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Night of the Tanarii
Author: David Sarkies
System: D&D Planescape
Requirements: 4-6 characters about 10th level
Night of the Tanarii is an AD&D adventure for a party of 4-6 characters about 10th level. The adventure can be placed anywhere but needs to be in a city. The players need not have any experience with travelling in the outer-planes but they need to have some magic to combat the menace of the Tanarii. As is usual for most modules, the DM should be familiar with the module and have a good idea of the relationships between the main characters as this plays a major part in the adventure.
A few years ago a group of six friends were adventuring. They went of many great adventures and save many people. They had become heroes in their own right and have many stories to tell. During one adventure one of the six friends, a Ranger named Halmed, was killed by an Aboleth. The remaining of the friends were deeply hurt by the death of Halmed, and decided that once they had completed the mission, they would retire.
The Paladin Jeberil decided to settle down with the Priestess Fimbra. Fimbra was a priest of the same god that Jeberil was and as such had been friends for a while. During their days adventuring, they came much closer and then Jeberil asked Fimbra to marry him in which Fimbra positively answered. Unfortunately Kak, a rather jealous and greedy theif, was also in love with Fimbra and was very upset that Jeberil married her.
Malak was a mage and a good frined of Kak and the last one was Veberon, a fighter who was the son of a lord. Veberon, whose father had died while he was an adventurer, decided to return to his hometown, the city of Port Calwood, and take up politics. He brought Malak and Kak with him and also asked Fimbra and Jeberil to come, but they chose to set up a farm and stay out of politics. Malak established himself as the chief wizard in Port Calwood and took on apprentices while Kak rose aggresively in the thieves guild.
Recently, one of Malak's apprentices decided that he wanted to prove himself to Malak and snuck into his summoning room and began a summoning. The apprentice had no idea of how to draw summoning circles, nor did he really understand the forces of the outer planes. He summoned a Glabrezu who toyed with the apprentice before killing him. By this time Malak had learnt of the Glabrezu and had just arrived to attempt to contain it. He brought Kak and Veberon to his tower to help drive it off. The Glabrezu was too powerful but Kak made a deal with the Glabrezu. He said that he would give the Glabrezu a paladin if he were to spare the city. The Glabrezu liked the idea and said that he would do that. He then said that he would return in three days and claim his prize and if his prize was not there then the city would be his.
Thus Veberon had the option of preparing to fight the demon or betraying his friend and companion to the Glabrezu. He decided against this but unknown to him Kak had seized this opportunity to remove the obstacle to the woman that he loved. Malak, who had not intention of fighting the tanarii agreed with Kak and decided to go and get Jeberil. Thus one night the small farm belonging to Jeberil and Fimbra was raided by soldiers loyal to Kak and Malak. Jeberil was arrested on charges of non-payment of taxes and taken amongst protests from Fimbra.
It is important that the DM knows all of the characters in this adventure because the interaction between them is very important. This adventure deals more with dealing with the major characters and finding out what is actually happening in the city of Port Calwood. The events concerning the Glabrezu are being kept away from the public because of the panic that it will cause. The rulers of Port Calwood believe that they can deal with the problem without having to get any help. As such they do not appreciate adventurers snooping around trying to uncover the truth. The common goal is to prevent the city from panicking and thus rioting so information should be hard to come by. As such it might need to be gained by snooping rather than talking.
St: 9, Dx: 14, Cn: 7, In: 19, Wi: 7, Ch: 11
AC 0, Mv 12, Lvl 15, hp 41, Thac0 16, AT 1, Da Weapon, xp 11 000
Equipment: Bracers of Defense AC 2, Ring of Protection +2, Cloak of the Bat, Dagger +2/+3 vs Undead, Wand of Paralysation 10 charges
Armour, Cantrip, Change Self, Charm Person, Detect Magic, Enlarge, Find Familiar, Gaze Reflection, Identify, Magic Missile, Mending, Read Magic, Shield, Sleep, Wizard Mark; Blindness, Detect Invisibility, Forget, Hypnotic Pattern, Invisibility, Knock, Mirror Image, Pyrotechnics, Scare, Stinking Cloud, Strength, Web; Blink, Feign Death, Gust of Wind, Haste, Hold Person, Lightning Bolt, Monster Summoning I, Slow, Vampiric Touch, Wraithform; Dimension Door, Fear, Fire Shield, Fire Trap, Ice Storm, Magic Mirror, Massmorph, Phantasmal Killer, Shout, Wall of Fire; Avoidance, Chaos, Cone of Cold, Hold Monster, Shadow Magic, Teleport, Telekinesis; Chain Lightning, Disintegrate, Legend Lore, Otiluke’s Freezing Sphere, Project image, Tenser’s Transformation; Forcecage, Mordenkainen’s Sword, Spell Turning.
Malak considers himself to be knowledgeable on most things. He is arrogant and always clashed with the priestess Fimbra for he believed that his intelligence made him right. He is very confident in his abilities and as such he believes that he does not need any help in defeating the Glabrezu. Malak loves to accumulate knowledge and as such his tower is a wealth of information. Unfortunately his lack of wisdom means that he is not discerning in regards to what information is true or not. He believes that the Glabrezu keeps his word (as a book that he has describes the Gabrezu as a Bateezu, which is lawful, instead of a Tanari).
Malak is now a teacher of magic and treats all other mages as being lower than him. He refuses to listen to the advice of other mages because they have not had the experience that he has had. Instead he would rather spend his time teaching them. He will talk for a long time with other mages, but generally tell them things rather than listen to what they have to say. He is not possessive of his knowledge and is willing to share a little with others.
In regards to the Glabrezu, he believes that everything is under control. He struggles with the idea that he must sacrifice his long time friend, but believes that this is needed to save the city. He has not spoken with Jeberil and Kak refuses to give him access to the paladin because he knows that Malak is easily persuaded by him. Malak is influenced heavily by Kak in account of their longtime friendship, and his trusts the theif with his life.
Malak has a Psuedodragon familiar named Griff. Griff acts as Malak's eyes and ears in the tower while he is away, though sometimes Malak will send him out into the town. Malak is very possessive and protective of his familiar and orders Griff not to put his life in danger.
