ADP1-05 - Festival Knight
ADP1-05 - Festival Knight
ADP1-05 - Festival Knight
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P1
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Festival Knight
A One-Round D&D 3rd Edition LIVING GREYHAWK Adventure
by Brian P. Hudson
Its the Festival of the Fallen Knights! Therell be games, food, drink, and a morbid parade as the Flanaess
remembers those who died to save it. Keep an eye out, thoughyou never know which monsters are simply
wearing masks, and which are all too real. This is an adaptable scenario for Tiers 1-3.
DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
Inc. LIVING GREYHAWK and the D20 system log are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the
disteintive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This scenario is intended for organized play use
only and may not be reproduced without approval of the RPGA Network.
2000 Wizards of the Coast, Inc. All rights reserved.
GETTING STARTED
Preparation
First you should print this scenario. Just about any home computer printer should do, but if for some reason yours doesnt, see if you
can borrow a friends printer, or visit a copy center that has computer access. This scenario was created to support double-sided
printing, but printing it single sided will work as well. There is
enough room along the inside margin to bind the adventure, if you
desire.
Read this entire adventure at least once before you run your
game. Be sure to familiarize yourself with any special rules, spells, or
equipement presented in the adventure. It may help to highlight
particularly improtant passages.
When you run an RPGA D&D adventure we assume that you
have access to the following books: the Players Handbook, the
DUNGEON MASTERs Guide, and the Monster Manual. Some LIVING
campaigns may assume that you have access to other books as
well (see the next page). We also assume that you have a set of
dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper,
a pencil, an RPGA scoring packet, and your sense of fun. It is also
a good idea to have a way to track movement during combat. This
can be as simple as a pad of graph paper and a pencil, as handy as
a vinyl grid map and chits, or as elaborate as resin dungeon walls
and miniatures. Lastly, you will need a place where you, and up to
seven other players, will be able to play, and a table at which to
play.
Instruct the players either to prepare their characters now, or
wait until you read the introduction, depending on the requirements of the scenario as described in the introduction.
Keep in mind that you must have at least four players (not
counting the DM), for the game session to be a sanctioned RPGA
event. As well, you cannot have more than seven players participating in the game.
Once you are ready to play, it is handy to instuct each player
to place a nametag in front of him or her. The tag should have the
players name at the bottom, and the characters name, race, and
gender at the top. This makes it easier for the players (and the
DM) to keep track of who is playing which character.
TPlayers are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as
the DM can bar the use of even core rule books during certain
times of play. For example, the players are not free to consult the
DUNGEON MASTERs Guide when confronted with a trap or hazard,
Festival Knight
Scoring
After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the
game. The RPGA has three ways to score its games. Consult your
convention coordinator to determine which method to use for
this scenario:
1-No-vote scoring: The players write their names and RPGA
numbers on the scoring packet grid. You fill in the top of the
grid. That is all. No one is rated. This method is used for
people who are just playing for fun.
2-Partial scoring: The players rate the game master and the
scenario on their player voting sheet, and provide personal
information, but dont vote for other players. The game
master rates the scenario and completes personal and event
information, but does not rate the players as a team or vote for
players. This method is used when there is no competition,
but the event coordinator wants information on how
the game masters are performing, or the game master wants
feedback on his or her own performance.
3-Voting: Players and game masters complete the entire packet,
including voting for best player. If this method is used, be
sure to allow about 15-20 minutes for the players to briefly
describe their characters to the other players, and about 5-10
minutes for voting. This method is used when the players
want to know who played the best amongst the group, or
when the adventure is run in tournament format with
winners and prizes.
When using Voting, rank the players in order of your voting
choice while they are completing their forms, so that you are not
influenced by their comments on your abilities. Its a good idea to
have the players vote while you determine treasure and experience awards for the scenario.
After voting, give the Voting Packet to your event coordinator.
GETTING STARTED
his is a LIVING GREYHAWK Adventure. As a LIVING adventure,
it is expected that players will bring their already generated
characters with them. If characters do not have a LIVING
GREYHAWK character generated, either get a copy of the current
LIVING GREYHAWK character generation guidelines, a character
sheet, and a LIVING GREYHAWK log sheet from your convention
coordinator or the RPGA Web site, and then have any players
without a character create one. Once all players have a LIVING
GREYHAWK character, play can begin.
Along with the other materials that you are assumed to have
in order to run a D&D game, it is also recommended that you
have a copy of the LIVING GREYHAWK Gazetteer.
T1:
T2:
4 players
4-12
13-22
5 players
5-13
14-24
6 players
6-14
15-26
7 players
7-15
16-28
Lvl Cap
4nd
6th
Lifestyle
At the beginning of every scenario, each PC is required to
pay upkeep costs matching the level of lifestyle they wish to
maintain. The lifestyles, and the effects that each has on play,
are:
Destitute
Poor
Common
High
Luxury
Lifestyle
Cost
Destitute
Poor
Common
High
Luxury
14 sp
43 sp
12 gp
250 gp
500 gp
Skill Modifier
Festival Knight
-2
-1
0
+1
+2
3 THE ADVENTURE
Festival Knight
Adventure Synopsis
A SPECIAL NOTE ABOUT TIME: Events happen in Festival
Knights at certain times, regardless of the location or situation of
the PCs. The PCs could visit any or all of the locales indicated,
and the Dungeon Master must be familiar with all of the poten-
THE ADVENTURE
tial encounters before beginning play.
