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D&D Forgotten Realms - The Red Wizards of Thay Campaign Setting

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Published by Sataari, 2021-04-15 03:00:45

D&D Forgotten Realms - The Red Wizards of Thay Campaign Setting

D&D Forgotten Realms - The Red Wizards of Thay Campaign Setting

Keywords: D&D,DnD,5e,Dungeons,Dragons,Forgotten,Realms,Campaign,Setting,Red,Wizard,Wizards,Thay

Iyachtu Xvim, The Godson, Son of Loviatar, Maiden of Pain, Goddess of assistance in their various conspiracies
Bane, Demipower, LE Pain, Hurt, Patron of Torturers, Demi- to gain power.
Symbol: A pair of green, glowing eyes power, LE, Gehenna
on a black field. Symbol: A black whip of nine strands The high priest of Mask in Thay is a
with barbed tips. 13th level cleric who travels all over the
The Godson is rarely worshipped. He country to keep eyes on his flock. The
often acts in his father’s interests, and Loviatar is the handmaiden of Bane master of the temple at Bezantur is a
has been seen many times in Thay, no and Bhaal, and worshipped as such 10th level cleric who answers to the
doubt attempting to further his father’s among Thayvian nobility. There is a master of the temple when he is in
worship. temple in her name in the city of Bezan- town.
tur (which is known as the City of a
There are no temples to the name of Thousand Temples), but otherwise she Myrkul, Lord of Bones, Old Lord
the godson; he is worshipped through is worshipped along with Bane and Skull, God of the Dead, Wasting, Decay,
the worship of Bane. Bhaal. The highest ranking cleric of Corruption, Parasites, Old Age, Dusk,
Loviatar alone is the high priestess of Fall, Exhaustion, Greater Power, NE,
Kossuth, The Lord of Flames, The the Bezantur temple. She is 8th level. Hades
Firelord, Tyrant among Fire Elemen- Symbol: A skull or skeletal hand.
tals, God of Elemental Fire, Lesser Malar, The Beastlord, The Stalker,
Power, N, Plane of Fire God of Wild, Marauding Beasts, Blood- Myrkul is the patron of necroman-
Symbol in Thay: A sceptre outlined in lust, and Hunting, Demipower, CE, Tar- cers, and the college of necromancy is
fire. terus one of the most powerful in Thay.
Symbol: A taloned, bestial claw. Myrkul and Kossuth are the dominant
All of the elemental rulers are wor- gods of Thay.
shipped to some extent in Thay, but Malar is the only one of the Gods of
Kossuth is pre-eminent among the ele- Fury who is much worshipped in Thay. There are temples to Myrkul in every
mental lords. The Red Wizards have In general, the Gods of Fury are too city of Thay and shrines in every slave-
long concentrated on fire magic, and independent for the liking of the Red farm and tax station. The main temple
Kossuth and Myrkul are the closest Wizards. However, the bloodlust and is in Surthay—home city of the Zulkir of
thing to the dominant gods of Thay. killing fever of his worship are popular Necromancy.
among the rulers of Thay who enjoy
There are temples to Kossuth all over hunting. The high priest of this religion in
Thay, but the main temple is in the city Thay is a 16th level high priest who
of Tyraturos, whose surrounding dry Malar has his distinctive woodland resides in Surthay.
plains are the most amenable to his sen- temples in special copses (which are
sibilities. The temple is open to the sky avoided and despised by druids) outside Mystra, The Lady of Mysteries, God-
and surrounded by eternal flames most of the cities of Thay and scattered dess of Magic, Greater Power, LN, Nir-
which accept the sacrifices of animals among the usual hunting preserves in vana
and slaves that propitiates Kossuth. the Realm. The high priest of Malar is a Symbol: A blue-white star.
12th level priest residing in Pyarados,
The highest ranking cleric for Kos- where the hunting in the Sunrise Mystra is worshipped in some ways
suth is a 16th level high priest in that Mountains is best. This priest can also by all magic-users, and the Thayvian
temple. act as a cleric of the other Gods of Fury wizards are no exceptions. Usually,
if needed. however, she is not worshipped exclu-
Leira, Lady of the Mists, Goddess of sively by any of them.
Deception, Illusion, Demipower, CN, Mask, Lord of Shadows, God of
Limbo Thieves, Intrigue, Lesser Power, NE, Mystra has temples in all the cities of
Symbol: A triangular plaque, point Hades Thay. They are usually restricted to Red
downward, painted in cloudy, swirling, Symbol: Black velvet mask. Wizards and their entourages. The
grays. largest temple is in Bezantur, but the
Mask is as popular among the under- chief temple is the scarcely-smaller one
Leira is the inspiration of the Illusion- world of Thay as he is anywhere else in in Eltabbar. The high priestess of Mys-
ists of Thay. She is not held in high the Realms. tra is a 14th level cleric in Eltabbar.
regard throughout the Realm, but
there is a medium-sized temple dedi- There is a major temple to his wor- Shar, Mistress of the Night, The Lady
cated to her worship in Eltabbar, whose ship in the city of Bezantur, where the of Loss, Goddess of Darkness, Night,
Tharchioness is thought to be a student thieves are dominant, but he only has Loss, Forgetfulness, Greater Power, NE,
of the school of Illusion. The highest easily-disguised shrines elsewhere in Hades
ranking cleric of this worship is 8th the Realm. Many Red Wizards give Symbol: Circle of black with a border of
level, and resides in the Eltabbar tem- some worship to Mask in hopes of his deep purple.
ple.
Shar is worshipped along with

50

Myrkul, and turned to for consolation before, Talona has been worshipped by tion
when a loved one dies. the lower classes and some members of Symbol: A woman’s full face or profile
the ruling class in a propitiary way to within a circle of gold.
Every temple to Myrkul has a shrine keep her plagues away from the wor-
to Shar, and there are major temples to shippers. Also, the Assassins worship The growing middle class of Thay
her alone in Bezantur, Eltabbar, and her along with her patron, Bhaal. worships Waukeen. The Zulkirs are not
Pyarados. The temple in Surthay is part certain what their attitude toward this
of the temple to Myrkul, but has its own There is a major temple to Talona in goddess should be, but then they are
wing. Bezantur, and every temple of Bane has not certain what to do about a lot of
a shrine to her. There are also private things concerning the middle class.
The main cleric of Shar in Thay is a shrines in the homes of several mem-
12th level priestess who reports to the bers of the nobility and merchants and There is a temple of Waukeen in Tyra-
high priest of Myrkul. in the guildhalls of the Assassins Guild. turos, and of course one in Bezantur.
The offial highest-ranking cleric of
Talona, Lady of Poison, Mistress of The chief priest of Talona is a 9th level Waukeen is an 8th level priest in Tyra-
Disease, Goddess of Disease, Poisoning, cleric who runs the temple in Bezantur. turos, but Dimon of Tyraturos, the
Demipower, CE, Tarterus Tharchion, is rumored to be a high-
Symbol: Three teardrops in a triangle, Waukeen, Liberty’s Maiden, Mer- ranking priest of the goddess.
apex upwards. chantsfriend, Goddess of Trade, Money,
Lesser Power, N, Concordant Opposi-
Since the plagues of a hundred years

