CORE1 1 Inheritance
CORE1 1 Inheritance
CORE1 1 Inheritance
Inheritance
A Dungeons & Dragons Living Forgotten Realms Adventure By Pieter Sleijpen
Reviewed by Sean Molley and Shawn Merwin Playtested by John Alan Pascoe, Mark Knobbe, Renout van Rijn, Tjalling Spaans, Yannick Braat
When the Netherese conquered Sembia those who objected were either killed or forced to flee. Decades later, a young man inherits a key to the family vault abandoned seventy years earlier. Desperate for money, he hires you to retrieve its contents in a gamble that something worthwhile is still there. A Living Forgotten Realms adventure set in Sembia for characters levels 1-4.
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Andy Collins, Rob Heinsoo, and James Wyatt. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Players Handbook, Dungeon Masters Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2008 Wizards of the Coast, Inc. For rules questions specific to this document email rpgasanctioning@wizards.com.
Important DM Information
As the DM of the session, you have the most important role in facilitating the enjoyment of the game for the players. You take the words on these pages and make them come alive. The outcome of a fun game session often creates stories that live well beyond the play at the table. Always follow this golden rule when you DM for a group: Make decisions and adjudications that enhance the fun of the adventure when possible. To reinforce this golden rule, keep in mind the following: You are empowered to make adjustments to the adventure and make decisions about how the group interacts with the world of this adventure. This is especially important and applicable outside of combat encounters, but feel free to use the "scaling the encounter" advice (usually for adjusting to different-sized groups) to adjust combat encounters for groups that are having too easy or too hard of a time in an adventure. Don't make the adventure too easy or too difficult for a group. Never being challenged makes for a boring game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience theyre after when they play D&D. Give everyone a chance to shine. Be mindful of pacing, and keep the game session moving along appropriately. Watch for stalling, as play loses momentum when this happens. At the same time, make sure that the players dont finish the adventure too early; provide them with a full play experience. Living Forgotten Realms adventures are designed to be Page 2
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played within 3.5 4 hours; try to be very aware of running long or short. Adjust the pacing accordingly. Give the players appropriate hints so they can make informed choices about how to interact with their environment. Players should always know when enemies are affected by conditions and are bloodied. They should be given clues about how to interact with their surroundings so they can tackle skill challenges, combats, and puzzles without getting too frustrated over lack of information. This helps to encourage immersion in the adventure and gives players little victories for figuring out a good choice from a clue.
Character Death
If a PC dies during the course of the adventure, the player of that character and the rest of the group have two options, provided that they have access to the Raise Dead ritual (either a PC has it and can use it or the characters return back to civilization), they have access to the body, and it is possible to return the dead PC to life. Pay the component cost for the ritual. If the group chooses this option, the cost should be divided evenly amongst the group (500 gp for heroic tier, 5,000 gp for paragon tier, and 50,000 gp for epic tier). Using a source outside the group to cast the ritual costs 20% more than the component cost. Total cost when using an outside source is 600 gp for heroic tier, 6,000 gp for paragon tier, and 60,000 gp for epic tier. A PC that dies and chooses this method of return gains full (or half, if the party was defeated) experience points from the encounter in which the character died, but no experience points for any encounters that were missed while the character was dead. If theres still more of the adventure remaining, the PC continues to earn experience as normal, and receives a normal cut of the rewards at the end of the adventure. Invoke the Death Charity clause. If the group cannot afford to pay for the ritual (or doesnt desire to do so), the PC can choose to return back to life at the end of the adventure. Doing so forfeits all rewards (including treasure and story rewards) earned for the adventure except experience points gained prior to the characters death (the character receives the experience point award for the encounter in which they died). The PC cannot participate in the same adventure a second time.
In short, being the DM for a Living Forgotten Realms adventure isnt about following every word on the page; its about creating a fun, challenging game environment for the players. A great deal of good information on being a DM for a D&D game can be found in Chapters 1-2 of the Dungeon Master's Guide.
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Milestones
No matter if the characters succeed or fail in an encounter, they reach a milestone if it is the second encounter theyve had since the start of the adventure or their last extended rest. Encounters that do not give out experience points do not count for purposes of reaching a milestone. Make certain to mention this information to the players when applicable, as it gives each PC another action point and affects how some magic item powers are used.
Players Introduction
Read or paraphrase the following to the players: You have all received a fancy invitation to a business meeting from the merchant Deskyr Thanterim, to be held at his estate an hour after noon. The merchant is recruiting adventurers for a job and whether out of curiosity, a need for money, both or something else entirely you decided to check it out. The building is in the better part of Suzail, a tall narrow stone house, cramped between similar houses. Your knock on the door is answered by a young woman, apparently a servant, although, she looks and acts more like she belongs in a fishmarket than in the house of a well-to-do merchant. She quickly ushers you into the front room, but not quickly enough for you to avoid seeing that the house has seen better days. Its current owner is either a miser or has hit hard times. The front room has retained its old glory, is furnished comfortably and has paintings and Shou plates decorating the walls. Two large glass windows provide ample light. You are not the only one in the room. With you are several adventuring types, all waiting for Deskyr Thanterim to appear. Allow the PCs to introduce themselves. PCs that succeed at a DC 20 Streetwise check know that members of the Thanterim family have been merchants in Suzail for a long time. The latest patriarch of the family, Hersir Thanterim, was a big spender. He died recently, leaving his son, Deskyr, with many debts. Deskyr is not like his father, having a good reputation when it comes to paying, and he has been working hard to pay his fathers debts. People wonder whether he can keep the business running. PCs who succeed at a DC 20 Religion check, know that the Thanterim family is closely associated with the temple of Tymora.