The scenario opens as the PCs arrive at the Festival of Fallen
Knights (Encounter One). Very soon after they arrive, an assassination attempt against Altrigan Werebane occurs, and the assassin, a Shadowclaw agent named Astin, tries to make his escape
(Encounter Two). This event occurs regardless of the PCs location. Less than two hours after the assassination attempt, the
Festival parade is scheduled to begin (Encounter Seven), and fifteen minutes after the parade begins the Fallen Knight reaches
the bonfire, triggering the spell pouch and the slaughter of commoners (Encounter Eight). Those in charge are reluctant to cancel the parade, and so the PCs have only a brief amount of time to
follow Markuns trail and discover his plot (Encounters Three,
Four, Five, and Six).
The DM may adjust these events slightly for dramatic effect,
to assure an interesting scenario. But in general, this timeline
and sequence of events needs to be kept.
Players Introduction
A tradition has risen in the Flanaess in the years since the
Greyhawk Warsthe Festival of Fallen Knights. This festival is a
morbid carnival remembering the horrors of Iuz and his War
against the Flanaess, and all who died defeating him.
You have arrived at this years festival chasing the promise of a
good time. Even given the rather solemn and macabre theme of
the Festival, it has grown into quite a revel. While similar celebrations have occurred for several years now, this Festival marks
the first such highly organized event, and the word across the
countryside is that it will be a memorable event.
Just after sundown you arrive at the festival square, a large
field surrounded by buildings and illuminated with many festive
lanterns. Costumed men, women, and children dance around
you, wearing the bright colors of knights, or masks imitating the
monstrous armies of Iuz. Bards play solemn songs remembering
the dead and merry jigs mocking Old Wicked or cheering on the
armies of goodness. Lanterns line the streets, colored in shades of
red and orange, lending an eerie glow to the proceedings. All
around, there is celebration
The real, ever-present threat of Iuz has been demonized into
a grotesque bogeyman, the vilified jester of the day who is
burned in effigy on bonfires across the Flanaess. Half the revelers around you wear an Iuz mask, with a wart-infested and hawkish nose, a generous brow, and a mouthful of crooked, yellowed
teeth surrounded by a straggly beard.
There is a popular song, sung by bards, chanted by children,
and shouted by men and women throughout the Festival:
Say a prayer for the Fallen Knight,
Before Old Wicked chokes him.
5 THE ADVENTURE
lot of masks during the Festival, and remembers few faces.
C. The bonfire. A large bonfire has been built in the center of
the town-square, and it is obviously the center of the Festival.
Costumed, carousing people are crowded around the bonfire,
both enjoying its warmth, and guaranteeing themselves a good
view later on when the Fallen Knight burns.
Several straw-and-cloth effigies of Iuz are stacked around the
fire. They are occasionally tossed into the bonfire to riotous choruses of cheers, and the reciting of angry and bawdy poems and
songs.
D. The Master of Revels. Sitting as Master of this years Festival
is Darbac Gros (male human Ast2; Cha 13), a minor noble and
known Epicurean of the land. This is his throne, a tapped keg of
ale put up on a tall, decorated dais standing near the bonfire.
Darbac is a portly older man with a thin beard and no moustache.
He is wearing a finely tailored, brightly-colored tunic and a feathered cap, and he totes a large mug of ale, which he constantly fills
from the keg beneath him. Darbac is, needless to say, drunk.
After the events in Encounter Three, Captain Doran will dispatch Lieutenant Eamon to Darbac, to inform the Master of
Revels about the assassination attempt. Darbac knows nothing
other than what Eaton relates to him. He cares little about events
as they have transpired so far; he is having far too good a time to
concern himself with matters that he feels his guardsmen can
handle quietly.
E. Keg Cart. Near the Master of Revels is a two-wheeled horse
cart that has been parked, propped up, and opened for business.
Four kegs are lined up on the edge of the cart, all of them full of
ale. Ale is 1 sp per mug-full; buyers must bring their own mugs.
The ale is of passable quality.
Caroff (male human Com2; Cha 14), whose inn, the Worn
Boot, is some two streets overfar enough from the festivities to
affect his salesruns this cart. The portly innkeeper, ever-mindful of the value of a gold piece, left his wife in charge of the Boot
and hauled these kegs to the bonfire to assure himself a piece of
the action. Melick (see Area G) resents his presence, but there is
little the pub owner can do about it.
If the PCs arrive here after Encounter Three, they discover
that Caroff knows nothing about Markun or Altrigan. He is simply here to sell ale, and has sold drinks to far too many people to
remember a particular face.
F. The Magician. An illusionist delights several children here
with dancing lights and other magical treats. He is covered in
Encounter Four.
