14	
    
  6 
  Night is now falling and you start walking 
  towards Market Square, checking the main 
  thoroughfare and side streets for suitable 
  inns. 
  As you walk down one street that leads off 
  the main street, you see a small figure 
  slumped on a stoop, taking regular swigs 
  from a whisky bottle. As you pass you catch 
  sight of a halfling’s face, and he looks 
  absolutely miserable. You bid him a good 
  night, if only to try and cheer him up a bit.  
  “Is it?” he replies miserably. “Been a while 
  since I had a good night. Anyway, fare thee 
  well, stranger.” 
  ♦ Do you stop and ask this sorrowful 
  character what troubles him? Turn to 408 
  ♦ Or do you continue on in your search for 
  accomodation? Go to 221.  
   
  7 
  There is nothing in this woman's behaviour 
  that suggests she has any ill intentions 
  toward you.  
  ♦ To accept her offer of a goblet of wine, 
  go to 466.  
  ♦ To make your apologies and leave, go to 
  240.  
   
  8 
  Making your way through the narrow streets 
  of Zhentil Keep, you glimpse all sorts of 
  sights through open doorways and down 
  narrow alleyways.  
  As you pass through a quieter area, you 
  clearly hear the ringing of a hammer on 
  metal. It increases in volume as you walk, 
  seemingly coming from a barn door that is 
  just ahead.  
  You glimpse inside as you pass, and see a tall, 
  thin blacksmith tending his forge. Seated 
  next to him is an odd-looking little humanoid 
  mixing something in a bowl.  
  "Afternoon," the blacksmith greets you. "Can 
  I interest you in a new weapon? Much 
  cheaper than any weapons shop." 
  (cont. over) 
  ♦ To take the blacksmith up on his offer, go 
  to 131. 
  ♦ To decline but engage him in 
  conversation, go to 369. 
  ♦ To politely decline and move on, go to 
  483. 
   
  9 
  A quick search turns up 55 gold pieces and 
  three bottles of wine. You also find a small 
  vial of poison, marked ‘Midnight Tears’. 
  There is enough here for one dose. (Take 
  what you wish and add it to your inventory. 
  For details on the poison Midnight Tears 
  Poison, consult the Dungeon Master’s Guide, 
  page 258).  
  You hear a sound from outside. It sounds like 
  Zhentilar approaching! Quickly you leave the 
  apartment and make your way out of the 
  building by a back entrance.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination.  
   
   
  
  	
    
  15	
    
  10 
  Quietly you make your way up to a nearby 
  female priest, resplendent in her robes of 
  gold.  
  "Welcome to our temple, traveller," she says 
  warmly. From her accent you pick her as a 
  Zhent, but a non-Bane worshipping Zhent? 
  That's rare. 
  What do you ask her about? She is quite busy 
  with various tasks of worship but probably 
  has time to answer one question. 
  ♦ "What can you tell me about the Banite 
  faith? How are they so prominent here?" 
  Go to 26.  
  ♦ "Do you have any holy oil that I could 
  take in exchange for a donation to your 
  beautiful temple?" Go to 168. 
  ♦ "What other religions are present in the 
  Moonsea?" Go to 235. 
   
  11 
  You turn down this second north passage and 
  follow it as it bends around to the left. Then, 
  at its end, you see iron bars, beyond which 
  appear to be beds. You see female 
  humanoids, goblins, sitting on the beds and 
  tending to their young.  
  ♦ To approach the bars, turn to 97. 
  ♦ To return to the junction and continue 
  east, go to 430.  
   
  12 
  Add 1 progress point if this is your first time 
  reading this entry. You cannot have more 
  than 4 progress points. If this puts your score 
  to 5, go immediately to entry 132.  
  You make your way over to Arcana Lane, in 
  the eastern part of the city, just north of the 
  river Tesh.  
  A short tunnel leads to a narrow lane, and 
  you make you way through. 
  On the other side, the narrow street continues 
  for a short way and then opens up into a wide 
  bazaar, covered with a canvas roof that 
  provides a pleasant shade. Numerous 
  doorways are tucked in amongst the 
  stonework, signs hanging above them. Some 
  of the doors stand open, and strange aromas 
  drift from each shop. All types of characters 
  make their way down Arcana Lane, peering 
  in windows or just loitering here and there, 
  reading, practicing spells or inspecting their 
  recent purchases.  
  Three particular shops catch your eye. You 
  may visit any two of these. If you choose to 
  visit all three, take another progress point.  
  ♦ To visit Pyzar's Potion Emporium, go to 
  294. 
  ♦ To visit Melhuish's Magical Curiosities go 
  to 232. 
  ♦ To visit Fodus the Clairvoyant, go to 126. 
  If you are done with Arcana Street and wish 
  to visit another destination, return to Map 1 / 
  Map Entry 1 and choose a new location to 
  visit.   
   
  13 
  You slide the window open for the elven 
  knight of Myth Drannor.  
  "Just wanted to see that you'd made it to 
  your lodgings safely.I will meet you one mile 
  west of the city, on the road back towards 
  Teshwave. All right?" 
  You confirm the plan to meet Teodric, then 
  thank him and bid him good night, sliding 
  the window shut. That's quite enough 
  excitement for one day!  
  Go to 207. 
   
  14 
  The gnome leads you over to his display area 
  where full suits of armour are set up on 
  mannequins.  
  “I’m afraid we’re not as well stocked as we 
  usually are,” the gnome says apologetically. 
  “But have a look through this lot. It’s all 
  good quality, and you won’t find better prices 
  anywhere in the Moonsea Region.” 
  Browse the list below. You may purchase any 
  of the following items. If you do, obviously 
  deduct the gold from, and add the armour to, 
  your inventory.  
  (cont. over) 
   
  
  	
    
  16	
    
  Studded leather armour (50 gp)  
  AC: 12 + Dex Modifier  
  Breastplate (420 gp) 
   
   
  AC: 14 + Dex Modifier (max +2) 
  Half plate (800 gp)  
   
   
  AC: 15 + Dex Modifier (max +2) 
  Chain mail (100 gp) 
   
   
  AC: 16 
  Shield (20gp) 
   
   
   
  AC: +2 
   
  ♦ When you are done shopping in Mail, 
  Plate & Hide, you may return to entry 86 
  and choose to visit another merchant (but 
  ignore the direction to take another 
  progress point).  
   
  15 
  You take a little of the dust out of the jar 
  and sniff it. It has no odour, and you detect 
  nothing from the smell, but when you look at 
  your fingers again, they are invisible where 
  they touched the powder! 
  You toss the contents of the jar into the air 
  and let it float down over you, making you 
  completely invisible. Then, calmly, you walk 
  through to the next room and pick up the 
  ring. The guardians are none the wiser as 
  you pick up the ring and make your way out 
  of that room. 
  Suddenly, you feel the same bizarre sucking 
  sensation that brought you here. Your body 
  dematerializes, and everything goes black for 
  a moment. After a few moments  you find 
  yourself back in Melhuish's Magical 
  Curiosities! 
  The little girl is smiling from ear to ear. As 
  you watch, she begins to grow before your 
  eyes, increasing in size until she is nearing 
  your height, and slowly morphing from a 
  little girl into an old man - a total 
  transformation! 
  "Well done!" the old man, dressed like a 
  wizard, congratulates you. "You are the first 
  person this year to pass my challenge. What 
  you have in your hand there is a Ring of 
  Resistance." 
  Roll a d10 to find out what gem the ring 
  holds, and hence what damage it will grant 
  you resistance against: 
   
  1: Pearl (Acid) 
  2: Tourmaline (Cold) 
  3: Garnet (Fire) 
  4: Sapphire (Force) 
  5: Citrine (Lightning) 
  6: Jet (Necrotic) 
  7: Amethyst (Poison) 
  8: Jade (Psychic) 
  9: Topaz (Radiant) 
  10: Spinel (Thunder) 
   
  Then, you may purchase any other items 
  from the entry 232. After that, you leave the 
  shop. Return to entry 12 (without taking 
  another progress point) and choose another 
  merchant to visit. 
   
  16 
  Did you choose the left or right sniper? 
  ♦ If you chose the left sniper, go to 332. 
  ♦ If you chose the right sniper, go to 456. 
    
  17 
  (Take an inspiration point for your bravery!) 
  You sprint through the door underneath the 
  balcony where you saw the woman in 
  distress. You take the stairs two at a time, 
  noting in passing that the building is ornate 
  and richly furnished. Following the sound of 
  the woman's screams, you emerge in a 
  hallway, and then see a door which stands 
  slightly ajar. You run to it.  
  Yanking it open and rushing inside, you see 
  the woman beset by a large, burly orc, who 
  turns to face you when you enter, growling 
  and sneering. But then, as you draw your 
  weapon, the coward turns and sprints out 
  towards the balcony! You follow, just in time 
  to see the orc stand up on the railing, then 
  jump down onto the awning below. Leaning 
  over, you see him land on the street and turn 
  left, hugging the wall and staying beneath 
  the awnings so that a ranged attack of any 
  
  	
    
  17	
    
  kind is impossible. He disappears around the 
  side of the building. 
  Returning inside, you see the woman 
  slumped against the wall, sobbing. Doing a 
  quick visual check of the room, you see that it 
  appears danger-free and you move over to 
  her.  
  "Are you all right?" you ask, leaning down 
  and offering a hand.  
  She looks up through bleary eyes. "Oh... 
  thank you," she says, taking your hand 
  unsteadily and slowly getting to her feet. "I 
  don't know where it came from... it just 
  barged the door down and attacked me!" 
  You ponder this a moment. "But why you?" 
  you ask. "Why not any of the other rooms in 
  this building, or why didn't he just mug 
  someone on the street?" 
  She shakes her head confusedly. "I have no 
  idea. Sorry, I need to sit down. My name is 
  Annaya, by the way."  
  The woman makes her way over to a table 
  and begins pouring a goblet of wine for 
  herself. She turns to you. "Oh, I'm sorry... 
  please stay and have a wine with me. I need a 
  drink to calm myself down." Annaya pours 
  you a wine and brings both goblets over, 
  inviting you to sit down. 
  ♦ Will you stay and have a wine with 
  Annaya? If so, go to 466. 
  ♦ If you would rather be on your way, you 
  make your apologies and go to leave. Go 
  to 240. 
  ♦ If you would like to insight check 
  Annaya, roll insight. If you score 1-13, go 
  to 7.  
  ♦ If you score 14 or above, go to 304.  
   
  18 
  You move over to the dice table, where three 
  men are deeply engrossed in a game that 
  involves three dice. A female elf is running 
  the game, but not playing herself. She sips on 
  a cider and watches proceedings, and gives 
  you a friendly smile as you approach.  
  “We’re playing Dragon Slayer,” one of the 
  men informs you. “Care to join in? 100 gold 
  pieces per round, so…. not for the faint of 
  heart!”  
  The two players glance up at you. You notice 
  they are betting with gold coins. They finish 
  their game and then invite you to sit down. 
  Each of them rolls a dice. The first player 
  gets a 3, the second a 4.  
  “Now you roll,” the elf says. “To see who 
  goes first.” 
  Roll a d6 to determine first turn. If you tie 
  with one of the players, then roll again for 
  that player and yourself until an order is 
  established. Write the order down and play 
  as per the rules below! 
  Dragon Slayer is played with three d6 and 
  coins, and is played for stakes.  
  The first-turn player rolls 2d6. This roll sets 
  how many rounds it will take to slay the 
  dragon.  
  The same player then rolls 3d6, then the next 
  player, then the next, going in a circle, all 
  players continuing to throw 3d6 until they 
  get a double (a hit on the dragon), at which 
  point that player stops rolling. The 
  remaining players keep throwing until they 
  get a double also. When everyone has rolled 
  a double, that is the end of the round.  
  Every time someone throws the dice, they put 
  down one gold piece, including for the throw 
  containing the double.  
  After the round is played, the player with the 
  lowest total coins in front of them has slain 
  the dragon the fastest and wins 100 gp.  
  ♦ If you win 400gp (or the most gold by the 
  end of the determined rounds), go to 
  entry 163. 
  ♦ If you lose 400gp, or any amount you’re 
  not happy with, go to entry 445. 
  ♦ If you simply wish to leave the game at 
  the end of a round, go to 381. 
   
  19 
  Carefully you creep down the passageway 
  towards the east, Zlug and Slug close behind.  
  “He’s down here somewhere,” Slug growls. 
  “He keeps all the food stores down here too, 
  all the good stuff. We’ve never been allowed 
  
  	
    
  18	
    
  down here. All we get is a few dry biscuits 
  and a bit of bread every day.” 
  This draws a hateful sneer from Zlug. After 
  some time, you reach a T-junction where the 
  passageway runs north and south. From the 
  south a chill wind blows. Zlug raises his nose 
  to the air.  
  “I’d know that smell anywhere,” he says. 
  “It’s the smell of our goblin caves, many 
  miles away.” 
  “Our home,” Slug says quietly. Then they 
  both look north and frown. The passage in 
  that direction looks freshly hewn, in 
  comparison to the south passage which looks 
  centuries old. 
  “It’s all coming back to me,” Slug says. “We 
  came from the south, to here. Grax lured us 
  here, just a few of us, with promises of gold 
  and riches. Once we were here, his true plan 
  was revealed. He lures fresh goblins here all 
  the time, enslaving them, with the help of his 
  bugbear henchmen.” 
  You ask if there are any more bugbears apart 
  from the enforcer you encountered.  
  “Haven’t seen any for a while,” Zlug says. 
  “They must be away south, recruiting new 
  slaves.”  
  “So it’s just Grax then?” you ask.  
  “And Chopper,” Slug adds.  
  As stealthily as you can, all three of you start 
  moving up the passageway to the north. 
  Turn to entry 379. 
   
   
   
   
   
  20 
  You assure the rogue that nothing could be 
  further from the truth.  
  He nods. “I believe you,” he says plainly. 
  “So, outlander, I suppose you want to meet 
  our boss then? I can take you to her, if you 
  like.” 
  ♦ To accept the rogue’s invitation, go to 
  129. 
  ♦ To say you have other business to atted to 
  and leave, go to 266.  
  ♦ You can make an insight check on the 
  rogue, DC 15. If successful, go to 183. If 
  unsuccessful, go to 156.  
   
  21 
  You take careful aim at the specter's back, 
  then release your ranged attack.  
  Make your ranged attack with advantage, 
  aiming for an AC of 16. If you hit, roll 
  damage and take note of that amount to be 
  deducted from the specter's HP. Then go to 
  Abyssal Specter Combat Sheet. 
   
  22 
   “Why are you being kept here?” you ask, 
  knowing that most goblins and orcs have at 
  least a scant knowledge of Common.  
  (Or perhaps you address them in Goblin, if 
  you know it, in which case make the 
  following check with advantage).  
  Will they speak to you? 
  Make a persuasion check, DC 12.  
  ♦ If successful, go to 276. 
  ♦ If unsuccessful, go to 133.  
   
  23 
  You berate the merchant for his unethical 
  practices.  
  "Hey, I have to make money like everyone 
  else. If you don't agree with it, leave!" 
  The thought crosses your mind that you 
  could destroy his shop, freeing all his 
  wyrmlings... but where would the poor 
  creatures go? You look around the shop, 
  thinking about possible courses of action.  
  
  	
    
  19	
    
  "Don't get any ideas, friend," the merchant 
  says quietly. "The people who I work for... 
  let's just say, they wouldn't let you off 
  lightly if anything happened to their... 
  merchandise." 
  Seeing little else you can do, you leave the 
  dragon merchant and return to the main 
  street.  
  Return to Map 1 / Map Entry 1 and choose a 
  new destination.  
   
  24 
  You continue walking down the street, 
  keeping a close watch on the large pillars 
  where you saw the creature disappear.  
  But something else catches your eye: a glint 
  of gold.  
  Looking down, you see a gold ring, partially 
  wedged between two cobblestones.  
  ♦ To pick this random find up, go to 142.  
  ♦ To leave it and carry on, 440.  
   
  25 
  You walk over to a table where the candles 
  are for sale and drop 5 gp into a metal box 
  (deduct this gold). Then you take up a 
  candle, and a black-robed priest comes 
  forward and lights it for you with a long 
  taper. Around you, dozens of worshippers are 
  doing the same. The smell from the candle is 
  quite pleasant as the wick crackles alight.  
  Slowly you join the queue of those 
  approaching the altar, and notice several 
  pairs of eyes watching you - the Banite clerics 
  closely regard all who pass. Some 
  worshippers are no doubt regulars, but others 
  like yourself will be less familiar to them. 
  You wonder if any of Manshoon’s spies are 
  amongst these clerics. 
  Finally you reach the altar, and crane your 
  neck up at the towering idol of Bane in his 
  disguised demon form. You lean forward and 
  place a candle on the altar, then try to form 
  an appropriate prayer to the Dark Lord 
  Bane.  
  (cont. over) 
   
  Make a religion check, DC 14.  
  ♦ If you are successful, go to 395 
  ♦ If unsuccessful, go to 71 
   
  26 
  "Why are the Banites so prominent?" the 
  priest says, repeating your question. "Because 
  the men at its head are corrupt, ruthless 
  murderers, that is why. And their god 
  rewards such behaviour. Never trust a devout 
  Banite, outlander, or you could pay for it 
  with your life." 
  She goes on to tell you that the Church of 
  Bane is undergoing a bit of internal strife - 
  Orthodox Banites are at odds with Fzoul 
  Chembryl's faction of worshippers, as the 
  latter has done a deal with Manshoon and the 
  Black Network. They feel Fzoul has sold out 
  to Manshoon and corrupted the faith.  
  Interesting, you think. Where there is 
  division, there is a chance to exploit that 
  division.  
  You thank the priest for her time, and she 
  wanders off to attend to other duties. 
  Return to entry 53 and choose another option 
  if you wish.  
   
  27 
  The cleric looks you up and down. "Well, 
  first, you must of course be a worshipper of 
  Bane, willing to devote your life to him. 
  After you have proved this by humbly 
  serving the monks, you may be awarded the 
  rank of propitiate, where you live as an 
  uninitiated monk, doing the bidding of your 
  elders. This lasts three years, after which you 
  are initiated into the order, and receive your 
  Robes of Darkness. After twenty or so years 
  as an initiated monk, you may begin the 
  process of becoming a Cleric of Bane." 
  "I see," you remark. "And what does a Cleric 
  of Bane do?" 
  The cleric straightens up, and his expression 
  becomes a staunch grimace. "A Cleric of 
  Bane carries out Bane's mission. Destroying 
  the unfaithful. Promoting dissent among the 
  
  	
    
  20	
    
  enemies of Bane. And carrying out the work 
  of Lord Manshoon." 
  You think for a moment how you can exploit 
  his statement to your advantage, and gain 
  some more information.  
  "So Lord Manshoon is equal to Bane?" you 
  goad.  
  The priest regards you for a moment with a 
  look of utter contempt, and opens his mouth 
  to berate you, but stops himself, glancing 
  around cautiously. He lowers his voice. "No," 
  he replies. "But Lord Manshoon made a deal 
  with Bane, and with the Bane priesthood... 
  so to an extent, we must follow his mission. 
  We are obligated to." 
  Obligated.  
  Interesting.  
  "Hmm," you say, thinking to yourself that 
  there are far too many experiences to be had 
  in this world that you would shut yourself 
  away in a cloistered monastery for three 
  years. No thank you! It’s the School of Hard 
  Knocks for you.  
  "Thank you for your time," you say, and 
  glide back in amongst the worshipping 
  masses. 
  ♦ Return to entry 134 and choose another 
  option.  
   
  28 
  Find Map 6 in the Maps Booklet, and go to 
  the Bar Brawl Combat Sheet.  
   
  29 
  You danger sense tells you that trouble is 
  nearby... something is off about this 
  situation, but you can't discern the exact 
  nature of that danger.  
  If you choose to descend into this chasm, you 
  will have advantage on all dexterity saving 
  throws.  
  ♦ Go to 87.  
   
   
   
   
   
  30 
  “Is that so?” the rogue replies. “I’d be careful 
  about making such proclamations around 
  here, friend. People have wound up face 
  down in the Tesh for a lot less!” 
  He gives you a curt nod and then disappears 
  into the crowd, like mist on the breeze.  
  Go to entry 44. 
   
  31 
  Find Map 3 in the Maps Booklet, go to the 
  Zhentilar Guards (#1) Combat Sheet and do 
  battle with the two guards!  
   
  32 
  You survey the three dead bodies before you, 
  amazed that you were able to defeat the 
  clerics. Glancing around nervously, you 
  decide you should leave before more Banites 
  show up. Taking your time, you carefully 
  scale the vine that leads up to the mezzanine 
  floor.  
  You reach the mezzanine and quickly run to 
  the other side, where a railing looks out over 
  the street. Descending as quickly as you can 
  down the outside of the building, you ignore 
  the many eyes on you and quickly rejoin the 
  crowd heading towards Market Square.  
  Return to Map 1 / Map Entry 1 and choose a 
  new destination within Zhentil Keep. If you 
  already have 4 progress points, immediately 
  go to entry 132.  
   
  33 
  Add 1 progress point.  
  You cannot have more than 4 progress 
  points. If this entry puts you to 5, go 
  immediately to entry 132. 
  The noise of Market Square is the first thing 
  you notice as you approach; you hear dozens 
  of conversations in a variety of languages 
  and accents, and the density of the crowd 
  increases as you approach.  
  In this sizable square surrounded by grimy 
  grey buildings, long rows of stalls have been 
  set up displaying a huge variety of wares. 
  Merchants load goods from carts onto their 
  
  	
    
  21	
    
  stalls, and cityfolk browse the goods on 
  display. A stray dog, lapping at a puddle of 
  rainwater, glances up as you pass. Elsewhere, 
  you get the occasional hesitant smile, a "good 
  day," or a nod. This is the warmest reception 
  you've had since entering Zhentil Keep! 
  ♦ Are you a rogue? If so go to 316.  
  ♦ If not, go to 360. 
   
  34 
  You are below deck, in a stifling hot, 
  cramped space, and the smell is not pleasant. 
  Making your way quickly along, you see 
  cells on both sides of the tight passage that 
  runs down the middle of the ship. The barred 
  cells hold prisoners; slumped, dejected 
  figures, their clothes and hair messy and 
  disheveled. Each cell holds at least half a 
  dozen prisoners, who have been provided 
  with two buckets - one containing water, the 
  other containing... well, you'd hate to think. 
  The sight of these poor degraded souls makes 
  your blood boil, and you quickly inspect the 
  locks.  
  From above, you hear noise, and the sound of 
  feet running on the deck. You must act 
  quickly! 
  (If you used the disguise plan, your only 
  weapon is Ganadhir’s shortsword, unless you 
  are a magic user of course, or you possess 
  some other weapon with the light property 
  which could have been easily concealed).  
  ♦ If you came down the ladder after being 
  recognized, go to Zhentarim Slaver 
  Combat Sheet.  
  ♦ Otherwise, go to 41.  
   
   
   
   
   
   
  35 
  Once past the chasm, you continue walking 
  for some time – at least half an hour, by your 
  reckoning.  
  Finally you reach a junction where a passage 
  branches off to your north.  
  ♦ To take this passage, turn to 342.  
  ♦ To continue east, go to 104.  
   
  36 
  You ask the merchant about the dragon's 
  blood.  
  "It's from a black dragon," he replies. "One 
  of the most potent poisons known in Faerun. 
  Completely toxic to anything except reptiles." 
  He passes you the bottle to inspect. Lifting it 
  up, you see that the thick black liquid moves 
  slowly around the base of the tear-shaped 
  bottle. There looks to be enough for two 
  doses.  
  "150 gold pieces, my friend," the merchant 
  informs you. 
  You may buy this if you wish. If you have a 
  weapon that dispenses poison via a secret 
  chamber, this is good for two uses 
  (encounters). If however you are just coating 
  it onto an ordinary weapon, the action of 
  coating it onto your weapon must take place 
  as a full action during combat, and the poison 
  will only be good for one use (one encounter). 
  A creature subjected to this poison must 
  succeed on a DC 14 Constitution saving 
  throw, taking 10 (4d6) poison damage on a 
  failed save, or half as much damage on a 
  successful one. Once they have rolled for the 
  save (whether successful or not) the damage 
  is done and is not repeated again during that 
  encounter. Note this and then return to 433 
  and make another choice.  
   
  37 
  You sprint ahead to where you saw the 
  creature, and round the corner just in time 
  to see it disappear over a rooftop edge. You 
  catch a glimpse of it - humanoid, completely 
  devoid of hair, and in robes of some sort. 
  
  	
    
  22	
    
  But at about one hundred feet away, it is too 
  far to see any more detail than that.  
  You have one chance to hit it with a ranged 
  attack, if you have the weaponry to do so.  
  Make a ranged attack with disadvantage.  
  ♦ If the roll is 15 or higher, go to 227. 
  ♦ If lower than 15, go to 155. 
   
  38 
  You quickly go to the brave crucian's body. 
  Now that the specter is dead, its thralls are 
  starting to come around, and one young man 
  shouts "No!" when he sees Jamaunga lying 
  prone on the floor. He rushes over and kneels 
  beside the fallen crucian.  
  "Can you save him?" he asks you, desperate 
  hope in his eyes.  
  Do you have a healer's kit, or do you know 
  any healing spells like Spare the Dying, 
  Goodberry or Cure Wounds? Or can you 
  make a successful DC 10 medicine check? Or 
  do you have a Potion of Healing? 
  ♦ If you have or can manage any of these 
  things, go to 312.  
  ♦ If you cannot, go to 208. 
   
  39 
  You enter a medium-sized circular room that 
  looks like it might once have been used as a 
  space for rituals or worship. There are small 
  nooks all around the circular wall contaning 
  the remains of wax... it looks eerie, dripping 
  out over the edge of each nook, the spilling 
  wax grey and frozen in time, like some 
  substance spewed out by an eldritch beast of 
  some kind.  
  Then you look at the pile of rubble at the 
  centre, and notice that the ground 
  surrounding it is unnaturally clean, as if 
  swept into a pile in the middle of the room. 
  You are struggling to make sense of this 
  when you see the pile shift once more, and 
  another stone roll down its side, coming to 
  rest near the base of the pile.  
  You draw your weapon, preparing yourself 
  for any sort of attack... what's going on 
  here? 
  ♦ To prod or jab into the pile with your 
  weapon, go to 291.  
  ♦ To start moving rocks aside, (you could 
  use Mage Hand for this) go to 239.  
  ♦ To investigate the pile further, go to 192. 
   
  40 
  You continue forward, following the passage 
  as it bends around to the right. After 
  walking for a few minutes, you see that a 
  wide abyss bissects the passage like some 
  huge, ghastly maw. Only a narrow earthen 
  bridge spans the chasm.  
   
   
   
  Gingerly you walk across, careful to keep 
  your balance. You reach the far side of the 
  bridge in one piece, and continue down the 
  passage beyond.  
  ♦ Turn to 35.  
   
  41 
  The cells are all kept locked by two master 
  latches at the enda of the rows. They are 
  fairly sturdy, but a few well-placed blows 
  would smash them. However, you must act 
  quickly if you are to free these prisoners 
  before the slavers arrive! 
  The master latches are quite sturdy and have 
  an AC of 12 and HP of 15. You and 
  Danadhir take a latch each and go to work 
  on them. You have three rounds to destroy 
  the latches (and you may use bonus actions if 
  
  	
    
  23	
    
  they are available to you) using any weapon 
  you have to hand, including magical attacks.  
  However, if you have the item "skeleton key" 
  in your inventory, you easily get both latches 
  undone. That was a stroke of luck getting 
  hold of that! Take note of this for when you 
  continue to the following encounter sheet. 
  Make three attacks on the latches, and then 
  (successful or not) go to Zhentarim Slaver 
  Combat Sheet.  
   
  42 
  "Thank you, stranger," the man says, and, 
  stroking his new pet, moves off down the 
  alleyway. 
  Return to Map 1 / Map Entry 1 and choose a 
  new destination within Zhentil Keep.  
   
   
  43 
  You draw your weapon and stride forward 
  towards the guard, intent on surprising him 
  while he has his back to you. The other 
  officers are looking around the shop and you 
  are careful not to attract their attention 
  either.  
  ♦ Make a stealth roll, DC13. If you are 
  successful, go to 366 
  ♦ If not, go to entry 61 
   
  44 
  You make your way around the various 
  stalls, examining the wares. You have time 
  to briefly look at all of them, but you may 
  only buy items from six stalls, otherwise you 
  are eating into your next progress point.  
  The stalls are described in the table below. 
   
   
  STALL 
  Description / Price 
  Tertius’s Unbreakable 
  Ropes 
  The main product here is Giant Spider Silk Rope. 100 ft coils, and 
  incredibly light at 2 lbs. Tertius claims his rope is unbreakable. Price: 5 
  gp.  
  Endless Candles 
  Huge candles designed to burn for weeks, very useful. Price: 1 sp per 
  candle. 
  Tommelon’s Digging 
  Tools 
  Spades: 1 gp. Shovels: 1 gp. Picks: 1 gp. 
  Bigger Wigs 
  All sorts of ridiculous and colourful wigs to make your noggin look 
  bigger! Manticore mane wigs: 1 gp. Frazzled hag wigs: 1 sp. Golden 
  maiden locks: 2 gp.  
  Shadowdale Mulled 
  Wine and Cider 
  Bottles of exceptionally high quality mulled wine and cider. 1 gp per 
  bottle. 
  Dire Rat Traps 
  There’s been a few of these critters sighted around the Common 
  Quarter lately. Traps are 1 sp each. 
  Endless Mirrors 
  Handmirrors at 1 gp each. Small pocket mirrors at 1 sp. 
  Diverse Liquids 
  Vials of acid 5 gp each, maximum quantity 2.  
  Handcrafted Door 
  Wedges 
  Ornately carved wedges at 1 gp each. 
  Natton’s Noxious 
  Weedkiller 
  This weedkiller will get rid of any noxious plants for a low 1 sp per 
  bottle. 
  Edible Animal Treats 
  For your home pet. Doggie treats 1 sp per bag, cat treats 1 cp per bag, 
  horse treats 1 gp per bag. 
  Navigation Kits – 
  Never get lost again! 
  This kit contains a sextant, compass, map paper, pencils and other 
  writing implements, a plumb line and a looking glass. Never get lost 
  again! 
  Sarahna’s Sweets and 
  Candied hazelnuts 1 sp per bag. Glazed cherries in syrup, 1 sp per jar. 
  
  	
    
  24	
    
  Confections 
  Toffee sugar lumps, 1 sp per bag. Sweet almond liquer, 2 gp per bottle 
  (max allowance two bottles). Wonderful as a gift. 
  Dragon Repellant! 
  Better safe than sorry! 
  1 sp per bottle. Does it actually work? Doubtful. But the maker swears 
  by it. “It’s saved my life dozens of times while travelling through the 
  ‘Spines! Works every time,” he promises. “or your money back!” 
  Pedrula’s Perfumes 
  Essence of Jasmine, 1 gp per bottle. Odious Odor Killer, 1 sp per bottle. 
  Aroma of Alluring Night: 1 gp per bottle. 
  Hammocks! Get your 
  bum off the ground! 
  1 sp each. 
  Bells Galore 
  Handbells 1 gp, ankle bells 1 sp for a set. 
  Potions, Tinctures and 
  Ointments 
  Burn cream 1 sp a jar. Smelling salts, 1 sp. Potion of vigour, 1 gp (use 
  uncertain). 
  Harkula’s Hand 
  Drums 
  Ornately crafted little hand-drums for 1 gp each. Keep gloom at bay 
  with the gift of music. 
  Adderton’s Books and 
  Scrolls 
  Notable tomes: History of the Dragonspines: 55 gp. 
  Lore of the Banite Religion: 14 gp.  
  (under the counter): Notable Factions of the Moonsea Region: 70 gp. 
  Pedrus Sweet-Tone’s 
  Musical Wonders 
  Exceptionally crafted lutes, 5 gp. Beautiful silver flutes, 4 gp. Come 
  with a book of tunes. 
  Pipes and Potent 
  Pipeweed 
  Bag of extremely strong pipeweed (smoke with caution) 20 gp. Pipes, 5 
  gp each. Tapers, 1 sp each. 
   
  Once you have finished shopping, your time in Market Square is up! Return to Map 1 / Map 
  Entry 1, and choose a new destination within Zhentil Keep! 
   
  45 
  You make your way to the pile, looking to 
  climb over it and get inside. But then, to 
  your horror, the whole thing starts to move… 
  Forming itself into a vaguely humanoid 
  shape, the stone monster stands fully erect 
  and starts advancing on you! Evidently it 
  does not want you to enter this temple! 
  Go to Stormstone Combat Sheet.  
   
  46 
  You fail to get the lock open, but then you 
  spy a window about twelve feet above. This 
  area is stacked with crates, so getting up 
  there shouldn't be too difficult, but getting 
  down once inside the warehouse might be a 
  different story.  
  You climb up various crates and reach the 
  window in a matter of moments. Once 
  through the window, however, you see there 
  is a twelve foot drop to the floor. If you land 
  and roll, you might be able to minimise any 
  potential harm you do to yourself.  
  Bracing yourself, you drop from the window, 
  aiming to roll out of the landing. (If you 
  have rope and grappling hook, or other 
  means of descent, you don’t need to jump).  
  Make an acrobatics check, DC 8. If you fail, 
  take 1d4-1 fall damage. If successful, you 
  take no damage and proceed to entry 415.  
   
  47 
  Making your way through the tightly-
  packed streets of this part of Zhentil Keep, 
  you see a crowd assembled ahead. From 
  amidst the throng you hear music, 
  punctuated by boisterous whoops and shouts.  
  As you near the crowd you make out three 
  street performers -  two elves and a human - 
  a percussionist, a lutist and a singer. You 
  come within earshot of the song: 
  (cont. over) 
   
  
  	
    
  25	
    
  Who is the tyrant all good folk fear 
  Who's never seen, neither here nor there 
  Whose evil deeds are beyond compare 
  The Lord of Zhentil Keep! 
   
  Whose life, by Zhentarim defended, 
  Is said to have been often ended 
  But by drow magic, always extended 
  The Lord of Zhentil Keep! 
   
  Their song is attracting a crowd, and you 
  make your way within it. Not far off, 
  however, you see the helmets and livery of 
  Zhentilar troops approaching.  
  "Break this up!" you hear their captain 
  shouting as they barge into the crowd. "This 
  is sedition, break this mob up immediately or 
  you’ll all be arrested! You, stop that singing!" 
  ♦ Are you a bard? If so, you could take out 
  your instrument and join in this 
  rebellious performance, perhaps inspiring 
  the crowd to keep those soldiers at bay. 
  Go to 336.  
  ♦ Or, you could try to throw some Cutting 
  Words at the Zhentilar soldiers. Go to 69.  
  ♦ Otherwise, you could enjoy the rest of the 
  song and then move on. Return to Map 1 
  / Map Entry 1 and continue to your next 
  chosen destination. 
   
  48 
  You break the chains keeping the goblins 
  slaves bound together. They all come up and 
  thank you, grateful for their freedom. One 
  comes up and grabs your arm, talking 
  rapidly in fluent Common.  
  “You have freed us, stranger!” he breathes. 
  “Thank you. But we must defeat Grax, or all 
  your effort will be in vain!” 
  “Who is Grax?” you ask. 
  “Our slave master,” the goblin repeats. “The 
  one who is making us build these tunnels. He 
  wants to tunnel all the way to the 
  Dragonspines, and he has the blessing of the 
  powerful human Manshoon to do so! He is 
  league with wicked, evil men!” 
  “Is he the one who has been stealing from 
  merchants?” you ask, motioning back in the 
  direction you came from. “The cellars of 
  merchants in Zhentil Keep? Or have you 
  been stealing it for him?” 
  The goblin nods vigorously. “Yes! He made 
  us do it!”  
  The goblin, whose name is Zlug, tells you all 
  that has been going on here. He and the 
  other goblins have been down here, tunneling 
  passages, for close to four years now. They 
  made their way from their underground 
  home in the south, chipping through the 
  rock, and now they are underneath the city 
  of Zhentil Keep.  
  By the time Zlug has finished talking to you, 
  nearly all of the goblins have slunk off in 
  fear of reprisals from the one they call Grax, 
  whose lair is somewhere down the passage to 
  the east. 
  Zlug, and his brother Slug, however, are not 
  so cowardly, and are waiting around to see 
  what you will do. You tell them of your 
  mission to reclaim the goods of Wendal 
  Wheatfields, and they brighten at this. They 
  tell you that Grax directed them to steal from 
  the cellars of many merchants, and that they 
  will help you reclaim the goods. They also 
  tell you there is no way you will be able to 
  face Grax alone; he has a vicious worg named 
  Chopper who has killed many of their goblin 
  comrades.  
  “Facing Grax and Chopper alone, that would 
  be suicide for you, stranger!”  
  Zlug and Slug offer to help you in this quest. 
  On the body of the bugbear enforcer you find 
  a battleaxe and a shortsword. After a brief 
  argument over who gets the battleaxe, Zlug 
  and Slug take these weapons, testing them 
  out with a few swings. The two goblin 
  brothers look malnourished, not particularly 
  strong, but they assure you that their father 
  trained them with weapons from a young 
  age, and they are keen to get their revenge 
  on the bugbear tyrant who has made their 
  lives a misery for so long. Also, such a 
  
  	
    
  26	
    
  victory would ensure high status and 
  reputation when they return to their village.  
  Once you are ready, all three of you move 
  back to the junction, minds set on the task of 
  deafeating Grax the bugbear tyrant.  
  Go to entry 19.  
   
  49 
  Producing the materials, you quickly make 
  the incantations and gestures for the 
  invisibility spell, and gradually fade from 
  view, to the gasps of a pair of passing Zhents.  
  You walk past the pillar where you saw the 
  strange creature, keeping a keen eye out for 
  it... but it is nowhere to be seen. You breathe 
  a little easier, safe for now at least.  
  Go to Map 1 / Map Entry 1 and continue to 
  your chosen destination. 
   
  50 
  There is a tumultuous round of applause as 
  you survey your fallen opponents, who 
  writhe in agony on the ground. You stopped 
  short of killing them - that wouldn’t have 
  been a good look, especially so soon after 
  your arrival – and everyone seems to have 
  forgotten the reason the fight started.  
  You move over to the orc who is struggling 
  to get to his feet. “Thank you,” he mutters, 
  clambering up into a chair with your 
  assistance. “I don’t know how I can pay you, 
  friend. I have no money…” 
  You shake your head. “Don’t worry about 
  it.” It sickens you that any race would be 
  discriminated against so blatantly, and you 
  were glad to come to his assistance.  
  ♦ Return to Map 5 / Map Entry 5 and 
  choose another part of the tavern to 
  investigate. 
   
  51 
  You fall asleep quickly.  
  Some time later, how long you do not know, 
  you awake to a sound: tap, tap, tap. Half 
  asleep, you think it part of your dream at 
  first and ignore it. But then you hear it 
  again. Tap, tap, tap.  
  Your eyes fly open, and you sit bolt upright, 
  rolling off the bed and grabbing your 
  weapon. 
  Tap, tap, tap.  
  It's coming from the window.  
  Peering over the edge of your bed, you look 
  towards the window, but you shut the 
  curtains earlier and so you can't see 
  anything.  
  The tapping again. Then, a voice. 
  "Outlander! Come to the window!" 
  Some instinct tells you the tone is friendly, 
  and you move cautiously over. Besides, if this 
  is an enemy outside your window, would 
  they be announcing their presence? 
  You yank the curtains open, and see an elf 
  standing on the roof outside, clad in 
  Zhentilar livery. However, something about 
  his bearing, his expression, tells you this 
  warrior is not some Zhentilar drone; there is 
  too much dignity and intelligence in his face 
  for that to be the case.  
  Do you know Teodric, the elven knight? If 
  so, go to 13. If not, go to 62.  
   
  52 
  Make a DC 19 athletics check. This creature 
  is fast.  
  ♦ If you are successful, go to 37.  
  ♦ If unsuccessful, go to 345. 
   
   53 
  Add 1 progress point if you have only just 
  arrived at the Amaunator temple.  
  You cannot have more than 4 progress 
  points. If this puts you to 5 progress points, 
  do not read below and go immediately to 
  entry 132.  
  The Amaunator temple is tucked away in the 
  Northwestern area of Zhentil Keep behind 
  artisan's workshops, in a semi-industrial area, 
  unlike the Black Altar which sits among the 
  main clerical region of the city. As you walk 
  towards it you see many different races and 
  peoples from all over Faerun, but not many 
  Zhents; it seems Bane is the deity of choice in 
  this city, and given that Amaunator is Bane’s 
  
  	
    
  27	
    
  mortal enemy, you can’t help but think this 
  temple a token gesture.. Amaunator’s face, a 
  radiant sun, is positioned right over the main 
  entrance. You enter the cool interior and the 
  heady smell of incense envelopes you.  
  There is a fountain set in the middle of the 
  main temple room which provides a soft, 
  watery background noise for the worshippers 
  who sit peacefully around the temple room 
  floor, contemplating the large Amaunator 
  idol which graces the altar. A priest rings a 
  bell as he chants an ethereal prayer and 
  presents foodstuffs to the idol. In alcoves 
  around the wall are other smaller idols, 
  representing other deities of Faerun: Ilmater, 
  God of Endurance; Torm, God of Courage; 
  Tyr, God of Justice; Chauntea, Goddess of 
  Agriculture... the list goes on and on. This 
  appears to be a catch-all for worshippers of 
  any deity that isn't Bane! 
  Glancing around the worshippers, you see 
  that this could be a chance to gain some 
  valuable information. There are all sorts of 
  individuals here. Or, perhaps you could use 
  your time to pray for some boon from 
  Amaunator.  
  ♦ To approach the altar and pray to 
  Amaunator, go to 490.  
  ♦ To approach and talk to a priest, go to 10.  
  ♦ To go and talk to some elves who are 
  sitting over by the south wall, go to 380.  
  ♦ If you feel you have spent enough time in 
  this peaceful oasis, you leave and depart 
  for the street outside. Return to Map 1 / 
  Map Entry 1 and continue to your next 
  chosen destination. 
   
  54 
  A halfling tends the bar, darting back and 
  forth as he provides cider, ale and hot pies to 
  his customers. A halfling woman, his wife 
  perhaps, takes payment for the food and 
  drink. 
  You watch them for a while, marvelling at 
  this intricate dance that they perform 
  effortlessly. 
  A male-half orc, over six feet tall, 
  approaches. “Barkeep!” he cries in a merry 
  tone. “A pint of your finest black ale, 
  please.” 
  The halfling turns and looks at him 
  contemptuously. “Ye’ll pipe down and wait 
  your turn, laddie, if ye know what’s good for 
  ye” 
  The half-orc is taken aback by this, but 
  doesn’t protest. You hear him mumble under 
  his breath, “Downright bloody rude, that is!” 
  Your reverie is interrupted by a loud 
  announcement.  
  "Ten minutes, friends, till the pit bouts! Get 
  your drinks and move downstairs, and we 
  shall have us a show! Still taking challengers 
  for the third bout as well, against the mad 
  dwarf Kromm Daggerfist! He takes all 
  comers! A 150 gp purse, for that bout!" After 
  hearing this, a few punters drift towards the 
  stairs, but everyone else goes back to their 
  drinks. It appears there are no challengers 
  right now! 
  ♦ Do you order a drink and stand by the 
  bar? Go to 457. 
  ♦ Or do you try your luck against Kromm 
  Daggerfist in the pit bout? Go to 204. 
  ♦ Or, return to Map Entry 5 and choose a 
  different location.  
   
  55 
  You nod to Wendal. 
  “See you soon then,” he says. “I’ll have a 
  dram of my finest whisky to share with you, 
  once you get back.” 
  Carefully you descend the stairs, primed for 
  any sudden movement. But it is utterly quiet 
  down here. Only the musty smell of damp 
  earth greets you as you descend the crudely 
  hewn stairs. 
  When you reach the bottom, you see a 
  passage leading off into the darkness. As you 
  proceed it bends left, widening around the 
  corner. It is eerily quiet… only the occasional 
  drop of water, echoing through these depths, 
  punctuates the stillness. 
  
  	
    
  28	
    
  Ahead you see an entranceway to the west 
  that leads into a cavern. Past this entrance, 
  the wide north passage slowly turns north-
  east, and you see the near end of a narrow 
  bridge that runs over a chasm. 
  ♦ To check out the cavern to the left, go to 
  309. 
  ♦ To continue towards the bridge, go to 40. 
   
  56 
  You pound the streets of Zhentil Keep for 
  half an hour or so, searching for an inn. The 
  drizzle turns into proper rain as you walk, 
  and night falls completely. The streets are 
  wet and empty, everyone having retreated to 
  the golden glow of their homes for the 
  evening.  
  Finally you find a modest-looking 
  establishment named The Stout Miner. You 
  enter, dripping wet, and greet the inkeep 
  with a nod.  
  “Rooms are two gold pieces a night,” she 
  announces matter-of-factly. “And I’ll not 
  have any hi-jinks. No guests in the room 
  after dusk, and breakfast is served an hour 
  after sun-up.” 
  You shell out the two gold to the portly 
  woman and see a stack of maps on the front 
  desk, pocket-sized maps of Zhentil Keep. (If 
  you cannot afford a room, the inkeep will 
  take small items in lieu of gold. Consult PHB 
  for prices).  
  "Take one,” the woman says, indicating the 
  maps. “They're free. Courtesty of Lord 
  Manshoon." 
  You retire to your room with the map, and 
  study it carefully, thinking about what parts 
  of the city you will visit tomorrow. (Refer 
  Map 1 in the Maps Booklet / Map 1 Entry at 
  the end of the Adventure Booklet). 
  Finally, sleep catches up with you, and you 
  drift off into a deep slumber on the 
  surprisingly comfortable bed.  
  Regain all your hit points from this long rest. 
  ♦ Go to entry 74 
   
  57 
  Under the black cover of night you run low 
  to the front door, stopping and checking your 
  periphery. You reach the door and gingerly 
  test the handle. It turns freely.  
  "It's open," you tell Salihn and Kragor.  
  "Fzoul would not let anyone just waltz into 
  his tower," Salihn whispers. “Someone - or 
  something - is guarding this place." 
  The three of you pause there for a moment. 
  Finally, realizing there is nothing else for it, 
  Salihn places her hand on the doorknob and 
  quietly turns. 
  You may ready an action if you wish.  
  You enter a dark, spacious interior. Low 
  light comes from some kind of 
  phosphorescence which grows on the walls. 
  There is a strange, pointed rock in the midst 
  of this room, extending up from below. 
  Glancing around, you move forward and see 
  that there is a sizable hole in the floor, 
  descending into pure blackness. Only the 
  Gods know what is down there! 
  You look to the side of the room and see a 
  staircase spiralling upwards around the wall, 
  
  	
    
  29	
    
  which narrows inward as it ascends. The next 
  floor up looks to be a lot smaller, and you 
  remember that from outside the tower 
  appeared to taper off at higher levels.  
  Roll perception, DC 19, for you, Salihn (d20-
  1) and Kragor (d20+1). 
  ♦ If one of you is successful, go to 467. 
  ♦ If all of you are unsuccessful, go to 412.  
   
  58 
  You move amongst the destroyed remnants 
  of these houses, seeing the scars of battle 
  everywhere. There is little to be seen – war 
  has all but levelled the place.  
  Make an investigation check. 
  ♦ If you score 1-7, go to 346. 
  ♦ If you score 8-13, go to 230.  
  ♦ If you score 14 or above, go to 206.  
   
  59 
  You check for traps as you move..  
  Make an investigation check, DC 12.  
  ♦ If you are successful, go to 372. 
  ♦ If you are unsuccessful, go to 238.  
   
  60 
  You are sufficiently conversant with the 
  mysteries of life to know that any entity 
  called a 'specter' is most likely undead.  
  You could attempt to use your turn undead 
  ability here.  
  ♦ If you wish to do this, go to entry 469.   
  ♦ Otherwise return to 367 and make 
  another choice.  
   
  61 
  As you approach, you accidentally bump into 
  a suit of armor. Alerted by the noise, the 
  Zhentilar turns to face you.  
  “What’s this, eh?” he exclaims. “Going to 
  attack me from behind, were you, coward?” 
  The Zhentilar draws his own sword and faces 
  you. “Let’s see how you fare against Zhentil 
  Keep’s finest, you craven filth!” 
  Find	
    Map	
    4	
    in	
    the	
    Maps	
    Booklet	
    and	
    go	
    to	
    
  Zhentilar	
    Guards	
    Combat	
    Sheet	
    (#2). 
   
  62 
  "What do you want?" you whisper urgently.  
  The knight checks behind and to the sides, 
  perhaps to check if he was followed. "Open 
  the window, outlander. We need to talk." 
  You are hesitant at first, but then he says the 
  following: 
  "We know of your deeds in Weathercote 
  Wood. Your defeat of the Death Knight, 
  your rescue of Darek Brewmont. Do not ask 
  how we know, we just do. And now, a new 
  quest awaits you. Glory and riches, my 
  friend." 
  These words seal the deal for you, and you 
  slide the window up. The elven warrior steps 
  through.  
  "Thank you," he says. "My name is Teodric. 
  I belong to an ancient order: the Knights of 
  Myth Drannor. We have been watching you, 
  outlander, ever since you arrived in Zhentil 
  Keep. We have eyes throughout the city... 
  not as many as the Black Network, but 
  enough for us to achieve our aims." 
  You consider this for a moment. "What 
  aims?" you ask.  
  There is a pause, then Teodric responds, 
  "Arm yourself. We need to take a walk." 
  You pick up your weapon and equip yourself 
  as you wish, then follow Teodric to the door 
  and out into the streets of Zhentil Keep.  
  Go to entry 100. 
   
  63 
  “Grovel!” you command, and as if he is no 
  more than a puppet that you control, the 
  guard drops to the ground, arms 
  outstretched, and begins writhing miserably 
  at the base of the counter.  
  You stay well out of sight of the guards who 
  haven’t really noticed your presence, and 
  they run forward to see if their captain is 
  having a seizure of some kind.  
  Eventually, having had your fun, you allow 
  him to compose himself and he stands. 
  Thoroughly embarassed, he mutters “We’ll 
  be back,” at the gnome and hurriedly leaves 
  the shop, followed by his two lackeys.  
  
  	
    
  30	
    
  You come out from behind the shelves, 
  feigning confusion. “What was all that 
  about?” you ask, shaking your head. 
  “Anyway, would you mind showing me your 
  wares, good sir?” 
  ♦ Go to entry 14. 
   
  64 
  Your ranged attack hits the side of the 
  building, not even close to harming either of 
  the snipers, who immediately fire again with 
  crossbows. This was a costly blunder.  
  Roll two crossbow bolt attacks (d20+5). Any 
  result higher than your AC results in 1d8+3 
  damage being deducted from your hp. If 
  both rolls hit, then it will be 2 damage rolls.  
  ♦ Wasting no more time, you get the hell 
  out of this perilous deathtrap by going to 
  5. 
   
  65 
  Despite making a thorough visual search of 
  the area, you cannot see anyone who might 
  be a rogue in the area.  
  ♦ To try your hand at pickpocketing, go to 
  277. 
  ♦ To browse the stalls, go to 44 
   
  66 
   Make an investigation check, DC 12.  
  ♦ If successful, go to 92.  
  ♦ If unsuccessful, go to 364.  
   
   
   
   
   
  67 
  (If you are under the spell Pass Without 
  Trace, all stealth checks have automatic 
  success until you leave the tower).  
  You reach a door. But rather than solid 
  wood, or even metal, this particular portal is 
  translucent, and within it you see swirling 
  flames, a mass of flickering golden tongues. 
  An iron handle sits down and to the left on 
  this strange, fiery entrance.  
  Salihn pauses and begins moving her hands, 
  making incantations. A few moments later, 
  she opens her eyes. "I don't know the nature 
  of it, but magic is it work here. Fell magic." 
  ♦ To try the handle, go to 396. 
  ♦ To put your hand through the door, go to 
  293.  
  ♦ To run through it, go to 319.  
   
  68 
  You see little point in remaining here and 
  decide to leave for another part of Zhentil 
  Keep.  
  Return to Map 1 / Map Entry 1 and choose a 
  new destination.  
   
  69 
  Roll a bardic inspiration die, then roll a d20 
  and subtract the first roll from it.  
  ♦ If the resulting score is 1-11, go to 370. 
  ♦ If the result is 12 or above, go to 82.  
   
  70 
  (If you had not freed the prisoners yet, you 
  do so now). 
  You run to Danadhir's side, quickly tending 
  to the fallen warrior. As you do so, one of the 
  prisoners approaches, a middle-aged woman 
  clad in little more than dirty rags.  
  "I'm a healer," she says in a croaky voice. 
  "Move aside, please." 
  From somewhere you can't see, she produces 
  a small handful of herbs and makes 
  incantations over Danadhir's body. Within 
  moments he has regained consciousness. The 
  healer takes some water from you and makes 
  a poultice from the herbs between her hands 
  
  	
    
  31	
    
  with practiced skill, placing it over the 
  wounds and binding them tight with strips of 
  clothing.  
  "Get this fellow somewhere he can rest, 
  quickly!" she says. "And thank you for 
  freeing us. Thank you both." 
  Suddenly a little girl is before you, staring at 
  you with wide eyes.  
  "Are you Anika's daughter?" you ask.  
  She nods silently.  
  Danadhir smiles weakly. With some effort, 
  you carry Danadhir up to the top deck, the 
  little girl following close behind. 
  Now freed, the prisoners have overpowered 
  the remaining guards and have all fled into 
  the streets of Zhentil. 
  Ganadhir meets you within the warehouse, 
  overjoyed to see the little girl. He crouches 
  down and they exchange whispers, after 
  which she embraces him and takes hold of the 
  old veteran's hand. "Let's get away from 
  here, quickly," he says. "We cannot be found 
  here by Zhentilar, and they will be here 
  soon!" Then he pauses, and turns to you. 
  "Thank you, outlander. You have saved a 
  great many people today, from a life of 
  misery. You should take that to heart, take 
  that with you. Regardless of what you've 
  done before, I think the Gods have redeemed 
  you today." 
  From the folds of his cloak, Ganadhir 
  produces a large gem. Even in the darkness 
  of the warehouse, the perfectly-formed prism 
  catches the light beautifully. "From my 
  homeland," he says. "A naturally formed 
  amethyst prism. Gemstone dragons eat them 
  sometimes, but you can sell it for about... 250 
  gp." 
  You thank Ganadhir for his generous gift. 
  Also, take an inspiration point for the 
  completion of this sidequest. Well done! 
  Then go to 479. 
   