Griff, Pseudo Dragon: AC 2, Mv 6/Fl 24(B), HD 2, hp 13, Thac0 19, AT 1, Da 1-3 + special, MR 35%, xp 975
Strikes at +4 to attack
Poison: Save vs poison or catalepsy for 1-6 days
80% hide in forest
60’ Infravision, see invisible objects.
St: 6, Dx: 15, Cn: 8, In: 14, Wi: 13, Ch: 18
AC 4, Mv 12, Lvl 17, hp 65, Thac0 13, AT 1, Da wpn, xp 12 000
Equipment: Elven Chain +1, Dagger of Venom +2 (12 doses), Elven Cloak, Elven Boots, Thieves’ Picks
Back Stab: x5
PP: 95% (75%), OL: 95% (90%), FRT: 85% (80%), MS: 95% (85%), HS: 90% (80%), DN: 90% (85%), CW: 75% (55), RL: 80%
Kak is a slimy little theif whose greatest desire is to have Fimbra all to himself. His motivations are all focused on removing Jeberil so that he might be able to have Fimbra for himself. He has always lusted after Fimbra, though he has never told her this. When Fimbra first learnt of his profession, she advertised her disgust and this hurt Kak deeply. Since them he has wanted to prove to her that his is a noble guy, even though his heart is full of scheming plans. When Jeberil married Fimbra, he made an oath that he would destroy Jeberil.
Kak is a very devious and intelligent theif. He thinks before he acts and always spends his time analysing a situation. He is very conservative with his words, making sure that he will never say anything that can be tied to him. He is also very persuasive, and as such is never far from Veberon or Malak. He knows his friends well and knows their weaknesses and strengths, though does not show his.
Having always been weak and sickly, he stays away from combat, prefering to strike from the shadows and then disappearing. He usually talks his way out of fights, and if he fails that, then he will flee. He is a master of running away and will do so again if the Glabrezu is not satisfied.
Kak saw the appearance of the Glabrezu as an opportunity to gain Fimbra as his. When the Glabrezu appeared, he knew that the best thing to do would be to give the creature a pacifying sacrifice in the form of his long time companion and competitor, Jeberil. He is on the verge of being rid of Jeberil and will let nothing stop him from succeeding. He knows that Jeberil is a much liked man, so he has forbidden all contact with him, saying that it is important that he is kept ignorant about his fate, and has placed his trusted thugs in the dungeon to guard him.
St: 16, Dx: 8, Cn: 17, In: 6, Wi: 13, Ch: 17
AC -1, Mv 9, Lvl 14, hp 98, Thac0 7, AT 2, Da Weapon, xp 13 000
Equipment: Plate Armour +2, Shield +1, Holy Avenger +5, Ring of Truth
Spells: 3/2/1, Casting Level: 6
Spheres: Combat, Divination, Healing, Protection, Law.
Detect Evil 60’, +2 all saving throws, Immune Disease, Lay on Hands 28 hp, Cure Disease
Kak absolutly detests Jeberil in more ways than simply that he married the woman that he loved. Jeberil is a paladin that is incredibly lawful in nature. Jeberil was always an opponant of Kak's ideas, believing them to be illegal and dishonourable. He is a man that has devoted himself to justice and seeing it through. He will always step in and take command of a situation where justice seems to be being undermined. Along with that Jeberil is blind in the way that he has an idea as to what is right and what is wrong and he is the only one that knows that code. In his arrogance he dictates to the rest of his friends the way that they must go.
Jeberil only hates those who seek to do what is wrong and dishonourable. He is blindly prejudice against all humanoid races, believing them to only wish to to evil and he will never assist one, beliving that justice must be done and they must pay for their actions. He is willing to put his life on the line for all humans believing them to be inherantly good, and collectively they are good, which explains for the individually evil ones. As such he does not hate Kak, but believes that he has been led astray. When confronted by Kak regarding the Gabrezu, he believes Kak when he is told that he must sacrifice himself to save the city.
Jeberil is not a fool, but he is easily persuaded when dealing with things that he does not know, which is alot. Jeberil was never really very intelligent and rarely thinks beyond his actions. As such he has made numerous enemies because his justice has not been as just as he expected it to be. The wisest thing Jeberil did was to settle down with Fimbra and stay out of politics. He has been on a number of atonement quests.
St: 18/67, Dx: 16, Cn: 17, In: 4, Wi: 7, Ch: 14
AC -2, Mv 9, Lvl 17, hp 108, Thac0 1, AT 2, Da Weapon, xp 15 000
Equipment: Plate Mail +2, Shield +1/+4 vs Missiles, Bastard Sword +2/+3 vs Shape Changers, Heavy Crossbow, 20 Bolts, Shortsword Quickness +2.
Veberon is a rather unintelligent fighter. Even though he is a ruler of a city, he does it because he inherited the position rather than being any good. Though he rules the city, he rules with the advice of Malak and Kak. He is not bright and never thinks through his actions, which usually involve force. As such both Malak and Kak are able to persuade him quite easily. Kak was occassionally used Charm Person spells on Veberon so as to have greater control over him, though Malak would never resort to such things.
Veberon trusts and loves all of his friends and would never turn against them. This Kak knows and thus has not tried to convice Veberon to turn on Jeberil. He does believe Kak in regards to the Glabrezu because he sees that Jeberil is sacrificing his life to save the city. This Veberon is prepared to do but Kak has convinced him that Jeberil, being a warrior of his god, is more in a position to do such a thing.
When Veberon took over ruling the city, he married a noble woman from a nearby city. He does not really love his wife, but sees it more as a political advantage, which Malak keeps reminding him when he wants to get rid of her and find a better woman. Veberon, though easily manipulated, can be stubborn to the point of violence. Being under the influence of a Charm Person he can never hurt Kak, but he has imprisoned both Kak and Malak at times, only to release them later. Both know of this stubborn streak and plan around it.
St: 9, Dx: 10, Cn: 14, In: 16, Wi: 18, Ch: 14
AC 4, Mv 12, Lvl 14, hp 76, Thac0 12, AT 1, Da Weapon, xp 8000
Equipment: Scale Mail +2, Mace of Disruption, 3 Candles of invocation, Robe of Scintillating Colours, Holy Symbol
Spheres: All, Astral, Charm, Creation, elemental, Healing, Plant, Sun, Weather; Combat, Divination, Guardian.