Adventure Background
When the Shadovar banned all religions except Shar, now seventy years ago, the merchant princes of Urmlaspyr rebelled. At the time Urmlaspyr was a religious and tolerant city. The citys ruling body was ingrained with the temple hierarchies. The Shadovar reacted with force, killing and enslaving many. Others managed to escape and flee into neighboring regions. The battle left its scars on the city, some of which are still present for all to see. Dark clouds, conjured during that conflict, perpetually hide the sun above Urmlaspyr. Parts of the city became and remained dangerous ruins, riddled with the remnants of magical battles and haunted by creatures from the Shadowfell. These regions have been walled, and it is illegal to enter them without permission from the authorities, something that has not been given in decades out of fear of disturbing things that are best left alone. One of the families that fled the city during the rebellion were the Thanterim, merchant princes closely allied with the temple of Tymora. The few survivors fled to Suzail. Seventy years later only one heir remains, the impoverished merchant Deskyr. Deskyrs father recently died, leaving his son nothing but debts, tales of old glory and a key to the old family vault located in the ruins of the mansion in Urmlaspyr. Realizing it is unlikely anything of value remains after seven decades, but desperate for some money, Deskyr decides to hire adventurers to retrieve the contents of the vault. After all, the manor lies in one of the walled-off parts of town, still in ruins after the conflict, and it is unlikely it has been raided except perhaps during the conflict. A group of adventurers should be resourceful enough to get past the guards as well as any monsters that might haunt the ruins.
DMs Introduction
The adventure opens in the house of Deskyr Thanterim in Suzail, capitol of Cormyr. Deskyr wants to hire the PCs to go to the ruined family mansion in Urmlaspyr, and to retrieve the contents of the vault. He doubts anything of value remains, but he has little choice. The trip to Urmlaspyr is uneventful. As one of the two so-called free cities of Sembia, Urmlaspyr is open to
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foreigners, but a few regions, hit hard during the conflict decades earlier, are closed for all. It is illegal to enter these areas. Surrounded by walls and guarded by Sembian guards, getting into them without a permit is difficult. The guards use lethal force against those breaking the edicts. To get past, the PCs either need stealth or a quick tongue. Once past the barrier, the PCs enter a different world. Rubble, darkness and lingering magic make it easy to get lost, especially if all you have is a century old map. Still, eventually the PCs arrive at the ruins of the old Thanterim estate, although, by that time it might be night. At the ruined mansion the PCs need to find the entrance to the vaults. During their explorations, they hear strange noises, but for now nothing happens. The entrance has collapsed and needs to be dug out, which is more dangerous than it appears. Despite the ravages of time, old traps and guardians still function, and reaching the vault doors is easier said than done. With the guardians defeat, the path into the vault is wide open, and proves to be more rewarding than Deskyr had hoped. It contains old documents, a few large art pieces and even some jewelry left behind in the previous owners haste to escape. It is when returning to the surface that the PCs learn the source of the strange sounds earlier on. The ruins are haunted. Old guards come into action when what they see as thieves leave the premises, and more wicked spirits use the opportunity to cause pain. After having defeated the ghosts, the PCs can quickly leave the ruins behind. If they were never spotted, or managed to successfully bluff the human guards outside, they are free to leave Urmlaspyr and return to Suzail with the goods. If not, a Netherese agent, Erart Mirt, confronts them with their crime, offering pardon and proper compensation for the contents of the vault. Leaving the city under those circumstances proves to be difficult, although, not impossible.
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They fled in great haste, and reputedly left behind many valuables. The Netherese forces likely pillaged the mansion, but chances are they never found the vault, let alone entered it. [True] Deskyr has the key to the vault, and he wants the PCs to travel to Urmlaspyr and retrieve the contents of the vault. [True] Deskyrs grandfather was given the key as the oldest surviving heir by his mother (Deskyrs greatgrandmother), who died shortly after the rebellion of a broken heart. His grandfather was a boy at the time. [True] His family never organized an expedition to the vault, lacking interest, focusing on the now and not the past. They also feared alerting the Shadovar to the potential presence of treasure right under their noses. [Partially true, see below.] He is interested in his family history, and he wants to restore some of the family heirlooms. [While true to some extent, it is not the real reason for his interest in the vault.] The ruin of the mansion is located in a so-called Forbidden Zone. These zones are areas in the city that have been permanently scarred by the rebellion that forced the Thanterim family to flee. The regions are walled and well guarded, and it is illegal to enter them. The guards are more to keep things in than to keep people out, but they are allowed to use lethal force no matter the direction the intruders come from. In theory it is possible to acquire permission, but none has been granted except to known agents of the Shadovar, and even they have not entered these regions in the last couple of decades. Officially the authorities fear what adventurers might disturb, but Deskyr also thinks the Shadovar prefer the inhabitants of Sembia to forget the whole affair and worries what kind of damning evidence against their tyranny might be found amongst those ruins? [True] Deskyr has a recent map of Urmlaspyr. The map leaves the Forbidden Zones blank, but he has noted down the location of the mansion with a black dot. It is not too far away from the walls, but he does not know how easy it is to find. After all, the Forbidden Zones are shrouded in darkness, the buildings in ruins and the whole region is reputedly haunted. His family weapon should be recognizable at the entry-posts of the grounds: two dice above the outline of a ship on a blue and white field. The entrance to the vault can be found near the family crypts and a shrine dedicated to Tymora. He knows of no traps or guardians. His grandfather was a child at the time, and not privy to those kinds Page 6
of secrets. It is likely such traps were present, but chances are they have not withstood the privations of time. He also has a scroll with the ritual Tensers Floating Disk. If the PCs dont use it, he wants it back. Deskyr offers 5% of the value of what they find per PC as a reward. If pressed he is willing to pay 20 / 25 gp beforehand as a minimum fee, which will be deducted from the total end reward.
have infiltrated its government at all levels as witnessed by the many unsolved murders of nonSharran clergy.