   
   
   
   
  71 
  You place your candle at Bane's feet, among 
  the others, and look up at the face of the idol.  
  You see nothing there. To your eyes this is a 
  religious icon, nothing more.  
  Leaving the altar, you return to the mass of 
  visitors, to the spot where you were before.  
  ♦ Return to entry 134 and choose another 
  option. 
   
  72 
  You cannot escape the feeling of despair that 
  has draped itself over you like a black cloak. 
  You look over at Jamaunga. He seems to be 
  faring better.  
  "Don't succumb to it!" he says. "It's the 
  power of the specter, his aura of gloom... It 
  will pass, trust me!" 
  You take several deep breaths, trying to 
  steady yourself, but cannot shake this feeling 
  of despondency, so you distract yourself by 
  focusing on your surroundings.  
  You are under the influence of some kind of 
  gloom aura. Until otherwise instructed, you 
  have disadvantage on all attack rolls and 
  saving throws.  
  Looking left and right, you see that the exits 
  open out into empty rooms. These rooms 
  seem completely bare, apart from a little 
  moss and some rubble littering the floor. 
  Ahead, there are two more exits to the north 
  and south, and beyond that the corridor ends.  
  ♦ If you would like to check out the nearest 
  rooms that branch off this east-west 
  passage to the north and south, go to 251. 
  ♦ If you would like to continue down to the 
  next set of exits, go to 244.  
   
  73 
  You roll out of the way in the nick of time: 
  three darts shoot out from the are of the lock 
  and embed themselves in the opposite wall.  
  "Well done," Salihn congratulates you as she 
  moves forward to inspect the chest. You 
  move to the chest also, and cautiously peer 
  inside. 
  Go to entry 427 
  
  	
    
  32	
    
  74 
  You wake in the morning and take breakfast 
  downstairs, gruel hotcakes with a sweet 
  syrup. Thanking the inkeeper, you walk out 
  to the street and survey the scene before you.  
  Carts trundle towards Market Square where 
  merchants are already setting up. The day is 
  fine and clear, and all about you locals and 
  travellers go about their business. 
  Unfurling your map, you study the different 
  areas of Zhentil Keep and consider what 
  parts you should explore.  
  ♦ Go to Map 1 / Map Entry 1. 
   
  75 
  Despite your attempts to engage the little 
  goblin in conversation, he is absorbed in his 
  work and will not speak to you.  
  ♦ To wait for the blacksmith to return, go 
  to 411. 
  ♦ Or you could leave and continue to your 
  next destination, in which case return to 
  Map 1 / Map Entry 1 and turn to your 
  chosen entry. 
   
  76 
  You take a moment to catch your breath, 
  gazing at the corpse of the dead sorceress. 
  Slowly you regain your wits and begin a 
  search of the apartment.  
  Make an investigation check.  
  ♦ If you score 1-11, go to 9. 
  ♦ If you score 12 or above, go to 326. 
   
  77 
  You brush yourself off, cursing your inability 
  to get out of the pit, and then check the chest 
  that lured you across the room. But all it 
  contains is sand! Cursing your foolishness, 
  you leave the room and head north towards 
  the bridge.  
  ♦ Go to 40.  
   
   
   
   
   
  78 
  Add 1 Progress Point. You cannot have more 
  than 4 progress points. If this puts you to 5 
  progress points, do not read below and go 
  immediately to entry 132. 
  You make your way past the Common 
  Quarter and into the ravaged, rubble-strewn 
  landscape of the South City ruins. From 
  what you have gathered during your time 
  here, there was a great invasion of Zhentil 
  Keep some fifty years ago by a large force of 
  orcs, ogres and even a dragon or two. The 
  city was more or less levelled, and rebuilding 
  has been going on since.  
  It appears most of the debris has been cleared 
  away from this area, and you can see that the 
  road has been remade. Fresh cobble runs 
  southwards out of an open gate and onward 
  to the next city to the south, named Yulash. 
  Behind you, to the north, a swath of newly 
  constructed houses forms the Common 
  Quarter, where many of the poorer citizens 
  live, and the Zhentilar Barracks on the 
  eastern side of the South City.  
  You walk into the midst of the ruins and 
  have a look around. Mostly all you can see 
  are the blasted, empty shells of wrecked 
  houses and the odd scurrying rat, but to the 
  south you can also see the remains of what 
  appears to be a temple.  
  ♦ To investigate some of the houses, go to 
  58. 
  ♦ Or, would you rather investigate the 
  temple ruins? Go to 471.  
   
   
   
  
  	
    
  33	
    
  79 
  Is Jamaunga with you, and alive?  
  ♦ If so, go to 101.  
  ♦ If he died, go to 38.  
  ♦ If you didn't meet Jamaunga, go to 350. 
   
  80 
  If Kromm reduced you to 0 hp, record your 
  hp as 5 as Kromm knew to stop short. This 
  was not a fight to the death. 
  “Haha! Next time Pedrich, try harder to find 
  me a worthy opponent!” you hear Kromm 
  bellow as he leaves the ring. He tosses you a 
  few coins, which land about your head as you 
  lay beaten and spent on the canvas. “Buy 
  yourself a drink, mate!” he laughs as he 
  disappears into the crowd.  
  ♦ Slowly you pick yourself up and, licking 
  your wounds, make your way back up to 
  the tavern. Go to 381. 
   
  81 
  You tell Wendal Wheatfields that you would 
  be more than happy to check out what’s at 
  the bottom of those stairs for him. You’ve 
  seen enough oppression already in the 
  Moonsea to last you a lifetime - it’s time 
  someone showed a little humanity around 
  here.  
  Wendal buries his face in your chest and 
  throws his arms around you, sobbing 
  profusely.  
  “Oh, thank you friend!” he bawls. “You have 
  no idea… I can’t even face my wife any 
  more, this has nearly done me in. I’ll give 
  you whatever I can!” 
  ♦ To insist that Wendal lets you perform 
  this service for free, go to entry 416. 
  ♦ To accept Wendal’s offer of payment, go 
  to 403.  
   
  82 
  You try to weave the Cutting Words into 
  your performance, but somehow your subtle 
  influence doesn't seem to affect the guards. 
  As your song finishes, the Zhentilar manage 
  to break through and disperse the rebellious 
  throng, who protest loudly as they are moved 
  on. The Zhentilar then turn their gaze 
  towards the performers. 
  But you are well ahead of them, and, having 
  already packed your instrument away, you 
  merge into the flow of passing Zhents and 
  move quickly away.  
  Return to Map 1 / Map Entry 1 and continue 
  to your next chosen destination. 
   
  83 
  You turn to face the man fully.  
  “Why did you single me out? I’m not the 
  only outlander here, there are others. Why 
  did you approach me?” You hold his gaze for 
  a long moment, and he returns it, 
  unflinching. Then he moves his hand 
  forward and grasps yours in a firm 
  handshake. He leans forward and whispers in 
  your ear.  
  “We never met.” 
  The stranger releases your hand, and is gone. 
  Literally vanished, as if he simply vaporised 
  into the air itself. It happens so fast that you 
  don’t know whether he moved into the crowd 
  or performed some magic trick.  
  You look down. In your hand, which the 
  stranger just shook, is a small piece of 
  parchment. Glancing around, you quickly 
  read it. The writing is miniscule.  
  Be prepared to be contacted, stranger. You’re 
  being watched. Right now even. Not all who 
  appear wolves are actually wolves.  
  You frown confusedly. What in all the 
  Realms could this mean? 
  ♦ Go to entry 382. 
   
  84 
  The two of you move as stealthily as you can 
  down the passageway. You glance at 
  Jamaunga - he gives you a look of brave 
  encouragement. 
  Roll a d20+3 with advantage.  
  ♦ If the result is higher than your AC, go 
  to 348.  
  ♦ If lower, go to 151. 
   
  
  	
    
  34	
    
  85 
  You wait a few moments, and then calmly, 
  casually put your head down and disappear 
  down a nearby alleyway.  
  ♦ Roll stealth, DC 14. Make the roll with 
  advantage if you are a rogue, or an 
  urban ranger. If you are successful, go to 
  455.  
  ♦ If you are unsuccessful, go to 424. 
   
   
  86 
  Add 1 progress point (unless you are 
  returning here after visiting a merchant on 
  Scimitar St).  
  You cannot have more than 4 progress 
  points. If this entry puts you to 5, go 
  immediately to entry 132. 
  This street is populated by adventurers of all 
  races, and all manner of characters. Street 
  vendors hawk food to passers-by, and 
  beggars beg for money, jangling metal cups 
  as you pass. 
  Ahead you see a patrol of Zhentilar soldiers 
  and you stop, turning your back to them, 
  pretending to examine the jewelry laid out by 
  a street hawker. From what you have learnt 
  of the city, you decide it is probably best to 
  not have your face seen about too much. 
  Eventually they pass, and you continue, past 
  smiths, armourers and weapons shops of all 
  descriptions. Several look promising to your 
  experienced eye.  
  You may visit any two of these. If you 
  choose to visit three, take another progress 
  point.  
  ♦ To visit Mail, Plate & Hide, an 
  armourer’s, go to entry 225. 
  ♦ To visit Sword In The Forge, a 
  weapons store, go to 376. 
  ♦ To visit Gunther’s General Supplies, 
  go to 150. 
  ♦ If you are done shopping on Scimitar 
  Street, return to Map 1 and choose 
  another location.  
   
   
   
   
  87 
  Fixing your rope around the large rock 
  nearby, you carefully let yourself down into 
  the chasm, reaching the bottom after a 
  descent of about twenty feet.  
  You unharness yourself from the rope and 
  look around. The area you are in is a kind of 
  wrecked room, and parts of the ceiling have 
  caved in, but this was definitely once an 
  underground structure of some sort.  
  To the north, you can see a passage leading 
  off into the darkness. Checking your 
  surroundings, you see this room contains 
  nothing but rubble, and you head off down 
  the dark passage. 
  If you do not have darkvision, you must 
  kindle a torch. See the introduction on "Non-
  darkvision PCs".  
  Slowly the ruined architecture gives way to 
  intact stonework, and you peer ahead into the 
  gloom.  
  Further ahead, to the north, you see that the 
  passage ends in an open chamber, but it is too 
  far ahead to see what it contains.  
  Between you and the chamber, the north-
  south passage seems to be intersected by an 
  east-west corridor.  
  There is about 20 feet between you and the 
  junction.  
  ♦ If you are moving with stealth, then 
  make a stealth roll, DC 14, taking note of 
  success or failure. 
  ♦ To move forward to the junction, go to 
  238.  
  ♦ To check for traps, go to 59.  
   
  88 
  You are aware that the noise you are making 
  might attract some creature. Not 
  surprisingly, you soon hear noises from down 
  the hall passage beyond the door.  
  Do you stand and face whoever approaches? 
  ♦ If so, go to 441.  
  ♦ Or, do you try and hide against the wall 
  of the pit nearest the door? If you want to 
  try this, turn to 265.  
   
  
  	
    
  35	
    
  89 
  The thief eyes you warily. "Designs on the 
  Citadel? What have you heard?" 
  You give the thief a summary of the rumours 
  you have heard circulating.  
  "That's what people are saying?" he marvels, 
  shaking his head. "We need to report this to 
  Night Fingers immediately! You should come 
  with me!" 
  Do you follow the rogue? 
  ♦ If so, go to entry 129.  
  ♦ Or, you could respond, "No, I have other 
  business to attend to." Go to 266. 
   
  90 
  You do your best to conjure an illusion, but it 
  falls flat, and only serves to alert the specter 
  to your presence.  
  The undead entity spins around, sees you, 
  and lets out a chilling scream at your 
  unannounced arrival! Then pointing its long, 
  black horns towards you, it flies at you with 
  blinding speed! 
  Go to Abyssal Specter Combat Sheet. 
   
  91 
  You deftly dismantle the device, cutting the 
  wire to disable the trap. Then, it is a fairly 
  simple matter to pick the lock, which is not 
  complicated. Salihn comes forward and you 
  peer inside the chest.  
  Go to entry 427. 
   
  92 
  You explore the room thoroughly, and it 
  doesn’t take long before you see it: a 
  rectangular outline on the floor, and just 
  visible, the tops of hinges. That chest was put 
  there to lure you into a pit trap! 
  Carefully you skirt around the outside of the 
  trap to get to the chest, and open the lid. All 
  it contains is sand.  
  Shaking your head in disgust, you leave the 
  room and continue towards the bridge.  
  Go to 40. 
   
   
  93 
  Erase the word Dockrescue from your 
  character sheet. 
  Ganadhir Dorfolin's words come back to you:  
  “..Meet us in the large warehouse to the 
  northeast of East Dock, an hour before 
  midnight…”  
  You stay in your room for a few hours, 
  resting, thinking about the events of the day, 
  and eventually doze off into a light slumber.  
  (Recover hp from this short rest as per 
  normal rules). 
  You wake much later, and go quickly to the 
  window. The darkened sky is smothered with 
  clouds, but you can see the moon shining 
  through, like a grey smudge on the surface 
  of night. From its position, you reckon the 
  time to be just over an hour to midnight.  
  Realizing you have little time, you equip 
  yourself and make your way quietly out of 
  the inn and back onto the much quieter 
  night-time streets of Zhentil Keep.  
  Go to 243. 
   
  94 
  Add 1 progress point.  
  You cannot have more than 4 progress 
  points. If this entry puts you to 5, go 
  immediately to entry 132.  
  The Grand Temple of Bane towers above all 
  other structures in Zhentil Keep. Even 
  several blocks away you can see its central 
  spire soaring above the rooftops, stabbing like 
  a black spike into the sky. The very top of 
  the spire sports a huge black hand, clenched 
  into a fist, thrusting heavenward.  
  As you near it, you notice that many walking 
  on the street are also headed in the same 
  direction.  
  You enter a kind of open square area, and 
  there in the centre is the Bane Temple in its 
  full splendour, a harsh-looking structure 
  made of black stone. Going along with the 
  crowd you cautiously direct yourself to the 
  main entrance where much traffic flows in 
  and out.  
  (cont.over) 
  
  	
    
  36	
    
  “Out-of-towner, eh?” comes a voice to your 
  left. “What do you think of the Black Altar? 
  Something to behold, no?” 
  You turn and see a shortish man with skin 
  the colour of red desert sands, smiling at you. 
  “Here,” he says, and hands you a sort of 
  black shawl. “Put that over your head, you 
  won’t stand out as much. And stick with 
  me.” 
  ♦ Do you want to tag along with this 
  friendly stranger? If so, go to entry 134.  
  ♦ If you would rather explore the Bane 
  Temple on your own, go to 140.  
  ♦ If you like, you could do an insight check 
  on the stranger. DC 13. If successful, go 
  to entry 185. If not, go to 383. 
   
  95 
  The cleric eyes you suspiciously. "The 
  Zhentarim?" he says coolly, his expression not 
  changing. "What is that? I have never heard 
  such a word." 
  How do you respond? 
  ♦ “Oh, my mistake, I must have 
  misspoken. Thank you for your time, 
  good day.” Go to 179. 
  ♦ “Manshoon’s network of spies, of course. 
  The Black Network.” Go to 446. 
  ♦ “Sorry, I meant the Zhentilar. The 
  soldiers.” Go to 465. 
   
  96 
  Dragon’s bane is a rare flower that grows in 
  the upper reaches of the Galena Mountains 
  and is said to protect one from dragon’s fire, 
  and possibly grant protection to other kinds 
  of fire as well. The merchant informs you 
  that in ancient times, dragon's bane used to 
  grow near the walls of Zhentil Keep. The 
  merchant is selling small pouches of it for 100 
  gp each. The efficacy is unknown.  
  You may purchase one of these if you wish, 
  and then return to 433.    
   
  97 
  You walk up to the bars and look through 
  into the room full of female and infant 
  goblins. They females regard you with utter 
  shock, although you note that they do not 
  appear afraid, or malicious towards your 
  presence, which you find a bit odd. But then 
  you wonder why the bars are there. Are they 
  being kept prisoner? 
  ♦ To address them, go to 22. 
  ♦ To return to the junction and continue 
  east, go to 430. 
   
  98 
  You leave the ruined temple and make your 
  way over to the houses you saw earlier.  
  Go to 58.  
   
  99 
  You walk up to the bugbear and tap him on 
  the back.. He turns, utterly bewildered to see 
  you standing there behind him.  
  “Excuse me,’ good fellow,” you begin. “I am 
  down here investigating-” 
  But he is no mood for polite chit-chat. 
  Roaring with rage at your impertinence, he 
  raises his battleaxe and brings it arcing down 
  towards you. 
  Go to Bugbear Enforcer Combat Sheet.  
   
  100 
  Teodric leads you deep into a labyrinth of 
  tangled streets and endlessly twisting 
  alleyways. Suddenly he stops dead in his 
  tracks, putting a fist in the air. You freeze. 
  He waits, holding his dagger at his side. 
  “Quiet now,” he whispers, and waits for a 
  long moment, listening, watching… making 
  absolutely sure you haven’t been followed.  
  (cont. over) 
   
   
   
   
   
  
  	
    
  37	
    
   
   
  Finally, after what seems like an age, the 
  elven knight moves forward towards a door 
  at the end of the alley, motioning for you to 
  follow. You arrive at the door, an 
  unassuming wooden entrance on the side of a 
  building. Teodric pushes it open, ushers you 
  inside, then steps through himself, quickly 
  shutting it behind.  
  You are in total darkness, and just as you 
  begin to fear for your life, and suspect that 
  you are the victim of some hideous, deadly 
  trap, a flame bursts into life and candles are 
  lit: one, two, three, shedding light around the 
  room, and illuminating faces.  
  Seated around a table are six old men, in 
  hooded robes. But by their bearing, and the 
  scars they wear, you know these are 
  warriors. Veterans.  
  “Welcome traveller,” one of them says. 
  “Come, be seated!” 
  ♦ Go to entry 160. 
   
   
   
   
   
  101 
  If you suffered any wounds in that 
  encounter, Jamaunga gives you one of his 
  healing potions.  
  Jamaunga slaps you heartily on the back. 
  "Well met, brave adventurer! We showed 
  that old specter, eh!" Quickly Jamaunga 
  moves to the captives to make sure they are 
  all right.  
  You may wish to take something from the 
  specter. If you know what that thing is and 
  where it needs to be delivered, mark it on 
  your character sheet now. 
  You do not dally in this cursed room. With 
  Jamaunga's help, you guide the captives out 
  of the dungeon and back into the free air of 
  Zhentil Keep. Well, some might call it free 
  air. You're starting to learn otherwise... 
  Turn to 226. 
   
  102 
  One guard keeps his blade trained on you 
  while the other binds your hands behind your 
  back.  
  “We don’t want to kill you traveller. But 
  you will face justice!” 
  Along with the female orc, you are yanked to 
  your feet and pushed forward. Through the 
  darkening streets you are jostled at 
  spearpoint past numerous onlookers. The 
  guards march you down a nearby alley at the 
  end of which are some stairs. You smell 
  sewage, rotting food, and other putrid 
  aromas as you descend the stairs into a dark, 
  damp corridoor. Finally you arrive before a 
  door, which is pushed open. Your hands are 
  unbound, and then with a boot in the middle 
  of your back you are unceremoniously thrust 
  into the room, falling onto your hands and 
  knees. The cell door shuts and is locked 
  behind you.  
  ♦ Go to 317. 
   
   
   
   
   
  
  	
    
  38	
    
  103 
  You take a pinch of the dust and cautiously 
  sniff it, then toss it in the air. Nothing.  
  But then you do start to feel something – 
  thirst. Suddenly you crave water, 
  desperately. You feel a thirst more intense 
  than anything you have ever experienced. 
  Just as you are thinking this, you feel the 
  same sucking sensation that brought you into 
  this room, and sense your body 
  dematerialising! Once again, everything goes 
  black, and all of a sudden you are back in 
  Melhuish’s Magical Curiosities.  
  The girl is standing there smiling. She hands 
  you a goblet of water which you quickly 
  drain. “Not successful, I’m afraid,” she says 
  officiously. “Such a shame, I thought you 
  looked quite clever. Hmm.” 
  Turning her back on you the girl returns to 
  what she was doing before, reading her book 
  on the stairs. Quite rude for such a little one, 
  her parents should have taught her better! 
  you think to yourself.  
  You may return to entry 232 and choose any 
  item you wish to purchase. After that, you 
  leave the shop. Return to entry 12 (without 
  taking a progress point) and choose another 
  merchant to visit.  
   
  104 
  You move further down the corridor, 
  heading east, and for the first time hear noise 
  other than the sound of your own footfalls. 
  Echoing down the long passageway comes 
  the sound of hammering, metal on rock, 
  multiplied many times over. It sounds like a 
  mining crew, or someone busy extending a 
  tunnel.  
  Then, another passage branching off to the 
  north. The noise doesn’t seem to be coming 
  from down here though. It seems to be 
  coming from ahead, to the east. 
  ♦ To take the passage branching off to the 
  north, go to 11.  
  ♦ To continue east, go to 331. 
   
   
  105 
  You search your memory for any knowledge 
  of the strange idol before you, but it is not 
  forthcoming.  
  Looking around the room, you see nothing 
  else of note and return to the junction. 
  Go to 104. 
   
  106 
  Make a thieves' tools check, DC 8.  
  ♦ If successful, go to 489. 
  ♦ If unsuccessful, go to 46.  
   
  107 
  You make your way through a tight 
  doorway and into a room where a man stands 
  amidst a dozen or so cages. Inside each one of 
  these is a small dragon, and they are all of 
  different colours: bronze, gold, silver, green, 
  red... there are even a few gemstone 
  dragons! The room is bare, and looks as if it 
  has only just been moved into... this is 
  certainly not an established shop with a 
  counter and fitting decor. This looks to be a 
  bit of a ramshackle, impromptu set-up.  
  The man standing amongst the cages is 
  loudly arguing with another man who has his 
  back to you.  
  "200 is just robbing me blind," the dragon 
  seller is saying. "The cost in obtaining the 
  beast alone is more than that!” 
  "You had no right buying these wyrmlings in 
  the first place!" the customer shouts. "So 
  what right do you have to sell them? I'm 
  giving you an opportunity to do the right 
  thing here! Report the poachers you bought 
  these wyrmlings from, and then hand the 
  beasts over to me." 
  Suddenly the merchant notices you. "Yes? 
  Can I help you?" 
  "No thanks, just looking," you reply, and 
  continue perusing the cages, eager to listen in 
  on more of this heated exchange.  
  "As I said, Pavos, I cannot let you have the 
  wyrmling for less than 350." 
  A long silence follows, and then something 
  muttered, in a low tone, only the occasional 
  
  	
    
  39	
    
  word audible. "... like to know... Black... 
  sneaking... shouldn't ... poaching... on their 
  bloody doorstep!" 
  Then silence follows, punctuated by the chink 
  of a coin pouch being dropped on a table. A 
  cage door creaks open, and you turn to see 
  the customer leaving with a green dragon 
  wyrmling perched on his shoulder! He is 
  feeding it some small tidbits as he goes. 
  ♦ To follow this strange man, go to 452. 
  ♦ To approach the shop owner, go to 433. 
   
  108 
  Quickly you follow the rogue and duck into 
  the secret passage, anxious not to be seen by 
  any approaching Zhentilar. You move past 
  him and hear the panel slide down behind 
  you. 
  ♦ Roll a d20+4 with advantage. If the result 
  is equal to or higher than your AC, go to 
  434.  
  ♦ If it is lower, go to 170.  
   
  109 
  You make your way across the street to The 
  Scoundrel’s Tankard. Pushing your way 
  through the door, you are immediately met 
  with a wall of noise. The place is packed. 
  There is a reek of ale and sweat, and you 
  shoulder your way in and towards the bar, 
  raising a few grunts of protest.  
  ♦ Go to Map 5 in the Maps Booklet, and 
  turn to the entry for Map 5 at the back of 
  this booklet.  
   
   
   
   
   
   
   
   
  110 
  You can choose to cast one of the following 
  spells: 
   
  SPELL 
  EFFECT 
  Tasha’s 
  Hideous 
  Laughter 
  Make a wisdom save for the 
  bugbear (straight d20 roll 
  against your Spell Save DC). If 
  he fails, the bugbear falls 
  prone, giving you time to 
  smash the locks binding the 
  goblins together. They will 
  then be free to easily overpower 
  the bugbear. Take an 
  immediate victory on the 
  following combat sheet. 
  Invisibility 
  The bugbear will not be able to 
  see you, and you will be make 
  one surprise attack on the 
  bugbear, after which you will 
  be visible.  
  Levitate 
  You can levitate the Bugbear 
  20ft in the air then drop him, 
  giving him 2d6 fall damage. 
  He will then be prone and will 
  have disadvantage on initative. 
   
  If there is another spell you feel would be 
  appropriate here, go ahead and cast it, 
  resolving the effects as you see fit, and in the 
  spirit of the game. Once you have resolved 
  the effects of any spell, go to Bugbear 
  Enforcer Combat Sheet.  
   
  111 
  Did you succeed on a stealth check when you 
  entered?  
  ♦ If so, and no effect (such as triggering a 
  trap) has disrupted it, then go to entry 
  272. 
  ♦ If you do not have stealth, go to 223. 
   
   
   
   
  
  	
    
  40	
    
  112 
  You spot something - a mechanism, 
  connected to the lock. It is so small as to be 
  barely visible, but it is there. You must 
  disarm it.  
  Make a thieves' tools check, DC 14.  
  ♦ If successful, go to 91. 
  ♦ If unsuccessful, go to 394.  
   
  113 
  You search all around the walls, floor and 
  ceiling of the room you are in. The only exit 
  is through to the next room with the second 
  table. There is nothing in this room except 
  the table with the three jars of coloured dust.  
  Aside from that, you find nothing - no other 
  exits, no windows. It's as if you are shut in a 
  tiny box. Then you realize - you are! 
  ♦ To investigate the next room, go to 191. 
  ♦ To have a closer look at the jars of dust, 
  go to 222. 
   
  114 
  The Specter howls, as if in agony, and flees, 
  but not towards the exit... It flies into the 
  back wall and disappears, as if merging with 
  it. It seems this undead can travel through 
  stone, and it has used this ability to get as far 
  away from you as possible.  
  Quickly you revive all the humans, shaking 
  and slapping them to break them out of their 
  trance. They are all shocked to find 
  themselves there, having no memory of how 
  they came to be there. All of them are from 
  the Common Quarter.  
  Finally you get them moving, and out the 
  door.  
  ♦ Will you accompany them out of the 
  dungeon? If so, go to 167.  
  ♦ If you prefer to stay here and wait to see 
  if the specter returns, go to 154.  
   
   
   
   
   
   
  115 
  You study the cleric's face, bearing, and body 
  language. But his motives, whatever they 
  are, are imperceptible.  
  ♦ To follow him through the door, go to 
  127. 
  ♦ To politely decline and move back into 
  the crowd, go to 285. 
   
  116 
  You burst through the flames, emerging 
  beyond the fiery door.  
  Take 1d4 fire damage.  
  You are on a landing which is empty apart 
  from a ladder in its centre, going up to a hole 
  through to the next floor up. The three of 
  you scale this, emerging in a room shaped 
  exactly like the bottom floor. Just smaller, 
  and without giant reptiles. 
  Turn to entry 119. 
   
  117 
  Staying absolutely still and quiet, you hold 
  your breath, pressed against the wall of the 
  pit that lies nearest the door. Soon you hear 
  something - puffing and grunting, as of a 
  large animal, and snuffling about. You stay 
  were you are, frozen, not even daring to 
  breathe. 
  Eventually, however, the noises go away, 
  and the room seems to be empty once more. 
  Standing, you look around and then make a 
  few more attempts to get out of the pit, 
  which you eventually do. You check the 
  chest, which unfortunately contains nothing 
  but sand, and then finally leave the room, 
  turning left down the passage. 
  Go to entry 40. 
   
  118 
  Turn to Map 8, go to the Shield Guardian 
  Combat Sheet and do battle with these 
  statues! 
   
   
   
   
  
  	
    
  41	
    
  119 
  This room is bare apart from some armchairs 
  and a table. You note that the ladder 
  continues upward to the next floor. 
  ♦ To have a look around this room, go to 
  entry 186.  
  ♦ To continue up the ladder to the next 
  floor, go to 125.  
   
  120 
  The six old men and Teodric all sit down 
  around the table, faces lit by the shimmering 
  light of the candles.  
  “Welcome, traveller,” one of them says. “No 
  doubt you are wondering why you are here. 
  First, let me introduce myself. My name is 
  Huon Falconhand, and I am the leader of 
  this little band. We are the Knights of Myth 
  Drannor.” 
  Another of the old men pipes up. “Well, not 
  the Knights of Myth-“ 
  Huon cuts the old man off. “Shut up Addy!” 
  He shakes his head, turning back to you. 
  “No, of course we are not the entirety of the 
  Knights of Myth Drannor. What we are is a 
  small cell, placed here in Zhentil Keep, so 
  that we might be useful in our old age. We 
  sheathed our swords long ago, but still, we 
  watch, and we keep an eye on Manshoon and 
  his evildoings. And those are many.” 
  “The guts of it, my friend,” another chimes 
  in, “is that we have been watching you. We 
  need one such as yourself. As you can see, we 
  are well past our prime. Not only that, but 
  no Knight of  Myth Drannor, even a young 
  one, could complete the task we require of 
  you, as there is a danger that a native of the 
  Moonsea would be recognized by the 
  Zhentarim.” 
  Huon cuts back in. “Illis is right,” he says. 
  “Perhaps you have seen the discrimination 
  that is currently being shown towards orcs. 
  And heard the stories, perchance, of an orc 
  horde marching on the Citadel of the 
  Raven?” 
  “It’s all nonsense!” another old timer 
  exclaims. 
  “A complete falsehood,” Illis agrees.  
  “Utter codswallop,” another one adds.  
  “The rumour goes,” Huon continues 
  patiently, “That Galauntar Hawkhelm, the 
  Captain of the Guard at the Citadel, was 
  assassinated by orc spies who somehow 
  infiltrated the Citadel. Well, we know that’s 
  a falsehood because the Citadel is practically 
  impenetrable by a force of any size. Besides 
  that, what motive would the Thar orcs have 
  to invade the Citadel? It poses no strategic 
  advantage for them. Their own lands are 
  well defended, and they have no designs over 
  the Moonsea. No, it is a ruse, all of it. The 
  Black Network are experts at this sort of 
  scaremongering.” 
  “The real truth,” Huon continues, “is that 
  Manshoon had Galauntar Hawkhelm 
  assassinated by his Zhentarim spies. 
  Galauntar Hawkhelm was elected by all the 
  Moonsea cities to serve as commander of the 
  Citadel, protecting the Moonsea from 
  invaders. But it is known that he is defiant 
  towards Manshoon. For this reason, 
  Manshoon wanted him dead. Now he is dead, 
  
  	
    
  42	
    
  and soon the Zhentarim will have full control 
  of the Citadel. Once they do, Manshoon will 
  dominate these lands.” 
  “It is rumoured that there is a network of 
  tunnels that originates in the Dragonspine 
  Mountains and leads right under the Citadel. 
  Zhentar, the founder of this city, had the 
  tunnels constructed  to serve as an escape 
  from the Citadel in times of siege. We have 
  only ever suspected these tunnels existed, but 
  now we know they must exist, and now the 
  Zhentarim have found them… or perhaps 
  they knew the tunnels were there all along. 
  This is the only way into the Citadel other 
  than through its gates… the only way the 
  Zhentarim could have gotten in there to 
  assassinate Hawkhelm.” 
  “Unless they teleported in,” one old knight 
  suggests, raising a finger.  
  Huon cuts him off. “No. There is a teleport 
  cage around the Citadel. The Citadel is 
  ancient, full of mysteries. No one can teleport 
  in. Once inside, yes, magic can be used, but 
  no one can teleport past those walls.” 
  “Ah. Right.”  
  Huon looks to you expectantly, with a 
  glimmer of hope in his clear blue eyes. “We 
  need you to find the entrance to these 
  tunnels, wherever it lies within the 
  Dragonspines. We need you to follow these 
  tunnels inside the Citadel, and once there, to 
  kill the Zhentarim spies that have infiltrated 
  the Citadel. They may be holding the men 
  there hostage… or they may be hiding in 
  plain sight.” 
  “You will be rewarded,” Illis chimes in. 
  “King Azoun will see to that. We have 
  already discussed the matter with him. He, 
  like all of us, desires to thwart Manshoon’s 
  plans. Here is a token of his goodwill.” 
  Teodric places a pouch into your hand; a 
  heavy pouch. “800 gold,” he says. “And 
  another 800 once the job is done.” 
  Huon continues, “If you cannot find the 
  entrance to the tunnels, continue to the 
  Citadel… there is a small chance you can get 
  in over, or under the walls, concealed in a 
  cart perhaps…  I don’t know how, but you 
  look like a cunning sort. Once you are inside, 
  you must find a knight called Sir Steval 
  Skurynd, a Purple Dragon Knight, and tell 
  him exactly what we have told you. But if 
  you can, try your utmost to find the tunnel 
  entrance. We must destroy it so that no more 
  Zhentarim can infiltrate the Citadel!” 
  Huon sighs, as if exhausted by the telling of 
  this story.  
  “So… what do you say, traveller? Are you 
  willing to take up our quest?” 
  ♦ If you accept this quest, go to entry 174. 
  ♦ If not, go to entry 438. 
   
  121 
   As quickly as you can, you make your way 
  across the bridge, but it is extremely narrow 
  and not easily traversed - it certainly can’t be 
  run across. By the time you get to the other 
  side, the bugbear has disappeared out of sight 
  down the passage.  
  ♦ There is little else to do but continue 
  forward. Go to 35. 
   
  122 
  You drop down into the street below, 
  thanking the Gods that you were able to 
  escape that alive. These Banite clerics are not 
  to be trifled with, it seems! Indeed, all of 
  Zhentil Keep now seems a dangerous place to 
  you. You glance around and see many pairs 
  of eyes watching you, and quickly you 
  disappear into the flow of traffic heading 
  back towards Market Square.  
  ♦ Return to Map 1 and choose a new 
  destination. If you have 4 progress 
  points, go to entry 132 now. 
   
  123 
  You run past the guards and into the 
  blacksmith’s workshop that lies behind the 
  armourers. Several smiths, human and elven, 
  look up as you pass. 
  Make a perception roll, DC 14.  
  ♦ If you are successful, go to 453. 
  ♦ If you are unsuccessful, go to 281. 
  
  	
    
  43	
    
  124 
  The sound of her eldritch invocations chills 
  you to the bone, and you turn and bolt out 
  the door, hearing her curse loudly behind 
  you.  
  Make an athletics check, DC 14. 
  ♦ If you succeed, go to 268. 
  ♦ If you fail, go to 253. 
   
  125 
  You ascend another section of the ladder and 
  emerge in a room which holds six simple 
  beds, all of a similar make. The ladder 
  continues to ascend upwards, finishing at a 
  trapdoor.  
  ♦ To inspect this room, go to 327.  
  ♦ To continue upwards to the trapdoor, go 
  to 393.  
   
   
  126 
  You make your way into an unlit shopfront. 
  The only visible illumination comes from an 
  open doorway at the far side of the room. 
  You make your way over and knock on the 
  door, stooping inside. 
  Inside is an elf bent over a table full of 
  scrolls, books and other artefacts. He is so 
  lost in his study he initially doesn't notice 
  your presence.  
  Finally he looks up with a start. “Ah!” he 
  says, jumping out of his chair. “Come in, 
  come in! I’m Fodus, the clairvoyant, I 
  presume you’re here to have your fortune 
  scried? Take a seat, please!” 
  You plonk yourself down in a seat on the 
  other side of his desk. Fodus takes out a large 
  book and a curious little circular device.  
  “Now, what will it be? 20 gold pieces for the 
  detailed scrying, or just 5 for a basic 
  scrying?” 
  ♦ Do you pay 5 gold for the basic fortune? 
  Go to 454. 
  ♦ Or, do you pay the full 20 for the 
  detailed fortune? Go to 398. 
   
  127 
  "This way," the cleric says. You follow him 
  through the open doorway.  
  The cleric holds the door for you as you step 
  through, emerging in a small open 
  courtyard, surrounded by pillars. Then he 
  quickly pushes the door shut and locks it. 
  "Adoranz, Fromir!" he yells. "We have a 
  visitor!" 
  "What kind of visitor?" comes a reply from 
  somewhere beyond the pillars.  
  "The... curious kind," your host replies.  
  As you puzzle over what he means by this, 
  two other clerics appear.  
  "Yes brothers, this one likes to ask a few too 
  many questions." 
  "What sort of questions?" one clerics growls.  
  "Questions he has no business knowing the 
  answers to," the first cleric says.  
  "We don't like those kind of questions," the 
  second cleric says. All three of them now 
  stand before you, glaring at you from 
  hollow, fanatic eyes. Slowly, in unison, the 
  clerics of Bane all draw vicious-looking maces 
  from the folds of their robes.  
  (cont. over) 
   
  
  	
    
  44	
    
   
   
  The clerics rush forward and attack! 
  ♦ Go to Map 7 and turn to Clerics of Bane 
  Combat Sheet. 
   
  128 
  You quickly duck between the two buildings 
  where you saw the hooded figure disappear, 
  but they are gone.  
  Wondering who it could have been, and 
  whether they were actually watching you, 
  you return to the street.  
  ♦ To visit The Scoundrel’s Tankard, go to 
  109 
  ♦ To go and look for an inn where you can 
  rest, go to 6. 
   
  129 
  The rogue leads you away from Market 
  Square and down a succession of tight 
  alleyways. "Our lair is hidden from the eyes 
  of the public." He smiles. "As you can 
  imagine, we have to be careful not to be seen. 
  It's just down here. Wait." 
  The rogue walks up to the alleway entrance 
  and checks down it quickly.  
  "It's clear," he whispers. "Come on." 
  He quickly pads down the alleyway, then 
  stops by the wall, turns to the right and 
  touches something amongst the stonework – 
  you don’t quite see what. A slab of stone 
  slides upwards. 
  The rogue beckons to you, indicating that 
  you go first. There is a look of slight alarm 
  on his face, seemingly in response to a 
  clattery noise that you can hear from the 
  next street over. He beckons urgently to you. 
  “Come, quickly! I hear Zhentilar coming!” 
  ♦ To enter the secret passage, go to 108.  
  ♦ To tell the rogue to stay and face the 
  Zhentilar with you, go to 247. 
   
  130 
  You are too slow. A bolt of magic energy hits 
  you, slamming you into the opposite wall.  
  Take 1d6 bludgeoning damage from this 
  force bolt. 
  Taking several moments to recover, you pick 
  yourself up and proceed forward to the 
  junction.  
  Go to entry 194. 
  
  	
    
  45	
    
  131  
  The blacksmith can forge one metal weapon 
  for you (sword, axe, greatsword, 
  warhammer, etc) for 20 gp, which is much 
  cheaper than you might get it at a weapon 
  merchant's shop. The weapon will be basic 
  but functional, serving as any normal 
  weapon would damage-wise.  
  The smith chats away as he works on your 
  weapon, hammering out the metal with great 
  skill. It doesn't take long before your weapon 
  is ready, and you hand over the gold to the 
  blacksmith, thanking him for his excellent 
  work.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination. 
   
  132 
  Walking the streets of Zhentil Keep, you 
  notice the hour is getting late and it is 
  approaching the time when you should return 
  to your inn. Evening is closing in and 
  business owners are shutting up shop. Also, 
  your stomach is beginning to utter growls of 
  protest.  
  ♦ Go to 479. 
    
  133 
  Despite your efforts to engage the female 
  goblin in conversation, she seems suspicious 
  of you and won’t talk. Turning away, she 
  retreats to her bed and her waiting infant. 
  The others take her lead and don’t approach 
  you, despite your efforts to communicate.  
  After a while you give up and return to the 
  junction. Go to 430.  
   
  134 
  Following the stranger’s advice, you place 
  the shawl over your head. “That’s it,” he 
  says. “The name’s Rynmor.” 
  You tell Rynmor your name in return. 
  Rynmor informs you he is originally from a 
  nomadic race of people that roamed the 
  Anauroch Desert, “Until our people were 
  scattered to the four winds by the Netheril 
  Wars.” He says that an urgent mission 
  brought him to Zhentil Keep. Then he starts 
  pointing some things of interest out to you.  
  “Look at these worshippers. Slippery folk, 
  these Zhents. Why else would they worship 
  Bane, the God of Deception? An entire city 
  devoted to a god like that? Boggles the 
  mind.” 
  You and Rynmor make your way slowly 
  inside the main temple, the press of people 
  tight. Inside the temple it is dark; no 
  windows show through to the interior and 
  only the door you just passed through admits 
  any light. Low chanting comes from 
  somewhere and there are a hundred different 
  conversations going on around you. 
   
   
  At the main altar, which is lined with dozens 
  of candles, you see a female priest offering a 
  large smoking chalice to an image of what 
  appears to be… a demon? You point out the 
  horns to Rynmor, asking him what that idol 
  represents.  
  “That’s Bane, the Trickster!” Rynmor 
  exclaims. “He’s not a demon… look closer. 
  That’s a kind of mask he’s wearing, with 
  horns on the top. Bane once used a mask just 
  like that to trick a female tanar'ri demon into 
  bearing his seed and giving him a child! That 
  child was Iyachtu Xvim. They say that Bane 
  created Xvim in case he ever died, that he 
  
  	
    
  46	
    
  would have another body that he could 
  transfer to. That is why they call him the 
  Trickster - he fooled even the denizens of the 
  Abyss! And his plane, Acheron, touches the 
  Nine Hells also. So there is a demonic 
  connection. This is Bane’s demonic 
  manifestation.” 
  There is a low, ominous chanting that 
  reverberates throughout the temple, 
  strangely soothing, but with an underlying 
  sinister note. It unnerves you.  
  Rynmor points out some more aspects of the 
  temple. There is a place where you can light 
  candles and place them on the altar before 
  Bane to make an offering. Each candle costs 
  5 gp and Rynmor tells you the money goes to 
  the Banite monks. “Worship at your peril, 
  friend! You never know what sort of boon the 
  Lord of Darkness will bestow on you!” 
  Rynmor also points out to you a door at the 
  far side of the temple that he says leads to the 
  cloister of the Banite monks. You could have 
  a bit of a careful pry around over there, but 
  Rynmor quietly warns you not to go 
  anywhere near that place. 
  You also see clerics milling about, wearing 
  black gauntlets. If you can pretend to be 
  naïve enough, you could perhaps approach 
  one of them and try to get some information 
  out of them.  
  Or you could just stay where you are and 
  observe.  
  ♦ If you wish to make an offering to Bane, 
  go to 25. 
  ♦ To investigate the door that leads to the 
  Banite cloister, go to 190. 
  ♦ To approach a cleric and try to engage 
  them in conversation, go to 289. 
  ♦ To simply observe, go to 195. 
  ♦ If you wish to leave the temple, go to 
  209. 
   
  135 
  “Don’t be foolish!” the cleric spits back. “The 
  High Priest would not share quarters with 
  mere monks! He is part of Lord Manshoon’s 
  inner circle.” 
  “Oh right,” you say. “So he lives with 
  Manshoon then?” 
  The cleric gazes at you as if you are utterly 
  dense. “High Priest Fzoul lives in the Tower 
  of the High Priest of Bane, you fool! Now 
  please, move on!” 
  You glance around and notice at least 
  another dozen of these clerics milling about. 
  Seeing little other option, you smile politely 
  and move back into the crowd.  
  ♦ Return to 134 and choose another option. 
   
  136 
  The gargoyle defeated, you look up to see 
  who the stranger was who aided you from 
  the rooftop - but they are gone. Moments 
  later, however, you see a female halfling 
  appear from an alley next to the building. 
  She approaches you in the street.  
  "I'm Mechioli," she says. "A ranger, from 
  Darmshall. Come, follow me. Quickly now!" 
  You follow the little warrior and she leads 
  you back into the alley she just emerged 
  from. There she stops and turns to face you.  
  "That gargoyle was animated by a Zhentarim 
  mage. I saw her, just moments before you 
  appeared. I've been tracking you through the 
  city." 
  "Tracking me? Why?" 
  "Someone tasked me with your protection," 
  Mechioli replies. "The Knights of Myth 
  Drannor. They will contact you soon, if they 
  haven't already. You have two things that 
  they require: firstly, an unfamiliar face. 
  Secondly, prowess in battle. Your services are 
  needed, outlander!" 
  If you have suffered any wounds, Mechioli 
  spends spell slots to cast Cure Wounds on 
  you twice. Regain 2d8+4 hp.  
  You try to get more information out of 
  Mechioli, but it is not forthcoming. She says 
  once more, "You are valuable to us... try not 
  to die!" 
  And then, as quickly as she appeared, she is 
  gone.  
  Return to Map 1 / Map Entry 1 and continue 
  to your next destination. 
  
  	
    
  47	
    
  137 
  You quicken your stride, anxious to get 
  gone... whatever that thing was, it was after 
  you and you need to be gone from here. You 
  pick up your pace. 
  Roll perception, DC 18.  
  ♦ If successful, go to 428.  
  ♦ If unsucessful, go to 197. 
   
  138 
  You join in heartily, adding your voice and 
  instrument to the song, but soon the 
  Zhentilar break through the gathering and 
  begin to disperse everyone.  
  As the crowd dissipates, the guards look 
  towards you, the performers, but you are one 
  step ahead: your instrument is already packed 
  away and you are out of there before you 
  attract too much attention.  
  Return to Map 1 / Map Entry 1 and continue 
  to your next chosen destination. 
   
  139 
  If you do not wish to accept the quest from 
  the Knights of Myth Drannor, then your 
  time here is done! This is a two-part 
  adventure, so the next progression for you 
  will be Book 4 in this series if you do not wish 
  to accept the quest to find the secret tunnels 
  within the Dragonspines. Thank you for 
  playing Tyrant of Zhentil Keep, until next 
  time! 
   
  140 
  You shake you head. “No thanks,” you say 
  curtly. “I prefer to be on my own.” 
  The stranger gives a shrug. “Suit yourself,” 
  he says, and disappears into the crowd.  
  ♦ Go to entry 382 
   
  141 
  Not wasting another moment, you run over, 
  grab the large laughing halfling (as you do 
  this you randomly think what an excellent 
  tongue-twister that would make), throw him 
  over your shoulder and stride out of the shop, 
  grunting with the effort.  
  Once out on the street you drop him, and he 
  falls onto his back in the street, now at least 
  six feet tall and still growing! A small crowd 
  gathers around.  
  “Thank you!” Pyzar shouts from the door 
  behind you.  
  You turn and re-enter the shop, wiping your 
  brow, and find him back behind his beakers 
  and tubes, humming away happily.  
  “Get that a lot, do you?” you ask, a little put 
  out that he’s not more grateful. You nearly 
  broke your back carrying that inflated 
  midget out of his shop.   
  “Hm? Oh yes,” Pyzar replies, then peers out 
  from behind his equipment, lowering his 
  spectacles. “Oh, I do really appreciate it… 
  ahhh…” he looks around his shop. “I’ll give 
  you a ten percent discount on your purchase, 
  how’s that?” 
  You smile. “Very nice, thank you.” 
  ♦ Go to 476. 
   
  142 
  You reach down and grab the ring, 
  inspecting it. As any sane adventurer would 
  do, you slip it onto your figure, and 
  immediately feel... warm.  
  A pleasant, comforting sensation of warmth 
  comes over you, almost as if you had just 
  pulled on a luxurious animal hide or woollen 
  garmet.  
  Add Ring of Warmth to your inventory if 
  you wish. While wearing this ring, you have 
  resistance to all cold damage. In addition, 
  you and everything you carry cannot be 
  affected by extremely low temperatures. 
  What a great find! 
  To continue onto your next destination 
  within Zhentil Keep, go to Map 1 / Map 
  Entry 1 and find the relevant destination 
  entry.  
   
  143 
  Your ranged attack finds its mark. The 
  bugbear grunts with pain, and then, your 
  attack having put him off balance, slips and 
  falls into the deep crevasse. Quickly you 
  
  	
    
  48	
    
  move forward and watch as his bulky form is 
  swallowed into the black depths. 
   
  Beyond the bridge the passageway continues 
  into darkness, bending around to the right.  
  You take a deep breath and continue 
  forward, thinking it amazing that Wendal 
  Wheatfields had no idea this dungeon was 
  beneath his humble place of business. Making 
  your way across the narrow stone bridge, you 
  peer down into the blackness into which the 
  bugbear fell… but you cannot see a bottom 
  down there. Cautiously you make your way 
  across, soon reaching the other side, 
  Go to 35.  
   
  144 
  Quickly you move to the pillar where you 
  saw motion, just in time to see the swift 
  creature disappearing over a rooftop edge. 
  You catch a glimpse of it - humanoid, 
  completely devoid of hair, and wearing robes 
  of some sort. But at about one hundred feet 
  away, it is too far to see any more detail than 
  that.  
  You have one chance to hit it with a ranged 
  attack, if you have the weaponry to do so.  
  Make a ranged attack with disadvantage.  
  ♦ If the roll is 15 or higher, go to 227. 
  ♦ If lower than 15, go to 155.  
   
  145 
  You gradually draw out the half-orc, who 
  name is Muktash, as to what he is doing in 
  Zhentil Keep (he doesn’t look like a local) 
  and about the discrimination against orcs that 
  seems prevalent here.  
  “False rumours, planted by the Zhentarim,” 
  he breathes quietly, although the halfling 
  seems to hear and shoots him a dirty look. 
  “They’re claiming that an orc horde is 
  marching on the Citadel of the Raven.” 
  “And they’re not?” you ask. “How can you 
  be sure?” 
  Muktash shakes his head. “Most of the orcs 
  in the Moonsea live in Thar,” he replies, 
  “Alongside the ogres, another persecuted 
  race. Not north of The Ride. They’ve been 
  the brunt of Manshoon’s false rumours 
  before, now its our turn.” 
  “But why?” you ask. “Why spread such 
  rumours?” 
  Muktash shrugs. “I don’t know, but I can tell 
  you this: whatever it is, it’s all part of 
  Manshoon’s master plan. His goal is to rule 
  all trade in this area. My guess is he’s trying 
  to get the other rulers of the Moonsea to 
  agree to him taking control of the Citadel. If 
  that happens, he will have a major strategic 
  advantage over the area. Then we can kiss 
  goodbye to all our freedoms!” Muktash says 
  this a little louder, for the halfling’s benefit. 
  “Orcs, halflings, elves, humans… everyone. 
  Manshoon will rule us all!” 
  The halfling wags a finger at Muktash 
  angrily. “Now that’s enough!” he barks. 
  “Keep that sort of talk down or I’ll call the 
  guard.” 
  “All right, settle down,” Muktash says, 
  rolling his eyes at you.  
  A shout comes from the other side of the bar. 
  “Last call for the pit bout! Starting in 2 
  minutes!” 
  ♦ Will you try your hand against Kromm 
  Daggerfist in the pit? Go to 204. 
  ♦ Or you could read the posters around the 
  walls? Go to 189. 
  ♦ Otherwise, there is an interesting-looking 
  dice game going on at a nearby table. Go 
  to entry 18. 
   
   
  
  	
    
  49	
    
  146 
  Deduct a spell slot, and roll 5d8 (you can also 
  cast this at 2nd level and roll 7d8 instead). 
  ♦ If the result is 1-10, go to 246. 
  ♦ If you rolled 11-21, go to 262. 
  ♦ If the result is 22 or higher, go to 486. 
   
  147 
  You quietly produce the materials and make 
  the incantation.  
  Make a wisdom saving throw for the guard 
  (straight d20). The DC is your spellcasting 
  ability modifier.  
  ♦ If he succeeds, go to 252. 
  ♦ If he fails, go to 373. 
   
  148 
  Try as hard as you might, you cannot 
  remember the significance of these religious 
  icons.  
  Frustrated at your inability to recall, you 
  return to the midst of the ruins.  
  Go to entry 78 without taking a progress 
  point.  
   
  149 
  The rogue, a human, pouts as he considers 
  your question. “A quest, you say? Well.. 
  that all depends where your loyalties lie, my 
  friend. No doubt you’ve heard of Manshoon. 
  Now that you’ve seen Zhentil Keep, what do 
  you think of him?”  
  How do you respond? 
  ♦ “He’s obviously neglectful of his people – 
  a tyrant and a villain!” Go to 399. 
  ♦  You could attempt to praise Manshoon 
  to this rogue. Go to 340. 
  ♦ Or you could pretend to be ignorant. Go 
  to 282. 
   
  150 
  Gunter’s General Supplies is a busy 
  establishment. Humans – Zhentilar and 
  civilians - rub shoulders with adventurers and 
  townsfolk of all races. The harried staff dash 
  to and fro between the many aisles and dark 
  wooden shelves, seeing to people’s orders and 
  generally looking quite harassed. You take 
  your time, gathering the things you need.  
  Select and purchase any items you want from 
  page 150 of the Players Handbook.  
  The following items are also available.  
  • 
  Monster hunter pack: includes a 
  chest, a crowbar, a hammer, three 
  wooden stakes, a holy 
  symbol, a flask of holy water, a set of 
  manacles, a steel mirror, a flask of 
  oil, a tinderbox, and 3 torches. (45 gp. 
  46 lb.) 
  • 
  Set of pitons and hammer (2 gp 8lb.) 
  • 
  Set of 3 empty vials (2 gp. 1/2 lb.) 
  • 
  1 pound bag of flour (1 sp. 1 lb.) 
  • 
  Gambling set (3 gp. 1/4 lb.) 
  • 
  Large magnet (3 gp. 1/2 lb.) 
   