51

MAJOR PERSONALITIES OF THAY

The entries on persons presented in Szass Tam’s Spellbook Duration: Permanent
this section are arranged as follows: Saving Throw: None
Name, Base of Operations, Level and Szass Tam has every Necromancy spell Area of Effect: One creature
Class, Alignment, Deity, Race and Sex. in his spellbook, including the named Explanation/Description: This spell is
spells that are not normally in every nec- used on any newly-dead person on
Zulkir Szass Tam romancer’s book. He also has cold of cold, whom the preservation spell has been
dimension door, and phase door; and oth- placed. The body becomes a zombie of
Delhumide er spells that may be useful. unusual power (see INVASION OF THE
24th level Magic-User, School of LIVING DEAD in the Adventures Sec-
Necromancy, Red Wizard of Thay He also has two unique spells that are tion) and ability. It does not work on
NE Myrkul only also known by a couple of his most skeletons.
Lich Male trusted apprentices.
Szass Tam is zulkir of the School of The body affected must be a person
Necromancy, third head of his family Preservation (Alteration/Necro- with good fighting ability, though it
since the first days of Thay. He has been need not originally have been a fighter.
around for 250 years, 195 of them as a mancy) However, the body loses any skills other
lich. He understands undead as no one than fighting skills it had, so fighters are
else can. Level: 3 Components: V, S, M the best candidates.
Unlike most liches, Szass Tam
presents a very human-like aspect to Range: Touch Casting Time: 1 turn Szass Tam has many magical items.
the world. His clothes are not rotting, Among them is a wand of whips. This
and his body is very well preserved, Duration: 1 day per level of caster wand shoots forth a whip-shaped field
thanks to the preservation spell he has of white, shimmering, magical force to
applied to himself that he renews every Saving Throw: None a maximum (horizontal and vertical)
few weeks. Occasionally he gets forget- range of 7”. The wielder of the whip
ful and his body starts to rot a bit, so Area of Effect: One medium sized crea- names, looks at, or concentrates upon a
there is a slight smell of the grave about specific subject creature or automaton
him, but he keeps himself heavily per- ture (i.e. golem, undead, homonculus, or the
fumed to cover that scent. like), and the whip attacks this creature
Because of this preservation, Szass Explanation/Description: This spell pre- and this creature only. The whip
Tam does not frighten low level people remains in existence for 4 rounds; if the
away if they look at him. He does have serves meat and other foods as if it had subject is beyond 7” from the wand
all the other aspects of a lich, including when it is cast, the whip flashes instant-
the freezing touch. just been killed. It does not work on ly (in one segment) to the limit of its
Szass Tam’s greatest goal is the range, and hangs motionless, waiting,
destruction of Rashemen. He felt he cooked food. It can be used on dead at the point closest to its subject. Other-
was on the verge of attaining personal wise the whip strikes once per round,
immortality without becoming a lich people to keep them intact until they as a Qual’s feather token (see DMG)
when he had to leave his researches to does: at +1 to hit and damage, doing 2-
lead an invading army into Rashemen can be raised (the time preserved does 7 hit points of damage per strike, and
(He could have not led the army, but binding fast an opponent for 2-7 rounds
that consideration is not something he not count toward the time elapsed if a save vs. spell is not made after each
pays much attention to). The Witches of successful strike.
Rashemen routed the army and Szass before raising) or spoken to. It can also
Tam was so badly hurt in the battle that Once a whip has bound an opponent,
he had to become a lich to survive at all. be used on a zombie or lich or similar the wand wielder cannot release it to
Now he works on his contribution to strike again. The whip cannot change
the armies of Thay, Myrkul’s Legion, a undead to keep the body from rotting. subjects. A whip may follow an opponent
thousand zombies or more dedicated to that it has struck at least once beyond 7”,
the destruction of Rashemen. Current- Animate Dread Warrior of Tam moving with the subject even if the sub-
ly he is sending this legion, backed up ject teleports, blinks, plane shifts, enters a
by the usual forces at the Gorge of (Necromancy) rock or plant, etc. The whip hits invisible
Gauros, into Rashemen to gain his and ethereal, but no astral, creatures
revenge. Level: 6 Components: V, S, M without penalty. The wand of whips may
be recharged. Only magic-users may
Range: Touch Casting Time: 1 turn wield it.

52

Alzegund the Trader Ailoth This young, black-eyed, black-haired,
grim-faced woman has risen quickly in
Wanders (Cormyr, Sembia, and Hillsfar and Sembia the ranks of the Red Wizards due to her
Dragon Reach) 6th level magic-user, Red Wizard of fanatical zeal for all Red Wizard causes,
Thay and her ruthless, reckless, furthering
10th level magic-user, Red Wizard of LE Kossuth of them. Naglatha’s allegiance and iden-
Thay Human Male tity are not known to any authorities in
Ailoth is a white-haired, 6th level the Dragonreach area; recently arrived
LE Kossuth magic-user who first came to the Sem- in Selgaunt, she is posing as a merchant
Human Male bia region with Alzegund about twenty dealing in curios and rarities of the
An old, bald, war-scarred necroman- years ago. He ostensibly left Alzegund South-while in reality recruiting mer-
cer who openly wears robes marked on to find his own way in the world, but he chants and men-at-arms for the Red
the breast and back with a red flame was actually left in Sembia purposely to
badge, he travels the trade routes with gather information in Sembia and Hills- Wizards’ cause; it is likely the Red Wiz-
six grim men-at-arms, guarding those far. He acts as a moneylender and “dis- ards are planning disruptive raids to set
caravans the Red Wizards want kept tressed goods/damaged goods” buyer one power against another, if it seems
safe. Alzegund also spies on the military while maintaining a small spy network likely that any of them would aid or
strength of Cormyr and of Zhentil for the Red Wizards. reinforce any lands Thay is at war with.
Keep. He is said to possess a magical bag Ailoth (pronounced (EYE-loth) has not
of tricks and a wand of lightning. been extremely subtle in his machina- Even Alzegund is unaware of Nagla-
Alzegund is a member of the School tions. His contacts with the Red Wiz- tha’s position with the Red Wizards,
of Evocation, and specializes in fire ards are well-known in both Hillsfar though he has benefitted from her
magics. Because he does so much trav- and Sembia, though not all of his spies recruiting. All he knows is that there is
eling and guarding, he has not climbed are known and he still occasionally a recruiter called “The Black Flame”
as high in his profession as his age gathers significant information. who is bringing people into his cara-
would indicate, but he seems to enjoy Of course, his business is one of the vans. Naglatha recruits while wearing a
his work. Indeed, while his guard main- stops of the trading caravans that Alze- black full-face mask enbroidered with
tains a tight-lipped and dour watch over gund shepherds, so Ailoth can report to red flame designs, and none of her
him, he is continually buying drinks for his spymaster. recruiting subjects have seen her face—
other travelers and exchanging stories, Ailoth might be a good candidate as at least while she is recruiting them. Of
some of them at the expense of his mas- the instigator of the assassination course, she uses her identity as a mer-
ters, the Red Wizards. attempts described in the Adventures chant to size-up possible recruits
Of course, he is principally drawing Section under the title “Threat of before she approaches them as the
out his drinking partners to get infor- Death.” Black Flame.
mation from them by making them In keeping with both his cover identi-
think he is a harmless tosspot that loves ty and his needs as a spy, Ailoth is a Naglatha has two bodyguards who
the Red Wizards no more than most of member of the School of Diviners, but are supposed to be eunuchs from the
their neighbors. Very few high-ranking he has also learned a couple of the land of Mulhorand. Actually, they are
officials are taken in by this demeanor, spells of the School of Invocations/ Evo- Thayvian fighters who have not been
but he can often get vital information cations and School of Alterations in
from lower-ranking persons, and some- case he gets into a fight. In general, he
times uses his magics (he is a proficient keeps the evocation and alteration
alchemist) to do favors for them, which spells in mind, along with whatever
he then claims a reward for by forcing divining spells he thinks will be neces-
information from his “friends” or even sary for his mission.
having them steal things for him. There are no named spells in his
His men-at-arms are all human males. spellbooks.
Their membership changes over the
years, but now consists of a 6th level Naglatha
fighter, the sergeant, three 4th level
fighters who have been with Alzegund Selgaunt
for a couple of years, and two 2nd level 5th level magic-user, Red Wizard of
sword-apprentices who are on their Thay
first trip with Alzegund. NE, Azuth
Human Female

