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Published by Nox, 2022-10-08 16:17:30

Thay - Land of the Red Wizards

Thay - Land of the Red Wizards

approximately 50 feet of the blast. Killing so many of would be the more effective. “More effective” meaning
the wealthy and powerful of Thay in such a public and bringing the best chances of maximizing the carnage.
sensational fashion is exactly the gesture their move- Gafna Bilton should be played as more than just a
ment needs, or so at least Gafna believes. little fanatical at this point. If asked about the prospect
The plan is to either set the device near the en- of innocents being injured or killed in this attempt, she
trance of The Dark House of Tyranny, the site of the responds with indifference citing the classic “casual-
wedding itself, or on the approach to Aragos Toslav ties of war” pretext. She is a true believer in her cause
estate, the same location as the dinner party—the site and as such, has adopted a by any means necessary
of the wedding celebration/reception. approach. She cannot be dissuaded from this course
of action and any attempts to convince her otherwise
The Dilemma are met with cold disdain.
The characters very well may not be interested in
It is at this point that Gafna will attempt to secure the participating in such a violent act. Despite any and all
characters acquiescence to and approval of the idea possible efforts by the characters, again, Gafna will
of assassinating the Tharchion before she reveals any not be persuaded to abandon this course.
of the exact details of her plan. If the characters seek
to “play along” they must either succeed on a DC 13 If the characters refuse…
group Charisma (Deception) check, or one of the char-
acters must succeed on a Charisma (Deception) check If the characters refuse to participate, Gafna coldly
opposed by Gafna’s Wisdom (Insight) check. demands that they leave the city immediately “if they
Should she gain their consent, Gafna would then value their lives.” She makes it quite clear that any
like input from the characters as to which location attempts to interfere with her plans will be met with
swift and deadly retribution.
The Dark House of Tyranny Map

D1

D2 D5 D6 D12
D3 D11
D7

D4 D8 D9 D10

The Dark House of Tyranny Map Legend D7: Dining Hall
D1: Patio D8: Guard Post
D2: Dark House Manager’s Office D9: Coat Room
D3: Private Cellar D10: Wine Room
D4: Private Dining D11: Kitchen
D5: Musicians’ Stage D12: Garden & Loading Area
D6: Dance Floor
Part II: Intrigue in Eltabbar
100

If the characters refuse and seek to The Tharchion’s Palace in Eltabbar
thwart Gafna Bilton’s plans…
The palace occupies an entire block on the north and
After departing Gafna’s company per above, the char- west sides of the west end of the Way of the Zulkirs. The
acters may decide that they want to try to foil Gafna’s Way of the Zulkirs is a wide, impressive, statue-flanked
plans rather than simply leave town as she urged. street (statues of dead zulkirs, on high pedestals) that
In that event, Gafna most likely would not have runs east-west. Traversing it heading west, it runs to
shared either the exact location of the assassination the gates of the Tharchion’s Palace and ends there, in a
attempt or the precise means to the characters up huge circular cul-de-sac so coaches with many horses,
to this point. The characters should only learn of the oxen, or slaves to pull them can either be turned around
details of the explosive device if they go along with readily or “parked” to await entry.
Gafna’s plan, or successfully deceive her into believing The Palace fills the westernmost block of the Way.
that they are willing to participate (as above-described The first north-south cross street, heading east out of
group or opposed Deception checks). the Palace, is the Street of Six Lions.
Going to the authorities is one option. However,
who exactly to contact and where to report this con- While under false pretenses, the characters may al-
spiracy are of course questions they have to sort out. ready be known among some of the Probity Corps. How
The Tharchion’s palace is an option, but it is unlikely the Probity Corps would react to such a report from
in the extreme that the characters would be admitted the characters strongly depends on the nature of their
for any reason. previous interaction at the Probity Corps’ black site.