  ♦ Purchase whatever your heart desires and 
  then return to entry 86. Do not take a 
  progress point when returning to 86.  
   
   
  151 
  You hear a sound from behind you, and turn 
  just in time to see a hideous floating specter, 
  its top half covered in armour, its head 
  encased in a plated helmet bearing long, 
  curving horns, which you manage to parry 
  away as the specter charges you like a bull! 
  Go to Abyssal Specter Combat sheet and go 
  with the "Location 2" settings.   
   
  152 
  You feel something on the back of your neck, 
  no more than a breath of air.  
  Quickly whipping around, you draw your 
  weapon and reflexively lash out at whatever 
  presence is behind you, but too late... 
  whatever you felt is gone.  
  You reach up to feel the back of your neck, 
  sensing something is definitely amiss. 
  Moving your hand around, you realize there 
  is a little less hair than there was before. A 
  lock of your hair is missing!  
  Appalled, you quicken your pace. This 
  cannot be good.  
  (cont. over) 
  
  	
    
  50	
    
  Note the codeword Memento on your 
  character sheet.  
  ♦ To continue onto your next destination 
  within Zhentil Keep, go to Map 1 / Map 
  Entry 1 and find the relevant destination 
  entry.  
  ♦ Or, perhaps this encounter has spooked 
  you to the point where you simply want 
  to return to your inn. Go to 311. 
   
  153 
  The flames in the door frame turn out to be 
  actual fire, and burn your hand superficially.  
  Take 2 hp fire damage.  
  Seeing no other option, you realize Salihn's 
  plan is the only way forward.  
  Go to 319. 
   
  154 
  The captives quickly depart, and you 
  remember that you left a rope dangling from 
  above, tied to a rock. But simply rescuing 
  these poor souls is not enough for you; you 
  want to end the specter's reign of terror. You 
  move to the back wall where the specter 
  entered and hold your weapon at the ready, 
  waiting, staying in the shadows.  
  Soon, you see it emerge and move straight 
  into the centre of the chamber. It only takes a 
  second for it to realize it has been deprived of 
  its quarry, and it searches the room for any 
  sign... then it sees you.  
  Howling in rage, it lowers the horns on its 
  helmeted head and charges! You must do 
  battle with this infernal spirit! 
  Go to Abyssal Specter Combat Sheet.  
  (If you have met Jamaunga, he stays and 
  assists you in battle).  
   
  155 
  Your ranged attack does not find its mark, 
  and now the creature is gone - disappeared 
  amongst the rooftops of Zhentil Keep. 
  Pursuit would be futile from here. The 
  creature was quick and seemed to possess 
  uncanny powers of stealth and camouflage.  
  Wondering at what could have motivated it 
  to be spying on you, you return to the street.  
  Go to Map 1 / Map Entry 1 and continue to 
  your chosen destination.  
   
  156 
  You try to read the rogue’s intentions, but he 
  is either hiding his true motives, or his 
  invitation is well-meant. 
  ♦ To follow him, go to 129. 
  ♦ To turn and leave quickly without saying 
  another word, go to 324.  
  ♦ To make your apologies and say you 
  have other business to attend to, go to 
  266. 
   
  157 
  As you tend to the mistreated orc she slowly 
  comes around.  
  “Thank you,” she says in a slurred voice, 
  looking around. “Where am I?” 
  You tell her what happened, and slowly she 
  regathers her wits a little more. “I need to be 
  gone,” she says suddenly, getting to her feet. 
  “It’s not safe for orcs in Zhentil Keep any 
  more. Not since these lies have been 
  circulated. I need to leave for Thar, warn my 
  people!” 
  Do you have anything you want to ask this 
  orc? 
  ♦ “You mentioned the Zhentarim before. 
  What are they?” Go to entry 423. 
  ♦ “How do you know these are lies, and if 
  they are, who is spreading them and 
  why?” Go to 359. 
  ♦ Or you could let her go on her way, and 
  start searching for an inn where you can 
  spend the night. Go to entry 6. 
   
  158 
  You walk over to the crowd gathered around 
  the man, who appears to be a priest of some 
  sort. His words gradually become audible. 
  The priest sees you arrive and gives you a 
  slight smile. 
  "For the benefit of those who have just 
  arrived, I shall repeat the fell news, delivered 
  
  	
    
  51	
    
  to Lord Manshoon this morning, and relayed 
  by His Grace to the Priests of the Temple of 
  Bane. The tidings are thus: Galauntar 
  Hawkhelm is murdered! By an orc assassin! 
  And an orc horde descends on the Citadel of 
  the Raven, marching unchecked across The 
  Ride! Tens of thousands!” 
  “Lies!” a voice cries out. You turn to see a 
  female orc glaring at the priest. “These are 
  lies, propagated by the Black Network! 
  Zhentarim spies killed Hawkhelm, not our 
  people.” 
  “Silence, wench!” the priest bellows. “Of 
  course you would say such things! Killed by 
  the Zhentarim indeed!” 
  From seemingly out of nowhere, two guards, 
  dressed in the same livery as the gate sentries, 
  appear and grab the orc female under her 
  arms, and begin dragging her away kicking 
  and screaming. The rest of the crowd grows 
  restless.  
  “That’s enough of that!" one guard says 
  gruffly, dealing her a vicious blow with his 
  gauntletted hand. The female orc’s head 
  slumps forward; the blow has rendered her 
  unconscious.   
  The priest addresses the crowd again. “See! It 
  is bred into them, this violence, this hatred. A 
  night in the dungeons will be her reward for 
  treasonous talk like that!" 
  ♦ Will you go to the female orc’s aid? Go to 
  187. 
  ♦ To do nothing and simply observe, go to 
  259. 
  ♦ If you want to leave this crowd and visit 
  The Scoundrel’s Tankard, go to 109. 
  ♦ Or, if you want to go and find an inn for 
  the night, go to 6. 
   
  159 
  Salihn is taken aback by your offer of 
  assistance. “Well I won’t say no… we could 
  be killed, you know. And I don’t have 
  anything to pay you with. But you will be 
  keeping power out of the hands of 
  Manshoon, so that’s something. 
  “Think about it tomorrow,” Salihn says. “If 
  you still want to help, meet us at the East 
  Bridge, north end, four hours after dusk.” 
  ♦ If you still want to help Salihn achieve 
  her goals, take note of the codeword 
  Wandquest. At the appropriate time, it 
  will be activated. For now, go to 381.  
   
  160 
  The six old men, and the elven warrior who 
  brought you here, all sit down around the 
  table, faces lit by the shimmering light of the 
  candles.  
  “Welcome, traveller,” one of them says. “No 
  doubt you are wondering why you are here. 
  First, let me introduce myself. My name is 
  Huon Falconhand, and I am the leader of 
  this little band. We are Knights of Myth 
  Drannor.” 
  Another of the old men pipes up. “Well, not 
  the Knights of Myth-“ 
  Huon cuts the old man off. “Shut up Addy!” 
  He shakes his head, turning back to you. 
  “No, of course we are not the entirety of the 
  Knights of Myth Drannor. What we are is a 
  
  	
    
  52	
    
  small cell, placed here in Zhentil Keep, so 
  that we might be useful in our old age. We 
  sheathed our swords long ago, but still, we 
  watch, and we keep an eye on Manshoon and 
  his evildoings. And those are many.” 
  “The guts of it, my friend,” another chimes 
  in, “is that we have been watching you. We 
  need one such as yourself. As you can see, we 
  are well past our prime. Not only that, but 
  no Knight of  Myth Drannor, even a young 
  one, could complete the task we require of 
  you, as there is a danger that a native of the 
  Moonsea would be recognized by the 
  Zhentarim.” 
  Huon cuts back in. “Illis is right,” he says. 
  “Perhaps you have seen the discrimination 
  that is currently being shown towards orcs. 
  And heard the stories, perchance, of an orc 
  horde marching on the Citadel of the 
  Raven?” 
  “It’s all nonsense!” another old timer 
  exclaims. 
  “A complete falsehood,” Illis agrees.  
  “Utter codswallop,” another one adds.  
  “The rumour goes,” Huon continues 
  patiently, “That Galauntar Hawkhelm, the 
  Captain of the Guard at the Citadel, was 
  assassinated by orc spies who somehow 
  infiltrated the Citadel. Well, we know that’s 
  a falsehood because the Citadel is practically 
  impenetrable by a force of any size. Besides 
  that, what motive would the Thar orcs have 
  to invade the Citadel? It poses no strategic 
  advantage for them. Their own lands are 
  well defended, and they have no designs over 
  the Moonsea. No, it is a ruse, all of it. The 
  Black Network are experts at this sort of 
  scaremongering.” 
  “The real truth,” Huon continues, “is that 
  Manshoon had Galauntar Hawkhelm 
  assassinated by his Zhentarim spies. 
  Galauntar Hawkhelm was elected by all the 
  Moonsea cities to serve as commander of the 
  Citadel, protecting the Moonsea from 
  invaders. But it is known that he is defiant 
  towards Manshoon. For this reason, 
  Manshoon wanted him dead. Now he is dead, 
  and soon the Zhentarim will have full control 
  of the Citadel. Once they do, Manshoon will 
  dominate these lands.  
  “It is rumoured that there is a network of 
  tunnels that originates in the Dragonspine 
  Mountains and leads right under the Citadel. 
  Zhentar, the founder of this city, had the 
  tunnels constructed  to serve as an escape 
  from the Citadel in times of siege. We have 
  only ever suspected these tunnels existed, but 
  now we know they must exist, and now the 
  Zhentarim have found them… or perhaps 
  they knew the tunnels were there all along. 
  This is the only way into the Citadel other 
  than through its gates… the only way the 
  Zhentarim could have gotten in there to 
  assassinate Hawkhelm.” 
  “Unless they teleported in,” one old knight 
  suggests, raising a finger.  
  Huon cuts him off. “No. There is a teleport 
  cage around the Citadel. The Citadel is 
  ancient, full of mysteries. No one can teleport 
  in. Once inside, yes, magic can be used, but 
  no one can teleport past those walls.” 
  “Ah. Right.”  
  Huon looks to you expectantly, with a 
  glimmer of hope in his clear blue eyes. “We 
  need you to find the entrance to these 
  tunnels, wherever it lies within the 
  Dragonspines. We need you to follow these 
  tunnels inside the Citadel, and once there, to 
  kill the Zhentarim spies that have infiltrated 
  the Citadel. They may be holding the men 
  there hostage… or they may be hiding in 
  plain sight.” 
  “You will be rewarded,” Illis chimes in. 
  “King Azoun will see to that. We have 
  already discussed the matter with him. He, 
  like all of us, desires to thwart Manshoon’s 
  plans. Here is a token of his goodwill.” 
  Teodric places a pouch into your hand; a 
  heavy pouch. “800 gold,” he says. “And 
  another 800 once the job is done.” 
  Huon continues, “If you cannot find the 
  entrance to the tunnels, continue to the 
  Citadel… there is a small chance you can get 
  in over, or under the walls, concealed in a 
  
  	
    
  53	
    
  cart perhaps…  I don’t know how, but you 
  look like a cunning sort. Once you are inside, 
  you must find a knight called Sir Steval 
  Skurynd, a Purple Dragon Knight, and tell 
  him exactly what we have told you. But if 
  you can, try your utmost to find the tunnel 
  entrance. We must destroy that entrance so 
  that no more Zhentarim can infiltrate the 
  Citadel!” 
  Huon sighs, as if exhausted by the telling of 
  this story.  
  “So… what do you say, traveller? Are you 
  willing to take up our quest?” 
  ♦ You cannot refuse a good quest. Go to 
  entry 295. 
   
  161 
  The elven stranger leads you deep into a 
  labyrinth of tangled streets and endlessly 
  twisting alleyways. Suddenly he stops dead 
  in his tracks, putting a fist in the air. You 
  freeze. He waits, holding his dagger at his 
  side. “Quiet now,” he says, and waits for a 
  long moment, listening, watching… Making 
  absolutely sure you haven’t been followed.  
   
   
   
  Finally, after what seems like an age, he 
  moves forward towards a door at the end of 
  the alley, motioning for you to follow. You 
  arrive at an unassuming wooden door on the 
  side of a building. The stranger pushes it 
  open, ushers you inside, then steps through 
  himself, shutting it behind.  
  You are in total darkness, and just as you 
  begin to fear for your life, and suspect that 
  you are the victim of some hideous, deadly 
  trap, a flame bursts from the darkness. 
  Candles are lit - one, two, three - shedding 
  light around the room, and illuminating 
  faces.  
  Seated around a table are six old men, in 
  hooded robes. By their bearing, and the scars 
  they wear, you know these are warriors. 
  Veterans.  
   “Welcome traveller,” one of them says. 
  “Come, be seated!” 
  ♦ Go to entry 198. 
   
  162 
  Something tingles on the back of your neck, 
  and suddenly you get a feeling – no,  a 
  strong instinct – that you are being watched.  
  You whip around quickly to see a hooded 
  figure disappear between two buildings.  
  ♦ To try and follow, go to entry 128 
  ♦ Or perhaps you merely imagining things. 
  You shrug and try to find an inn. Go to 
  6. 
  ♦ The other option, of course, is visiting 
  The Scoundrel’s Tankard. To visit the 
  tavern, go to entry 109.  
   
  163 
  One of the players congratulates you on your 
  luck as you pocket the winnings. The other 
  skulks angrily off to the bar.  
  “Well done,” the elf says, giving you another 
  one of her smiles. “Enjoy the rest of your 
  stay in Zhentil Keep!” 
  ♦ To try and talk to this elf, go to 474. 
  ♦ To stand and leave the table, go to 381. 
   
   
  
  	
    
  54	
    
  164 
  Whatever or whoever was keeping that robe 
  erect will forever remain a mystery. But 
  there are a few possible explanations. You 
  have heard of assassins so accomplished that 
  they can use the plane known as the 
  Shadowfell to actually teleport short 
  distances. Not only that, but in your travels 
  you have heard tell of a race of people known 
  as skulks who can accomplish similar feats, 
  and whose camouflage abilities and stealth 
  can render them virtually invisible. You 
  don't know whether you’ve just encountered 
  one of these beings, or simply a powerful 
  magic user. Their motives and reasons for 
  being where they were are, for now at least, 
  unclear.  
  Return to Map 1 / Map Entry 1 and choose a 
  new destination, or continue to the 
  destination you were originally headed 
  towards. 
   
  165 
  You have triggered a dart trap! Three small 
  darts hit you in quick succession.  
  Take 3d4 piercing damage.  
  You quickly tend to your wounds and then 
  make short work of the lock, which is a fairly 
  simple device. The chest lid releases.  
  Go to entry 427.   
   
  166 
  In that moment, your instincts pick up on a 
  few things about this situation that seem… a 
  bit off. For one thing, there is the look on the 
  rogue’s face. It seems frustrated, 
  exasperated, the expression of someone whose 
  carefully laid plan has just failed.  
  The second thing you notice is the noise of 
  the so-called approaching Zhentilar. 
  Listening closer, you realize that it’s not the 
  sound of armored feet at all, but rather the 
  clatter of a horse-drawn cart, echoing off the 
  walls and buildings! 
  This rogue was lying to you, and probably 
  leading you into some sort of trap! 
  You turn to the rogue calmly, stilling your 
  anger with great effort. “You’re right,” you 
  say. “Let’s go.”  
  But the rogue is too perceptive for that – he 
  knows he’s been made. Turning and bolting, 
  he hits the mechanism as he goes and the slab 
  of stone begins sliding back into place.  
  ♦ Do you attempt to pursue him? Go to 
  292. 
  ♦ Or you could just let him go by going to 
  entry 215.  
   
  167 
  You start herding the specter's captives out of 
  the dungeon. However, just as you are 
  exiting the glyph room, you hear a howl of 
  protest behind you. You turn to see the 
  specter flying towards you! Screaming in 
  terror, the specter's former captives flee down 
  the corridor, leaving you to face the thing 
  alone. 
  Go to Abyssal Specter Combat Sheet starting 
  from Location 2.  
  (If you have met Jamaunga, he stays and 
  assists you in battle).  
   
  168 
  The priest responds that they do not have oil, 
  but if you have some plain oil, she can bless it 
  for you, which she will do for a donation of 
  20 gp. 
  Alternately, flasks of Amaunator-blessed 
  holy water are being sold outside the temple 
  for 25 gp each, limit 2.  
  The priest wishes you a good day and 
  wanders off to attend to her duties. 
  Return to 53 and choose another option, if 
  you wish.  
   
  169 
  Take 2d6 poison damage. If you are still 
  alive, continue reading below.  
  You awake, what feels like many hours later, 
  in a tight, enclosed space. You are being 
  jostled about, which is probably what woke 
  you. It's almost as if you're adrift on a rough 
  
  	
    
  55	
    
  sea, inside a trunk of some sort. But then you 
  hear voices.  
  "Not much further," one voice says.  
  "Good," a second answers. "Let's get this 
  done and report back to Semmemon for our 
  gold." 
  You bump along inside the dark trunk for 
  another few minutes, until you can hear the 
  sound of water lapping against a pier.  
  "Here we are," the first voice says. "To the 
  end, then?" 
  "Aye." 
  You start banging on the lid of the chest, 
  moving around so you can get your legs bent 
  up above you, and kicking out as hard as you 
  can.  
  "Still alive!" the second voice exclaims.  
  "Don't worry, the Tesh will take care of 
  that!" the first voice says. "Ready?” The chest 
  begins to swing back and forth. “On three... 
  one, two..." 
  The gruff man's voice is cut short by the 
  shear and thunk of an arrow, from a 
  longbow if you're not mistaken, followed 
  soon after by a dull thud. The trunk hits the 
  ground hard, jarring your head severely. 
  "What the- Thebus, are-“  
  Another two arrows, thunk-thunk, in quick 
  succession, followed by an agonized groan 
  and a splash. 
  Then, soon after, you hear someone fumbling 
  with the straps of the trunk. The lid flies 
  open, and there looking down at you is a tall 
  male elf, dressed in chain mail and Zhentilar 
  livery. He offers a hand, just as you offered 
  a hand to Annaya what only seems like 
  moments ago. Unlike that encounter though, 
  you get the distinct impression that no malice 
  is involved here, despite the Zhentilar 
  uniform. 
  The elf helps you up and out of the trunk, 
  and you see that you are at the end of a pier 
  which extends out over the river Tesh. It is 
  dark, nighttime, and your head is pounding. 
  You stand and notice your legs are shaky, 
  barely strong enough to work. Annaya’s 
  poison is obviously still affecting you.  
  The elf hands you a flask.  
  (Do you know Teodric? If so, you thank him 
  for saving you – and skip the following 
  introductions…) 
  "I'm Teodric,” he says, introducing himself. 
  “Drink that, it will help. Ignore the uniform, 
  that’s just a disguise." 
  You chug the sweet liquid, and indeed it does 
  help, clearing your head and reinvigorating 
  your spirit. You draw in several deep breaths 
  and are beginning to feel yourself again.  
  (Regain 1d6 hp). 
  "You're lucky I got here in time," Teodric 
  says as he retrieves his arrows. "Another few 
  moments and you'd have been done for. 
  Come on, we need to move." 
  Teodric leads you back down the pier and 
  soon you are once again amongst the tangled 
  streets and alleyways of Zhentil Keep, 
  walking quickly. Teodric talks as you 
  struggle to keep up with his swift stride.  
  "You were saved because we have been 
  watching you, friend, since you entered the 
  city. That was the Black Network you just 
  encountered, the Zhentarim. They have been 
  watching you also, but for different reasons. 
  You must have done something to irritate 
  them." 
  You rack your brains, wondering what it 
  could have been. 
  "Don't bother trying to solve such questions. 
  No-one understands the motives of 
  Manshoon and his Zhentarim. The important 
  thing is, you're safe now." 
  Teodric leads you this way and that, and you 
  wonder if the twisting journey will ever end. 
  Then, suddenly, you are before a low door at 
  the end of an alleyway. Teodric quickly 
  checks all around, the buildings above, the 
  end of the alleyway to make sure you weren't 
  followed. Then, with a quick nod to you, he 
  opens the door and steps through. You follow 
  Teodric into the totally dark room, and the 
  elf quickly shuts the door behind you.  
  You are in total darkness.  
  Suddenly, a flame bursts from the darkness 
  and candles are lit, one, two, three… 
  
  	
    
  56	
    
  shedding light around the room, and 
  illuminating faces, seven of them.  
  Seated around a table are six old men, in 
  hooded robes.  
  “Welcome traveller,” one of them says. 
  “Come, be seated!” 
  Go to entry 229. 
   
  170 
  You hear something behind you, and turn 
  just in time to see the rogue lurching forward 
  at you with his rapier. Quickly you draw 
  your own weapon and parry him to the side.  
  "You bloody coward!" you growl through 
  gritted teeth. "You'll pay dearly for that, 
  worm!" 
  The cowardly rogue sneers evilly. "That's 
  Devil Worm to you, cretin!" 
  Go to Devil Worm Combat Sheet.  
   
  171 
  “Oh I’m sorry, I didn’t know,” you lie.  
  The cleric eyes you warily. “Hm. Well, off 
  with you then!” 
  You glance around and see at least another 
  dozen of these clerics milling about. Seeing 
  little other option, you smile politely and 
  move back into the crowd.  
  ♦ Return to 134 and choose another option.  
   
  172 
  You make your way forward into the large 
  room to the north.  
  Entering the chamber, you see a large idol 
  towering above you, but with one thing 
  missing - its head! The decapitated statue 
  holds a sceptre of some sort and stands on a 
  large plinth, on the side of which is an 
  inscription: 
   
  Zhentar, founding lord of Zhentil Keep.  
   
  So, Zhentil Keep did not begin with 
  Manshoon after all! There was someone 
  before him... at least one ruler who 
  proceeded the man referred to as the Tyrant 
  of Moonsea.  
  You take a brief look around the room, and, 
  convinced there is nothing else here worthy of 
  investigation, return to the junction.  
  Return to entry 194 and choose another 
  option. 
   
  173 
  Ignoring the poor woman's cries for help, 
  you continue on down the street, intent on 
  your next destination.  
  ♦ You heartless wretch! Go to Map 1 / Map 
  Entry 1 and continue to your next 
  destination. 
   
  174 
  "I'll do it," you hear yourself saying.  
  "Excellent!" Huon Falconhand exclaims. “I 
  can’t tell you what this means to us, friend! 
  You will be rewarded, but beyond that, you 
  will always have friends in the Knights of 
  Myth Drannor! And, you will have saved the 
  Moonsea from tyranny.” 
  “Go now,” Huon says, placing a hand on 
  your shoulder. “Leave at dawn tomorrow. A 
  mile from the city gates, Teodric will meet 
  you with a horse, and guide you to the foot 
  of the Dragonspines, about fifty miles’ ride. 
  After that, you are on foot, and on your 
  own.” 
  One of the Knights, a ancient character who 
  looks more like a mage than a fighter, also 
  approaches, holding a blue bottle out towards 
  you. “To heal your wounds,” he says in a 
  quiet voice. “I fear you will need it, young 
  adept!” You accept it with a slight inclination 
  of your head.  
  (Add 1 Potion of Healing to your inventory). 
  After exchanging final words and receiving 
  blessings from all the elderly knights, you 
  leave their hideout and emerge in the 
  alleyway, quickly finding your way back out 
  onto the main street. Your head is spinning 
  at what you have been thrust into the middle 
  of, but you cannot help feeling this quest is 
  vitally important.  
  (cont. over) 
  
  	
    
  57	
    
  You return to your inn by the most direct 
  route, careful to make sure you are not 
  followed. You make your way inside.  
  If you are staying at The Stout Miner, pay 2 
  gp for your room for the night. If you are 
  staying at The Zhentil Arms, pay 5 gp and 
  then turn to 182. 
   
  175 
  You use your cunning paired with your 
  magic ability to create a distracting illusion 
  on the far side of the room. The specter 
  rushes to it, thinking it a foe of some kind.  
  You can use the specter's distraction to 
  quickly make a ranged, melee or spell attack 
  with advantage. Take note of any damage 
  and then proceed to Abyssal Specter Combat 
  Sheet.  
   
  176 
  You are careful to keep yourself well hidden 
  amongst the maze of shelves – the guards 
  haven’t really noticed your presence yet. 
  Quietly you produce the materials and make 
  the gestures, focusing on the outside street as 
  you begin to create a sonic illusion.  
  “Help!” comes a shout from outside the shop. 
  “That orc just killed a Zhentilar guard! Catch 
  him, catch him!” 
  The speed at which the captain and his two 
  lackeys run for the door is astonishing. One 
  knocks over a set of shelves as he departs.   
  “He’s running towards Market Square! Catch 
  him, quickly!” 
  From between the shelves you have a good 
  view out towards the front of the shop. The 
  guards look around confusedly, and finally 
  turn and run towards Market Square, as the 
  illusory voice directed them. 
  Smiling slightly you approach the gnome. 
  “Wonder what all that was about?” you 
  remark casually. “Now, would you mind 
  showing me some of your fine wares, good 
  sir?” 
  ♦ Go to 14. 
   
   
  177 
  Closing your eyes, you attempt to conjure an 
  image to distract the spectre.  
  Roll a d20, adding one of the modifiers listed 
  below, based on the spell you choose to cast: 
   
  SPELL 
  MODIFIER 
  Thaumaturgy 
  +3 
  Minor Illusion 
  +2 
  Silent Image 
  +1 
  Prestidigitation 
  0 
  Druidcraft 
  -1 
   
  ♦ If you roll 1-11 go to 245. 
  ♦ If you roll 12 or above, go to 175. 
   
  178 
  Your divine sense tells you that the floating 
  creature is a type of powerful undead. 
  You could use your channel divinity ability 
  to Turn the Unholy here.  
  ♦ If you want to attempt this, go to 469.  
  ♦ Otherwise, return to 367 and choose 
  another option.  
   
  179 
  “Hm. Very well then, off you go,” the cleric 
  says shortly.  
  Glad to extricate yourself from this 
  conversation, you smile politely, nod your 
  head and merge back into the crowd.  
  ♦ Is Rynmor with you? If so return to 134 
  and choose another option.  
  ♦ If you are alone, return to 382 and choose 
  another option.  
   
  180 
  You help Jamaunga herd the specter's 
  captives out of the dungeon and up the rope 
  you descended to get down here. Soon they 
  are all on the ground above, and they become 
  quite emotional, thanking you profusely.  
  Jamaunga's friend comes close and embraces 
  you warmly. "Thankyou, traveller. You 
  saved us. We will never be able to repay 
  you!" 
  (cont. over) 
  
  	
    
  58	
    
  Take one inspiration point for your bravery. 
  Then return to Map 1 / Map Entry 1 and 
  choose your next destination. Or, if you 
  already have four progress points, go to 132.  
   
  181 
  You bolt for the entrance, determined to 
  make the rogue pay for his trickery. Just as it 
  is shutting, you dive and barely make it 
  through the gap, landing in a roll and deftly 
  drawing your weapon as you come into a 
  crouching position on the other side of the 
  wall.  
  The rogue has turned to face you. “Foolish 
  outlander!” he hisses, striding towards you 
  and drawing his rapier. “Very foolish 
  indeed.” 
  Go to Devil Worm Rogue Combat Sheet. 
   
  182 
  You are happy to see your room, and quickly 
  bed down to get some rest.  
  You will only have time to activate one  
  codeword from the list below.  
  ♦ Do you have the codeword Wandquest? 
  If so go to entry 413. 
  ♦ Do you have the codeword Specterquest? 
  If so go to entry 493.  
  ♦ Do you have the codeword Dockrescue? 
  If so go to entry 93. 
  ♦ Do you have the codeword Helpwendal? 
  If so go to entry 250. 
  ♦ If you have none of these, go to entry 51. 
   
  183 
  Something is off about this character. You 
  get the distinct impression he is leading you 
  into some sort of trap.  
  ♦ To follow him anyway, go to 129.  
  ♦ To turn and walk away, go to 324.  
  ♦ Or you could say you have other business 
  to attend to, leaving courteously. Go to 
  266.  
   
   
   
   
  184 
  You clearly read malicious intent in this 
  cleric's expression and body language. And 
  his tone... it is the tone of a liar.  
  It is obvious to you that if you follow him 
  through this door, the result could be 
  catastrophic.  
  ♦ To follow him through the door anyway, 
  go to 127. 
  ♦ To politely decline and rejoin the crowd, 
  go to 285. 
   
  185 
  Your new acquaintance appears to be sincere. 
  There is nothing in his body language or his 
  tone to indicate otherwise. But something 
  tells you this is not some chance encounter.  
  ♦ Are you willing to have him accompany 
  you? If so go to entry 134 
  ♦ If not, go to 140. 
  ♦ If you demand he tell you why he 
  approached you, go to 83. 
   
  186 
  You look around the room, but there is 
  nothing remarkable here. It appears to be a 
  kind of entry / waiting area, perhaps for 
  guests of Fzoul's.  
  You move back to the ladder to continue to 
  the next floor. Go to 125. 
   
  187 
  You stride towards the guards who are 
  carrying the female orc away. 
  “Let her go!” you say. “She’s done nothing 
  wrong except speak her mind.” 
  The guards stop and assess you. One puts a 
  hand on the hilt of his sword.  
  (cont. over) 
   
   
   
   
   
   
   
   
  
  	
    
  59	
    
  “How important is this to you, friend? You 
  want to join her in the dungeons?” 
  ♦ Are you willing to pursue this to combat? 
  If so go to 31 
  ♦ Alternatively you could attempt to cast 
  Sleep to send the guards into a magical 
  slumber. Go to 146 
  ♦ Otherwise, you realize you are hopelessly 
  outnumbered and leave the situation. Go 
  to 259 
   
  188 
  The chasm is more a network of deep cracks, 
  a depression in the earth which dips sharply 
  near the centre. This whole area is sunken, 
  almost as if whatever is underneath it, some 
  underground structure, has partially 
  collapsed.  
  Right at the centre of the depression is a wide 
  crack, and you look down to see a drop of 
  about 20 feet. There is a cracked cobble floor 
  below. A sewer, or underground crypt 
  perhaps? Or maybe the basement of an old 
  ruined house that once stood here? Impossible 
  to tell from this vantage point.  
  There is a large rock nearby to which you 
  could easily fix a rope if you wanted to 
  descend.  
  ♦ Are you a barbarian? If so go to 29.  
  ♦ To descend and check out what is down 
  below, go to 87 (you will need rope).  
   
  189 
  There are numerous posters on the wall, 
  advertising all sorts of things, but two in 
  particular catch your eye. The first reads: 
  ORC AMNESTY 
  All orcs will report to have compulsory 
  identification papers issued, the third day of 
  the first tenday of Kythorn, at the Grand 
  Temple of Bane. This is to distinguish those 
  who are legitimate citizens of Zhentil Keep 
  from those who may be spies acting for 
  Ghauust, the four-armed Orcish Warlord 
  currently marching on the Citadel of the 
  Raven. 
  And the second reads: 
  SPECTRAL TERROR IN THE 
  SOUTH CITY! 
  All residents within the South City are 
  advised to be indoors after dusk. A terrible 
  specter has been sighted amongst the ruins at 
  night and has already killed three people, and 
  kidnapped four more. It is described as 
  having an upper half covered in armor, and 
  an ethereal, green vapor trail as its lower 
  half. Those who have seen the Armored 
  Specter have uniformly reported that it wears 
  a large helmet sporting long black horns.  
  The Zhentilar Captain of the Guard is 
  offering a reward of 300 gp to the brave soul 
  who can find the armoured specter amongst 
  the ruins of the South City, kill it, and 
  deliver its black-horned helmet to the 
  Zhentilar Barracks. Several Zhentilar have 
  already tried and failed. No questions asked.  
  (If you are interested in investigating this 
  Specter threat and claiming the reward, you 
  think to yourself that tomorrow night, after 
  you have rested and explored the city, will be 
  an ideal time. Note the codeword 
  Specterquest on your character sheet. At the 
  appropriate time it will be activated).  
   Suddenly, as you are reading, you feel a 
  strong shove in your back!  
  “Oi! Get out of the way!” someone shouts as 
  they push past you. There is a massive crash, 
  and you turn to see a chair splintering into 
  pieces over the head of an orc. “Get out, 
  savage!” the attacker, a human, shouts. 
  Another thug, the one who pushed past you, 
  joins the fray, and the orc, who appeared to 
  have just been sitting there minding his own 
  business, is on the ground, having the living 
  daylights beaten out of him.  
  ♦ Do you want to involve yourself in this 
  fight, going to the aid of the orc? If so, 
  go to entry 28. 
  ♦ To try your hand in pit combat against 
  Kromm Daggerfist, go to 204. 
  ♦ Or, to leave and go look for an inn, go to 
  6. 
  ♦ Or, return to Map 5 / Map Entry 5 and 
  choose a different location. 
  
  	
    
  60	
    
  190 
  Cautiously you move to the door that lies on 
  the far side of the altar, and, looking around, 
  move to open it.  
  Seemingly out of nowhere, a black cleric 
  appears. He addresses you firmly. 
  "Only those in the garb of the Dark Lord's 
  servants may enter the Cloister. This is not 
  some local attraction, my friend. These are 
  the quarters of the Banite Monks." 
  How do you respond? 
  ♦ “Oh, sorry, I didn't know.” Go to entry 
  171. 
  ♦ “Does High Priest Fzoul live here?” Go 
  to 135. 
  ♦ “Do the Zhentarim live here also?” Go to 
  95. 
  ♦ “How do I become a Banite Monk?” Go 
  to 27.  
   
  191 
  You make you way towards the open stone 
  doors, beyond which lies a second table. As 
  you get closer, you see that there is a small 
  gold ring on the table. On either side of the 
  table, strangely, are two huge stone statues, 
  giant warriors standing sentinel. 
  ♦ To move forward and pick up the ring, 
  go to 279. 
  ♦ To retreat to the first table with the jars 
  of dust, go to 310. 
   
  192 
  Moving around the pile, you see that it is 
  comprised of a mixture of large and small 
  stones. It appears to have been tidied into the 
  middle of the room. You have no idea 
  whether it is stones and rocks all the way 
  through, or whether something else lies 
  underneath it.  
  ♦ To start moving rocks aside, go to 239. 
  ♦ To leave the room and return to the 
  junction, go to 194. 
   
   
   
   
  193 
  Kelelan quietly leads you behind the counter 
  and into a small room behind the main shop, 
  which is cool and quiet. In here are crates, 
  some unpacked, and a selection of weapons 
  and other things laid out on a table.  
  You peruse the items for about two 
  heartbeats when she suddenly grabs you by 
  the front of your tunic and plants a long, 
  passionate kiss on your mouth. You are so 
  shocked, you don’t even really think to resist 
  her advances. 
  “Sorry,” she says unconvincingly, turning 
  and walking towards the items, running a 
  hand through her hair. You wonder where 
  that came from! Some people just go with 
  their instincts, you decide. Perhaps you’re 
  irresistable.  
  Kelelan first shows you a simple, unassuming 
  arrow. “An arrow of undead slaying,” she 
  says, all business now. “Any undead 
  creature, ghoul, vampire, zombie… this will 
  down them… if not completely, then 
  almost.” She gently sets it down and then 
  proceeds to the next item, an ornate 
  longsword.  
  “This sword belonged to Zhentar’s nephew, it 
  is said. He was gifted it by a mage from 
  Melvaunt, but he never knew how to use it. 
  It’s been in our possession for many years. 
  Perhaps the price is what scares people off!” 
  Kelelan then carefully picks up a long, 
  vicious-looking dagger. She flips it around to 
  show you a chamber on the underside. “A 
  little flick of this catch, here, causes poison to 
  run down the blade. It’s equipped with two 
  doses of Angel’s Tears. After that, you’ll 
  need to refill it yourself.” 
  “And this,” Kelelan says, indicating a small 
  sword, “belonged to a halfling famous in the 
  area, Rune Blackwood.” 
  Finally Kelelan shows you a small bottle. 
  “Oil of Sharpness, distilled by my father 
  himself before he died. Will make your blade 
  keener than any sword in the land, for one 
  hour.” Then she lays out the prices for you.  
  
  	
    
  61	
    
   
  ITEM 
  DESCRIPTION 
  PRICE 
  Arrow of Undead Slaying 
  If arrow hits undead target, it must make a DC 17 con 
  save. 6d10 piercing damage on a failed save, 3d10 on a 
  successful save. Good for one use.  
  400 gp 
  Sword belonging to 
  Zhentar’s Nephew 
  Longsword +1 
  1750 gp 
  Poison Dagger 
  Has a secret chamber. On a successful hit, target must 
  make a DC 15 con save or take 2d10 poison damage, 
  half as much on a successful save. 2 lots of poison 
  supplied, good for two attacks. 
  700 gp 
  Rune Blackwood’s Sword 
  Halfling Shortsword +1 
  1500 gp 
  Oil of Sharpness 
  +2 for one hour (one encounter) on any blade. Takes 
  an action to coat.  
  400 gp 
   
  Make your purchases from this entry and 
  also entry 376. Then, you thank Kelelan for 
  her help and depart her fine establishment.  
  ♦ Return to entry 86 and visit any other 
  merchants you want (ignore the 
  instruction to take a progress point on 
  86).  
   
  194 
  Find Map 12 in your Maps Booklet.  
  You stand at a four-way junction. Ahead, 
  you can see some sort of chamber which 
  contains a large statue. There appear to be 
  small recesses, alcoves, in the walls 
  approaching it.  
  To your right, you see a circular chamber, in 
  the middle of which is a pile of rubble. As 
  you watch, you see a stone near the top of the 
  pile topple and roll down onto the floor. Is 
  there something under that pile? 
  To your left is a long corridor with multiple 
  exits on either side.  
  ♦ Choose your entry number from Map 12 
  and move in that direction.  
  ♦ Or, if you have had enough, you may 
  leave this place by going to 212. 
   
   
   
   
   
   
  195 
  You stay where you are, observing the scene 
  within the great temple known as the Black 
  Altar. You pay close attention to the comings 
  and goings of these cityfolk known as 
  Zhents. What would cause an entire city to 
  worship such a god as Bane?  
  Reading the facial expressions, and watching 
  the body language, the answer becomes clear. 
  Tyranny. You have travelled far, and know 
  that generally, folk are good of heart. The 
  evil ones are the exception. So it strikes you 
  as strange that the entire population of 
  Zhentil Keep would choose to worship an evil 
  god of their own free will. More probable is 
  that some sort of coercion is at work here; if 
  they do not worship Bane, they will be 
  ostracized, or worse. There is tyranny, and 
  there is dogma as well, enforced by tyranny. 
  Suddenly you hear a disturbance at the main 
  door, and see a huddle of bodies moving in 
  the direction of the main altar.  
  "Fzoul Chembryl!" one voice whispers. "It's 
  the High Priest," another murmurs.  
  You crane your neck to try and catch a 
  glimpse of the infamous High Priest of Bane, 
  but he is hidden by his followers; a bevy of 
  hooded clerics, all sporting the same sinister-
  looking black gauntlet on their right hand. 
  You catch only a brief glimpse of a hooded 
  figure, his face completely hidden: High 
  Priest Fzoul.  
  
  	
    
  62	
    
  The temple quietens as the entourage 
  approaches the altar, a path clearing before 
  them. Fzoul places something small on the 
  lower altar then stands there, his face still 
  hidden, a low murmuring coming from inside 
  his hood. The temple is hushed. 
  He stays there for a while before the altar, 
  and then turns and lifts his head slightly, so 
  that just his chin and his mouth are visible, 
  and addresses the crowd in a deep, 
  authoritative boom.  
  "Hear one, hear all! The rumours you have 
  heard are confirmed. I have scried towards 
  the north and have seen the orc horde passing 
  Whitehorn, led by the four-armed 
  abomination named Ghauust. Believe me 
  when I say that this horde will march on 
  every city in the Moonsea. No-one will be 
  spared. Therefore, Lord Manshoon has 
  proclaimed a new edict, a copy of which will 
  be sent to all kings and governors within the 
  Moonsea region. It proclaims that the 
  Zhentilar are the only force that can be 
  trusted with the task of defending the Citadel 
  of the Raven from the orc horde, now that 
  Galauntar Hawkhelm has been killed, and 
  that three large garrisons will leave Zhentil 
  Keep for the Citadel within the week!" 
  The crowd mumbles amongst itself, no doubt 
  discussing these tidings. Around you, many 
  have started to slowly file out, having made 
  their visit and their offering for the day.  
  ♦ Is the stranger still with you? If so return 
  to 134 and choose another option.  
  ♦ If you are alone, return to 382 and choose 
  another option.  
   
  196 
  You hear a shout of surprise, and turn to see 
  a huge reptile on top of Kragor.  
  "Quickly, kill it!" Salihn yells at you, 
  notching an arrow herself.  
  Go to Stone Drake Combat Sheet. The drake 
  gets one free attack, with advantage, on 
  Kragor, who also takes 1d6 bludgeoning 
  damage from the lizard landing on him. 
  Then roll initiative.  
   
  197 
  You see no other signs of the creature, or of 
  anything watching you.  
  Note the codeword Memento on your 
  character sheet.  
  ♦ To continue onto your next destination 
  within Zhentil Keep, go to Map 1 / Map 
  Entry 1 and find the relevant destination 
  entry.  
  ♦ Or, perhaps this encounter has spooked 
  you to the point where you simply want 
  to return to your inn. Go to 311. 
   
   
   
   
   
   
   
  
  	
    
  63	
    
  198 
  The six old men, and the young warrior who 
  brought you here, all sit down around the 
  table, faces lit by the shimmering light of the 
  candles.  
  “Welcome, traveller,” one of them says. “No 
  doubt you are wondering why you are here. 
  First, let me introduce myself. My name is 
  Huon Falconhand, and I am the leader of 
  this little band. We are Knights of Myth 
  Drannor.” 
  Another of the old men pipes up. “Well, not 
  the Knights of Myth-“ 
  Huon cuts the old man off. “Shut up Addy!” 
  He shakes his head, turning back to you. 
  “No, of course we are not the entirety of the 
  Knights of Myth Drannor. What we are is a 
  small cell, placed here in Zhentil Keep, so 
  that we might be useful in our old age. We 
  sheathed our swords long ago, but still, we 
  watch, and we keep an eye on Manshoon and 
  his evildoings. And those are many.” 
  “The guts of it, my friend,” another chimes 
  in, “is that we have been watching you. We 
  need one such as yourself. As you can see, we 
  are well past our prime. Not only that, but 
  no Knight of  Myth Drannor, even a young 
  one, could complete the task we require of 
  you, as there is a danger that a native of the 
  Moonsea would be recognized by the 
  Zhentarim.” 
  Huon cuts back in. “Illis is right,” he says. 
  “Perhaps you have seen the discrimination 
  that is currently being shown towards orcs? 
  And heard the stories, perchance, of an orc 
  horde marching on the Citadel of the 
  Raven?” 
  “It’s all nonsense!” another old timer 
  exclaims. 
  “A complete falsehood,” Illis agrees.  
  “Utter codswallop,” another one adds.  
  “The rumour goes,” Huon continues 
  patiently, “that Galauntar Hawkhelm, the 
  Captain of the Guard at the Citadel, was 
  assassinated by orc spies who somehow 
  infiltrated the Citadel. Well, we know that’s 
  a falsehood because the Citadel is practically 
  impenetrable by a force of any size. Besides 
  that, what motive would the Thar orcs have 
  to invade the Citadel? It poses no strategic 
  advantage for them. Their own lands are 
  well defended, and they have no designs over 
  the Moonsea. No, it is a ruse, all of it. The 
  Black Network are experts at this sort of 
  scaremongering.” 
  “The real truth,” Huon continues, “is that 
  Manshoon had Galauntar Hawkhelm 
  assassinated by his Zhentarim spies. 
  Hawkhelm was elected by all the Moonsea 
  cities to serve as commander of the Citadel, 
  protecting the Moonsea from invaders. But it 
  is known that he is defiant towards 
  Manshoon. For this reason, Manshoon 
  wanted him dead. Now he is dead, and soon 
  the Zhentarim will have full control of the 
  Citadel. Once they do, Manshoon will 
  dominate these lands.  
  “It is rumoured that there is a network of 
  tunnels that originates in the Dragonspine 
  Mountains and leads right under the Citadel. 
  Zhentar, the founder of this city, had the 
  tunnels constructed  to serve as an escape 
  from the Citadel in times of siege. We have 
  only ever suspected these tunnels existed, but 
  now we know they must exist, and now the 
  Zhentarim have found them… or perhaps 
  they knew the tunnels were there all along. 
  This is the only way into the Citadel other 
  than through its gates… the only way the 
  Zhentarim could have gotten in there to 
  assassinate Hawkhelm.” 
  “Unless they teleported in,” one old knight 
  suggests, raising a finger.  
  Huon cuts him off. “No. There is a teleport 
  cage around the Citadel. The Citadel is 
  ancient, full of mysteries. No one can teleport 
  in. Once inside, yes, magic can be used, but 
  no one can teleport past those walls.” 
  “Ah. Right.”  
  Huon looks to you expectantly, with a 
  glimmer of hope in his clear blue eyes. “We 
  need you to find the entrance to these 
  tunnels, wherever it lies within the 
  Dragonspines. We need you to follow these 
  
  	
    
  64	
    
  tunnels inside the Citadel, and once there, to 
  kill the Zhentarim spies that have infiltrated 
  the Citadel. They may be holding the men 
  there hostage… or they may be hiding in 
  plain sight.” 
  “You will be rewarded,” Illis chimes in. 
  “King Azoun will see to that. We have 
  already discussed the matter with him. He, 
  like all of us, desires to thwart Manshoon’s 
  plans. Here is a token of his goodwill.” 
  Teodric places a pouch into your hand; a 
  heavy pouch. “800 gold,” he says. “And 
  another 800 once the job is done.” 
  Huon continues, “If you cannot find the 
  entrance to the tunnels, continue to the 
  Citadel… there is a small chance you can get 
  in over, or under the walls, concealed in a 
  cart perhaps…  I don’t know how, but you 
  look like a cunning sort. Once you are inside, 
  you must find a knight called Sir Steval 
  Skurynd, a Purple Dragon Knight, and tell 
  him exactly what we have told you. But if 
  you can, try your utmost to find the tunnel 
  entrance. We must destroy that entrance so 
  that no more Zhentarim can infiltrate the 
  Citadel!” 
  Huon sighs, as if exhausted by the telling of 
  this story.  
  “So… what do you say, traveller? Are you 
  willing to take up our quest?” 
  ♦ If you accept this quest, go to entry 2. 
  ♦ If not, go to entry 269. 
   
  199 
  You feel consciousness slipping away, and the 
  goblet drops from your hand. The last thing 
  you hear is Annaya's evil laughter... 
  Go to 169.  
   
   
  200 
  You knock on the surface with your fist, and 
  it makes a hollow sound, as if you were 
  knocking on a door, or on the side of a 
  barrel.  
  "Hey!" you hear a voice hiss in common, with 
  a strange accent. "Who's that out there?" 
  "Who's that in there?" you reply.  
  Slowly, you see the rocks begin to move, 
  tumbling away, as something extracts itself 
  from the rockpile. A bizarre creature, covered 
  in a hard shell, stands up before you.  
  It holds a warhammer up before itself, 
  glancing nervously around. "What are you 
  doing here?" it whispers. "You cannot be 
  down here! This is a cursed place!" 
  You respond with your own questions, asking 
  the creature what it is doing down here.  
  "Keep your voice down!" it hisses. "I came 
  down here to find my friend... the specter 
  enthralled him and took him down here. I 
  was hiding under the rockpile, waiting for it 
  to come past. I was going to surprise it, until 
  you ruined everything!" 
  The creature, a crucian who eventually 
  introduces himself as Jamaunga Runeshell, 
  tells you that this dungeon is the lair of a 
  hellish specter, the spirit of a demon killed by 
  Zhentar, the founder of this city. This specter 
  has been collecting souls for the completion of 
  a ritual.    
  "How do you know all this?" you ask.  
  
  	
    
  65	
    
  "I study a lot," it says. "I know my local lore. 
  Anyway, enough of that. Now that you're 
  here, we can take the damned thing 
  together!" 
  ♦ Do you accept Jamaunga's proposal? If so 
  go to 361.  
  ♦ If you have had enough of this place, you 
  can leave the dungeon by going to 212.  
   
  201 
  You take up the thieves’ tools and pretend to 
  work, while making your incantations as 
  quietly as you can. Finally the spell is 
  complete and the lock releases! 
  “Oh! You did it!” the halfling exclaims in a 
  surprised tone. “But how…” 
  Excited, you peer inside, but see nothing, at 
  least at first. Then you look closer. 
  Lying in the bottom of the little chest is a 
  strange-looking key. You take it out and 
  inspect it.  
  “It’s a skeleton key,” the halfling whispers. 
  “Made by the mysterious elves of 
  Cormanthor, enchanted to open any door! 
  Worth its weight in gold!” 
  You doubt its mysterious origins, and get the 
  feeling you may have been scammed! But 
  who knows, it may come in handy 
  somewhere down the line. 
  Add ‘skeleton key’ to your inventory. Then 
  go to Map 1 / Map Entry 1 and continue to 
  your chosen destination. 
   
  202 
  You know enough about the mysteries of life 
  to know that any entity called a 'specter' is 
  most likely undead.  
  You could attempt to use your turn undead 
  ability here.  
  ♦ If you wish to do this, go to entry 400.  
  ♦ Otherwise return to 272 and make 
  another choice.  
   
   
   
   
   
  203 
  The half-elf rogue moves forward and 
  produces a compact set of tools which he 
  quickly unrolls. Working quickly, he soon 
  finds something. 
  "There's a mechanism here," he says quietly, 
  as if to himself. "I can't tell if it's connected 
  to a booby-trap, or if it's simply a decoy... 
  wait, I'll disarm it." 
  Kragor continues working, and a few 
  minutes later you hear an audible 'click' as 
  the chest lid releases! He turns and looks at 
  you and Salihn. 
  "Shall I do the honours?" he asks. Salihn 
  nods. Standing, Kragor takes a step back and 
  draws his rapier, which he places under the 
  lip of the chest's lid. Then, with a deft 
  movement he flips the chest's lid open, 
  simultaneously moving out of the way. But 
  there is no trap triggered. Kragor laughs, 
  half relief, half embarrassment at his own 
  fear.  
  Salihn moves forward, and you with her.  
  Go to entry 427.  
   
  204 
  You walk to the back of the tavern and 
  descend a set of stairs. From below comes the 
  stench of body odour, ale and pipe smoke.  
  You emerge in a dingy little room, at the 
  centre of which is an hexagonal ring, 
  surrounded by ropes. You watch as a troll 
  does battle with an ogre, neither of them 
  giving an inch. The sounds of fist slapping 
  against flesh fill the room to the raucous 
  cheers of the crowd who are loving every 
  moment of this bloodfest. Finally the ogre 
  gets the better of the troll, beating him to the 
  floor with a succession of vicious punches. 
  Someone rings a gong and the referee enters 
  the ring waving his arms. 
  “Our victor, Screwtoe of Thar!” the referee 
  yells, lifting the arm of the ogre about a foot 
  in the air, with great difficulty. “Now, our 
  last competitor, who still has no opponent, 
  Kromm Daggerfist! Any potential 
  challengers should know, this is not a fight to 
  
  	
    
  66	
    
  the death. You’re not risking your life here. 
  Kromm will reduce you to a bloody pulp, 
  certainly, but he won’t kill you! No, we’ll 
  leave that honour to the Black Network!” 
  There is a roar of laughter at this comment, 
  and a bottle goes flying through the ear, 
  missing the announcer’s head by a hair’s 
  breadth. “Hey! Settle down, you lot!” he 
  shouts half-heartedly, then takes a swig of 
  ale from a large tankard that someone has 
  just passed to him.  
  A dwarf slides in under the ropes, stands, 
  and begins immediately pacing back and 
  forth, leering at the crowd menacingly, a 
  mixture of cheering and booing greeting 
  his arrival. He has a shock of bright red 
  hair, and wears a belt lined with throwing 
  daggers, as well as one long, menacing-
  looking blade a couple of fingers smaller than 
  a shortsword.  
  The dwarf starts berating the punters, most 
  of whom are quite drunk. “So, none of you 
  cowards are willing to face me? I suppose I’ll 
  take the 150 gold myself then, drink it away 
  upstairs!” 
  As Kromm turns his back to you in order to 
  abuse the other half of the room, you step 
  forward, and make a signal to the referee, 
  who nods at you and motions you to enter the 
  ring. It’s on! 
  Find Map 2 in the Maps Booklet and go to 
  the Kromm Daggerfist Combat Sheet.  
   
  205 
  You plonk yourself down in a seat over in the 
  corner and try to bend your ear to some 
  conversations that are going on. At a nearby 
  table, an old dwarf is talking with a human 
  woman. He appears grumpy, and she 
  distraught. You listen in on their 
  conversation 
  "What if I never get her back? I don't think 
  I’ll be able to go on if-" 
  He cuts her off. "Listen, lass. We'll find your 
  wee girl, all right? I've got a pretty good idea 
  where they might have taken her, and we'll 
  go and look tonight." 
  "But what if they're keeping her locked up? 
  Guarded? How are you going to fight them 
  off, you've only got one leg!" 
  You glance down, and see that she is telling 
  the truth: the dwarf indeed has only one leg.  
  The warrior shakes his head defiantly. “You 
  have little faith, lass. My arms are fine, and 
  have seen me through many a battle. I will 
  get your daughter back, or I will die trying.” 
  “But that’s no good to me, is it?” the woman 
  wails. “If you die, she is lost forever!” 
  ♦ Do you help these people by offering 
  your services? If so go to 260. 
  ♦ You could go back to Map Entry 5 and 
  choose another location. 
  ♦ Or, if you want to put your name 
  forward in the pit bout, there is still 
  time… go to 204 
   
  206 
  You move through various houses and turn 
  up a few interesting items: 15 gp, 32 sp, a set 
  of five daggers in a belt and a strange 
  artifact that gives you pause... a piece of 
  wood, likely part of a chest or table at some 
  point in the past, with markings on it. 
  Someone has carved a bird's head, a raven's 
  head actually, totally black, into the wood... 
  and something has been written next to it in a 
  language you don't see every day... 
  (cont. over) 
   
   
  
  	
    
  67	
    
  ♦ Do you know the language 
  Undercommon? Or, do you know the 
  spell Comprehend Languages or 
  possess a Helm of Comprehending 
  Languages? If so, go to 401.  
  ♦ If not, you can check out the temple ruin 
  to the south by going to 471. 
  ♦ Otherwise, return to Map 1 / Map Entry 
  1 and choose a new destination. 
   