53

turned into eunuchs at all, but it is con- of the Imperialist party (such as it is) has to undermine the various plans for con-
venient to have them act as eunuchs in gotten out to the neighbors of Thay and quest and end the menace before other
public. Therefore, they are fatter and to their friends. His actions as leader of forces in the world combine to act
more clean-shaven than normal for this party has attracted the attention of against Thay and destroy it utterly.
bodyguards, and they tend to wear rich the Harpers, which has, in turn, attract-
clothes and jewelry. ed Lauzoril to them. Lest anyone think that Lauzoril is a
nice man, however, he is also a source
Naglatha operates a small curio shop Lauzoril has no liking for the Harpers for assassination missions against
in the Sembian city of Selgaunt. She and spends much of his time scheming rulers of other countries of the Realms.
leaves “for the South” once a year and is to destroy the members of that organi- His master plan for conquest is to assas-
gone for about 3 months, while she zation. sinate all the major players on the
reports to her masters in Thay. One of board of the Realms, then move while
the eunuchs remains in charge of the One of his schemes involved the crea- their followers are uncertain and
shop while the other accompanies her. tion of the magic scimitar called Shazze- demoralized.
lim and the sending of a guardsman
One of the eunuchs who originally with the scimitar to kill a prominent Lauzoril is a relatively young man for
accompanied her to the area about member of the Harpers (the ranger his level, and is always very charming
three years ago was killed in an acci- Dove Falconhand). This plan went awry to anyone he talks to. Even when he
dent about one year ago. When she when the guardsman picked a fight seems to be about to order one’s imme-
came back “from the South,” next, she with the wrong woman (the knight diate execution, he is charming. People
had a new eunuch. Jasilmer) and died. Shazzelim has now he has ordered slain in their presence
been captured by the masters of Zhen- have gone to the executioner smiling.
The veteran eunuch is Milos Long- til Keep, so it may still be fulfilling its
reach, a 4th level fighter with ST 16 and function as best it might in the hands of Shazzelurt
bracers of defense (AC 4). He uses a warriors of that organization, which
massive scimitar which actually acts in has its own grudge against the Harpers. Experience Point Value: 800
all ways as a bastard sword. Gold Piece Sale Value: 4000
Lauzoril is not pleased by the current
The new “eunuch” is a 3rd level thief spate of invasions of Thay’s neighbors. The following is a description of the
(he came recommended as a fighter, but He feels that all of the attention these dagger carried by Lauzoril, which is a
his skills and attitude are those of a efforts will gather can only persuade mate to the sword Shazzelim, now in
thief) named Heraclos the Quick who is the Harpers and their allies to “do some- possession of Zhentil Keep. Lauzoril
not at all comfortable in his role. He is a thing” about Thay, and, unlike many of was so pleased with the sword that he
veteran carouser who is constantly his compatriots, Lauzoril has a healthy made the dagger for his own use.
scheming to get away from the shop respect for what the Harpers can do. Description: A wavy-bladed dagger of
and get in some drinking (among other rather poor steel but keen edge, with a
things). Naglatha has detected this ten- In many cases, characters originating guard of iron curved into a flame motif.
dency and keeps an eye on him, but he in Thay can get involved in the prob- Its grip is of leather, dyed red, and
has still managed to get away a few lems described in the “Adventures In wrapped in gold wire. Shazzelurt is
times. His predeliction for gallivanting Thay” section because Lauzoril is trying neutral evil, has an intelligence of 16
may yet expose his mistress’s machina- and an ego of 15, and communicates by
tions. speech (alignment tongue, common,
Thayvian, and gnollish). It is +1 to hit,
Naglatha is a member of both the can detect magic in a 1” radius if the
School of Illusion and the School of Divi- bearer so wills it while touching the
nation, and has a full complement of hilt, and in like manner can locate
spells appropriate to the 5th level for object in a 12” radius. It can also detect
each school. secret doors in a 1/2” radius at the bear-
er’s will when it is unsheathed, and
Lauzoril read magic. It will heal its bearer once
per day, at the bearer’s will, and has a
Eltabbar special purpose: to slay bards. Any bard
18th level magic-user, Zulkir of the struck by Shazzelurt is disintegrated
School of Enchantment and Charm, unless the victim saves vs. spells.
Red Wizard of Thay
NE, Kossuth
Human Male
Lauzoril is not known outside of Thay
as a Zulkir, but his position as a leader

54

Sabass of Thay Charms, but she much prefers to be forces of Thay from overwhelming her
working in the field. In many ways she kingdom. She is a mysterious, lonely
Bezantur is sorry she let Lauzoril have the posi- archmage whose proper name is
23rd level wizard, Red Wizard of tion, as she considers Lauzoril a coward known only to her sisters (Sylune of
Thay, School of Conjurations and Sum- and a ditherer who doesn’t know when Shadowdale, now deceased; Alustriel of
monings to act. Silvery moon; the bard Storm
NE, Azuth Silverhand; and the ranger Dove), and
Human Male Gombdalla’s main interest is in ani- whose truename is secret even from
Sabass is an old man with long gray mals and monsters. She prefers non- them. The Simbul travels widely in
mustaches and small goatee beard and humans to humans in any dealing. She many planes, shapeshifting constantly,
the usual bald head of a Red Wizard of does not ignore humans or refuse to to work mysterious ends understand-
Thay. He has been a wizard for many work with them—she even relies on able only to herself. She can be ruthless
years. His career has been very adven- humans for her defense-but she is fas- if necessary, but usually avoids combat
turous for a Red Wizard; he spent many cinated by the “wild” demi-human peo- if possible. She bears some sort of mag-
years in Impiltur and the unsettled area ple such as satyrs and trolls and ic that provides immunity to fear,
known as Ashanath to the west of centaurs (she considers dwarves, elves, charm, hold, suggestion, and similar
Rashemen, and gained an enviable rep- halflings, and orcs to be merely strange- magics, such as Serten’s Spell Immunity.
utation as an adventuring magic-user. looking humans). In Pyarados she has
Now he is very sedentary, and the the largest collection of obscure mon- Besides being an awesome opponent
leader (such as there is one) of the politi- sters known in the Realms. Many of to any character coming from Thay, the
cal party known as the Researchers. these creatures are now in the Yuir- Simbul is an excellent NPC for instigat-
Sabass is not interested in wars of con- wood with Gombdalla. ing player character activity in Thay.
quest that disrupt trade and keep him She is continually looking for informa-
from procuring his needs for his Gombdalla is determined to make her tion about Thay and agents to satisfy
researches, and he speaks against the current scheme work, as part of her her needs for action in Thay. At this
Imperialists whenever the subject scheme to take over the School of time, she is making a circuit of the East-
comes up. Other Researchers are con- Enchantment from Lauzoril. ern Realms, looking for information
tent to let him express their views, and assistance. She can find the player
which are fairly similar. Specifically, the Besides the satyrs and centaurs and characters and ask them to assist her. In
Researchers want to be left alone in trolls, Gombdalla has her own entou- the Realms, if the Simbul asks, you ful-
their researches and feel the Red Wiz- rage of about ten attendants (of which fill her needs. She’s a good friend, and a
ards should not be expending valuable four are effective in a fight) and Spar- deadly enemy.
treasure and magic on foolish adven- leye’s adventuring band with her. The
turing in other lands. general power of these attendants can Bulzo Tarhair
Sabass is especially not enthused be adjusted to best match that of any
about the current invasion of the North adventurers running into them. Tyraturos
Coast cities using salamanders and 10th level thief
efreeti (see “Fire Time”). Adventurers Gombdalla has several Conjuration N, Mask
going to him can probably gain assist- spells, such as most forms of summon Halfling Male
ance in stopping this invasion, which monster, in her spell book along with Bulzo is the master thief of the half-
Sabass knows could bring down the her Enchantment spells. Her attendants lings of Tyraturos. He is slightly graying
wrath of the other elemental lords and include a journeyman (8th level) of the with a cheery smile and the aggravating
perhaps destroy the Balance. School of Abjuration and an apprentice habit of disappearing from sight and
(4th level) of the School of Divination reappearing at one’s right elbow when
Gombdalla of who also has some Alteration spells. one is looking to the left, etc.
Pyarados The halfling thieves of Tyraturos are
The Simbul in competition with the human thieves
Yuirwood (for the moment) of the area, and have an elaborate net-
20th level Red Wizard of the School of Aglarond (wanders widely, in dis- work of sewers and other under-
Enchantments and Charms guise) ground pipes that are big enough for
NE, Malar them but not for humans to escape into.
Human Female 27th level magic-user Fortunately for Bulzo and his brothers,
Gombdalla could have been Zulkir of CN (good tendencies), Mystra the human thieves of Tyraturos do not
the School of Enchantments and Human female have the “in” with the authorities that
The Simbul is the ruler of Aglarond, a the thieves of Bezantur do.
tall silver-haired lady of awesome magi-
cal powers (and an impressive array of
magical items, which she rarely uses)
whose personal power has kept the