G. Melicks Pub. This building is not really an inn, though there
are four small rooms for rent in the back (4 gp per night during
the Festival, or 5 sp per hour). Melicks Pub is the only drinking
establishment fronting the town-square, making it a very popular
Festival Knight
place during the Festival. All the tables are full, as is the bar, and
several of the corners are filled with drinking revelers. Drinks are
currently triple the costs listed in the Players Handbook (a simple
case of supply and demand, Melick will cheerfully claim if anyone complains). There is food to be had all at triple the Players
Handbook prices. Four overworked barmaids weave their way
through the crowds. A young bard sits on a stool near the bar,
playing tunes on a lute. He has been playing most of the day, and
gladly takes a break if a PC wants to play for the crowd (Ebby,
male human Brd1; Cha 14; Perform +4).
Two nondescript human men and a dwarven male occupy
one of the tables in the pub, all wearing brown robes and carrying leather Iuz masks. They all nurse drinks and mutter amongst
themselves. These three are evil, and are all members of Markuns
band; their names are Naghol (the dwarf ), Strietch, and Trodley.
Their stats can be found in full in Encounter Nine. Unless something happens to draw them away (see Encounter Four for one
possible scenario), these three will stay in this location until a
half hour before the parade, at which point they don their Iuz
masks and make their way to the Fallen Knight.
If the PCs arrive here after Encounter Three and begin asking
questions, they will find no useful information. Most of the people here have been drinking and carousing the whole afternoon,
and are in no mood for inquiries. The three agents of Markun are
taciturn if questioned, and they will tell any PC who pressures
them to answer to shove off. They are under orders to avoid
drawing attention to themselves, and so they will not pick a fight.
H. Guards Tent. In response to the anticipated crowds at this
years Festival, the local rulers have paid a number of guards to
patrol the town-square and the surrounding area. This tent, set on
the very edge of the town-square, is their temporary headquarters. Stationed here at all times, unless there is an emergency, is
Captain Doran, a gruff and wizened old guardsman who lacks a
sense of humor. Doran does not like the Festival of Fallen
Knights. Also present is Lieutenant Eamon, Dorans reliable and
soft-spoken second-in-command. There are a dozen guardsmen
patrolling the Festival grounds. Two of them will be at the tent at
any given time; the rest are patrolling the Festival, and all of them
will come if Doran gives a holler.
Captain Doran, male human Ftr5: CR 5; Medium-Size
Humanoid; HD 5d10+5; hp 35; Init +0; Spd 30; AC 18 (+5 breastplate, +2 large metal shield, +1 Dex); Atks +8 melee (1d8+4 [crit
19-20], longsword) or +5 ranged (1d8 [crit 19-20], light crossbow);
AL LG; SV Fort+, Ref +, Will +.
Str 14, Dex 12, Con 12, Int 10; Wis 13; Cha 12.
Skills: Handle Animal +7, Intimidate (cc) +5, Jump +5, Ride
+6, Swim +4; Feats: Cleave, Expertise, Great Cleave, Power Attack,
Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: longsword, crossbow, 14 bolts, breastplate armor,
money pouch with 32 gp, 4 sp.
THE ADVENTURE
Lieutenant Eamon, male human Ftr4: CR 4; Medium-Size
Humanoid; HD 4d10; hp 26; Init +; Spd 30; AC 19 (+5 chainmail,
+2 large metal shield, +2 Dex); Atks +5 melee (1d8+1 [crit 19-20],
longsword) or +7 ranged (1d8 [crit 19-20], light crossbow); AL
LN; SV Fort Ref Will.
Str 12, Dex 15, Con 10, Int 11, Wis 12, Cha 9.
Skills: Climb +3, Craft (pottery) +3, Handle Animal +4, Hide
+5; Feats: Dodge, Far Shot, Mobility, Point Blank Shot, Weapon
Focus (crossbow).
Possessions: longsword, crossbow, 14 bolts, chainmail armor,
money pouch with 15 gp.
Guardsman (12), male human War2: CR 2; Medium
Humanoid; HD 2d8+2; hp 15; Init +1 (Dex); Spd 30; AC 17 (+4
scale mail, +1 Dex, +2 large wooden shield); Atks +4 melee
(1d8+1/crit 19-20, longsowrd) or +3 ranged (1d8/crit 19-20, light
crossbow); AL LG; Sv Fort +5, Ref +1, Will +0.
Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 9.
Skills: Climb +1, Handle Animal +2, Intimidate +2; Feats: Great
Fortitude, Weapon Focus (longsword).
Possessions: longsword, crossbow, 14 bolts, scale armor, small
shield.
I. Temple of Rao. This largish building houses a temple to Rao,
as well as a library. Two clerics also live here: Kennik (male
human Clr7; Wis 16, Cha 12) and his assistant, Caertim (male
human Clr2; Wis 15, Cha 13). Neither is particularly interested in
the Festival of Fallen Knights, and so they can be found in the
temple all night.
7 THE ADVENTURE
(+3 Dex); Atks +0 melee (1d6 [crit 19-20], shortsword) or +4
ranged (1d8 [crit 19-20], light crossbow); SA Rog sneak attack
+1d6; AL NE; SV Fort +1, Ref +5, Will -1.
Str 11; Dex 17; Con 12; Int 11; Wis 8; Cha 11.