Fimbra is a priestess of a benevolent deity of healing. In the realms she would be a priestess of Lathandar (and I will construct her with that deity in mind) though in Greyhawk she would follow St Cuthbert. Fimbra is a very caring and loving woman who disdains combat. During her adventuring career she would always stay out of combat and use her magic to aid her companions. She does know how to fight but rarely does so, she prefers to have other people fight on her behalf.
Fimbra loves Jeberil for her was always there to protect her. Jeberil risked his life numerous time to save her life and she is forever grateful. Even though she is always protected, Fimbra is an incredibly wise person and her comments always had a lot of influence on the decisions of her companions, more because Jeberil always listened to her, but also because her comments made sense. Without Jeberil's backing, Fimbra would have mostly been ignored and shouted down by the other members of the group for Fimbra is not a very forceful person, relying upon others to be forceful for her.
She knows of Kak's love for her and even though Kak's lifestyle is detestable to her she treats him as a friend. She could never love Kak because he is a thief and his beliefs are morally repugnant. Still she accepts him for what he is as long as he does not attempt to force himself upon her, and in such situations she will turn to Jeberil for help. Now that Jeberil has gone, she does not know who to turn to. She believes that Kak has something to do with what has happened, especially since he was present when Jeberil was arrested. She has attempted to speak with Malak and Veberon but has been denied access both times.
AC -7, Mv 15, HD 10, hp 80, Thac0 11, AT 5, Da 2-12/2-12/1-3/1-3/2-5, xp 44 000
Powers: MR 50%, Darkness 15' rad, infravision, Teleport w/o error, Burning Hands, Charm Person, Confusion, Detect Magic (always), dispel magic, enlarge, mirror image, power word stun 7/day, reverse gravity, true seeing (always)
Acid: full, Cold: half, Electricity: None, Mag Fire: half, Normal Fire: none, Gas: half, Iron weapon: full, Magic Missle: full, poison: none, silver weapon: half.
Grab, Planeshift, hit only by +2 or better weapons.
The Glabrezu is totally untrustworthy. He is purely chaotic evil and has not interest whatsoever in obeying his word. The promise of a paladin appeals to him, but he will destroy the city along with taking Jeberil back to the Abyss. The Glabrezu sees this as one of his few opportunities to wreck havoc on the prime material plane. He is a liar and a deceiver, leading people to believe that they have made a deal with him only to rescind on it later. He talks only as long as it pleases him and serves only those who are more powerful than him, looking for a way to escape from bondage as quick as possible. He believes that he is more powerful than any mortal can be, though realises his own mortality. He thinks through is combat strategies looking for ways to strike with as much damage to his enemies and the least to him. He targets the most powerful, leaving the weaker to deal with later. He will use his gate ability if it seems that he is losing, though he knows that indescriminate use of gating ability will attract the attention of other powers.
The town of Port Calwood is a small bustling harbour on the coast. It is not a major trading port but its sheltered harbour makes it an idea stop off for ships as they sail along the coast. The town is small, having only a population of 4000, and is under no direct national jusrisdiction. Rather the city is ruled by the lord who lives in the castle that over looks the town. A council of elders meets in the town hall weekly to discuss minor matters that the lord does not need to worry about. The lord has appointed the elders and they have no authority to know what the Lord knows. Generally the elders do not know much except for what they need to know to keep the town functioning smoothly. They look after the courts and the collection of taxes. They do not establish new laws nor do they have any authority over the city guard. Kak controls the city guard and thus he has power over the theives guild.
Port Calwood is a relatively self sustaining, having a peasant population which supplies the town with wheat for bread and some meat. There are also some forested areas for wood. They still profit of a little trade from the major cities up and down the coast.
The town consists of a small number of inns, a market place, and a tower. The wizard's tower welcomes apprentices, though those accepted must be of a high standard. People from far away come to Port Calwood in anticipation of being accepted into the tower, and as only four are accepted every year, many leave disappointed. Unfortunately, this has created an underclass in the town as some hopeful students who are rejected discover that they have no way to leave the city and no money so they are forced onto the street as beggers. As such there is a rich recruiting ground for theives.
There is also a minor temple to a benevolant God (the same God as that of Fimbra). The temple services the city but charges reasonable prices for such services so that the lower class is excluded. The temple has been known to help out on occasion, and they run a soup kitchen for those who are starving, but do little else. The temple claims immunity from the laws of Port Calwood and is often a sanctuary for political prisoners. Kak dislikes this and is looking for ways to undermine the temple's authority.
The taxes in the city include a harbour tax (2gp a day), a entrance tax (1 gp), and an adventurer's tax (1% of all booty gained). Potential adventurers must pass through quarentine when they enter the city and all of the treasure in which they bring into the city is counted and the appropriate tax is charge. There is also a tax on magic items, being 2 gp for a non-offensive magic item while a 15gp tax is charged for an offensive magic item. Weapons are allowed in Port Calwood though no armour heavier than chain armour is permitted.
The first thing the PCs need to do is to seek out information and the best place to go is to the city of Port Calwood. Unfortunately most people are ignorant of the events that are transpiring. Rumours might raise some clues but generally nobody really knows anything about Jeberil or the glabrezu.
Though the PCs might not be learning anything, Kak is. He was a network of thieves roaming the city with their ears open for any potential information. These thieves are either eaves droppers or people whom the PCs will interact with. They have placed themselves in areas, such as taverns and the market place, where people will speak with then and through that they can gain information. The thieves do not know that Fimbra has hired to PCs to help her, but if they see Fimbra with the PCs then they will be sure to let Kak know about this. The thieves will also subtly ask questions to try and find out as much information as possible without actually releasing any themselves. This they will report to Kak.
Kak will not alert the PCs by arresting or hindering them, but he will work to keep them ignorant. He will inform his thieves to mislead the PCs and to drop false rumours to hopefully lead them out of the city. Even then, he does not have complete control over everything that can be revealed for the PCs can go to visit the guards, or even speak with Verberon himself.
Verberon will be suspicious of PCs questioning him about Jeberil. He has been advised to remain quiet about it, and if the PCs push him too much he will have them arrested. Getting an audience with him is difficult though because of the situation. The PCs will be given appointments a couple of days after the glabrezu said he will return.
The PCs can also try and eavesdrop themselves. By talking to Fimbra, and most other people in the city, they can learn of the major players in the adventure (except for the Glabrezu). Generally everybody knows who Verberon and Malak are, but few know who Kak is (though Fimbra does). By keeping an eye on Verberon and Malak the PCs can learn of Kak.
