Haywater, a small but growing town, south of the Great city of Grundercin and east of the Dark forests of Sin. Fueled with hunger and lust for greed in this growing econemy. Butt little know about the wickedness that lies near there humble town know in ancient times as the Shadowfell
In a society of shortcomings and much to gain from it, dwells the harsness of reality. The reality of
The Comming. The Comming can only be described as the dark time that is profisized to come.
tooth
blah blah blah
!(media-item-align-center)
(The Beast)!
ho ho ho
see see see
TOWER OF SUNSET
Wynn Longsaddle (Adventure Book One, page 17) is a
messenger for the Mages of Saruun and carries messages
through the Khel Vale. Recently, gargoyles have
been harassing her travels along the road.
_“In the past few weeks, my travels on the Vale Road have been
plagued by stone flying creatures. They descend from atop
Thunderspire and try to steal the messages and supplies I
carry. I spoke to the vale’s other inhabitants, and they report
similar problems. I suspect these creatures are acting at the
behest of the shadar-kai witch, Denoa, who occupies the
Sunset Tower. The Mages of Saruun refuse to act, so please,
can you help put a stop to these attacks?
Wynn can only offer 100 gp as reimbursement for the
PCs’ help, but if the characters travel to the tower and
eliminate the threat, the party also receives 1,000 quest
XP. Wynn can provide directions to the tower.
h3.
The damp chambers that lie beneath the Labyrinth
are known as the cisterns, and they contain dangerous
Underdark creatures. Vadriar the Sage (Adventure Book
One page 17), while exploring the cisterns, discovered
a troglodyte cult of Torog seeking to develop a ritual to
collapse the upper levl of the Labyrinth. A curse that
the troglodyte shaman bestowed on him prevents him
from speaking of the cult’s plans, but he does say the
following to the characters when they speak to him.
“A great evil lies in the cisterns, and if it is not stopped,
it could mean our doom! The source of evil is—” Before
Vadriar can identify the source, his jaw seized and looked physically incapable of speaking any further… “In my eagerness for help, I forgot about the curse,”
he says. “I cannot speak of what this peril is, but I can show
you. If you accompany me to the cisterns, perhaps we can
avert this calamity.”
Vadriar cannot pay the PCs for their services, but he
appeals to their goodwill. If the PCs agree to help,
then he takes them to the cisterns and shows them
the location of the cult. He avoids battle, and once
the PCs defeat the troglodyte shaman, he explains
the full details of the cult’s machinations. The party
receives 1,250 quest XP for helping to quash the
cult’s plans.
HOUSE OF SILENCE
If the characters hire Terrlen Darkseeker (Adventure
Book One, page 17) to help guide them through the
Labyrinth, then they witness his lycanthropic transformation.
When he transforms, read the following:+
The body of the man before you begins to shudder, and hair
sprouts from his skin as he transforms into a beast. Terrlen
cries out, “What—what’s happening to me? Oh gods, what’s
going on?” A moment later, his words become snarls as he
turns on you and attacks.
When the party defeats Terrlen, his body reverts to
human, and he is left alive at 1 hit point (provided the
characters don’t just finish him off ). When the characters
inquire about his condition, he says.
“Transformed into a beast you say? I don’t remember
anything, but from my condition, it must be true. Lately
when I venture into the Labyrinth, large pieces of my
memory go missing. It all started when I explored the
crypts in the House of Silence. Now that I think on it,
something happened there. I discovered a bronze disk, and
when I looked upon it, I was overcome with rage. Perhaps
that is the cause of my affliction. I beg you, please help me
break this curse.”
Terrlen can provide directions to the House of
Silence, and if the characters go to the House of
Silence and destroy the bronze disk, it breaks the
curse on Terrlen. The party receives 1,000 quest XP.
COURT OF BONES
If the characters recover the skull scepter as part of
the Treasure Seeker adventure hook (Adventure Book
One, page 14), Gendar offers another challenging
quest. When characters bring the scepter, he says:
“So, you recovered the scepter. You must be reasonably
competent. I have another job for you. There is an object
located in a place called the Court of Bones. The object is
a multifaceted crystal, and while not magical, I wish to
acquire it for my collection. Are you interested?”
Gendar offers to pay them 250 gp for the item’s
recovery. With a DC 15 Diplomacy check, he can be
persuaded to offer 500 gp instead. Once the characters
agree, he provides directions to the Court of
Bones (Adventure Book One, page 17). He warns that
another denizen of the Labyrinth, a wight named
Az’Al’Bani, is also searching for the court.