Skills: Escape Artist +7, Hide +7, Listen +3, Move Silently +7,
Open Lock +7, Pick Pockets +7, Spot +3, Search +4, Sense
Motive +3; Feats: Improved Initiative, Point Blank Shot.
Possessions: Two poison-tipped arrows, light crossbow, a shortsword, an Iuz mask, a money pouch with 20 gp and 1 pp.
THE ADVENTURE
assassin.
If any PC looted Astins body, and especially if they took the
poisoned crossbow bolts, Doran finds out from the assembled
crowd, and asks the PC to return any and all looted items. Not
only does Doran consider the bolts and anything else on Astin
save coinage, as evidence, but poison-tipped weapons are illegal
within the town, and any PC who takes them away to use later
may face an arrest, if the bolt is discovered.
Whether Altrigan succumbs to the poison, falls unconscious,
or survives the PCs will have his request to deal with.
Furthermore, Captain Doran knows much of Altrigans story;
Altrigan spoke to Doran earlier that day, and related everything,
including the description of Markun. If the PCs tried to stop the
assassin, or tried to save Altrigan, but seems reluctant to track
down Markun at his request, Captain Doran himself asks them to
help:
Altrigan came to me earlier with his story. I didnt believe him
then; I am more inclined to, now. Youve done a good service
here, for both he and myself, and for that I thank you. Perhaps, if
you are so inclined, you could do more.
Ill put the word out to my men that this monster is about. If
my men see anything, they will be sure to act, but this sounds
like something beyond their abilities. If you can find this monster, if you can bring him in, I would be most grateful. I ask only
that you keep your weapons sheathed unless absolutely necessary, and that you be discreet in your inquiriesI dont want to
disrupt this crowd anymore than this attack already has.
Doran cannot promise any reward, and makes no mention of it,
unless the PCs ask. If he must, he will use as leverage the fact that
certain PCs have themselves committed murder, if they slew
Astin; even the killing of a known assassin is murder, after all.
He will want to leave soon after so that he can coordinate his
men, though he can stay to answer a few more questions. Under
no circumstances can Doran be persuaded to shut down the
Festival. He does not, technically, have the authority to do so, and
the man who does, Master of Revels Darbac Gros, is too drunk to
consider such a thing.
DM Note: If the PCs do not approach the archery range
within a short time of the adventures opening, this encounter
occurs anyway, and the PCs are likely to be drawn by the hue and
cry raised by the crowd. They may still be able to apprehend or
kill Astin as he flees the scene. In this instance, the request for
assistance will come from Doran himself to any PC who assists,
as the PCs will likely not have an opportunity to speak to
Altrigan.
Festival Knight
9 THE ADVENTURE
will send much of the crowd into a panic. This will incapacitate
the patrolling guardsmen, whose duty is first and foremost to
control the panicked crowd. They will not be able assist the PCs
in their battle.
THE ADVENTURE 10
Any PC with a Profession (herbalist) examining the spilled
herbs and powders is allowed a Skill check (DC 15) to identify
the spilled herbs: whig plant, red clover, and aconite. All three
jars were tossed to the ground as Markun searched the shop.
PCs spending time to Search the front room will find (DC
15) a still damp and muddy footprint near the main door.
Caught in the footprint is a bit of leaf; a successful Wilderness
Lore or Knowledge (nature) check (DC 20) will identify it as a
piece of water reed, common near lakes, streams, and rivers.
The back room is full of the tools of Noblishs various
tradeschunks of wax, balls of string, herbs and spell components of every variety, and a small stone fireplace with a cooking
pot.
In the center of the room, a small, warty form with yellowed
skin, pointy ears, and a brown robe lies face down on the wooden floor. The back of its head sports a large welt, from which a
small amount of blood has trickled. As you enter the room, the
form begins to stir.
The form on the floor is Noblish the Tallow-Maker.
Noblish, male goblin Wiz3: Small-Size Humanoid (211 Tall);
HD 3d4; hp 10; Init +1; Spd 30; AC 12 (+1 Size, +1 Dex); Atks +1
melee (1d4-1/crit 19-20, dagger); SQ Darkvision; AL N; SV Fort
+0, Ref +1. Will +3.
Str 8, Dex 13, Con 10, Int 14, Wis 10, Cha 12.
Skills: Alchemy +5, Craft (candle-making) +8, Knowledge
(arcana) +8, Knowledge (nature) +5, Profession (herbalist) +6;
Feats: Brew Potion, Craft Wondrous Item, Scribe Scroll.
Possessions: A dagger.
Spells Prepared (4/3/2): 0-leveldetect poison, mage hand,
mending, arcane mark. 1st-levelalarm, identify, message. 2ndlevelarcane lock, Leomunds trap.
Noblish is a skilled candle-maker, as well as a herbalist and a
hedge wizard. He is also a goblin, albeit one whose cheery personality and complete innocuousness has allowed him to live
mostly unmolested amongst the humans of the town. He is very
self-conscious of his racial heritage, and sensitive to any hostility.
Noblish is providing a unique service to the Festival
unique lanterns, colorfully decorated, that generate minor magical effects. To light them, Noblish makes a special lantern tallow,
a short, fat candle with a slight enchantment and special mixture that burns for an extra-long period of time without spending itself.