  207 
  You sleep well that night at the inn, after a 
  long and adventure-filled day in Zhentil 
  Keep.  
  (Restore all your hp from this long rest, and 
  reset your progress points to zero). 
  The next morning you wake with the rising 
  of the sun and go downstairs where the 
  inkeep serves you a steaming hot bowl of 
  porridge with dark brown sugar, and a large 
  mug of coffee to bolster your spirits.  
  You make your way through the quiet early 
  morning streets of Zhentil Keep, slightly on-
  edge as you watch the rooftops and alleyways 
  for Zhentarim spies. But you reach the city 
  gates without incident, and give a nod to the 
  Zhentilar guards as you leave the grey walls 
  of Zhentil Keep and start west, back towards 
  Teshwave.  
  You walk for about half an hour, keeping an 
  eye out for the knight Teodric as you ascend 
  a long, gradual slope leading up towards the 
  foothills of the rocky Dragonspine 
  Mountains. Then, as you near the upper 
  ridge of the slope, the elf himself suddenly 
  appears from amongst a small copse of trees, 
  riding one horse and leading another. He is 
  dressed in chainmail, but wears no livery. 
  Teodric comes alongside you and dismounts, 
  unhitching the second horse’s reins from his 
  own mount and handing them to you.  
  "Morning," he says. "Shall we ride?" 
  You mount the chestnut mare with ease, and 
  set off alongside Teodric as the morning sun 
  climbs into the sky at your backs, warming 
  the air and the grassy landscape that 
  surrounds you. Teodric says little as you ride, 
  and together you cover many miles. By mid-
  morning the Dragonspine Mountains fill 
  your view, towering before you like rocky 
  sentinels. 
  You ride all day, stopping only at midday for 
  a bite to eat and to water the horses from a 
  small stream, and by early evening you have 
  reached a junction marked by a large obelisk, 
  where a trail leads northwest into the heart of 
  the Dragonspines. A road branches off 
  southwest towards Teshwave.  
  Teodric dismounts and indicates that you do 
  also.  
  "Go on foot from here," the knight says, 
  nodding down the northwest trail. "That will 
  lead you into the Dragonspines. The journey 
  to the Citadel of the Raven will take several 
  days, and much of it will be hard going. But 
  you look well-travelled, so you'll do fine." 
  Teodric equips you with extra provisions 
  (three days worth) and a ring bearing the 
  crest of the Knights of Myth Drannor (add to 
  inventory).  
  "I have no idea how to find these secret 
  tunnels that Huon spoke of, nor how to enter 
  the Citadel should you fail to find the 
  tunnels... but should you manage to reach 
  Sir Steval Skurynd, show him this ring. He 
  will know then that your mission is true." 
  You thank Teodric, and part ways. 
  Watching him ride into the distance, you 
  start setting up camp, wondering what 
  adventures the Dragonspine Mountains hold 
  for you... 
  Congratulations, worthy adventurer! You 
  made it to the end of Part 1 of this 
  adventure in one piece! Your quest to foil 
  the evil plots of Manshoon and his Black 
  Network will continue in Part 2 of this 
  adventure, entitled Citadel of the Raven, to 
  be released early next year. Keep your 
  character sheet aside in preparation for this 
  quest. In the meantime, there is no reason 
  why you couldn't create a new character 
  and explore this adventure some more.... 
  
  	
    
  68	
    
  208 
  You say a few words over Jamaunga's prone 
  body. When you are finished, his friend 
  gently goes over the body and finds a healing 
  potion, which he gives to you.  
  "He would have wanted you to have this," he 
  says. "Use it well." 
  You may also take Jamaunga's warhammer 
  if you wish. It is carved with crucian runes 
  and images of tortoises, and has defeated 
  many an enemy. Put it to good use! 
  Then, solemnly, you leave Jamaunga's friend 
  to organize getting the body out of the 
  dungeon, and you are on your way.  
  Go to 212.  
   
  209 
  You and Rynmor both make your way out 
  into the street, leaving the Black Altar 
  behind. It is nice to breathe fresh air after the 
  stifling, incense-heavy interior of the temple.  
  You thank Rynmor for showing you around 
  the Black Altar. Smiling from ear to ear, he 
  grasps your hand warmly and gives it a good 
  shake. “My pleasure, friend.” 
  And then he is gone, as if he simply melted 
  back into the crowd.  
  You look down at your hand. There, in the 
  centre of your palm, is a small scrap of 
  parchment. Carefully peeling it from your 
  palm you turn it over and read the miniscule 
  writing printed on its surface: 
  Be prepared to be contacted, stranger. You’re 
  being watched. Right now even. Not all who 
  appear wolves are actually wolves.  
  You glance around, suddenly paranoid. 
  What can this mean? Pocketing the 
  parchment you quickly rejoin the crowd 
  headed towards Market Square.  
  ♦ Return to Map 1 / Map Entry 1 and 
  choose another destination within Zhentil 
  Keep. If you have 4 progress points, go 
  immediately to entry 132. 
   
   
   
   
  210 
  You motion to the old woman. “Hello? This 
  girl, she needs help!” 
  The crone nods, then slowly stands and 
  hobbles forward. She crouches by the prone 
  figure of the female orc, examines her for a 
  moment, then looks up at you and nods. 
  Suddenly a young woman is by her side, as if 
  appearing from nowhere, and together the 
  two of them carry the orc female inside.  
  And then you are left alone on the street.  
  The hour grows late, and you realize you 
  must look for somewhere to sleep for the 
  night.  
  ♦ Go to entry 6. 
   
  211 
  You walk out into the street and consider 
  where to travel next in Zhentil Keep.  
  Return to Map 1 / Map Entry 1 and choose a 
  new destination.  
   
  212 
  You walk south back down the passageway 
  to where your rope is still hanging down 
  from above. Quickly you ascend and are soon 
  back on the surface. You retrieve your rope, 
  untying it from the rock and stowing it back 
  inside your pack.  
  Turn to 485. 
   
  213 
  You make your way out of the temple and 
  back out into the street, joining the crowd 
  heading towards Market Square.  
  ♦ Return to Map 1 / Map entry 1 and 
  choose a new destination within Zhentil 
  Keep. If you have 4 progress points, 
  immediately go to entry 132. 
   
  214 
  You advance up the passageway that extends 
  north beyond the junction. Looking left and 
  right you see small alcoves, the purpose of 
  which is unclear.  
  (cont. over) 
  
  	
    
  69	
    
  Ahead, you see a chamber containing a large 
  idol of some sort. 
  ♦ To investigate the alcoves, go to 4.  
  ♦ To continue onwards to the room ahead, 
  go to 172.  
   
  215 
  You let the rogue flee, deciding you have 
  better things to do than pursuing some 
  amateur footpad.  
  You may return to the market, but since you 
  were diverted you may only purchase wares 
  from three stalls instead of six. Go to 44. 
   
  216 
  The three of you wait in the alleyway until 
  night has completely fallen, then begin to 
  make your way towards the tower of Fzoul 
  Chembryl.  
  The tower is in the centre of a walled garden 
  near the Black Altar, the Grand Temple of 
  Bane. Built wide at its base, the tower tapers 
  inwards as it ascends, shaped like an 
  alchemist's beaker. It stands about three 
  storeys high. 
  The three of you find your way within the 
  walled compound easily, but getting inside 
  the large, circular tower is going to be a 
  different matter altogether. There is light 
  coming from the second and third floor 
  windows of the tower. You wait, watching 
  for any signs of movement.  
  After a while, Salihn turns to you. "I don’t 
  think the High Priest is home right now," she 
  whispers. "We’ve chosen our time well. He 
  usually attends the evening service at the 
  Black Altar." 
  You and Kragor nod, then look back at the 
  tower. There is a front door, but Salihn 
  points out that it might be guarded by a 
  glyph of some sort. The three of you start 
  looking around for other ways in.  
  ♦ If not, you could try moving to the door 
  to check if it is open. Go to 57.  
  ♦ What about casting Pass Without 
  Trace, if you know it? Go to 271 
   
  217 
  Quietly you make your way past the drake. 
  To your amazement, it does not wake up or 
  even notice your presence! You pad up the 
  stairs carefully, ascending towards the first 
  floor.  
  Go to entry 67.  
   
  218 
  You join the queue and await your turn to 
  try and crack ‘the lock to end all locks’.  
  Soon it is your turn. 
  “20 gold please,” the halfling says. 
  “What’s in the chest?” you ask.  
  The halfling winks at you. “Now that would 
  be telling, wouldn’t it?” 
  The halfling provides you with a set of 
  thieves’ tools (if you don’t already have your 
  own) and lets you go to work.  
  To attempt to pick the lock, make a thieves’ 
  tools check, DC 18. 
  ♦ If successful, go to 458.  
  ♦ If unsuccessful, go to 328. 
  ♦ To use the Knock spell, go to 201.  
   
  219 
  You move to the rubble pile and start moving 
  rocks aside. There is a lot of fallen masonry 
  and other debris here, and after some time 
  you are on the verge of giving up, when all 
  of a sudden some rubble falls away to reveal 
  something bizarre.  
  A black, obsidian finger extends upwards, 
  sticking out above the loose grey stone. You 
  work faster now and soon discover a black 
  hand, which stirs a memory somewhere… 
  As you remove more of the rubble, you see 
  that this black hand is an idol of some kind, 
  on a marble base. and it is split, cracked right 
  down the middle. Protruding from the 
  middle of the palm and splitting the hard 
  stone in two is an 8-pointed star made from 
  shining blue metal. A circle binds the rays of 
  the star together. This evokes some memory 
  also, but you can’t put your finger on it just 
  yet.  
  (cont. over) 
  
  	
    
  70	
    
  Make a religion check, DC 12.  
  (If you have visited the Grand Temple of 
  Bane, make the check with advantage). 
  ♦ If successful, go to 362. 
  ♦ If unsuccessful, go to 148. 
   
  220 
  You are in South Zhentil. Stopping where 
  you are, you look back toward North Zhentil 
  across the bridge that spans the River Tesh. 
  The day has become fine, and from here 
  Zhentil looks picturesque, friendly even. 
  Towers adorn the skyline, and beyond that 
  you can see the foothills of the Dragonspine 
  Mountains in the distance.  
   
   
   
   
  Then your attention is drawn to a figure on 
  the bridge. They are too far away to see 
  properly, but something about them feels off.  
  (cont. over) 
   
   
   
  ♦ You can move along quickly if you wish? 
  Go to entry 85.  
  ♦ Or you can stand and wait to see if the 
  person does anything. Make an insight 
  check. If you score 1-11, go to 417. If you 
  score 12 or above, go to 273. 
   
  221 
  You walk the streets of Zhentil Keep, looking 
  for somewhere to spend the night.  
  Make an investigation roll. 
  ♦ If you score 1-10, go to 56.  
  ♦ If you score 11-20, go to 313. 
   
  222 
  You peer down and have a closer look at the 
  jars. There are three of them, and each 
  contains a powder of some sort. They are also 
  labelled. The one on the far left, containing a 
  red powder, is labelled SEZENE. The middle 
  one, containing a brown powder, is labelled 
  DYR. And the one on the far right, 
  containing a blue powder, is labelled 
  ASHVIN. 
  Remember, the little girl said that you only 
  had one chance to get this challenge right. 
  Whatever you do next could be your last 
  action in this room.   
  ♦ To inspect the powder labelled sezene, go 
  to 330.  
  ♦ To inspect the powder labelled dyr, go to 
  103. 
  ♦ To inspect the powder labelled ashvin, go 
  to 15.    
   
  223 
  You progress along the hallway, towards the 
  next set of exits.  
  Make a perception check, DC 15.  
  ♦ If you are successful go to entry 274. 
  ♦ If you are unsuccessful, go to 384.  
   
   
   
   
   
   
  
  	
    
  71	
    
  224 
  The crowd disperses, leaving you alone in the 
  street. The rain is increasing in intensity, and 
  you are starting to get soaked.  
  ♦ To take shelter inside The Scoundrel’s 
  Tankard, go to entry 109. 
  ♦ To go and find somewhere to sleep for 
  the night, turn to 6. 
   
  225 
  You step inside the spacious store, which 
  appears unattended. Soon, however, a gnome 
  appears from the workshop out back, from 
  where hammering and the hiss of rapidly 
  cooled metal can be heard. 
  “Sorry, I was talking to my smith!” the 
  gnome chirps merrily. He looks middle-aged 
  at most, but then it’s hard to tell with 
  gnomes; he could be two hundred years old. 
  “Can I help you?” he asks. 
  You make a few enquiries and the gnome 
  shows you around his shop, which specializes 
  in full suits of armour. He is an interesting 
  little chap and you are soon deep in 
  conversation with him, thinking, I might get 
  a good deal out of this! 
  Your conversation is rudely interrupted by 
  the entrance of three Zhentilar guards.  
  “You there, gnome! Service!” 
  The gnome coughs in a dignified manner, 
  and replies, “Ah yes, sorry sir, but if you 
  could just wait till I finish serving this-“ 
  “No, I can’t wait! The Zhentilar wait for no-
  one! Get over here!” 
  The gnome mumbles you an apology and 
  walks quickly over to the counter, where he 
  steps up onto a box. “Very well, sir,” the 
  gnome says to the Zhentilar guard, visibly 
  flustered. “How may I-“ 
  The guard cuts him off again. “I need to 
  order twenty-four suits of full plate. At 
  cost.” 
  “At cost, sir? No, sir, that’s simply not-“ 
  “You will deliver this armour at cost, little 
  gnome, or Manshoon will come down on you 
  like a ton of bricks, do you hear?! There is a 
  war on, midget!” 
  How will you deal with this rude soldier?  
  ♦ To wait patiently until these Zhentilar 
  depart, go to 280. 
  ♦ There is no one else in the shop – you 
  could draw your weapon and attack. To 
  do so, go to 43. 
  ♦ You could cast Command and tell him 
  to “Grovel” at the gnome’s feet. Go to 63. 
  ♦ You could cast Suggestion, planting the 
  idea in his head that he has been very 
  rude and should immediately give all his 
  money to the gnome. Go to 147. 
  ♦ You could definitely baffle him with a bit 
  of Minor Illusion. Go to 176. 
  ♦ Or you could wreak havoc with Mage 
  Hand. Go to 480. 
   
  226 
  Take 1 inspiration point for your completion 
  of this sidequest! 
  You depart for the Zhentilar Barracks, eager 
  to claim your reward. It is still nighttime but 
  as you approach the barracks you can see that 
  there is activity there. Stating your business 
  at the gate, you move inside the compound 
  and approach the main administrative 
  building.  
  You present the specter's helmet to the guard 
  on duty. His jaw drops, and he looks from 
  the helmet, to you, back to the helmet.  
  "How did..." he starts, but then gives up 
  trying to formulate a question, and says 
  instead, "I'll get the captain of the watch." 
  The captain of the watch soon appears, 
  dressed in fine livery, and surveys the 
  helmet. Initially he tries to say that you must 
  have acquired this helmet by some 
  skullduggery, as no-one from among the 
  Zhentilar ranks has even been able to find the 
  dreaded specter of the ruins, let alone defeat 
  it. But, patiently, you relate the story of how 
  you defeated the specter, and the captain is 
  finally convinced. 
  The captain of the guard begrudgingly hands 
  over a large pouch containing 300 gold 
  pieces. Nothing has ever felt as sweet as 
  
  	
    
  72	
    
  taking money directly from Manshoon's 
  coffers! 
  You leave the barracks building feeling very 
  pleased with yourself. 
  Turn to 485.  
    
  227 
  Your attack catches the creature, wounding 
  it... but not slowing its progress. It continues 
  out of sight, across the rooftops of Zhentil 
  Keep. Pursuit would be futile from here. The 
  creature was incredibly quick and seemed to 
  possess prodigious powers of stealth and 
  camouflage.  
  Wondering at what could have motivated it 
  to be spying on you, you return to the street.  
  Go to Map 1 / Map Entry 1 and continue to 
  your chosen destination.  
   
  228 
  You use your cunning paired with your 
  magic ability to create a distracting illusion 
  on the far side of the room. The specter 
  rushes to it, thinking it a foe of some kind.  
  You can use the specter's distraction to make 
  a free attack with advantage. Go to Abyssal 
  Specter Combat Sheet, move the Specter to 
  the square next to the red 5, then either move 
  your token to make a melee attack, or stay 
  where you are and make a ranged or spell 
  attack of some kind. Then progress with 
  combat as directed. 
   
  229 
  Have you met the Knights of Myth Drannor 
  before? 
  ♦  If so, go to 308. 
  ♦ If not, go to 120. 
   
  230 
  You kick some piles of rubble and find a few 
  interesting things. A velvet pouch of bone 
  gaming dice, 14 silver pieces, and a set of 
  throwing daggers (5 of them, all in good 
  condition and sheathed in a belt with multiple 
  scabbards). Take any or all of these items and 
  add them to your inventory.  
  ♦ Do you want to check out the temple 
  ruin? If so, turn to 471.  
  ♦ Otherwise, return to Map 1 / Map Entry 
  1 and choose a new destination. 
   
  231 
  As you make your way through the 
  strangely deserted streets of the Common 
  Quarter in south Zhentil, you look up at the 
  architecture of one building that looks a little 
  out of place. More ancient than the others, 
  this large stone house is adorned with ornate 
  architecture. In particular, the gargoyles 
  catch your eye... 
  Then, to 
  your 
  horror, one 
  of them 
  moves, its 
  head 
  turning to 
  face you 
  with the 
  grinding 
  sound of 
  stone on 
  stone! It 
  fixes its 
  eyes on you 
  with an expression of pure malice.  
  Roll perception.  
  If you score 1-13, go to 248.  
  If you score 14 or above, go to 472 
  . 
  232 
  You pull open the door of Melhuish's 
  Magical Curiosities and enter. Inside it is 
  dimly lit, warm golden light spilling over 
  tables and shelves on which a large 
  assortment of strange and fascinating 
  artefacts are displayed. In the middle of the 
  shop, you see an actual tree growing. The 
  thick trunk of an ancient oak grows out of 
  the floor and ascends upwards and through 
  the ceiling.  
  At the far end of the shop is a set of stairs 
  that turns and ascends to the upper floor. On 
  
  	
    
  73	
    
  a corner of a polished wooden banister is 
  perched a small girl reading a book, who 
  looks up when you enter. 
  "Welcome, valued customer!" she exclaims in 
  the high voice of a five year-old. "How many 
  I help you?" 
  The girl, who never gives her name, begins 
  showing you around the shop. Apparently 
  there is no sort of order here. The items are 
  scattered about haphazardly and finding 
  anything is more or less luck of the draw.  
  The girl shows you one particularly large 
  shelf filled with a random assortment of 
  items. "This is our special items shelf!" she 
  says. Have a look, see anything you like?" 
  You are unsure where Melhuish is, if he even 
  exists, but this little girl is doing an excellent 
  job of showing you around, and seems very 
  friendly. 
  The shop has a full range of spell components 
  for every spell you could possibly need. If 
  you need them, you can purchase components 
  from the store at a cost of 10 gp per 
  component. 
  In addition to that, the "special items shelf" 
  contains the following items, listed on the 
  table below.
   
  ITEM 
  BRIEF DESCRIPTION (Main effect) 
  PRICE 
  Arrow-catching shield 
  +2 AC against ranged attacks 
  1800 gp 
  Boots of Striding and Springing 
  Can jump 6 times normal distance 
  500 gp 
  Decanter of Endless Water 
  Can produce endless water, also can shoot it 
  out like a geyser for bludgeoning damage 
  400 gp 
  Elemental Gem 
  Can be used to summon an elemental 
  500 gp 
  Helm of Comprehending 
  Languages 
  Self-explanatory 
  450 gp 
  Ioun Stone 
  (Dark Blue Rhomboid) 
  Awareness - can't be surprised  
  1250 gp 
  Mace of Disruption 
  Useful against fiends or undead 
  2200 gp 
  Spellguard Shield 
  Advantage on saving throws against spells 
  5000 gp. 
  Wand of Magic Missiles 
  Holds 7 charges – casts magic missile 
  500 gp 
   
  Consult the DMG, pp.150-212 for more 
  detailed information on these items (the girl 
  provides this to you).  
  As you are perusing, the girl reaches up, 
  standing on tip toes, and takes a little wooden 
  box down from the shelf of special items.  
  “Would you like to see something really 
  special?” she whispers. “It's a challenge. If 
  you pass, you can get an enchanted ring. But 
  you only get one chance to pass.” 
  She watches your face, waiting for your 
  reaction. “It’s quite dangerous,” she says 
  matter-of-factly. “You could die.” 
  Do you accept the little girl’s invitation? 
  ♦ If so, go to entry 432. 
  ♦ If not, you may purchase whatever you 
  like from the above list, then leave the 
  shop by returning to 12 (without taking a 
  progress point) and choosing another 
  option. 
  
  	
    
  74	
    
  233 
  You move to the chest, producing your 
  thieves' tools, and start looking over the 
  outside of the chest, searching for traps of 
  any kind.  
  Choose from perception or investigation and 
  make a skill check, DC 14.  
  ♦ If you are successful, go to 112.  
  ♦ If unsuccessful, go to 435.  
   
   
   
  234 
  You are passing through an area populated 
  with many large stone monuments. It 
  appears to be some sort of memorial to past 
  battles. Rows of pillars are adorned with 
  plaques celebrating the deeds of various 
  heroes. Here and there are little alcoves 
  where cityfolk can pay respects to the fallen 
  with gifts of flowers and incense. A kind of 
  open-air temple to battles past, there is an air 
  of reverence to this eerily quiet stretch of 
  street. 
  Suddenly, it goes utterly quiet, and you find 
  yourself wondering where everyone has 
  gone.  
  Roll perception, DC 19.  
  ♦ If successful, go to 418. 
  ♦ If unsuccessful, go to 460. 
   
  235 
  "There are many religions in the Moonsea, 
  friend. In Melvaunt they worship Gond the 
  Wonderbringer, Loviatar and others, and the 
  wealthy sometimes worship Sharess out of 
  their love of decadence. In Hillsfar they 
  revere Tempus, as they do in Mulmaster, but 
  in that city, and in Zhentil, the evil Bane 
  reigns supreme." The priest lowers her eyes. 
  "It is a shame to see so many innocent folk 
  led astray. But the gods grant us free will... 
  it is up to us what we do with it." 
  You thank the priest for her time and she 
  wanders off to attend to her duties.  
  Return to entry 53 and choose another 
  option. 
   
   
  
  	
    
  75	
    
  236 
  You walk away from the alley, trying to 
  block out the hideous screams of the old man.  
  “Who’s the coward now?!” you hear the 
  Zhentilar shout behind you. 
  You shake your head, quickening your pace. 
  Ahead is a stack of crates with a large rat 
  perched on top, feeding on a pile of rotting 
  vegetables. It slinks away as you approach, 
  glancing back with slitted eyes.  
  You shudder and turn back towards the main 
  street.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination. Please keep 
  careful track of progress points.  
   
  237 
  Something tells you to move to the side, and 
  you do so. Your warrior instict saves you: 
  Annaya goes lurching past, holding a long, 
  curved dagger which she just tried to stab 
  you with from behind! 
  In surprise and shock, you draw your 
  weapon. “Coward!” you exclaim as you 
  square up for combat. “Let’s see how you do 
  in face-to-face combat!” 
  Annaya begins summoning some sort of 
  green energy. It rotates around her hands as 
  she prepares to send it hurtling towards you. 
  “You’ll wish you hadn’t said that, 
  outlander.” 
  Go to Annaya Combat Sheet.  
   
  238 
  Carefully you move forward, weapon at the 
  ready.  
  Suddenly, you hear a sharp noise, a crack, as 
  if something has just sprung into life.  
  Make a dexterity save, DC 13.  
  ♦ If you are successful, go to 3.  
  ♦ If unsuccessful, go to 130.  
   
  239 
  The rocks are all quite small in size, and it 
  doesn't take long before you have cleared a 
  good amount of them away. You work for a 
  few minutes, as quietly as possible, and then 
  remove one rock that is a bit larger, revealing 
  something rather strange. 
  Underneath the rocks you find a hard, 
  curved surface, with runes scribed upon it. 
  You extend your hand to touch the surface 
  and it feels almost like bone, smooth and 
  polished.  
  ♦ To knock on the surface with your fist, 
  go to 200.  
  ♦ To try and read the runes, go to 306.  
  ♦ To strike the surface with your weapon, 
  go to 368.  
   
  240 
  "I'm sorry, there are things I must attend to," 
  you say, looking her over. "You don't appear 
  to be hurt. I can fetch a guard, if you like." 
  Annaya regards you for a moment, then 
  looks away. "No, it's all right. I'll be fine." 
  "Very well then." You turn and make your 
  way towards the door.  
  Roll insight, DC 12.  
  ♦ If successful, go to 263. 
  ♦ If unsuccessful, go to 296. 
   
  241 
  You cannot escape the feeling of despair that 
  has draped itself over you like a black cloak. 
  Taking several deep breaths, you try to 
  steady yourself but cannot shake the feeling 
  of despondency, so you distract yourself by 
  focusing on your surroundings.  
  You are under the influence of some kind of 
  gloom aura. Until otherwise instructed, you 
  have disadvantage on all attack rolls and 
  saving throws.  
  Looking left and right, you see that the exits 
  open out into empty rooms. These rooms 
  seem completely bare, apart from a little 
  moss and some rubble littering the floor. 
  Ahead, there are two more exits to the north 
  and south, and beyond that the corridor ends.  
  ♦ If you would like to check out the nearest 
  rooms, to the north and south, go to 354. 
  ♦ If you would like to continue down to the 
  next set of exits, go to 111.  
   
  
  	
    
  76	
    
  242 
  As you survey the market patrons, one 
  cloaked individual in particular catches your 
  eye. Just something about him: his stance, 
  the way he moves.  
  You cautiously approach, and greet him in 
  Thieves' Cant.  
  He looks around at you, in mild shock that 
  you would address him so openly.  
  "New in town, are we?" he replies in Thieves’ 
  Cant, going back to browsing through a 
  stall's wares.  
   You reply that you are, and are looking to 
  make contact with the local guild.  
  "For what purpose?" he replies, without 
  looking around.  
  How do you respond? 
  ♦ Perhaps the local guild has a quest I 
  could take on? Go to 149. 
  ♦ Who does the local Thieves' Guild answer 
  to? Go to 429. 
  ♦ Can you tell me more about Manshoon's 
  designs on the Citadel of the Raven? Go 
  to 89. 
  ♦ What do you know about the Zhentarim? 
  Go to 426. 
   
  243 
  It has been raining while you've been resting 
  at the inn, and the streets are slick with 
  rainwater. It runs down gutters, cleansing 
  the filth of the day away, but not the filth of 
  corruption, if Ganadhir's story is anything to 
  go by. Slaves, sold up and down the river 
  Tesh, and around the Moonsea? Stories of 
  slavery were becoming rarer in Faerun, 
  thank the Gods, at least within your 
  knowledge. You knew the drow kept slaves 
  of all races, and in certain far-flung realms it 
  was still legal. But children being sold as 
  slaves, shipped like cargo down the river 
  Tesh? The thought was horrific. You are 
  determined to do whatever you can to stop 
  this barbaric practice.  
  You see the docks ahead, and soon reach the 
  end of the street, where you turn left. Despite 
  the late hour, the riverside docks are still 
  fairly busy. To your right as you walk, 
  gangs of workers load and unload crates 
  from ships, ferried to and from the docks by a 
  steady flow of carts and wagons. Zhentil 
  Keep is obviously a major trading centre for 
  the Moonsea region.  
  You remember Ganadhir told you to meet 
  him "in the large warehouse to the northeast 
  of East Dock," and so it is east you head, 
  keeping to the shadows to avoid attention.  
  After some time you see East Dock ahead, 
  and the large warehouse Ganadhir spoke of. 
  Just before you reach the block it is on, you 
  duck down an alleyway to your left and 
  make your way around the back of the 
  building, where you find a sturdy wooden 
  door.  
  You try the handle - it's locked.  
  What now? 
  ♦ If you have thieves' tools, you could try 
  picking the lock. Go to entry 106. 
  ♦ Or, if you do not have thieves’ tools, you 
  could try knocking softly. Go to 442. 
   
  244 
  Did you succeed on a stealth check when you 
  entered?  
  ♦ If so, and no effect (such as triggering a 
  trap) has disrupted it, then go to entry 
  367. 
  ♦ If you do not have stealth, go to 249. 
   
  245 
  You do your best to conjure an illusion, but it 
  falls flat, only serving to alert the specter to 
  your presence.  
  The undead entity spins around, sees you, 
  and lets out a chilling scream at your 
  unannounced arrival! Then it lowers its head, 
  pointing its long, black horns towards you, 
  and flies at you with blinding speed! 
  Go to Abyssal Specter Combat Sheet. 
   
  246 
  You make the necessary motions, say the 
  words and produce the materials, but nothing 
  happens. The guards eye you strangely.  
  
  	
    
  77	
    
  “You’re a bit wrong in the head, I think!” 
  one of them laughs, and they turn and leave 
  with the orc female.  
  ♦ Do you pursue them and challenge them 
  to combat? Go to entry 31. 
  ♦ Or, to leave them and return to the 
  crowd, go to 259. 
   
  247 
  “No,” you say resolutely. “Stay here, face 
  them with me.” 
  The rogue regards you uncertainly. 
  Roll insight, DC 13. 
  ♦ If you are sucessful, go to 166. 
  ♦ If you are unsuccessful, go to 261. 
   
  248 
  You have no idea why this gargoyle has 
  suddenly sprung to life, or even time to 
  ponder the reason! The hideous thing drops 
  from its perch and comes swooping towards 
  you. You must do battle with this stony beast 
  immediately! 
  Go to Gargoyle Combat Sheet.  
   
  249 
  You progress along the hallway, towards the 
  next set of exits.  
  Make a perception check, DC 15. Make one 
  for Jamaunga also, d20+1.  
  ♦ If one of you is successful go to entry 352. 
  ♦ If you are both unsuccessful, go to 84.  
   
  250 
  Erase the word Helpwendal from your 
  character sheet.  
  Remembering your promise to the halfling 
  merchant Wendal Wheatfields, you take a 
  short rest (recover hp as per normal) and then 
  equip yourself and make your way out into 
  the darkened streets of Zhentil Keep.  
  Following Wendal’s directions, you navigate 
  your way to his place of business. Despite the 
  late hour there are still a few Zhents out and 
  about; drunks staggering home from the 
  tavern, a trio of bards playing merry-songs 
  for the night-time wanderers, a man selling 
  hot stew and fresh bread rolls at the side of 
  the street - it’s all going on! 
  You finally reach Wendal’s Essential 
  Victuals and see a light coming from inside. 
  Knocking at the door you only have to wait a 
  few moments before Wendal Wheatfields 
  presents himself before you, looking a lot 
  more composed this time. 
  “Ah, you came!” he says cheerfully. “I was 
  starting to wonder if I’d imagined the whole 
  thing!” 
  Wendal shows you inside and provides you 
  with a bite to eat and a glass of wine before 
  addressing the issue of his cellar. 
  “Shall we go take a look?” he asks. You nod.  
  Wendal leads you down a narrow flight of 
  stairs to his basement where the cellar is 
  situated.  
  It is cool and dark in the merchant’s 
  basement area, and he kindles a lantern 
  which sheds golden rays down the narrow 
  stone passage. Soon you emerge in the cellar.  
  Wendal leads you to a bare patch of wall, 
  and reaches behind a piece of stonework, 
  activating some hidden mechanism. A low 
  door, more a slab of white stone, slides to the 
  left, revealing a passageway beyond. 
  “My friend found it purely by accident,” he 
  tells you. “He was helping me move some 
  crates and he knocked this part of the wall 
  with the edge of a crate, and it just slid open. 
  Took us a while to figure out what he’d done, 
  but… there you go.” 
  You put your head through the hole and peer 
  down into the darkness (if you are non-
  darkvision you borrow Wendal’s lantern). A 
  roughly hewn stairway, carved out of the 
  earth itself, leads down into the darkness. 
  Looking closer, you see a multitude of 
  footprints.  
  ♦ To inspect the footprints, make a 
  survival check, DC 12. 
  ♦ If you are successful, go to 298. 
  ♦ If unsuccessful, you cannot tell what the 
  tracks are. To proceed down the stairs go 
  to 55.  
   
  
  	
    
  78	
    
  251 
  You inspect the rooms to the north and south, 
  but they are nearly completely empty, save 
  for rubble and some rusted pieces of iron; the 
  remnants of cell bars possibly? 
  You make you way back to the main east-
  west corridor.  
  ♦ To continue west to the next set of exits, 
  go to 244. 
  ♦ Or perhaps you suddenly decide that this 
  doesn't feel right, and want to leave? 
  Jamaunga won't be pleased! Go to 
  390.  
   
  252 
  This guard appears to not be so susceptible to 
  enchantment. You consider another course of 
  action. 
  ♦ To wait patiently until these Zhentilar 
  depart, go to 280. 
  ♦ To draw your weapon and attempt to 
  sneak up on the guard and attack, make 
  a stealth roll, DC 13. If you are 
  successful, go to 366. If not, go to entry 
  61. 
   
  253 
  Fleeing out the door you turn quickly down 
  the corridor and sprint for the end. But just 
  as you are about to turn the corner you hear 
  a crack of energy and a searing sound... 
  Roll a d20+5. If the result is higher than your 
  AC, you take 2d8 damage from the Ray of 
  Sickness and must make a constitution saving 
  throw, DC 13. If you fail, you are poisoned 
  for the next minute. If still alive, continue 
  reading below. 
  Gritting your teeth in anger you descend the 
  stairs two at a time and rush out onto the 
  street. You keep running until you have put 
  several blocks between yourself and the 
  sorceress Annaya. 
  Return to Map 1 / Map Entry 1 and continue 
  to your next destination. 
   
   
   
  254 
  If they are still alive, Zlug and Slug take 
  their leave now - they have a long journey 
  back to their home. They take some food 
  from the stolen food - you won’t mention this 
  to Wendal - and they keep the weapons they 
  looted from the bugbear earlier. The rest 
  they leave to you, and after thanking you 
  again for 
  freeing 
  them from bondage, they 
  leave you alone in the room. 
  You take stock of the carnage in the room, 
  the dead bugbears and the worg, and do a 
  quick search which reveals 189 gp, the 
  battleaxe and warhammer belonging to the 
  bugbears, Wendal Wheatfields’ stolen goods, 
  and something else curious, a note… 
   
  Most worthy friend Grax, 
  I was most pleased to hear of your success in 
  tunnelling north towards the Dragonspine 
  Mountains. It sounds like your recruitment 
  drive is going well! It is my hope that we can 
  link your network of tunnels with my own, 
  which are beneath the Dragonspines 
  themselves. You and your allies will prove 
  most valuable to me if your are able to do so. 
  A great war is coming, my friend, and one 
  should think carefully about which side one 
  positions oneself on…  
  Think on that, dear Grax. 
  Sincerely, 
  M. 
   
  Most interesting. 
  You memorise the contents of the note and 
  then destroy it, aware that if you are caught 
  with something like this on your person the 
  results could be disastrous.  
  It takes you about an hour to journey back to 
  the staircase that leads up to Wendal 
  
  	
    
  79	
    
  Wheatfields’ cellar, and he is not there 
  initially. But, on hearing your arrival, he 
  hurries downstairs with a whisky bottle and 
  two glasses! 
  You inform him of your success, and he is 
  overjoyed. Toasting your bravery and 
  cunning, Wendal is full of praise for your 
  efforts and equips you with provisions lasting 
  10 days.  
  If you previously agreed to be paid, Wendal 
  pays you 75 gp, and after spending time in 
  his pleasant company, you return to your 
  inn, feeling satisfied you were able to help 
  such a worthy soul.  
  The streets are dark and the hour is late as 
  you make your way back to your 
  accommodation. The inkeeper greets you 
  warmly, and you head upstairs to your room. 
  Undressing and laying down on your bed, 
  you are asleep moments after your head hits 
  the pillow.  
  Turn to 51.  
   
  255 
  You find vestments, the robes of monks, 
  religious icons and amulets. The amulets look 
  interesting but a quick inspection tells you 
  they are probably just symbols of devotion to 
  Bane. You have little use for such icons. You 
  may take one of the Bane amulets if you 
  wish, and a Banite monk's robe if you have 
  room in your pack.  
  Then go to entry 393.  
   
  256 
  You continue walking towards the end of the 
  open-air temple.  
  Weird question: Does your character have 
  hair? 
  ♦ If so, go to 152. 
  ♦ If not, go to 24. 
   
  257 
  Putting your head down, you continue on 
  towards your destination.  
  Go to Map 1 / Map Entry 1 and continue to 
  your chosen destination.  
  258 
  You ascend carefully, one rung at a time. 
  You are almost at the top when it happens. 
  There is a flash, and a blinding bolt of 
  lightning hits you in the chest.  
  Make a dexterity save, DC 16. On a failed 
  save, you take 3d6 lightning damage, or half 
  as much on a successful save.  
  If you are still alive, you climb the last few 
  rungs shakily and push the trapdoor open. 
  Pulling yourself through the hole, you lower 
  a rope and hold it steady while Salihn and 
  Kragor ascend.  
  Then you all stand, and look around the 
  room that you have entered.  
  Go to entry 387.  
   
  259 
  You watch the poor female being carted off, 
  realizing that there is little you can do for her 
  without getting yourself thrown in some 
  dungeon for the night as well.  
  The show over, some of the crowd start 
  wandering off, and the rain begins to pick 
  up.  
  What is your passive perception?  
  ♦ Is it 1-11? Go to 224 
  ♦ Is it 12 or above? Go to 162  
   
  260 
  You casually approach the table and help 
  yourself to a seat.  
  “Excuse me,” you say. “I couldn’t help 
  overhearing… is there something I can do to 
  help?” 
  The woman seems overjoyed at your arrival. 
  “Yes!” she exclaims. “Ganadhir, we need 
  help! Please!” 
  The dwarf is a little more sceptical, looking 
  you up and down doubtfully. 
  “Just what makes you think you’d be of any 
  help, young ‘un? Some sort of hero, are 
  you?” 
  “I can handle myself,” you reply. “What’s 
  the situation?” 
  “Slavery,” the dwarf replies bluntly. 
  “Pirates, you’d call them, not much better 
  
  	
    
  80	
    
  than animals, buying and selling humans, 
  dwarves, elves, like so much cattle. You have 
  the stomach for this?” 
  After a few more enquiries, you learn that 
  the poor woman hired the dwarf, a sort of 
  investigator, to look into the whereabouts of 
  her missing daughter. He found her for sale, 
  being kept on a ship at the East Dock on the 
  Tesh River.  
  “She’s due to be shipped out tomorrow, if 
  they can’t find a buyer in Zhentil. Their ship 
  does the rounds of the Moonsea, selling slaves 
  to anyone with the money. Bloody shameful 
  business. Disgusting. And Anika’s little girl 
  here will fetch a high price.” 
  At these words, the woman breaks down 
  sobbing.  
  ♦ Are you still willing to help these two? If 
  so go to 392 
  ♦ If not, you make your apologies and 
  excuse yourself. Go to 381 
   
  261 
  “Wait here! I’ll get help!” the rogue cries, 
  and disappears down the tunnel. 
  You grip your sword, staring straight ahead. 
  That rogue was a coward for deserting you 
  like that, but perhaps a few more of his kind 
  would even out the odds against the 
  approaching soldiers, whose armoured 
  footfalls are getting closer with every 
  moment.  
  As the sound reverberates through the 
  narrow alleyway, you hear it anew, and 
  realize: that’s not armoured feet at all! It is 
  the sound of a horse-drawn cart, echoing 
  through the alleyways.  
  Now it becomes clear – that rogue was trying 
  to lure you into that passageway for some 
  nefarious purpose, probably to finish you off! 
  You briefly consider trying to follow him, 
  but the entrance to the secret passage is 
  sealed shut now. 
  Shaking your head, you return to Market 
  Square.  
  Go to entry 44, but you may now only buy 
  products from three stalls instead of six. 
  262 
  The first guard goes down, collapsing to the 
  floor in a deep slumber.  
  “What is this witchcraft?!” the second 
  exclaims, brandishing his spear, and drops 
  the unconscious orc female, who slumps 
  prone on the ground. The guard advances on 
  you. 
  Go to entry 31, but only do battle with one 
  guard. However, every two rounds, roll a 
  d6. If the guard is within 30 ft of the sleeping 
  guard, is alive, and the d6 roll is 5 or 6, then 
  the guard uses an action to move to his 
  partner and slap him awake. The sleeping 
  guard will then join the battle. If this never 
  happens, then just do battle with one guard.  
   
  263 
  You hear a noise from behind you, and spin 
  around to see the woman rushing at you with 
  a long, curved dagger! Quickly drawing your 
  weapon you parry the attack and push her 
  away, hissing through your teeth.  
  "You will not leave here, alive, outlander!" 
  she says in a venomous tone, her face now 
  twisted in a hateful sneer. "I'll see to that!" 
  Sheathing her dagger, the woman who called 
  herself Annaya raises her hands and begins 
  making fell incantations... 
  ♦ If you would like to flee, go to 124. 
  ♦ If you would rather stand and fight, go 
  to Annaya Combat Sheet.   
   
  264 
  “Orcs have always been discriminated against 
  here,” Salihn answers. “And ogres, goblins… 
  anyone of that persuasion. Greenskins they 
  call them around here. But lately… I don’t 
  know, it’s different. I think Manshoon wants 
  to use them as a scapegoat, a symbol of 
  fear… then he can take control of the 
  Moonsea area with his armies, and his spies, 
  and have it all look legitimate.” 
  Salihn turns and spits on the floor. “He is a 
  tyrant, and if someone doesn’t stop him, he’ll 
  cast his evil shadow over all these lands. And 
  
  	
    
  81	
    
  he won’t stop there. He won’t stop until all 
  Faerun is under his control!” 
  Taking in this information, you thank Salihn 
  and turn to survey the rest of the tavern. 
  ♦ Go to entry 381. 
   
  265 
  Quickly you move to the pit wall nearest the 
  door, ducking low to stay out of view of 
  anyone coming through the door.  
  Make a stealth check, DC 18. If you are a 
  halfling, a dwarf, gnome, or similar sized 
  creature, you grab the large pauldron to hide 
  beneath - make the stealth check with 
  advantage.  
  ♦ If you are successful in the stealth check, 
  go to 117. 
  ♦ If unsuccessful, go to 397.  
   
  266 
  “Other business, eh?” the rogue says, looking 
  vaguely amused. “Oh well, I shall pass your 
  best regards onto my employer. We shall 
  keep an eye out for you.” He gives you a 
  wink, then turns and departs.  
  Within moments, he is gone from view. 
  ♦ Go to entry 44.  
   
  267 
  The rogue smiles at these words. Your 
  deception has fooled him!  
  "Yes, friend, that is very perceptive of you to 
  say! Not many outlanders are aware of how 
  much Manshoon does to elevate the status of 
  this fair city." He glances around. "Can I let 
  you in on something? Even our guild of 
  thieves, the Devil Worms, is patronized by 
  the lord of Zhentil Keep. Manshoon himself 
  uses us as his eyes and ears. There are deeds 
  that not even his beloved Zhentarim, his 
  Black Network, will stoop to. That is where 
  the Devil Worms come in." 
  The rogue winks at you craftily. You nod, 
  looking around to see if anyone is listening.  
  When you turn back, the rogue is gone, 
  disappeared like mist on the breeze! Perhaps 
  you will get a chance to contact him again… 
  but for now, something else appears to have 
  called him away.  
  Go to entry 44. 
   
  268 
  You move quickly out the door and reach the 
  end of the hallway fast, turning the corner 
  just as a green bolt of magic energy hits the 
  wall behind you. Annaya curses loudly, but 
  you are too fast. You run quickly down the 
  stairs and exit the building via the back way, 
  sprinting down the block until you are certain 
  you are not being followed.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination.  
   
  269 
  Your reaction is met with visible 
  disappointment.  
  “Ah. Well,” says Huon, his expression 
  downcast. “So be it.” 
  The knight who brought you here comes 
  forward, takes the pouch containing your 
  advance payment from your hand, and shows 
  you to the door. “Tell no-one of our 
  location,” he whispers to you as you exit. 
  “We are watching.” 
  Go to Map Entry 1. If you do not accept the 
  Knights’ quest, you may spend the day in 
  Zhentil Keep visiting various locations and 
  completing sidequests, after which this 
  adventure will come to a close. Note down 
  the entry 139. When you have accumulated 4 
  progress points, complete any sidequests and 
  then go to that entry. Otherwise, you may 
  reconsider, returning to 198 and choosing to 
  accept the quest.  
   
  270 
  Your divine sense tells you that the floating 
  creature is a type of powerful undead. 
  You could use your channel divinity ability 
  to Turn the Unholy here.  
  ♦ If you want to attempt this, go to 400.  
  ♦ Otherwise, return to 272 and choose 
  another option.  
   
  
  	
    
  82	
    
  271 
  You produce the materials and begin casting 
  the spell over you and your companions. An 
  odd feeling comes over you. Looking around 
  at your companions, you see that they now 
  appear blurry, ethereal almost.  
  You creep towards the tower, footsteps silent, 
  and check the door. It is open.  
  Opening the door, you duck inside and see a 
  staircase spiralling upwards around the wall, 
  which slopes inward. The next floor up looks 
  to be a lot smaller, and you remember that 
  from outside the tower appeared to taper off 
  at higher levels.  
  Go to 402. 
   
  272 
  Find Map 13 in the Maps Booklet.  
  You move further along the darkened 
  corridor, and as you progress towards the 
  next set of exits you begin to hear 
  something... breathing. Ragged panting, as 
  of an animal, or several animals. It's difficult 
  to tell; the stone walls could be multiplying 
  the sound many times over. You move closer 
  to the end exits, stopping just short of the 
  north one. The sound seems to be coming 
  from in there.  
  You creep up to the exit, and, carefully 
  easing your head around the corner, you see 
  a bizarre scene before you. In a small room, 
  four people, three men and a woman, stand 
  on four points of a large red glyph painted on 
  the floor. And there, in the centre of the 
  glyph, its back to you, is a large, armoured... 
  thing. It could be called a humanoid if it 
  possessed a bottom half, but where legs 
  should be, instead only a green vapour trail is 
  visible. It wears a suit of armour on its upper 
  half, and on its head a great helmet bearing 
  long, curling black horns. It is about thirty 
  feet away from you and appears to be 
  floating, about three feet off the floor. The 
  humans, stationed around the outside of the 
  glyph, have small candles at their feet, and 
  seem transfixed by them. They are not 
  looking up, and it appears as if they are 
  under some sort of charm spell.  
  What do you do now? The creature is at the 
  centre of the glyph.  
  ♦ If you are a paladin, go to 270. 
  ♦ If you are a cleric, go to 202. 
  ♦ You could make a ranged attack against 
  it, while its back is turned. Go to 21.  
  ♦ You could attempt to sneak up on it from 
  behind and make an attack. Go to 365. 
  ♦ You could use some sort of illusion spell 
  to create a diversion. Choose from 
  Thaumaturgy, Minor Illusion, 
  Silent Image, Prestidigitation or 
  Druidcraft. Go to 357.  
   
  273 
  You move a little closer to the bridge, and 
  notice that the figure is not moving. It is 
  really impossible to tell what they are as their 
  robe covers all facial and bodily detail. But 
  whatever is under there is completely still. A 
  slight breeze moves the fabric of the robe, but 
  it is as if it is draped over a statue. The figure 
  is unnaturally motionless.  
  ♦ To leave quickly, go to 85.  
  ♦ To approach the figure on the bridge, go 
  to 444.  
   
  274 
  You move carefully and quietly along the 
  passageway, primed for action. Something 
  makes you look to your right, some 
  movement: the stonework morphs, changes 
  shape, and a form begins to emerge... the 
  form of a man, no, half a man, clad in 
  armour! As he floats out from the wall you 
  see he is an ethereal being of some sort, but 
  with armour over the top. 
  You turn to face the entity, weapon at the 
  ready.  
  Go to Abyssal Specter Combat Sheet, using 
  the "Location 2" settings.  
   
   
   
   
  
  	
    
  83	
    
  275 
  Searching the beds, you soon discern that 
  these are the cots of monks, perhaps Fzoul's 
  personal servants. You find vestments, 
  religious icons, and something else of 
  interest. (You may take the robe of a Banite 
  Monk and a Bane amulet if you wish). 
  Under one cot is a small chest containing 
  very strange items. There are journals 
  written in a language unlike anything you 
  have ever seen, a book of gibberish written in 
  Common, and a map.  
  With the little time you have available, you 
  study the map carefully. If your knowledge 
  of the area is anything to go by, this is a map 
  of the Dragonspine Mountains, north of the 
  Moonsea. The map bears strange markings in 
  the same script as the journals.  
  You glance around. Salihn and Kragor are 
  busy searching other areas of the room.  
  ♦ Do you show the map to Salihn and 
  Kragor? Go to 335. 
  ♦ Or, do you simply pocket it yourself. Go 
  to 284.  
   
  276 
  One female goblin comes to the bars and 
  addresses you. 
  “Keep your voice down!” she hisses, looking 
  furtively around. “We are slaves,” she 
  continues. “Kept here by our bugbear 
  masters, to mine these tunnels. At least, our 
  men are…” She glances sadly down at the 
  little goblin boy in her arms. “And one day, 
  my son will be, too.” 
  You find out from this goblin, who name is 
  Moragh, that a large bugbear tyrant named 
  Grax is in charge of this operation, and has 
  enslaved the goblins to expand tunnels 
  towards the Dragonspine Mountains.  
  “We think he is in league with some 
  powerful humans,” Moragh tells you. “But 
  supplies have been running low. He has been 
  raiding the cellars of merchants across the 
  city above to keep his workers, our husbands, 
  fed. They tunnel, night and day. Grax works 
  them to the bone.” 
  You learn that the newest tunnel is situated 
  to the east of the junction you just came 
  from. It branches off to the north. The male 
  goblins are to be found there, tunneling north 
  towards the Dragonspines, a job that will 
  take them months, years perhaps. 
  Somewhere further along the eastern passage 
  is Grax’s abode. 
  Having solved the mystery of who has been 
  stealing Wendal’s supplies, your thoughts 
  now turn towards helping these miserable 
  creatures.  
  Armed with this knowledge, you return to 
  the junction and continue east.  
  Turn to 430. 
   
  277 
  You scan the marketgoers, looking for a 
  suitable victim.  
  Make a sleight of hand roll to determine how 
  successful your pickpocketing efforts are.  
   
  1-10: You are unsuccessful.  
  11-14: You manage to pickpocket 3d20+20 
  gold from one mark.  
  15-18: You lift 5d20+40 from several affluent 
  nobles.  
  19-20: You pickpocket 7d20+60 gold from a 
  range of different victims.  
   
  When you have concluded your nefarious 
  activities, you may browse the market stalls 
  by going to 44.
   
  278 
  You quickly grab the female orc, who has 
  now become conscious.  
  “Come on,” you say, pulling her to her feet. 
  “Let’s get out of here!” 
  The mob behind you stands a little way off, 
  unwilling to approach you after you bested 
  those guards. Dragging the orc female 
  behind you, you move quickly and put some 
  distance between you and the unruly mob. 
  You see a secluded side street, and duck down 
  it. An old crone is sitting on a balcony 
  smoking her pipe, sheltering beneath an 
  
  	
    
  84	
    
  awning to escape the rain. She watches you 
  casually. 
  The sounds of the mob have faded completely 
  behind you. You stop and examine the 
  female orc. She has a nasty gash across her 
  temple.  
  ♦ Do you have any healing abilities? If so, 
  you could heal this poor orc by going to 
  157. 
  ♦ Otherwise, you could try and leave this 
  orc in the care of the crone. Go to 210. 
   
  279 
  You stride forward and reach out to take the 
  ring, but as you do so two large stone hands 
  palms chop down in front of you, barring 
  your way. There is no getting past them.  
  You look left, and right, and the two stone 
  statues have come to life. Where they were 
  rigid and forward-facing before, now they 
  face you and don't look like they will let you 
  past. Their eyes are fixed on you in a stoney, 
  unflinching gaze.  
  What now? 
  ♦ To attempt to reach for the ring again, 
  go to 303. 
  ♦ To retreat to the other room and look for 
  some other solution, go to 310. 
   
  280 
  You hold your tongue, waiting for the 
  Zhentilar to depart, which they do 
  eventually, but only after they have secured 
  their demands from the poor old gnome.  
  “Bloody thugs,” the little merchant mumbles 
  as he makes his way back over to you. “Put 
  me out of business, they will!!” 
  You make a few sympathetic comments to 
  the poor gnome and then get back to the 
  business of shopping for armour.  
  ♦ Go to 14. 
   
