EPISODE XXXVIII: EQUAL NIGHTEQUAL NIGHT -...

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: EPISODE XXXVIII:EQUAL NIGHT is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE XXXVIII: EQUAL NIGHT EQUAL NIGHT EQUAL NIGHT EQUAL NIGHT By: Kris Wade Darkness and light. Temple of good. Ruins of evil. Victorious heroes and cursed victims. Life and unlife. Celebration and failure. At a time when night and day are equal the seekers must choose. But first they must overcome. A Dave Arneson’s Blackmoor episode for heroes levels 2 to 8. Part two of the Curse of the Westryn series and part two of the holidays for heroes series.

Transcript of EPISODE XXXVIII: EQUAL NIGHTEQUAL NIGHT -...

Page 1: EPISODE XXXVIII: EQUAL NIGHTEQUAL NIGHT - Blackmoorblackmoor.mystara.net/MMRPG/S2/episode38.pdfBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: EPISODE XXXVIII:EQUAL NIGHT is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

EPISODE XXXVIII:

EQUAL NIGHTEQUAL NIGHTEQUAL NIGHTEQUAL NIGHT By: Kris Wade

Darkness and light. Temple of good. Ruins of evil. Victorious heroes and cursed victims. Life and unlife. Celebration and failure. At a time when night and day are equal the seekers must choose. But first they must overcome. A Dave Arneson’s Blackmoor episode for heroes levels 2 to 8.

Part two of the Curse of the Westryn series and part two of the holidays for heroes series.

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Preface by Dave Arneson:

One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years.

I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004)

Introduction to Blackmoor by Dustin Clingman:

Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and

served as the impetus for an entirely new gaming experience where every player could be both a fantastic hero and a winner. The game that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players.

So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous super being, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country.

What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)?:

Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players (and up to 7 players when necessary) in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG

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Campaign Sourcebook or by visiting www.dablackmoor.com.

Notes to the Judge:

The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations.

The judge prior to play should read the complete episode. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook .

The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event.

Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players including EL racial adjustments (such as Westryn +1EL), followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may

choose to round up or down if the particular number is not an offered ATL.

Time Units:

The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit.

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Episode Background

Spring Equinox: Originally one of the four High Druidic Holidays, the Spring Equinox has become a day that all celebrate. On this day, farmers show their prized cattle; nobles purchase large quantities of seeds for the coming farming months, and festivals take place in even the smallest villages. The day after the festival is the official beginning of the planning and grazing seasons, even though some of the farmers begin toiling in the fields long before.

Long ago a traveler from a dark plane ruled by intelligent undead came to Blackmoor. Sondav was a Mummy, but instead of being created by evil priests he had been grown in his dark realm with others of his kind. For centuries he fought for supremacy, but lost and found himself serving another, a being known only as The Dark One. This was intolerable to Sondav so he searched for a way to escape and find a realm of his own. He came to Blackmoor via his dark magic. For a time he thought he would settle here and alter his new environment more to his liking. But even in the distant past there were heroes who would fight evil and destroy it when possible. These heroes succeeded in slaying the evil creature, but some of Sondav’s followers stole the body away before it could be completely destroyed. The heroes caught the followers but not before they had hidden their master away in a secret place, along with an item of power the heroes had used to overcome the evil creature.

Sondav’s arrival in Blackmoor had unfortunate timing for the Westryn elves. Before his arrival the Westryn had been cursed to be unable to breed with any other race. The Westryn priests were performing a ritual of purification they hoped would remove this curse, at the same time a rift from Sondav’s plain opened in the southern part of the Westwood. The Dark One, Sondav’s former master, had tracked Sondav from his own plane to the lands of Blackmoor. The Dark One decided she would take advantage of the hole Sondav had created to further her own designs. The Dark One already controlled most of her own world and wanted to spread her power to a new world. From the rift poured undead minions of Sondav’s former master. They came to slay Sondav and then to conquer new lands. But the incursion was in Westryn lands and the Westryn blamed their

own ritual, fearing it had backfired, so the Westryn fought. And as the priests struggled to learn where the invaders came from they learned of Sondav. They hoped at first that slaying him would close the rift, so they sent out there own warriors to seek this evil creature. The warriors were too late. Human heroes had already slain Sondav, and still the rift stayed open. The Westryn now seek the staff of life as the first step in sealing the rift. The staff will allow them to get close enough to the rift to do magical research and determine the source of the rift. Without the staff no living person can come within 100 yards of the rift as the negative energy pouring from the rift overpowers normal protection spells. The Westryn have just discovered the location of the staff. They have sent a group of warriors led by the famed Westryn spirit warrior Ferjen Iokic to retrieve the staff.

A few years ago the village of King’s Crossing was founded by merchants and younger sons of noble families, all looking for a way to increase their wealth and titles. At the same time an ambitious priest of Pacuun named Ams Parker developed a plan to increase both his temporal and worldly power. He offered the support of the church of Pacuun to the new village if they would support his building of a new temple near the undead infested swamps. Ams wanted this temple built here as an ideal place to battle undead and also because he had found references to the item used by the heroes who defeated the evil undead creature. Ams believes the item he seeks, a staff of life that can be planted to grow a tree of positive energy to protect the temple from undead, will be found in ruins he read about at Blackmoor University. Now with the temple of Pacuun nearing completion, the undead have begun attempting to destroy it. Unknown to either the Westryn or the Pacuunites, Sondav is somehow reborn, although much weaker than before his strength grows with each day. The need for the staff of life has grown.

Time is short for both the Westryn and the Pacuunites. Only during the spring or fall equinoxes can the staff of life be planted.

Episode Hook

There are three different hooks. Hook one and two are for the heroes that helped save King’s

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Crossing in Kissing Day. For those with the Debt to Pacuun see Player Handout One. For those who participated in saving King’s Crossing but did not incur the Debt to Pacuun see Player Handout Two. All others receive Player Handout Three. All three handouts are a request from the Temple of Pacuun in King’s Crossing. The heroes are needed once again to help avert another undead threat. They are requested to come to the temple with all haste.

King’s Crossing is perhaps the most successful merging of dwarven engineering and human adaptability that you have ever seen. The streets are straight and the buildings are square, but both are decorated in ways that soften the lines and make both the town and the individual shops and taverns welcoming. The bustle of townsfolk and merchants preparing for the holiday festivities a few days hence makes those so inclined, feel very pleased to be here. For some of you there is a feeling of déjà vu. You have been here before, just before sunset on the eve of a holiday. That is a night you would rather forget, but it is also the reason you are here.

The Sleeping Noble has the air of wealth and success about it and those who are entering and leaving are clearly well to do merchants and nobles. As the sun sets, you enter the building and see to your left a large tavern with welcome sounds of conversation and laughter. To the right is a desk staffed by two young docrae, and a sign saying “Lodging” in a variety of languages. Behind the desk are stairs going up to the second floor.

The heroes may ask at the desk for their rooms. Or they may go directly into the tavern for food and drink. Or they may choose to go back out into the town to visit shops. The desk is staffed by Foley and Poul two young male docrae who are full of energy and enthusiasm. They take turns playing desk clerk and bell hop. If stabling is needed one of them fetches a groom from out back who takes care of the horses and other livestock. Both docrae are incredibly efficient and very courteous. San Calloway has trained them well. If the heroes have been here before they are greeted as long lost friends and treated with respect. If they mention either Ams Parker or San Calloway one of the two rushes off to find San, who comes out of the tavern to speak with them.

If the heroes head directly into the tavern and ask either waitresses or patrons for San Calloway he is pointed out sitting at a big table in the middle of the room, laughing with some patrons whom he obviously knows well. San also treats those he recognizes as friends. He tells them their rooms are free and shows them to a corner table that is empty, almost as if he had been saving it for them. For those who have never been here before the service is good quality and the rooms once they get to them are clean and well cared for.

Once all the heroes have arrived they can do character introductions.

Chapter 1: King’s Crossing

The Sleeping Noble

San Calloway - San is not only the innkeeper, but the mayor of King’s Crossing. He can provide any of the information in appendix one, about the town, if heroes should ask. San is aware of the undead problems at the temple and is quite concerned that should the temple fall the town itself will be besieged.

Foley and Poul - The two docrae know much of what is going on in town. They spend their off hours either exploring the town (and sometimes getting into trouble) or drinking at the Mutton and Ale.

Judith, Martha and Mildred (three serving girls) - They answer questions about any of the tavern’s patrons or each other. These girls know nothing beyond what is common knowledge in the descriptions of the tavern patrons.

Yoven (the new bartender) - Yoven is a big burly man who likes to grin a lot, which can be disconcerting as he has no teeth. He takes great pleasure in watching people try to keep a strait face when he smiles and even more pleasure if someone comments on his toothless grin. Yoven also loves to arm wrestle and challenges any strong looking hero to a match. Loser buys the winner a drink.

Serna Pridelius (at San‘s table) - Serna is one of the town council. He is a friend of San’s. Serna is clearly a man of military bearing. He was an officer in Uther’s army and left with

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Uther’s blessing to help found the town of King’s Crossing. He is in charge of both the militia and the town watch, but does not take active part in the watch investigations, leaving those to the new Captain of the Watch, Jenkins Tasker. Serna’s hair is white from recent horrors he witnessed during the Kissing Day episode. Serna is generally taciturn, but will treat those he know from Kissing Day as friends and trusted companions.