Noblish is also an accomplished herbalist, but when
Markun came to him earlier this day, the goblin was unable to
provide him with all of the components he needed, as the goblin was busy creating enchanted lanterns and other items for
the Festival. Markun, unhappy with Noblish, reacted violently.
Below is Noblishs full recounting.
Yes, I met the nasty man. Busy day, today was, and I was making
lanterns for the Festivalenchanted lanterns, you see? Lots of
ingredients, lots of charms. And he comes in, and he wanted tallow, he did, and the last of my shallow root. Tallow and shallow!
Both of them I need, to make my lanterns.
But thats not all! Asked me even for nightshade, he did.
Nightshade! Ive no clue where to get a poison so nasty, and if
even I did, I still would not have any!
So he accosted me! He threatened hurt, until I gave him
what he wanted. And he warned that if I shouted for help, Id pay
for it handsomely. His words, not minehandsomely, he said.
So I didnt call for help, but hit me anyway, he did. Hit me
back, and I hit my head, and out I went until you came.
Noblishs story is true. Markun was seeking tallow and shallow
for the spell packet, to help it burn, along with a few other ingredients. He wanted the nightshade to kill Altrigan, just in case the
purple worm venom did not do the trick.
Noblish will willingly answer any other questions the PCs
have, though he has little other useful information. The shallow
root Markun sought is a dry, flammable root that, when powdered, helps tallow to burn brighter and faster. If the PCs ask
Noblish about the shallow root, he will think to look for the jar
he keeps it in. It is missing, taken by Markun. If the PCs ask
about the muddy footprint, Noblish tells them that it has not
rained for several days. The only muddy places nearby would be
along the small creek that runs near the town.
At this point, PCs who wish to make a Spellcraft check based
on the items they know Markun has collected may do so. Their
information is incomplete, however, and the results of a roll
(based on having both Eldubrais information, and Noblishs
information) is listed below:
1-19: The PC can think of nothing relevant.
20-25: The components being sought are unusual enough
that whatever Markun is planning, it is not a standard spell
or magic item.
26+: The components are of a type common to spells in both
the Illusion and Necromantic schools. The missing shallow
root implies that fire might be involved.
So long as the PCs are civil to Noblish, and do not accost him or
sneer at his race, read the text below as the PCs are about to leave.
If youre looking for him, a lantern youll need to light your way.
Here, take this to protect you; long it will burn, even into the
night, and maybe save you from harm. Borrow it, you may; return
it to me when you are done.
Noblish hands the PCs a small lantern is decorated with colorful
panes of glass. This is a festival lantern, one of several special
lanterns that Noblish has crafted for the Festival. While most of
Festival Knight
11 THE ADVENTURE
the lanterns lighting the town square are simply enchanted with
light spells, this lantern carries with it the benefits of a protection
from evil spell to the carrier for as long as the candle is lit. The
candle inside is specially crafted lantern tallow that will burn for
the rest of the night.
Noblish will only give the lantern to a party who treats him
nicely. As a goblin, he faces enough meanness everyday; he will
not reward a party who does the same.
Encounter Seven:
The Parade
The Festival parade is both the highlight of the evenings festivities, and the focal point of Markuns plans. The clues leading the
PCs to the parade are subtle, but PCs who have collected all the
pertinent information should be directed toward the parade
and/or the bonfire, if not the Fallen Knight itself.
The parade staging grounds, located in the southwest part of
town very near the place where the bodies have been hidden, are
a riot of activity in the hours prior to the parade itself. All of the
parade participants listed below rush about the field, dressing up,
acting up, and polishing up their performances. The parade
leader, Brevis, is trying to get them into some semblance of order.
At this time, the Fallen Knight lays on its side at the far edge
of the field, surrounded by the six Shadowclaw agents who will
be carrying it in the parade (their statistics appear in Encounter
Eight). They chase away anyone who tries to examine the Fallen
Knight closely, claiming that it is delicate, and cannot be
touched. If these agents are questioned before the parade begins
they plead ignorance, pretending to be nothing more than members of the parade. If accosted before the beginning of the parade
they do not fight back, but call the guards and demand the arrest
of the PCs.
If the PCs reach the staging grounds after the parade has
begun, all they find is a dark, littered, and trampled area. They
hear the sounds of the parade in the distance, as it heads toward
the bonfire.
The following descriptions are written to anticipate the PCs
wishing to examine any or all of the parade, as it occurs. The DM
can use these descriptions to play staging ground encounters, as
well.
The Festival parade takes approximately twenty minutes to
walk from the staging ground to the bonfire.
The leader of the parade is Iuz himself. The parade leader is wearing a particularly realistic visage of Old Wicked, an animated version of the popular mask that alternately sneers, grins, and growls
at the assembled revelers. In one hand, this Iuz holds a wooden
staff topped with a cows skull. He gestures wildly to the crowd,
scaring the children and drawing hoots and cries from the adults.
Six masked monstrosities resembling ogres, zombies, and
skeletons attend Iuz. They shamble along behind their leader,
growling at the crowds and waving swords and daggers.