If the characters rescued Jigor
Raxia…

If the characters rescued Jigor Raxia earlier in
the adventure, he seeks them out and expresses
deep reservations about Gafna Bilton’s plans. He
does not want to be party to that much destruc-
tion and the injury to that many innocents. As
he is indebted to the characters, he shares the
location of the planned attack—outside of the
Temple of Bane on The Way of Arduskan, and
the means—the innocently parked hay wagon
containing the explosive device.
If the characters opted to participate in
the assassination, Jigor is surprised and
disappointed to hear this and immediately
takes his leave.
However, should the characters wish it,
Jigor willingly and freely shares the details
of the plan:
A minor wizard in Gafna’s organization (use
apprentice wizard stats, but AC 13 from mage
armor and 20 HP) and six partisan guards (use
spy stats) will wait for the Tharchion’s carriage
and retinue to approach, light the 60-second
fuse via a discreet fire bolt spell, and then
make their escape.
Jigor can provide intelligence/details so
that the characters can identify the disguised
wizard and six guards (all will be disguised to
look like normal Eltabbaran citizens watching
the rich and famous parade to the temple for
this important event). Should the characters
seek to intervene, the guards move to protect
the wizard at all costs. All of the insurgents
fight to the death.

Part II: Intrigue in Eltabbar 101

Open combat immediately attracts the attentions of The Device
the Watch with a typical patrol (see “The City Watch”
sidebar) rushing in after the second round of combat. The black powder that Gafna’s people produced has
Additional patrols appear every two rounds thereafter. been tightly packed into a cask (a 40-liter firkin) com-
How the Watch responds to the open fighting as the plete with a 60-second fuse. The cask then was installed
Tharchion approaches should be influenced by the in the bed of a small and ordinary two wheeled hay
characters’ actions such as revealing the mutineers to cart designed to be pulled by a single dray animal. The
the Thayan Knights (characters’ Persuasion checks insurgents surrounded the cask with all manner of
opposed by the insurgents’ Deception checks) and scrap iron they could locate and then covered all of it
revealing the presence of the bomb itself. in 12 inches of hay. The bits of scrap iron on the wagon
If the explosive is lit, the fuse affords 60 seconds of include rusty garden bedding-marker stakes connected
time to get out of the blast radius. The fuse can be put by rotting old lengths of rough hempen twine: these
out by physically doing so or with a ranged attack with stakes being foot-long steel needles sharpened at both
a target AC of 18. ends. Upon detonation, these garden stakes will be
transformed into deadly shrapnel.
Without Jigor Raxia’s help… The lead end of the wick dangles out of the back of
the cart looking like nothing more than a stray piece
If the characters seek to stop the attack without of cord. So, even if the cart is inspected, it would only
inside help, they must first figure out the location of reveal what looks like a small barrel and a bunch of
the planned attack. A successful DC 15 Intelligence scrap iron.
(History) check informs that the most logical location
will be on The Way of Arduskan in front of the Blast Damage. Upon detonation, every creature in a
Temple of Bane. 50-foot-radius of the locus of the blast must attempt
If the characters can figure out the location and can a Constitution saving throw (DC 20). A target falls
get there in time, successful DC 13 Wisdom (Percep- unconscious and is reduced to 0 hp on a failed save.
tion) or Intelligence (Investigation) checks pick out A target that succeeds on this save take 10d6 force
the seven total insurgents who plan to light the fuse of damage + 4d4 fire damage. Further, all creatures
the explosive as the Tharchion approaches. The same within 120 feet are deafened for 1d10 rounds. Any
guidance in “If the characters rescued Jigor Raxia” creature within 250 feet of the blast feels the shock
then applies. wave from the explosion but take no damage. At a
distance of 1,000 feet creatures can barely hear the
If the characters plan to participate… detonation.

