Whispers of Dread

by Valsavus

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Converted to PF2e by Shawn Bowman
SECOND EDITION

Credits

Writing: Luke Swadling, Robert Adducci, Monty Platz (Toucanbuzz)
Editing & Development: Darvin Knorr, Robert Adducci, Monty Platz (Toucanbuzz), Shawn Bowman
Producer: Darvin Knorr
Art: L C Freitas
Tokens: Devin Knight
Cartography: Gabriel Eggers (Avagion), Trevor Rogan (Oneiromancy Maps)
Layout: Gabriel Eggers (Avagion)
Version Number 1.0

This adventure brims with treacherous slavers and deceitful templars; the authors disclaim any liability for lost souls or the burdens of freedom’s high cost.

This is the first adventure of the Lands of the Ravaged Sun campaign, designed for a group of 4 characters of level 1. It can be dropped into any Dark Sun setting or played as part of a greater campaign involving the disappearance of an entire people and the reappearance of an artifact not seen since the Cleansing Wars of Rajaat.

Beneath the shadows of the towering Ringing Mountains sits the once-peaceful village of Thirst, now gripped by fear as ruthless slavers claim the area. The locals whisper that the dark forces operate from an ancient, battered stone keep nearby, now a den of misery and despair. As friends and family are taken, one by one, voices quietly cry out for help in a land parched for justice.

Copyrighted Content

“This product is offered to users free of charge, can be shared by anyone and is not for resale. The Dark Sun setting is the property of Wizards of the Coast. Permission is granted to print or photocopy this complete document for personal use only. Lands of the Ravaged Sun is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”

"This adventure uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Fan Content Policy (paizo.com/licenses/fancontent). This adven is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit paizo.com.”

While the Lands of the Ravaged Sun will always be in all ways 100% free and accessible without any barrier to the public, the project itself survives due to the generosity of those who feel there is value in what they have received. 100% of all donations go towards those creating our content, and will allow our team to proceed with the full 21 modules planned for this campaign. To get the donation link information, please feel free to reach out to us at our blog: Lands of the Ravaged Sun

TABLE OF CONTENTS

Adventure Background
4

Adventure Overview
4

Timeline of Events
5

Expanding the Adventure
5

FAQ / Troubleshooter
5

Part 1: Prologue
6

Part 2: The Arriving at
Thirst
7

Part 3: The Tribute
8

Part 4: The Keep
9

Part 5: The Return
15

Part 6: Conclusion
17

Appendix A: Adventurer Backgrounds
18

Appendix B: NPCs and Monsters PF2E
19

Appendix C: Maps
21

Adventure Background

An entire halfling tribe mysteriously vanishes, taking with it the stability, protection, and trade it once provided to the village of Thirst. Shortly after, a merciless band of slavers – called “reavers” by the locals – moves into a nearby fortress ruin, forcing the villagers of Thirst to provide them tribute. The villagers fear to speak above a whisper now, dreading the reavers will hear them and punish them more, and have abandoned hope of respite.

These reavers, a band of mercenaries, thugs, and tamed monsters, are led by Medhanit, a Balican templar posing as a Dune Trader with a covert mission issued by her god-king to find clues as to the halfling disappearance. With the aid of her pet psion, a sadistic mindbender who spies from afar, Medhanit supplies and funds her expedition through kidnapping and enslaving those around Thirst. When she leaves, she plans on leaving no villager alive or free to spread word

Adventure Overview

The players create reasons their characters seek to rescue reaver captives in Part 1, Prologue. In Part 2, Arriving at Thirst, the party finds a village where people are fearful to speak above a whisper. In Part 3, the Tribute, reavers have arrived in Thirst to demand tribute. In Part 4, the Keep, they must find a way to breach the reaver defenses and free the captives. In Part 5, the Return, the reaver leader Medhanit returns from a scouting mission and may intersect the party, or hunt them down. In Part 6, Conclusion, the adventure wraps up with Medhanit arrested or slain and her reaver operation disbanded. Depending on the level of successes, the NPCs from the Adventure Backgrounds will dole out their rewards and possibly bonus ones. The campaign continues in The Temple of the Rock Drake. Ultimately, the party succeeds if it can remove the reaver threat from Thirst and get the captives to safety. This adventure uses Milestone Experience, and at its conclusion, characters will gain a level.