The guards will also freely talk if their tounges are loosened. Though gold can do this, it is much easier over a keg of ale. The drunker the guards are the more they will speak and some will talk about how Jeberil was arrested a couple of days previously and imprisoned for non-payment of taxes.
Simply by wandering around the town one can pick up rumours. For rumours either select or roll below. Note that theives will deliberately give false rumours.
1) Jeberil has gone on a holy quest to redeem himself in the eyes of his god (partly true)
2) There were some strange goings on in Malak's tower the other night (True)
3) Jeberil has been arrested. They said he murdered somebody. (partly true)
4) Jeberil has gone to a distant land searching for a lost artifact (false)
5) Lord Verberon is quite concerned about something. He has cancelled all of his appointments. (True)
6) A secret council of demons who use Malak and Verberon as puppets rules this city. (false)
7) A thief named Kak is Verberon's influencial advisor (True)
8) Kak knows what's going on (True)
9) Kak has a network of spies and assassins and knows everything that is going on in the city (true)
10) The town council suspects something is up and is planning a secret meeting at night (True)
11) The city is looking to become very prosperous (false)
12) Some powerful people have interests in the city (True)
Some of the rumours are merely coincidence and should be treated as such. These rumours can be used to mislead the PCs away from the fact that a glabrezu is holding the city hostage.
Timeline of Events
As the PCs try to gather information about what happened to Jeberil events are going on behind them. They have a limited amount of time to release Jeberil, and if they do not do it in time then Jeberil will be killed, though they will still have to deal with the Glabrezu. The Glabrezu, once taking Jeberil, will go out and destroy the city. When this happens, this signals the end of the adventure because Jeberil has been lost. The timeline is below:
Day 1 - Night: Malak's apprentice breaks into Malak's summoning room and performs the summoning. The Glabrezu is released and kills the apprentice. Malak arrives in time to fight the Glabrezu and with the help of his companions, makes a deal with the Glabrezu to leave them alone in return for Jeberil. The Glabrezu agrees to the proposal and says that he will return in three days.
Day 1 - Day: Kak with some guards travels to Jeberil and Fimbra's farm and arrests Jeberil for the non-payment of taxes. Jeberil is taken back to Port Calwood and imprisoned in the dungeons beneath the citadel. Kak orders the guards not to let anybody in, including Veberon.
Day 1 - Evening: Fimbra approaches the PCs and tells them about Jeberil's arrest and asks them to rescue him.
Day 2 - Morning: Kak meets with Malak in his tower and talks about the impending sacrifice.
Day 2 - Noon: Veberon attempts to visit Jeberil and is denied. Verberon finds Kak and asks him why he cannot see Jeberil. Kak tells him that Malak said that the sacrificial victim must be isolated because any influence might make him unsuitable for the Glabrezu.
Day 2 - Evening: Kak visits Jeberil and after a few harsh words, Kak convinces Jeberil that he is giving his life for the sake of the city. Kak does not reveal the true nature of the sacrifice but he says that a demon demands him. Jeberil belives Kak.
Day 2 - Night: Verberon visits Jeberil and they discuss about what is happening. Jeberil learns some more about the situation and asks Verberon to tell Fimbra what is happening to him.
The town council meets in a secret session to discuss what is happening with Verberon and his companions.
Day 3 - Morning: Veberon seeks out Fimbra. If she is with the PCs then Veberon takes her aside and tells her what is happening. He tells Fimbra that Jeberil is giving his life for the city and he has told her not to worry. Fimbra is still concerned but finds the PCs and tells them that her husband is okay and they are no longer needed. She gives the PCs whatever they asked for and dismisses them.
Day 3 - Afternoon: Fimbra goes and visits Jeberil in the cells. She tries to tell Jeberil not to give up his life but Jeberil says that he must. It is either him or the city and he will gladly walk into the mouth of the Abyss to save the innocent people of the city. He convinces her that his sacrifice his just and necessary.
Day 3 - Evening: Jeberil is escorted from his cell and taken to the temple. The Glabrezu appears in the temple and takes Jeberil. He returns to the abyss, imprisons Jeberil in a tomb of crystal and then returns to destroy the city. He appears outside the temple and begins to burn the city down. He leaves the temple alone least he anger the God of the temple, but he destroys the rest of the town. He leaves Kak until last, where he also takes Kak back to the Abyss where he becomes a slave.
This is Kak's base of operations and spends a lot of his time here plotting. With the recent incidents though Kak has emerged to attempt to put his plans into action. Though Kak prefers to have his minions carry out his plans, the nature of the incident means that he wants greater control over the events.
The Thieves' Guild has been built under the Red Antler Inn. The Red Antler is an adventurers inn, it is very rough and smokey and it is the place where people go to sell stolen goods or to hire disreputable people to perform dirty deeds. The Thieves Guild is contacted through the tavern and all membership is paid through the tavern as well. The tavern is two stories high and has a board out the front adorned with two red antlers. The name of the inn has been painted on the antlers.
Most people know of the inn and people looking for information will be directed here. Information dealing with the Glabrezu or Jeberil's abduction can not be gathered here and will serve only to alert Kak of the PCs investigations.
This is a very noisy, crowded, and smokey room. There are many rough looking people drinking and talking around the many tables. Mixed among the patrons, who are mostly adventurers, are members of the thieves guild who are acting as spies for Kak. They are not noticable and will listen for any information that might concern them. There are no booths or private dining rooms in this tavern, though the bedrooms upstairs can be used as such.
It is very likely that a fight will start in here, though Kak's brutes will always intervene. There are 10 brutes around the tavern and they generally blend in with the rest of the crowd. They only reveal themselves to eject noisy patrons or to break up fights. Both the brutes and the spies are theives in training.
A stage is at the far end of the room. Bands, storytellers, and other entertainers will use the stage to perform at night. Generally the entertainers are theives that work for the guild showing off their skills. Anybody can perform in the pub, and those who do will are likely to receive a blessing from the crowd (in the form of 1d20 gp worth of coins). Those who perform badly are taken outside and beaten up.