  281 
  You make for the open door on the far side of 
  the smithy. Behind you, you hear the clank 
  of the guards running in full armour.  
  Running quickly out the door you exit into a 
  wide alleyway. You turn left and run hard, 
  but just before you are out of sight you hear 
  a shout behind you. The guards are still 
  following. 
  It takes a good while to properly lose them. 
  Finally you stop in some uknown alleyway 
  and look back, watching for them… but it 
  appears they have given up the chase.  
  ♦ What now? You may return to Scimitar 
  Street, but it will cost you another 
  progress point if you do so. Go to 86. 
  ♦ Otherwise, go to Map 1 / Map Entry 1 
  and choose another destination. 
   
  282 
  “Manshoon? Is he the lord of Zhentil Keep?” 
  you reply naively. “I’ve been here less than a 
  day, truth be told.” 
  “Manshoon is more than the lord of Zhentil, 
  friend,” the rogue answers. “He is the lord of 
  all these lands, or at least he soon will be!” 
  Seeing this as an opportunity to coax further 
  information, you continue playing the 
  ignorant card. 
  “Soon will be?” you repeat, trying to appear 
  only mildly interested. You move to a nearby 
  stand and begin casually inspecting the wares 
  on display. “What’s stopping him from 
  taking power?” The rogue goes to answer, 
  but then the stallkeeper comes near and you 
  break off to ask him the price of the trinket 
  you are holding, haggling for a few 
  moments. Then your resume your 
  conversation.  
   “Sorry, you were saying?”  
  “Several troublesome kings and governers 
  stand in Manshoon’s way,” the rogue informs 
  you tersely. “Fools who think they can share 
  power with the High Lord. But they will 
  learn. Oh yes, they will learn of his power, 
  and his reach, soon enough.” 
  It seems from all indications that this rogue, 
  and possibly the entire thieves’ guild of 
  Zhentil Keep, are in league with Manshoon, 
  and perhaps acting on his behalf! 
  (cont. over) 
  
  	
    
  85	
    
  How do you respond?  
  ♦ “Well it sounds like the future of the city 
  is in good hands! I wish you a good day, 
  sir!” you say, then depart to look around 
  the stalls. Go to 44.  
  ♦ Ditching the façade, you say, “I’ve seen 
  enough injustice to know that eventually, 
  all tyrants get what’s coming to them.” 
  Go to 30. 
  ♦ “That sounds like something I could get 
  behind. Can you introduce me to your 
  guild leader?” Go to 488. 
   
  283 
  As you wander the tight, narrow streets of 
  Zhentil Keep, watching your footing on the 
  poorly-maintained cobble, you see a sign 
  which catches your eye: 
  DRAGON WYRMLINGS FOR SALE – 
  ENQUIRE WITHIN. 
  As you near the door, you can hear a heated 
  argument coming from inside.  
  ♦ Do you wish to go inside to investigate? 
  If so, go to 107.  
  ♦ If not, go to 257.  
   
  284 
  Without telling the others, you may pocket 
  these items if you wish. Add them to your 
  inventory: "Map of Dragonspines with 
  strange markings" and "Journal with strange 
  markings." 
  Then go to entry 393.  
   
  285 
  “No thank you, but thank you for your 
  time,” you say with a slight bow and a 
  feigned smile. Quickly you rejoin the crowd, 
  not wanting to wait around to see what 
  happens next. 
  ♦ If you are with Rynmor, go to 134 and 
  choose another action. 
  ♦ If you are on your own, go to 382 and 
  choose another action. 
   
   
   
  286 
  "This is used for magic users, to help them 
  learn spells," the merchant tells you. "300 gp 
  per pouch. Limit one."  
  Powdered dragon’s tooth can be used to 
  temporarily learn one cantrip from your 
  class's spell list, above your normal 
  allowance. It enables you to choose an extra 
  cantrip from your class list (if your class does 
  not have cantrips, then use the wizard's spell 
  list and choose a cantrip from there) which 
  you will know for the entirety of that day. 
  Once that day is over, the spell will no longer 
  be available for use.  
  You may purchase a pouch of the powder if 
  you wish, and then return to 433 and choose 
  another option.  
   
  287 
  You recognize the imposing figure as that of 
  Hruggek, the bugbear god of violence and 
  war, and ex-arch of Bane, the patron god of 
  Zhentil Keep! 
  If there is an idol of Hruggek down here, it 
  stands to reason that bugbears are nearby.  
  Knowing this gives you a slight advantage - 
  while you are down in this dungeon, you 
  have advantage on all stealth checks that 
  determine surprise.  
  There is nothing else of any note in this 
  room. You return to the junction and 
  continue east.  
  Go to 104. 
   
  288 
  You look around various parts of the ruined 
  building, and find alcoves, much like any 
  other temple, where candles or figurines 
  might have been placed before. This place 
  appears to have been heavily looted. Nothing 
  of any value remains.  
  ♦ To search the rubble pile at the altar, go 
  to 219.  
  ♦ To leave and go to investigate some 
  houses, go to 98.  
  ♦ Or perhaps you have had enough of this 
  ruined part of Zhentil Keep? Go to 68.  
   
  
  	
    
  86	
    
  289 
  You walk up to one of the black-clad priests. 
  Clearing your throat, you raise your voice a 
  few notes to give the illusion of naivete. 
  “Excuse me, your holiness. I am new to this 
  city, I wonder… could you tell me something 
  about your order, and your God? I have 
  never had a faith before, and… I’m alone in 
  this world. I wonder if your God is someone I 
  could offer myself to?” 
  The priest looks you up and down, an odd 
  smirk on his face. “Lord Bane does not accept 
  fools and vagabonds into his circle. The 
  followers of Bane exist only to do his will: 
  kill his enemies and bring more followers to 
  the Dark Lord’s feet. That is why Lord 
  Manshoon is so powerful, because he does the 
  work of Bane, ridding this world of heathen 
  scum. Just as he is now doing with the orcs of 
  Thar.” 
  You nod, trying to appear attentive. “I see. 
  Well… how could I get the blessing of Lord 
  Bane?” 
  The priest tuts mockingly. “What does a 
  piteous mortal such as you have to offer The 
  Black Lord?” 
  You search around for an answer. “I… I 
  don’t know.” The priest shakes his head id 
  disgust and turns to go. “Tell me,” you say 
  quickly, trying to stop his departure, “they 
  say Lord Manshoon is as powerful as Bane, if 
  not more powerful! They say he is hundreds 
  of years old!” 
  “Where did you hear such nonsense?” the 
  priest spits.  
  “In a tavern,” you reply.  
  It’s not entirely untrue. You heard several 
  such things in Teshwave, and have overheard 
  other conversations since you have been here.  
  This priest looks you over derisively, now in 
  complete contempt of your apparent 
  stupidity. “Utter nonsense! Some fools have 
  said that Manshoon gets his power from fonts 
  of magic beneath the Citadel of the Raven. 
  That is speculation, and besides, no-one is as 
  powerful as Lord Bane, not even 
  Manshoon.” 
  You bow low. “Why thank you, your 
  holiness, for taking the time to answer my 
  questions.” 
  You turn and walk back into the throng of 
  people.  
  ♦ Is the stranger still with you? If so return 
  to 134 and choose another option.  
  ♦ If you are alone, return to 382 and choose 
  another option.  
   
  290 
  Make a wisdom saving throw for the cleric. 
  Roll a d20+2.  
  ♦ If the result is higher than your Spell 
  Save DC, the spell ends. You thank the 
  cleric and return to the crowd. Go to 134 
  if you are with Rynmor, or go to 382 if 
  you are alone, then choose another 
  action.  
  ♦ If it is lower, go to 371 
   
  291 
  You take out your weapon and jab it into the 
  pile. Nothing happens. If there is something 
  under there, it is buried deep.  
  ♦ To start moving rocks aside, go to 239. 
  ♦ To investigate the pile further, go to 192.  
  ♦ To leave the room and return to the 
  junction, go to 194. 
   
  292 
  Make an athletics check, DC 11. 
  ♦ If you succeed, go to 181.  
  ♦ If you fail, go to 338. 
   
  293 
  You dart your hand quickly in and out of the 
  door frame.  
  Make a dexterity check, DC 12.  
  ♦ If successful, go to 404. 
  ♦ If unsuccessful, go to 153.  
   
  294 
  You enter Pyzar's Potion Emporium through 
  a low doorway. Inside the antique gloom of 
  the shop there are several other customers 
  moving about, casually browsing through 
  
  	
    
  87	
    
  different categories of items. The walls of 
  this grand establishment are lined with 
  tightly-crammed shelves. At the far end of 
  the shop, behind a wooden counter, is a stout 
  dwarf in rich burgundy robes. His face is 
  partially obscured by a complicated-looking 
  array of beakers and tubes, and his wild, 
  gray hair sticks up like a bush of nettles. No 
  doubt this is Pyzar, and he ignores your 
  arrival, absorbed in his work of combining 
  strange-coloured liquids. You peruse the 
  shelves.  
  There is an entire shelf reserved for healing 
  potions. At 150 gp a bottle, there appear to be 
  5 standard healing potions available at the 
  moment.  
   
  You also see a Potion of Hill Giant Strength 
  which looks interesting, as well as a Potion of 
  Flying which you can see being handy in a 
  number of situations. 
  Suddenly, as you are perusing the shelves, 
  there is a small shattering noise, and you look 
  across the shop to see a halfling laughing 
  uproariously. He is holding an empty bottle.  
  "Hey!" Pyzar shouts in the halfling's 
  direction. "Pay first, then drink, you thief!" 
  The halfling ignores the dwarf and, as you 
  watch, you see that he can not really be 
  called a halfling any more. He is growing, 
  and quickly! 
  "Bloody Nora, get him out!" Pyzar yells. 
  "Someone grab him, get him out into the 
  street! He'll destroy my ceiling!" 
  ♦ If you wish to try and help Pyzar the 
  Potion Master, make an athletics check to 
  grab the expanding halfling and get him 
  out of the shop. The DC is 14. If you are 
  successful go to 141. If you are 
  unsuccessful go to 492. 
  ♦ Otherwise you can simply stand there and 
  wait to see what happens. Go to 329. 
   
  295 
  Huon’s face lights up with a broad smile, as 
  do the faces of all the other old men at the 
  table. “Excellent!” he says, standing and 
  embracing you warmly. “I can’t tell you 
  what this means to us, friend! You will be 
  rewarded, but beyond that, you will have 
  saved the Moonsea from tyranny! And of 
  course, you will always have friends in the 
  Knights of Myth Drannor.” 
   “Go now,” Huon says, placing a hand on 
  your shoulder. “Get some rest, you will need 
  it for the quest ahead. At dawn tomorrow, 
  leave the city. A mile from the gates, 
  Teodric,” he indicates the Knight who led 
  you here, “will meet you with a horse, and 
  guide you to the foot of the Dragonspines, 
  about thirty miles’ ride. After that, you are 
  on your own.” 
  One of the knights, an ancient character who 
  looks more like a mage than a fighter, 
  approaches, you with a blue bottle. “To heal 
  your wounds,” he says in a quiet voice. “I 
  fear you will need it, young warrior!” (Add 1 
  healing potion to your inventory). 
  After exchanging final words and receiving 
  their blessings, you quietly emerge back out 
  in the alleyway and walk quickly, finding 
  your way back out ont the street. Your head 
  is spinning at what you have been thrust into 
  the middle of, but you cannot help feeling 
  this quest is vitally important.  
  You return to your lodgings, your mind 
  abuzz with anticipation at the prospect of this 
  quest as you navigate your way back to the 
  inn.  
  Go to entry 207. 
   
   
   
   
  
  	
    
  88	
    
  296 
  Roll a d20+1 with advantage. If the result is 
  higher than your AC, read below, otherwise 
  go to 237.  
  Without warning, you feel a blade biting into 
  your shoulder, the pain searing through you 
  like a bolt. The devious woman stabbed you 
  in the back!  
  You turn, and see an entirely different person 
  before you. The woman who called herself 
  Annaya raises her hands in the air, invoking 
  some eldritch language as green energy 
  begins to swirl around her.  
  Do battle with this evil witch by going to 
  Annaya Combat Sheet. 
   
  297 
  As the other guards are running towards 
  their captain to see what all the fuss is about, 
  it is no great task for you to quietly slip out 
  the front door.  
  ♦ Return to 86 (without taking a progress 
  point) and choose another option. 
  Unfortunately you will not be able to 
  purchase armour from Mail, Plate and 
  Hide today, but there may be another 
  shop on this street who can take care of 
  your needs.  
   
  298 
  You have definitely seen such tracks before, 
  near the lairs of goblin tribes. These are 
  goblin prints! 
  To descend the stairs, go to 55.  
   
  299 
  You take careful aim at the specter's back, 
  then release your ranged attack.  
  Make your ranged attack with advantage, 
  aiming for an AC of 16. If you hit, roll 
  damage and take note of that amount to be 
  deducted from the specter's HP. Then go to 
  Abyssal Specter Combat Sheet. 
   
   
   
   
  300 
  Make a survival check to attempt to track the 
  creature. Favoured enemies do not come into 
  play here - you have no idea what the 
  creature was. The DC is 18.  
  ♦ If you are successful, go to 144.  
  ♦ If you are unsuccessful, go to 343 
   
  301 
  Making your way through Northern Zhentil, 
  you are in a particularly busy street, being 
  carried along by the press of people. 
  Suddenly, you hear a sound from above, and 
  look up to see a woman, standing on an 
  apartment balcony, calling out in distress. 
  "Help, please, someone! I'm being attacked!" 
  She then disappears out of sight, and you 
  hear a scream coming from inside the room 
  beyond.  
  You look around at your fellow pedestrians, 
  but none of them seem particularly bothered. 
  You hear a few comments such as, "Oh well, 
  that's life," and "happens to the best of us," 
  but none of them is rushing to the poor 
  woman's aid! 
  ♦ Do you go to her aid? Go to 17.  
  ♦ Do you ignore her pleas and continue 
  down the street? Go to 173. 
   
  302 
  You move forward to fight the rat-creature 
  and save the old man. 
  ♦ Go to Dire Rat Overlord Combat Sheet. 
   
  303 
  Again you extend your arm to grab the ring, 
  and you see the statues grind into action once 
  more. They raise their fists to pummel you! 
  This does not look like a fight you can win. 
  Each statue is about twelve feet tall and 
  made of stone with large, powerful-looking 
  fists. Your instincts tell you that entering 
  combat with these opponents would almost 
  certainly spell death for you.  
  ♦ To do battle with these statues go to 118.  
  ♦ To retreat to the first room go to 310.  
   
  
  	
    
  89	
    
  304 
  Without trying to draw attention to yourself, 
  you regard the woman closely. After only a 
  few moments of watching her eyes, and 
  reading her body language, it becomes clear 
  to you that she is not all she seems. You keep 
  this to yourself, nodding as she talks.  
  "Please, drink your wine. It's all the way 
  from Velen. Excellent vintage." 
  "No thanks," you say, setting it down. "I 
  must be going." You stand, and the woman 
  stands too, seemingly uncertain of what to 
  do. You make your way towards the door, 
  primed for action, and then you hear it... the 
  faintest whisper of a blade being drawn from 
  a scabbard.  
  Quickly you spin around and parry the blade 
  that arcs down towards your neck, pushing 
  Annaya away with your boot.  
  "Back, witch!" you yell. She snarls at you 
  through gritted teeth and raises her hands, 
  pulling green, crackling energy out of the 
  air. This woman is a sorceress, apparently 
  intent on your demise! 
  Go to Annaya Combat Sheet. 
   
  305 
  You instantly recognize that the note is 
  written in the druidic language. It reads: 
  "Take this knowledge and memorize it 
  instantly, fellow druid. Members of our 
  Mountain Circle Guild are determined to 
  assist the Knights of Myth Drannor in their 
  coup against Manshoon and his evil Black 
  Network, the Zhentarim. To this end, we 
  have hidden a package in the Dragonspine 
  Mountains, within a natural temple known as 
  Temple of the Obscured Moon, which lies 
  behind a waterfall. It is for you, our fellow 
  druid, if you should be contacted by those 
  knights and asked to take up that quest. It 
  contains useful items and will assist you 
  greatly in your quest. Now destroy this note 
  immediately and prepare to be contacted by 
  the Knights of Myth Drannor." 
  (cont. over) 
   
  You memorize the note and then tear it into 
  pieces, scattering them as you walk.  
  Take note of the codeword Druidicnote on 
  your character sheet. Then return to Map 1 / 
  Map Entry 1 and choose a new destination.  
   
  306 
  The runes are in a language utterly 
  unfamiliar to you. They look vaguely similar 
  to Draconic visually, but even if you can read 
  that language, they are still indecipherable.  
  ♦ To knock on the surface with your fist, 
  go to 200.  
  ♦ To strike the surface with your weapon, 
  go to 368.  
  ♦ To return to the junction, go to 194. 
   
  307 
  You move forward down the corridor, with 
  bated breath, Jamaunga by your side.  
  Suddenly you feel an unpleasant feeling 
  come over you. It grows, and soon a deep, 
  dark despair begins to overwhelm your 
  soul... 
  ♦ Make a wisdom save, DC 14. If you are 
  successful, go to 431.  
  ♦ If you are unsuccessful go to 72.  
   
  308 
  "Welcome back, traveller!" Huon Falconhand 
  greets you. "I trust you found everything 
  you need in Zhentil Keep? Regardless, time is 
  pressing... and as you have just seen, the 
  Black Network is well aware of your 
  presence here in Zhentil Keep. Which means 
  it is time for you to leave, to depart and begin 
  your quest, through the Dragonspines, in 
  search of the secret underground route to 
  Zhentil Keep." 
  You nod, and repeat that you are intent on 
  the quest.  
  "You were rescued for a purpose, traveller. 
  Manshoon's foul schemes must be uncovered, 
  and you are the one to complete this quest. 
  Find the hidden tunnels that lead to the 
  Citadel of the Raven, then when you reach 
  the Citadel itself, find Sir Steval Skurynd, 
  
  	
    
  90	
    
  and with his help rout out any Zhentarim 
  spies that still lurk there. Hawkhelm's 
  assassin may be hiding within the Citadel's 
  soldiers, so be careful!" 
  You stay for a little while longer, and the old 
  Knights provide you with a nourishing meal 
  of soup and bread (Restore 3 hp). You tell 
  them of your encounter with the witch 
  Annaya.  
  "Yes," Addy says. "The Black Network has 
  many agents, possessing many dubious 
  talents. You are lucky to be alive!" 
  You stay for a while longer, discussing 
  various things. They remind you that you 
  are to meet Teodric on the morrow, one mile 
  northwest of the city gates, on the road that 
  leads back towards Teshwave.  
  Finally, you bid the Knights farewell, and 
  leave their hideout, returning to your inn by 
  the most direct route. You are very careful to 
  make sure you are not followed. You make 
  your way inside the inn.  
  If you are staying at The Stout Miner, pay 2 
  gp for your room for the night. If you are 
  staying at The Zhentil Arms, pay 5 gp and 
  then turn to 182. 
   
  309 
   This cavern is quite large, about 40 ft or so 
  lengthways. On the far side, you can make 
  something out. Is it… a chest? Yes, there on 
  the other side is a large chest, sturdy wood 
  with brass bands reinforcing it. 
  ♦ To go over and inspect the chest, go to 
  320. 
  ♦ To check the room for anything unseen, 
  go to 66.  
  ♦ To leave the room and continue down the 
  passage, go to 40.  
   
  310 
  You make your way back into the first room. 
  Obviously the challenge is getting that ring, 
  but you don't really like the idea of fighting 
  your way through those guardian statues.  
  ♦ To explore this room, go to 113. 
  ♦ To inspect the jars, go to 222. 
  311 
  You make your way through the streets of 
  the river city, heading quickly back to the inn 
  where you stayed last night.  
  You greet the inkeep with a curt nod, pay for 
  another night's accommodation, and make 
  your way to your room, drawing the 
  curtains.  
  ♦ Go to 182. 
   
  312 
  You work on Jamaunga's body, and soon 
  you see signs of life returning... his chest 
  rises and falls and he begins to groan, but he 
  is in no condition to talk.  
  You send another one of the specter's captives 
  to go and get help, and a stretcher, to carry 
  Jamaunga out of this accursed place. Then, 
  thinking it's probably best that you leave and 
  avoid any unwanted attention, you quickly 
  leave the dungeon. A quick scan of the room 
  before you go reveals nothing of value.  
  You help the former thralls get Jamaunga’s 
  body up and out of the hole, and see them on 
  your way, whispering your farewell to the 
  brave Crucian before you part ways.  
  Then, once more, you are alone.  
  Go to Map 1 / Map entry 1 and continue to 
  your next chosen destination.  
   
  313 
  A light drizzle settles in as you walk, 
  directing yourself towards the middle of 
  town. Just near the market square, where a 
  few merchants are packing down the last of 
  the tents, you find a nice-looking inn named 
  The Zhentil Arms.  
  Pushing your way through an ornate wooden 
  door, you enter a busy foyer where travellers 
  wait to be shown to their rooms.  
  Eventually an elderly elf approaches you, 
  key in hand. "Rooms are five gold pieces a 
  night,” he informs you with a smile. “Show 
  you to your room?"  
  (cont. over) 
   
   
  
  	
    
  91	
    
  What do you choose to do? 
  ♦ Respond “That would be lovely, thank 
  you.” Go to 337. 
  ♦ "No thanks, I might look for somewhere 
  a bit cheaper.” Go to 389. 
   
  314 
  With one final attack you slay the rat-like 
  creature. It drops to the ground, and 
  immediately, as if from nowhere, hundreds of 
  rats appear and begin devouring the carcass.  
  Shuddering with disgust, you turn and see 
  the old man, cowering against the wall of the 
  alley. Quickly you go to him.  
  "Thank you, thank you," he breathes, beside 
  himself with gratitude for you.  
  "Why was it attacking you?" you ask.  
  "I'm a maker of dire rat traps," he says. "My 
  son sells them at the market. They're 
  intelligent creatures, those rats. He must 
  have been lying here in waiting for me. I 
  don't know how to thank you, I have very 
  little money... here..." 
  The old man passes you a small whistle, hung 
  on a cord around his neck. "Take it. If you're 
  ever in a situation where you're surrounded 
  by rats, blow on this thing. They can't stand 
  the sound of it... Not that big one though... 
  didn't seem to affect that thing." 
  Nodding, you accept the gift (although 
  you're not sure how effective it would be) 
  and help the old man to his feet.  
  Add rat whistle to your inventory.  
  Once you are sure he is allright, you turn and 
  exit the alley.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination. 
   
   
   
   
   
   
   
   
  315 
  You do a quick search of the rogue’s body, 
  finding 72 gold. He also carries a rapier, 
  which you may take if you wish.  
  ♦ Then you return to Market Square. Go to 
  44, but due to the time spent here, you 
  may only purchase from three stalls 
  instead of six.  
   
  316 
  To your trained eye, this looks like an ideal 
  place to make contact with the local thieves' 
  guild. There are also alot of semi-affluent 
  looking cityfolk milling about, so a bit of 
  casual pickpocketing could also be on the 
  cards! 
  ♦ To attempt to find a member of the local 
  thieves' guild, go to 468. 
  ♦ To try your hand at pickpocketing, go to 
  277. 
   
  317 
  You pass the night very uncomfortably on 
  the stone floor of the cell. Down the 
  corridoor, horrific, tortured screams echo, 
  and the sound of iron doors slamming and 
  boots marching keeps you awake most of the 
  night. Your belongings are gone, including 
  your weapons – they have all been stripped 
  from you. And the female orc, only the Gods 
  know what became of her.  
  Still, you manage to grab sleep in small 
  snatches (recover 1 hit die).  
  And then, just before dawn, you hear it; a 
  key turning in the lock. You sit up in time to 
  see the cell door swing quietly inward, and 
  standing there is a lone elven guard, dressed 
  in the livery of the Zhentilar. But something 
  about his face… he wears no expression of 
  malice or suspicion. Rather, a look of urgent 
  desperation.  
  “Come traveller, quickly!” he whispers, 
  beckoning to you. “It’s all right, I’m a 
  friend. Come, quickly!” 
  Having nothing to lose, you stand and go 
  with him.  
  (cont. over) 
  
  	
    
  92	
    
   
  The elven warrior leads you out into the 
  corridor, down to its end and then up some 
  stairs and into an alleyway. “Let’s go,” he 
  hisses, hand on his sword as his eyes scan 
  every nook and cranny.  
  The mysterious stranger leads you through a 
  maze of twisting and turning alleyways, 
  always glancing behind to check if you are 
  being followed. As you dash through this 
  urban labyrinth, your saviour draws a 
  dagger, keeping a close watch on his 
  surroundings. Dawn is just breaking in the 
  sky overhead.  
  “They will have discovered your escape by 
  now,” he says, and chuckles to himself. 
  “They’ll have no clue. Fools! Still, they don’t 
  know your value to us.” 
  ♦ Go to entry 161 
   
  318 
  As you make your way through the streets of 
  Zhentil Keep, you hear a cheerful voice 
  coming from up ahead. 
  “Come one, come all! Try your hand at the 
  lock that has confounded the most skilled 
  thieves in the Moonsea! Devil Worms have 
  tried it, even the famous rogue Night Fingers 
  has tried it and couldn’t crack it! Do you 
  think you can? 20 gold pieces a try, and you 
  get to keep whatever’s in the chest! Don’t 
  miss out!” 
  As you near, you see a jolly-looking halfling 
  at the road’s edge, tossing a key and loudly 
  inviting all to try his lock challenge. A small 
  woman, finely dressed, is hunched over a 
  small chest with lockpicking tools, and as you 
  watch she gives up, shakes her head and 
  walks off. A man, waiting in the queue, 
  moves forward and begins his attempt.  
  The halfling catches your eye. “How about 
  you, friend? Fancy a real challenge?” 
  ♦ Will you try your hand at the halfling’s 
  challenge? If so, go to 218.  
  ♦ If you would rather not, then return to 
  Map 1 / Map Entry 1 and proceed to your 
  next chosen destination. 
   
  319 
  The three of you back up, down the stairs a 
  little, and bolt towards the door at full speed.  
  Make an athletics check, DC 13.  
  ♦ If successful, go to 116. 
  ♦ If unsuccessful, go to 344.  
   
  320 
  You walk across to the chest, eager to see 
  what riches it might hold! 
  Suddenly, to your horror, you feel the 
  ground start to give way beneath you!  
  Make a dex save, DC 13.  
  ♦ If successful, go to 375. 
  ♦ If unsuccessful, go to 356. 
   
  321 
  You shake your head, telling yourself there is 
  some sort of charm or dark magic inherent in 
  this place, and you force yourself to think 
  happier thoughts. It seems to work: slowly 
  
  	
    
  93	
    
  the despair subsides and you are back to your 
  normal, determined self.  
  Looking left and right, you see that the exits 
  open out into empty rooms. These rooms 
  seem completely bare, apart from a little 
  moss and some rubble littering the floor. 
  Ahead, there are two more exits to the north 
  and south, and beyond that the corridor ends.  
  ♦ If you would like to check out the nearest 
  rooms, to the north and south, go to 354. 
  ♦ If you would like to continue down to the 
  next set of exits, go to 111.  
   
  322 
  The Specter howls, as if in pain, and flees, 
  but not towards the exit... It flies into the 
  back wall and disappears, as if merging with 
  it. It seems this undead can travel through 
  stone, and it has used this ability to get as far 
  away from you as possible.  
  "Your power is astounding, holy one!" 
  Jamaunga marvels as you both watch the 
  specter flee. Then, seemingly remembering 
  why he was there, he rushes to the furthest 
  human, a middle-aged man, and shakes him 
  awake. "Thebius!" he cries. "It's Jamaunga! 
  Remember me?"  
  You help Jamaunga revive all the humans, 
  breaking them out of their trance. They are 
  all shocked to find themselves there, having 
  no memory of how they came to be there. 
  They are all from the Common Quarter.  
  Finally you get them moving, and out the 
  door. As Jamaunga is leading them out, he 
  looks back at you. 
  "You coming?" he asks. 
  ♦ Well, are you? If you accompany 
  Jamaunga and the rescued captors out 
  the dungeon, go to 180.  
  ♦ If you prefer to stay here and wait to see 
  if the specter returns, go to 410.  
   
  323 
  The specter, seemingly immune to your 
  efforts to turn it, stops what it is doing and 
  rushes towards you, floating above the 
  ground! It lowers its head, as if to gore you! 
  You must do battle with this hellish entity.  
  Go to Abyssal Specter Combat Sheet.  
   
  324 
  You turn and walk quickly away from the 
  rogue, perhaps feeling something is a bit off 
  about this situation.  
  Go to entry 44.  
   
  325 
  As you wander towards your next 
  destination, something catches your eye: A 
  note, pinned to the wall of a house.  
   
   
   
  You move closer and notice that it is written 
  in a strange, eldritch-looking language.  
  ♦ Do you know the Druidic language? If so 
  go to 305. 
  ♦ If not, you shake your head at the 
  indecipherable runes and continue on 
  your way. Go to Map 1 / Map Entry 1 
  and choose a new destination.  
   
  326 
  You search Annaya's apartment thoroughly 
  and turn up some interesting finds... 55 gold 
  pieces, three bottles of wine, and a vial of 
  poison marked "Midnight Tears." There is 
  enough here for one dose. (Take what you 
  wish and add it to your inventory. For details 
  
  	
    
  94	
    
  on the poison Midnight Tears Poison, consult 
  the Dungeon Master’s Guide, page 258).  
  There is also a note, written in tiny script on 
  a small piece of parchment, and bearing 
  today’s date. It is concealed amongst the pile 
  of books on the wood table.  
  It reads: 
   
  Dearest Annaya 
  I long for your company day and night, my 
  dark seductress... please, come to me tonight. 
  The front door will be open. Use the usual 
  charm to get past my guardian. 
  I will not be there until late as I have duties 
  to attend to at the Black Altar, but you can 
  amuse yourself I'm sure. There is wine and 
  many tomes for you to peruse while you 
  await my arrival, sweet love. And also, if 
  you look in the spine of the tome named 
  “Memoirs of Tertius Realmwanderer” you 
  will find a little present I have left for you.  
  Until this evening,  
  Fzoul. 
   
  Below this note you see, written in common 
  script, the words of a magical charm. As you 
  finish reading, you hear a sound from the 
  street outside - it sounds like Zhentilar 
  approaching! Quickly you pocket the note 
  (add ‘Annaya Note’ to your inventory) and 
  leave the apartment, exiting the building by 
  a back entrance.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination.  
   
  327 
  Make an investigation check.  
  ♦ If you score 1-13, go to 255. 
  ♦ If you score 14 or above, go to 275.  
   
  328 
  Try as you might, the lock will not yield to 
  your efforts.  
  “Oh well, not everyone can manage the lock 
  to end all locks!” the halfling says. “If they 
  could, I’d be out of business!” 
  (cont. over) 
  Annoyed, you leave the halfling and walk 
  off, shaking your head with disappointment.  
  Go to Map 1 / Map Entry 1 and continue to 
  your chosen destination. 
   
  329 
  Pyzar stands with an exasperated groan. 
  "Must I do everything? Gods, I'm trying to 
  run a business here!" 
  Pyzar produces a bottle from behind his desk 
  and casually tips a few drops into his left 
  hand, then walks out from behind his desk, 
  flinging the liquid over the halfling with a 
  flourish. Immediately the halfling stops 
  laughing, stops growing, and begins 
  shrinking back to normal size.  
  "There," Pyzar says, walking back to his desk 
  and slumping back into his chair behind his 
  equipment. He sighs heavily, and then 
  resumes his work. 
  Calmly, he remarks, "And that will be 250 
  gold, please, for the Potion of Growth." 
  The halfling's eyes go wide at this. He looks 
  about shiftily. "Oh. Allright," he says, 
  pretending to browse the shelves once more, 
  as if everyone had forgotten about his recent 
  transformation. Then, with a cautious glance 
  towards Pyzar, he begins to tiptoe towards 
  the front door.  
  "Stay!" Pyzar commands, raising a hand. 
  The halfling freezes on the spot. Pyzar huffs 
  grumpily as he comes out from behind his 
  equipment once more. The halfling still does 
  not move, does not even turn to face Pyzar. 
  It seems as if he is frozen mid-step, one foot 
  lifted in the air. 
  Pyzar approaches and begins rifling through 
  the halfling's pockets. "Hm. No, empty. The 
  other one? No, empty there too... what do 
  you have then? Ah!" Pyzar finds a necklace 
  around the halfling's hairy neck, and 
  promptly whips it off. On the end is a large 
  piece of jade. "That should do." He waves his 
  hand again and the halfling topples to the 
  ground. "Now, get out thief!" 
  Ashamed, the halfling runs from the shop, 
  crying.  
  
  	
    
  95	
    
  Shaking your head in amazement at these 
  proceedings, you go back to surveying the 
  shelves.  
  ♦ Go to entry 476. 
   
  330 
  You reach into the jar and take out a small 
  amount of the dust. Raising it to your nose, 
  you take a careful sniff, and immediately 
  begin sneezing and coughing uncontrollably! 
  You feel your airways begin to close over, 
  and breathing becomes near impossible.  
  This sensation combines with the same 
  sucking feeling you felt earlier, and your 
  body dematerializes. Everything goes black, 
  and then suddenly you are back in Melhuish’s 
  Magical Curiosities. Slowly you regain the 
  ability to breathe. 
  The little girl shakes her head, regarding you 
  with a disappointed expression. “Tsk tsk, 
  dear oh dear. I thought you would pass the 
  challenge, but it appears not.” She sighs. 
  “Oh well.” She returns to her banister and 
  goes back to reading her book, leaving you to 
  ponder what happened. 
  You may return to entry 232 and choose any 
  item you wish to purchase. After that, you 
  leave the shop. Return to entry 12 (without 
  taking a progress point) and choose another 
  merchant to visit.  
   
  331 
  You stalk quietly along the narrow corridor 
  heading east. The sounds of metal on stone, 
  hammering and picking, get louder as you 
  progress.  
  Eventually you come to yet another north-
  branching passage. The noise appears to be 
  coming from down here, if your ears do not 
  deceive you. You take a deep breath and 
  head down this passage, towards the noises.  
  Go to entry 353. 
   
  332 
  There is a muffled scream, and the left-hand 
  sniper drops out of view. A few seconds later 
  the right-hand sniper also disappears, either 
  scared away by your skill, or for some other 
  reason.  
  Wasting no more time, you turn and bolt out 
  of this perilous death-trap.  
  Go to entry 5. 
   
  333 
  You beckon to the gnome, “Quick, help me 
  with these bodies!” You grab the captain 
  under the arms and start dragging him out of 
  sight.  
  The gnome, in a panic at the carnage you 
  have created in his store, shakes his head. 
  “No, this way, this way!” He leads you out 
  to the smithy, then calls several burly smiths 
  to come and help with the other two corpses.  
  “What have you done, traveller?! I know 
  you were trying to help, but… if this ever 
  gets found out, I’m done for!” 
  The smiths make quick work of the bodies, 
  feeding them into the largest furnace. One of 
  them eyes you with a look of contempt. “A 
  word of advice, friend. The best way to 
  proceed with the Zhentilar is just smile and 
  agree, go along with whatever. They always 
  leave, eventually.” 
  You express in the simplest of terms that that 
  is not your way, never has been and never 
  will be. This doesn’t seem to placate him, 
  however.  
  After all this, you quietly approach the 
  gnome. “I know it might seem… a tad on the 
  nose, but, could you show me your armour?” 
  The gnome, regarding you with shock, 
  shakes his head, and sighing, walks back 
  towards the storefront. “Follow me,” he says 
  resignedly.  
  ♦ Go to 14 
   
  334 
  The stone creature collapses to the ground, 
  rocks piling and collapsing as a cloud of dust 
  rises. Quickly you make your way into the 
  temple, eager to see what the creature was 
  guarding. You have a feeling someone placed 
  the creature here, or enchanted it to remain 
  here for this exact purpose.  
  
  	
    
  96	
    
  You eventually make your way inside the 
  blasted interior of the former temple. 
  Looking around, it is difficult to see why 
  anyone would have wanted to guard such a 
  place. All you can see is rubble. At the far 
  end, where the altar should be, the rubble is 
  piled highest.  
  ♦ To search some other parts of the temple, 
  go to 288.  
  ♦ To investigate the rubble pile at the altar, 
  go to 219.  
   
   
  335 
  You motion your two companions over. 
  "Look at this," you whisper. "It's the 
  Dragonspines, isn't it?" 
  Salihn glances at it briefly. "Hm. Yes," she 
  replies curtly. "No idea what that language is 
  though.” 
  With that, she goes back towards the ladder, 
  inspecting the trapdoor. Kragor is similarly 
  disinterested.  
  You may keep the map and the journal if 
  you wish. Add them to your inventory "Map 
  of Dragonspines with strange markings" and 
  "Journal with strange markings." 
  Then go to entry 393. 
   
  336 
  You whip out your instrument to the delight 
  of the crowd and move up to join the band.  
  "Let's hear you play!" someone shouts.  
  One of the musicians, playing a little hand 
  drum, beckons you over with a wide smile. 
  You are swept up in the moment and add 
  your part to the lively show.  
  Roll performance.  
  ♦ If you roll 1-11, go to 138.  
  ♦ If you roll 12 or above, go to 470. 
   
  337 
  Deduct 5 gold for the night’s stay. 
  The elf shows you upstairs to your room, 
  which is well appointed. A four-poster bed is 
  covered with plush blankets and silk sheets, 
  and a bath at the side of the room already has 
  several steaming pails of water sitting beside 
  it, waiting for your arrival. It’s the little 
  things that count! You are certainly getting 
  your money’s worth.  
  The elf bids you goodnight and leaves the 
  room. Quickly you strip off and fill the bath, 
  and have a long hot soak, washing away the 
  dust and cares of travel.  
  You dry off and get half dressed, ready for 
  sleep. On a bedside table is a platter of fruit 
  and sweetmeats, and a rolled parchment. 
  You untie the parchment - it is a map of 
  Zhentil Keep. 
  You lie down on the bed and study this, 
  thinking about the areas of the city that you 
  will visit tomorrow. (See Map 1 in the Maps 
  Booklet / Map Entry 1 in the Adventure 
  Book). Slowly, your eyes droop and you fall 
  into a deep slumber.  
  Regain all your hitpoints from this long rest. 
  ♦ Go to entry 74. 
   
  338 
  You rush for the entrance, aiming to dive 
  through it and pursue the rogue, but you are 
  too slow. The stone panel slides shut, and you 
  are forced to give up the chase. 
  Cursing yourself for having missed the 
  opportunity to punish the villain, you return 
  to the market and busy yourself perusing the 
  stalls.  
  Go to 44, but you may now only purchase 
  goods from three stalls rather than six.  
   
  339 
  You say your prayer, and walk away from 
  the altar, feeling spiritually invigorated.  
  Return to 53 and choose another option. 
   
   
   
  
  	
    
  97	
    
   
  340 
  “Manshoon?” you say. “He’s renowned 
  throughout Faerun as being a firm, but just 
  leader, isn’t he? At least that’s what they say 
  in Waterdeep. I don’t have much of a head 
  for politics myself.” 
  Make a persuasion roll. 
  ♦ If you score 1-10 go to 385. 
  ♦ If you score 11-20 go to 267.  
   
  341 
  To your alarm, a crossbow bolt hits the 
  cobblestones next to you and skitters into 
  some crates. You quickly turn and make out 
  the shapes of two rooftop snipers, each on 
  opposite buildings looking down on the 
  alleyway.  
  ♦ To make a ranged attack on one of these 
  snipers, go to 349.  
  ♦ To turn and bolt out of the alley, go to 5. 
   
  342 
  You make your way down a narrow passage 
  which looks freshly hewn from the earth. 
  From ahead comes the smell of incense, and 
  you recognize it as a commonly available 
  incense used in the worship of many different 
  deities.  
  You creep forward, wary of any beings that 
  might inhabit the way ahead, and see light 
  emanating from an open doorway which lies 
  at the end of the passage. Slowing your 
  progress, you approach stealthily… as you 
  reach the doorway you get a view into the 
  room, and it appears vacant.  
  Beyond the doorway is a well-lit chamber, 
  and you enter, keeping a watch on all sides. 
  No, it is definitely empty in here, but it does 
  show signs of recent habitation. There are 
  torches ablaze on the walls, and at the far 
  end is a low alcove containing an altar. Atop 
  this altar is an idol of a hulking black beast, 
  some sort of goblinoid creature. You aren’t 
  sure whether you have seen this before, but 
  have a feeling you might have. 
  (cont. over) 
   
  Make a religion check, DC 13.  
  ♦ If successful, go to 287.  
  ♦ If unsuccessful, go to 105. 
   
  343 
  You try your best to see any sign of the 
  creature, but all trace of it has disappeared.  
  But then something else catches your eye. 
  Glancing down, you see a ring, partially 
  wedged between two cobblestones.  
  ♦ To pick this random find up, go to 142.  
  ♦ To leave it and carry on, 440.  
   
  344 
  You are not fast enough through the door, 
  and are superficially burnt by the door 
  flames.  
  Take 2d4 fire damage. If you are still alive, 
  continue reading below. 
  You emerge on a landing which is empty 
  apart from a ladder in its centre, going up to 
  a hole through to the next floor up. The 
  three of you quickly scale this, and emerge in 
  a room shaped exactly like the ground floor 
  room, only smaller, and without giant 
  reptiles. 
  Turn to entry 119. 
   
  345 
  You run as fast as you can, forward to where 
  you saw the creature on the pillar... but you 
  are too slow. Rounding the corner, you look 
  down a short alleyway and up at the 
  surrounding rooftops. There is no sign of the 
  creature you saw.  
  Shaking your head, you return to the street 
  and carry on walking, extra cautious now.  
  ♦ If this encounter has spooked you, and 
  you wish to return to your inn, go to 311.  
  ♦ Otherwise, go to Map 1 / Map Entry 1 
  and continue to your next chosen 
  destination. 
   
   
   
   
   
  
  	
    
  98	
    
  346 
  Fossicking about in the rubble of a few 
  ruined houses, you find a small amount of 
  money: 5 gp, 22 sp and 14 ep.  
  Add this to your inventory.  
  ♦ To check out the temple ruin, go to 471.  
  ♦ Otherwise, return to Map 1 / Map Entry 
  1 and choose a new destination. 
   
  347 
  Moving slowly and quietly, you enter the 
  room and begin making your way, staying 
  low, towards the specter.  
  Make a stealth roll, DC 12. If you are 
  successful, you may make a single melee 
  attack with advantage. Take note of damage 
  and then progress to Abyssal Specter Combat 
  Sheet.  
   
  348 
  Suddenly from behind you feel something 
  sharp gore into you; the pain is almost 
  unbearable! Dark necrotic energy pulses 
  through you, and turn to see a hideous, 
  floating entity. Its top half is covered in 
  armour, its head encased in a plated helmet 
  bearing long, curving horns, now dripping 
  with your blood! Its bottom half is ethereal, 
  green vapour, trailing into nothing. 
  Take 2d6 necrotic damage and then (if you’re 
  still alive) go to Abyssal Specter Combat 
  sheet. Go with the "Location 2" settings.  
   
  349 
  The snipers are about 120 feet away.  
  ♦ To make a ranged attack, choose the left 
  or right sniper, and make your attack 
  roll, aiming for an AC of 17. If 
  successful, go to 16. If unsuccessful, go to 
  64.  
  ♦ If this is too far, you'll have to make a 
  run for it. Go to 5.  
   
  350 
  A brief scan of the room reveals nothing of 
  value. You set about helping the specter's 
  former captives out of this accursed place, 
  guiding them up the rope and back out into 
  the free air.  
  And then, you are on your way.  
  Return to Map 1 / Map Entry 1 and continue 
  to your next destination.  
   
  351 
  You reach up to feel the back of your neck, 
  feeling something is definitely amiss. Moving 
  your hand around, you realize that a lock of 
  your hair is gone!  
  Appalled, you quicken your pace. This 
  cannot be good.  
  Note the codeword Memento on your 
  character sheet.  
  ♦ To continue onto your next destination 
  within Zhentil Keep, go to Map 1 / Map 
  Entry 1 and find the relevant destination 
  entry.  
  ♦ Or, perhaps this encounter has spooked 
  you to the point where you simply want 
  to return to your inn. Go to 311. 
   
  352 
  You move carefully and quietly along the 
  passageway with Jamaunga at your side, 
  senses primed for action. Suddenly, 
  something makes you look to your right 
  (perhaps Jamaunga alerts you), and you see 
  something strange. The stonework is 
  morphing, transforming, and a shape begins 
  to emerge... the shape of a man, no, half a 
  man, in armour, with long, curving horns 
  emerging from a plated helmet! 
  Jamaunga turns towards where you are 
  looking, shouts out in alarm and readies his 
  warhammer.  
  Go to Abyssal Specter Combat Sheet, using 
  the "Location 2" settings.  
   
  353 
  You make your way down a long 
  passageway, hewn from raw stone, and the 
  sounds of hammering and picking grow ever 
  louder. You approach quietly, and soon see 
  light coming from the end of the tunnel.    
  
  	
    
  99	
    
  You see humanoid creatures - goblins, you 
  realize, busy chipping away at a sheer rock 
  face. They are all chained together at the 
  feet, and watched over by a large bugbear 
  with a battleaxe over his shoulder. He moves 
  along the ranks, barking orders in Goblin.  
  What will you do? 
  ♦ Attempt to make a surprise attack on the 
  bugbear? Go to 419.  
  ♦ Walk up and introduce yourself to the 
  bugbear and enquire what’s going on? Go 
  to 99. 
  ♦ Cast a spell and attempt to free the 
  goblins? Go to 110.  
   
  354 
  You enter these rooms and have a look 
  around, but they are nearly completely 
  empty, save for rubble and some rusted pieces 
  of iron; the remnants of cell bars possibly? 
  You make you way back to the main 
  corridor.  
  ♦ To continue west to the next set of exits, 
  go to 111. 
  ♦ Or perhaps you suddenly decide that this 
  doesn't feel right, and want to leave? Go 
  to 212.  
   
  355 
  The Specter, seemingly immune to your 
  efforts to turn it, stops what it is doing and 
  rushes towards you. It lowers its head like a 
  bull, as if to gore you! 
  Go to Abyssal Specter Combat Sheet.  
   
  356 
  You try to throw yourself sideways, but you 
  are not fast enough and your feet tread air. 
  With a heavy thud, you land at the bottom 
  of a pitfall trap. 
  (Take 1d6 fall damage. If you’re still alive, 
  continue reading below). 
  Slowly you pick yourself up and look 
  around. The top of the trap consists of hinged 
  metal plates, designed to fall inwards, bolted 
  into stone. They are smooth and provide no 
  purchase.  
  The only other items there in the pit with you 
  are a couple of discarded pieces of half-rusted 
  armour, and the pieces of a broken crate.  
  Considering your situation, it becomes clear 
  why the pieces of armour are in here, the 
  largest being a pauldron that looks like it 
  belonged to a troll or some other large 
  creature. Some poor individual fell victim to 
  the same fate, and the only way they could 
  think of to get out was to run and jump, 
  using a piece of their armour as a vaulting 
  point.  
  It looks like this is your only option also, 
  unless you have something you could use to 
  gain height in a jump. A quarterstaff would 
  be handy, or some sort of a flying feat (for 
  example if you are a variant tiefling). If you 
  have a flying feat, take an immediate success 
  on the following check.  
  Make an athletics check, DC 16. If you are a 
  smaller being like a halfling, dwarf or 
  gnome, then the DC is 17. You may make 
  this check as many times as it takes to be 
  successful, but take count of the number of 
  attempts, each failed attempt probably taking 
  about thirty seconds real time.  
  ♦ If you succeed in 1-3 attempts, go to 386.  
  ♦ If it took you 4 or more attempts, go to 
  88.   
   
  357 
  Closing your eyes, you attempt to conjure an 
  image to distract the spectre.  
  Roll a d20, adding one of the modifiers listed 
  below, based on the spell cast: 
   
  SPELL 
  MODIFIER 
  Thaumaturgy 
  +3 
  Minor Illusion 
  +2 
  Silent Image 
  +1 
  Prestidigitation 
  0 
  Druidcraft 
  -1 
   
  ♦ If you roll 1-11 go to 90. 
  ♦ If you roll 12 or above, go to 228. 
   
   
  
  	
    
  100	
    
  358 
  Quickly you get yourself out of the pit and 
  run after the bugbear, aware that he might 
  be on his way to alert someone.  
  You catch up with him as he crosses the 
  bridge that spans what looks like a deep 
  chasm.  
  Do you have any ranged attacks? If so, you 
  may make one on the bugbear, aiming for his 
  back as he crosses the bridge as quickly as his 
  bulky form will allow.  
  ♦ If you score 13 or above, you hit. Go to 
  143.  
  ♦ If you score lower than 13, you miss, go 
  to 121.  
  ♦ If you have no ranged attacks, go to 121.  
   
  359 
  The orc shakes her head. “Orcs have no 
  interest in the affairs of the Moonsea. We 
  live peacefully in the Thar, alongside the 
  ogres, our days of conquest far, far gone. We 
  just want a quiet life with our families, our 
  husbands and wives and little orclings. But 
  for Manshoon, we orcs are a convenient 
  scapegoat.  
  “You ask how I know these latest rumours 
  are lies? Hear this: the story doing the rounds 
  right now is that orcs march south towards 
  the Citadel, and that they have just passed 
  Whitehorn. The truth is, there are no orc 
  tribes north of Whitehorn, so how would orcs 
  be marching south past Whitehorn?” 
  The orc’s voice has risen in anger, and a few 
  faces have appeared at rain-spattered 
  windows. She lowers her voice.  
  “Orcs have no interest in the Citadel of the 
  Raven,” she continues. “Even if we were to 
  conquer it by siege – which is an impossible 
  feat – how would we keep it? The armies of 
  Zhentil Keep, of Cormyr, Sembia, Phlan and 
  Melvaunt would descend on us and we would 
  be slaughtered to the last orc! So, does that 
  answer your question? The only answer is 
  that Manshoon has assassinated this 
  Hawkhelm through his Zhentarim spies! And 
  now, I must go! Thank you for rescuing me, 
  but time presses. Goodbye, and fare thee 
  well, traveller!” 
  The orc stands, looks around quickly, and 
  departs, her footfalls echoing off the walls of 
  the narrow street. 
  ♦ You realize the hour is growing late, and 
  it is time to look for an inn. Go to entry 
  6. 
   
  360 
  You browse the various aisles, getting a feel 
  for the square. There is a lot on offer here! 
  Some of it is useless junk, but some items are 
  potentially quite useful.  
  Make a perception roll.  
  ♦ If you roll 1-10, turn to 491. 
  ♦ If you roll 11-20, turn to 44. 
   
  361 
  Jamaunga leads you out of the room, then 
  past the junction and west, quietly along the 
  corridor. Ahead you can see exits leading off 
  the north and south walls, and you grip your 
  weapon tightly, hearing the sound of your 
  own heart beating loudly.  
  ♦ Go to entry 307.  
   
  362 
  It comes back to you now - the black hand is 
  the symbol of Bane, obviously, that doesn’t 
  take much to recall. It takes a little longer to 
  remember the blue star symbol, however… 
  this is the symbol of Mystra, Goddess of 
  Magic and arch-enemy of Bane, and it has 
  split the Black Hand in two! 
  You find yourself uttering the name Mystra 
  as you remember this, and as the words leave 
  your lips you see a glow flickering on the 
  ring binding the rays of the star together. 
  You peer closer and can make out words, 
  written in Common, shimmering with 
  incandescent light.  
   
  Mystra Moonsong Merradussi… 
   
  You have no idea what the words mean, but 
  you commit them to memory nonetheless, 
  
  	
    
  101	
    
  and a strange, peaceful feeling overcomes 
  you, like a kind of inspiration, or as if hope 
  has been instilled into the deepest part of 
  your soul.  
  Savouring this pleasant feeling, you return to 
  the midst of the ruins. 
  Write the codeword Moonsong on your 
  character sheet, then return to entry 78 
  without taking a progress point.  
   
  363 
  Roll 2d6 and take half the roll as poison 
  damage. If you’re still alive, continue 
  reading below 
  You fling the goblet to the floor, and stand, 
  drawing your weapon. Cursing, the woman 
  who called herself Annaya also stands, and 
  begins waving her hands, making fell 
  incantations. This woman is a sorceress!  
  Go to Annaya Combat Sheet and do battle 
  with this devious character! 
   
  364 
  You explore the room, checking out various 
  areas. But as you walk into the centre of the 
  floor, you feel it giving way beneath you! 
  Make a dexterity save, DC 13.  
  ♦ If you are successful, go to 375.  
  ♦ If unsuccessful, go to 356.  
   
  365 
  Moving slowly and quietly, you enter the 
  room and begin making your way, staying 
  low, towards the specter.  
  Make a stealth roll, DC 12. If you are 
  successful, you may make a single melee 
  attack with advantage. Take note of damage 
  and then progress to Abyssal Specter Combat 
  Sheet.  
   
  366 
  Carefully you sneak up on the ill-mannered 
  Zhentilar Guard; you have caught him 
  completely unawares, and the other two 
  guards haven’t noticed either! 
  Make your first attack roll with advantage, 
  aiming to beat an AC of 16! Take note of any 
  damage. Then find Map 4 in the Maps 
  Booklet and go to Zhentilar Guard Combat 
  Sheet 2 . 
   