If the characters are able to put aside whatever mis- Fragmentation Damage. Every creature in a 50-foot-ra-
givings they have about Gafna’s plans and decide to dius of the locus of the blast must attempt a Dexteri-
participate in her plan, they must first help to decide ty saving throw (DC 18). A target takes 10d4 piercing
the location of the attack itself. The default location damage for the flying bits of scrap iron on a failed
is on The Way of Arduskan in front of the Temple of save, half as damage on a successful one.
Bane. Should the characters prefer to stage the attack
on the approach to Aragos Toslav estate, Gafna is Aftermath and Collateral Damage
amenable to that change.
The characters then replace the insurgents de- It is hard to express in game mechanics terms what the
scribed above in the “If the characters rescued Jigor effects of a detonation like this would be in a crowd-
Raxia…” section. They must escape the notice of the ed urban location. Many people would be down and
Thayan Knights by making a successful DC 14 Dexter- unmoving. Smoke and haze would suffuse the entire
ity (Stealth) or Charisma (Deception) check, which has area. People would be running in terror, some covered in
advantage if it’s accompanied by a reasonable attempt blood, while others would be stunned from shock.
at disguise. Then they must light the fuse without
attracting any attention by making a successful DC 14 Following this immediate aftermath, Thayan
Dexterity (Sleight of Hand) or Charisma (Deception) Knights—either members of the city watch or those
check. Should either a Thayan Knight or any other specifically detailed to police this procession—swarm
Thayan citizen realize what the characters are up to, the scene. Survivors in the immediate vicinity should
they likely will raise the alarm, attempt to put out the expect to be taken into custody quickly. The entire area
fuse, and to restrain the characters. is subject to a brutally efficient lockdown.

102 Part II: Intrigue in Eltabbar

Epilogue Whatever role the characters play in these dramatic
events, Tharchion Aumaund Halarkoun is no fool. He
This all of course makes for a dynamic and chaotic has a contingency spell combined with a teleport spell
closing scene with innumerable possible outcomes. As cast on his person, anticipating such an attack. Most
Gafna is an unapologetic fanatic, she certainly could likely, Aumaund Halarkoun should survive the events
have a backup plan including a second set of explo- of this tumultuous day.
sives set elsewhere along the Tharchions route. Finally, in all likelihood and regardless of the exact
But leaving such possibilities aside, will the details of the outcome, the Tharchion orders an
characters’ actions save the Tharchion and will they extreme lockdown and martial law in the city of Elt-
then be publicly recognized as “heroes of Thay”? Will abbar in an attempt to root out the insurgents. What
they save the Tharchion and other innocent Thayans becomes of the characters in the midst of all that is of
anonymously? Will they willingly participate in a course a tale of your choosing.
potentially devastating terrorist act resulting in dozens
of casualties? Will they get caught in the act and be
executed for high crimes against the state?

103

APPENDIX A

Probity Corps Black Site Player Maps

Main Floor

104 Part II: Intrigue in Eltabbar

Cellar

Part II: Intrigue in Eltabbar 105

Second Floor

APPENDIX B

Party Invitation Handout

The Right Honorable Chancellor of Pyarados,

Argos Toslav,

assorceiqauteesostf&shtidhsaeeirtmpitvlpheaaeetnsiCuvdereisenleogobffrNPatuhhtiepeoltcndioaamlnsptthaoenry’soeft. al.

Deloiaf PhriaPdroreen

on 1a6ttthhedBaryigohf EtlHeienatrattEEsvteantteide

Refreshments and entertainment brilliantly provided.
106 Part II: Intrigue in Eltabbar

APPENDIX C

Dark House of Tyranny Player Map

Part II: Intrigue in Eltabbar 107

More than
Just Red Wizards!

Known to the wider Forgotten Realms® as a sinister land
of Red Wizards, slavers, and marching undead armies,
Thay is the distant—or uncomfortably close—menace that
“may become our doom if Szass Tam turns his attention
in our direction.”

And Thay is that, but it is also so much more. A truly
magical land (thanks to a secret that even the goddess
Mystra helps to keep) of rich culture, a rising middle class,
ambitious nobles and Red Wizards who fear Szass Tam
more than they hate him, but may soon be forced to defy
him, and wealth beyond the imaginings of even wealthy
and proud realms elsewhere.

This tome is your guide to the Thay of right now, a
valuable resource for Dungeon Masters and players alike.
It sets forth the people and places of the Land of Red
Wizards, what life is like, and seeds, hints, and secrets
sufficient to spur adventures for years of enjoyment at
your gaming table.



For use with the fifth edition Player’s Handbook®,
Monster Manual®, and Dungeon Master’s Guide®, this book
provides the setting, character backgrounds, supporting
lore, and even a full-fledged adventure to bring the Land of

the Red Wizards fully to life in your D&D® game.


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