Brute: AC 7, Mv 12, Lvl F3, hp 25, Thac0 16, AT 1, Da Weapon, xp 65
Wear Leather Armour
Weild: Club (Thac0 15, Da 1-6+5, AT 3/2)
Carries 1-10 sp
Spy: AC 5, Mv 12, Lvl T3, hp 16, Thac0 19, AT 1, Da Weapon, xp 175
PP: 40%, OL: 33%, FRT: 30%, MS: 27%, HS: 20%, DN: 15%, CW: 87%
Equipment: Leather Armour, Poison Coated Dagger, Vial of Poison
Carries 1-4 gp.
A middle aged man stands behind the bar and has three waitresses helping him. Each of them are spies for Kak and they are always willing to listen to people's quieries. They are also very skilled at giving misleading information, which is what they will do. Drinks, food, and rooms can be acquired at this location. The prices are standard for the players handbook, though the large rooms are 5gp a night while the common room is 2cp a night.
Under the bar is a chest in which is the tavern's takings for the night. There are between 3-30 gp in the chest in mixed coins. Another sack, containing 1-12gp in various coins, is used for change.
The accountant, Mylor, who acts as the owner of the inn, works here. He keeps track of the inn's money and also uses the books to launder money. Mylor is Kak's second in command and he acts as the purchasing officer. He is very good at evaluating the value of goods and will use his guile to increase the prices beyond what they are really worth.
This room contains a desk in which are the account books. The drawers are locked and the keys are in Mylor's possession. An abacus sits on the table along with two long quills and a jar of ink.
Mylor is a very reclusive person and generally will not venture outside. He has the bartender direct all of his orders to the thieves and the brutes in the tavern. His main role is to look after the tavern and his knowledge does not extend beyond that. He is not a violent man and will usually always flee from combat.
St: 9, Dx: 10, Cn: 14, In: 16, Wi: 18, Ch: 14
AC 10, Mv 12, Lvl 0, hp 4, Thac0 20, AT 1, Da Weapon, xp 7
Equipment: Poisoned Dagger under desk, pouch with 27 gp.
4) Mylor's Bedroom
This room is decorated with a single bed and a few paintings of country scenes. The walls have been panelled with oak and a couple of pot plants sit in clay pots on wooden stands. This is where Mylor lives and if he is not in his office he is here.
Behind one of the paintings is a safe in which all of the inn's takings are kept. There is 2000gp in mixed coinage in the safe. The safe has been trapped with a poison needle that will activate if the safe is opened, not picked. This is to defend the safe against magical interferance. The needle is coated in a fast acting poison which kills in 10 minutes if a saving throw vs poison at -4 is not made. The needle can be easily avoided by placing ones hand out of the way.
Pushing a button that is concealed behind one of the plants opens the secret door at the far end of the room. The door can be easily opened from the otherside.
This is a very greasy and steamy room. Two large iron ovens are used to cook meat and wooden preparation tables run along the walls. The four cooks are all thieves who are being punished for upsetting Kak or Mylor. These thieves are only trainees and thus kitchen duty is applicable for them. Professional thieves that upset Kak or Mylor are usually killed.
In cupboards under the preparation tables are many cooking implements such as pots and pans, knives, forks, and other implaments.
This is where all of the food is kept. The food is replenished daily as Kak does not have any magic to be able to preserve the food. This pantry contains various herbs and spices in jars, as well as vegetables and fruit in barrels, but it does not contain any poisons, those are kept elsewhere.
7) Servents Rooms
These rooms each hold four people and are where the theives in training stay. They are trained by waiting on the bar and practising their skills on unwary customers. They also are disciplined by doing cooking and cleaning duties. Kak finds it cheaper to have the training theives do the work rather than hire employees. The thieves are also payed very little, and this decreases, to encourage them to steal for their livelihood. Theives caught stealing are punished severely for being caught, and if they are caught too many times then the theif is executed.
8) Master Rooms
These two rooms are the most expensive rooms in the inn. They are suited for four people and are neatly decorated. A large copper basin is used for baths and both rooms have balconies. As with the other rooms, the thief cleaners are encouraged to steal from the patrons and anything left in the room is left there at the patron's own risk.
9) Common Room
This is a large room which can hold 20 people in the bunks along the wall. This room is the cheapest room and people staying here need to watch out for other patrons stealing from them as well as the thief cleaners.
10) Standard rooms
These small rooms each hold two people. They are generally clean but they do not have a lock meaning that theives can sneak in in the middle of the night and steal from the occupants. The rooms are capable of being defended, as Kak prefers his theives to learn to negotiate traps rather that simply enter and steal from the occupants.
11) Storage Room
This room is where all of the cleaning equipment is stored. In here are two mops and two wooden buckets, three brooms, and number spare sheets, pillows, and blankets. A secret compartment in the floor holds 100gp and an amythest worth 150gp. These were stolen from adventurers and hidden here so Kak would not get any of his fees.
12) Wine Cellar
Large barrels have been built into the walls of this room. The barrels are huge, being big enough for a human to stand in, and contain wine and beer. There is enough liquor in the barrels to keep the inn operation for a year.
Every year, at harvest time, the wine and beer are brewed and brought into the inn. wine from the previous year is either transferred into smaller barrels which are stored in the celler, or kept in the large barrels. As it typical of most place, the older the wine, the more expensive it is. The beer is not kept and every year the barrels are emptied and filled with fresh beer.
One of the barrels is actually the entrance to the Thieves' Guild. This barrel is opened by twisting the tap around and pulling on it. There is a bell connected to this door so that if it is opened then the guards in room 14 are alerted.
There are numerous barrels stored in this room along with spare chairs and stables. The barrels contain old wine and some have turned to vinegar while others have become very nice. There are all sorts of wine here, ranging for 2 gp to 1000 gp a barrel. These barrels of wine are used by the guild to raise money if needed. They can easily sell them to travelling merchants. Not all of the wine in the cellar is made in the local area, some are from abroad and have been claimed by the guild.
The basement is also used to store large furniture that is not being used. There is also a pile of lumber and some tools for repairing the inn. Against the far wall are a number of panes of glass for broken windows.
14) Guard Room
4 brutes sit around a table in this room and are playing dice and drinking mugs of beer. Their job is to make sure nobody comes down here who is not supposed to. Most of the dealings with the guild are made upstairs so this underground section is only for the guild masters, of whom Kak is one of them. The brutes know the guild masters by sight and will stop anybody who is not accompanied by them. There is 15 gp in assorted coins on the table as well as a set of bone dice.