55

Bulzo has been an adventurer and is Azhir Kren, F11 Fighter; AC 0; hp 83; Homen is constantly trying to discov-
fascinated by them. He frequently MV 9”; #AT 1; Dmg 5-14 (two-handed er a means of foiling the Witches of
shows up in front of bewildered adven- sword +3 plus Strength bonus); Rashemen, and pays well for informa-
turers and asks if he can help. If he can, THAC0 7; AL NE; ST 16, IN 12, WI 12, tion about them. He has an extensive
he is very helpful, but he always leaves DX 15, CN 17, CH 14 library of hearsay evidence about the
with a little “memento” of the encoun- Equipment: Azhir has her father’s two- Witches, most of it written by his
ter, above and beyond any payment he handed sword +3 and her own plate scribes as he interrogated people with
may have negotiated for his assistance. mail +2. She also wears a ring of feath- information about Rashemen.
er falling.
Bulzo has a great fund of adventuring Player characters who have been on
stories and knows at least something Homen Odesseiron the Rashemi side of the “Invasion of the
about most of the major personalities of Living Dead” adventure had best give
southern Thay and something of the Tharchion of Surthay Surthay a wide avoidance, for Homen
major people, such as Szass Tam, of the 7th level magic-user, four schools of will not be gentle with anyone who
northern Tharches. He even adven- magic: Necromancy, Conjuration/ Sum- fought for the Rashemi and may know
tured with Valerios Theokillos and will monings, Abjuration, Invocation/ Evo- anything about the Witches.
advise characters to buy their equip- cation, Red Wizard of Thay
ment in Tyraturos, because it will cost NE, Myrkul Dickon Sharken
entirely too much in Pyarados. Human Male
As Tharchion of Surthay, Homen is Pyarados
Bulzo will also talk about the law, or the guardian of the North. He managed 5th level fighter
lack of same, of Thay, to anyone who is to rack up an enviable reputation by NE, Helm
interested. He says he is not happy being a student of four different Human Male
about the state of legal anarchy in Thay, (though not antithetical) schools of mag- Dickon came to Thay in his late teens,
a good thief likes to know just what ic, but the time it took to become profi- already an experienced mercenary. He
laws he is breaking in a country; the cient in four schools finally took its toll has been in the Sunrise Mountains sev-
current system of rule by whim is not on him and he retired from active mag- eral times as a member of several dif-
conducive to easy planning. Actually, he ic use, though he keeps in practice and ferent expeditions, and gets a good
thinks of it as an interesting challenge. uses his spells occasionally. recommendation from the survivors as
Homen is now in his seventies, but still a fighter and good follower of orders.
Among his other items, Bulzo has a bright and interested. He can move about People he has worked for have fewer
ring of invisibility, which is what he spryly when he needs to. He is tall and good things to say about his cruelty and
uses for his appearing and disappear- only slightly bent, with a completely sadism.
ing. shaved head and face. He always wears a However, Dickon is a ready fighter
green robe-the color appeals to him. and quite capable for his level. He can
Azhir Kren be added to any party and he will carry
out his end of things very well. He then
Tharchioness of the Gorge of Gauros reports everything he saw to Valerios
11th level fighter Theokillos, no matter what assurances
NE, Myrkul he gave to the party.
Human Female
Azhir Kren is a hard-bitten woman Dickon Sharken, F5 fighter; AC 3; hp
who has risen to the top the hard way, 25; MV 12”; #AT 1; Dmg 3-10 (long-
despite the influence of her mother, a sword plus ST add); THAC0 15; AL NE;
Red Wizard who died fighting in Rashe- ST 18(23), IN 10, WI 12, DX 15, CN 12,
men 10 years ago. CH 11.
Azhir took after her father, a fighter Equipment: Dickon is wearing chain
who was once Tharchion of mail and fights with long sword and
Delhumide, and started as a fighter at shield. He carries a heavy crossbow as a
an early age. She showed a true profi- missile weapon. He has no magic,
ciency with weapons and survived though he covets it and might even
many battles in the front ranks before betray his master if given the opportu-
becoming a leader. nity to possess some. Of course, he’d
Since it is possible that characters rather just possess the magic and give
may have to fight Azhir in the “Invasion his usual report to Valerios.
of the Living Dead” adventure, her
fighting statistics are as follows:

56

Constable Hargun Belanna Telmister substantial rewards from her family,
Skullknuckle (Shayanna) which is very influential in the town of
Velprintalar in Aglarond.
Chief of Police, Bezantur Amruthar
Gnoll Chieftain 4th level fighter/thief/cleric Belanna’s brother, Beltraegor, is now
NE, Gruumsh N, Erevan Ilesere a slave in the household of Tharchion
Gnoll male Half-elf female Dimon of Tyraturos, where he is now a
Hargun is the chief of the constabu- Belanna Shayanna is the daughter of horse handler. He is called Bell. He was
lary of Bezantur. As a look at that city’s a noble family of Aglarond whose youn- stolen before he learned any magic, and
Tharchionness’s description in the Poli- ger brother was stolen by slavers three his natural empathy was horses and
tics section will show, Hargun has a years ago. She is now trying to find the other animals was seen as a good thing
unique position for masters of the brother, and looking for help from to take advantage of. He is now 35, a
watch of any town, since he is essential- adventurers in this theoretically neu- young age for half-elves, and quite
ly working for the Thieves’ Guild. tral city. bored with his job in the stables of
Hargun is just as happy in this posi- Belanna has disguised herself as a Tyraturos.
tion, as he has almost no problems with human as best she can and taken on the
finding thieves and solving thefts. His more human name of Telmister. She has Belanna is quite a bit older than her
patrols, made up almost entirely of his little money with her, but can promise brother, about 63, though she looks to
gnoll brethren, concern themselves be in her early thirties. She has had
with keeping down riots (a duty they some experience as an adventurer. Her
enjoy greatly) and looking into other attributes are as follows:
crimes of violence.
Hargun is not an honest policeman— Belanna Shayanna, MU4/T4; AC 4; hp
he does not stay bribed. He will gladly 16; MV 12”; #AT 1; Dmg 1-6 (short
take hush money from an adventurer, sword); THAC0 20; ST 13, IN 17, WI 11,
and betray him the next minute. CN 15, DX 17, CH 16; AL N
Equipment: Belanna has leather armor,
Hargun Skullknuckle, Gnoll Chieftain; her short sword, and her spell books,
HD 4; hp 20; AC 3; MV 9”; #AT 1; Dmg 1- plus assorted traveling gear.
8 (scimitar) or 1-2 (whip); THAC0 15; AL Spells in her spellbook:
NE
First Level: charm person, detect
magic, hold portal, magic missile, pro-
tection from evil, read magic, shield,
ventriloquism
Second Level: bind, forget, levitate,
locate object, rope trick, scare.