Unless asked, Deskyr keeps the following specifics to himself. He doesnt do this out of malice, but because it would be bad for business. If the PCs directly ask about these topics, he reluctantly provides honest answers, although, he might try to avoid answering such questions at first: He has no idea if anything of value remains behind, let alone what. His family doubted anything worthwhile could be found in the vault, which is the main reason they never organized an expedition. He is certain that things were pretty chaotic at the time of their flight from Sembia, and that more things were left behind than his grandfather thought. [The last is more wishful thinking than fact, although, it certainly is a reasonable assumption.] Deskyr hit hard times due to the debts he inherited from his father, but he has the money he promised the PCs. The expedition is a bit of a gamble. Praying that Tymora remembers his familys faithful service, Deskyr is investing the last of his money in this expedition. He will go bankrupt unless it succeeds. Even though Deskyr is desperate, he cannot increase the promised reward. He just does not have the money. He can be persuaded to allow the PCs to keep their choice of specific items from the vault, with the exception of deeds and clear family heirlooms, instead of simply paying the reward in coin. He cannot give an exact definition of what constitutes an heirloom, saying it should be discussed if the PCs find anything. If the PCs ask him whether hes afraid theyll rob him, he simply shrugs. He knows its a risk, but he doesnt have much choice in the matter. He has no way to guarantee cooperation, so why make demands that cannot be enforced and which will only strain relations? His family never returned to Urmlaspyr after the liberation by Cormyr, because by that time they had settled in Suzail and there was nothing but painful memories in Urmlaspyr. Besides, the Shades might not officially rule the city, it is likely that they
Treasure
As advance payment each PC receives 20 / 25 gp. The payment is also the minimum the PCs get even if there is no treasure to be found within the family vault.
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is what is available under the Streetwise DC 10 entry below. Urmlaspyr is not a particularly big city, but any nonmagical equipment from the PH is readily available, as are most low-level rituals and magic items. The cost for these items and rituals is as per the PH rules, and availability is as per the LFR rules.
Learning More
It is likely the PCs want to learn more about the Forbidden Zones before proceeding. Allow them to make a Streetwise check. Regardless of the result, they are warned to stay out of those zones. Stories tell about many treasures still left behind but, according to the same stories, the region is haunted by the ghosts of the slain and lingering curses. People especially advise against entering at night when the magic and the ghosts are their strongest. Depending on the check it also reveals the following (and everything of a lower DC): DC 10: The regions are walled with 15feet-high, 3feet-thick stonewalls. No structures are built against these walls, and a clear open road circles them. There are several gates, which are permanently manned. The city-watch regularly patrols the street, mostly to keep people out, but also to keep the occasional shadow-monster in. A specially trained elite unit of shadar-kai warriors and wizards is always on call in case something truly dangerous presents itself. Nobody, including the Watch, is allowed to enter the zones under any circumstances. The guards are rather lax, since nobody has tried to enter in years, nor has anything come out, or at least, so they claim. Many stories told by the citizens say otherwise, of course. Theoretically you could get in with a special permit, but such a permit would require direct approval from both the Shadovar and Cormyrean influenced authorities, something that is extremely unlikely to be granted. DC 15: Whispers about activities within the Forbidden Zones have recently increased. People are disappearing during the night and something from the Zone is being blamed: whether vampires, dark ones, demon cultists or something unknown depends on the teller. Few people talk about it openly, especially to strangers, since authorities discourage such tales. DC 20: A high-ranking Shadovar agent, Erart Mirt, has arrived in the city. He is rumored to be interested in the Forbidden Zone, perhaps Page 8
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organizing an expedition of his own or else to investigate the recent stories. Regardless, people fear his presence since the arrival of such a highranking open agent is rarely a good thing even if his public reasons appear benign and when he is here with permission from the local and Cormyrean authorities.
Treasure
There is no treasure to be gained in this section.
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skill used, all PCs should have equal importance on the end result. If the PCs insist, you actually need to treat each group attempting the challenge as a separate skill challenge.
Streetwise (DC 20 / 21): The first successful Streetwise check gives the PCs insight into the patrol schedule and how best to avoid detection by the guard. A second successful check allows the group to anticipate the behavior of the local citizens. This skill can only be used twice to garner success for the skill challenge, and each successful check grants a +2 bonus to Stealth and/or Bluff checks.
few honest reasons for the guards to help the PCs, so keep an eye out that the PCs are not using Diplomacy for what should be a Bluff check instead. Each check grants a success for the skill challenge. Insight (DC 15 / 16): You empathize with the guards and use that knowledge to encourage assistance. Successful use of this skill shows that some guards hate this job because hardly anything happens and there is little chance for promotion. Others hate it, because they greatly fear the Forbidden Zone. The first time a PC earns a success through an Insight check, they also learn that the guards are open to a bribe of 50 gp. Paying that bribe provides one automatic success. Intimidate (DC 15 / 16): The city watch is a hierarchical organization and, by pulling rank or threatening the guards with the wrath of their superiors, it is possible to gain a success through Intimidation. Mentioning the Shadovar agent, Erart Mirt, the first time this skill is used, grants a +2 bonus on the Intimidate check. Religion (DC 10 / 11): You realize the importance the religion of Shar holds, even in free Sembia. This skill check is only available after one of the characters has gained a success using the Diplomacy skill, and it can be used this way only once. A successful use of the Religion skill allows a +2 on the next skill check undertaken by any of the PCs in addition to granting a success for the skill challenge. Streetwise (DC 10 / 11): A Streetwise check can be made only once to represent PCs finding the right group of guards. Failing the check not only provides 1 failure, it also gives a 2 penalty on all subsequent Bluff checks and it is impossible to bribe the guards even on a successful Insight check (see above).