There is a secret door on the southern wall of the room. This door leads to the treasury and the brutes do not know of its existance. The door is opened on both sides by pushing on a loose brick next to it.
This room is where all of the guild's treasure is stored. There are four chests each containing 5000 gp in assorted coins and trade bars. The money is simply thrown into the chests. There is no order to the money, though Mylor does have an indication of how much money there is and of what form it takes. Each of the chests are trapped with a poison needle (type E) and the trap is activated if the chest is not unlocked with a key.
Pushing on a brick opens the secret doors, but these doors are trapped. There are two bricks and if the wrong one is pressed, they a pit will open and dump everybody on the 10' square block into it. The pit is 30' deep and has spikes at the bottom. The fall does 3d6+1d10 hps of damage. The spikes are also coated with a poison, and if a save vs poison is not made then the victim looses 1 hp/turn until the victim is dead.
These are the barracks of the brutes. These brutes are the guardians of the guild and are thus known to each other. Even so, some of the brutes are mistreated and it is not surprising that some of them are tortured by other brutes if they have upset somebody. There are 40 bunks in this room, though only a third of them are occupied. Most of the registered thieves are not permitted in this part of the guild and thus only those who guard the guild will sleep here. Underneath each of the bunks is a locker which contains the brutes' personal gear and between 1-10 gp in stolen goods.
A bunk at the rear of the room hides a secret door. Pushing on it opens the door and it opens into the corridor. There is a handle on the other side of the door that can be pulled to open the door. Opening the door rings a bell in the barracks alerting the brutes.
This secret door is opened by pulling on a torch scone on the wall of the corridor. The door can also easily be opened by pulling a lever in the armoury. The armoury contains a variety of weapons, but they consist mostly of short swords, daggers, and throwing knives. There are a couple of hand crossbows and some light crossbows. Leather armour has been stacked in the corner along with a couple of suits of elven chainmail. On a wall are racks of various types of poison in vials. A Dagger of Venom with 5 doses is hidden among the other daggers while a Potion of Human Influence sits on the racks among the poisons.
18) Guild Chamber
The walls of this room are covered with a black curtain and the secret door is hidden behind one of the curtains. The door is opened by pushing on a brick. A long bench curves around the edge of the room along the north, west, and southern walls. Another desk is near the eastern wall between the ends of the long desk.
This room is where the guild masters meet to discuss the direction of the guild. Kak sits at the single desk while the other guild masters sit at the long desk. Meetings can be quite intense but Kak tends to dominate most of them. Guild Masters have been known to disappear if they openly disagree with Kak, though if a majority of the masters voice objections then Kak has been known to change his mind.
There is a space between the wall and a curtain and people can easily hide in here. The guild masters sometime plant loyal thieves here to listen to what others have to say so that they can blackmail them. It is possible for the PCs to hide here and listen to Kak's plans as he will reveal them to the guildmasters here.
19) Masters' Chambers
These two rooms are where the masters stay when they need to hide. Generally the guild masters have their own houses in the city, and some even have houses outside the city. These rooms are funished with a bed and a wardrobe. The wardrobes contain nice clothes, like those of merchants. There is also a desk in which are writing implements.
Guild Master: AC 1, Mv 12, Lvl T10, hp 58, Thac0 16, AT 1, Da Weapon, xp 2000
Equipment: Leather Armour +2, Dagger +2
PP: 80%, OL: 67%, FRT: 65%, MS: 78%, HS: 63%, DN: 30%, CW: 95%, RL 50%
20) Kak's Chambers
This room is like the masters' chambers except that the bed is bigger and that it is more exquist. Kak lives in this room, though he does have a residence outside the town where he will go and hide.
There is a locked chest in this room, and Kak carries the key to it. The chest is trapped with a firetrap, which will activate if any attempt to pick the lock is made. The chest contains 20 trade bars worth 50 gp each. There is also a sack of 50 pp, and 180 hp. In a small case in the chest are 5 gems worth 200gp each. A potion of Invisibility, and a potion of ESP are also the the chest.
21) Sewer exits
These passages lead into the sewers. The entrance to the sewer is through a secret door. The door can be easily pushed open from the inside, but to open them from the outside requires pushing a button under the sewer water. The passages branch out and connect six areas in the sewers. This is to enable a quick escape if thieves are being chased through the sewers.
The citadel is built on a hill that overlooks Port Calwood. The wall surrounding the town is connected to the citadel and the area immediately below is the province of the wealthy merchants. The citadel is triangular with two towers on the city wall and walls connecting them to the a large gate house. The actual building is in the centre of these walls. Numerous guards patrol the walls, and the gate house is only open during daylight hours. Even though most people can enter, the guards take the privaledge of inhibiting most. Only those who appear to be of noble standing are allowed in and even then they will be escorted by two guards and most places are out of bounds.
The citadel grounds contain a large stable where the guard's horses are kept. The stable is also home to Verberon's steed, but this is in a separate part. The stable hands live in an area above the stables. An area around the stables have been fenced off to allow the horses to roam.
Also in the grounds are the guard barracks. The barracks are at the rear and connect both towers. The entire city guard is quartered here when they are on duty. Some of the guards have families and they are also here in private rooms. The guard barracks are also the barracks for the standing army, which comprises of the city gaurd. In times of war, these barracks can provide weapons and armour for an extra 3000 men which are recruited from the town.
The main building is four stories. All of the servants and the castle guards are stationed in the building. In audience chamber is two stories high and is situated on the ground floor. Verberon is there at some times but usually his scribe, Mendar, sits on the throne for him. Mendar is a normal human, but is quite skilled in administration. He is also very loyal to Kak and is generally influence by him. Mendar usually takes all of Verberon's audiences so as not to disturb him. Though Verberon tells Mendar to allow matters of urgency to him, Mendar generally does not. It is only when Verberon is in the audience chamber, that he will hear of any matters concerning the city.
On the second floor, accessed from the audience chamber, is the war room. This is where Verberon and his companions discuss matters of emergency and it is in here that all discussion concerning the Glabrezu is talked about. Not mention of the Glabrezu is made outside of this room. If the PCs ask Verberon about it though, he will take them here. Verberon will, but Mendar won't. Mendar will express ignorance and send the PCs away.