Belanna will happily use her thieving
abilities and magic to help a party of
adventurers if they promise to help her
rescue her brother.

57

Adventures in Thay

Potential Inciting the PCs’ friend is gone—unless the Sold into Slavery
Incidents agents took the records of the dead
merchants and know where the person The Rumor: The incidence of abduc-
The following adventure descriptions was sold. tions throughout the Inner Sea area is
are meant to introduce the DM to meth- growing greatly. Authorities are afraid,
ods of getting their FORGOTTEN Alternately, the merchants slain were for reasons they’d rather not entertain,
REALMS™ game players to journey to not the real targets of the Red Wizards. that the Red Wizards are adding to
far-off, forbidding Thay. The descrip- The agents were new to the area and their slave coffles. Many young men
tions provide just the bare bones of the got the wrong targets. The real mer- and women with some experience in
adventures. We start with a rumor that chants of Zhentil Keep are worried, and adventuring, though not as magic-users
is taken from the Player Notes section, hire the PCs to defend them, “in case or clerics, are going missing.
then go to the facts behind the rumor, the Red Wizards attack us next.” Of
then give some ideas on how to intro- course they don’t mention their real The Facts: True enough. Recent
duce the PCs to the adventure. affiliation or why the Red Wizards excesses (see the Closer To Home sec-
might be after them. tion following) have reduced the slave
Some of the rumors given in the Play- population of Thay and the recruiters
ers’ Notes are not expanded on here. This gives the PCs the opportunity of are redoubling their efforts to get more
Those are meant to be left open to the defending a position rather than attack- slaves for the farms and experiments of
DM for his own campaign, to be used as ing it-the usual adventurer situation. the Red Wizards.
s/he sees fit. Some of them can be used Give them the opportunity to set traps
as side issues to the adventures present- and spring ambushes. Of course, they Adventure Hooks: For a small group
ed here, but the use is entirely up to the also have the chance to find out just of players, get their characters all
DM. what the Zhentil Keep merchants are drugged (perhaps the wrong tankards
doing and who they are affiliated with. of ale in a tavern they don’t know).
In Far Lands Then the PCs can take whatever action They wake up without their gear,
Threat of Death they feel necessary—from freeing the chained in a slave coffle on its way by
slaves taken and killing the merchants slave ship to Thay.
The Rumor: Agents of the Red Wiz- themselves to simply holding the mer-
ards of Thay have openly slain mer- chants up for more money by using the This is certainly a good start to a dif-
chants in Westgate and Scardale-port, threat of telling the local authorities ferent adventure. The players must get
and it is whispered that the fell Red what is going on. There is lots of area in free (any good thieves in the group?),
Magic Cult is stirring again; perhaps the between, depending on the alignments turn the tables on their kidnappers, and
Red Wizards will resume their quest and motivations of the player charac- take over the slave ship they have been
for world domination soon, in the Inner ters. chained to. Note that Thay does not use
Sea Lands. slaves on oars—that is a position for a
In either case, the player characters specialist, not a slave. This ship is
The Facts: The Red Wizards are can end up fighting the agents of the mostly a wide-bottomed sailing cargo
always resuming their quest for world Red Wizards, which should include sev- ship, anyway, with a relatively small
domination. They never stopped. How- eral fighters (adjusted according to the crew of about a dozen 0—level charac-
ever, this has little to do with it (see com- number of adventurers) and at least ters and the slavers, who are of a com-
ments on the Armies of Living Dead and one Red Wizard (actually of a level com- patible level and number with the
Legions of Elementals). In fact, the mer- patible to that of the player player characters.
chants were agents of Zhentil Keep characters—probably somewhere from
who were trying to edge into the local 5th to 15th) of the school of Evocation The slavers have the advantage of
slave-napping operation of the repre- with a couple of the special Red Wizard gear (including, perhaps, some of the
sentatives of the Red Wizards. Not spells (see the Magic chapter) in his PCs’ equipment) and their freedom, but
wishing to let their rivals push into spellbook. they must sleep and eat in shifts and
their territory, the Red Wizards struck cannot all be awake and ready when
back through their agents. Assuming they are successful, the the player characters make their break.
player characters have earned the
Adventure Hooks: Adventurers try- enmity of the Red Wizards (and per- From this point, the characters can
ing to find a captured friend (see the haps Zhentil Keep, too) and gained try to get home, or perhaps go on to
next adventure) might have been chas- some information on the magics of explore this strange land that tried to
ing the merchants that the Red Wiz- Thay that will make them want to trav- steal them into slavery.
ards’ agents slew. With the death of the el there.
merchants, the only clue to the fate of

58

Rescue! well-trained toops of Rashemen against where most of the inhabitants are alert
a heavy infantry with little training but and moving or just standing and watch-
The Rumor: A friend of the player no morale problem whatsoever. ing, and avoiding the gaze of a diviner
characters has gone missing. Now he or with wizard eye who observes a differ-
she has been seen on a slaver ship going Assuming that you would rather run ent section of the camp every minute.
to Thay. a role-playing game, assume that the Once the characters reach the head-
Player Characters are adventurers quarters they must deal with the Dread
The Facts: Sure enough, the friend exploring the ruins of Raumathar when Warriors. There are as many of them as
has been taken. they are contacted by the Witches of will make a good struggle for the player
Rashemen. Play up this contact with characters.
Adventure Hooks: If the player char- lots of eerie effects and mysterious
acters want to see their friend again, appearances and disappearances-the DREAD WARRIOR
they must take ship themselves and try Witches are like that. Frequency: Rare
to find and rescue their friend from the No. Appearing: 1-12
fate feared universally throughout the The Witches want the adventurers to Armor Class: 2-4
Realms, to be a slave in Thay. infiltrate the camp of the living dead Move: 9”
and destroy the leaders—the Dread Hit Dice: 4
If you have a large party of player Warriors created by Szass Tam (see Per- % In Lair: Nil
characters, the capture-the-party sonalities section for description of this Treasure Type: Nil
adventure above is too cumbersome to character and of his spell of animate No. of Attacks: 1
use. Instead, give the characters incen- dread warrior: Damage/Attack: 3-10
tive to find the slavers and get their Special Attacks: Nil
friend back (maybe he has the These super-zombies are the tactical Special Defenses: Nil
destroyed map to the next treasure commanders of the Legion of Myrkul, Magic Resistance: See Below
committed to memory). This can be a and if they can be destroyed, the zom- Intelligence: Low
dashing journey across the Realms, bies will have to have living com- Alignment: Neutral Evil
ending with a sea chase and battle off manders who are m u c h m o r e Size: M
the coast of Thay, perhaps with Thay- vulnerable to the spells of the Witches.
vian naval triremes within hailing dis-
tance that must be dissuaded from Elements of the adventure include
interfering (remember that the Thay- creeping through a camp of the dead,
vian navy has magic-users, too).

Close To Home

Invasion of the Living Dead

The Rumor: Armies of “walking dead”
are said to be advancing steadily north-
wards from Thay, led by armored skele-
tal warriors of great power and fell
aspect. Impiltur fears that Thay will
overwhelm all the Eastern Lands, and
then turn west to crush the Coastal Cit-
ies, Impiltur, and Aglarond.