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The government building of Urmlaspyr is designed to impress, to show the power and wealth of the government it represents. The public servants are pompous, convinced of their own importance, dedicated to proper procedures and perhaps even open to a bribe to speed things up. First the PCs need to find the person that can give them permission to enter the Forbidden Zone. Once found, they need to convince him that approval should be granted. Since nobody has requested entry to these areas in years, finding the right person is difficult. About half this skill challenge is about finding the right person, before the PCs are finally directed to Erart Mirt, the Shadovar agent sent here to investigate the rumored activities in the Forbidden Zone. The other half of the challenge is to supposedly convince Erart to grant permission. Erart Mirts description can be found in Encounter 9. Erart Mirt is inclined to grant permission anyway, but only if the PCs provide a good reason, and only under a couple of strict conditions. First, the PCs should make a detailed report on what they see and hear while in the Forbidden Zone. Secondly, anything they find while on the other side should be checked by Erart for contraband, which the PCs are not allowed to keep, and proper taxes need to be paid over what they are allowed to take away. Contraband would be, for example, documents pertaining illegal religions, deeds of properties that currently belong to the Sembian government and its friends, dangerous magic items and so forth. Thirdly, the PCs need to promise to be extremely careful about waking things that are best left asleep. It wouldnt look good if their investigations angered monsters who then attacked innocent citizens. If the PCs accept these conditions, permission is granted. The skill challenge is treated as a failure, and Erart Mirt is waiting at the border of the Forbidden Zone. In case of a success, however, the PCs receive full xp. Bluff (DC 15 / 16): Proper compliments, lying about the reasons for being here, and similar bluffs to grease the wheels of government help earn the PC one success in the skill challenge. Diplomacy (DC 15 / 16): By remaining patient and polite, regardless of the red tape, the PC earns respect and a success. The first success in Diplomacy also reveals that the religion of Shar holds an important role in the government of Sembia. The PC can now use Religion to earn a success. CORE1-1 Inheritance
History (DC 15 /16): By showing they know the correct rules and regulations and have an insight into the proper hierarchy the PC earns a success. Insight (DC 15 / 16): By showing empathy, the PC gains a success. The first time a success is earned using Insight, the PCs learn they should not use Intimidate. The first success also allows them to spend 50 gp as a bribe, generating an automatic success if they do so. Intimidate: The Sembian government officials cannot be intimidated. They might show proper deference, but, instead of being helpful, throw all kinds of red tape across the PCs path. Using Intimidate results in 1 automatic failure. Religion (DC 10 / 16): By quoting the doctrines of the faith of Shar the PCs can impress any civil servant and earn a success for the skill challenge. This skill can only be used once.
Experience Points
PCs who successfully conclude the skill challenge gain 60 / 90 xp. If they fail, they gain half xp.
Treasure
There is no treasure to be gained in this encounter. Page 12
History (DC 15 / 16): Having studied old maps of Sembia, you have a reasonable idea of the layout of the streets before the rebellion. A successful check adds 1 success to the skill challenge. Perception (DC 20 / 21): Spotting the right landmark or path is a great boon, but difficult in the darkness or twilight. A successful Perception check not only grants a success for the challenge, but also provides a +2 bonus on the next Athletics check.
Experience Points
The PCs gain 20 / 30 experience points each for successfully completing this skill challenge.
Treasure
There is no treasure for the PCs in this encounter.
Skill Challenge
The PCs undergo this skill challenge as they try to find their way in the Forbidden Zone, without suffering a serious accident involving collapsing ruins, or getting lost completely. Arcana (DC 15 / 16): Knowledge on the Shadowfell and how it influences distance and perception is a great boon for anybody traveling through a Forbidden Zone. A successful Arcana check generates one success. Athletics (DC 15 / 16): At least two PCs should make Athletics checks to represent getting past rubble that blocks the road without any serious accident. A successful check adds 1 success to the skill challenge. CORE1-1 Inheritance Page 13
in the ritual can reroll one d20 roll before knowing if the first roll was a success or failure. If again consecrated, the shrine also offers protection against the undead in Encounter 8. The likely entrance into the vault is hidden under a heap of debris that needs to be removed.
Skill Challenge
Once the PCs find the entrance, they need to start digging. Doing so in the unstable area is difficult and dangerous requiring both strength and skill. Throughout their work, the PCs hear strange noises. Athletics (DC 15 / 16): Athletics represents the actual digging, and at least two characters should make a check each turn. A failed check indicates that all members of the party loose one healing surge due the tunnel partially collapsing during the work. In addition this counts as a failure for the challenge. Dungeoneering (DC 15 / 16): Dungeoneering is used to determine the safest method to dig and to decide how to support the walls. At least one character should make a Dungeoneering check during each turn. Perception (DC 10 / 11): You notice something that helps you better dig through the rubble, or spot a weakness overlooked by others. Using this skill doesnt count as a success or failure, but instead provides a +2 bonus or, if failed, a 2 penalty to the next characters Athletics or Dungeoneering check.
Experience Points
The PCs gain 40 / 60 experience points each for successfully completing this skill challenge.
Treasure
There is no treasure to be found in this encounter.