About the Town

There are many shops to visit and clues to investigate within King’s Crossing. These are detailed below. Find out what time the heroes start their day. None of the shops open before 9am. And they all close at sunset.

Wolnuk’s Wares - Rosalind Wolnuk is a wizened little old woman with a glint of mischief in her eye. She is a perfumer, who does a side business selling potions. There is a 33% chance that she has any potion from the DMG a hero might ask for in stock, but she never has more than one and it costs 10% more than normal. Rosalind also sells anti-nausea remedies at 10gp each. If the heroes decide to journey to the temple of Pacuun this may become valuable as the smells of the swamp can make someone nauseous for 24 hours if they fail a fortitude save DC 12. Rosalind also has enough silver sheen for six one handed weapons (which is equal to three two handed weapons or twelve small weapons or twenty pieces of ammunition).

Karl’s Cabinets - Karl is a burly, hirsute man (he should be described as big as an ox and his arms covered in thick black hair) who has a delicate touch with wood.

The Herbalist Shop - This shop is run by a jolly fat woman named Nikki Rembeau. She has a good supply of any herbs the heroes may ask for.

Strorm’s Sundries - Elias Strorm, the owner of this shop, is a tall, skinny, elderly man. He is dignified and calm, but rarely smiles. He walks with a slight limp, aided by a staff with a fine quality amethyst set into one end. This amethyst is Elias’ spell focus. Elias is a retired adventurer who never made enough to become rich and therefore runs a magic shop to live the lifestyle he became accustomed to while

adventuring. He can sell the heroes any arcane scroll of first through third levels (cast at ninth level). And there is a 33% chance of him having a scroll of any 4th or 5th level arcane scroll (also cast at ninth level). All scrolls are sold at normal price listed in the DMG.

The Rest of the Town - If the heroes decide to go somewhere else in town see Appendix 2 for a detailed description of the town.

Chapter 2: A Friend in Need…

Heroes who go to sleep experience the following:

Your sleep has been restless, your dreams haunted by memories previous battles. But the victories you remember each seem to end in defeat. Your friends die around you until only you are left standing and their unseeing eyes seem to stare at you accusingly. Then there is a voice calling your name and the scene fades.

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Heroes who remain on watch at midnight hear the clatter of horses’ hooves in the street outside the inn and then booted feet on the stairs. Then a beautiful woman and handsome man. She is dressed in the holy raiment of clerics of Pacuun and he wears wizard robes, but also bears a holy symbol of Pacuun. They come striding quickly down the hallway. Heroes may recognize Dakera, a priestess of Pacuun who helped them save King’s Crossing. The man is unknown to them, but it quickly becomes clear that the two are lovers. They are constantly holding hands and looking at each other. If Dakera recognizes any of the heroes on watch she addresses them by name. If not she asks if they are… (mentioning names of heroes whose help Ams has requested). She introduces her husband Sashidro. Dakera asks that all the heroes are awakened quickly then runs back down stairs to awaken San and ask him to send soldiers. The temple is under attack and their aid is needed. Once all the heroes are gathered and Dakera returns, Sashdro pulls out a scroll and asks they all gather together for a teleport spell. Dakera assures those who ask about their mounts that the mounts will be brought from town by the soldiers, but there is not time to waste. Heroes who have been here before remember that the temple is about four hours away.

It is possible, perhaps even likely, that the heroes chose to ride on to the temple tonight. If so they meet Dakera and Sashidro about half way there. The message is the same, but Sashidro does not use a scroll of teleport in these circumstances as he feels there is time to return on horseback.

Chapter 3: It is always Darkest

The temple of Pacuun is nearing completion. The structure gives one a feeling of soaring joy and peace. Safety and security. The darkness of night is overcome by magical light emanating from the temple. It should be a place of refuge, a welcome end to one’s journey. But the temple is surrounded on all sides by a flowing stinking darkness. The darkness seeks to overwhelm the light, to bury it in evil. As you get closer the darkness breaks down into individual figures. Undead creatures encroaching on the light. There are priests and acolytes battling the undead. And soldiers, guardians of the light. But it appears the protectors of the temple will

soon be overwhelmed if you do not go to their aid. And now pieces of the darkness break off and move towards you as the individual undead become aware of you. It seems the battle is coming to you. Dakera and Sashidro seem to have disappeared, and then you see them reappear near the temple entrance next to a beleaguered priest wearing the robes of a high priest of Pacuun. Some of you recognize Ams Parker from the last time you were here. And then the undead are upon you bringing with them the nauseating stench of the swamp.

Before the battle starts have everyone make a fortitude save DC 12 or become nauseated for the next 24 hours. This is due to the stench of the swamp not the undead themselves and is in addition to the saves required by the ghast stench. It is possible that heroes who have been here before have taken precautions against the swamp nausea.

ATL 5 (EL7)

Ghasts (4): Medium Undead, hp 29, see Monster Manual p. 119.

Tactics - Encounter range 60ft. The ghasts are both intelligent and cowardly. They spread out hoping to avoid both area of effect spells and fighters with cleave attacks. They target unarmored foes first expecting other undead to be following them to help them However more undead only come if a cleric successfully turns them. If this happens have 4 more ghasts come from whatever direction is closest to the cleric and focus their attacks on the cleric. Do this once only.

ATL 7 (EL9)

Minotaur Zombies (3): Large Undead, hp 81, see Monster Manual p. 267.

Wyvern Zombie (1): Large Undead, hp 94, see Monster Manual p. 267.

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Tactics - Encounter range 60ft. Well they are zombies so not much in the way of tactics. Happenstance brings the three minotaurs from the front and the wyvern from the back. Give a spot check DC 18 (due to darkness and chaos) to spot the wyvern. Minotaurs use their weapons unless disarmed.

ATL 9 (EL11)

Ettin Skeletons (9): Large Undead, hp 65, see Monster Manual p. 227.

Tactics - Encounter range 60ft. Well they are skeletons so not much in the way of tactics. The skeletons attempt to engage every hero and only double team heroes once every hero who can be reached has at least one opponent. The skeletons use their weapons unless disarmed.

Once these undead are defeated switch to the brief narrative below rather than running wave after wave of combat. If any heroes wish to leave this battle and go to the aid of Dakera and Ams allow them to do so but ask them to wait for this narrative. They are out of the above combat but should still receive full XP.

As you and your companions defeat the first wave of undead you find yourself swept up in battle. You wield your weapons, cast your spells, and use your abilities to evade blows or take them full force on shield or armor. This is chaos. Little chance for tactics. Here you aid a priest of Pacuun who is about to fall prey to a shadow he did not see. In the next seconds the bite of an unnoticed ghoul leaves you bleeding badly, only to find yourself healed by that same priest. Minutes later you find yourself fighting back to back with one of your companions, surrounded by so many undead you are afraid you may not see the morning. A charge of soldiers wearing the tabards of the village of King’s Crossing and led by a man some of you recognize as Jenkins Trasker breaks the circle surrounding you and you can breathe for a moment. Then a spectral form swoops toward the soldiers and you leap to their aid. The undead fight in eerie silence. The priests of Pacuun chant prayers to their god. The soldiers curse and yell and try to survive.

And then it is over. The sky is lighter now and the undead stream off into the nearby woods. Few of the temples defenders have the strength

or resources to chase them. In minutes the sun is above the horizon and the darkness of both night and evil are gone. You have survived, but looking about you see that many are not so lucky.

Depending on level of involvement in the battle the heroes’ resources will be used up as follows:

In the thick of battle but no special goals: Half hit points, three quarters of combat and healing spells used up. Only one turn attempt left for clerics.

Made an effort to join Ams Parker: 1d10 hit points remaining, all combat and healing spells used up. No turn attempts left.

Avoided melee combat, but used missile weapons or spells: three quarters of missiles and combat and healing spells used up. Only one turn attempt left for cleric.

Avoided combat by hiding: Uninjured and all resources available except for those used during initial encounter.

Chapter 4: After the Dawn

The battle over you sit with Ams Parker in a small private dining room in the temple. He is attended by a beautiful acolyte with flaming red hair who he introduced as Ashe. It is clear from the way she tends his wounds and the way that he looks at her there is something more between them than just the ties of faith. Ams focuses on you and begins to speak.

“Thank you again for coming to our aid. I do not believe we would have survived the night without it. We will succumb soon in any case unless you will aid us. I have found a way to protect the temple and town permanently, but can not spare my own priests. Will you aid us?

Assuming the heroes agree Ams tells them the following.

In the swamps nearby are the ruins of an evil temple. In that temple, hidden away by the evil that once controlled this area is a staff that the Cumasti dubbed “the staff of life.” One aspect of this staff is that it can be planted and grow into a tree that emanates positive energy of such

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strength that no undead can come within miles of it. If you can find that staff and return it to me, I can make this temple both a refuge and a bastion of life. From here the followers of Pacuun can make forays into the swamps. We can find the source of the undead and destroy it. Without the staff, the temple, and probably King’s Crossing itself will be overrun. In addition, the ritual of planting the staff can only be accomplished during an equinox. The spring equinox as you may know, is the day after tomorrow. This is our one opportunity. Will you do it?

Answering Questions:

Who or what was the temple built for?