The Facts: Zulkir Szass Tam has
finally completed the manning of
Myrkul’s Legion and decided to test out
his army of zombies against the hated
Rashemi. With the cooperation and
supporting forces of the Tharchioness
of Gauros, the zombies are on the
march.

Adventure Hooks: Of course, this
could be the golden opportunity to try
out the BATTLESYSTEM™ Fantasy Com-
bat Supplement rules with a full scale
battle between the lightly armed but

59

Psionic Ability: Nil with 20 or so heavily armored zombies of the competition of the North Coast
Attack/Defense Modes: Nil to battle. If they have a cleric who Cities once and for all. The Zulkir
drives most of the zombies away, then opened up a gate to the Plane of Ele-
Dread Warriors are like zombies, but confront them with Dread Warriors in mental Fire and obtained the help of the
they must be created just after death sufficient number to leave some which Lords of Fire (the tributary lords to Kos-
and they still retain some small can continue to attack, even if the cleric suth, Lord of Flames). The lord of sala-
intelligence—enough to carry out uni- is successful against them. manders has provided a troop (about
maginative orders. 100 beings) of those monsters and the
If the player characters are success- Sultan has given the command of a
A Dread Warrior must be created ful in their area of the battle, then the troop of efreeti to the Zulkir.
from the body of a fighter, who retains Rashemi, backed up by their redoubt-
some of his fighting skill. That’s why he able Witches, will probably be success- In return, the Zulkir and the Thar-
has 4 hit dice. He is also usually ful in their part of the battle. Then the chion have promised to leave the South
armored well, as he is a valuable part of player characters can try to press the Coast ablaze forever, a place on the
the army of Thay. attack back on the commanders of the Material Plane for fire elementals to
zombies. Depending on the level of the cavort to their hearts’ content. Of
Dread Warriors are turned as a wight player characters, they might even course, the Zulkir intends to renege on
is turned, and they have all the immuni- meet the Tharchion of Gauros, or this promise if he can somehow make it
ties to various magics that zombies do. Zulkir Szass Tam himself. See the Per- seem like he tried but was unsuccess-
They are faster than normal zombies, sonalities Section for more detail on ful. The Lords of Fire, of course, intend
and have a normal initiative roll. The these people. to use the North Coast as simply a step-
damage they do is 3-10 (1d8 +2) or by ping stone to taking over the Realms as
weapon type +2 (for Strength). In any If the player characters are not of a satrap of their domain.
situation requiring Strength, they have sufficient level, run them up against a
the equivalent of 18(01). The weapons subsidiary necromancer with some Adventure Hooks: No matter how
they use are the same that their fight- human or gnollish guards and use that you approach this adventure, it is not
ers’ bodies used. as the final threat to the party. meant for a low level party. Characters
should probably be 7th level and above
Dread Warriors have the ability to Fire Time to have a chance of success. The first
command other zombies, and convey to possible variation on this adventure, of
them commands as complicated as they The Rumor: The Red Wizards of course, is a simple battle against an
can understand. This exceeds the usual Thay have sent legions of elementals army of salamanders and efreeti, plus
zombie limit of a dozen words, but is against rebellious neighboring satraps, the two or three human Thayvian
still not very complex. destroying four of them (the coastal cit- legions who are backing them up.
ies of Lasdur, Taskaunt, Murbant, and Unless the player characters are of
THE ZOMBIES OF MYRKUL’S LEGION Thasselen) utterly, taking those lands incredibly high level, this would best be
These zombies are the same as the (and that of Hilbrand, which surren- done using the BATTLESYSTEM™ Fan-
dered without a fight) under Thay’s tasy Combat Supplement rules, with
zombies given in The Monster Manual, banner. Escalant, the most powerful of the player characters either part of or
but they have been equipped with the cities, is currently under siege. leading the defenders of Escalant (who
decent armor, and have an armor class are a mixed bag of troop types hired as
of 5, not 8. It is thought that such vast numbers mercenaries—and who do not have
of elementals could not be summoned very high morale against this kind of
Fighting the Zombies by spell, but rather a gate or portal was invading army).
The alternative to the player charac- opened directly to the plane of elemen-
tal fire. The sages of Phsalt warn that if Another approach is to give the play-
ters trying to sneak in among the zom- all the hosts of Thay were mustered er characters the mission of stopping
bies, particularly if you have an and hurled against these new forces, the invasion at the source—the gate
inexperienced player character group Thay’s army would quickly go down to opened up to bring the salamanders
that is notably incapable of sneaking, is defeat. Whatever means the Red Wiz- and efreeti through.
to have them join the Rashemi in ards have for gaining such forces must
defending either the northeast wall of be ended, they say, and magical forces The site of the gate is at the village at
the Gorge of Gauros or some Rashemi must be gathered immediately to match the top of the First Escarpment next to
town against the zombie army. this present strength. the River Lapendrar. The name of the
village is First Falls. At this time, the site
Fight the rest of the battle abstractly, The Facts: The Zulkir of Conjuration can be told by the pillar of smoke rising
either using die rolls or your own whim and Summoning is working with the above it, the afteraffect of the whole-
to determine the success of the fight, Tharchion of the Lapendrar to rid Thay sale burning the salamanders did just
and provide occasional reports to the
player characters about how their allies
are doing. Face the player characters

60

for fun after they came through the and Sultan of Efreeti do not want their some allies. One group of allies is a tribe
gate. The village is in ruins, and some of expedition brought to the attention of of centaurs. The other group is a Red
the villagers, who mostly work to sup- their master. No matter what their actu- Wizard, Gombdalla of Pyarados, and
port the local travel tax collectors, fish, al motivations, they know that he will her entourage. For details on Gombdal-
and do enough farming to keep them- take the above interpretation of their la, see the Personalities section.
selves alive, are trying to rebuild. actions, and they will not be able to dis-
suade him. Therefore, they will attempt Naturally, the Red Wizard and satyrs
The gate itself is on the opposite side to stop the player characters in some have long-since found Redsail’s trea-
of town from the river. It is standing by way that does not leave the trademarks sure, and are using it to build up their
itself in a burned-out patch of grass, of their interference. power base in the forest.
and looks like a steady flame about ten
feet high and six feet across, but there Thus, rather than use salamanders Gombdalla’s principal plan is to orga-
is nothing around it to burn. The gate is and efreeti against the party, they will nize the satyrs and centaurs as a fifth
guarded by an honor guard of salaman- try to destroy them in a way that looks column inside Aglarond for the next
ders and efreeti (adjust numbers to suit accidental or at least not attributable to Thayvian invasion.
number of characters and power of their efforts.
If you do not want to team your nor-
party). Mane Event mal player characters up with someone
The gate can be destroyed with a sim- named Mane, you can, of course, read
The Rumor: The adventurers’ band them the rumor and then have them
ple successful dispel magic (it was led by the fighter Mane, formerly resi- confronted by a member of Mane’s
established by a 24th level wizard) or a dent in Shadowdale, has disappeared in band who had been deathly ill and
blow with a rod of cancellation or some the South. There is talk of their defeat could not go with them on this mission.
other such anti-magic attack. If the gate and death in the Yuirwood, but other The NPC can either be recovered or still
is destroyed, the salamanders and say they have fallen in battle with the very ill, depending on whether you
efreeti are drawn back to their own Red Wizards in Thay, or even that Mane want him or her to accompany the play-
plane, since they were not shielded has become chieftain and war leader of er characters (this is also a good way to
with the elemental transference magics the nomads of the Shaar. Nothing is cer- introduce a new character to the party,
that let such beings live on the Material tain, however; all is speculation. if such a thing is needed).
Plane otherwise.
The Facts: Mane gathered together The former companion to Mane has a
This is a stopgap. After all, another his friends (who could be the player copy of the map that Mane left with him
gate can be formed, but it gives time for characters) and took them on an expe- or her. He or she wants to find out what
a more powerful party to perform the dition into the Yuirwood of Aglarond. happened. The companion is very sure
following mission. If there is a more He had found a map that led to the trea- that Mane is not a chieftain of nomads.
powerful player party available, they sure of the pirate leader known as Mane hated nomads...
can perform the mission. Otherwise, Redsail, who disappeared 200 years ago
say that a powerful party of NPCs has after a 40-year career of killing and In this case, you can send the party
finally gotten together and, now that looting throughout the Inner Sea. after Mane, and have them run into the
the invasion threat does not have to be same situation. Mane’s party has been
met, they will perform the final mis- Adventure Hooks: This is a wide-open wiped out. Perhaps Gombdalla and her
sion. adventure with lots of places to go. If people have more magical weapons and
the player characters are in Mane’s items because of what they took from
The final mission is for a very power- band, they enter the Yuirwood, follow Mane and company. And their plans to
ful and suitably protected party to the map, and are confronted by a band destroy Aglarond from within have
enter the Elemental Plane of Fire and of satyrs. Unlike their merry woodland some help from the other fell beasts
try to bring this invasion to the atten- and meadow creature cousins found that are starting to congregate in the
tion of Kossuth, Lord of Flame. The elsewhere, these satyrs are fierce and Yuirwood.
Lord of Salamanders and Sultan of the warlike. Redsail managed to bury his
Efreeti do not have their lord’s permis- treasure in a spot close to the center of This means that this adventure can
sion for this little excursion, and Kos- the forest because he was on good coincide with the following one.
suth may just see this as an attempt to terms with the remnants of the Yuir
build up their power to match his own. elves who lived there. Now, however, Out of the Woods
Besides, he realizes that this will even- the elves are gone and the satyrs have
tually attract the attention of the other taken refuge from their oppressors in The Rumor: Strange creatures have
elemental rulers, none of whom wish the darkest part of the forest. been sighted in the Yuirwood and are
the Lord of Flames to gain such an thought to be spreading. Throughout
advantage over them. Worse for the party, the satyrs have the fall, trolls seemed to be growing
more numerous, and then owlbears
Naturally, the Lord of Salamanders were reported. As the weather grew