Under the citadel are the dungeons. The dungeons can be accessed from the citadel, the barracks, and the gatehouse. There are guard rooms at each access point where four guards are constantly on watch. Watch duty can get boring though and these guards can be easily distracted, but they are alert enough to notice if anybody is trying to break in. There is also a secret entrance to the dungeon from the sewers. This entrance is used by Kak to secretly visit the dungeons, and for his thieves to assassinate potentially dangerous prisoners. There are three roving patrols of two guards in the dungeons. These guards are on the lookout for potential breakouts, but are not very perceptive so that subtly in moving through the dungeons will prevail.
The tower is located in the centre of Port Calwood and is easily approachable. There is a smaller building attached to the front of the tower. This is where all of the public business looked after. As Malak is a member of the ruling council, some merchants come to him to petition him for favours. All such petitions are delt with in this building. The building has bedrooms for up to ten dignitaries, a meeting room, and kitchen facilities.
A second building attached to the rear of the tower is the apprentice quarters. All of the apprentices are trained in this building. The ground floor is where all of the dormatories and the kitchens are while the second floor houses the student labratory, lecture hall, and library.
Malak lives in the tower itself, which has six levels. Each level has a passage running around the rim in which is the staircase that ascends to the next level. The major room is inside this passage and has a single door leading to the room. On the first level there are doors leading to the two buildings and one leading outside.
Griff, Malak's familier which happens to be a Psuedo dragon, wonders around the tower. He keeps an eye out for any intruders, and if he finds any, he will seek out Malak and inform him. Griff uses his camoflague ability to blend in with the walls and watch the intruders. He also keeps to the shadows which adds to his camoflague.
First Level: This level is lounge room where Malak entertains his personal guests. Any conversations with Kak and Verberon will take place in this room. There is a liquor cabinet, four lounge chairs, a glass topped table, and a desk against the wall. The cabinet contains crystal glasses and a number of bottles of fine spirits and wines.
Second Level: The next level is Malak's library. The library contains a large collection of books on magical theory, alchemy, herbs, and planar knowledge. Most of the books dealing with Tanari have been removed from the library as Malak is looking through them to find out as much information on the Glabrezu as possible. The books are all arrange in an order regarding their topics. The system is rough and other than the groupings of books, there is little order to it. There are no spellbooks in this room.
Third Level: On this level is Malak's laboratory. The walls of this room are extra thick to contain any accidental explosions. A stone table dominates the centre of the room and on this sit alchemical equipment that Malak is using. There are two large iron cabinets, one containing equipment, the other containing componants for experiements. A desk rests against the wall upon which are scattered papers dealing with experiments that Malak is working on.
Forth Level: This room is the summoning room. The room is empty expect of a shelf upon which sit some materials used for performing summoning rituals. A book lies on the floor in which are diagrams of different summoning circles. A circle has been drawn upon the ground and this circle matches one that is in the book on the page that it is open it. If the circle is examined it will be discovered that it is not exact. This is the circle that the student drew and Malak has not removed it. There is some dry blood splattered on the wall which is from the dead student.
Fifth Level: This is Malak's study. The room contains plants and a perch upon which Malak's familier, Griff the Pseudodragon, perches when he is here. If the PCs are in the room, the Griff will not be on his perch. Griff knows where his master is so knows if it is him opening the door or not.
Upon the desk are books on Tanari. One book is open to a page describing Glabrezu and it gives some details (possibly misleading) on them. Malak has made some notes as he was reading the books, and one particularly outstanding note says: Tanari CANNOT be trusted. In a firetrapped safe on the wall of this room are Malak's three spell books. The safe is hidden by an illusion which is so good that a -4 penalty is imposed when detecting it.
Sixth Level: The top level of Malak's tower is his bedroom. There are four landscape portraits on the wall (worth 500 gp each). A humble bed lies in the centre of the room and a wardrobe sits against the wall holding his robes. Under the bed is a locked trapdoor which is firetrapped. The trapdoor opens to Malak's vault where he stores all of his valuables. The vault contains 12 gold bars, worth 100 gp each, 5 platinum bars worth 500 gp each, and (some gems and a magic item)
This building is where the town council meets. The building is large, has two stories, and is made of stone. All of the civil court proceedings are conducted in the council chamber while all criminal court proceedings are conducted in the citadel. The standing council all have chambers in the building, which contains an office and a bedroom. There is a guard barracks beside the hall and this is connected by a walkway on the second level. There is a large dining room and a well stocked kitchen in the hall which is used by the merchants to conduct business. The constitution states that the lord is not allowed to interfere in the affairs of the town council, and Verberon abides by this.
The council is meeting with the merchants in a closed session during the second night. Some of the councilmen have heard rumours that some disaster is going to strike the city and Verberon is being very evasive about it. Thus the council has decided to meet to discuss what the situation is. Kak has a couple of spies in the council who are also merchants. He has placed these spies here so he knows what the council is talking about and to also spread false rumours. The spies in this meeting will reassure the council that there is nothing going on.
This is an estate 2 miles out from the city. The estate is surrounded by a 10' high wall with wrought iron gates next to the road. The estate is reached by taking a turn off from the main road into Port Calwood.
The estate is 6 acres and is covered in many trees. The ground is made of small hillocks and a stream runs through the centre of it. A well tended garden is out the back of the house. Kak has 10 brutes working here. They are all skilled in different areas but all have a fighting ability. There are also four trained guards in the estate and a manager that looks after everything when Kak is not present. Kak as 10 guard dogs and one dracolisk guarding the house. The dracolisk is controlled by the manager who has used a Charm Monster on it. The manager also controls the dogs through the use of a Ring of Mammal Control. The dogs wander the grounds and will start barking viciously if any intruder is seen.
Brute: AC 7, Mv 12, Lvl F3, hp 25, Thac0 16, AT 1, Da Weapon, xp 65
Wear Leather Armour
Weild: Club (Thac0 15, Da 1-6+5, AT 3/2)
Carries 1-10 sp
Guard: AC 4, Mv 9, Lvl F5, hp 32, Thac0 14, AT 1, Da Weapon, xp 420
Wear Chainmail & Shield
Weild: Longsword (Thac0 13, Da 1-8+4, AT 3/2)
Halberd ( Da 1-10)
Manager: AC 10, Mv 12, Lvl 0, hp 3, Thac0 20, AT 1, Da Weapon, xp 7
Equipment: Ring of Mammal Control, Shortsword.