Long ago an evil undead creature appeared in the lands that would become Blackmoor. Stories said Sondav was a Mummy, but instead of being created by evil priests he had been grown in his dark realm with others of his kind. For centuries he fought for supremacy, but lost and found himself serving another. This was intolerable to Sondav so he searched for a way to escape and find a realm of his own. He came to Blackmoor via his dark magic. For a time he thought he would settle here and alter his new environment more to his liking. His slaves built the temple as a place where his enslaved peoples would worship him.

What happened then?

Even in the distant past there were heroes who would fight evil and destroy it when possible. These heroes succeeded in slaying the evil creature, but some of Sondav’s followers stole the body away before it could be completely destroyed. The heroes caught the followers but not before they had hidden their master away in a secret place, along with the Staff of Life which the heroes had used to overcome the evil creature.

How did you find all this out?

Through months of research at Blackmoor University followed by divination spells I cast to confirm the information.

What about rewards?

For those in debt to my temple your debt will be canceled. Otherwise I will reward you with gold and the favor of my faith. For those who are followers of Pacuun you must of course undertake this task, but you too shall be suitably rewarded.

Can we rest?

I can have you healed and replace your mundane items such as arrows. If you can recover spells and leave this morning it would be best. I estimate it will take about four hours to reach the temple and another four hours to return. I do not know how long it will take you to find the staff, but there are only 11 hours of daylight remaining and If you do not return before dark you may have to face undead in the swamp. It is possible you can find a place of refuge; I have been unable to explore the swamp yet. It is also possible the staff will protect you from attack. I have been unable to determine all of its powers. You will have to judge for yourselves how best to proceed, but at the latest you must return to us by an hour before sunset tomorrow or there will be no time to complete the ritual.

How do we find the ruins?

Here is a map. I do not know where within the ruins the staff lies.

If for some reason the heroes decline to undertake this task the episode is over. See Finale 3.

This encounter is the one chance the heroes have of possibly stumbling on a secondary plot. Toska Rusa was able to make a bargain with a succubus named Ashe and have the succubus take control of the high priest, and thus the temple. This plot has more long-term effects on Blackmoor and on the temple of Pacuun. Ams Parker makes all his decisions himself at this point, so his behavior should be very normal. Ams Parker is not under any form of compulsion or charm effect. Ashe is very beautiful and he simply fell in love. His decisions are his own. Only if the PC’s ask for one, should they be given a sense motive check or a spot against Ashe. If it comes to combat, use the standard Succubus statistics from the monster manual

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• Sense Motive DC 20 reveals that Ams is in love.

• Sense Motive DC 39 reveals that Ashe does not return his affection

• Spot DC 39 reveals that Ashe is not human, but a succubus.

If the characters try casting in the temple without permission they anger all of the priests and are expelled from the temple. If that happens, the episode is over for that character. See Finale 3.

Chapter 5: Chance Encounters

You have journeyed through the foul smelling swamp for about three hours now. The map has helped but you still find yourself mired in much sometimes and constantly pestered by mosquito’s the size of a baby docrae. You almost wish some undead would show up just as a distraction. And then it seems your wish may be granted. Ahead of you coming from that tangle of marshy undergrowth you here a moan that reminds you of last night’s battle.

Upon investigation the heroes find a severely injured and extremely delirious Westryn elf. Ferjen Iokic is in bad shape. His companions are dead, victims of the traps and guardians of the ruins the heroes are now approaching. His legs are broken and he is infected with mummy rot and with swamp delirium. He has an empty quiver and one scabbard is empty but there is still a short sword in the other. When the heroes first approach he cowers in terror, but if they remain calm and try to help him he accepts them as friends. He has nothing coherent to say unless a “heal” spell is used on him returning him to both full hit points and sanity and removing his diseases. Remember that the mummy rot causes all magical healing to require a caster level check (see Monster Manual pg. 190)

Random rantings include the comments below (in Westryn, do not share these unless someone speaks Westryn ). These are interspersed with hysterical laughter, sobbing, and moans of spiritual as well as physical anguish. The judge should play this scene up for all they are worth. Be as insane as you like.

“They are all dead. I failed them.”

“He was supposed to have been destroyed.”

“The ceiling fell on us”

“She should not have gone ahead, I warned her”

“It wasn’t there. We could not find it.”

“The fiend laughed at me.”

“I should have died. The pain was unendurable. But something in the dark above me kept me alive. Why? I should have died.”

If Iokic is healed he tells the heroes that he and two companions entered the nearby ruins seeking an item of power for his people. He was accompanied by Tauren who was their trap finder and Deanu a Wokan of some knowledge and power who would be able to identify the item they sought. Tauren disabled many traps on the way in and Deanu’s magic allowed them to bypass others. They searched the first two

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levels and found nothing. They reached the third level and came upon a large burial chamber with many sarcophagi. They paused wondering what new traps awaited them here. Tauren made herself silent and invisible and moved forward. She should have been undetectable, but suddenly she was visible and the lids of the sarcophagi slid aside. Mummies arose and attacked. Iokic ran to her aid, but before he could get there he saw her head ripped from her shoulders by a large mummy in dark wrappings. Iokic fought and destroyed many of the creatures. Deanu cast spells until she was out of them and then used her staff. They realized they were overmatched and started a fighting retreat. Ferjen sent his spirit guide owl away to safety, not sure what would happen if he did not dismiss it. They made it back to the second level and there misfortune struck again. A trap that Tauren had said was disabled reactivated. A huge ceiling stone fell on them both. Deanu was killed instantly while Iokic had jumped partially clear. It landed on his legs and smashed them to a pulp. Iokic lay there unable to move, expecting to die at the hands of the mummies. But the one in dark wrapping sent the others away. It watched him for a time and then began to laugh. Iokic swears he can still hear the laughter of the evil creature even now. It went away and was not there when the trap somehow reset itself again. The stone rose into the ceiling. Iokic has only intermittent memories from that point: drinking a potion which stopped his bleeding, dragging himself from the ruins… his mind losing it’s hold on reality.

Iokic is clearly afraid, but he says he must return to the ruins and find the item he seeks for his people. He asks if the heroes will help him, promising to reward them. If there is a Westryn among the heroes he takes that hero (or heroes) aside and tells them what he seeks and why. See the background for details. He says they must help him for the sake of all Westryn.

If the heroes do not or can not cast a “heal” spell they basically have two choices. Leave Ferjen or take him with them. If they try to take him back into the temple he goes into a frenzy of fear. He moans constantly in terror of they know not what. He thrashes about if bound or held and tries to flee from the temple. Unless subdued and silenced his movement and noise alert the denizens of the ruins to the presence of intruders. If Ferjen is left behind he is relatively

safe as long as the heroes return before sunset. Any significant time after sunset and Ferjen is slain by passing ghouls, his throat ripped out and his flesh mostly devoured.

If Ferjen is fully healed with his sanity returned he insists on accompanying the heroes back into the temple. He is a powerful ally in fighting undead, and can point out all the traps in the ruins. If the staff is found Ferjen makes every attempt short of violence to obtain the staff for his people.

All ATLs

Ferjen Iokic (Spirit Warrior) Medium Elf (Westryn) hp 96 (currently at 3hp), See appendix I.

Chapter 6: Scent of Evil

Finding the Ruins

If Ferjen is coherent and with the heroes he leads them directly to the ruins and helps them to avoid all traps in the dungeon. There is no need to make any of the search checks or spot checks indicated in the text for the ruins.

If Ferjen is not with the heroes when they reach the area indicated on the map they must make a search check DC 20 or a track check DC 20 to find the entrance to the ruins. The track check finds the tracks of Ferjen and his companions. The entrance is a set of stone stairs leading down. The stairs are hidden by the roots of a tree that can be pushed aside to allow entrance. There are no traps here at the entrance. Once the heroes enter the ruins read the following.

It is cool down here, and damp. The smell of the swamp is still strong, but there is another smell underlying that; a smell of evil and death. Ahead of you is darkness and the sense of something unseen awaiting you.

Level One - note: if running this at a convention the DM should expedite the dungeon crawl piece that follows as quickly as possible. Simply find out how careful the heroes are being and keep that in mind. Give general descriptions of as much as possible.

A 5’ wide 35’ long corridor runs east from the entrance and seems to dead end. A DC 20

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search or DC 30 spot check reveals a broken trip wire (T1) which would activate a trap shooting darts from the walls if it was still working. Tauren found and disabled this trap when the elves entered earlier. A DC 20 search check reveals a secret door at the end of the corridor opening into a north running corridor. At the corner where the north running corridor again turns east is an open pit trap (T2) with a log dragged in from outside across it. The trap is 50’ deep but simple to avoid. There are doors all along these corridors. See brief room descriptions below. Around the corner and south at the next corner is another deactivated trap (T3). This one was a pressure plate that caused a scythe to swing out at neck level for a halfling or docrae. The broken weapon lies on the ground but a clicking sound can be heard when the pressure plate is stepped on. DC 25 search check or DC 35 spot to see the pressure plate. Once it has been stepped on and the click heard with a DC 5 listen check add +5 to all searchers checks if they want to look for the pressure plate. East and south and through the door straight ahead brings the heroes to another deactivated trap. (T4) The floor is etched with acid spots. A search check DC 30 or spot check DC 35 will find that opening the door caused vials of acid to fall on whoever was walking through the door. Tauren was almost caught in this, but her fast reflexes saved her from injury.