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The alcove, directly to the left of the entrance, has partially collapsed, filling the area with debris. The corridor itself remains relatively uncluttered, since most of the debris fell into the pit. While the floor on the entrance side of the corridor is wet and muddy, this has no effect on movement. A DC 16 Perception check reveals a once wellhidden control panel next to the door. It is damaged beyond repair. A DC 16 Thievery check reveals that a similar control panel is most likely located at the other end of the corridor with which some kind of trap can be controlled. The nature of the trap is unclear. The statues on that side the wall are life-sized humans, depicting various richly dressed lords and ladies, possibly ancestors of the Thanterim family. Directly across from the trigger plates, the PCs can see the skeletal remains of a human slammed against a statue. The glitter of jewels can also be seen. The cause of death is impossible to determine after all this time. Information on the trap can be found in the monster stats below.
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Athletic check is needed to climb them, and they provide cover. The square of a destroyed statue is considered difficult terrain and costs double movement. Vault doors: The vault doors are a double stone door with a sturdy lock (AC/Reflex 4; Fort 12; hp 80; Break DC 25). It takes a standard action to unlock the door.
Treasure
The skeletal remains of a human lie next to a statue in a pile of debris. Most of its equipment and clothing has decayed beyond usability, but it wears a pair of acrobat boots and jewelry worth 10 / 15 gp.
Tactics
The homunculi stay hidden until the PCs see them, trigger the trap or move beyond the trigger plates. Once any of these conditions is met, they rush out to attack the PCs. They try to lure the PCs into the guarded area, realizing their attacks are more effective in that region. If the trap is not triggered yet, they trigger it as well. The clay scouts prefers to start with mind touch, afterwards moving next to their hopefully now dazed opponent. Their preferred targets are creatures that look to be weak in melee, so that they do not need to fear attacks of opportunity when they use mind touch, while using that person as a victim of redirect. The iron cobras stay in front of the vault doors focusing on whatever is in front of them, using poison the mind against opponents threatening the scouts, if possible. The cobras focus on the same target, using slithering shift, if necessary, to do so. The trap has no tactics, the crossbow turrets, mounted behind the statues, fire at the closest opponent. The homunculi fight to the death, or until the PCs flee the corridor and vault. They do not give chase.
Experience Points
The characters receive 130 / 180 experience points each for defeating the homunculus guardians and the trap. CORE1-1 Inheritance Page 16
Level 2 Blaster
Small natural animate (construct, homunculus) Initiative +7 Senses Perception +6; darkvision HP 31; Bloodied 15 AC 16; Fortitude 13, Reflex 14, Will 15 Immune disease, poison Speed 6, fly 3 (clumsy)
m Bite (standard; at-will) Poison
Trap XP 125 Trap: Two crossbows attack each round on their initiative after they are triggered. Perception DC 20: The character notices the trigger plates. DC 25: The character notices the location of the hidden turret emplacements. DC 25: The character notices the hidden control panel. Initiative +2 Trigger The trap activates and rolls initiative when a character enters one of the four trigger squares in the room. Attack Standard Action Ranged 10 Targets: Each crossbow attack one intruder. It magically distinguishes intruders from the homunculi and it does not attack the homunculi. Attack: +7 vs. AC Hit: 2d8 + 2 damage Countermeasures A character who makes a successful Athletics check (DC 12 or DC 22 without a running start) can jump over a double pressure plate square. An adjacent character can disable a trigger plate with a DC 25 Thievery check. Attacking a trigger plate (AC 12, other defenses 10) only triggers the trap. A character can attack a turret (AC 16, other defenses 13; hp 38). Destroying the turret stops its attacks. A character can engage in a skill challenge to deactivate the control panel. DC 20 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active.
+3 vs. AC; 1d6 damage, and the homunculus makes a secondary attack against the same target. Secondary Attack: +2 vs. Fortitude; the target is slowed (save ends). See also guard area.
Iron Cobra
Level 3 Skirmisher
XP 150
Medium natural animate (construct, homunculus) Initiative +5 Senses Perception +7; darkvision HP 51; Bloodied 25 AC 17; Fortitude 17, Reflex 15, Will 14 Immune disease, poison Speed 7; see also slithering shift
m Bite (standard; at-will) Poison
+8 vs. AC; 1d8 + 2 damage, and ongoing 5 poison damage (save ends).
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Level 3 Blaster
Small natural animate (construct, homunculus) Initiative +8 Senses Perception +7; darkvision HP 43; Bloodied 21 AC 18; Fortitude 15, Reflex 16, Will 17 Immune disease, poison Speed 6, fly 3 (clumsy)
m Bite (standard; at-will) Poison
Trap XP 150 Trap: Two crossbows attack each round on their initiative after they are triggered. Perception DC 20: The character notices the trigger plates. DC 25: The character notices the location of the hidden turret emplacements. DC 25: The character notices the hidden control panel. Initiative +3 Trigger The trap activates and rolls initiative when a character enters one of the four trigger squares in the room. Attack Standard Action Ranged 10 Targets: Each crossbow attack one intruder. It magically distinguishes intruders from the homunculi and it does not attack the homunculi. Attack: +8 vs. AC Hit: 2d8 + 3 damage Countermeasures A character who makes a successful Athletics check (DC 12 or DC 22 without a running start) can jump over a double pressure plate square. An adjacent character can disable a trigger plate with a DC 25 Thievery check. Attacking a trigger plate (AC 12, other defenses 10) only triggers the trap. A character can attack a turret (AC 16, other defenses 13; hp 38). Destroying the turret stops its attacks. A character can engage in a skill challenge to deactivate the control panel. DC 20 Thievery. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active.