  367 
  Find Map 13 in the Maps Booklet.  
  You and Jamaunga move further along the 
  darkened corridor, and as you progress 
  towards the next set of exits you begin to 
  hear something... breathing. Ragged 
  panting, as of an animal, or several animals. 
  It's difficult to tell; the stone walls could be 
  multiplying the sound many times over. You 
  move closer to the end exits, stopping just 
  short of the north one. The sound seems to be 
  coming from in there.  
  You motion to Jamaunga to stay back, and, 
  carefully easing your head around the corner, 
  you see a bizarre scene before you. In the 
  small room, four people, three men and a 
  woman, stand on four points of a large glyph 
  painted on the floor. And there, in the centre 
  of the glyph, its back to you, a large, 
  armoured... thing. It could be called a 
  humanoid of sorts, if it possessed a bottom 
  half, but where legs should be, instead only a 
  green vapour trail is visible. It wears a suit of 
  armour on its upper half, and on its head a 
  great helmet bearing long, curling black 
  
  	
    
  102	
    
  horns. It is about thirty feet away from you 
  and appears to be floating, about three feet 
  off the floor.  
  The humans, stationed around the outside of 
  the glyph, have small candles at their feet, 
  and seem transfixed by them. They are not 
  looking up, and it appears as if they are 
  under some sort of charm spell.  
  "That's it!" Jamaunga whispers. "That's the 
  specter!" 
  What do you do now? The specter is at the 
  centre of the glyph, represented by a dark 
  blue dot.  
  ♦ If you are a paladin, go to 178. 
  ♦ If you are a cleric, go to 60. 
  ♦ You could make a ranged attack against 
  it, while its back is turned. Go to 299.  
  ♦ You could attempt to sneak up on it from 
  behind and make an attack. Go to 347. 
  ♦ You could use some sort of illusion spell 
  to create a diversion. Choose from 
  Thaumaturgy, Minor Illusion, 
  Silent Image, Prestidigitation or 
  Druidcraft. Go to 177.  
   
  368 
  Your bring your weapon down hard on the 
  rune-scribed surface.  
  A voice from underneath, yells "HEY! Stop 
  that!" 
  Startled, you step back a few paces.  The 
  rocks begin to move, tumbling away, as 
  something extracts itself from the rockpile. A 
  bizarre creature, covered in a hard shell, 
  stands up before you.  
  It holds a warhammer up before itself, 
  glancing nervously around. "What are you 
  doing here?" it whispers. "You cannot be 
  down here! This is a cursed place!" 
  You respond with your own questions, asking 
  the creature what it is doing down here.  
  "Keep your voice down!" it hisses. "I came 
  down here to find my friend... the specter 
  enthralled him and took him down here. I 
  was hiding under the rockpile, waiting for it 
  to come past. I was going to surprise it, until 
  you ruined everything!" 
  The creature, a crucian who eventually 
  introduces himself as Jamaunga Runeshell, 
  tells you that this dungeon is the lair of a 
  hellish specter, the spirit of a demon killed by 
  Zhentar, the founder of this city. This specter 
  has been collecting souls for the completion of 
  a ritual.  
  "How do you know all this?" you ask.  
  "I study a lot," it says. "I know my local lore. 
  Anyway, enough of that. Now that you're 
  here, we can take the damned thing 
  together!" 
  ♦ Do you accept Jamaunga's proposal? If so 
  go to 361.  
  ♦ If you have had enough of this place, you 
  can leave the dungeon by going to 212.  
   
  369 
  You decline the offer of a new weapon, but 
  enter the smithy anyway, eager for a bit of 
  conversation.  
  "Is that all you do, weapons?" 
  "Oh no," the smith replies. "Horseshoes, cart 
  wheels, you name it." 
  You turn towards the little goblin, who is 
  absorbed in his work and has not even looked 
  up at you.  
  "And what about him?" 
  The blacksmith smiles. "Krug there helps me 
  keep the forges going. He's a bit of an 
  alchemist... good with all sorts of things." 
  
  	
    
  103	
    
  "Indeed," you nod, eyeing the goblin 
  curiously.  
  "Excuse me a moment," the blacksmith says. 
  "Nature calls." 
  The blacksmith sets his tools down and leaves 
  via a door that leads into an adjacent room.  
  When he is gone, your attention turns to the 
  little goblin. 
   
  ♦ To attempt to strike up a conversation 
  with Krug, make a Charisma check, DC 
  12. If successful, go to 422.  
  ♦ If unsuccessful, go to 75. 
  ♦ To wait for the blacksmith to return, go 
  to 411.  
  ♦ Or you could leave and continue to your 
  next destination, in which case return to 
  Map 1 / Map Entry 1 and turn to your 
  chosen entry. 
   
  370 
  You subtly weave your bardic abilities into 
  the song you are performing, and are pleased 
  to see the guards become confused and 
  disoriented, pushed back by the crowd. They 
  move back and keep at a distance, talking 
  amongst themselves as they wait for the 
  provocative performance to come to an end.  
  Enjoying your time with the band, you play 
  two more songs to the uproarious delight of 
  the crowd, then quickly pack away your 
  instrument and move on before you attract 
  any more attention.  
  Take an inspiration point for your 
  outstanding performance!  
  Return to Map 1 / Map Entry 1 and continue 
  to your next chosen destination. 
   
   
   
  371 
  You gain some more insight. This cleric 
  meant to trap you in the courtyard beyond 
  this door and then summon two cronies, who 
  would kill you and do away with your body! 
  Looks like you're asking too many questions.  
  But beyond that, there is a general state of 
  worry and discontent in this cleric's mind... 
  something to do with discord between 
  factions of the temple. This cleric is 
  apparently loyal to Fzoul and Manshoon, but 
  not all are so, it would appear. Any more 
  than that, you cannot tell. 
  Feigning a polite smile, you return to the 
  crowd.  
  ♦ If you are with Rynmor, go to 134 and 
  choose another action. 
  ♦ If you are alone, go to 382 and choose 
  another action. 
   
  372 
  You look around, searching for any sign of 
  danger... and then you spot it. On the left 
  wall, near the bottom, a glyph is painted in 
  dried blood, some sort of eldritch rune. It is 
  scrawled roughly, as if by someone of 
  demented mind, but you have seen such 
  things before. Watching the location of the 
  rune carefully, you run and dive across the 
  section of passage it is level with. As you 
  land and roll, you hear a loud crack as a bolt 
  of force fires across the passage, blasting a 
  section of the wall opposite.  
  You avoided the trap! But any stealth 
  advantage you may have had is now gone.  
  Proceed to 194.  
   
  373 
  Suddenly the guard’s whole demeanour 
  changes, and he drops to his knees.  
  “Oh sir,” he pleads. “You must forgive my 
  rudeness! How could I have talked to you so? 
  Here…” the knight goes to his belt and 
  unties a large pouch. “Please, take this, as 
  compensation for my inexcusable behaviour. 
  Please sir!”  
  
  	
    
  104	
    
  The gnome, utterly bewildered at this turn of 
  events, silently accepts the coin pouch, his 
  mouth moving as if he wants to say 
  something but cannot form the words. 
  The knight then goes on to negotiate a new 
  deal, paying full price for the plate armour 
  and ordering extra suits. Then he gathers his 
  comrades and they depart.  
  The gnome is speehless as you present 
  yourself smiling. “You’re welcome,” you say 
  coolly, and then enquire about looking at 
  some armour.  
  After the gnome has gathered his wits and 
  had a hearty laugh at your sense of humour, 
  he wipes his eyes and proceeds to show you 
  his wares.  
  ♦ Go to 14 
   
  374 
  You feel a sharp, stabbing pain in your lower 
  leg, and look down to see a crossbow bolt 
  lodged in your calf! (Roll 1d8+3 and deduct 
  the result from your hp as piercing damage. 
  If you’re still alive, continue reading below). 
  With a grimace of pain, you pull the bolt 
  out, and looking up you see two rooftop 
  snipers, on opposite buildings looking down 
  on the alley. They appear to be loading new 
  bolts.  
  ♦ To make a ranged attack on one of these 
  snipers, go to 349.  
  ♦ To turn and bolt out of the alleway, go to 
  5. 
   
  375 
  In the nick of time, you manage to throw 
  yourself sideways, grabbing hold of the right 
  edge of the pit that has opened up 
  underneath you. You scramble out of the 
  pitfall trap, heart pounding, and look down - 
  it is at least a 10 ft drop, and there are items 
  like discarded pieces of armour and a barrel, 
  blasted to pieces, lying at the bottom.  
  Quickly you skirt around the edge of the pit 
  and make your way over to the chest. It is 
  unlocked, and inside is nothing but sand. 
  Clearly this chest is bait to lure the unwitting 
  into the pit trap.  
  There doesn’t appear to be anything else in 
  this room. You leave the room and continue 
  north towards the bridge.  
  Go to 40. 
   
  376 
  You enter the large and spacious shop named 
  Sword In The Forge, and are immediately 
  struck by the peaceful atmosphere – 
  something you’ve never encountered before 
  in a weapons store. A dark-skinned young 
  man holding a cat walks between customers, 
  checking that their needs are taken care of, 
  and a young woman, who could easily be his 
  twin, paces lightly around, bringing 
  customers their orders and engaging them in 
  polite conversation.  
  You start perusing the wares and are struck 
  by their high quality. The selection is vast, 
  and the workmanship is outstanding.  
  “See anything that takes your fancy?” the 
  young woman asks, coming near. “I’m 
  Kelelan, I part-own this place… it’s run as a 
  co-operative of weaponsmiths, bowyers and 
  finesmiths. There’s dwarven work here, 
  elvish, human, all sorts!” 
  You notice Kelelan talks with a thick accent 
  that sounds nothing like the locals.  
  “I’m from Vaasa,” she says with a smile, as if 
  reading your thoughts. “My father moved us 
  here some years ago… there’s not much 
  going on up those ways, not these days 
  anyway. Just strife.” 
  You nod appreciatively. “Could you show me 
  through your stock?” you ask politely.  
  Sword in the Forge is an exceptionally well-
  stocked weapons shop. Browse the list below 
  and purchase what you like.  
  (cont. over) 
   
   
   
   
   
   
  
  	
    
  105	
    
   
  (See PHB p.149 for full stats on these 
  weapons).  
  Handaxe (5gp)  
  1d6 slashing 
  Mace (5gp) 
   
  1d6 bludgeoning 
  Quarterstaff (2 sp)  
  1d6 bludgeoning  
  Spear (1 gp)  
   
  1d6 piercing  
  Shortbow (25 gp)   
  1d6 piercing  
  Battleaxe (10 gp)  
  1d8 slashing 
  Flail (10 gp)  
   
  1d8 bludgeoning 
  Glaive (20 gp)   
  1d10 slashing  
  Greataxe (30 gp)  
  1d12 slashing  
  Greatsword (50 gp)  
  2d6 slashing  
  Longsword (15 gp)  
  1d8 slashing  
  Maul (10 gp)   
  2d6 bludgeoning  
  Morningstar (15 gp)  
  1d8 piercing 
  Rapier (25 gp)   
  1d8 piercing  
  Scimitar (25 gp)  
  1d6 slashing  
  Shortsword (10 gp)  
  1d6 piercing  
  Warhammer (15 gp)  1d8 bludgeoning  
  Hand Crossbow (75 gp)1d6 piercing  
  Longbow (50 gp)  
  1d8 piercing  
   
  The store also has a single suit of ring mail 
  for 40 gp, a little more expensive, but it is an 
  exceptional suit (AC 14).  
  As you are searching through and choosing 
  your purchases, Kelelan leans in and says 
  quietly. “You look like someone who knows 
  their weapons. Would you like to have a look 
  at what we have out back? There’s a few 
  special items.” She gives you a coy little 
  wink.  
  ♦ Go to entry 193 
   
  377 
  You move down the corridor with bated 
  breath.  
  Suddenly an unpleasant feeling overcomes 
  you. A deep, dark despair threatens to 
  overwhelm your soul... 
  ♦ Make a wisdom save, DC 14. If you are 
  successful, go to 321.  
  ♦ If you are unsuccessful go to 241.  
   
   
   
   
  378 
  You make your way through the narrow 
  streets of Zhentil Keep, on your way to your 
  next destination.  
  Suddenly you hear a cry of alarm coming 
  from ahead. You run towards the sound, 
  which seems to be coming from the next 
  street over. Ducking down an alleyway you 
  emerge in a smaller lane that runs through 
  the centre of the city block. The cries are 
  coming from up ahead, and you are now 
  close enough that you can make out words: 
  “Help, I’m being attacked! Help, someone, 
  please!” 
  You come to a stop at an alleyway entrance. 
  Halfway down, a large, rat-like humanoid 
  stabs at a cowering old man with a dagger, 
  and gnashes at him with long, menacing 
  teeth that drip with saliva.  
   
   
   
  And at the other end of the alley, a Zhentilar 
  soldier, sword drawn, watches the whole 
  thing! 
  (cont. over) 
  
  	
    
  106	
    
   
   
  What do you do? 
  ♦ Yell at the soldier to help the poor old 
  man? Go to 448. 
  ♦ Help the old man by attacking the rat 
  creature? Go to Dire Rat Overlord 
  Combat Sheet. 
  ♦ Ignore this unfortunate scene and 
  continue to your next destination? Go to 
  236. 
   
  379 
  You creep up the passageway to the north. 
  After only a few minutes, you see a wooden 
  door at the end of the passageway. 
  Cautiously you move towards it.  
  Moving up, you listen at the door… the only 
  sound you hear, however, is a wet chomping 
  noise.  
  “Chopper,” Zlug whispers to you. “His 
  worg. Must be eating. Perhaps Grax is 
  sleeping.” 
  You nod, and the three of you quickly 
  formulate a plan to try and give you 
  advantage in this combat.  
  You could cast the spell Pass Without Trace 
  here, deducting a spell slot. If you choose to 
  do so, take an automatic success on the 
  following stealth check. 
  If you were seen by a bugbear in the pit room 
  earlier, then make the following stealth check 
  with disadvantage. 
  To see if you can creep through the door 
  unnoticed, make a stealth check, DC 15. Take 
  note of success or failure and then go to Grax 
  Combat Sheet.   
   
  380 
  You approach the elves and attempt to 
  engage them in conversation, but they look 
  slightly suspicious of you.  
  Make a performance check, DC 11.  
  ♦ If you are successful, go to 421. 
  ♦ If unsuccessful, go to 420.  
   
   
   
   
  381 
  The crowd in The Scoundrel’s Tankard is 
  quickly thinning, heading home. Soon there 
  are only a few people left in the bar, talking 
  quietly over pints of ale. Those who 
  witnessed the pit bouts are filtering up from 
  downstairs, loudly discussing the merits of 
  various champions as they leave.  
  You realize that it grows late, and you’ll 
  need to find somewhere to stay for the night.  
  ♦ Go to entry 6. 
   
  382 
  Wondering at the stranger’s motives, you 
  make your way slowly inside the main 
  temple, the press of people tight.  
  Inside the temple it is dark; no windows show 
  through to the interior and only the door you 
  just passed through admits any light. Low 
  chanting comes from somewhere and there 
  are a hundred different conversations going 
  on around you. 
   
   
  At the main altar, lined with row upon row 
  of candles, you see a female priest offering a 
  large smoking chalice to an image of what 
  appears to be… a demon? Is that Bane up 
  there? From what you’ve heard, Bane is a 
  mortal man who ascended to the status of a 
  god. Is this a town of demon worshippers? 
   
  
  	
    
  107	
    
  ♦ To try to talk to a cleric, go to 289. 
  ♦ To simply observe, go to 195. 
  ♦ If you have done both of these, progress 
  to 213. 
   
  383 
  You try to discern this stranger’s sincerity to 
  the best of your ability, but his motives seem 
  impenetrable to you.  
  ♦ Do you wish him to accompany you? If 
  so, go to 134. 
  ♦ If not, go to 140. 
   
  384 
  You move as stealthily as you can down the 
  passageway.  
  Roll a d20+3 with advantage.  
  ♦ If the result is higher than your AC, go 
  to 481.  
  ♦ If lower, go to 437. 
   
  385 
  The rogue pouts, looking you up and down.  
  “Yes, exemplary leader, indeed. Oh well, a 
  good day to you, friend!” 
  And as quickly as he appeared, the rogue is 
  gone.  
  ♦ Go to 44. 
   
  386 
  You manage to get yourself out of the pit 
  and look around. Quickly you check the chest 
  that led you across the floor and find it full 
  of nothing but sand. Wasting no more time, 
  you turn and leave the room, continuing on 
  to the bridge.  
  Go to 40.  
   
  387 
  You look around the floor you have emerged 
  on. To the south is a writing desk with a 
  chair. There is a bookshelf and cupboard to 
  the east of the room, and to the west is a bed 
  and a bedside table. The last thing you notice 
  is a medium-sized chest.  
  (cont. over) 
   
   
  Salihn quickly approaches the chest, and 
  gives it a thorough inspection without 
  touching it.  
  "Probably booby-trapped," she says.  
  ♦ Kragor moves forward to check the chest 
  for traps. If you simply allow him to do 
  this, go to 203.  
  ♦ To volunteer yourself for the job, go to 
  233.  
   
  388 
  The drunken louts stop just short of killing 
  you, leaving you grovelling on the ground, 
  and spit on you as they walk to the bar.  
  “Welcome to Zhentil Keep!” one of them 
  shouts at you. 
  The orc crawls over. “Thankyou for coming 
  to my aid,” he says, and struggles to help you 
  to your feet, but he is in no shape to be 
  helping anyone. Gradually you recover and 
  help him into a chair, then you glance around 
  the tavern and consider your next course of 
  action.  
  ♦ Return to Map 5 / Map Entry 5 and 
  choose another part of the tavern to 
  investigate. Or you could leave and look 
  for an inn, in which case go to entry 6. 
   
  389 
  You exit the Zhentil Arms and slog through 
  the city streets in the rain, your miserly self 
  considering it worth saving a few gold! 
  ♦ Turn to entry 56 
   
  390 
  You turn to Jamaunga, and express that you 
  need to leave. He glares at you.  
  "Bloody coward!" he hisses, narrowing his 
  eyes. "And here I thought you were some 
  brave adventurer! Never mind, I'll manage 
  on my own. Off you go then, craven." 
  Jamaunga turns his back to you and 
  continues down the passage on his own.  
  Go to 212.  
   
   
   
  
  	
    
  108	
    
  391 
  The crew seem totally convinced by your 
  disguise - it was all in your head!  
  You and Danadhir move casually up the deck 
  towards the bow, sacks of grain over your 
  shoulders. You plonk the sacks down near a 
  stack of crates, and immediately see a nearby 
  trapdoor, likely leading down to the lower 
  decks. You move quickly to it, open it and 
  lower yourselves down.  
  Go to entry 34.  
   
  392 
  “I will help,” you say.  
  “There’s no payment,” says the dwarf. “I 
  expect that’ll seal the deal for ye.” 
  You reply in the negative, and now the 
  dwarf really is surprised.  
  “Well, friend, I hope you’re serious, I really 
  do… ‘cos if you get Anika’s hopes up, and 
  then do a no-show on us… well, you’ll have 
  the Gods to answer to, I promise you that!” 
  The dwarf, whose name is Ganadhir 
  Dorfolin, tells you where the slaves are being 
  kept; in a large boat berthed at East Dock. 
  “There’s only one jetty, so it’s not hard to 
  find. The local authorities, the Zhentilar and 
  what have you, turn a blind eye. ‘Spect 
  they’re paying them off somehow. Other 
  people say it’s the Zhentarim themselves 
  doing the trafficking. I hear, through me 
  contacts, that they’re bringing more slaves 
  from Teshwave by river tomorrow. They’ll 
  transfer ‘em to the big boat and then set sail 
  with the whole lot in a few days’ time.” 
  Dorfolin tells you to meet him in the large 
  warehouse to the northeast of East Dock, 
  tomorrow night, an hour before midnight. 
  “I’ll have my nephew Danadhir along to 
  help,” Ganadhir whispers, which definitely 
  sounds like a good idea from what you can 
  see. “We’ll plan our assault there,” he adds, 
  with a glint in his eye.  
  (cont. over) 
   
   
  You look over at Anika, and she gazes at you 
  with cautious admiration.  
  ♦ To take part in this sidequest, note down 
  the codeword Dockrescue. At the 
  appropriate time, it will be activated. For 
  now, continue to entry 381. 
   
  393 
  You go back to the trapdoor. Seeing nothing 
  else for it, you decide that one of you must 
  ascend.  
  "There's no point in you doing it," Kragor 
  says to Salihn. "It could be trapped. The 
  whole reason we're here it to get back 
  Elanil's wand, your mother's wand... if you 
  die, the reason dies with you." 
  Salihn says nothing in response, but her eyes 
  shine with gratitude at Kragor's assessment.  
  Kragor sets his jaw. "This is my chance for 
  redemption, sister, for all the horrible crimes 
  I have committed." He turns and places his 
  hands on the ladder, and begins ascending, 
  one rung at a time.  
  ♦ Will you let him do it? If so, go to 447. 
  ♦ If you volunteer yourself instead, go to 
  475. 
   
  394 
  As you are attempting to disarm the 
  mechanism, there is a quick, almost 
  imperceptible movement from just below the 
  lock, and then a short, whipping sound.  
  Make a dexterity save, DC 13.  
  ♦ If successful, go to 73. 
  ♦ If unsuccessful, go to 165. 
   
  395 
  You place your candle carefully on the altar, 
  the marble covered in layer upon layer of 
  wax from the candles of countless 
  worshippers.  
  As you set your lit candle there, you feel a 
  strange, dark energy come over you. You 
  look up, and the face of Trickster Bane seems 
  animated to you... as if he is regarding you, 
  and you alone, with his dark eyes. You hear 
  a voice in your head... 
  
  	
    
  109	
    
  "Ah, you are a crafty one... you worship me 
  merely to gain an advantage for yourself, 
  nothing more... I like it... I am pleased..."  
  You feel a strange sensation wash over you.  
  The Dark Lord has awarded you a blessing. 
  You may either: take 1 inspiration point / 
  reserve an automatic success on a deception, 
  sleight of hand, or persuasion roll / gain one 
  unknown benefit (to be activated at a later 
  time) represented by the codeword Redfield.  
  If you choose the last option, note the 
  codeword Redfield on your character sheet.  
  ♦ After this, you return to the mass of 
  worshippers. If you are still with the 
  stranger, return to entry 134 and make 
  another choice. 
  ♦ Or if you are on your own, go to entry 
  382. 
   
  396 
  You go to take the handle, but Kragor stops 
  you.  
  "Let me," he says, and grasps the handle 
  himself, quickly, crying out in pain. "Aah! It 
  burns!" He takes out his waterskin and pours 
  some cold water over the injured hand. 
  Salihn shakes her head. "I think we run 
  through it. All together." 
  ♦ Do you agree with this, and are you 
  willing to try Salihn's plan? If so go to 
  319.  
  ♦ If you would like to test the theory by 
  putting your hand through the door, go 
  to 293.  
   
  397 
  You hide yourself as best you can, pressing 
  yourself hard against the wall nearest the 
  door. Soon you hear something enter the 
  room; something snuffles and grunts about, 
  then abrubtly stops, hoing silent - it has 
  scented you. 
  The thing comes around the side of the pit, 
  and then you see it plainly - a large, male 
  bugbear. It gives a bark of alarm when it sees 
  you, then turns and runs for the door. You 
  don’t even have time to make a ranged 
  attack! The thing is fast.  
  Do you want to give chase? Make another 
  athletics check (DC 16, 17 if you are a 
  halfling, dwarf or gnome) to escape the pit.  
  ♦ If you are successful in 1-2 attempts you 
  may give chase by going to 358. 
  ♦ If it takes you more than 2 attempts to 
  get clear of the pit, then the bugbear is 
  too far away to pursue, but you do 
  eventually get out of the pit. Go to 77. 
   
  398 
  Fodus moves the little circular gold object he 
  holds in his hand, tilting it at different 
  angles, shaking it and referring back to the 
  large book that lies open before him. All the 
  while he makes strange noises, muttering to 
  himself. "Hmmm, yess...." "Intriguing..." 
  "No... it can't be!" 
  "What is it?" you ask concernedly. 
  Fodus looks up at you, as if suddenly 
  remembering your presence. "It is strange 
  that you decided to come in here today, 
  traveller... I have a feeling I am going to be 
  telling my grandchildren about your visit in 
  years to come." 
  Still nonplussed, you ask Fodus to elaborate.  
  "The fortune says that you are a saviour of 
  these lands... that soon, a stranger will 
  approach you and ask you to take up a quest 
  to rescue these lands from destruction. It says 
  the stranger will be in the garb of a 
  Zhentarim soldier." Then he lowers his voice. 
  "The strangest thing..." 
  "What? What's strange?" you demand.  
  Fodus smiles slightly. "The fortune also says 
  that... I don't understand this myself... it 
  says 'Your destiny lies in the mouth of a 
  skull.' I have no idea what this means." 
  You thank Fodus for his time, and his 
  reading, and leave his place of business.  
  Return to entry 12 without taking a progress 
  point, and choose another merchant to visit. 
   
   
   
  
  	
    
  110	
    
  399 
  The rogue looks you up and down. "Yes, 
  there are many who say that," he says. "I 
  would like to introduce you to my boss, 
  Night Fingers. She may have a quest for 
  you. What do you say? I can take you to her 
  now." 
  ♦ To follow the rogue, go to 129.  
  ♦ To refuse and quickly leave, go to 324. 
  ♦ You can make an insight check if you 
  wish, DC 15. If successful, go to 183. 
  ♦ If not successful, go to 156. 
   
  400 
  You take up your holy symbol and begin 
  muttering a prayer censuring the undead. As 
  you do so, the specter whips around and faces 
  you, now alerted to your presence, and a 
  hideous, howling sound issues from inside its 
  shimmering helmet, which is adorned with 
  large, black horns. 
  Roll a d20.  
  ♦ If the result is higher than your spell save 
  DC, go to 323. 
  ♦ If lower, go to 114.  
   
  401 
  The words inscribed on the piece of wood 
  read: 
   
  "The tyrant has stolen our magic... but it will 
  be his undoing." 
   
  You puzzle over these words for some time. 
  The tyrant... Manshoon? And 'our magic'... 
  what in all the Realms does that mean? It is 
  written in Undercommon too, was that 
  significant? Who wrote it, and why, and how 
  did it come to be in this ruined house?  
  You may add "piece of wood with writing" to 
  your inventory if you wish. Then, you can 
  either: 
  ♦ Investigate the temple ruin by going to 
  471. 
  ♦ Or, you can return to Map 1 / Map Entry 
  1 and choose a new destination.  
   
  402 
  Something makes you look up, and there, 
  inverted on the ceiling, is a huge, dragon-like 
  lizard! It appears to be dozing and hasn't 
  noticed you. Salihn puts her finger on her 
  lips to signal quiet.  
  Carefully, you move through the room and 
  towards the staircase without a sound. 
  Go to entry 67.  
   
  403 
  Wendal says that he can probably manage 
  about 75 gold for you, but the rest he simply 
  must keep as capital to purchase his next lot 
  of stock. He actually has a smile on his face 
  now at the prospect of you helping him with 
  his problems, and he embraces you warmly.  
  If you change your mind and decide to offer 
  your services to him free of charge, go to 416. 
  “So nice to meet someone from outside of 
  Zhentil Keep,” he says. “You’ve convinced 
  me now… at the end of this year, I’m selling 
  up and moving to Loudwater, or Melvaunt 
  perhaps. I’ve had enough of this place!” 
  Wendal gives you directions to his place of 
  business and asks you to meet him there three 
  hours after close of business tomorrow night. 
  Right now he is incapable of anything other 
  than staggering home and falling into bed! 
  Note the codeword Helpwendal on your 
  character sheet. At the appropriate time it 
  will be activated. In the meantime, proceed to 
  entry 221. 
   
  404 
  You massage your hand. It is slightly burnt, 
  the fine hairs singed off. That is actual fire 
  there, no doubt, but if you are quick enough 
  getting through it, you could probably avoid 
  too much damage.  
  Seeing no other option, you realize Salihn's 
  plan is the only way forward.  
  Go to 319. 
   
   
   
   
  
  	
    
  111	
    
  405 
  Is Jamaunga still alive, and did he win the 
  fight? (If the fight between Jamaunga and 
  the specter is not yet resolved, resolve it).  
  ♦ If Jamaunga beat the specter but you are 
  down, go to 478. 
  ♦ If you did not meet Jamaunga, or if you 
  were both defeated, then go to 406. 
   
  406 
  The specter drains the last of your life from 
  your body, and you feel blackness closing in.  
  You have fought well, brave adventurer, and 
  died trying to free these poor souls from a 
  fate worse than death. Count yourself lucky 
  that you were not spared, doomed to an 
  eternity of bondage to an undead spirit!  
  Now roll up a new PC and give this 
  adventure another try! No doubt there is 
  much that you have not yet explored. Thank 
  you for playing Tyrant of Zhentil Keep.  
   
  407 
  If you reduced Kromm to 0 hp, you knew to 
  stop short as this fight was not to the death. 
  Kromm Daggerfist is lying on the ground, 
  panting heavily. “Well met, sir!” he croaks, 
  absolutely spent.  
  The referee comes forward with a pouch of 
  gold for you, 150 pieces of it. He grabs your 
  hand and thrusts it into the air, and your 
  victory is met with a rousing roar of 
  approval. With a nod to Kromm, and to the 
  crowd, you leave the ring to the cheers of 
  your newfound adoring fans! 
  Not eager to attract too much attention, you 
  quickly climb the stairs and head back up to 
  the bar area.  
  ♦ Go to entry 381 
   
  408 
  You ask the dejected halfling why he is so 
  miserable. Through a thick drunken haze he 
  peers up at you, as if struggling to 
  understand.  
  “Why am I so sad?” he replies. “I’m ruined, 
  my friend. Absolutely ruined, my business in 
  tatters!” 
  You sit yourself down and question him 
  further. Slowly you manage to coax the full 
  story out of him. 
  The halfling, whose name is Wendal 
  Wheatfields, runs Wendal’s Essential 
  Victuals, selling meats, vegetables, dry 
  grains and other items to various hospitality 
  establishments across Zhentil Keep. “I keep 
  the whole city fed!” he boasts at one point. 
  But Wendal tells you that thieves have been 
  pilfering his goods for some weeks now.  
  “At first it was just a sack of grain here, a 
  crate of potatoes there… but lately they’ve 
  been taking more and more… and just last 
  night, they cleaned me out completely! 
  Everything gone! I have the capital to 
  restock my inventory, but I can’t go on like 
  this!” 
  You discover from Wendal that he keeps all 
  his goods in a cellar, selling from his 
  shopfront upstairs. Customers walk in off the 
  street, and the doors are triple-locked every 
  night. There were never any signs of forced 
  entry, which led Wendal to think that 
  someone was could be using magic to teleport 
  in. But he soon dismissed that idea.  
  “Teleporting in to steal potatoes and flour?” 
  Wendal scoffs. “Why would anyone bother, 
  when there’s a bank two doors down?” 
  
  	
    
  112	
    
  Wendal takes a long swig of whisky. “Then I 
  found it,” he says, turning to meet your gaze 
  as he wipes his mouth with the back of his 
  hand, now very drunk. “Or rather, my 
  friend Ortner found it.” 
  “Found what?” you ask. 
  “A secret tunnel, leading down. Stairs 
  beyond.” He pauses, shaking his head. “Who 
  knows what’s down there?! Thugs most 
  likely, stealing from my storeroom and 
  reselling it on the black market.” 
  You ask him if he had informed the city 
  guard.  
  Wendal laughs. “The Zhentilar?” he laughs 
  derisively. “They’re no help, especially not to 
  a small-timer like me. Didn’t you know that 
  Bane is the god in this city? No, friend, 
  kindness is in short supply around here, I’m 
  afraid. And I can’t afford mercenaries, so 
  that’s me done I’m afraid.” He takes another 
  long swig of whisky, nearly draining the 
  bottle this time! 
  You can’t help but pity this poor little fellow. 
  And you also can’t help thinking that, 
  depending on what is down those stairs, this 
  is possibly something you could help him out 
  with.  
  ♦ To offer your help with Wendal’s 
  problem, go to 81. 
  ♦ To give Wendal a consoling pat on the 
  back and then leave to continue searching 
  for an inn, go to 221. 
   
  409 
  You hear a scream, and spin around to see a 
  huge lizard which has fallen on Salihn. She is 
  on the ground and it is attacking her! 
  "Help!" she shouts, "It's a stone drake, don't 
  let it take me!" 
  Go to Stone Drake Combat Sheet. The drake 
  gets one free attack, with advantage, on 
  Salihn, who also takes 1d6 damage from the 
  lizard landing on her. Then roll initiative.  
   
   
   
   
  410 
  Jamaunga departs with the specter's captives, 
  but simply rescuing these poor souls is not 
  enough for you; you want to end the specter's 
  reign of terror. You move to the back wall 
  where the specter entered and hold your 
  weapon at the ready, waiting.  
  Soon you see it emerge and move straight 
  into the centre of the chamber. It only takes a 
  second for it to realize it has been deprived of 
  its quarry, and it searches the room for any 
  sign... 
  Make a stealth check, DC 12. If successful, 
  you may make one ranged or melee attack on 
  the specter. Then go to Abyssal Specter 
  Combat Sheet and proceed with combat as 
  per instructions.  
   
  411 
  Eventually the blacksmith returns, resuming 
  his conversation with you as he takes up his 
  tools.  
  "So, what can I interest you in? New 
  weapon? Any other item?" 
  The blacksmith will forge one new weapon from 
   the PHB (p.149 ) as long as its not too 
  detailed , for 20 gp.  
  As the blacksmith works, he chats away, glad 
  for your company. He also directs you to 
  help yourself from a table where bread, 
  cheese and a small keg of black stout are on 
  offer.  
  You may restore 2 hp from this small meal, 
  and then you continue on your way. Return 
  to Map 1 / Map Entry 1 and continue to your 
  chosen destination. 
   
  412 
  "Shall we try the stairs?" Salihn asks. You 
  and Kragor look at each other, considering 
  this question. It is eerily quiet in here. 
  Roll a d6.  
  ♦ If you score 1-2 go to 463. 
  ♦ If you score 3-4 go to 196. 
  ♦ If you score 5-6 go to 409.  
   
   
  
  	
    
  113	
    
  413 
  Erase the word Wandquest from your 
  character sheet. 
  Salihn's words come back to you: meet us at 
  the east bridge, four hours after dusk. You 
  stay in your room for a few hours, resting.  
  (Recover hp from this short rest as per 
  normal rules). 
  Noting the time, you make your way quickly 
  towards the east bridge, keeping your head 
  low. You reach the east bridge, near the 
  docks, and see townsfolk headed north or 
  south over it, on their way home, but no sign 
  of either Salihn or her assassin friend.  
  You are just about to give up when you hear 
  a whisper behind you. "Outlander! Over 
  here"  
  You turn and see Salihn's friend, the 
  assassin, beckoning to you from a nearby 
  alleyway, and you quickly go to him. Salihn 
  is waiting there in the alleyway. Salihn 
  produces a large bottle half-filled with a 
  swirling purple liquid, which you recognize 
  instantly as healing potion. 
  "Need any of this stuff?" she asks. "There's 
  still enough for two doses." 
  When you ask how she came by such a large 
  bottle, Salihn laughs. "I'm from Elventree. 
  Lots of people make potions there. This stuff 
  is as common as mead where I come from!" 
  Restore hp from the two draughts of healing 
  potion (4d4+4 hp). 
  Salihn informs you, "Fzoul's tower is near 
  the Black Altar, a bit of a walk from here but 
  not too far. We wait ‘till night has 
  completely fallen, then we will enter. There 
  are three floors, we know that much, and I 
  suspect the Wand is being kept on the top 
  floor. I need to let you know now - there is a 
  high chance we could die. Fzoul is very 
  powerful, and even if he is not home, there 
  are rumours that Fzoul has some beast 
  guarding his tower which we will have to get 
  past. Are you still with us, outlander?" 
  (cont. over) 
   
   
  Well, are you? 
  ♦ If so, go to 216.  
  ♦ If you think this might be a bit beyond 
  you, then you return to the inn, leaving 
  Salihn and her friend to do the job 
  themselves. Go to 485.  
   
  414 
  Salihn is taken aback by your offer of 
  assistance. “Well I won’t say no… we could 
  be killed, you know. And I don’t have 
  anything to pay you with. But you will be 
  keeping power out of the hands of 
  Manshoon, so that’s something.” 
  “Think on it,” Salihn says. “If you still want 
  to help, meet us at the East Bridge,  north 
  end. Four hours after dusk.” 
  If you still want to help Salihn achieve her 
  goals, take note of the codeword Wandquest. 
  At the appropriate time, it will be activated. 
  For now, return to 53 and choose another 
  option.  
   
  415 
  Inside you find a huge warehouse space, half-
  filled with wooden crates of all sizes. 
  From the far side of the cavernous building 
  you hear lowered voices, and you proceed 
  cautiously, keeping a watch on all sides, 
  following the voices. Gradually they get 
  louder, until you can tell that the speakers 
  must be close. 
  You round a corner, and there is Ganadhir 
  leaning on a crutch, accompanied by a much 
  younger-looking dwarf.  
  “… told me that we would meet - ah!" 
  Ganadhir catches sight of you and gets a bit 
  of a fright, nearly falling over. You glance 
  down and see that although his leg is 
  missing, he still carries a shortsword and 
  handaxe, and don't doubt that the old 
  veteran could give most comers a pretty good 
  run for their money.  
  "Outlander, meet my nephew, Danadhir, son 
  of Baladhir." 
  The younger, red-bearded dwarf steps 
  forward, proferring a thick, meaty hand. 
  
  	
    
  114	
    
  "Pleasure," he says gruffly. Danadhir is 
  thick-shouldered and carries an ornate battle 
  axe across his back. As he comes near you see 
  the grip and pommel are inscribed with 
  dwarvish runes. With arms like thick tree 
  boughs, you have no doubt he wields it well.  
  The three of you go to a grimy window that 
  looks out over the East Dock. Keeping his 
  voice low, Ganadhir tells you the following: 
  "See that ship there? Called the Mulmaster 
  Pride. Looks like a logging ship, doesn't it?" 
  You look closer and see that the deck is 
  stacked with logs and crates. From the 
  outside at least, it looks like any ordinary 
  freight vessel, and you express as much to the 
  old dwarf. He shakes his head.  
  "It's a slaver's ship," he says flatly. 
  "Zhentarim. Marsh Belwintle, the Zhentarim 
  Slave Lord, he does a steady trade in slaves 
  of all races, all round this area. Been 
  operating for years, with Manshoon’s 
  blessing. Anyway, the wee lass we've come 
  here to save, she's below decks. And there's 
  others too. Children, men, women... 
  whatever the customers want."  
  You scowl at this, and restate your desire to 
  help free these slaves, thinking to yourself 
  that whoever is responsible for this must be 
  made to pay, and dearly. You ask Ganadhir 
  what his plan is.  
  "Well," he says, "We could go the Dwarvish 
  route and simply hack our way in and out, 
  but I feel a little strategy might not go amiss 
  here." 
  Danadhir looks a bit deflated at this. "But 
  uncle-" 
  "Hush, boy!" Ganadhir snaps, and Danadhir 
  does just that.  
  "The way I see it," the veteran continues, 
  "there are two ways we could proceed here. 
  See those workers?" he indicates. “The two of 
  you could both join them, in disguise, but 
  you'd have to leave weapons and armour 
  here." Ganadhir gestures to his shortsword. 
  "Use this if you like. Easily concealable, on 
  your pants leg. Then, you find some way to 
  get aboard, get beneath decks and free those 
  prisoners." 
  "What's the other option?" Danadhir asks, 
  not looking too thrilled about the prospect of 
  giving up his precious battleaxe.  
  "The other option is this. See the crates there, 
  getting loaded aboard?" 
  You and Danadhir both nod. Outside, there 
  are stacks of crates getting loaded on-board 
  the cargo ship. 
  "One of you could fit inside one of these 
  smaller crates," Ganadhir continues, 
  gesturing to a stack of boxes nearby, in the 
  warehouse. "No prizes for guessing who," he 
  adds, raising an eyebrow at his nephew. 
  "Then you, outlander, will take the on one of 
  those loading trolleys, and get it aboard 
  somehow. Say it’s for the captain or 
  something. Take it to the back, then crack it 
  open and get below decks quickly. You'll be 
  found out eventually of course, but the more 
  time you go undiscovered the better. Hence 
  the need for subterfuge." 
  You nod appreciatively at the old dwarf's 
  plans. He's done this sort of thing before, it 
  would seem.  
  "What if we are discovered before we free the 
  girl?" Danadhir asks. 
  "Then hack your way out," Ganadhir says 
  bluntly, and Danadhir beams at this prospect. 
  "But do not leave that ship without Anika's 
  girl. I am not going to her with that news." 
  "Never fear, Uncle, we'll get her back!" 
  Danadhir says, then turns to you. "I like the 
  second plan better," he says directly. "The 
  one where I get to keep my battleaxe." 
  You nod, and the magnitude of your task 
  becomes apparent; returning a young girl to 
  her mother. And if you can free others in the 
  process, all the better.  
  Now comes the choice: which plan of 
  Ganadhir's are you going with? 
  ♦ Keep Danadhir happy by going with the 
  plan involving the crate? Go to 449. 
  ♦ Or do you think disguising yourselves as 
  workers might be a better idea? Go to 
  477. 
  
  	
    
  115	
    
  416 
  (Take one inspiration point for your 
  kindness).  
  Wendal’s jaw drops at your offer to 
  investigate his problem for free.  
  “Sent by the Gods, you are,” he marvels in a 
  hushed voice. “I knew one day my luck 
  would turn, I just knew it!” He offers you 
  the last of his whisky, and together you toast 
  the mission ahead.  
  Wendal tells you he is far too drunk now to 
  do anything but stagger home and fall into 
  bed, but he gives you directions to his place of 
  business and tells you to come there 
  tomorrow night, three hours after the close of 
  business.  
  Note the codeword Helpwendal on your 
  character sheet, and then you really must 
  find an inn, which you can do by going to 
  221. At the appropriate time, this codeword 
  will be activated and you will be able to 
  undertake this sidequest.  
   
  417 
  You can't tell anything about the strange 
  figure on the bridge, even whether they are 
  male or female. You move from your 
  position and walk around a bit, browsing the 
  wares of a nearby vendor. But every time 
  you glance up, the figure on the bridge is still 
  there, not moving. Are they watching you? 
  You can't tell. They are staring east, down 
  the River Tesh, but their face is covered by a 
  deep hood. As people pass on the bridge, they 
  completely ignore the presence of the figure, 
  as if they are not even there.  
  ♦ To leave the area quickly, go to 85.  
  ♦ To approach the figure on the bridge, go 
  to 444. 
   
  418 
  You become aware of a presence nearby... a 
  creature, shadowing you. At first you are not 
  even sure how you are aware of this, but then 
  you see movement... on the upper part of a 
  pillar, just ahead, you see a creature, 
  climbing, a dagger in its grip... It blinks at 
  you, a look of anger on its face at having 
  been spotted. And then, as quickly as it 
  appeared, it is gone again.  
  You will not be able to make a ranged attack 
  as the creature has slipped out of sight. 
  ♦ To quicken your pace, go to 137.  
  ♦ To continue walking as normal, go to 
  256. 
  ♦ To cast Invisibility on yourself, go to 
  49. 
  ♦ To try and pursue the creature, go to 52. 
  ♦ If you are a ranger and wish to use your 
  tracking abilities, go to 300. 
   
  419 
  You tiptoe up behind the bugbear as he 
  moves along the chain gang. 
  Roll stealth, DC 11. 
  If successful, go to Bugbear Enforcer Combat 
  Sheet and make one surprise attack with 
  advantage, then begin combat as normal.  
  If unsuccessful, then the bugbear notices your 
  approach and spins around to face you, 
  raising his battleaxe and roaring with rage.  
  Go to Bugbear Enforcer Combat Sheet. 
   
  420 
  Despite your best efforts, these elves do not 
  seem interested in talking to you. You try for 
  
  	
    
  116	
    
  a while but eventually give up, leaving them 
  to their worship. 
  Return to 53 and choose another option. 
   
  421 
  The elves, one female and one male, engage 
  you in conversation. They don't appear to 
  know much that is useful to you, but are 
  certainly friendly enough. The female elf 
  introduces herself as Salihn. She tells you 
  that the main elven settlement in the 
  Moonsea area is Elventree, which is near the 
  forest of Cormanthor. Both these elves are 
  from there. Myth Drannor is also nearby, 
  and there are many elves within the ranks of 
  the Knights of Myth Drannor, who are, 
  according to these two, "The Moonsea's best 
  hope of freedom." 
  You notice the Salihn says this last statement 
  with quite some amount of passion.   
  ♦ You could ask her what she is specifically 
  doing here in Zhentil Keep. Go to 462. 
  ♦ Or, you thank them for the conversation 
  and then leave them be. Return to 53 and 
  choose another option.  
   
  422 
  The little goblin looks up, a glint in his eyes. 
  He seems pleased to have been directly 
  spoken to.  
  "Come closer!" he whispers in a scratchy, 
  high-pitched rasp. You crouch down next to 
  him. The little bowl he is working with 
  contains a fine yellow powder.  
  "Seen this before?" he asks in a mysterious 
  tone. "Fire powder! That's why the human 
  named Dillon Doren keeps Krug here... the 
  fire powder makes his forge burn hotter than 
  any other in Zhentil Keep! But he does not 
  know the mysteries of creating it... Only 
  Krug knows. Only my race, the fire goblins, 
  only they know. Watch." 
  Krug the goblin takes a small pinch of the 
  fire powder and stands, moving over to the 
  forge. With a flourish, he casts it into the 
  fire. There is a small explosion, and you feel 
  a wave of heat surge forth from the glowing 
  forge, so much so that you have to step back 
  a couple of feet!  
  The goblin turns, smiling. "See! Good stuff, 
  eh?" 
  You nod. "It is good stuff. You're very 
  talented!" 
  Krug nods, holding your gaze for a moment. 
  "Krug likes you," he says. "Krug will sell 
  you some fire powder, if you wish. 30 gold 
  pieces for a small pouch. Quickly now, before 
  the human named Dillon Doren returns!" 
  If you decide to purchase some fire powder 
  from Krug, do so now! He pours the contents 
  of the bowl into a small pouch and gives it to 
  you, giggling as he takes your gold, which he 
  stashes out of sight. Add fire powder to your 
  inventory. 
  Then go to entry 411. 
   
  423 
  “What are the Zhentarim?” the orc say, 
  repeating your question. “Spies. Cutthroats. 
  Footpads. Manshoon’s personal elite of 
  mages and warriors, that do his bidding, no 
  matter how dark the deed. About a hundred 
  years ago, he founded them, the Zhentarim, 
  the Black Network. Their existence remained 
  secret for a long time, but the idea was that 
  they would support Manshoon in his rule 
  over Zhentil Keep, and his designs over the 
  Moonsea, after Zhentar was assassinated. 
  The only ones more powerful are the 
  Harpers.” 
  The orc takes a breath, and lowers her voice, 
  as if imparting a great secret. “They have 
  one goal, the Zhentarim, Manshoon’s goal… 
  and that is to control trade. All trade. They 
  are slavers too, drug dealers, poison sellers, 
  killers for hire. Anything illicit that goes on 
  in the Moonsea, Manshoon has a hand in, 
  through his Black Network.  He is a slippery 
  one, that Manshoon. He’ll court the favour 
  of all the lords, kings, rulers, and then at the 
  last moment will slit their throat from 
  behind.” The orc smiles deviously, lowering 
  her voice to a whisper. “He is powerful, 
  make no mistake, but he hides his power 
  
  	
    
  117	
    
  carefully. Some have reckoned he is hundreds 
  of years old, that he regenerates himself 
  every few decades. Some have said that this 
  Manshoon is merely a clone of the first 
  Manshoon, that he has done this many times. 
  But only the Inner Circle knows the real 
  truth in this matter.” 
  The orc stands and begins straightening her 
  clothes, checking her weapon, preparing to 
  depart. “So, who are the Zhentarim? To 
  answer that you must know who Manshoon 
  is, and no one really knows the answer to 
  that question. And now, traveller, I must 
  depart. I thank you for rescuing me… who 
  knows what those guards would have done to 
  me!” 
  The orc stands, and looking around quickly, 
  sets off at a run, leaving you alone in the 
  alleyway.  
  ♦ It is night, and you realize that you must 
  find a place to sleep for the evening. Go 
  to entry 6. 
    
  424 
  Quickly as you can, you leave the riverfront 
  area and make your way in amongst the 
  newly-constructed buildings of South Zhentil 
  Keep. Walking at first, then breaking into a 
  run, you weave your way through empty 
  streets and throughfares. Eventually you 
  find yourself in an alleyway, bordered left 
  and right by two-storey buildings.  
  ♦ Roll a d20+5. If the result is higher than 
  your AC, go to 374. 
  ♦ If lower, go to 341.  
   
  425 
  You freeze. On the left rail of the ladder, 
  slightly above your head, a small, intricate 
  rune has been carved within a circle.  
  A glyph.  
  "There's a glyph here!" you announce.  
  Salihn immediately comes forward and takes 
  a moment to focus on the glyph, muttering 
  some incantation as she moves her hands 
  slightly. "Magic," she says finally. "Could be 
  deadly." 
  You nod, and descend the ladder carefully. 
  Salihn backs away, then raises her hands and 
  closes her eyes. Arcing fire shoots from her 
  hands, burning a section of the ladder away, 
  the part that held the glyph. Then she ceases 
  the flame, and the fire quickly puts itself out.  
  All three of you ascend the partially burnt 
  ladder now, pushing open the trapdoor at the 
  top.  
  Go to 387. 
   
  426 
  The rogue regards you calmly.  
  “Zhentarim?” he shoots back. “I have a piece 
  of advice for you, friend – never go out of 
  your way to meet them. What’s your 
  interest?” 
  “Oh none really,” you reply. “It’s just a 
  name I’d heard a few times since being here.” 
  “Hm,” the rogue says quietly, looking 
  suspicious.  “How do I know you’re not an 
  agent of the Black Network, then?” he asks. 
  “Trying to catch me out, eh?” 
  ♦ To assure him you are not, go to 20.  
  ♦ To turn and depart, go to 324.  
   
  427 
  Inside the chest, lying on top of a pile of 
  folded cloth, is a gnarled, arcane-looking 
  piece of wood.  
  Tears streaming down her face, Salihn picks 
  the wand up and cradles it to her breast.  
  “I have it,” she says quietly, more to herself 
  than you or Kragor. “I have it, mother.”  
  Kragor puts a hand on her shoulder. "This is 
  no time for sentiment. We should leave. 
  Now." 
  As Salihn savours this moment, you quickly 
  search the rest of the chest. You find a pouch 
  containing 80 gp, and a jewel-encrusted 
  dagger which looks enchanted. (Dagger +2). 
  The others don’t seem interested in this loot 
  (tainted by association perhaps?) so you stash 
  it in your bag. 
  (Did you read a letter in Annaya’s 
  apartment? If so, take a brief detour to entry 
  443 and then return here) 
  
  	
    
  118	
    
  Wasting no more time, you descend the 
  tower quickly, and all three of you are 
  quickly back outside and running for the 
  gate. The mission has gone well, and within 
  moments you are back out on the streets of 
  Zhentil Keep. The three of you duck into an 
  alleyway.  
  "Thank you, outlander," Salihn says, 
  embracing you. "You cannot know the value 
  of your assistance. We have thrown one more 
  barrier in the path of the Black Network. Go 
  well, friend." 
  You nod, and watch Salihn and Kragor 
  disappear down the end of the alleyway. 
  Waiting a little while longer, you emerge 
  from the alley yourself and return to your 
  inn.  
  The innkeeper greets you warmly, and you 
  return to your room, eager for some rest.  
  Go to entry 51. 
   
  428 
  You feel something on the back of your neck, 
  no more than a breath of air.  
  Quickly whipping around, you draw your 
  weapon and reflexively lash out at whatever 
  presence is behind you, but too late... 
  whatever you felt is gone.  
  Weird question: Does your character have 
  hair? 
  ♦ If yes, go to 351. 
  ♦ If your character is hairless, go to 24. 
   
  429 
  The rogue looks at you with a startled 
  expression, then looks away, considering 
  your question for a long moment.  
  “Where are you from, stranger?” he asks 
  coolly.  
  Realizing that it’s unlikely you’d be able to 
  fool him into thinking you’re a local, you go 
  with the truth instead, telling him where 
  you’re from. Not exactly where you’re from, 
  but the general area. Can’t be too careful. 
  Finally he turns, setting down the trinket he 
  had been making a show of examining. 
  “Who do we answer to, indeed.” He shakes 
  his head. “A word of advice, friend. Asking 
  questions like that around here is liable to get 
  you killed.” He holds your gaze a moment 
  longer than is comfortable, then adds, “That 
  was free. You won’t get a second warning.”  
  Then, without any ceremony, he turns and 
  walks off, leaving you to ponder his answer.  
  You are in Market Square. Go to 44. 
   
  430 
   You leave the passage and return to the 
  junction, taking the passage heading east. 
  Go to 331.  
   
  431 
  You shake your head, telling yourself there is 
  some sort of charm or dark magic inherent in 
  this place, and force yourself to think of 
  happier times. It seems to work: slowly the 
  despair subsides and you are back to your 
  normal, determined self.  
  Looking left and right, you see that the exits 
  open into empty rooms. These rooms seem 
  completely bare, apart from a little moss and 
  some rubble littering the floor. Ahead, there 
  are two more exits to the north and south, 
  and beyond that the corridor ends.  
  ♦ If you would like to check out the nearest 
  rooms, to the north and south, go to 251. 
  ♦ If you would like to continue down to the 
  next set of exits, go to 244.  
   
  432 
  The little girl giggles. "I was hoping you 
  would say that!" she says, and waves a hand, 
  uttering an incantation.  
  All of a sudden you feel your form changing, 
  as if your body is being sucked out of reality 
  itself, and space starts whooshing past your 
  eyes. Your vision concentrates on the lock of 
  the little box the girl is holding, and you feel 
  yourself travelling towards it with pin-point 
  accuracy, the entirety of your being 
  squeezing itself through that small opening.  
  Everything goes black, for just a moment.  
  Go to Map 8.  
  (cont. over) 
  
  	
    
  119	
    
  You awake in a a spacious room with stone 
  doors at the far end. Through the doors you 
  can see a table, which has something small on 
  it, right at its centre. There is another table 
  before you also, and on this table are three 
  jars, each bearing a label bearing a word.  
  Looking closer, you see that the jars contain 
  dust or powder of some sort. Each jar 
  contains a different coloured dust.  
  You remember the little girl's words:  It's a 
  challenge. If you pass, you can get an 
  enchanted ring. But you only get one chance 
  to pass. One chance.  
  But what exactly is this challenge? 
  What is your next course of action? 
  ♦ Explore the room more thoroughly? Go 
  to 113. 
  ♦ Go and look at the other table, on the 
  other side of the stone doors? 191. 
   