Rooms 1 - These were servants’ quarters. Remnants of beds and chests. Nothing of interest.

Room 2 - There is an old dried up well in this room. Nothing of interest at the bottom.

Room 3 - This room has barrels and crates that once held foodstuffs. The wood is rotten and the food long eaten by swamp scavengers.

Room 4 - This room was locked. The elves chopped through the rotten wood of the door with little trouble. Remnants of a bed and a dresser. Also a rusty axe blade from what looks like an executioner’s axe rather than a battle axe.

Room 5 - Slightly larger room. Remnants of a bed and a wardrobe.

Rooms 6 - These rooms have remnants of beds and small fireplaces.

Room 7 - This was a large kitchen. Remnants of fire pits and a few cooking pots all rusted.

Room 8 - Two beds in this room.

Room 9 - Three beds, even more rotten than in the other rooms. The floor is muddy and a spot or search check DC 5 will see that the wall opposite the door is leaking water into the room. Not much, just enough to cover everything in mildew.

Room 10 - Table, chair, bed. All rotten. A few books that are slimy and fall apart upon being touched.

Room 11 - Remnants of a bed and chest. In the chest are a few rusty blacksmiths tools.

Room 12 - Rotten bed and table. Many broken and rusted weapons and pieces of armor spread throughout the room.

Room 13 - This was once a library. The books in here are all so much rotten pulp now. But there is also a sense of evil that makes anyone of good alignment feel very on edge when they are in this room.

Room 14 - This room was an armory. With one exception all of the weapons here are rusted and pitted. The wooden hafts have mostly rotted away. The elves did not find this room as they spotted the other secret door and the stairs going down first and did not look any further. There is one well preserved item in the room, a staff, with an emerald atop it. At first the heroes may think they have found the item they seek, but as soon as someone touches it they realize that it is not. It is a trap placed here to catch the unwary. A trap the soul spell was placed upon this staff and it was left in this room hoping to catch those who came seeking the staff of life. But this trap was tripped long ago, by a traitorous servant of Sondav who also thought this was the staff of life. The first hero to touch the staff hears a voice in their head begging for freedom.

As your hand touches the staff there is a shout in your mind that almost sends you reeling. “Finally,” a whining voice says. “I have waited an eternity for someone to rescue me. Set me free and I will tell you how to defeat Sondav.”

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The voice introduces himself as Sklabek. He claims to have been a wandering hero who got trapped here while seeking to defeat the evil mummy Sondav. A sense motive DC 25 will detect that Sklabeck is lying, but only allow the hero actually talking to make this roll and only if they request it. Anyone who wishes to may touch the staff and speak with Sklabek. If the heroes agree to free him by breaking the gem he will tell them of Sondav’s weakness. If the heroes push for more, a diplomacy or intimidate check DC 20 will get Sklabek to also reveal where he thinks the real staff of life is. He doesn’t know for sure, but there is one place he did not search that it might be. Once the heroes agree to free Sklabek by breaking the gem, ask if they are telling the truth. If so have Sklabek reveal the agreed up secrets. If the heroes are lying have any who are participating make a bluff check DC 20. If they fail Sklabek knows they are lying and refuses to talk to them any further unless someone agrees honestly to do as Sklabeck asks. Sondav’s weakness is wood as opposed to fire which is a mummy’s usual weakness. Sondav is unaffected by fire. And if Sklabek agreed to tell where he thinks the staff of life is he will tell the heroes he thinks it may be hidden above the falling ceiling trap at the foot of the stairs to level 2.

When the gem is broken to allow Sklabek to assist the characters, his body reappears. He has no desire to fight, but he is evil and if the heroes attack he will fight back. He is bound by magic to do one service for his liberator before going off on his own. If Sklabek told the heroes where the Staff of life is, that is his “service” and he will go his own way unless attacked.

If the characters take the Gem and do not free Sklabek, he simply refuses to speak further with the characters.

Sklabek (Thonian Ranger): level 5: CR 5; Medium sized humanoid; HD 5d10+5; hp 45; Init +3; Spd 30 ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 studded leather); Base Atk +5; Grp +7; Atk +7 melee (1d8+2/19-20, masterwork long sword) or +9 missile (1d8+2/x3, masterwork composite longbow); Full Atk: +7 melee (1d8+2/19-20, masterwork long sword) or +9 missile (1d8+2/x3, masterwork composite longbow) or +7/+7 missile (1d8+2/x3, masterwork composite longbow); Space/Reach 5 ft./5 ft.; SQ favored enemy Westryn +4, favored enemy Cumasti +2, AL NE; SV Fort +5,

Ref +9, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 8.

Skills and Feats: Hide +10, Listen +8, Move Silently +10, Spot +12, Survival +8; Endurance, Power Attack, Rapid Shot, Track, Weapon Focus (Longbow); speak common.

Spells Prepared (1; save DC 12 + spell level): 1st – resist energy

Possessions: studded leather, long sword, longbow

Room 15 - This was a dining hall. The huge table is completely rotten and surrounded by remnants of chairs. The door on the northeast wall leads to a corridor that appears to dead end, but in fact has two secret doors: one leading down to level 2 and the other leading to room 14.

Level 2

At the foot of the stairs to level 2 is the trap that hurt Ferjen so badly. This trap resets itself after 5 minutes and requires a DC 40 disable device check to permanently destroy it. Or a dispel magic affecting a 19th level caster. A DC 30 disable device disables the trap for 5 minutes. It is a falling ceiling trap activated by stepping through the door (either way) at the bottom of the stairs. The activation is magical requiring a DC 30 search check or an active spell to detect traps. Detect magic detects abjuration magic on the door. Activating the trap causes anyone within 10 feet of the door to be crushed by a slab falling from the ceiling. A reflex save DC 30 avoids the trap completely. A reflex save DC 20 means the hero takes half damage but is pinned and their legs broken (unless they have evasion). Failing completely means they are completely buried under the slab (unless they have improved evasion which means they are partially buried with broken legs). Damage of trap is the ATL times d8. The slab can be lifted off of trapped heroes by a combined strength check of DC 30. The slab is big enough for all heroes to help. Choose a primary lifter and all other heroes lifting can add +2 on a DC 10 roll. Those trapped can only add +1 on a DC 10 roll. If the trapped heroes are not freed within 5 minutes the trap resets and they may be pulled free. If the trap is activated give anyone not

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completely buried by the slab a spot check DC 25 to see that there is a room in the ceiling where the slab was. See room 19.

Room 16 - This room was once a throne room where Sondav held court. There is a dais and a rotten throne at the north end of the room. Along the south wall are two single doors and a set of double doors. If the trap is avoided, or once it resets, Ferjen’s long bow is found on the floor under where the ceiling collapses. It is cracked, but can be repaired either by magic or by a skilled bowyer. Ferjen welcomes it’s return, but does not ask for it back unless he sees it wielded by one of the heroes.

Rooms 17 - These were guard rooms. Remnants of 12 cots and a table and 4 chairs.

Room 18 - This is a 10’ wide set of stairs descending to level 3.

Room 19 - This is the hiding place of the staff of life. A hero climbing or flying into this room after the ceiling trap is activated finds an object wrapped in rotting rags that may have been a banner once. Removing the rags reveals a white wooden staff that thrums with life energy. Good aligned clerics recognize this as the same positive energy they channel when they turn undead. Any one of evil alignment touching this staff takes 2d6 of positive energy damage each round they touch it. If the heroes are still in this room when the trap resets they are stuck here until the trap is activated again or until they can find some way to bypass a few feet of stone. It is up to the judge to determine how effective their attempts are. If the trap is avoided in the first place the heroes have four ways to find out about this room.

1) They may have figured out Ferjen’s raving earlier.

2) Ferjen may be with them and agree to tell them what he suspects. He only does this after gaining agreement from the heroes to let him take the staff to the Westryn. See chapter 7 for details on what Ferjen reveals and his arguments to swing the heroes to his side.

3) The heroes may have been told about the room by Sklabek.

4) Any good aligned priest in the group can make a wisdom check DC 15 each time they

enter room 16 sense the positive energy emanating from the staff. If they succeed at this check they will be able to identify the source. Then they need to find a way to get past the solid stone ceiling and into the room.

Too Much Time: If the heroes are in room 15 for 5 minutes or longer Sondav and his minions appear and attack immediately. See room 20 for details. Allow spot and listen checks DC 20 for heroes to avoid surprise in the surprise round. Sondav and his minions charge directly into battle without subtlety, but with some tactics. They target likely spell caster first and work together to kill one hero before moving on to the next.

Room 20 - This octagonal room holds 7 sarcophagi. The one at the far end is the most ornate. As the first hero enters the room the lids slide back and Sondav and his minions step forth (unless they have already been defeated above).

As you enter the room the lids of the sarcophagi slide back and seven humanoid figures step forth. They are all swathed in decaying bandages. The one in the center is darker and more solid and appears to be moving very quickly. The others move slowly with arms outstretched in front of them.

There is no surprise round. Move right into combat. Sondav and his minions target likely spell casters first if possible and focus on killing one hero before moving onto the next. Note that Sondav is the only true mummy here. The others are zombies that appear to be mummies. The zombies are under Sondav’s control. Knowledge religion DC 20 reveal to the hero asking that they move and act more like zombies than mummies, but only reveal this if someone who has knowledge religion asks. If the heroes flee, the mummies pursue. Remember the trap when the heroes flee up the stairs from room 16. If the judge is feeling like a thespian feel free to have Sondav gloat about how he plans to destroy the forces of good and rule the world. Remember speaking is a free action.