The parade leaders name is Brevis (male human Wiz2; AL CG;
Cha 14). His face is an illusion, a change self spell cast just prior
to the parade (Spellcraft, DC 12 to identify). Brevis, if accosted,
will shout for the guards. Under no circumstances will he consider halting the parade. Brevis realizes that there are a lot of
excited and drunken revelers who have been waiting all evening
for the parade, and especially the burning of the Fallen Knight,
THE ADVENTURE
and he is not about to risk drunken disturbances if they do not
get what they want.
st
The six monstrosities are all costumed, 1 -level commoners.
They know nothing about Markun.
Seven maidens make their way along the parade route. Their
hair is strung with black and red ribbons, and each carries a wicker basket from which they toss nuts to the crowd. Several of the
maidens wear paste-and-paint scars across their foreheads and
cheeks, and all of them have paled out their skin with white powder.
st
These maidens are all 1 -level commoners. They scream loudly if accosted, summoning nearby guards. They know nothing
about Markun.
Following the maidens are a score of knights wearing paper mail
and swinging wooden swords. A gang of monstrous minions of
Iuz, all ragged clothes and green, sickly skin, is setting upon
them. The knights fight valiantly as they march along, but it
seems the minions of Iuz are gaining the upper hand.
These revelers are all simple commoners (Com1; hp 3). They are
re-enacting a battle from the Wars. The minions of Iuz are wearing green and brown face paste to give themselves scaly skin. The
knights and minions flee if accosted and return with some
guards in four rounds.
Next are two men leading a large brown bear on a collar and
chain. The bear is muzzled and docile. One of the two men is
dressed as Iuz, complete with an Iuz mask, and carries a leather
strap on a long, ribbon-decorated truncheon that he occasionally
whacks the bear with. When he whacks the bear it stops for the
crowd and performs a trick, standing on its front paws and waving its rear legs high in the air. The crowd applauds, delighted,
and the bear and its handlers continue down the route.
If any PC cast detect evil they discover that the man with the lash
is neutral evil. He is not one of the villains the PCs seek. Evil
comes in all shapes and sizes, and this man is simply a cruel and
self-serving entertainer. He knows nothing about Markun.
If the PCs attempt to accost the trainer, whose name is
Krobid, he hits them with his lash, and begins to cry out for the
guards. His assistant, Castcot (male human Com2; Cha 10; AL N),
does not fight, but tries to drag the bear away from any fighting
for fear of the bear getting excited. He has little to fear; the bear
is so docile from years of training and poor treatment that it has
no propensity for violence. It could not survive by itself in the
wild.
12
Festival Knight
13 THE ADVENTURE
Festival Knight
Knight hits the bonfire, and to only look back once the screaming starts (a sure sign that the scare has triggered).
There are at least 200 revelers crowding the area around the
fire, as well as those in the parade. The DM can determine how
many of these revelers are affected by the scare by rolling 8 Will
st
saves (DC 18), with a +0 bonus (the average for a human, 1 -level
Commoner), and assuming that each represents roughly 25 revelers. The more revelers affected by the scare, the more chaotic the
ensuing battle becomes, as frightened revelers frantically rush
about. Regardless, the crowd at this point is panicked especially
when Markuns lycanthropes begin their attacks.
The crowd situation will have one other important effect: it
will remove Captain Doran and his guards from the coming confrontation. Dorans interest is in the safety of the crowd first and
foremost, and he will set his guards (those, at least, who were not
affected by the scare spell) to the task of evacuating and controlling the crowd in the square.
Tactics: The minute the scare spell triggers, the lycanthropes
transform to their hybrid form and attack. Their first and preferred targets are common revelers; once the scare has taken
effect, they will not directly attack the PCs unless confronted.
The Shadowclaw agents are not part of the slaughter, and they
gladly step forward and engage the PCs in the name of Iuz, to buy
the lycanthropes some time. They wear their armor and carry
their swords under their loose fitting robes.
Markun will change as well, but he will remain hidden, preferring instead to cast spells in the shadows, bolstering the power
of his men and preserving his own life. That doesnt mean that he
will not fight if confronted; he simply will not choose to engage
combat. If Naghol, Strietch, and Trodley are all taken down,
Markun will attempt to flee.
THE ADVENTURE
stature.
Strietch, male wererat: Medium-Size Humanoid; HD 1d8+1;
hp 8; Init +1/+3; Spd 30/40; AC 13 (+1 Dex, +2 natural)/16 (+3
Dex, +3 natural); Atks +0 melee (1d6+2 [crit. 18-20], rapier) as
human/+3 melee (1d6+2 [crit. 18-20], rapier) or +1 melee (1d4,
bite) as hybrid/+4 melee (1d4, bite) as rat; SA Curse of lycanthropy; SQ Rat empathy/scent, damage reduction 15 (silver); AL
LE; SV Fort +5, Ref +5, Will +4.
Str 10, Dex 13/17, Con 10/12, Int 8, Wis 10, Cha 10.
Skills: None/Climb +11, Hide +11, Move Silently +6; Feats:
Multiattack, Weapon Finesse (bite) as rat, Weapon Finesse (rapier) as hybrid.