  433 
  You approach the shifty-looking man who 
  moves around the wyrmling’s cages.  
  "Afternoon, friend," he greets you in a 
  simpering tone. "We have all sorts of dragon-
  related products here... dragon’s bane, in 
  liquid and powdered form, as well as 
  powdered dragon tooth, dragon scale 
  clothing, dragon's blood... what can I 
  interest you in?" 
  (cont. over) 
   
   
   
   
   
  Obviously as a wandering adventurer it’s not 
  practical for you to purchase and care for a 
  wyrmling dragon, but other products are 
  available from this devious dealer in 
  everything draconic. 
  ♦ To ask about the dragon’s bane, go to 96. 
  ♦ If you are interested in dragon's blood (a 
  known poison), go to 36. 
  ♦ If you want to know more about 
  powdered dragon tooth, go to 286.  
  ♦ To condemn the shopkeeper for his poor 
  ethics, go do 23. 
  ♦ If you are done here and wish to move 
  on, go to 211. 
   
  434 
  You feel a blade slice into your back, and a 
  voice of malice hiss in your ear.  
  "That will teach you to be too trusting, 
  outlander. No one crosses the Devil Worms 
  and escapes alive! We are Manshoon's ears, 
  eyes, hands... he can never be defeated, 
  never!" 
  Take 1d8+4 piercing damage, and then make 
  a DC 12 constitution save, taking 2d6 poison 
  damage from this cowardly attack or half as 
  much on a successful save. If you are still 
  alive, go to Devil Worm Combat Sheet.  
   
  435 
  You find no traps that you can see, and move 
  to the lock mechanism, preparing to disarm 
  it.  
  But as soon as you touch the lock, there is a 
  tiny movement from underneath the lock 
  mechanism, accompanied by a short, 
  whipping sound.  
  Make a dexterity save, DC 13.  
  ♦ If successful, go to 73. 
  ♦ If unsuccessful, go to 165.  
   
   
   
   
   
   
   
  
  	
    
  120	
    
  436 
  You and Danadhir walk as casually as you 
  can towards the bow of the Mulmaster Pride, 
  sacks slung over your shoulders. 
  Suddenly you hear a shout from behind.  
  "Hey! You two! Come over here!" a rough 
  voice bellows.  
  “Run!” Danadhir exclaims. Without seeing 
  who it belongs to, you both drop your sacks 
  and dash to a nearby ladder, quickly 
  descending to the between-decks. 
  Go to Zhentarim Slaver Combat Sheet.  
   
  437 
  You hear a sound from behind you, and turn 
  just in time to see a hideous floating specter, 
  its top half covered in armour, its head 
  encased in a plated helmet bearing long, 
  curving horns, which you manage to parry 
  away as the specter charges you like a bull! 
  Go to Abyssal Specter Combat Sheet, using 
  the "Location 2" settings.   
   
  438 
  If you do not wish to accept this quest from 
  the Knights of Myth Drannor, then your 
  time here is done! This is a two-part 
  adventure, so the next progression for you 
  will be Book 4 in this series if you do not wish 
  to accept the quest to find the secret tunnels 
  within the Dragonspines. Thank you for 
  playing Tyrant of Zhentil Keep, until next 
  time!  
  Otherwise you could reconsider your decision 
  by returning to entry 120. 
   
  439 
  “What brings me here?” she asks. “That, you 
  are perhaps better off not knowing. Besides, 
  I’ve only just met you. How do I know I can 
  trust you?” 
  She makes to go but you take hold of her 
  arm. “Tell me,” you say, holding her gaze. 
  “You can trust me.” 
  She looks down at your hand, then up at 
  your face. Something about your expression 
  must resonate with her. She nods, and shakes 
  your grip off.  
  “Very well,” she says. “My name is Salihn 
  Elassidil, and I come on a mission from 
  Elventree, on the south shore of the 
  Moonsea.” She pauses here, sighing. “My 
  mother is the Warden of Elventree, and her 
  name is Elanil Elassidil. Even though we are 
  peaceful folk, still we are not hidden enough 
  to escape the prying eyes of the powers that 
  be.  
  “Fzoul Chembryl, High Priest of Bane, came 
  to Elventree some weeks ago, looking to 
  court my mother’s favour, to see if the elves 
  there would back Manshoon if ever a war 
  was to come… She denied him, saying that 
  the elves there wanted no part of Manshoon’s 
  plans. So he left, seemingly accepting her 
  decision. 
  “But later on that night he had one of his 
  minions, a Zhentarim spy, creep in and steal 
  a precious artifact…The Wand of the Elven 
  Mage. This is a treasured wand that has been 
  in the Elassidil family for generations, and is 
  very powerful. He means to use it in some 
  war that is coming, and by doing so will stain 
  our family’s legacy for ever. And so, I am 
  here to retrieve it. And one of the men you 
  played dice with… he is here to help me as 
  well. He is a master assassin. We are going 
  to break into the Fzoul’s tower and retrieve 
  the Wand.” 
  ♦ To offer your help in Salihn’s quest, go to 
  159 
  ♦ Otherwise you wish her all luck and go 
  on your way. Go to 381 
   
  440 
  You ignore the ring and carry on.  
  To continue on to your next destination 
  within Zhentil Keep, go to Map 1 / Map 
  Entry 1 and find the relevant destination 
  entry.  
   
   
   
   
  
  	
    
  121	
    
  441 
  Brazenly you stand in the centre of the pit, 
  awaiting whatever creature might present 
  itself at the door.  
  You don’t have to wait long.  
  Through the door runs a large bugbear, and 
  you brace yourself to attack.. but the thing 
  takes one look at you, mutters something to 
  itself, then turns and runs from the room, 
  turning left as it enters the passageway. 
  Do you want to give chase? Make another 
  athletics check athletics check (DC 16, or 17 if 
  you are a halfling, dwarf or gnome).  
  ♦ If you are successful you may give chase 
  by going to 358. 
  ♦ If it takes you more than 2 attempts to 
  get clear of the pit, then the bugbear is 
  too far away to pursue, but you do 
  eventually get out of the pit. Go to 77. 
   
  442 
  Very quietly so as not to attract any attention 
  from the docks, you knock on the wooden 
  door.  
  You wait a few minutes, but no one answers.  
  Go to entry 473. 
   
  443 
  As per the clue given in the love letter from 
  Fzoul to Annaya, you move to the bookshelf 
  and look for the tome entitled Memoirs of 
  Tertius Realmwanderer. You quickly find it, 
  and tip it upside down. From inside the 
  hollow spine, a small corked vial slides out 
  containing a pink liquid. Around it is 
  wrapped a label bearing tiny, intricate 
  writing: “Philter of Love: whomsoever 
  consumes this liquid shall fall in love with the 
  next creature they see, for a short while.” 
  Chuckling to yourself at the possibilities, you 
  slip this into your pocket.  
  Return to entry 387 and continue from where 
  you left off reading. 
   
   
   
   
  444 
  Casually, you move onto the bridge and 
  begin walking at a moderate pace towards 
  the middle of the bridge, as if you simply 
  mean to return to the North City. Out of 
  your peripheral vision, you keep one eye on 
  the figure on the bridge. Now that you are 
  closer you can see that whoever stands there 
  is draped in a voluminous robe that conceals 
  not only their face, but also the shape of their 
  body. You continue to walk, but then when 
  you are right beside them, you suddenly turn 
  and move to tap them on the shoulder.... 
  But the robe crumples under your hand! 
  Whatever or whoever was holding it up is 
  now gone!  
  You look around, but all you can see are 
  cityfolk strolling across the bridge, merchants 
  pushing carts. It's as if the whole incident 
  was only visible to you and you alone! 
  Who or what was this figure? 
  ♦ Make a history roll, DC 15. If you are 
  successful, go to 164.  
  ♦ If unsuccessful, you are unable to make 
  sense of what you have just seen. Return 
  to Map 1 / Map Entry 1 and choose your 
  destination 
   
  445 
  The female elf gives you a smile. “Oh well. 
  Can’t win them all, as they say!” 
  Cursing your bad luck, you pick up your 
  belongings and stand, walking away from 
  the table.  
  ♦ Go to 381. 
  ♦ Or, if you wish to try and talk to the elf, 
  go to 474. 
   
  446 
  "Manshoon's spies?" he repeats quietly, 
  almost incredulously. "Yes, of course..." the 
  cleric glances around, his eyes moving this 
  way and that, then finally settling on you. "I 
  thought that's what you meant." He leans in 
  and lowers his voice to a whisper, looking 
  around with cautious eyes. "Actually... it's 
  better if we talk about this somewhere… 
  
  	
    
  122	
    
  more quiet." He puts his hand on the door 
  that leads through to the Cloister. "Follow 
  me?" He opens the door slightly and motions 
  for you to follow him.  
  ♦ To follow him through the door, go to 
  127. 
  ♦ To refuse and move back into the crowd, 
  go to 285. 
  ♦ You can do an insight check on him. DC 
  18. If you succeed, go to 184. If your 
  check is unsuccessful, go to 115. 
  ♦ To cast Detect Thoughts on this Cleric, 
  go to 451. 
   
  447 
  Kragor moves up the ladder, placing hand 
  over hand. He is almost at the top when his 
  arm is thrown back, and a bolt of pure white 
  lightning flashes out from the ladder itself, 
  shuddering his body as white hot energy 
  slams into his chest. 
  "No!" Salihn yells, running forward. Kragor 
  lets go of the ladder and falls backwards, 
  slumping to the floor.  
  Wasting no time, Salihn makes invocations 
  over the fallen rogue's body. You watch as 
  Kragor's wound closes over and his eyes 
  flicker open. A few minutes later he is up 
  again.  
  "Kragor triggered a glyph," Salihn says. "It 
  should be safe now. Let's get this done." 
  You all move to the ladder, preparing to 
  ascend to the trapdoor. You take the lead.  
  You step onto the ladder and place one hand 
  over the other, scaling till you reach the 
  trapdoor. With one almighty push, the 
  trapdoor swings upwards and open, and you 
  climb up and emerge on the floor above.  
  Go to 387.  
   
   
   
   
   
   
   
   
  448 
  “Hey!” you shout at the Zhentilar soldier. 
  “You’re the city guard! Help this citizen!”   
  “And get in the way of those teeth?” the 
  Zhentilar scoffs. “No chance!” 
  The old man continues to plead with both of 
  you to help him.  
  What next? 
  ♦ To draw your weapon and attack, go to 
  302. 
  ♦ To give up on this hopeless situation and 
  move on, go to 236.  
   
  449 
  The three of you move to a nearby stack of 
  small crates. Danadhir enthusiastically grabs 
  a nearby crowbar and pries the top off one of 
  them. It is empty apart from packing straw, 
  and the stocky dwarf climbs in, giving his 
  battleaxe a quick pat to check that it’s there 
  before motioning for you to shut the lid. You 
  throw your weapons and armour in there 
  first, then put the lid on and secure it with 
  just two nails, banging them in with the 
  pommel of Ganadhir's basic shortsword.  
  Loading it onto a trolley, you wheel it to a 
  door that opens onto the dock.  
  "Go with the gods, outlander," Ganadhir 
  says, and then pulls the door open for you.  
  It is a simple matter to blend in with the 
  general traffic on the docks, and no-one gives 
  you a second look as you wind your way 
  towards the gangplank, pulling the loaded 
  trolley behind you.  
  A large man, possibly the quartermaster, 
  stops you as you go to ascend the ramp up 
  towards the ship's top deck.  
  "What's in there?" he asks, giving the crate a 
  look over. 
  "Provisions," you say in your best Zhentil 
  accent. "Captain's supplies." 
  The man backs away, putting his hands up. 
  "All right, don't want to keep the captain 
  from his rum. On ya get, matey." 
  You drag the trolley up the gangplank. On 
  deck it is a lot quieter - only three or four 
  
  	
    
  123	
    
  crew are present, most of them busy with 
  their duties.  
  You walk the crate to the front of the boat 
  where other crates are stacked, and quickly 
  get the lid off. Danadhir stands, stretching 
  his back, then vaults over the side of the 
  crate, surprisingly agile for a dwarf. You 
  retrieve your weapons and armour from the 
  bottom of the crate and quickly don them. 
  “Hurry, hurry!” Danadhir urges as you pull 
  your armour on. 
  Nearby is a square trapdoor, likely leading 
  down to the lower decks. You move quickly 
  to it, open it and lower yourselves down.  
  Go to entry 34. 
   
  450 
  Somehow, by the grace of the Gods, you have 
  defeated the Shield Guardians! 
  You stride forward and claim the ring. As 
  you do so, you feel yourself dematerializing, 
  being sucked into a void. You blink your eyes 
  and there you are inside Melhuish’s Magical 
  Curiosities once more. The little girl is gone, 
  replace by a full-grown human wizard.  
  “I have no idea how you did that, but you 
  deserve that prize. Gods, do you know how 
  long it took to make those Shield 
  Guardians?” He sighs. “Anyway, what you 
  have there in your hand is a Ring of 
  Resistance." 
  Roll a d10 to find out what gem the ring 
  holds, and hence what type of damage it will 
  grant you resistance against: 
  (cont. over) 
   
   
   
  1: Pearl (Acid) 
  2: Tourmaline (Cold) 
  3: Garnet (Fire) 
  4: Sapphire (Force) 
  5: Citrine (Lightning) 
  6: Jet (Necrotic) 
  7: Amethyst (Poison) 
  8: Jade (Psychic) 
  9: Topaz (Radiant) 
  10: Spinel (Thunder) 
   
  Then, you may purchase any other items 
  from the entry 232. After that, you leave the 
  shop. Return to entry 12 (without taking 
  another progress point) and choose another 
  option. 
   
  451 
  Hidden from view, you produce the copper 
  piece and begin the incatation under your 
  breath. But there’s no fooling this one. 
  “A mage, eh?” the cleric sneers. “You’re a 
  crafty one aren’t you!” 
   It doesn’t take long to gain entry to the 
  cleric’s thoughts, and it’s obvious that he 
  definitely means you harm if you follow him 
  through this door. The exact nature of what 
  kind of harm is unclear though. 
  ♦ Do you wish to probe deeper? If so go to 
  290 
  ♦ If not, you return to the crowd. If you 
  are with Rynmor, go to 134 and choose 
  another option. 
  ♦ If you are alone, go to 382 and choose 
  another option. 
   
  452 
  You run out after the man with the green 
  dragon on his shoulder, eager to find out 
  more.  
  "Wait," you call out to him. You catch up 
  with him just as he turns into a dark, covered 
  alleyway. He turns and regards you. "Yes?" 
  "What was that all about?" you ask. "How 
  did that man get hold of those dragons, and 
  who is he selling them to?" 
  
  	
    
  124	
    
  The man looks you up and down, petting his 
  newly acquired green wyrmling as he does 
  so.  
   
   
   
  "Poachers is who he gets them from," he 
  says. "There is a lucrative market in it, here 
  in Zhentil Keep at least. Do you know the 
  Dragonspines?" 
  From the old man in the Teshwave Tavern, 
  who told you of the Dragonspine Mountains, 
  you do have scant knowledge of the 
  mountain range that lies north of this part of 
  the Moonsea.  
  "They're not called the Dragonspines for 
  nothing," the man continues. "In the higher 
  parts, red, white and green dragons lurk. 
  And there are a few dry valleys as well where 
  they sometimes rest and make lairs. That 
  man in there, he buys dragon eggs from 
  Zhentarim who journey into those 
  mountains, at a very reduced price, and then 
  resells them to travellers, merchants, 
  nobles... people who don't know any better... 
  who know nothing about dragons. It is said 
  that the Zhentarim have a network of secret 
  tunnels that connect to some of these 
  dragons' lairs." 
  You probe a bit further, and find out that the 
  man, who is from far, far to the east, learnt 
  the art of dragoncare from his father, and is 
  descended from a line of masters who 
  captured and trained dragons. The dragons 
  were worshipped reverently.  
  "Now they are simply being treated as a 
  novelty item. And when they start getting 
  too big, and the owners don't know what to 
  do with them... well..." 
  He reaches up and pets the nose of the green 
  wyrmling who gurgles appreciatively.  
  "The whole practice is barbaric," he says 
  bitterly.  
  How do you respond to this outlandish story? 
  ♦ "Well, I hope you succeed in bringing 
  this network down, it sounds terrible." Go 
  to 42.  
  ♦ "Is there any way I can help you with 
  this? What can be done?" Go to 482. 
   
  453 
  As you run, you notice one of the smiths, an 
  elf, subtly motion with his eyes towards a low 
  door in the back wall. You make for it and 
  exit into a narrow alley. The guards, if they 
  followed you into this alley, would only be 
  able to move in single file. Seeing where it 
  exits onto the street, you run forward and 
  soon find yourself in the middle of a busy 
  thoroughfare.  
  You are one street over from Scimitar Street. 
  Quickly you move to an awning on the 
  opposite side of the street and watch for the 
  guards, but they don’t come. They must have 
  given up the chase.  
  You wait for some time until you think it is 
  safe and then consider where to go next.  
  Mail, Plate & Hide is not an option, as there 
  will likely be other Zhentilar there soon. 
  ♦ You can return to Scimitar Street and 
  visit one of the other shops. Turn to 86 
  but do not take a progress point.  
  ♦ If you would rather go somewhere else, 
  go to Map 1 / Map Entry 1 and choose a 
  new destination. Keep track of progress 
  points.  
   
   
   
   
  
  	
    
  125	
    
  454 
  Fodus politely accepts the money and then 
  settles down to read your fortune.  
  He takes the little circular device and gives it 
  a good shake. It starts to glow slightly, and 
  he makes interested noises such as 
  “hmmm…” and “aaahhhh” and 
  “fascinating…” 
  “What?” you ask. 
  Fodus looks up at you. “You have a 
  fascinating path laid out before you, my 
  friend. A stranger shall approach you, today, 
  and ask you to undertake a deadly quest… a 
  quest to save these lands from destruction!” 
  You nod, intrigued.  
  “The fortune I have here tells me that you 
  will meet a stranger in the guise of an enemy 
  who will gift you with a quest… or perhaps 
  this has already happened? The prophecy 
  warns that some who look untrustworthy are 
  actually allies, and it reminds us not to 
  judge… fascinating…” 
  “What’s fascinating?” 
  Fodus shakes his head, perplexed. “The 
  image that I am getting here resembles the 
  coat of arms of the Zhentilar… I have no idea 
  what that means.” 
  You thank Fodus for his time, stand and 
  leave his place of business.  
  Return to entry 12 (without taking a progress 
  point) and choose another merchant to 
  visit. 
   
  455 
  You move quickly, putting as much distance 
  between you and the bridge as possible. For 
  several minutes you walk, occasionally 
  glancing behind to make sure you haven't 
  been followed.  
  After a while, it seems you are safe.  
  Go to Map 1 / Map Entry 1 and continue to 
  your next chosen destination. 
   
  456 
  There is a cry of pain as your attack finds it 
  mark, and the right hand sniper disappears 
  out of view. However, the left hand sniper 
  does not, and another bolt comes hurtling at 
  you! 
  Roll d20+5 again. If the result is higher than 
  your AC, take another 1d8+3 damage and 
  then get the hell out of there by going to 5. 
   
  457 
  You signal to the halfling barkeep, and he 
  presents himself before you, standing up on a 
  crate. "What can I get you?" he says shortly, 
  obviously not in the mood for small talk. 
  You order a tankard of ale (deduct 1 sp ), and 
  it is promptly delivered. Lifting the draught 
  to your lips, you take a deep sip, and by the 
  Gods, does it taste good after a long days' 
  travel!  
   
  The male half-orc who was addressed rudely 
  by the barkeep finally has his drink and is 
  enjoying it quietly.  
  ♦ If you would like to try and strike up a 
  conversation with him, go to 145. 
  ♦ If you want to finish your ale and try 
  your hand at the pit bout, go to 204. 
  ♦ If you would rather try out the dice 
  game, go to entry 18. 
  ♦ Or you could read the posters plastered 
  around the walls by going to entry 189. 
   
  458 
  Deftly manipulating the thieves’ tools, you 
  move the tumblers into place and hear a 
  satisfying click.  
  The chest’s lid releases. Excited, you peer 
  inside, but see nothing, at least at first. Then 
  you look closer. 
  
  	
    
  126	
    
  Lying in the bottom of the little chest is a 
  strange-looking key. You take it out and 
  inspect it.  
  “It’s a skeleton key,” the halfling whispers. 
  “Made by the mysterious elves of 
  Cormanthor, enchanted to open any door! 
  Worth its weight in gold!” 
  You doubt its mysterious origins, and get the 
  feeling you may have been scammed! But 
  who knows, it may come in handy 
  somewhere down the line. 
  Add ‘skeleton key’ to your inventory. Then 
  go to Map 1 / Map Entry 1 and continue to 
  your chosen destination. 
   
  459 
  You look up at Amaunator as you say your 
  prayer, and the face of the solar god seems 
  alive to you, animated. You feel a benevolent 
  spiritual energy overwhelm you, and feel as 
  though nothing could stand in the way of 
  you reaching your destiny.  
  You have received a spiritual boon from 
  Amaunator. You may either take an 
  inspiration point, or an automatic success on 
  a Medicine, Survival, Perception, or Insight 
  check. Then return to 53 and choose another 
  option.  
   
  460 
  You continue walking towards the end of the 
  open-air temple.  
  Weird question: Does your character have 
  hair? 
  ♦ If so, go to 152. 
  ♦ If not, go to 24. 
   
  461 
  The lizard suddenly wakes from its dozing 
  state. It raises its head and hisses 
  malevolently at you! 
  Salihn yells as she notches an arrow and 
  prepares to fire. Kragor also notches an 
  arrow with his shortbow. The drake begins 
  scurrying to the far wall, as quickly and 
  easily as if it were the level floor, and then 
  descends the wall, advancing on your little 
  party!  
  Go to Stone Drake Combat Sheet. 
   
  462 
  Have you met the elf Salihn before? If so, 
  you greet each other fondly. If you already 
  have the codeword Wandquest, you give 
  Salihn a knowing look and continue on. 
  Return to 53 and choose another option.  
  If you do not have that codeword, continue 
  below.  
  “What brings me here?” she asks. “That, you 
  are perhaps better off not knowing. Besides, 
  I’ve only just met you. How do I know I can 
  trust you?” 
  You sit down next to them. “Tell me,” you 
  repeat. “You can trust me.” 
  She looks down at you a long time, holding 
  your gaze, as if peering into your soul.  
  “Very well,” she says. “My name is Salihn 
  Elassidil, and I come on a mission from 
  Elventree, on the south shore of the 
  Moonsea.” She pauses here, sighing. “My 
  mother is the Warden of Elventree, and her 
  name is Elanil Elassidil. Even though we are 
  peaceful folk, still we are not hidden enough 
  to escape the prying eyes of the powers that 
  be.  
  “Fzoul Chembryl, High Priest of Bane, came 
  to Elventree some weeks ago, looking to 
  court my mother’s favour, to see if the elves 
  there would back Manshoon if ever a war 
  was to come… She denied him, saying that 
  the elves there wanted no part of Manshoon’s 
  plans. So he left, seemingly accepting her 
  decision.” 
  “But later on that night he had one of his 
  minions, a Zhentarim spy, creep in and steal 
  a precious artifact…The Wand of the Elven 
  Mage. This is a treasured wand that has been 
  in the Elassidil family for generations, and is 
  very powerful. He means to use it in some 
  war that is coming, and by doing so will stain 
  our family’s legacy for ever. And so, I am 
  here to retrieve it, and I have a friend with 
  
  	
    
  127	
    
  me. We are going to break into Fzoul’s tower 
  and retrieve the Wand.” 
  ♦ To offer your help in Salihn’s quest, go to 
  414. 
  ♦ Otherwise you wish her all luck and go 
  on your way. Go to 53 and choose 
  another option. 
   
  463 
  Your world goes black. 
  Something heavy has fallen on you from 
  above, and now has you in its jaws, dragging 
  you along the floor.  
  Subract 1d6 bludgeoning damage. If you’re 
  still alive, continue reading below 
  As you struggle to regain your wits, you see 
  Salihn and Kragor rushing to your aid.  
  "Stone drake!" Salihn yells. "Quick, get up!" 
  Go to Stone Drake Combat Sheet. The drake 
  gets one free attack, with advantage, on you. 
  Then roll initiative.  
   
  464 
  You and Danadhir survey the carnage - dead 
  Zhentarim are everywhere.  
  (If you haven't yet had the chance, break the 
  locks now and free the prisoners). 
  Suddenly a little girl is before you, staring at 
  you with wide eyes.  
  "Are you Anika's daughter?" you ask.  
  She nods silently. 
  "Uncle will be pleased," Danadhir says. 
  "Well done, outlander." He gives you a solid 
  clap on the back.  
  Now freed, the prisoners have overpowered 
  the remaining guards and have all fled into 
  the streets of Zhentil. 
  Ganadhir meets you within the warehouse, 
  overjoyed to see the little girl. He crouches 
  down and they exchange whispers, after 
  which she embraces him and takes hold of the 
  old veteran's hand.  
  (If you had left your armour and clothes 
  here, you now reclaim them). 
  "Let's move away from here, quickly," he 
  says. "We cannot be found here by Zhentilar, 
  and they will be here soon!" He pauses, and 
  turns to you. "Thank you, outlander. You 
  have saved a great many people from a life of 
  misery. You should take that to heart, take 
  that with you. Regardless of what you've 
  done before, I think the Gods have seen you 
  redeem yourself today." 
  From the folds of his cloak, Ganadhir 
  produces a small gem. Even in the darkness 
  of the warehouse, the perfectly-formed prism 
  catches the light beautifully. "From my 
  homeland," he says. "A naturally formed 
  amethyst prism. Gemstone dragons eat them 
  sometimes, but you can sell it for about... 250 
  gp." 
  You thank Ganadhir for his generous gift. 
  Well done on your completion of this 
  sidequest! 
  Go to 479. 
   
  465 
  The cleric regards you cautiously for a 
  moment. “The Zhentilar? Their barracks is 
  across the river Tesh. A short walk from 
  here.”  
  “Thank you for your time,” you say, and 
  merge back into the crowd.  
  ♦ Are you still with the friendly stranger? 
  If so, return to 134 and choose another 
  action.  
  ♦ If not, return to 382 and choose another 
  action there. 
   
  466 
  You gratefully accept the goblet of wine and 
  sit down on one of the plush leather 
  armchairs. As you sip your wine you begin 
  probing Annaya with questions, trying to 
  discern why the orc might have picked her to 
  attack. She seems to have no knowledge of 
  the reason. 
  As you are talking, you feel a strange, 
  creeping sensation, starting from your gut 
  and working its way upwards. Initially you 
  think it is just the alcohol, but no, this is 
  something else. A horrid feeling of dread 
  begins to overcome you.  
  
  	
    
  128	
    
  Annaya smiles. "Yes, the poison should be 
  starting to work now," she says calmly. 
  "Soon you will be unconscious, and then... 
  well, who knows what will happen to you? 
  This is what comes of those who attract the 
  attention of the Black Network, outlander." 
  Make a constitution save, DC 15.  
  ♦ If you are successful, go to 363. 
  ♦ If unsuccessful, go to 199. 
   
  467 
  Something makes you look up, and there, 
  inverted on the ceiling, is a large, dragon-like 
  lizard! It appears to be dozing and hasn't 
  noticed you.  
  Salihn puts her finger on her lips to signal 
  quiet.  
  Carefully, you try to move through the room 
  towards the staircase without a sound. 
  Roll stealth with advantage, since you have 
  the rogue Kragor with you, who is leading 
  the party towards the stairs. DC 15.  
  ♦ If you are successful, go to 217.  
  ♦ If unsuccessful, go to 461.  
   
  468 
  Make an investigation roll, DC 15. 
  ♦ If you are successful, go to 242. 
  ♦ If you are unsuccessful, go to 65. 
   
  469 
  You take up your holy symbol and begin 
  muttering a prayer censuring the undead. As 
  you do so, the specter whips around and faces 
  you, now alerted to your presence, and a 
  hideous, howling noise comes from inside its 
  shimmering helmet, which is adorned with 
  large, black horns. 
  Roll a d20.  
  ♦ If the result is higher than your spell save 
  DC, go to 355. 
  ♦ If lower, go to 322.  
   
  470 
  Your performance, along with your fellow 
  musicians, is a rousing success, and the crowd 
  is jumping up and down with enthusiasm as 
  you finish the song!  
  "Another one!" you hear. "Encore, encore!" 
  The crowd is so enlivened that they easily 
  overwhelm the efforts of the Zhentilar guards 
  to disperse them. You go on to play two more 
  songs with the band of street performers! 
  Take an inspiration point for your 
  outstanding performance! You then quickly 
  pack away your instrument and move on 
  before you attract too much attention.  
  Return to Map 1 / Map Entry 1 and continue 
  to your next chosen destination. 
   
  471 
  You walk south, discerning the outline of a 
  temple, made in an older style than the other 
  buildings you’ve seen so far in Zhentil Keep. 
  It resembles some of the Bane temples you 
  have seen since being here, and nearing the 
  ruin you can see inside the remains of an 
  altar. The entrance, however, is utterly 
  wrecked. A high pile of rubble will make 
  getting inside a bit of work.  
  ♦ Will you climb over the rubble pile to get 
  inside the ruined temple? If so, go to 45. 
  ♦ If you would rather go and investigate 
  some of the ruined houses instead, go to 
  58.  
  ♦ Or perhaps you have had enough of this 
  area, in which case return to Map 1 / Map 
  Entry 1 and choose a new destination.  
   
  472 
  It is clear that some dark magic is at work 
  here... perhaps there is a Zhentarim sorcerer 
  nearby who has set this foul creature on you! 
  Regardless, you have little time to ponder 
  they whys and wherefores... you must do 
  battle with this stony beast immediately! 
  Go to Gargoyle Combat Sheet. 
   
  473 
  Wondering what you should do next, you 
  look all around, and then spy a window 
  about twelve feet above the door. This area is 
  stacked with crates, so getting up there 
  
  	
    
  129	
    
  shouldn't be too difficult, but getting down 
  once inside the warehouse might be a 
  different story.  
  You climb up various crates and reach the 
  window in a matter of moments. Once 
  through the window, however, you see there 
  is a twelve foot drop to the floor. If you land 
  and roll, you might be able to minimise any 
  potential harm you do to yourself.  
  Bracing yourself, you drop from the window, 
  preparing yourself to roll out of the landing.  
  Make an acrobatics check, DC 8. If you fail, 
  take 1d4-1 fall damage. If successful, you 
  take no damage. Then proceed to entry 415.  
   
  474 
  “Just a minute,” you say, lightly touching 
  her on the arm… 
  Something about this elf tells you she might 
  know some useful information. 
  “What do you want?” she asks. “I need to be 
  somewhere, spit it out!” 
  What do you wish to ask her? She seems to 
  be in a hurry but probably has time to answer 
  one question.  
  ♦ What brings you to Zhentil Keep? Go to 439.  
  ♦ Why are orcs being discriminated against 
  here? Go to 264 . 
   
  475 
  You place a hand on the ladder rung and 
  begin climbing, making sure your handholds 
  are firm. 
  Roll perception, DC 15.  
  ♦ If you are successful, go to 425. 
  ♦ If unsuccessful, go to 258.  
   
  476 
  You browse the wares. There is a wide range 
  of bizarre potions available here, many of 
  them designed for domestic uses, such as 
  potions to encourage cows to provide milk, 
  potions to get unmovable stains out of 
  clothes, potions to make your children more 
  obedient… the list is endless. As far as you’re 
  concerned, the list of useful potions, and their 
  prices, is as follows. (If Pyzar has granted 
  you a discount then adjust prices 
  accordingly). 
   
  Potion of Flying 
   
  150 gp 
  Potion of Hill Giant Strength 130 gp 
  Potion of Healing 
   
  150 gp  
  (5 Potions of Healing available) 
  Potion of Gaseous Form 
  75 gp 
  Potion of Growth 
   
  100 gp 
  Potion of Mind-reading 
  100 gp 
  Potion of Necrotic Resistance 200 gp 
  Make your purchases, and then depart 
  Pyzar’s Potion Emporium. Return to entry 
  12 without taking a progress point and choose 
  a different option.  
   
  477 
  With Ganadhir's help, you rough yourselves 
  up a bit to look like workers, smearing dirt 
  on your face and removing armour and 
  weapons. Danadhir is not happy. Both of you 
  carry a shortsword - Ganadhir has two in his 
  possession. (If you have another light blade, 
  you could use two-weapon fighting; strap 
  each blade to a leg, ready for drawing. If you 
  have two light blades already, Danadhir 
  could equip himself with Ganadhir's two 
  shortswords, which would probably make 
  him a bit less grumpy as well.) 
  "I look like a pig farmer," Danadhir says, 
  staring down at his clothes. "No sort of job 
  for a-" 
  "Shut it, you!" Ganadhir says, giving his 
  nephew a sharp clip on the back of the head. 
  "A little girl needs saving, so you'll forget 
  your lordly pride for once!" 
  Ganadhir looks at you, shaking his head. 
  "Dwarven nobility," he sighs irritatedly. 
  "Never happy." 
  You and Danadhir both look the part, but 
  can you act it? 
  Do you know the spell Disguise Self, or own 
  a disguise kit? If so, now might be a good 
  time to use these. Should you do so, take note 
  of that fact and continue reading below. 
  (cont. over)  
  
  	
    
  130	
    
  You and Danadhir make your way to a 
  nearby door and quietly slip out, grabbing a 
  sack of grain each as you walk towards East 
  Dock. The two of you join a crew of workers 
  hefting crates and sacks up and down the 
  wide gangplank that leads onto the deck of 
  the Mulmaster Pride.   
  You get a few glances, and start feeling 
  nervous. You feel as if you are being eyed up 
  by the other crew members.  
  Make a deception check, DC 12. Make it with 
  advantage if you used the disguise kit. If you 
  cast the spell Disguise Self, make it with 
  advantage and add +2 to the roll.  
  ♦ If you are successful, go to 391. 
  ♦ If unsuccessful, go to 436.  
   
  478 
  You come to consciousness, gasping air. 
  Looking up, you see Jamaunga leaning over 
  your body, holding herbs under your nose. 
  He has revived you.  
  "Thank the Gods!" Jamaunga exclaims. "I 
  thought we'd lost you there!" 
  He gives you two draughts of healing potion 
  to bring your strength up.  
  Roll the appropriate dice and regain hp.  
  You lie there, recovering yourself, and watch 
  Jamaunga organizing the specter's former 
  captives, getting them ready to leave this 
  accursed place. Finally he comes to you, 
  helps you up, and together you all leave the 
  dungeon.  
  Go to 212.  
   
  479 
  You make your way back to your inn, the 
  streets now quiet. It seems everyone is at 
  home with the families, and gold light 
  beckons from windows as you navigate 
  through the narrow streets of the fortress 
  city.  
  The inkeeper greets you, and you pay for 
  another night of accomodation, if you 
  haven’t already (2 gp if you are staying at 
  The Stout Miner, 5 gp if you are staying at 
  The Zhentil Arms). The innkeeper also serves 
  you a delicious bowl of stew in your room 
  with thick slices of dark rye bread. You wolf 
  this down quickly, already feeling 
  reinvigorated from this hearty meal (restore 3 
  hp).  
  Go to entry 182.  
   
  480 
  You are careful to keep yourself well hidden 
  amongst the maze of shelves – the guards 
  haven’t really noticed your presence yet. 
  Quietly you speak the words and make the 
  gestures, and create the spectral hand behind 
  the guard at the counter who is still berating 
  the poor gnome. You direct the hand to pick 
  up a shoulder plate, which it does quietly, 
  and then move it directly over the guard’s 
  unhelmeted head. The gnome watches in 
  horror as the magical appendage drops the 
  shoulder plate directly onto the guard’s head. 
  He yells out in pain, clutching his cranium as 
  blood begins to run down his face.  
  Roll a d4 and add it to damage to be 
  subtracted from the guard, should combat 
  commence. 
  “Who did that? Show yourself! Thelnor, was 
  that you?!” 
  What now? 
  ♦ To quietly slip out of the shop, go to 297 
  ♦ To draw your weapon and attempt to 
  sneak up on the guard, make a stealth 
  roll, DC 13. If you are successful, go to 
  366. If not, go to entry 61. 
   
  481 
  From behind you feel something sharp gore 
  into you, but this is no ordinary weapon... 
  you turn to see a floating entity, its top half 
  covered in armour, its head encased in a 
  plated helmet bearing long, curving horns, 
  now dripping with your blood! You feel 
  twisted, dark energy rippling through you.  
  Take 2d6 necrotic damage and then go to 
  Abyssal Specter Combat sheet, using the 
  "Location 2" settings.  
   
   
  
  	
    
  131	
    
  482 
  The man shakes his head. "There is little that 
  can be done," he responds. "The illegal trade 
  in dragons and dragon's products will 
  continue as long as there is a market. But it’s 
  the Zhentarim who are behind it, ultimately. 
  If you can find some way to throw obstacles 
  in their path… the more we can do to 
  confound the plots and schemes of the 
  Zhentarim and Manshoon, the more we are 
  easing the plight of the dragons." 
  You have no idea what might take you into 
  the Dragonspine Mountains, but you take 
  note of what you have learnt from this man 
  nonetheless.  
  Return to Map 1 / Map Entry 1 and choose a 
  new destination. 
   
  483 
  You thank the blacksmith for his offer and 
  continue down the street, leaving him to his 
  work.  
  Return to Map 1 / Map Entry 1 and continue 
  to your chosen destination, or choose a new 
  destination.  
   
  484 
  Your knowledge of magical items tells you 
  that these powders all have magical effects, 
  but the effects are hidden to you. 
  With this new knowledge, return to entry 
  222 and choose an option. 
   
  485 
  You return to the inn by the shortest route 
  and go quickly to your room. Lying down, 
  you are soon fast asleep.  
  Turn to 51.  
   
  486 
  Both guards collapse to the ground in a deep 
  magical slumber, releasing their hold on the 
  unconscious female orc, who also falls to the 
  ground.  
  ♦ Go to entry 278. 
   
   
  487 
  You move quietly, west along the corridor. 
  Ahead you can see exits leading off the north 
  and south walls, and you grip your weapon 
  tightly as you advance, your heartbeat loud 
  in your ears.  
  ♦ Go to entry 377.  
   
  488 
  The rogue looks you up and down, then 
  nods.  
  “Follow me,” he says.  
  Go to 129. 
   
  489 
  The lock quickly comes undone and you ease 
  the door open.  
  Go to 415. 
   
  490 
  You kneel before the altar and quietly say a 
  prayer to Amaunator, asking him to bless 
  your travels.  
  Roll a d20. If you have Amaunator as your 
  deity you may add 5 to the roll. 
  ♦ If you roll 1-9 go to 339. 
  ♦ If you roll 10 or above go to 459. 
   
  491 
  You begin perusing the wares on one stall 
  when suddenly something feels amiss.  
  You check your gold pouch, only to find it 
  considerably lighter! Some light-fingered 
  rascal has made off with a good chunk of 
  your gold! You're surprised you didn't hear 
  or feel this happening, but then the 
  marketplace is quite busy.  
  Roll a d100 and subtract that much gold from 
  your inventory. Then proceed to 44. 
   
  492 
  You run to the halfling and attempt to pick 
  him up, but he is growing rapidly and is 
  already taller than you! He is simply too 
  heavy.  
  ♦ Go to entry 329. 
   
  
  	
    
  132	
    
  493 
  Erase the word Specterquest from your 
  character sheet. 
  You remember the poster you saw at The 
  Scoundrel’s Tankard, promising 300 gp for 
  the defeat of the specter seen lurking in the 
  South City Ruins at night. You also 
  remember that you will need to take the 
  specter’s helmet to the Zhentilar Barracks.  
  You mull over these facts as you drift off to 
  sleep, the sounds of early evening coming 
  from the street beyond your window.  
  (Recover hp from this short rest as per 
  normal rules). 
  You awake some time later, feeling rested, 
  and equip yourself for your expedition to the 
  South City Ruins. Making your way out 
  onto the nighttime streets of Zhentil Keep, 
  you see that the city is still fairly lively, with 
  street performers and food vendors plying 
  their trade here and there.  
  You make your way across the bridge that 
  spans the River Tesh, and the noise of North 
  Zhentil Keep fades behind you. It is a lot 
  quieter in the southern districts, and even 
  quieter still as you leave the Common 
  Quarter behind and venture into the rubble 
  of the South Zhentil ruins.  
  You loiter there for some time, waiting for a 
  glimpse of anything. You see nothing but 
  scurrying rats.  
  As you wander around, however, you happen 
  to see an interesting-looking chasm which 
  appears to have opened up across an old road 
  between destroyed houses.  
  You move over to investigate it.  
  Turn to 188.  
   
   
   
   
   
   
   
  
  	
    
  133	
    
  MAPS BOOKLET ENTRIES 
   
  MAP 1: Zhentil Keep 
  On the back of your map is scrawled a brief description of each area. As you move between 
  locations, you may cross a green dot, in which case roll for a random encounter (table next 
  page). 
  Arcana Lane 
  A treasure trove of supplies and diverse artifacts for magic users of all kinds.  
   
  Scimitar Street 
  Serving the Zhentilar army and the Keep’s warriors for many generations, Scimitar Street is 
  where all martial supplies, weapons and armour, are to be found. 
   
  Grand Temple of Bane 
  The glorious temple of our beloved God Bane, this grand place of worship is presided over by 
  High Priest Fzoul Chembryl. 
    
  South City – Ruins 
  From the ashes, we will rise again. After the disastrous invasion of the orc and ogre horde and 
  the scorching of dragonfire that destroyed Zhentil Keep nearly fifty years ago, we rebuilt this 
  fair city out of the rubble and ruins of old. Some of the destruction is still visible in the South 
  City, to remind us of those horrible times. 
   
  Market Square 
  All manner of goods are available here, vegetables, fruits, fish and meats, foods from all over the 
  Moonsea, as well as interesting books, perfumes, trinkets… whatever your need, there is a 
  merchant here to satisfy it. 
   
  Zhentilar Barracks / Common Quarter (You can’t visit, but it is marked) 
  Living area for the glorious army of fighters tasked with defending our fair city. They live side 
  by side with the poor of Zhentil Keep, as the barracks are situated alongside the Common 
  Quarter, and are conveniently situated near the ruins so work on rebuilding the city can continue 
  unharried.  
   
  Amaunator Temple 
  Not everyone is as enlightened as the Zhents. This temple to the minor Sun God (and other gods 
  in the Faerun pantheon) is mainly placed here for outlanders. Presided over by Eldar the Pious, 
  novice priest, formerly of Waterdeep.  
   
  On the map you will see entry numbers pertaining to each of these areas. You may visit these 
  areas by going to the numbered entries, but each location takes time (1 progress point per 
  location). You will have time to visit four locations before nightfall.  
  At any time, you may choose to conclude the day’s business in Zhentil Keep and return to the 
  inn where you stayed last night. Go to 311.  
   
   
  
  	
    
  134	
    
  D6 RANDOM ENCOUNTER ROLL  
  (If you get a roll you’ve already had, re-roll, unless you roll “No encounter”) 
  In North Zhentil 
  1. No encounter 
  2. Go to 378 
  3. Go to 318 
  4. Go to 283 
  5. Go to 301 
  6. Go to 234 
  In South Zhentil  
  1. No encounter 
  2. Go to 47 
  3. Go to 325 
  4. Go to 220 
  5. Go to 231 
  6. Go to 8 
   
   
  MAP 5: The Scoundrel’s Tankard 
  Place your token at the bottom of the map, then have a look at the numbered entries on the map 
  and choose where to move your token to. 
   
  18: There appears to be a dice game going on here. 
  54: The bar, where a halfling pours drinks. 
  189: Over on the east wall are various posters that look interesting.  
  205: You could sit here and try to listen in on some conversations.  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  	
    
  135	
    
  COMBAT SHEETS 
   
  COMBAT SHEET: Kromm Daggerfist  
  Kromm Daggerfist 
  Dwarf Berserker, NE 
   
  Armour Class 15 
  Hit Points 25 
  Speed  25 ft. 
   
   
   
  The dwarven warrior looks you up and down and laughs. “Is this the 
  best you could find, Pedrich? I’ll make short work of this poor fool!” 
  Kromm wears a belt stocked with throwing daggers. There is also a 
  vicious-looking black-handled dagger.  
  Why isn’t this dwarf better armed? you think. But you won’t be 
  bringing it up! 150 gp purse, after all! 
  You look back up at his face, which is extensively scarred, and grimace 
  as Kromm cracks his mouth in a malicious smile, revealing rows of 
  rotten teeth.  
  “Ready, then?” he asks, mockingly.    
  COMBAT NOTES (use Map 2) 
  1. 
  If you are a two-player party, choose one of you to do battle with 
  Kromm. 
  2. 
  Place tokens. PC: You, K: Kromm.  
  3. 
  Roll initiative for yourself and for Kromm (d20+2).  
  4. 
  Cast Charm Person? If successful, Kromm gives up and buys 
  you a drink, but you get no winner’s purse! Go to 381. 
  5. 
  If you are within 25 ft, Kromm makes a melee attack using his 
  Black Poison Dagger. If not, he makes a ranged attack using a 
  normal dagger. The Black Poison dagger is good for two poison 
  attacks, whether the attacks are successful or not. After that it 
  becomes merely a +1 dagger, used in melee.  
  6. 
  Once per turn, if you or Kromm moves onto or away from a 
  square at the ring’s edge, roll once on the random effect table 
  below. 
  7. Whoever is reduced to 5 hp or less first is the loser! See below.
  STR 
  16 (+3) 
  DEX 
  14 (+2) 
  CON 
  17 (+3) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 
  9 (-1) 
   
  Senses Passive Perception 10 
  Languages  Common, Dwarf 
   
  Sharpshooter  Kromm has spent 
  his life throwing blades and is a 
  master. He does not suffer 
  disadvantage when throwing at 
  distances exceeding 20ft.  
  ATTACKS 
   
  Dagger  Melee or Ranged 
  weapon attack: +5 to hit, 1d4+3 
  damage.  
  Black Poison Dagger Melee or 
  Ranged magic weapon attack: +6 
  to hit, 1d4+4 piercing damage. 
  Target must make a constitution 
  saving throw (DC 15) or take 2d6 
  poison damage and become 
  poisoned for one minute. The 
  target takes half as much damage 
  on a successful save.  
   
   
   
  
  	
    
  136	
    
  RANDOM TABLE – 1d6 (results may recur indefinitely) 
  1. 
  Nothing happens. 
  2. Nothing happens. 
  3. A spectator splashes beer on the floor in the space within the green rectangle. Passing through this 
  requires a dexterity save, DC 11. A failed save means anyone passing through slips and falls over, 
  becoming prone.  
  4. A bottle is hurled. Roll a d4. 1-2 it is aimed at you, 3-4 it is aimed at Kromm. Roll a d20 with 
  advantage (surprise). If equal to or higher than target’s AC, target takes 1d4-1 damage. 
  5. Some rowdy drunks enter the ring and try to involve themselves in the fight, not really attacking 
  but definitely obstructing the fight. The ref chases them round for a bit, and then they drunkenly 
  fall over in your path, reducing movement by half (difficult terrain).  
  6. The crowd makes a deafening cheer in support of one of the combatants, granting one of you 
  advantage. Roll a d4:  1-2 you, 3-4 Kromm.  
   
  ♦ If you are victorious, go to entry 407. 
  ♦ If Kromm defeats you, go to entry 80. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  	
    
  137	
    
  COMBAT SHEET: Zhentilar Guards (#1) 
  Zhentilar City 
  Guard (x2) 
  Human Fighter, Neutral 
   
  Armour Class 16 
  Hit Points 18 
  Speed  30 ft. 
   
   
   
  “You are foolish to take us on,” the lead guard says. “You’ll 
  either die or be tortured for this! Manshoon does not take kindly 
  to those who defy his Zhentilar!” 
  The two warriors brandish their spears and attack.  
  COMBAT NOTES (Use Map 3) 
  1. 
  Place tokens. Z: Guards. PC: You. Roll initiative for yourself and once 
  for both the guards. 
  2. 
  The guards make melee (not ranged) attacks with spears, and constantly 
  try to flank you. On their turn, they move as close as possible to you by 
  the shortest route, using dash if needed. If you are flanked, they attack 
  with advantage.  
  3. 
  Once per turn, if you or the guards move, roll on the random table (d6).  
  4. 
  Combat continues until all the guards are defeated, or until you are 7hp or 
  below. When one of those happens, see below for the entry number.
   
  RANDOM TABLE (PC) – 1d6  
  (If you get a result you’ve had, re-roll, unless you roll 1 or 6) 
  1. 
  Nothing happens. 
  2. 
  Nothing happens. 
  3. 
  Someone throws a rock at one of the guards. Disadvantage on one of their 
  attacks. 
  4. 
  One of your enemies trips on a stone, advantage on your next attack on them.  
  5. 
  A dog runs through the fight, tripping one of you up. Roll a d4 to determine 
  who: 1-3 one of the guards, 4 is you. That person becomes prone.  
  6. 
  A cart overturns nearby, spilling watermelons all over the road. Everyone roll 
  dex check, DC9. A failed check means you fall over and are prone. 
   
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
   
  Senses Passive 
  Perception 12 
  Languages  Common 
   
  ATTACKS 
  Spear +4 to hit, 1d6+1 
  slashing damage  
   
   
  ♦ If you are victorious, go to entry 278 
  ♦ If you are reduced to 7hp or less, go to 102 
   
   
   
   
   
   
  
  	
    
  138	
    
  COMBAT SHEET: Zhentilar Guards  (#2) 
  Zhentilar City 
  Guard (x3) 
  Human Fighter, Neutral 
   
  Armour Class 16 
  Hit Points 11 
  Speed  30 ft. 
   
   
   
  “What’s this, villian? Disrupting a Zhentilar in the course of his 
  daily business? You shall pay with your life, scum!” 
  COMBAT NOTES (Use Map 4) 
  1. 
  Place tokens. Z: Guards. PC: You.  Roll initiative (just once for all guards). 
  2. 
  Guards come to you by the quickest route and attack, However, this shop is full 
  of well-stocked wooden shelves. On their first turn, the two guards at the east of the 
  shop run past shelves in a hurry. Make a dex check for each guard, (d20+1 against 
  DC 12). If they fail, they knock over shelves costing them another round to get to 
  you. The next round they move normally, no check required. The guard at the 
  counter does not need to make this check.  
  3. 
  The guards may quickly flank you, giving them advantage on attacks.  
  4. 
  You may flee into the smithy (the exit to which is on the top left). When you do so, 
  the guards will get one attack of opportunity each, unless you disengage, or you are 
  out of their melee range. After any AOOs, go to entry 123.  
  5. 
  On each of your turns (except the surprise round), roll once on the random table 
  below before making your attack.  
   
  RANDOM TABLE - 1d6  
  (If you get a roll you’ve already had, re-roll, unless you get 1 or 6. When all 
  options are exhausted, stop rolling. ) 
  1. 
  Nothing happens. 
  2. 
  The shopkeeper flings a spiked gauntlet into the fray. Roll a d4. 1: It hits you, 
  2-4: it hits the guard nearest the wooden counter. 1d4 bludgeoning damage.  
  3. 
  One of the guards (choose one near the armor) accidentally knocks over a suit 
  of armour. It topples down on top of him. Make a dex roll for that guard, DC 
  12. If he fails he is knocked prone. Remove this condition next round.  
  4. 
  There is a helmet rolling around the floor. Someone accidentally steps in it and 
  must make a dex check to see if their foot gets stuck in it. DC 11. If they fail, 
  all their attacks are at disadvantage until they use an action get it off . 1-3: 
  Choose a guard, 4: You. 
  5. 
  A dog belonging to the gnome enters the fray and will make one attack on a 
  random combatant. 1-3 the target is a guard, 4 the target is you. Bite attack, +3 
  to hit, 1d4+1 piercing damage. Its AC is 11 and it has 10 hit points. After this, 
  the gnome calls it off immediately.  
  6. 
  Nothing happens. 
   
  ♦ If you are victorious, go to entry 333. 
   
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
   
  Senses Passive 
  Perception 12 
  Languages  Common 
   
  ATTACKS 
  Longsword +4 to hit, 
  1d8+1 slashing damage  
   
   
  
  	
    
  139	
    
  COMBAT SHEET: Bar Brawl   
  Drunken 
  Thugs (x2) 
  Medium Humanoid, 
  Neutral 
   
  Armour Class 11 
  Hit Points 22 
  Speed  30 ft. 
   
   
   
  You quickly move to the aid of the defenceless orc, who seems 
  incapable of defending himself. Not everyone in this world is a 
  warrior, after all! And two on one – that’s just not fair, unless 
  you’re talking about dragons. 
  COMBAT NOTES (Use Map 6) 
  1. 
  Place tokens. T: Thugs. PC: You. Roll initiative. 
  2. 
  The drunken thugs are facing the orc, backs to you. If you can reach them 
  in one round of movement, you may make a surprise attack. However, 
  the tables are occupied and moving through the two squares in the middle 
  of the two nearest tables counts as difficult terrain.  
  3. 
  There are three other options. 1) Make a ranged attack, for which you will 
  need to at least get on top of one of the tables. 2) Jumping onto or 
  walking over the table immediately south of you (the table also counts as 
  difficult terrain). 3) Getting to the thugs another way, eg flying. 
  4. 
  To go over or get onto the table, apologise to the patrons with a charisma 
  check, DC 11. If successful, then you may have your surprise attack. If the 
  charisma check fails, the patrons loudly protest which alerts the thugs, 
  and you lose your surprise. Attacks on the drunken thugs from atop any 
  table have advantage. 
  5. 
  After surprise attacks, roll initiative. The thugs immediately come within 
  melee range and start attacking you.  
  6. 
  Stay atop the table if you wish, although if an attack hits you while you 
  are up there you are knocked prone if you fail a DC 13 dex save. If one 
  thug knocks you prone and then the other attacks, the second does so with 
  advantage. You can jump up onto other tables during the fight, although 
  the dex check / prone rule still applies. You cannot get onto a table, attack 
  and then jump off in one action.  
  7. This is a rowdy bar and there are many things happening around you. 
  Every time you take a turn, roll on the random table below.   
   