If the mummies are all defeated Ferjen’s long sword is found inside Sondav’s sarcophagus.

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He is grateful for it’s return but does not ask for it back unless he knows one of the heroes has it.

ATL 5 (EL6)

Human Zombies (6): Medium Undead, hp 16, see Monster Manual p. 266.

Sondav - Mummy: Medium Undead, hp 55, see Monster Manual p. 190.

Tactics - Sondav is a unique mummy. He was at one time much more powerful than he is now. His only special abilities are his control of his zombie allies, the fact that he can talk, and the fact that he is vulnerable to elemental wood instead of fire, but also his DR is DR5/wood instead of DR5/-. If the staff of life is wielded as a weapon against Sondav it does an additional 2d6 damage. Sondav and his minions target the weakest looking spell caster first and then other unarmored foes, leaving heavy duty fighters for last.

ATL 7 (EL8)

Bugbear Zombies (6): Medium Undead, hp 42, see Monster Manual p. 267.

Sondav - Mummy: Medium Undead, hp 99, see Monster Manual p. 190.

Tactics - Sondav is a unique mummy. He was at one time much more powerful than he is now. His only special abilities are his control of his zombie allies, the fact that he can talk, and the fact that he is vulnerable to elemental wood instead of fire, but also his DR is DR5/wood instead of DR5/-. If the staff of life is wielded as a weapon against Sondav it does an additional 2d6 damage. Sondav and his minions target the weakest looking spell caster first and then other unarmored foes, leaving heavy duty fighters for last.

ATL 9 (EL15)

Human Zombies (6): Medium Undead, hp 16, see Monster Manual p. 266.

Sondav - Mummy Lord, 10 th Level Cleric: Medium Undead, hp 97, see Monster Manual p. 190.

Tactics - Sondav is a unique mummy. He was at one time much more powerful than he is now. His only special abilities are his control of his zombie allies, the fact that he can talk, and the fact that he is vulnerable to elemental wood instead of fire, but also his DR is DR5/wood instead of DR5/-. If the staff of life is wielded as a weapon against Sondav it does an additional 2d6 damage. Sondav and his minions target the weakest looking spell caster first and then other unarmored foes, leaving heavy duty fighters for last.

Chapter 7: Choices

They did not find the staff - If the heroes failed to find the and are still alive they must trek back to the Temple of Pacuun to report their failure. If Ferjen is coherent and able to walk he leaves them here and returns home to report his own failure. If the heroes did not rest this morning before setting out it is still daylight for the trek home and the journey is uneventful. If the heroes rested and it is now after dark they are harassed by undead all the way back to the temple. The DM can throw random zombies, skeletons, or ghouls at the heroes if desired. Go to Finale 3.

They did find the staff but Ferjen is dead - If the heroes succeed in finding the staff and escaping the ruins alive, but it is after dark, or Ferjen died in battle in the ruins the trip back to the temple of Pacuun is accomplished without combat, but only because the Staff of Life is holding the undead at bay with it’s emanations of positive energy. The heroes see many misshapen forms and eerie shapes pacing them through the swamps, but nothing comes within 60’. Go to Finale A.

They found the staff and return to rescue Ferjen - If the heroes are successful in the ruins and return to Ferjen before the undead slay him, the presence of the staff heals Ferjen’s mind, but not his body. They must carry him as his legs are broken. After his sanity returns Ferjen takes a few moments to observe his rescuers and then asks them to tell him who they are and why they are here so close to the elven woods. Ferjen can sense the power of the staff and once he has a feeling for the heroes and what drives them he asks them to stop their journey for a few moments as he has need to speak with them. If the heroes are obviously of good heart

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which he judges based on their tales of their deeds or from their actions with respect to him, then Ferjen is open about his people’s need for the staff and asks the heroes to consider taking him to his own people with the staff. He explains that the Westryn believe they have found a way to use the staff to permanently destroy the undead within the elven woods. Here are the items of information Ferjen will share

• Sondav, the Mummy came from another realm populated completely by undead.

• Shortly after Sondav was defeated the first time a portal from that realm opened into the Westryn Woods.

• Undead have been pouring from that portal for hundreds of years now. The Westryn destroy as many of the undead as they can.

• Recently the influx of undead has increased.

• The Westryn believe the staff will allow them to halt the incoming stream of undead which would in Ferjen’s opinion be better than simply protecting an area from the undead who will simply move on to new targets.

If the heroes seem to be acting from greed, or are so secretive he has no way to judge them, Ferjen offers great rewards for turning the staff over to him and taking him to the edge of the woods. These rewards include his own personal items. If the heroes are offended by his offers of wealth he reconsiders and tells them the reasons for his need. The heroes must now make a decision. If they choose to give the staff to Ferjen and the elves go to chapter 8. If they choose to return with the staff to the Temple of Pacuun go to chapter 9.

Chapter 8: Go Westryn Young Adventurer

The heroes have decided to give the staff to the Westryn. They accompany him to the edge of the elven woods. If his legs are still broken the heroes must carry Ferjen.

You left the swamp a few minutes ago, and now in front of you is a dense, dark forest. You feel that you are being watched and yet you detect no sign of the watchers. Unless perhaps the unnatural silence indicates that the forest creatures know there are watchers present as well. Then a tall, slim elf drops from the trees. Ignoring you completely he approaches Ferjen and clasps his shoulder. They both turn to face you.

Ferjen thanks the heroes for their help and for giving his people the staff. If he is able to walk he turns and runs into the woods. If he is unable to walk, the other elf picks Ferjen up with no strain at all, and with a nod of thanks, moves into the forest. If the heroes refuse to relinquish the staff at this point, or attempt to enter the woods, they are suddenly surrounded by 20 elves with 20 drawn longbows. They do not speak, but the message is clear. “Leave Ferjen and the staff and depart.” If the heroes fight at this point run the elves all with Ferjen’s statistics from appendix 1. If the heroes flee with the staff or Ferjen, the elves pursue to the best of their ability, although teleport or similar spells work unless disrupted.

Assuming the heroes head back to the temple without the staff at this point read the following. If the heroes go back to the town of King’s Crossing, or leave the area in shame instead of reporting back to the temple go to Chapter 10.

You left the swamp a few minutes ago, and now in front of you is the Temple of Pacuun. It is once again surrounded by hordes of undead, darkness surrounding light. You gird yourself for battle, knowing it is hopeless, but unable to leave your friends and allies to die unaided. As you are about to charge forth a sound emanates from the swamp behind you. It is some kind of humming getting louder and louder almost to the point of pain. The battle before you stops. The undead horde turns slowly in your direction. The temple defenders look up in surprise to see what has caught the attention of the undead. Everything seems to freeze as you stand there facing hundreds of undead and then…

Have each hero make a fortitude save DC 25. Those who make it are stunned for 2d4 rounds as the sounds reaches a terrible crescendo and the pain becomes unbearable, and then fades; those who fail collapse into unconsciousness for

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1d4 minutes. As the humming sound fades, those who are still conscious hear a wail arise from the undead mass. They seem almost panic stricken. Then they stream past the heroes and into the swamp. The conscious heroes may pursue if they wish. The undead turn and fight if attacked. Use the creatures of the appropriate APL from chapter 2, but with no tactics. They simply fight until they are free to flee.

Go to Chapter 10.

Chapter 9: … Is a Friend Indeed

The heroes have either decided to return with the staff to the temple of Pacuun or never had a chance to hear Ferjen’s plea. If Ferjen is alive he accompanies the heroes to the temple in the hopes of convincing the priests his need is greater than theirs. If Ferjen’s legs are still broken the heroes must carry him.

You left the swamp a few minutes ago, and now in front of you is the Temple of Pacuun. It is once again surrounded by hordes of undead, darkness surrounding light, but as you approach the hordes turn and cower, then flee back into the swamp. At first the temple defenders stand in awe and surprise. Then they see you and realize what has saved them this night. Their cheers are at first faint, but grow with each huzzah until they echo in your ears. You are lifted onto tired shoulders. Your backs slapped and your hands wrung in sincere gratitude for what you have done. You know this night will be free from battle and no more innocents will die here tonight.

Ams Parker stands waiting for the chance to speak to the heroes. He is accompanied by Dakera. Ferjen, if he is with the heroes is taken off for healing. The heroes can see him exhorting the priests around him and those who listen hear Ferjen asking for a chance to speak to the high priest, to plead his case.

Ams thanks the heroes profusely. He takes them to a private dining room where they are fed and healed. He asks to hear their tale and promises to speak to Ferjen. He answers any questions they have and does all in his power

for the heroes, including raising any who died in attempting to retrieve the staff. Once all business is settled to the satisfaction of the heroes he tells them they can rest in peace tonight and they will be awakened at dawn for the planting ceremony.

Go to Chapter 11.

Chapter 10: The Dream

If the heroes have returned to the temple they are greeted by Ams Parker and Dakera. They are taken into the temple for food and healing and asked to relate their tale. Ams Parker is clearly unhappy with their decision and Dakera is obviously disappointed in those she considered friends. The heroes are given rooms to rest in for the night but they receive no rewards for the failed mission and if they have the debt to Pacuun it still stands. Ams will raise any dead heroes, but they will have to pay for the casting of the spell.