Possessions: Rapier, dagger, leather Iuz mask, money pouch
with 25 gp.
Strietch truly looks the part of a wererat, even in human form
large front teeth, big ears that stick out from his head, and wiry
brown hair. Strietch is cocky and overconfident. Like all wererats, he has both a hybrid and an animal form.
Trodley, male wererat: Medium-Size Humanoid; HD 1d8+1;
hp 8; Init +0/+3; Spd 30/40; AC 12 (+2 natural)/16 (+3 Dex, +3
natural); Atks +2 melee (1d6+2 [crit. 18-20], rapier) as human/+3
melee (1d6+2 [crit. 18-19], rapier) or +1 melee (1d4, bite) as
hybrid/+4 melee (1d4, bite) as rat; SA Curse of lycanthropy; SQ
Rat empathy/scent, damage reduction 15 (silver); AL LE; SV
Fort +5, Ref +5, Will +4.
Str 14, Dex 10/17, Con 12, Int 10, Wis 10, Cha 10.
Skills: None/Climb +11, Hide +11, Move Silently +6; Feats:
Multiattack, Weapon Finesse (bite) as rat, Weapon Finesse (rapier) as hybrid.
Possessions: Rapier, dagger, leather Iuz mask, money pouch
with 15 gp.
Trodley is short-limbed and nearly hairless in human form, with
a bald head and a large, hawkish nose that tends to twitch. Like
all wererats, Strietch has both a hybrid and an animal form.
Trodley fights with an intricately decorated rapier that will
be very noticeable to his opponents. The rapier was looted from
one of the wererats victims.
Shadowclaw agent (6), male human War1: CR 1/2; MediumSize Humanoid; HD 1d8; hp 8; Init +1; Spd 30; AC 14 (+3 studded leather armor, +1 Dex); Atks +3 melee (1d6+2 [crit 19-20],
shortsword); AL NE; SV Fort +2, Ref +1, Will +0.
Str 14, Dex 13, Con 11, Int 9, Wis 10, Cha 10.
Skills: Climb +4, Listen +2, Spot +2, Swim +4; Feats: Alertness,
Dodge.
Possessions: Paper Iuz mask, dagger, and money pouch with
12 cp.
14
15 THE ADVENTURE
Skills: Appraise +5, Balance +7, Bluff +5, Disable Device +6,
Hide +7, Move Silently +7, Open Locks +6, Pick Pockets +6, Spot
+5 /Climb +11, Hide +11, Move Silently +6; Feats: Improved
Initiative, Lightning Reflexes, Multiattack, Weapon Finesse
(bite) as rat, Weapon Finesse (rapier) as hybrid.
Possessions: Rapier, dagger, leather Iuz mask, money pouch
with 15 gp.
Trodley is short-limbed and nearly hairless in human form, with
a bald head and a large, hawkish nose that tends to twitch. Like
all wererats, Strietch has both a hybrid and an animal form.
Trodley fights with an intricately decorated rapier that will be
very noticeable to his opponents. The rapier was looted from one
of the wererats victims.
Shadowclaw agent (6), male human War3: CR 2; Medium
Humanoid; HD 3d8+3; hp 20; Init +1; Spd 30; AC 14 (+3 studded
leather armor, +2 Dex); Atks +5 melee (1d6+2 [crit. 19-20], shortsword); AL NE; SV Fort +3, Ref +2, Will +1.
Str 14, Dex 14, Con 11, Int 9, Wis 10, Cha 10.
Skills: Climb +4, Jump +4, Listen +2, Spot +2, Swim +4; Feats:
Alertness, Dodge, Toughness.
Possessions: Paper Iuz mask, dagger, and money pouch with
12 cp.
Festival Knight
THE ADVENTURE 16
The Conclusion
By the time the battle is over, Captain Doran has gained sufficient control of the crowd. While there are still frightened and
panicked villagers about, the majority of the revelers have fled
the area. Within a few minutes of the battles end, Doran leaves
the crowd in the capable hands of his lieutenant and approaches
you, offering his congratulations. He offers to take the wounded
to the Temple of Rao, where they can be tended to for free, as a
sign of gratitude from the city.
Doran also carries a message, and a gift, from Altrigan
Werebane. Altrigan bids you to keep whatever silver-tipped
crossbow bolts remain from the bundle he provided you. He has
also sent for your group a well-crafted dagger veined with silver,
as a reward for saving his life and doing the job he had come to
the Festival to do.
The bodies of the villains are particularly sparse. None of the
items stolen from Eldubrais or Noblish will be found, as all of
them went into the making of the spell pouch. The only things
of value on the villains are coins, a few pieces of equipment, and
the intricately scrolled rapier wielded by Trodley. On Markun,
the PCs also discover a small, travelling spellbook (Markuns primary spellbook is secreted away, and cannot be found). The book
contains the common spells daze, ray of frost, enlarge, and blur, as
well as the unique spell ripclaw.