61

colder, a bulette was seen, and it was sand stone statues of time-lost origin STATUE THAT WALKS
rapidly followed by other nameless or stand all about this dusky-hilled coun- Frequency: Rare
unique creatures, things which seem to try. At odd but long separated intervals, No. Appearing: 1
be expanding outwards from the these stone men animate and walk Armor Class: 2
depths of the woods. The adventurer about apparently towards specific Move: 12”
Sparleye was last seen in this area with (now-vanished?) destinations. They Hit Dice: 100 Hit Points
his company, the Men of the Purple stop at times and then move on again, % In Lair: Nil
Arrow. Others who have gone into the fight any who bar their way or attack Treasure Type: Nil
woods have not returned, and traders them, and at times hew at rocks or clear No. of Attacks: 1
are avoiding the area. pathways through certain areas. Damage/Attack: 5-30
Special Attacks: Nil
The Facts: Sparleye and the Men of This latter behavior is a frightening Special Defenses: See Below
the Purple Arrow are, in fact, Thayvian thing when these areas are many- Magic Resistance: See Below
agents. They disappeared into the towered cities or tanglewood forests. Intelligence: Non-
woods at the order of Gombdalla, who The stone men are mute and appar- Alignment: Neutral
wanted some human backup if the non- ently non-intelligent and no one has yet Size: L (18’ tall)
humans she is dealing with proved found a way to control them. Some Psionic Ability: Nil
intractable. Now the band is helping have crossed through the border walls
train the satyrs and centaurs in mass into Thay as well as into Unther, a des- Attack/Defense Modes: Nil
tactics and getting them used to the ert land that lies south and west of
armor that was sent from Thay in the Mulhorand. Statues That Walk are actually over-
summer. The trolls, owlbears, and oth- sized stone golems. However, they do
er monsters are some of Gombdalla’s Tholaunt, Divine Precept of not have the ability to cast a slow spell.
pets that she is expending to keep Mulhorand (one of the “god-kings” of Their strength is comparable to that of
snoopers out of the area while she Mulhorand) says the coming of the a fire giant.
trains the satyrs and centaurs. statues to life is not his doing nor that of
any of his family, as far as he can tell, The Statues were built as caretakers
Adventure Hooks: As far as the world and adds that the power of controlling by a race long-since gone in the Realms
knows, Sparleye and his followers were the statues is not known to his family. when members of that race knew they
adventurers. Perhaps a little nastier Some have whispered of strife within were dying out from a series of plagues
than some, but still just adventurers. his family, though, and say that the they could not fight. The race was
Moreover, the Council of Aglarond is Statues may be under the control of proud of its monuments and buildings,
very concerned about all these mon- another. and built the Statues to maintain the
sters, which they thought had been glory of these structures and tear down
eradicated from the Yuirwood centu- The Facts: As a matter of fact, anything that would detract from
ries ago. They want someone to go in Derlaunt, Precept of Gheldaneth, and them.
and find out what is going on. cousin to Tholaunt, is entirely responsi-
ble. He found an old record that seemed The Statues performed their duties
If the party looking for Mane (or to indicate a method of controlling one for centuries until the magic-users and
Mane’s party) arrives in Aglarond, they of the statues, which would be a defi- priests of the lizard-men who supplant-
may get asked to look into this matter as nite coup in the ongoing power games ed the builders found a method of stop-
well. Aglarond is offering a sizable that occupy the time of the god-kings. ping them (a very long and drawn-out
reward (which should depend on the He performed the ritual as best he ritual taking days and needing special
competency of the adventuring party) could interpret it. He rapidly found that glyphs to be drawn on every one of the
and helping Aglarond is helping the (1) he could not control the statue and Statues. The Divine Precept will discov-
Simbul—a lady who is always a good (2) the ritual as he performed it had er this ritual in a few months). The
person to befriend. She would proba- awakened all of them. He has no idea of lizard-men could not harm the Statues,
bly be doing this herself, but she is not how to stop them. He already tried but they could take apart the buildings
available right now. what should be the reverse of the rit- they guarded and did so, using them for
ual. No good. their own structures which were later
The Statues That Walk taken down and reused by the humans
Adventure Hooks: The simplest who supplanted the lizard-men.
The Rumor: To the south of old, vast, adventure can take place anywhere
Thay, the even more ancient kingdom surrounding M u l h o r a n d , o r i n The Statue will march into the town
of Mulhorand has been jolted in the Mulhorand itself. One of the statues is and, when it runs into a building, tear it
past year: the Statues That Walk have marching straight at a town or city. It down, then go on to the next one. The
begun to move once more. Over a thou- must be stopped. town is on the site of one of the monu-
ments built thousands of years ago by