If the heroes were too cowardly to return to face Ams Parker they obviously receive no rewards, but later hear stories of what happened at the temple. Relate the events at the end of Chapter 8, excluding the participation of the heroes.

Meanwhile that night while sleeping, wherever they are, the heroes have the following dream.

You float over what seems to be the deepest part of the elven forest. You see below you a clearing and in the center of clearing is a dark tear in the earth. As you watch undead seem to ooze slowly out of the rift. Then to your left you see light approaching. An elderly Westryn approaches carrying the Staff of Life. He is accompanied by many others, including a fully healed Ferjen, and other elves you recognize from the encounter at the forest’s edge. As you watch the elves approach the rift, the staff clearly repelling the undead and pushing the darkness back. The old elf takes up a stance, feet spread and staff held out, horizontally in front of him, almost as if he was doing battle with the darkness. His face is strained with his struggles. The warriors spread out to protect the elder. And then more elders approach, both male and female. The squat in a circle behind

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the staff wielder and begin to cast spells. Those who have the knowledge know them to be spells of divination, although not any spells that you now yourselves. After a time the spell casters stand and, after nodding to the others, depart. The remaining elder and his guards begin a slow retreat. On all the Westryn faces appears a sense of accomplishment. They have clearly achieved something this night. And then as your vision fades you see in the distance the undead horde moving towards the elves. It seems the undead have a new target now. Or perhaps have returned to deal with an old enemy?

Go to Finale 2

Chapter 11: The Circle of Life

In the morning the heroes are awakened before dawn. They are fed and bathed by attendants and then led to the courtyard in front of the temple. All the priests and many of the warriors from the previous night’s battle are here as well. The heroes are led to places of honor on the temple steps. If Ferjen is alive he walks over to join the heroes, his face set in apparent frustration. He does not reply if they speak to him; merely shake his head and turns to watch the ceremony. If any of the heroes is a priest of Pacuun they have been asked to participate in the ceremony. They are led off to join Ams. Soon the ceremony starts.

As the glow of dawn begins to appear on the horizon Ams Parker strides from the temple with the Staff of Life in his hands, he is followed by Dakera and other priests of Pacuun. Ams paces with slow dignity to a hole that has been dug in the center of the courtyard. He places the staff in the hole and holds it while each accompanying priest sprinkles dirt into the hole, then pours in holy water and then touches the staff while uttering a prayer of blessing. As (PC name if there is a PC priest of Pacuun, otherwise Dakera) steps back from the staff it begins to change. As the sun rises completely above the horizon, the staff sprouts branches which reach for the air and roots which sink into the earth. It’s bole grows in width and height. Before your eyes a tree is growing. Soon leaves form and then bright red fruit. A feeling of renewed life and vigor courses through you and

you want to sing and dance. Indeed some of the other watchers begin to do so.

If Ferjen is here, the heroes notice him still looking at the tree, and then his face seems to light up. He looks at the heroes with a smile and says, “the gods provide.” He then moves off to speak to Ams. If the heroes watch they see Ams listen and then nod with a smile of his own. The two go to the tree and Ferjen picks one of the fruits. He wraps it carefully and places it into a small sack. Then Ferjen turns and salutes the heroes and is off toward the woods at full run. Go to Finale 1.

Finale 1: The Tree of Life is Planted

You have returned to the town of King’s Crossing to rest and re-supply before heading to further adventures. Once again your strength of will and skill in combat, your persistence and unwillingness to give up have led to the safety of this town for a time. The temple of Pacuun is safe from the undead hordes and the townsfolk have welcomed you as heroes. The merchants go out of their way to help you, the barkeeps and serving girls give you the best in food and ale and service, the guardians of the town nod to you with respect and perhaps even a little bit of awe, and the children follow you wherever you go.

The townsfolk invite you to celebrate the spring equinox with them. And while some of you remember another celebration with dread, today all remains peaceful and joyous. The town is prosperous and it’s people safe. And you know you will always be welcome here.

Finale 2: The Westryn Receive the Staff.

You have returned to the town of King’s Crossing to rest and re-supply before heading to further adventures. Once again your strength of will and skill in combat, your persistence and unwillingness to give up have led to the safety of this town for a time, though not in a way you had expected. The temple of Pacuun is safe from the undead hordes as it seems that undead have found a more dangerous threat in the Westryn. Ams Parker and the other priests of Pacuun are displeased with you, but most of the soldiers sent to aid the temple have returned

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safely and the townsfolk have welcomed you as heroes. The merchants go out of their way to help you, the barkeeps and serving girls give you the best in food and ale and service, the guardians of the town nod to you with respect and perhaps even a little bit of awe, and the children follow you wherever you go.

The townsfolk invite you to celebrate the spring equinox with them. And while some of you remember another celebration with dread, today all remains peaceful and joyous. The town is prosperous and it’s people safe. And you know you will always be welcome here.

Finale 3: Failure

You either decided not to help the temple of Pacuun or failed to find the Staff of Life. You have heard that the temple of Pacuun was destroyed by hordes of undead and the town of King’s Crossing is now besieged by those same undead. Rumors abound that Uther is preparing an army to go to the aid of the town, that the Peshwah fear the undead will hunt them next so they have offered aid, and that even the Westryn battle the undead, venturing forth form the safety of their woods. Perhaps you should have stayed to fight as now it seems others die in your stead.

Experience Points:

Reward the player characters experience points for items completed below:

Chapter 3:

Defeat Undead 100 XP

Chapter 5:

Heal Ferjen’s Mind 50 XP

or

Interpret Ferjen’s Ravings 50 XP

Chapter 6:

Evade or Survive the Ceiling Trap 100 XP

Find the Staff of Life 200 XP

Defeat the Undead 200 XP

Chapter 7:

If the heroes accepted Ferjen’s

equipment as a bribe they lose XP (-200 XP)

Role Play 100 XP

Total: 750 XP

Mementoes

List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value.

Hook:

All ATLs (but only if the heroes give the staff of life to Ams Parker)

500gp per person

or

Cancellation of the Debt to Pacuun

Chapter 1:

All ATLs

From Wolnuk’s Wares

Blank Potion Certificate (6) (value varies)

Wolnuk’s Anti-Nausea Remedy (value 10gp)

Silver sheen (value 25gp)

From Storms’ Sundries

Blank Arcane Scroll Certificate (6) (value varies)

Chapter 6:

All ATLs

Room 16

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+2 Composite Long Bow (+4 Strength) (value 8800gp) (this item is cracked but can be mended with a mend spell or other similar spell)

Room 20

+2 Long Sword (value 8315gp)

ATL 9 only

Room 20

+2 Half Plate Armor (value 4750gp)

Cloak of Resistance +2 (value 4000gp)

Ring of Minor Energy Resistance (fire) (value 12000gp)

Brooch of Shielding (value 1500gp)

Chapter 7:

All ATLs

From Ferjen (only if the accepted Ferjen’s bribe)

Note: These items are each marked with Ferjen’s personal spirit warrior mark “an owl in flight”. Ferjen has told the Westryn that he traded the heroes these items for the Staff of Life. All Westryn who see the heroes bearing any of these items treat the heroes with the disdain they feel for merchants. -2 to all charisma checks with respect to Westryn. Also none of the heroes receive the favor of the Westryn from Finale 2. Removing the spirit warrior mark break’s the enchantment on the item.

+3 studded leather armor (value 9175gp)

amulet of natural armor +1 (value 2000gp)

ring of protection +1 (value 2000gp)

+1 short sword (value 2310gp)

boots of striding and springing (value 5500gp)

cloak of elvenkind (value 2500gp)

eyes of the eagle (value 2500gp)

gloves of dexterity +2 (value 4000gp)

lesser bracers of archery. (value 5000gp)

Finale 1

All ATLs

Favor of Ams Parker (6) Ams Parker, cleric of Pacuun is grateful for your help in saving his temple. He can cast any non-evil clerical spell of up to sixth level for you either at the beginning or end of any episode. Ams does this up to three times before he considers the favor repaid. Additional benefits may be seen in future episodes in this storyline.

In addition if the holder of this favor is a cleric of Pacuun they may join the temple hierarchy. This requires 5 TU per year. Benefit is +5 to all charisma related skill checks with any cleric of a good aligned god. Additional benefits may follow in the future.

Finale 2

All ATLs

Favor of the Westryn (6) Ferjen Iokic has spread the tale of your willingness to aid his people in their desperate need. You gain +2 on all charisma related skill checks with Westryn. Additional benefits may be seen in future episodes in this storyline.

Enmity of the Temple of Pacuun (6) You promised your aid to Ams Parker and his temple. Then you broke your promise. Ams ensures that all members of the temple hierarchy throughout the land are aware of your betrayal even though your decision did not lead to the destruction of his temple; you are not to be trusted. You are at -2 to all charisma related skill checks with any followers of Pacuun. Also the temples of Pacuun never knowingly sell you scrolls or other magic items and they charge 10% extra for any spell casting. Finally neither Ams Parker nor Dakera will aid you in the future unless you can redeem yourself in some way.