+5 vs. AC; 1d6 + 1 damage, and the homunculus makes a secondary attack against the same target. Secondary Attack: +4 vs. Fortitude; the target is slowed (save ends). See also
Iron Cobra
Level 5 Skirmisher
XP 200
Medium natural animate (construct, homunculus) Initiative +6 Senses Perception +8; darkvision HP 67; Bloodied 33 AC 19; Fortitude 19, Reflex 17, Will 16 Immune disease, poison Speed 7; see also slithering shift
m Bite (standard; at-will) Poison
+10 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save ends).
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Treasure
The vault is filled with large pieces of art, mostly paintings, carpets and statues. Selling these is difficult and time consuming. Whether the PCs deliver the art to Deskyr Thanterim or Erart Mirt, or sell it themselves they earn 40 / 60 gp. In addition they find the suit of delvers armor +1, a ritual book with the ritual Make Whole and Tymoras Scriptures.
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is completely dark, unless the PCs carry a light source of their own. Pit: The pit is ten-feet deep and requires a DC 12 Athletics check to climb out. Pool: The pool is about four-feet deep, and has a very rough bottom. Movement costs are multiplied by four, but the water provides cover against attacks made by people outside the pool. Rubble: Various areas on the battlefield are strewn with debris and rubble. Movement in these areas costs double. Sarcophagi: These stone sarcophagi are three-feet high. Jumping on them requires a DC 30 Athletics check (DC 15 with a running jump) or costs two squares of movement. Shrine: Number 2 on the map. If the PCs consecrated it during Encounter 5, PCs within 3 squares of the altar gain a +1 power bonus to all defenses against the undead. If they have not yet consecrated it, a DC 20 Religion check as a standard action causes the same effect. If so consecrated, the statue glows with a soft yellow light, which is difficult to miss, as soon as the first undead manifest. Stairs: Area 1 on the map. The PCs come from this direction. The stairs are considered difficult terrain costing 2 squares of movement to traverse. If the PCs failed the skill challenge in Encounter 5, each square costs 3 squares of movement instead. Walls: These crumbling walls block movement for corporeal creatures. They can be climbed with a DC 10 Athletics check. A creature can try to push over a 2 square section of wall with a DC 12 Str check. The character can then make a Str vs. Reflex attack against all creatures directly behind the wall. The attack deals 2d10 + 3 points of damage. Remove the wall and change it and the area behind it into difficult terrain. The specter is aware of the weakness of the walls and, if an opportunity presents itself, it is not above giving it a try (describe it as a telekinetic effect in case the players have difficulties imagining an insubstantial creature pushing over a wall).
Tactics
The tactics of the phantom warriors are simple: they stick together to gain maximum advantage of phantom tactics and all attack the same target in a coordinated fashion. They are not above switching the order of their attacks to make sure the healthiest phantom marks their victim. Likewise, they are not above switching targets if doing so makes more sense. It is possible to convince the phantom warriors not to fight, by succeeding at a level 3 / 5 complexity 3 social Page 21
skill challenge using Bluff, Diplomacy, Insight and History. At a minimum the PCs need to show the key. The warriors keep fighting until the skill challenge has been successfully completed. If the PCs keep fighting during the attempt to negotiate with the warriors, the challenge automatically fails. Only allow this action if the players have shown a love of role-playing. In this case, you can loosen up the aggressiveness of the warriors if needed. The specter would definitely not stop fighting. The specter remains invisible and out of the way at the start of the fight. It delays its attacks until it has a reasonable idea of what it is facing. As soon as that happens, the specter joins the fight by maneuvering into a good position to use spectral barrage against the largest group of PCs, but without hitting its allies. It waits until just before the warriors turn to give them optimal advantage against prone PCs. From then on, it either attacks with spectral barrage (if it recharges), spectral touch or by turning invisible when threatened enough. Do not forget its action point, which it uses at an opportune time to become invisible, or the fact that it (and the phantom warriors) can move through walls. About halfway through the fight, it uses its call of the grave ability against a PC who is a bit away from the main group, especially archers, warlocks or wizards. The phantom warriors and the specter and its skeletal minions are not true allies. While they do not consider each other enemies, any coordination between the two groups is either coincidence or one side simply taking advantage of an opportunity created by the other. Unless convinced to leave, the phantom warriors fight to the death and they are not open for reason. They only stop attacking when the PCs return everything they took from the vault. The specter flees when at 10% or less of its hit points, never to return. Any surviving skeletons keep fighting until destroyed.
the chase, but become less aggressive and they just make sure the thieves leave the area. Otherwise the encounter ends with the defeat of the undead. Regardless, the PCs need to return to the inhabited parts of the city. Returning to the border of the Forbidden Zone is a lot easier than finding one ruin among many and the PCs soon find themselves at the wall. If it is night, they get the feeling they are observed, but they do not see anything. The ease with which they can get outside the Zone depends on how well they did in Encounter 3. If they were successful with the skill challenge, it is relatively easy, even with the loot. There are no guards on this side of the wall and, once on the other side, it is easy to disappear. So it is just a matter of good timing. Once the PCs are on the other side of the wall, proceed with the Conclusion in Encounter 9. If the PCs failed the skill challenge in Encounter 3, the Shadovar agent, Erart Mirt, has heard of their intrusion. He has prepared a special welcome. Proceed with Encounter 9, using the whole encounter.
Experience Points
The characters receive 150 / 200 experience points each for defeating the undead.
Treasure
There is no treasure to be found in this Encounter.