   
   
   
   
   
  STR 
  15 (+2) 
  DEX 
  11 (+0) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  11 (+0) 
   
  Senses Passive 
  Perception 10 
  Skills Intimidation +2 
  Languages  Common 
   
  ATTACKS 
  Improvised Club +4 to 
  hit, 1d4+2 bludgeoning 
  damage  
  
  	
    
  140	
    
  RANDOM TABLE - 1d6  
  (If you get a roll you’ve already had, re-roll, unless you get 1 or 6. When all 
  options are exhausted, stop rolling. ) 
  1. 
  Nothing happens. 
  2. 
  A large burly bouncer comes and tries to drag you away from the fight. 
  “Leave them to it!” he says as he grabs you under the arms. Strength 
  check to escape his grasp, DC 14. If you fail you are dragged to the middle 
  of one edge of the map. Roll a d4 to find out which 1: North, 2-3: East, 4: 
  South. You will need to spend movement to get back into the fight. 
  3. 
  A chair goes flying into the middle of the brawl. Who does it hit? 1: Thug 
  nearest you. 2: Thug furthest from you. 3: You. 4: The orc. 1d4-2 
  damage. 
  4. 
  A female dwarf, blind drunk, stumbles into the middle of the fight and 
  vomits profusely right in someone’s path. 1: Thug nearest you. 2: Thug 
  furthest from you. 3: You. 4: No-one. Whoever is nearest makes a dex 
  save, DC 12. If they fail, they slip over in the chunder and are prone.  
  5. 
  Another drunken dwarf, possibly the husband of the extremely drunk 
  female dwarf, stands in between you, holding four huge tankards of ale in 
  his two hands. He demands that you drink a tankard of dwarven ale with 
  him immediately or he will set “his boys” on you (he indicates a table full 
  of about 12 very intimidating dwarves all armed with warhammers). You 
  have little choice but to stop and chug the tankards, all three of you. You 
  may regain 2 hp from the excellent ale, but you also roll constitution for 
  the two thugs and yourself. Whoever rolls highest chugs their ale the 
  fastest and picks up their weapon first, giving them advantage on their 
  next attack! 
  6. 
  Nothing happens. 
   
  ♦ If both thugs are reduced to 5 hp or less, go to 50. 
  ♦ If you are reduced to 5 hp or less, go to 388. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  	
    
  141	
    
  COMBAT SHEET: Clerics of Bane 
  Clerics of Bane (x3) 
  Medium Humanoid, Lawful Evil, War 
  Domain Clerics 
   
  Armour Class 16 
  Hit Points 17 
  Speed  30 ft. 
   
   
   
  The clerics seem move slowly towards you with dead, lifeless eyes. It is 
  as if they are in a trance of devotion to their malevolent god Bane. 
  Things are not looking good for you! It appears you are trapped in 
  here and it will be a miracle if you get out alive. You should never 
  have followed that cleric in here.  
  COMBAT NOTES (Use Map 7) 
  1. 
  If you are a two-player party, do not double enemy numbers for 
  this encounter.  
  2. 
  Place tokens. C: Clerics. PC: You.. Roll initiative, once for 
  yourself, once for all three clerics. The clerics all move in quickly 
  and attack, and will attempt to flank you.  
  3. 
  The clerics attack in the following order, as if in some sort of 
  synchronised trance: Round 1: Mace with War Priest feat. Round 
  2: Inflict Wounds. Round 3: Mace with Guided Strike feat. 
  Round 3 & 4: Mace with War Priest feat. Rounds 5+: Mace.  
  4. 
  If a cleric drops below 5 hp, he will use his next action to cast Cure 
  Wounds on himself. Each cleric can do this twice (they will only 
  cast Inflict Wounds once). 
  5. 
  Good luck! You got yourself into this. If you can get yourself out of 
  it, you will have deserved the XP! 
  6. 
  There is a small chance you can flee this encounter. There are vines 
  encircling the pillars that border this courtyard. On your turn, you 
  can scale these vines with an athletics check, DC 11. This will 
  provoke attacks of opportunity if you are leaving any cleric’s melee 
  range. If successful, you reach a mezzanine floor that looks onto the 
  courtyard on one side and onto the street on another. From here 
  you can drop down onto the street outside. If you do so, go to entry 
  122. 
  7. 
  If you are victorious, go to 32.  
  STR 
  14 (+2) 
  DEX 
  9 (-1) 
  CON 
  15 (+2) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 
  13 (+0) 
   
  Senses Passive Perception 10 
  Skills Intimidation +2 
  Languages  Common 
   
  War Priest After his attack action, 
  the cleric can make one weapon 
  attack as a bonus action. He can do 
  this 2 times per long rest. He regains 
  all uses after a long rest. 
  Guided Strike: The cleric can use 
  his Channel Divinity to gain a +10 
  bonus to the attack roll. You make 
  this choice after you see the roll. 
  This can be used once per day.  
  ATTACKS 
  Mace +4 to hit, 1d6+2 bludgeoning 
  damage  
  SPELLS (3 slots each) 
  Cure Wounds 1d8+3 healing on 
  themselves or an ally. 
  Inflict Wounds +5 Spell attack, 3d10 
  Necrotic damage 
   
   
   
   
   
   
   
  
  	
    
  142	
    
  COMBAT SHEET: Dire Rat Overlord 
  Dire Rat 
  Overlord 
  Medium Humanoid, 
  Neutral 
   
  Armour Class 13 
  Hit Points 24 
  Speed  30 ft. 
   
   
   
  The wererat gnashes at you with its vicious incisors as you come 
  near.  
  COMBAT NOTES (Use Map  9) 
  1. 
  Place tokens. D: Dire Rat Overlord. PC: You. Roll initiative. 
  2. 
  Roll stealth (DC 12) to see if you can creep up on the overlord, who is busy 
  attacking the old man. If you can, make one attack with advantage before 
  starting the initiative order. Once you have engaged it in battle, the overlord 
  will always move to you to make melee attacks. Until you engage it (melee or 
  ranged), it will not fight you in melee (it has no ranged attacks). It will 
  continue to harass the old man.  
  3. 
  On its first turn, as a bonus action, the overlord makes a high-pitched, piercing 
  noise, raising its snout into the air… it has a 60% chance of summoning a Rat 
  Swarm to assist him in combat. Roll a d100, if the result is 60 or under then a 
  Swarm of Rats appears in 1d4-1 rounds and comes into melee range with you. 
  Their stats are on the next page. Roll initiative for them and have them enter 
  combat. 
  4. 
  Halfway through the fight, the Zhentilar guard disappears, perhaps worried 
  that if you beat the overlord then he will look bad for shirking his city guard 
  responsibilities. 
  5. 
  Do you have a Dire Rat Trap? If so, you could show it to the beast to taunt it. 
  Taking it out is a free action, and the overlord must succeed on a wisdom save, 
  DC 13, or be enraged for 1 turn. Its attacks will be at disadvantage as a result. 
  6. 
  Every time you move, roll on the random table below.  
   
   
  STR 
  10 (+0) 
  DEX 
  15 (+2) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  10 (+0) 
  CHA 
  8 (-1) 
   
  Senses Passive 
  Perception 12 
  Languages  Common 
  (can’t speak in rat form) 
   
  Summon Rat Swarm 
  (see combat sequence) 
  ATTACKS 
  Multiattack The overlord 
  makes 2 attacks, a bite 
  attack & a dagger attack. 
  Dagger Melee attack, +4 
  to hit, 1d4+2 piercing dmg 
  Bite Melee attack, +4 to 
  hit, 1d6+2 piercing 
  damage and target must 
  make a con save (DC 14) 
  or contract the fast-acting 
  disease. All attacks are 
  made at disadvantage 
  until the target makes the 
  Con save at the start of 
  their turn. They cannot 
  then be affected by the 
  disease again. 
   
   
   
  
  	
    
  143	
    
  DIRE RAT OVERLORD: RANDOM TABLE (1d4) 
  RANDOM TABLE - 1d4  
  (If you get a roll you’ve already had, re-roll, unless you get 1 or 4. When all options are exhausted, stop rolling. ) 
  1. 
  Nothing happens. 
  2. 
  A feral dog comes into the fray and starts savaging someone. Roll a d4: 1-2 it’s the overlord, 3-4 its you. The 
  bitten party takes 1d4-1 damage per round until it deals with the dog, which has an AC of 10 and hp of 5.  
  3. 
  In the course of the battle, one of the combatants trips on a stone and stumbles. Roll a d4: 1-2 it’s the overlord, 3-4 
  its you. If this person is about to attack, they have disadvantage. If they are about to be attacked, then attacks on 
  them have advantage.  
  4. 
  Nothing happens. 
   
  ♦ If you are victorious, go to 314. 
   
   
   
   
  Swarm Of Rats (Small) 
  Small Beasts, Neutral 
   
  Armour Class 10 
  Hit Points 24 
  Speed  30 ft. 
   
  STR 
  9 (-1) 
  DEX 
  11 (+0) 
  CON 
  9 (-1) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  3 (-4) 
   
  Damage Resistances Bludgeoning, Piercing, Slashing, 
  Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, 
  Restrained, Stunned  
  Senses Passive Perception 10 
   
  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 rat. The swarm can't regain hit points or 
  gain temporary hit points. 
  ATTACKS 
  Bites melee attack +2, 0 ft, one target in the swarm’s space. Hit:  2d6 piercing damage  or 
  1d6 if hp drops to 12 or below.  
   
   
   
   
   
   
   
   
  
  	
    
  144	
    
  COMBAT SHEET: Devil Worm Rogue  
  Devil Worm 
  Rogue 
  Medium Humanoid, 
  Lawful Evil 
   
  Armour Class 13 
  Hit Points 24 
  Speed  30 ft. 
   
   
   
  The rogue whips out his hand crossbow and levels it at your head. 
  “Foolish outlander!” he hisses. “You should not have followed me 
  here!” Behind him, the light of torches casts long shadows 
  towards you.  
  COMBAT NOTES (Use Map  10) 
  1. 
  Place tokens. D: Devil Worm Rogue. PC: You. Roll initiative. 
  2. 
  This area, being the entrance to a lair of rogues, is peppered with traps. Every 
  time your PC moves, roll on the table below. The rogue, knowing the location 
  of the traps, avoids the traps and does not roll. 
  3. 
  The rogue stays 30 ft (6 squares) away from the PC, and uses his hand 
  crossbow + sneak attack (if he has advantage), trying to force you to move 
  towards him. However, if the PC makes 2 ranged attacks, then on the rogue’s 
  next turn after the second ranged attack, he moves to melee range (adjacent 
  square, 5 ft).  
  4. 
  While in melee, he attacks with his two shortswords and uses sneak attack if he 
  can. If you continue using ranged attacks even while the rogue is 5 ft away, 
  those ranged attacks will be made with disadvantage (you can move to get rid 
  of the disadvantage, but that will require you to roll on the table below). If 
  you inflict 10 hp or more melee damage on the rogue in one round, then on his 
  next turn he will use a bonus action (after a single shortsword attack) to dash 
  instead of making his offhand attack, moving 40 ft down the passageway, and 
  will start using ranged attacks once more. 
   
  See over for random table. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  STR 
  14 (+2) 
  DEX 
  15 (+2) 
  CON 
  10 (+0) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  9 (-1) 
   
  Senses Passive 
  Perception 10 
  Skills Intimidation +2, 
  Stealth +6 
  Languages  Common 
  CR    3    
   
  Two-weapon Fighting  
  Two shortswords 
  Cunning action The 
  rogue can use a bonus 
  action to Disengage or 
  Dash. 
  Sneak Attack Each 
  successful attack made 
  with advantage garners 
  an  extra 1d6 damage.  
  ATTACKS 
  Shortsword 1 +4 to hit, 
  1d6+2 slashing damage  
  Shortsword 2 (offhand) 
  +4 to hit, 1d6 slashing 
  damage. 
  Hand Crossbow +4 to 
  hit, 1d6+2 piercing 
  damage. 
  
  	
    
  145	
    
   
  RANDOM TABLE - 1d6  
  (If you get a roll you’ve already had, re-roll, unless you get 1 or 6. When all 
  options are exhausted, stop rolling. ) 
  1. 
  Nothing happens. 
  2. 
  You step on a pressure plate of some sort. Darts fly towards you. Roll a d20+8 
  four times. Deduct 2 hp for every roll of your AC and above. The rogue has 
  advantage on his next attack against you. 
  3. 
  You trip on a rock. Make a dex save, DC 12. If you fail, you drop your 
  weapon, giving the rogue advantage on his next attack.  
  4. 
  You notice that the rogue seems to be avoiding one particular spot. Make an 
  athletics check, DC 12. If successful, you can use your action to push him onto 
  that spot, which is a pair of scything blades. He must make a DC 14 dex save 
  or take 2d6 slashing damage, half as much on a successful save. You do not 
  trigger any traps as you are doing this. 
  5. 
  Your trip on a wire which triggers flame jets that shoot across the passageway. 
  Dex save DC 14 or take 2d6 fire damage.  
  6. 
  Nothing happens.	
    
  	
    
  ♦ If you defeat the rogue,  go to 315.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  	
    
  146	
    
  COMBAT SHEET: Annaya  
  Annaya  
  Human Sorceress, Lawful 
  Evil 
   
  Armour Class 13 / 16  
  Hit Points 28 
  Speed  30 ft. 
   
   
   
  An evil, determined expression on her face, Annaya sends a sickly 
  green ray searing towards you, screaming  “Soon, my friend… 
  your soul will be mine!”  
  COMBAT NOTES (Use Map  11) 
  1. 
  Place tokens. A: Annaya. PC: You. Roll initiative. 
  2. 
  Every time you move, roll a d6. If you get a 5 or 6, roll on the random table 
  below.  
  3. 
  As Annaya’s first action, she casts Mage Armour on herself, after which her 
  AC is 16, then moves 30 ft towards the balcony. You will get one attack on her 
  at AC 13 if you win initiative.  If she is moving out of your melee range, you 
  will get an attack of opportunity 
  4. 
  Annaya attacks using Ray of Sickness (4 uses). If you are in melee range, 
  she will move 30 ft away from you and then attack. Note the constitution 
  saving throw you must make if her attack hits. If you fail, you will be 
  poisoned and will have disadvantage on your next attack.  
  5. 
  Every time you inflict more than 10 damage, Annaya will cast Invisibility as 
  her next action. You can attempt an attack at disadvantage on your turn, and 
  then she will make her next attack with advantage. The Invisibility spell will 
  then end. 
  6. 
  If Annaya uses up all four 1st level spell slots, she will make a Ray of 
  Sickness attack at 2nd level (3d8 poison damage), then subsequent attacks will 
  be Ray of Frost. Again, she will move 30 ft away from you, usually in the 
  direction of the balcony, or if that is not possible, then any clear path of 30 ft 
  available. 
  7. 
  Wild Magic Surge: every time Annaya uses a spell attack, roll a d20. If the 
  roll comes up 20, roll a d100 on the table found on p104 of the Player’s 
  Handbook and follow the effects. 
  8. 
  You may escape via the balcony if need be, but this will provoke a Ray of 
  Sickness opportunity attack (if she has slots left) or a Ray of Frost attack if 
  not. After you have escaped, return to Map 1 and choose a new destination.
   
   
  STR 
  9 (-1) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  16 (+3) 
   
  Senses Passive 
  Perception 10 
  Skills Athl+1, Ins +3, 
  Intim +5, Pers +5, Rel +2 
  Languages  Common 
   
  Wild Magic Surge (See 
  Combat Sequence) 
  ATTACKS 
  Dagger melee attack, +1 
  to hit, 1d4-1 piercing dmg 
  Dagger 2 (offhand) melee 
  attack, +1 to hit, 1d4 
  piercing damage. 
  Ray of Frost (cantrip) 
  Ranged Spell Attack (60 
  ft) +5 to hit, 1d8 cold dmg. 
  Target movement 
  reduced to 10 ft.  
  Ray of Sickness (4 
  uses) Ranged Spell 
  Attack (60 ft) +5 to hit, 
  2d8 poison dmg. Target 
  must make DC13 con 
  save or be poisoned until 
  the end of Annaya’s next 
  turn. 
   
   
   
  
  	
    
  147	
    
   
  RANDOM TABLE - 1d4  
  (If you get a roll you’ve already had, re-roll, unless you get 1 or 4. When all options are exhausted, stop rolling. ) 
  1. 
  Nothing happens. 
  2. 
  If you are travelling across one of the rugs, then the rug bunches under your feet and you stumble. This 
  halves your move speed. If you are dashing, the second part of the movement will be as normal.  
  3. 
  You trigger a spell glyph set up by Annaya prior to your arrival and drawn using some sort of invisible ink. 
  It triggers a Magic Missile spell. Roll 3d20. For every d20 that rolls above your AC, deduct 1d4 piercing 
  damage from the darts.   
  4. 
  Nothing happens.	
    
  	
    
  ♦ If you are victorious, go to 76.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  	
    
  148	
    
  COMBAT SHEET: Abyssal Specter  
  Abyssal Specter 
  Medium Undead, CE 
   
  Armour Class 16 
  Hit Points 24 
  Speed  30 ft. / Fly 50ft 
   
   
   
  The spectre lowers its head and charges you, thrashing its head from 
  side to side as it attempts to gore you with its hellish horns.  
  COMBAT NOTES (Use Map  13) 
  1. 
  Place tokens. S=Specter. T+Thrall. J=Jamaunga. PC=You 
  Location 2: Spawn the spectre on the PC symbol, your 
  PC one square to the right. Choose an adjacent square to 
  place Jamaunga if he is with you. Roll init (only once for 
  all thralls). 
  2. 
  Note the specter’s resistance to non-magical weapons. 
  3. 
  At the start of your turn, make a wisdom save (DC 14) to 
  dispel the gloom aura if you are still under its effect. 
  4. 
  The Specter has its thralls to attack you. (Jamaunga tells 
  you to knock them out, not kill them). The thralls try to 
  surround you and stop you entering the ritual room. Roll 
  a d4 to determine who each thrall attacks. 1-2=you, 3-
  4=Jamaunga. They flank whenever possible. 
  5. 
  If you are surrounded, the specter will stay clear and 
  shoot its gauntlet into the fray, moving to find line of 
  sight (use the same roll to determine target).   
  6. 
  Fallen thralls are difficult terrain. Active thralls will 
  move over the other thrall’s body to attack targets. 
  7. 
  Every time the specter is wounded, it uses a reaction to 
  disengage and morph into a wall. No AOO is provoked. 
  On its next turn, it emerges from the wall. Roll a d4 if 
  you are in the corridor, and spawn it by a white number. 
  If you are in the room, roll d12 and spawn it by a red 
  number. Re-roll if you get the same result twice in a row.  
  The specter attacks the nearest target.  
  8. 
  When the specter emerges, its target rolls perception, DC 
  11. On a fail, the specter charges and attacks using its 
  horns. If equidistant, roll a d4: 1-2: Jamaunga, 3-4: You.  
  9. Once the specter is dead, the thralls’ trance is broken. 
  STR 
  13 (+1) 
  DEX 
  15 (+2) 
  CON 
  11 (+0) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  11 (+0) 
   
  Damage Resistances Damage from non-
  magical weapons that aren’t silvered 
  Damage Immunities Poison, Fire 
  Condition Immunities Charmed, Exhausted, 
  Grappled, Paralyzed, Petrified, Poisoned, 
  Prone, Restrained, Unconscious 
  Senses Darkvision 60 ft Passive Perception 10 
  Languages  Common, Abyssal 
   
  Incorporeal Movement	
    The specter can move 
  through other creatures and objects as if they 
  were difficult terrain. It takes no force damage 
  as a result. 
  ATTACKS 
  Shoot Gauntlet ranged attack (60 ft), +4 to hit, 
  1d6 bludgeoning + 1d4 necrotic damage. The 
  gauntlet returns to the specter’s hand 
  automatically. 
  Horns of Baphomet Melee attack, +3 to hit, 2d6 
  necrotic damage. Target must make a DC 10 
  con save or its hp max is reduced by the 
  damage taken. This lasts until the creature 
  finishes a long rest.   
  	
    
  ♦ If you are killed, continue the combat with Jamaunga. If he wins, go to 405.  
  ♦ You may also wish to take a token from the specter – if you know what is being referred to 
  here, then it will not need to be spelt out. Add it to your inventory.  
  ♦ If you are victorious, go to 79.  
  ♦ If you are defeated, go to 405.  
   
  
  	
    
  149	
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jamaunga Runeshell (NPC) 
  Medium Humanoid, LN 
   
  Armour Class 17 
  Hit Points 22 
  Speed  20 ft.  
   
  STR 
  15 
  (+2) 
  DEX 
  8 
  (-1) 
  CON 
  17 
  (+3) 
  INT 
  11 
  (+0) 
  WIS 
  12 
  (+1) 
  CHA 
  12 
  (+1) 
   
  Senses Darkvision 60 ft, PP 12 
  Skills Persuasion +3, Insight +3, Perception +3 
  Languages Common, Crucian, Draconic 
   
  Retract The crucian has the ability to retract into its shell, shielding it from most attacks. It 
  does this when its hp drops to 5 or below. When it is retracted, its AC becomes 21 and if 
  its shell is adorned in protective runes (as most are) it is also shielded against magical 
  attacks of a spell level three and below. 
   
  ACTIONS 
  Warhammer melee attack, +4 to hit, range 5 ft, one target. Hit: 1d10+2 bludgeoning 
  damage 
  
  	
    
  150	
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thrall  
  Human
   
  Armour Class 10 
  Hit Points 4 
  Speed  30 ft.  
   
  STR 
  10 
  (+0) 
  DEX 
  10 
  (+0) 
  CON 
  10 
  (+0) 
  INT 
  10 
  (+0) 
  WIS 
  10 
  (+0) 
  CHA 
  10 
  (+0) 
   
  Skills Acrobatics +5, Athletics +3, History +4, Intimidation +2, Perception +1 
  Languages Common  
   
  Enthralled The thralls are under the command of the specter, who commands them 
  all to surround you and strike.  
  ACTIONS 
  Unarmed Strike  melee attack  +0 to hit, 1d4 bludgening damage. 
  melee attack, +4 to hit, range 5 ft, one target. Hit: 1d8+2 bludgeoning damage 
  
  	
    
  151	
    
  COMBAT SHEET: Gargoyle Swooper  
  Gargoyle Swooper 
  Medium Elemental, CE 
   
  Armour Class 15 
  Hit Points 52 
  Speed  30 ft. / Fly 60ft 
   
   
   
  The gargoyle swoops down towards you, a bizarre 
  grimace on its stony face.  
  COMBAT NOTES (Use Map  14) 
  1. 
  Place tokens. G: Gargoyle Swooper. PC: You. MS: Mysterious 
  stranger. Roll initiative. 
  2. 
  After one round, roll init for a mysterious stranger who begins 
  shooting arrows at the Gargoyle from a nearby rooftop. If she hits 
  the gargoyle while it carries the PC, it will drop the PC. If the 
  stranger crit fails an attack while the PC is grabbed, the PC takes 
  half attack damage. The gargoyle never attacks the stranger. The 
  stranger’s stats are on the next page. 
  3. 
  The gargoyle flies at you, making passing bite / claw attacks but 
  always trying to stay out of reach. It flies at 60 ft per round so you 
  get time for one attack, which you take on your turn (and no AOO) 
  every time it passes. You either make a ranged attack when it is out 
  of reach, or a melee attack when it is in reach. After  attacking it 
  keeps moving in a straight line until it reaches a building and then 
  turns to face you again.   
  4. 
  Every gargoyle attack, roll a d6. On a 5 or 6, it tries to grab the 
  PC and lift them into the air and drop them. It flies upwards at a 
  rate of 10 ft per round, starting in the round of its grab action. PC 
  can make a DC 12 strength check at the start of each turn to escape 
  the grapple, but they will take fall damage. The gargoyle does not 
  attack while it is grappling you. 
  5. 
  When the Gargoyle has the PC in its clutches, its movement slows 
  to 10 ft vertical movement per round.  
  6. 
  Attacks while grabbed are at disadvantage. 
  STR 
  15 (+2) 
  DEX 
  11 (+0) 
  CON 
  16 (+3) 
  INT 
  6 (-2) 
  WIS 
  11 (+0) 
  CHA 
  7 (-2) 
   
  Damage Resistances Damage 
  from non-magical weapons that 
  aren’t silvered 
  Damage Immunities Poison 
  Condition Immunities Exhausted, 
  Petrified, Poisoned 
  Senses Darkvision 60 ft Passive 
  Perception 10 
  Languages  Terran 
   
  ATTACKS 
  Multiattack The swooper makes 
  one bite attack and one claw attack. 
  Bite melee weapon attack, +4 to 
  hit, reach 5ft, one target. Hit: 1d6+2 
  piercing damage. 
  Claws melee weapon attack, +4 to 
  hit, reach 5ft, one target. Hit: 1d6+2 
  slashing damage. 
  Grab The Swooper uses an action 
  to grab and lift a target in the air in 
  order to drop them.  Target makes 
  a DC 12 Strength save or is 
  grappled and lifted at a height of 10 
  ft per round. When dropped, the 
  target takes fall damage. (See 
  Combat Notes for more details).  
  
  	
    
  152	
    
   
  	
    
  ♦ If you are victorious, go to 136.  
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  Mysterious Stranger 
  Female Halfling 
   
  Armour Class 15 
  Hit Points 25 
  Speed  25 ft.  
   
  STR 
  12 
  (+1) 
  DEX 
  17 
  (+3) 
  CON 
  13 
  (+1) 
  INT 
  8 
  (-1) 
  WIS 
  14 
  (+2) 
  CHA 
  11 
  (+0) 
   
  Senses PP 12 
  Skills Athletics +3, Insight +4, Stealth +5, Survival +4  
  Languages Common, Halfling 
   
  ACTIONS 
  Longbow +1 +6 to hit, 1d8+4 piercing damage.  
  melee attack, +4 to hit, range 5 ft, one target. Hit: 1d8+2 bludgeoning damage 
  
  	
    
  153	
    
  COMBAT SHEET: Stone Drake  
  Stone Drake 
  Medium Dragon, NE 
   
  Armour Class 19 
  Hit Points 69 
  Speed  40 ft. / Climb 40 ft 
   
   
   
  The stone drake slinks across walls and ceilings quickly 
  and stealthily, as nimbly as on level ground. The sleek 
  reptile eyes you all hungrily… 
  COMBAT NOTES (Use Map  15) 
  1. 
  Place tokens. SD: Stone drake. S: Salihn. K: Kragor. PC: You. 
  Roll initiative (Kragor and Salihn’s NPC stats on next page).  
  2. 
  The dark patch in the centre of the map is a hole in the floor, 
  descending downwards out of sight, with a rock sticking up from it, 
  a kind of obelisk. This cannot be traversed on foot.  
  3. 
  Salihn carries 2 healing potions which she will quickly throw to 
  anyone in need, but will only give one at a time. 
  4. 
  To the stone drake you are all tasty-looking delicacies, but it will 
  fixate on grabbing one of you. To determine who looks the tastiest, 
  roll a d6. 1-2 You, 3-4 Kragar, 5-6 Salihn. It will run to that 
  character and focus all its attacks on them until it has reduced its 
  HP to O. It will try to avoid being flanked, so move it to the best 
  spot for that. Once a character is at 0 hp, it will grab them in its 
  powerful jaws and make quickly for its lair, as marked (L), the 
  entrance to which is at the base of the north wall of the tower.  
  5. 
  The drake will only inflict enough damage to take you to 0 hp. It 
  doesn’t want to ruin its meal! 
  6. 
  When running to its lair, it may provoke AOOs.  
  7. 
  As always, flanking rules apply. The drake is focused on its meal.  
  8. 
  While it is fleeting, the stone drake will not stop regardless of how 
  much damage it takes. It will use double movement, moving up to 
  80ft towards its lair.  
  9. 
  Due to the presence of NPCs, death saves are available in this 
  encounter. 
  (NPC Sheets over the page).
  STR 
  17 (+3) 
  DEX 
  15 (+2) 
  CON 
  19 (+4) 
  INT 
  14 (+2) 
  OWIS 
  12 (+1) 
  CHA 
  14 (+2) 
   
  Senses Darkvision 120 ft Passive 
  Perception 10 
  Skills Intimidation +5, Stealth +6, 
  Athletics +6, Perception +4 
   
  ATTACKS 
  Charge Once per turn, when enraged 
  (usually after being made to drop a 
  potential meal) the drake can charge a 
  target, attempting to rush it suddenly. 
  Strength save DC 17 or target is 
  knocked prone. It moves up to 80 ft and 
  gains a +2 bonus to a single follow-up 
  attack (bite or claw) but suffers -2 to AC 
  until the start of its next turn.  
  Multiattack The stone drake makes 
  two attacks, one with bite and one with 
  claw.  
  Bite melee weapon attack, +5 to hit, 
  reach 5ft, one target. Hit: 1d8+3 
  piercing damage + 1d6 acid damage.  
  Claws melee weapon attack, +5 to hit, 
  reach 5ft, one target. Hit: 1d6+3 
  slashing damage. 
   
  	
    
  ♦ If you defeat the stone drake, you continue up the stairs immediately.  Go to 67. 
  ♦ If one of you is captured and the drake gets to its lair, continue to the next combat sheet: 
  Stone Drake (Lair).  
  ♦ If a character goes down, the stone drake will grab it and make off with it, towards its lair. 
  The others will have to follow if there is any chance of saving their ally. Go to the next 
  combat sheet: Stone Drake (Lair). 
  
  	
    
  154	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  Salihn (NPC) 
  Female Elven Fighter (Eldritch Knight), Level 3 
   
  Armour Class 16 
  Hit Points 28 
  Speed  30 ft.  
   
  STR 
  12 
  (+1) 
  DEX 
  17 
  (+3) 
  CON 
  14 
  (+2) 
  INT 
  14 
  (+2) 
  WIS 
  8 
  (-1) 
  CHA 
  10 
  (+0) 
   
  Senses Darkvision 60 ft 
  Skills Acrobatics +5, Athletics +3, History +4, Intimidation +2, Perception +1 
  Languages Common, Elvish, Drow 
   
  Fighting style: Archery +2 to hit with any ranged attack. 
  Action Surge Extra action in turn, once between short rests 
  Weapon Bond Cannot be disarmed 
  Two-weapon Fighting 2 scimitars  
  ACTIONS 
  Scimitar 1  melee attack  +3 to hit, 1d6+3 slashing damage 
  Scimitar 2 (offhand) melee attack +3 to hit, 1d6 slashing damage 
  Longbow ranged attack +5 to hit, 1d8+3 damage 
  Chill touch cantrip spell attack  +2 to hit, 1d8 necrotic damage 
  Burning hands Ranged L1 spell attack, 15 foot cone. 3d6 fire damage. Dex save 
  (DC 12) halves the damage. Two uses per day. 
  melee attack, +4 to hit, range 5 ft, one target. Hit: 1d8+2 bludgeoning damage 
  
  	
    
  155	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  Kragor (NPC) 
  Male Half-elf Rogue (Assassin), Level 3 
   
  Armour Class 14 
  Hit Points 21 
  Speed  30 ft.  
   
  STR 
  14 
  (+2) 
  DEX 
  15 
  (+2) 
  CON 
  11 
  (+0) 
  INT 
  13 
  (+1) 
  WIS 
  11 
  (+0) 
  CHA 
  10 
  (+0) 
   
  Senses Darkvision 60 ft 
  Skills Acrobatics +5, Athletics +2, Deception +2, Insight +3, Perception +3, Sleight 
  of hand +7, Stealth +7 
  Double Proficiency Sleight of Hand, Stealth 
  Languages Common, Elvish, Drow 
   
  Assassinate Advantage against enemies who haven’t taken a turn in combat. Any 
  hit against a surprised creature is an automatic crit.  
  Cunning Action Bonus action after combat turn to dash, disengage or hide.  
  Sneak Attack Extra 2d6 damage for all attacks made with advantage. 
  ACTIONS 
  Rapier  melee attack +4 to hit, 1d8+3 piercing damage 
  Dagger melee or ranged attack +4 to hit, 1d6 slashing damage 
  Shortbow ranged attack +4 to hit, 1d6+3 damage 
  melee attack, +4 to hit, range 5 ft, one target. Hit: 1d8+2 bludgeoning damage 
  
  	
    
  156	
    
  COMBAT SHEET: Stone Drake (Lair) 
  Stone Drake 
  Medium Dragon, NE 
   
  Armour Class 19 
  Hit Points 69 (adjust for damage) 
  Speed  40 ft. / Climb 40 ft 
   
   
   
  The stone drake deposits its quarry on the far side of the 
  room, then turns to face you, its pursuers.  
  COMBAT NOTES (Use Map  16) 
  1. 
  Continue on where you left off on the last combat sheet, with 
  the same stats. Reroll initiative without the downed player. 
  2. 
  The drake deposits its quarry on the far side of the room then 
  turns to face its foes and finish them off. 
  3. 
  You are in the drake’s lair. Hence there is a 50% chance that it 
  will become enraged at your presence. Every turn, roll a d100. 
  If the number is 50 or under, use the Charge attack. 
  4. 
  Once the PC who was downed and brought in here is revived 
  and stabilized, the mission to retrieve the wand will be aborted. 
  If they manage to stablize them, the remaining PC or PCs will 
  take the downed PC out of here and go to a safe place. After 
                 this, the three of you part ways. Go to 485.  
   
   
  STR 
  17 (+3) 
  DEX 
  15 (+2) 
  CON 
  19 (+4) 
  INT 
  14 (+2) 
  WIS 
  12 (+1) 
  CHA 
  14 (+2) 
   
  Senses Darkvision 120 ft Passive 
  Perception 10 
  Skills Intimidation +5, Stealth +6, 
  Athletics +6, Perception +4 
   
  ATTACKS 
  Charge Once per turn, when enraged 
  (usually after being made to drop a 
  potential meal) the drake can charge a 
  target, attempting to rush it suddenly. 
  Strength save DC 17 or target is 
  knocked prone. It moves up to 80 ft and 
  gains a +2 bonus to a single follow-up 
  attack (bite or claw) but suffers -2 to AC 
  until the start of its next turn.  
  Multiattack The stone drake makes 
  two attacks, one with bite and one with 
  claw.  
  Bite melee weapon attack, +5 to hit, 
  reach 5ft, one target. Hit: 1d8+3 
  piercing damage + 1d6 acid damage.  
  Claws melee weapon attack, +5 to hit, 
  reach 5ft, one target. Hit: 1d6+3 
  slashing damage. 
   
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  	
    
  157	
    
  COMBAT SHEET: Zhentarim Slaver 
  Zhentarim Slaver 
  Medium Human, Enforcer, LE  
   
  Armour Class 13 (leather armour) 
  Hit Points 14 
  Speed  30 ft. 
   
  	
    
   
  The slavers descend the ladder, alerted to your presence. 
  “Out, scum!” one barks at you and Danadhir. “Leave 
  the merchandise be, or you’ll be tossed to the Kraken!”  
  COMBAT NOTES (Use Map  17) 
  1. 
  Place tokens. ZS=Zhentarim slaver. ZP=Zhentarim paladin. 
  D=Danadhir. PC=you. Roll initiative 
  2. 
  Did you and Danadhir destroy both latches within three 
  rounds? If not, then the prisoners are still within their cells. 
  3. 
  If they are free, you can rally the prisoners to charge the 
  Zhentarim. Make a persuasion check, DC 10. It shouldn’t take 
  too much to rouse this rabble. As soon as this happens, all the 
  Zhentarim Slavers’ attacks are at disadvantage. The prisoners 
  are terrified of the paladin, however, and will not go near him. 
  4. 
  Take note of Danadhir’s Protection fighting style. If he is 5 
  ft away (which he will try to do) he imposes disadvantage on 
  all attacks on you. If your attacker would have advantage (eg 
  due to flanking) then it is cancelled and becomes a normal roll. 
  5. 
  Standing in the rear, an evil paladin casts Bless on his first 
  turn, adding 1d4 to the slavers’ attack rolls. He continues the 
  spell until one of the slavers dies, after which he will break 
  concentration and make melee attacks. with his battleaxe, first 
  casting Divine Favour as a bonus action before making his first 
  attack. He will attack whoever has the most hitpoints.  
  6. 
  If the Zhentarim can flank, they will. The exception is if a 
  slaver has someone grappled, they will continue the grapple. 
  7. 
  The slavers attack with barbed nine-tail whips, always moving 
  to be in melee range. If a slaver rolls a 19 or 20 (without mods), 
  the tails of the whip wrap around their target. DC 14 strength 
  save target is grappled, after which the slaver makes a scimitar 
  attack with advantage on their next turn. In addition, the 
  barbed whip grappling the target causes an extra 1d4 damage. 
  Target makes a strength save at the start of their turn to escape 
  the grapple (except the turn after the grapple is initiated).  
  8. 
  You can choose to move to where the latches are (the “L” 
  markers), and finish these off as per the entry 41. When that 
  happens, the prisoners flood the combat space.  
  9. 
  Death saves are allowed in this encounter. If you go down, 
  Danadhir will keep fighting until he either wins or is killed. If 
  he wins, he will revive you, then go entry 464.  
  ♦ 
  If you are victorious, go to 464.  
  ♦ If you are victorious, but Danadhir goes down, go to 70. 
  STR 
  15 (+2) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  13 (+1) 
  WIS 
  9 (-1) 
  CHA 
  8 (-1) 
   
  Skills Intimidation +1 
   
  ATTACKS 
  Barbed nine-tail whip melee attack, 
  +4 to hit, reach 5ft, one target. Hit: 
  1d4+2 slashing damage. 
  Scimitar melee attack, +4 to hit, one 
  target, 1d6+2 slashing damage.  
   
  
  	
    
  158	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  Zhentarim Black Paladin 
  Male Human Paladin, LE 
   
  Armour Class 16 (studded leather armour) 
  Hit Points 28 
  Speed  30 ft.  
   
  STR 
  15 
  (+2) 
  DEX 
  14 
  (+2) 
  CON 
  12 
  (+1) 
  INT 
  11 
  (+0) 
  WIS 
  11 
  (+0) 
  CHA 
  9 
  (-1) 
   
  Fighting Style: Defense  While wearing armour, gain +1 to AC 
  Skills Athletics +5, Insight +3, Persuasion +4 
  Languages Common, Giant, Sylvan 
   
   
  Bless (concentration) +1d4 to the slavers’ attack rolls. 
  Lay on Hands When the paladin drops to below 10 hp, he will use an action to heal 
  himself, from a pool of 15 hp. 
  Two Slots the paladin will cast Bless on the slavers at the start, and will use his 
  second spell slot to cast Divine Favour as a bonus action before attacking with his 
  Battleaxe. (+1d4 extra radiant damage to every successful attack). 
  ACTIONS 
  Battleaxe  melee attack +4 to hit, 1d10+2 slashing (used two-handed: versatile). 
   
  
  	
    
  159	
    
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Danadhir Dorfolin (NPC) 
   Male Dwarven Fighter, Level 2 
   
  Armour Class 16 (Chain mail) 
  Hit Points 26 
  Speed 25 ft.  
   
  STR 
  15 
  (+2) 
  DEX 
  13 
  (+1) 
  CON 
  16 
  (+3) 
  INT 
  10 
  (+0) 
  WIS 
  13 
  (+1) 
  CHA 
  8 
  (-1) 
   
  Senses Darkvision 60 ft 
  Skills Athletics +4, Intimidation +1, Survival +3 
  Languages Common, Dwarvish 
   
  Fighting style: Protection When a creature you can see attacks a target other than you 
  that is within 5 ft of you, you can use your reaction to impose disadvantage on the attack 
  roll. You must be wielding a shield.  
  Action Surge Extra action in turn, once between short rests 
  Second Wind Regain 1d10+2 h.p. 
  Two-weapon Fighting 2 shortswords (if available).  
  ACTIONS 
  Battleaxe  melee attack +4 to hit, 1d10+2 slashing (used two-handed: versatile). 
  Shortsword 1  melee attack +4 to hit, 1d6+2 slashing damage 
  Shortsword (offhand – if available) melee attack +4 to hit, 1d6 slashing damage 
  melee attack, +4 to hit, range 5 ft, one target. Hit: 1d8+2 bludgeoning damage 
  
  	
    
  160	
    
  COMBAT SHEET: Shield Guardians 
  Shield Guardians (x2) 
  Large Construct, Unaligned 
   
  Armour Class 17 
  Hit Points 142 
  Speed  30 ft. 
   
   
  	
    
   
  The giant stone guardians move forward and 
  begin pummeling you with their granite fists. It 
  will be a miracle if you escape this alive.  
  COMBAT NOTES (Use Map 8) 
  1. 
  Place your PC token on the marker. The statues do not move 
  (they are fixed in place) and are found on to top part of the 
  map, flanking the table. Do not double monster numbers for 
  this encounter if you are a party of 2. It is all but unwinnable 
  as is.  
  2. 
  The Shield Guardians stay within this small room during the 
  battle. At any time you may retreat to the first room, but they 
  will not follow you. They are tasked with defending the ring 
  and that is their sole purpose. So, you may retreat without 
  provoking attacks of opportunity. As long as you are within 
  this room, however, and attacking, they will attack back. 
  3. 
  If you retreat to the first room, you do not have a clear line of 
  sight on either of the Shield Guardians to make ranged attacks. 
  If you find some way of damaging them, without being in the 
  room, the following occurs: One of the Shield Guardians moves 
  forward and shuts the stone doors. You feel yourself 
  dematerializing, and all of a sudden are back in Melhuish’s 
  Magical Curiosities. You may purchase anything you like from 
  the entry 232 but you have failed the challenge. Return to 12 
  (without taking a progress point) and choose another merchant 
  to visit. 
   
  STR 
  18 (+4) 
  DEX 
  8 (-1) 
  CON 
  18 (+4) 
  INT 
  7 (-2) 
  WIS 
  10 (+0) 
  CHA 
  3 (-4) 
   
  Senses blindsight 10 ft, darkvision 
  60 ft, passive perception 10 
  Damage Immunities poison 
  Condition Immunities charmed, 
  exhausted, frightened, paralyzed, 
  poisoned. 
  Languages Understands 
  commands in any language but 
  can’t speak 
   
  Regeneration The Shield Guardian 
  regains 10 hp at the start of its turn if 
  it has at least 1 hp.   
  Guided Strike: The cleric can use 
  his Channel Divinity to gain a +10 
  bonus to the attack roll. You make 
  this choice after you see the roll. 
  This can be used once per day.  
  ATTACKS 
  Multiattack The Shield Guardian 
  makes two fist attacks. 
  Fist Melee Weapon Attack: +7 to 
  hit, reach 5 ft, 2d6+4 bludgeoning 
  damage. 
   
  ♦ If you are successful, go to entry 450. 
   
   
   
   
  
  	
    
  161	
    
  COMBAT SHEET: Bugbear Enforcer 
  Bugbear 
  Medium Humanoid, CE 
   
  Armour Class 16 (chain mail) 
  Hit Points 27 
  Speed  30 ft. 
   
   
  	
    
   
  The bugbear runs at you, enraged at your 
  presence!  
  COMBAT NOTES (Use Map 18) 
  1. 
  Place tokens. B=Bugbear Enforcer. PC=You. Roll 
  initiative. 
  2. This is uncomplicated, duke-it-out combat with no 
  terrain effects. The goblins are all cheering in your 
  favour, or at least you think so! 
   
  ♦ If you are victorious, go to 48.  
  STR 
  15 (+2) 
  DEX 
  14 (+2) 
  CON 
  13 (+1) 
  INT 
  8 (-1) 
  WIS 
  11 (+0) 
  CHA 
  9 (-1) 
   
  Senses darkvision 60 ft 
  Skills Stealth +6, Survival +2 
  Languages Common, Goblin
   
  Brute A melee weapon deals one 
  extra die of its damage on a 
  successful attack. 
  ATTACKS 
  Battleaxe Melee Weapon Attack +4 
  to hit, reach 5 ft, one target, 1d8+2 
  piercing damage 
   
   
   
   
   
   
   
  
  	
    
  162	
    
  COMBAT SHEET: Grax 
  Grax 
  Bugbear Fighter, Battle Master, CE 
   
  Armour Class 17 (splint mail) 
  Hit Points 35 
  Speed  30 ft. 
   
   
  	
    
   
  Grax wastes no time advancing on you, raising 
  his warhammer as he strides forward. “Taste my 
  wrath, swine!” he roars.  
  COMBAT NOTES (Use Map 19) 
  1. 
  Place tokens. G=Grax, C=Chopper, Z=Zlug, S=Slug, PC=you. Roll 
  initiative. 
  2. 
  If you win the stealth check, you can make a ranged surprise attack 
  on Grax from the door. If you come into the room, Chopper will 
  immediately see you and alert Grax. 
  3. 
  Grax is highly trained in certain martial techniques, among which is 
  the ability to not be flanked. You and the goblins, however, can be 
  flanked.  
  4. 
  The worg makes passing bite attacks on a target (roll d4: 1-2=you, 
  3=Zlug, 4=Slug), then usees any remaining movement  (50 ft total 
  movement) to get as far away as possible. Make a dex check (DC 12) 
  every time to see if target is fast enough to make an opportunity 
  attack on the creature. 
  5. 
  Do you have any dog treats? If so, you can scatter these about as a 
  free action, which will keep the Worg busy for two rounds! 
  6. 
  The goblins focus all attacks on Grax until he is dead. 
  7. 
  Grax attacks with his warhammer (two-handed = 1d10+3), using 
  Precision attack on his first attack (but only if he needs to). He 
  attacks you first, as you pose the greater threat. If he ever misses, 
  Grax uses Feinting Action maneuver. Grax will use Feinting Action 
  a maximum of twice during this encounter. Remember he has four 
  superiority dice, so can make four maneuvers.  
  8. 
  On his first successful attack, Grax uses his Brute Force racial feat 
  to add 1 extra damage die (1d10). 
  9. 
  To determine who Grax attacks after his first turn, roll a d6. 1-
  4=you, 5=Zlug, 6=Slug.  
  10. The first time anyone misses Grax, he uses Riposte (only once) to 
  make a reaction attack on that character. 
  11. Grax fought a troll earlier today while exploring some caverns, and 
  luckily for you has already expended his Second Wind and Action 
  Surge.  
  12. If you are killed, Zlug and Slug will continue fighting and will then 
  stabilise you if victorious. Death saves are allowed for all 
  characters.  
   
  ♦ If you are victorious, go to 254. 
  STR 
  17 (+3) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  8 (-1) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
   
  Senses darkvision 60 ft 
  Skills Stealth +6, Survival +2, 
  Perception +3 
  Languages Common, Goblin
   
  Brute Force (Bugbear) 1 extra 
  weapon damage die on a successful 
  attack, once per short or long rest. 
  Superiority Dice 4 x 1d8 per day 
  Maneuvers (PHB p74 – each costs 
  one superiority die):  
  Feinting action: bonus action to gain 
  advantage on attack. 
  Precision attack: add one superiority 
  die (d8) to attack roll (before or after 
  making the roll) 
  Riposte: reaction attack when 
  opponent misses with their attack. 
  Action Surge Extra action in turn 
  once between rests. 
   ATTACKS 
  Warhammer (two-handed) Melee 
  Weapon Attack +5 to hit, reach 5 ft, 
  one target, 1d10+3 bludgeoning 
  damage 
   
  
  	
    
  163	
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chopper (Worg) 
   Large Monstrosity, NE 
   
  Armour Class 13 
  Hit Points 26 
  Speed 50 ft.  
   
  STR 
  16 
  (+3) 
  DEX 
  13 
  (+1) 
  CON 
  13 
  (+1) 
  INT 
  7 
  (-2) 
  WIS 
  11 
  (+0) 
  CHA 
  8 
  (-1) 
   
  Senses Darkvision 60 ft, PP 14 
  Skills Perception +4 
  Languages Goblin, Worg 
   
  Keen Hearing & Smell The worg has advantage on Wisdom (Perception) checks that 
  rely on hearing or smell.  
  ACTIONS 
  Bite melee attack +5 to hit, reach 5 ft, one target, 2d6+3 piercing damage. If the target 
  is a creature, it must succeed on a DC 13 strength throw or be knocked prone. 
  
  	
    
  164	
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Zlug (NPC) 
   Goblin Fighter, Level 1, NE 
   
  Armour Class 14 (Leather armour) 
  Hit Points 12 
  Speed 30 ft.  
   
  STR 
  14 
  (+2) 
  DEX 
  17 
  (+3) 
  CON 
  13 
  (+1) 
  INT 
  10 
  (+0) 
  WIS 
  12 
  (+1) 
  CHA 
  15 
  (+2) 
   
  Senses Darkvision 60 ft 
  Skills Athletics +4, Deception +4, Stealth +5 
  Languages Common, Goblin 
   
  Combat Advantage Slug deals 1d4 extra damage when he hits a target he has 
  combat advantage against.  
  Goblin Quickness Immediate reaction when missed by a melee attack. 
  ACTIONS 
  Battleaxe melee attack, +4 to hit, 1d8+2 bludgeoning damage. 
   
  Battleaxe melee attack +4 to hit, 1d8+2 piercing damage. 8+2 bludgeoning damage 
  
  	
    
  165	
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Slug (NPC) 
   Goblin Fighter, Level 1, NE 
   
  Armour Class 14 (Leather armour) 
  Hit Points 12 
  Speed 30 ft.  
   
  STR 
  14 
  (+2) 
  DEX 
  17 
  (+3) 
  CON 
  13 
  (+1) 
  INT 
  10 
  (+0) 
  WIS 
  12 
  (+1) 
  CHA 
  15 
  (+2) 
   
  Senses Darkvision 60 ft 
  Skills Athletics +4, Deception +4, Stealth +5 
  Languages Common, Goblin 
   
  Combat Advantage Slug deals 1d4 extra damage when he hits a target he has combat 
  advantage against.  
  Goblin Quickness Immediate reaction when missed by a melee attack. 
  ACTIONS 
  Shortsword melee attack +4 to hit, 1d6+2 piercing damage. 
  
  	
    
  166	
    
   
   
   
  COMBAT SHEET: Stormstone 
  Stormstone 
  Medium Elemental, Unaligned 
   
  Armour Class 16 (natural) 
  Hit Points 35 
  Speed  30 ft. 
   
  	
    
   
  The bizarre creature stands before you, rubble 
  falling from its lumbering form as it raises its 
  arms, causing the very stone of the ruins to rise 
  into the air.  
  COMBAT NOTES (Use Map 20) 
  1. 
  Place tokens. S=Stormstone. PC=You. Roll 
  initiative. 
  2. The stormstone attacks primarily using its Command 
  Stone feat, staying where it is at the entrance to the 
  temple. 
  3. When you are within melee range, it will use its 
  Shrapnel Burst attack on you (it has three of these 
  attacks). If you leave its melee range, it uses Swipe 
  as an opportunity attack (unless you disengage).  
  4. When it is out of Shrapnel Attacks, it will use 
  Command Stone as its default attack.  
  5. If you feel this option is beyond you, you can flee 
  the area. The Stormstone will get one Hurtle Stone 
  attack with advantage as you leave, then return to 
  entry 78 (without taking a progress point). The 
  Stormstone goes back to guarding the ruined temple 
  entrance, as if nothing had happened! 
   
  ♦ If you are victorious, go to 334. 
  STR 
  16 (+3) 
  DEX 
  17 (+3) 
  CON 
  20 (+5) 
  INT 
  6 (-2) 
  WIS 
  15 (+2) 
  CHA 
  10 (+0) 
   
  Skills Athletics +5, Intimidation +2 
  Damage Immunities Poison 
  Condition Immunities Frightened, 
  Grappled, Petrified, Poisoned 
  Languages Terran 
   
  Command Stone The Stormstone 
  can command any stone within sight 
  to rise and hurtle at a target within 
  60 ft (see “Hurtle Stone” attack, 
  below. The target makes an insight 
  check, DC 10, to see where the 
  Stormstone is directing this power. 
  On a fail, the Stormstone makes the 
  attack with advantage. The first time 
  the Stormstone uses this attack, it is 
  with advantage. 
  Shrapnel Burst Twice per day, the 
  Stormstone sends out a blast of 
  shrapnel from its body. Dex save, 
  DC 14, 2d6+3 piercing damage on a 
  failed save, half as much on a 
  successful save. 
  ATTACKS 
  Hurtle Stone Ranged Attack, +5 to 
  hit, range 60 ft, 1d8+3 bludgeoning 
  damage. 
  Swipe Melee attack, +5 to hit, 1d8 
  +3 bludgeoning damage. 
   
  
  	
    
  167	
    
   
   
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
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  ART: All art is either public domain, available for DMs Guild Users, or used under a Creative Commons Share-alike 
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  Multiple audio source files were used in the creation of the audio backgrounds. These files were sourced from the 
  following freesound.org contributors:  
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  A copy of the attribution license that these files were used under can be found here: 
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  “Tyrant of Zhentil Keep Theme” and most other audio composed by Paul Bimler.
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  LittleRobotSoundFactory make sounds for all sorts of games and can be found here: 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/5E Solo Gamebooks/5E Solo Gamebooks - Tyrant of Zhentil Keep - Adventure Booklet.pdf