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Appendix I:

Notable NPCs

All ATLs

Ferjen Iokic (Westryn Ranger/Spirit Warrior): level 12: CR 12; Medium sized humanoid; HD 12d8+24; hp 96; Init +6; Spd 40 ft.; AC 23, touch 17, flat-footed 17 (+5 Dex, +6 studded leather +3, +1 amulet of natural armor, +1 ring of protection); Base Atk +11; Grp +16; Atk +19 melee (1d8+7/19-20, +2 long sword) or +21 missile (1d8+6/x3, +2 composite longbow); Full Atk: +17/+12/+7 melee (1d8+2/19-20, +2 long sword) and +16/+11 melee (1d6+3/19-20, +1 short sword) or +21/+16/+11 missile (1d8+4/x3, +2 composite longbow); Space/Reach 5 ft./5 ft.; SA ; SQ immune to sleep spells and effects, +2 racial bonus on saves vs. enchantment spells and effects, low light vision, scent, detect secret and concealed doors, favored enemy humans +4, favored enemy undead +4, favored enemy monstrous humanoid +2, wild empathy, spirit guide owl, woodland stride, swift tracker, evasion, reputation +2, magic resistance; AL NG; SV Fort +12, Ref +13, Will +8; Str 20, Dex 23, Con 15, Int 12, Wis 14, Cha 10.

Skills and Feats: Concentration +14, Handle Animal +12, Heal +4, Hide +22, Jump +10, Listen +15, Move Silently +17, Spot +20, Survival +18; Endurance, Improved Two Weapon Fighting, Self Sufficient, Track, Weapon Focus (composite longbow), Weapon focus (long sword), Weapon Focus (Short Sword); speak common.

Ranger Spells Prepared (2/2; save DC 12 + spell level): 1st – entangle, resist energy; 2nd - cure light wounds, snare

Possessions: +3 studded leather armor, amulet of natural armor +1, ring of protection +1, +2 long sword, +1 short sword, +2 composite long bow (+4 strength bonus), boots of striding and springing, cloak of elvenkind, eyes of the eagle, gloves of dexterity +2, lesser bracers of archery.

San Calloway: High Thonian Rogue 5; CR 5; Medium sized humanoid (human); HD 5d6+5; hp 35; Init +8; Spd 30 ft.; AC 17, touch 15, flat-footed 13 (+4 Dex, +2 bracers of armor, +1 ring of protection); Base Atk +3; Grp +3; Atk +4

melee (1d8/19-20, masterwork long sword), +8 missile (1d6/x3, masterwork short bow); Full Atk same; Space/Reach 5 ft./5 ft.; SA: sneak attack +3d6; SQ evasion, trap finding, trap sense +1, uncanny dodge; AL NG; SV Fort +3, Ref +11, Will +2; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 16.

Skills and Feats: Appraise +10, Bluff +11, Hide +12, Listen +8, Move Silently +12, Open Lock +12, Search +10, Sense Motive +8, Spot +8, Tumble +12; Improved Initiative, Lightning Reflexes; speak common, Chale.

Possessions: bracers of armor +2, ring of protection +1, masterwork dagger, masterwork short bow, cloak of resistance +1, masterwork thieves’ tools.

Evasion (Ex): If this rogue is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.

Trap Sense (Ex): This rogue has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves, and a +1 dodge bonus to AC against attacks by traps.

Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20.

Uncanny Dodge (Ex): This rogue can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC, even when caught flat footed.

Serna Pridelias: Thonian Fighter 5; CR 5; Medium sized humanoid (human); HD 5d10+15; hp 65; Init +6; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 Full Plate, +2 heavy steel shield); Base Atk +5; Grp +8; Atk +10 melee (1d10+5/19-20, masterwork bastard sword), +8 missile (1d8+3/x3, masterwork composite long bow); Full Atk same; Space/Reach 5 ft./5 ft.; SA ; SQ ; AL LG; SV Fort +8, Ref +4, Will +3; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +1, Jump +3; Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword); speak common.

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Possessions: Full Plate, heavy steel shield, masterwork bastard sword, masterwork composite long bow, cloak of resistance +1, potion of bear‘s endurance, potion of cure moderate wounds.

Dakera: Thonian Cleric 7; CR 7; Medium-size humanoid (human); HD 7d8+14; hp 70; Init -1; Spd 20 ft.; AC 21, touch 9, flat-footed 21 (+9 Full Plate, +3 heavy steel shield); Base Atk +5; Grp +6; Atk +8 melee (1d8+1/x2, masterwork morningstar), +4 missile (1d8/19-20, light crossbow); Full Atk same; Space/Reach 5 ft./5 ft.; SA spells, turn undead 4/day; SQ spontaneous casting (cure spells); AL CG; SV Fort +7, Ref +3, Will +8; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12.

Skills and Feats: Concentration +16, Listen +13, Knowledge: Religion +10; Brew Potion, Combat Casting, Lightning Reflexes, Weapon Focus Morningstar).

Spells Prepared (5/5/4/3; save DC 13 + spell level): 0 – detect magic, guidance (2), light, resistance; 1st - bane, bless (2), endure elements*, shield of faith; 2nd - aid, bull’s strength, heat metal*, sound burst; 3rd - dispel magic, magic circle against evil, searing light*; 4th - fire shield*, restoration

* - domain spell. Domains: Sun (greater turning 1/day), Travel (freedom of movement for 7 rounds/day)

Possessions: +1 full plate, +1 heavy steel shield, masterwork morningstar, light crossbow, 2 scrolls of cure light wounds, silver holy symbol.

Digbey: Half Orc Fighter 5; CR 5; Medium sized humanoid (half orc); HD 5d10+15; hp 65; Init +6; Spd 30 ft.; AC 15, touch 11, flat-footed 12 (+1 Dex, +2 leather, ring +2); Base Atk +5; Grp +8; Atk +10 melee (2d4+5/18-20, masterwork falchion), +8 missile (1d8+3/x3, masterwork composite long bow); Full Atk same; Space/Reach 5 ft./5 ft.; SA ; SQ ; AL LG; SV Fort +7, Ref +3, Will +2; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +1, Jump +3; Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword); speak common.

Possessions: Full Plate, heavy steel shield, masterwork falchion, masterwork composite long bow, ring of protection +2, potion of cure moderate wounds.

Ams Parker: High Thonian Cleric 11; CR 1; Medium-size humanoid (human); HD 11d8+33; hp 84; Init +0; Spd 20 ft.; AC 23, touch 11, flat-footed 23 (+9 Full Plate, +3 heavy steel shield, +1 ring of protection); Base Atk +8; Grp +10; Atk +12 melee (1d8+4/x2, +2 morningstar), +8 missile (1d8/19-20, light crossbow); Full Atk +12/+7 melee (1d8+4/x2, +2 morningstar), +8 missile (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA spells, turn undead 7/day; SQ spontaneous casting (cure spells); AL CG; SV Fort +10, Ref +3, Will +11; Str 15, Dex 10, Con 17, Int 12, Wis 16 (18), Cha 12.

Skills and Feats: Concentration +18, Diplomacy +8, Heal +10, Knowledge (Arcana) +7, Knowledge (history) +9, Knowledge (religion) +13, Knowledge (the planes) +3, Spellcraft; Brew Potion, Combat Casting, Endurance, Extra Turning, Quicken Spell.

Spells Prepared (6/7/6/6/5/3/2; save DC 14 + spell level): 0 – create water, detect magic, guidance (2), light, resistance; 1st - bane, bless (2), detect evil, endure elements*, entropic shield, protection from evil, shield of faith; 2nd - aid, bull’s strength, heat metal*, silence, sound burst, spiritual weapon; 3rd - daylight, dispel magic, magic circle against evil, prayer, searing light*, summon monster III; 4th - dimension door*, dismissal, divine power, neutralize poison, restoration; 5th - commune, flame strike*, raise dead; 6th - find the pat*, heal.

* - domain spell. Domains: Sun (greater turning 1/day), Travel (freedom of movement for 7 rounds/day)

Possessions: +1 full plate, +1 heavy steel shield, ring of protection +1, periapt of wisdom +2, masterwork morningstar, light crossbow, 2 scrolls of cure light wounds, silver holy symbol.

Tyndal Whitsitt: Half-Elf/Half-Peshwah Ranger 6; CR 5; Medium sized humanoid (human); HD 6d8+12; hp 60; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 studded leather armor); Base Atk +6; Grp +10; Atk +11 melee (1d8+6/19-20, masterwork long sword), +11 missile (1d8+4/x3, masterwork composite long

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bow); Full Atk +11/+6 melee (1d8+6/19-20, masterwork long sword) +11/+6 missile (1d8+4/x3, masterwork composite long bow) or +9/+9/+4 missile (1d8+4/x3, masterwork composite long bow); Space/Reach 5 ft./5 ft.; SA: wild empathy, Favored enemy Afridhi +4, favored enemy dragons +2; AL NG; SV Fort +6, Ref +7, Will +2; Str 18, Dex 16, Con 15, Int 12, Wis 12, Cha 12.

Skills and Feats: Hide+11, Listen +6, Move Silently +11; Spot +12, Survival +9, Knowledge: Geography +4, Knowledge: Nature +4; Mounted Combat, Endurance, Rapid Shot, Weapon Focus (Composite Longbow); speak common, Peshwan and Cumanesti.