Medium natural animate (undead) Initiative +4 Senses Perception +3; darkvision HP 1; a missed attack never damages a minion. AC 18; Fortitude 15, Reflex 16, Will 15 Immune disease, poison Speed 6
m Longsword (standard; at-will) Weapon
Ranged 15/30; +8 vs. AC; 4 damage. Alignment Unaligned Languages -Str 15 (+3) Dex 17 (+4) Wis 14 (+3) Con 13 (+2) Int 3 (-- 3) Cha 3 (-3) Equipment: heavy shield, longsword, shortbow, quiver of 10 arrows.
Phantom Warrior
Level 3 Soldier
Medium shadow humanoid (undead) XP 150 Initiative +7 Senses Perception +12; darkvision HP 32; Bloodied 16 AC 17; Fortitude 15, Reflex 14, Will 15 Immune disease, poison; Resist insubstantial Speed 6, fly 6 (hover); phasing
m Phantom Sword (standard; at-will) Necrotic
+8 vs. Reflex; 1d8 + 1 necrotic damage, and the target is marked until the end of the phantom warriors next turn. Phantom Tactics A phantom warrior has combat advantage against any target that has another phantom warrior adjacent to it. Alignment Unaligned Languages Common Str 14 (+3) Dex 12 (+2) Wis 11 (+1) Con 12 (+2) Int 10 (+1) Cha 14 (+3)
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Medium natural animate (undead) Initiative +4 Senses Perception +4; darkvision HP 1; a missed attack never damages a minion. AC 20; Fortitude 17, Reflex 18, Will 17 Immune disease, poison Speed 6
m Longsword (standard; at-will) Weapon
Ranged 15/30; +8 vs. AC; 5 damage. Alignment Unaligned Languages -Str 15 (+4) Dex 17 (+5) Wis 14 (+4) Con 13 (+3) Int 3 (-- 2) Cha 3 (-2) Equipment heavy shield, longsword, shortbow, quiver of 10 arrows.
Close burst 2; targets enemies; +8 vs. Will; 2d6 + 3 psychic damage, and the target is knocked prone. R Call of the Grave (standard; encounter) Ranged 10; four undead minions of the death masters level, or lower, appear in any unoccupied space within range. These undead minions take their turns immediately after the death master. Invisibility (standard; at-will) Illusion The specter becomes invisible until it attacks or until it is hit by an attack. Alignment Chaotic evil Languages Common Skills Stealth +9 Str 10 (+2) Dex 15 (+4) Wis 8 (+1) Con 13 (+3) Int 6 (+0) Cha 15 (+4)
Phantom Warrior
Level 5 Soldier
Medium shadow humanoid (undead) XP 200 Initiative +8 Senses Perception +13; darkvision HP 48; Bloodied 24 AC 19; Fortitude 17, Reflex 16, Will 17 Immune disease, poison; Resist insubstantial Speed 6, fly 6 (hover); phasing
m Phantom Sword (standard; at-will) Necrotic
+10 vs. Reflex; 1d8 + 2 necrotic damage, and the target is marked until the end of the phantom warriors next turn. Phantom Tactics A phantom warrior has combat advantage against any target that has another phantom warrior adjacent to it. Alignment Unaligned Languages Common Str 14 (+4) Dex 12 (+3) Wis 11 (+2) Con 12 (+3) Int 10 (+2) Cha 14 (+4)
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Assuming the PCs eventually accept the situation, he quickly gets down to business. He wants a detailed report on their expedition, and he orders the shadarkai soldiers to search the PCs and their possessions. Most of what they have retrieved from the vault is confiscated, especially the scriptures of Tymora. In return, he pays each PC 45 / 60 gp, lets them take one or two items from the vault (the boots and armor) and gives them his token (see story reward CORE2 Shade Coin) as his sign of appreciation. Afterwards the PCs are free to go. Erart only laughs when the PCs point out that the Empire of Netheril has no authority within Urmlaspyr. Are the PCs really nave enough to belief that? If they insist on calling the real authorities, he points out that his guards are part of the Watch, and he is here with permission from the local government. They hired him to deal with issues pertaining the Forbidden Zone, and as such he has jurisdiction over the PCs. Since it is true, there is no point in calling upon his bluff. It only makes things more difficult for the PCs. If the PCs do not listen to reason, Erart still acts the same way, but with much more force and aggressiveness. The PCs are also escorted to the first ship due to leave the harbor, with the order to never return It is certainly possible that the PCs are able to hide small items such as Tymoras Scriptures. Doing so, either requires preliminary knowledge of meeting Erart, or some quick thinking and good skill use. It should not be easy, but reward good thinking.
Treasure
If the PCs were forced to hand over the contents of the vault, they gain a Dhade Coin as well as 45 / 60 gp and the magic items found in Encounter 6 and 7. They also gain a symbol of life as an extra reward from Erart.
Conclusion
The adventure ends with the PCs having either recovered the contents, or returning empty handed. If the PCs return to Deskyr with the full contents of the vault, he is ecstatic, gladly paying the PCs the agreed upon salary. He also gives them a symbol of life as an additional reward. In addition, when he learns about the scriptures, he makes sure the temple of Page 26
Tymora gets them. In that case, the PCs earn a CORE1 Tymoran Token. If on the other hand the PCs return without any of the vaults contents, or only a limited amount, he is disappointed, but accepts his losses. The treasure the PCs might have is not enough to get him out of trouble, and he allows the PCs to keep any magical items they have found. If the PCs insist giving the items anyway, he accepts the magic items eventually since he can use the money. If the PCs manage to rescue the scriptures, he makes sure the temple of Tymora gets them and the PCs earn the Tymoran Token. Finally, if the PCs never return, and chose to keep what they found, they do not get very rich because of it. Most of it is difficult to sell. They do get to keep the Tymoran Scriptures (CORE3 Tymoran Scriptures) and the associated adventure rewards. The stack of Tymoran scriptures contains many cryptic verses, hidden clues and secret texts. Simply copying the texts has no effect without the originals. Hence the PCs cannot earn both CORE1 and CORE3 even if they spend some time copying it. PCs that take time studying the texts realize this.