War Dog: AC 6, Mv 12, HD 2+2, hp 15, Thac0 19, AT 1, Da 2-8, xp 65
Dracolisk: AC 3, Mv 9/Fl 15 (E), HD 7+3, hp 54, Thac0 13, AT 3, Da 1-6/1-6/3-12, xp 2000
Acid Spit (4d6 hp damage), Petrification Gaze
The estate has three buildings: the stables in which ten fine horses are kept along with two heavy war horses, the servants cottage, where the brutes and the guards live, and the main house, where the manager lives along with Kak. The manager's room is on the ground floor while Kak's rooms and the guest rooms are on the second floor.
Kak will flee to this place if his plan is exposed. Upon fleeing here, Kak raises the defenses, bringing Malak along as well by blackmailing him. This mansion is not readily identifiable as belonging to Kak, and if anybody is asked, they will say that it is owned by the merchant Mimbar the Worthy, who owns five trade routes through Port Calwood. Mimbar the Worthy exists but does not live here. Instead he has made an agreement with Kak that he will use his operations as a cover for the thieves guild in return for trading concessions. Thus Mimbar, who is rarely in Port Calwood, has the estate under his name.
The manager of the estate knows all of Kak's plans. He is one of Kak's trusted employees, though he is basically a yes person, agreeing with everything Kak says. The manager believes that Kak has given him control of the thieves' guild upon Kak's death, though this is not entirely true. The manager is naieve as well as ambitious, but he also is a coward, and will readily reveal all information to save his life.
The temple is where the sacrifice will take place. During most of the adventure, the temple will be quiet. The priests will be going about their duties and generally not interefering in the affairs of the city. It is only on the evening of the third day that the situation in the temple changes.
There are ten acolytes (P3) and a high Priest (P10) in the temple. The high priest, Gunther, has two assistants (P7) which deal with the day to day affairs of the temple. The assistants run the daily rituals while Gunther comes out to lead the major festive rituals. All matters involving services are handled by those who are capable of dealing with the situation. Minor healing is dealt with by the acolytes, diseases and curses are dealt with by the assistants, while raising people is dealt with by the high priest (though the Gunther rarely does this, and those who he does raise must then devote themselves to his god). The temple asks for a small donation for the services rendered, though a regular temple tax is collected by the acolytes whenever anybody enters the temple. The tax is 1gp though a 5% tithe is also required of the populace.
The city has no jurisdiction over the temple. It is considered holy ground and all such locations, which includes the graveyard outside the town, is under the jurisdiction of the god, who places authority upon Gunther. Gunther does not have any interest in the affairs of the city, though this changes when the Glabrezu appears in the temple.
Even though the temple has been considered holy ground, the Glabrezu is able to appear in the main hall where all sacrifices take place. The presence of Jeberil means that the Tanari is able to access a place he is not normally able to access. When the Verberon, Malak, Kak, and Jeberil arrive at the temple, Verberon has the city guards secure the place. This immediately brings an angry Gunther out to confront Verberon. While they argue though, the ritual for the pacification of the Glabrezu is performed. When the Glabrezu appears, Gunther immediately objects and attacks him with the help of his assistants and acolytes. The Glabrezu easily wins when the other turn to restrain Gunther. The Glabrezu will then take Jeberil and Gunther back to his home plane and return five minutes later to wreck havoc on the city. The Glabrezu will destroy most of Port Calwood before the god appears and banishes it back to the Abyss.
The PCs can succeed in a number of ways, but the best way would be to defeat the Glabrezu, expose Kak’s treachery, and to save Jeberil. If the PCs succeed, they will receive the towns eternal gratitude. Jeberil and Fimbra will become long time allies of the PCs and will help them out in difficult times. Jeberil, being a paladin, has little to offer the PCs other than his loyalty, which he will give.
Verberon, on the other hand, with the resources of the city at his hands is able to reward the PCs. Verberon will make the PCs honourary members of the City Council and also give them permission to approach him whenever they need help. Being the ruler of a city, Verberon is not always available, but he will attempt to help out the PCs whenever possible. There is not much land in or around the city, but Verberon will give some to the PCs if they request it. He will also reward them with monetary rewards, though it will be in the form of gems (100 100 gp gems). Malak will willingly teach magic using PCs spells and also train them is need be.
There are a number of possible conclusions to this adventure. The adventurers could fail in rescuing Jeberil, but they might defeat the Glabrezu. They might not even defeat the Glabrezu leaving behind a ruined town that used to be Port Calwood. Ideally though the PCs would have managed to get to the temple in time to confront the Glabrezu and save Jeberil.
The final battle should take place in the temple. This is important because if a priest manages to sanctify the temple then the Glabrezu will fight at a disadvantage. A sanctified temple will prevent the Glabrezu from using its summoning power, and also force it to fight at half of its Hit Dice. If the temple is not sanctified then the Glabrezu will fight normally. What must be noted though is that the first act of the Glabrezu is to take Jeberil back to its home plane, for even if it is defeated here, it will return to the Abyss to reform. Defeating the Glabrezu on the prime material will result in the PCs earning a powerful enemy in the netherworld.
Even though the Glabrezu is defeated there are possibilities for further adventures. If the Glabrezu manages to capture Jeberil then the PCs could travel to the Abyss and rescue him. Fimbra will actually insist on the PCs travelling to the Abyss to rescue him. The PCs might want to make sure that the Glabrezu is destroyed permanently and travel to the Abyss to destroy it.
There is also the matter of Kak. Kak’s motives should remain secret throughout the play, and there should be very little evidence that he is behind everything. Fimbra suspects that Kak is wanting to get rid of Jeberil so that he might marry her, but it comes down to her word against his. If the PCs do spoil Kak’s plan then he could become a permanent enemy of the PCs. He will always strike from the shadows, manipulating the people around him to destroy the PCs rather than confronting them personally. Kak is an incredibly powerful opponent, and could be used to be a constant threat to the PCs.
The PCs might even give up. If they do that then the Glabrezu will simply destroy Port Calwood, and in the process summon a horde of tanari onto the Prime Material. The local country will no doubt be destroyed, but neighbouring powers will arrive in time to prevent the tanari ravaging any further. Such an outcome could provide extra adventures for the PCs, but should also hurt them considerably. Abandoning Port Calwood during this time of crisis will reflect very badly upon them and they will be branded cowards and unlikely to receive many other offers of jobs.