If the spell pouch was not burned, then Eldubrais, the illusionist, will request it for studyhe is very interested in how
Markun put his minor image scroll to use. To thank the PCs for
tracking down the thief, even if his stolen property was unrecoverable, Eldubrais will gratefully copy the unique spell (ripclaw) found on Markun, if the weremage is captured, as well as
taking a copy for himself. He also offers the PCs a rare spell from
his own spellbook: resist lycanthropy.
Noblish the Tallow-makers gift may already be in the hands
of the PCsthe festival lantern. If it is not, he will reward the PCs
with it, at the personal behest of Captain Doran, later in the
night.
The End
Festival Knight
20 xp
10 xp
Encounter Four
Speaking with Eldubrais
10 xp
Encounter Five
Speaking with Noblish
10 xp
Encounter Six
Discovering the bodies
30 xp
Encounter Eight
Defeating Markun
Defeating Naghol
Defeating Strietch
Defeating Trodley
Defeating Shadowclaw Agents
Preventing the Knight from burning
75 xp
50 xp
50 xp
50 xp
50 xp
75 xp
410 xp
0-50 xp
460 xp
Treasure Summary
Player characters may keep items from the scenario that are listed on the treasure list below or which meet the following conditions:
1. The item must be non-magical and specifically listed in the
text of the adventure (e.g armor on foes). If it is not listed in the
text, the characters cannot keep it. Items of this nature can be
sold for 50% of book value, or recorded on a log sheet.
2. Animals, followers, monsters, henchmen, and so forth (any
living being, basically) may not be kept from a scenario for any
reason unless the treasure summary lists the being specifically.
It is okay for the player characters to form relationships with
NPCs, but these will not be certed and cannot bring material
Festival Knight
APPENDIX 18
Appendix:
Markun the Weremage
The cunning, evil Markun may be encountered throughout this
scenario, and so his statistics are presented here, for easy reference during play.
20, dagger)/+6 melee (1d6+1, bite); SA None/trip, curse of lycanthropy; SQ Wolf empathy/scent, damage reduction 15 (silver) as
wolf or hybrid; AL CE; SV Fort +9, Ref +7, Will +8.
Str 13, Dex 16, Con 15, Int 19, Wis 13, Cha 14/10.
Skills: Alchemy +5, Concentration +6, Hid +4, Intimidate +3,
Knowledge (arcana) +6, Move Silently +2., Scry +4, Spellcraft +6/
Hide +3, Listen +17, Move Silently +4, Spot +17; Feats: Combat
Casting, Craft Wondrous Item, Scribe Scroll, Spell Focus:
Transmutation / Blind-Fight, Improved Initiative, Weapon
Finesse (bite).
Spells (4/4/4/3): 0-leveldaze, flare, ray of frost, resistance. 1stlevelenlarge*, ray of enfeeblement, shocking grasp*, true strike. 2ndlevelblur, ripclaw (x2)*, Tashas hideous laughter. 3rd-leveldispel
magic, haste*, hold person, slow*.
* Focused spells
Possessions: 2 daggers, a leather Iuz mask, a pouchful of spell
components, a money pouch with 50 gp, 20 sp, and a travelling
spellbook with the following spells: daze, ray of frost, enlarge,
blur, ripclaw.
Markun Darkenclaw, werewolf and wizard, is a singularly evil
creature who delights in cruelty in malice. He has little patience
for fools, and even less for failure. He was born a werewolf, and
he delights in what he is. He prefers the company of his own to
all others, and sees normal humans as a step below himself and
his brethren.
Born in the Kingdom of Nyrond before the War years,
Markun found himself attracted to the evil power of Iuz very
early in life. He sided with the demigod long before the
Greyhawk Wars broke out, and was a valued agent of Iuz during
those years. He spent most of the War years in Furyondy, subverting the morale of the military and ripping the throats out of
men and women dangerous to Iuzs cause. When Iuz agreed to
the Treaty of Greyhawk, withdrawing his troops and effectively
ending open hostilities, Markun was sorely disappointed. He
has funneled his disappointment into his activities, and has
found some measure of satisfaction in the quiet, subversive activities of the post-War years.
Combat: As a weremage Markun is practiced in casting spells in
both human and hybrid form. Casting in hybrid form affords
him the best advantages, and so he will normally take that form
before entering a combat.
Alternate form (Su)like all werewolves, Markun can take
on the form of a human, a wolf, or a shaggy, monstrous humanwolf hybrid. Assuming any one shape is a standard action.
Trip (Ex)If Markun makes a successful bite attack can
attempt to trip his opponent as a free action, without making a
separate attack roll.
19 APPENDIX
Resist Lycanthropy
Transmutation
Level: Sor/Wiz 2, Brd 2
Range: Touch
Components: V, S
Duration: 1 minute/caster level
Casting time: One action
Target: One creature
Saving Throw: None
Spell Resistance: Yes
Resist lycanthropy grants resistance to lycanthropic infection from
claw or bite attacks. Every time the subject of this spells effect
must roll for lycanthropic infection, he or she gains a +5 magical
bonus to his Fortitude saving throw. Humanoids afflicted with
lycanthropy gain no benefits from this spell.
The spell focus of this spell is a silver necklace, broach, or
ring, upon which the spell is actually centered. This is not a material component, and is not consumed during casting
Festival Knight
MAPS 20
Festival Knight