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Rewards Summary
At the conclusion of the adventure, the PCs earn experience points, treasure, and possibly story awards. All totals listed here are per PC. A number before the slash is the low-level value; after the slash is the highlevel value.
Important DM Information
It is critical that you enter the PC rewards accurately on the tracking form, and ensure that the information is reported and entered online in a timely manner. While players will be able to track their character's information on paper, the online information serves as an important backup and verification of play. Ask the players for their RPGA numbers and character numbers (usually a single digit) when you begin to fill out the tracking form.
Experience Points
Give PCs a full award for each encounter they successfully completed, and a half award if they were unsuccessful. Give no award if the characters did not play the encounter at all. Encounter 3: Into the Shade 60 / 90 XP Encounter 4: Before Nightfall 40 / 60 XP Encounter 5: Under Rubble 20 / 30 XP Encounter 6: Silent Guardians 130 / 180 XP Encounter 7: Dark Haunts 150 / 200 XP Total Possible Experience 400 / 560 XP
If characters buy or sell magic items or other gear during the adventure (or pay for services) add or subtract that amount from the total gold the PC receives at the end of the adventure. If a player selects an option that gives their character more gold, add that to the gold all characters receive, and ensure you enter the total amount of gold gained (minus any expenditures) online. You can have a negative number and enter that negative online. PCs receive 20% of a magic item's purchase price for any item they sell. If a player selects a magic weapon or suit of armor for their PC that is not specific on the type of item listed, they must select the exact item at the time they choose that bundle. For example, if a duelists weapon +1 is listed as a choice in a bundle, a player selects the form of the weapon amongst the choices possible for that magic item (light blades). If the player selects the item as a +1 duelists dagger, the player writes that information down on the PCs adventure log and the item is forever after that specific weapon. An asterisk next to a magic item means that it is an item that appears in the New Rules section. Gold Per PC 75 / 100 gp (Encounter 1: 20 / 25 gp, Encounter 6: 10 / 15 gp; Encounter 7: 45 / 60 gp)
Treasure
Each PC receives treasure in the form of gold pieces as well as one share from a treasure bundle. The treasure bundle may give the PC more gold, a magic item, or some other item of value. Each player makes one selection for their character; players may choose the same treasure bundle. Mark the one-letter bundle ID on the tracking form next to any character that selects a bundle; note that it is possible (and likely) that some characters will not select a bundle for each session of play.
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Story Awards
Award these if the PC completes the condition for the award in the adventure. Pass out certificates to the players for their story awards. If a PC earns three awards, they may only have 2 of them and must pick which two they want before ending the session. Make sure to mark the story award codes next to each character that earned them on the tracking form. If the PCs gave the Tymoran Scriptures to Deskyr Thanterim or the temple of Tymora they gain CORE1. If the PCs kept the scripts themselves, they get CORE3. If the Shadovar agent Erart Mirt caught the PCs they gain CORE2 regardless of whether they gave him the Tymoran Scriptures or not. CORE1 Tymoras Token Tymoras token is an octagonal golden coin about 1 inch in diameter. One side depicts three rolling dice and the other the head of Tymora. The coin glows softly as long as in the hands of the person who earned the token. When the coin is tossed by its owner, it always land on the side predicted. When shown, Tymorans treat the owner of the coin more favorably. Enemies of Tymoras faith tend to react less favorably instead. The exact effects are up to the DM, but it should never generate automatic success or failures unless specified otherwise in the adventure. CORE2 Shade Coin The coin is a silver triangle with 1 inch sides. One side of the token is featureless. The other side of the coin depicts a personalized symbol of Shar. As long as the person who earned the token has it in his possession it feels remarkably cold. It is a sign of having earned the favor of a specific high-ranking Shadovar agent. Showing the coin to other Netheril agents or governments under control of Netheril helps, but it could create the opposite effects due to enmities between various factions among the Shadovar. Showing it to enemies of Netheril is guaranteed to generate distrust. The exact effects are up to the DM, but it should never generate automatic success or failures unless specified otherwise in the adventure. CORE3 Tymoran Scriptures These scriptures detail stories and ritual practices of Tymora. They are decorated with finely detailed pictures. Most stories and rituals are somewhat outdated, but they can be a great help when dealing with the religion of Tymora, assuming you have some CORE1-1 Inheritance
time to study the texts. The exact effects are up to the DM, but it should never generate automatic success or failures unless specified otherwise in the adventure. In addition, there is a detailed map filled with cryptic clues about an unknown temple of Tymora.
Adventure Questions
Mark the answers to the following adventure questions on the tracking form. 1. How did the PCs try to enter the Forbidden Zone? a. Snuck past the guards. b. Bluffed ones way past the guards. c. Got a permit. 2. Did the PCs remain undetected while getting into the Forbidden Zone? a. Yes. b. No. 3. What did the PCs do with the majority of the treasure found in the vault? a. They kept it for themselves. b. They gave it to Deskyr Thanterim. c. They gave it to the Shadovar agent Erart Mirt. 4. Who got the Tymoran Scriptures? a. The PCs. b. Deskyr Thanterim or the temple of Tymora. c. The Shadovar agent Erart Mirt.
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