Possessions: +1 studded leather armor, lance, masterwork long sword, masterwork composite long bow +4, potion of cat’s grace, wand of cure light wounds (40 charges), 50’ silk rope and grapnel, tinder box, whetstone, winter blanket, water skin and three days trail rations.

Spells Prepared (2; save DC 11 + spell level): 1st – entangle, resist energy.

Sergeant Jenkins Tasker: Thonian Warrior 5; CR 5; Medium sized humanoid (human); HD 5d10; hp 30; Init +6; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 Full Plate, +2 heavy steel shield); Base Atk +5; Grp +8; Atk +9 melee (1d10+5/19-20, bastard sword), +7 missile (1d8+3/x3, composite long bow); Full Atk same; Space/Reach 5 ft./5 ft.; SA ; SQ ; AL LG; SV Fort +5, Ref +4, Will +3; Str 16, Dex 15, Con 10, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +1, Jump +3; Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword); speak common.

Possessions: Full Plate, heavy steel shield, bastard sword, composite long bow, cloak of resistance +1

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Appendix II

King’s Crossing

King’s Crossing (village; population 900: wealth 9,000gp; GP limit 200gp; Power Center Conventional; Alignment NG; Authority Mayor – San Callaway, and village council – Lynn Blass, Ams Parker, Tyndall Whitsitt, Serna Pridelius, Treena Cooney, and Adowa Lisenby.

Demographics:

Characters by Class:

Adept 3rd Level Noble 2nd Level

Arcane Warrior 1st Level Paladin 1st Level

Aristocrat 2nd Level Ranger 2nd Level

Barbarian 2nd Level Rogue 4th Level

Bard 3rd Level Sorcerer 2nd Level

Cleric 7th Level Warrior 4th Level

Commoner 8th Level Wizard 2nd Level

Druid 3rd Level Wokan 1st Level

Expert 6th Level

Fighter 4th Level

Monk 2nd Level

Racial Mix: Thonians 50%, High Thonian 20%, Dwarf 10%, Cumasti 5%, Halfling 5%, Gnome 5%, Docrae 1%, Half-Elf 1%, Half-Orc 1%, Tenian 1%,

Religious Shrines: Pacuun

Background: Founded at the junctures of the Newgate and Ramshead Roads (via Boggy Bottom and the Root River), Kings Crossing was established in 990 and recognized by King Uther in 995. Founded on the spot where King Uther crossed the river doing the night and surprised his enemy, the founders hope that its historical prominence as well as ideal location would bring much in the way of trade and wealth. The centerpiece of this growing village is the floating bridge that crosses the Root River, and allows for a bustling trading post on the far shore.

The ideal location of Kings Crossing has brought a trading agreement with the Peshwah, as well as a group of alchemist commission to create anti-nausea potions to deal with the smells of the nearby swamp. Recently, the town leaders have induced a small group of Pacuun clergy to begin building a small temple that will serve as a staging ground for excisions into the Blood Lake area to investigate reports of the undead. Though construction has not begun yet, it is hoped that once financing is in place construction will start at the first of 1031.

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The founders of Kings Crossing are a group of High Thonian merchants, whose lack of family ties and rank saw them lacking any prospects to join the aristocracy. Seeing the advantages of having a wealthy trading post bring much needed wealth into the kingdom, King Uther made with them a promise: if they could not only build and maintain a safe productive community that contributes to the over all well being of Blackmoor, the group would gain noble status in ten years. Since the village was recognized by King Uther in 995, the group has been working extremely hard in ensuring that there end of the agreement is met.

Hiring a group of dwarven engineers, the village has been laid out in a square, with straight streets and stone buildings. The majority of the building has been constructed from timber, and though the village has grown in size over the past few years, the stone conversion has been slow. The majority of the stone buildings are devoted to centers of trade, fortifications, as well as mansions for the wealthy merchants. Surrounding the village is a stout stonewall for defense. Currently the dwarves are busy at work finishing the sewer system that will help keep the village clean. Though Kings Crossing is technically a village, enough space was left to allow for growth, and though this space currently serves as green space, the leaders feel that within five years the village will double in size and be no longer seen as a village, but as a town.

All but two buildings are located within the village walls. The trading post, across the river is built from stone, and looks more like a citadel then a center for commerce. Near the swamp, an area ha been cleared for the eventually Pacuun temple that is to begin construction next year.

Kings Crossing’s population is mostly of Thonians and High Thonians. A large dwarven contingent still lives here and they work as both engineers and builders, or have set up shop hoping to make their fortune selling to the growing population. With the recent events in Ten, some refuges have managed to escapee and begin rebuilding their lives in the growing village. Unknown to some, along with the Tenian refuges, a few Afridhi spies have settled into the area. What their purposes is, no one knows.

There are two taverns and an inn that caters to the residents. The Crimson Manticore, caters mostly to merchants and the wealthy, while mostly laborers and the working class patronize the Mutton and Ale. The owner of the inn, The Sleeping Noble, is also the town mayor, San Callaway, who is constantly trying to bring new business to his inn. His newest business scheme is the building of a basement theatre to his inn. With this theater, Callaway has extended invitations to numerous traveling troubadours to stage performances. By inviting nobles from all over Blackmoor to stay at his inn and view the plays, Callaway hopes the word of mouth is making King’s Crossing more and more popular.

In addition the mayor and town council have lured some of the most respected merchants from the city of Blackmoor itself. There is a dressmaker who nobles willingly travel all the way from the cities nearby to come be fitted, and once fitted they order all their dresses from her. The perfumer not only sells the anti-nausea potions, but also has developed such a popular line of perfumes and colognes that these too are ordered from all over. One of the town council also discovered, not too far from town some hot springs. The mayor has made a visit to these “wonderfully restful and rejuvenating” springs part of the cost of staying at his inn. There is currently a plan underway to construct a spa and resort near these springs so wealthy guests can use the springs in not only safety but in comfort.

Another member of the town council is Tyndall Whitsitt, who is highly respected by the Peshwah. Using this to his advantage, Whitsitt uses his trading post to trade with the Peshwah who are willing to trade horses with him for weapons and battle magic. The trading post is a small fortress in it’s own right, able to deal with small groups of bandits and even a minor Afridhi raid.

The key feature of Kings Crossing is the bridge that spans the river. An engineering wonder built by dwarves, it has a magical “steam engine” that can move the far end of the bridge quickly away from shore should the Afridhi ever decide to try to attack across the river in force. In the event of this the trading post would be temporarily abandoned.

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A third member or the town council, Ams Parker, is a priest of Pacuun. He received permission from his church hierarchy to found a temple outside of town to deal with rumored undead in the area. So far his focus has been more on getting the temple built and on recruiting more followers than on searching out and destroying undead. This may be due to the fact that he is a rather fastidious man and the undead are supposed to be deep in the swamp. Also he discovered after they started building the temple that the undead may have something to do with the Westryn Elves and now he is unsure of how to proceed.

There is a small group of farmers and herders on the trading post side of the river who raise enough food to feed the town, and there is a fairly strong militia to keep order and to discourage the bandits and raiders who might otherwise try to prey on the locals. In addition there are always many adventurers and traveling merchants with guards in town or at the trading post so King’s Crossing is well protected.

The majorities of the people in town are happy and feel secure. They are all slightly adventurous and excited to be part of the founding fathers. They acknowledge the dangers they have heard, about undead and Afridhi, and even Peshwah. They have adapted to the sometimes-strong smells from the marsh, although usually breezes off the river blow the smells the other way.

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Player Handout One

Noble Adventurer,

My temple and my god are in need of your services. It is time for you to repay the debt of life you were granted by Pacuun. Our temple is besieged by undead from the nearby swamps. My followers and I are strong, but the numbers of undead grow each night. Soon they will overwhelm us. I have been granted a vision of hope, an item of power, but as with all hope, there are challenges. It lies nearby in the ruins of an evil temple. I can not spare the priests from defending the temple to go recover this item. So I must call upon those I trust and know to be capable. Please come to the temple of Pacuun near King’s Crossing in all haste. I await your earliest arrival.

Yours in Worship,

Ams Parker, High Priest of Pacuun.

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Player Handout Two

Noble Adventurer,

My temple and my god are in need of your services. Our temple is besieged by undead from the nearby swamps. My followers and I are strong, but the numbers of undead grow each night. Soon they will overwhelm us. I have been granted a vision of hope, an item of power, but as with all hope, there are challenges. It lies nearby in the ruins of an evil temple. I can not spare the priests from defending the temple to go recover this item. So I must call upon those I trust and know to be capable. Please come to the temple of Pacuun near King’s Crossing in all haste. You will be amply rewarded. I await your earliest arrival.

Yours in Worship,

Ams Parker, High Priest of Pacuun.

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Player Handout Three

Noble Adventurer,

My temple and my god are in need of your services. You come highly recommended by those I know I can trust. Our temple is besieged by undead from the nearby swamps. My followers and I are strong, but the numbers of undead grow each night. Soon they will overwhelm us. I have been granted a vision of hope, an item of power, but as with all hope, there are challenges. It lies nearby in the ruins of an evil temple. I can not spare the priests from defending the temple to go recover this item. So I must call upon those I trust and know to be capable. Please come to the temple of Pacuun near King’s Crossing in all haste. You will be amply rewarded. I await your earliest arrival.

Yours in Worship,

Ams Parker, High Priest of Pacuun.

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OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.