62

the creators of the Statue. At this point, and Scardale and its neighboring dales, ever form will return her to the party
the remains of the monument are about as well as the sudden announcement of the quickest. She will tell them that she
200 feet under the current ground sur- the formation of the Iron Throne, a cannot be with them instantly, so they
face, but the Statue knows where it merchant alliance, which intends to had better use the vial when they know
should be by the number of paces he operate in the area. The Simbul is they are up against a major problem,
took to get to it, and he will keep tearing known for her unpredictable behavior such as journeying into the Elemental
the town apart until he finds the monu- and mastery of magic, and the tale most Plane of Fire, but before they get into
ment or is certain that he cannot find often told of her is her unaided destruc- the middle of it. The vial will not work if
the monument, at which time he tion of the Red Sword mercenary com- they go to another plane.
becomes rigid again and waits for pany at Mistbridge.
orders. In Thay
Huge balls of fire, four or five in num-
If the ritual for stopping is not per- ber, appeared in the sky above the Tow- Godson’s Quest
formed on each of the Statues, they will ers of the Blade in Mulmaster shortly
each stop when they get to the site of after the Simbul left Aglarond. There The Rumor: Iyachtu Xvim has been
one of the monuments or buildings was a battle involving magic within the seen in Thay recently, on some quest
they are supposed to take care of and Tower and rumor has it that the Simbul for his father.
find that it is not there. They are await- was involved.
ing the order to go on to the next job on The Facts: Bane is not happy with
their rounds. They stop because the The Facts: The Simbul gained some Thay and the Red Wizards. While it is
lizard-men’s spell permanently inkling of the various plans of the Red true that some of the Wizards worship
destroyed the Statues’ ability to move Wizards and has decided to check for Bane, most tend to neglect worship of
on from one job to the next. They have herself. The incident at the Towers of any god, or worship more neutral dei-
to be started by the ritual the Precept of the Blade was a side issue, dealing with ties. Worse, the Red Wizards have made
Gheldaneth performed to go on to the the importunings of the First Blade, it plain that many of them have the
next assignment. who thought that the Simbul would eventual goal of accumulating enough
make a better mate for him than the power to become gods themselves.
There are no known vestiges of the First Princess of Thay. She proved him
original culture remaining except the wrong. There is not much he can do about
Statues. However, you can assume that this, but he has sent his son in response
one or two (being used for entirely dif- Adventure Hooks: The Simbul is far to an exhortation by the High Priest of
ferent purposes, of course) are still afield when suddenly Thay has invaded Bane in Bezantur to punish these blas-
around if you want to surprise the play- Rashemen (see INVASION OF THE LIV- phemers.
er characters by having a Statue ING DEAD) and the North Coast cities
approach an ancient wizard’s tower (see FIRE TIME) and even has infiltra- The Godson is attempting to find a
and start polishing it. tors in the Yuirwood (see MANE EVENT Red Wizard foolish enough to call on
and OUT OF THE WOODS). If the him to destroy other wizards. With all
The Simbul’s Journey adventuring party consists of people the conflicting plots and counterplots
who have done favors for the Harpers, currently affecting Thayvian culture, it
The Rumor: In Aglarond, the Simbul, or are known to be upright souls, the is only a matter of time.
the famous dweomercrafter who rules Simbul will suddenly reveal herself to
that country, appears to have left her them and ask that they go back to her In the meantime, he is using interme-
court shape-changed (perhaps as a cat home country and investigate these diaries (disguised priests of Bane) to
or falcon) and vanished. Upon her high things. She is in the middle of a major establish himself as an assassin of pow-
seat she left a signed letter directing her investigation herself, and cannot spare erful targets, the better to be contacted
council to govern Aglarond wisely and the time. She knows the player charac- by Red Wizards who might want to use
dispose of several specific matters (no ters can handle the assignment. She his services.
details are known) thus and so. It is gives them a small vial of a strange liq-
thought she may have headed north to uid. If they expose the liquid to the air, Adventure Hooks: Any contact with
speak with the elves around the Great she will know they need help and fly to the Godson should be by high-level
Dale (with whom she has an uneasy alli- aid them. But it had better be impor- characters. The player characters are
ance), and/or to observe events in the tant. contacted by a rich merchant (who
strategic Dalelands and discuss things might or might not be Thayvian, but
with the remaining elves in Myth Dran- You can use this encounter as a way who is currently in Thay) who needs
nor. There are rumors of war between to get player characters into any of the help. He has heard that he is marked for
Zhentil Keep and the northern dales other adventures. The Simbul’s vial death by a rival, and he fears that his
contains an air elemental which will mercenary bodyguards are inadequate
find her quickly, and she will take what- for the job. He needs help in the form of
magic and clerical power, and he comes

63

to the adventurers to supply it. Soul Blade, a giant +3 LE scimitar that The Facts: The Autharch first sent his
The merchant is sufficiently power- drains 2 life energy levels whenever it own people into the tower. They didn’t
hits a living opponent (level 0 = death, come out. The first offer, 100 gp to each
ful that he can recruit the adventurers not undead status). The Godson is usu- prospective adventurer, went begging
from outside of Thay if need be. The ally naked and has mottled brown- when the report of the missing tax col-
godson likes to advertise his intent black, scaled skin. He has green, lectors came out.
(though not necessarily his presence) burning eyes and can create darkness
before killing a victim, so there is time 15’ radius about himself at will. Once Dillomat is not dead, or at least he is
for the characters to arrive. every 66 turns he can plane shift from not dead on this plane. He left for
Acheron to the Prime Material Plane or another plane about three months ago
From there, it is simply a matter of vice versa. and has not returned.
waiting, and perhaps experiencing the
culture of Thay first-hand, until the Iyachtu does not like wearing gar- However, Dillomat’s tower is not
Godson finally shows up. ments, and cannot abide the burning unoccupied. He had collected a small
touch (2-12 hit points damage per band of monsters as helpers and associ-
IYACHTU XVIM, “The Godson” strike) of silver in whatever form. ates, and they are still in residence. In
Demigod fact, they are being fed by a couple of
ARMOR CLASS: -2 Much of the Godson’s past deeds and doppelgangers who slip out of the tow-
MOVE: 13” true nature are a mystery to mortals in er, change form, and go shopping in the
HIT POINTS: 96 the Realms, even among the high market. They are also responsible for
NO. OF ATTACKS: 2 priests of Bane, but few creatures wish several recent disappearances.
DAMAGE/ATTACK: 9-12/9-12 or by to meet him personally to satisfy their
weapon curiosity. Space considerations forbid extensive
SPECIAL ATTACKS: See Below detailing of the monsters to be found in
SPECIAL DEFENSES: True Sight The Wizard’s Tower the tower, but they involve several dif-
MAGIC RESISTANCE: 70% ferent types from several planes. Their
SIZE: L (12’ tall) The Rumor: The wizard Dillomat has main function is to guard the tower.
ALIGNMENT: Lawful Evil not been seen outside of his tower for
WORSHIPPERS’ ALIGNMENTS: Lawful months. It is thought that he may have Adventure Hook: This one is obvious.
Evil died, as he was old and feeble when last Scale the monsters and the magical item
SYMBOL: A pair of green, glowing eyes seen. The Autharch of the northeast rewards to meet the actual level of play-
on a black field region of Tyraturos is looking for brave er characters. Remember that Dillomat
PLANE: Prime Material (Acheron) adventurers to enter the tower (and its lived in this tower. There may be traps,
CLERIC/DRUID: nil many guardians and pitfalls) and find out but not many and not trapping the
FIGHTER: 15th Level Fighter Dillomat’s current status and whether main corridors and living areas. The
THIEF/ASSASSIN: Nil the Red Wizards should reclaim the tow- various monsters should be traps
MONK/BARD: Nil er for some other of their number. Dillo- enough.
PSIONIC ABILITY: V mat has no known heirs.
S:22 (+4, +10), I:17, W:16, D:20, C:20, No monster should be of Large size,
CH:17 The Autharch has received authority and probably several Small size mon-
to offer anyone entering the tower first sters would be appropriate. One mys-
The son of Bane, he serves as the pick of the contents (one pick per per- tery to point out is that several of these
instrument of his father’s will, traveling son) if Dillomat has indeed died, or a monsters need food and water, and that
constantly about the Prime Material helathy reward in platinum coins if Dil- is available. If the characters are ini-
Plane to wherever Bane desires to take lomat is still alive, but incommunicado. tially driven out, perhaps they figure
a direct hand in local affairs. He fights It is difficult to determine which condi- this out and trace the doppelgangers
with his great clawed hands or with the tion is the more deadly for adventurers and gain another entry that way.
entering the tower.

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