Adventure Timeline of Events:

  • Day 1, afternoon. . A reaver band arrives and demands its weekly tribute outside Thirst on the “green patch.” It stays the night, harassing villagers.
  • Day 2, morning. The tribute band leaves for the keep, using the gulch.
  • Day 3, afternoon. A dust storm is visibly moving into the area.
  • Day 4, morning. The tribute band arrives at the keep. The dust storm hits the keep, obscuring the area shortly after. No one alarmed if tribute band is running late.
  • Day 4, afternoon. The dust storm subsides.
  • Day 5, morning. Medhanit returns from scouting (see Part 4: The Return).
  • Day 6, afternoon. Slave trader Athius Gandhas arrives to take slaves, including the hostages.
  • Day 7, morning. The reavers and Athius leave the keep, mission done. They jointly ravage Thirst to supply their return trip to Balic with future slaves.

Expanding the Adventure

The difficulty of the adventure can be increased by:

  • Adding a roaming monster, such as an anakore or a wild erdlu before reaching Part 2: The Keep. Alternately, the wandering monster may be attracted to conflict at the keep, hindering or aiding the party’s efforts at a pivotal moment.
  • Adding a patch of bloodgrass near Area 1, Keep Surrounds.
  • Moving up the arrival of Athius Gandhas from Day 6. Gandhas sets up his primary camp a mile away from the keep and is present with a small band to discuss delivery of the captives when the party arrives. This adds four slavers and Gandhas (see Part 5: The Return, for statistic blocks). If the alarm is raised, Gandhas might join the fray in the courtyard. If Medhanit is present, he sends two guards to her office to ensure she does not flee. If matters appear drastic, he sends all his guards to the courtyard and joins Medhanit in her office.
  • After the captives are freed, a lone belgoi stalks the weakened escapees. While captives may have armed themselves with improvised clubs and gear liberated from their captors, they are weak from imprisonment. The belgoi is sated once it has taken at least three, and it may take more if the captives are undefended. Overall, additional encounters should follow the adventure theme of not only freeing people from vile captivity but ensuring their safety

FAQ/Troubleshooter

Should I track food and water? Unnecessary, but you can. While survival is often a Dark Sun trope, not every group wants to track supplies, especially if the quest is unrelated to survival on limited resources. This quest is focused primarily on the rescue of the reaver captives.

How can I bond characters? Characters should have good reason that they are willing to trust their lives to the person next to them. Before starting the adventure, consider having Player 1 explain how they met Player 2’s character, and continue around the table until every player has spoken. Then, reverse the order, and have the player explain why their character would risk life and limb for the character alongside them. The adventure backgrounds may help spur ideas.

How do I handle the issue of slavery in my game? However you best see fit. In this adventure, slavery is an evil to be overcome, a persistent and powerful adversary whose presence adds to the oppressive, dying nature of Dark Sun, where life is valued very little. Those who stand against this evil, whether by word or deed, are few in these lands, but included the vanished halflings, who abhor it.

What if players don’t encounter Medhanit after they have freed the slaves? It is possible if the party abandons rescuing the captives. The party will not receive rewards nor the milestone experience requirement as Medhanit is free to resume her business. She should seek out the party anyways to punish them, after she has destroyed Thirst.

What if Junal is prevented from telling players of his cousin Raxan’s plans to seek out the Rock Drake egg? Any one of the prisoners or reavers and their leaders could have overheard Junal mention that his cousin Raxan is looking for a valuable Earth Drake egg. Alternately Raxan can approach the party upon their return to either Thirst (he is searching for his cousin Junal) or Celik (he is looking for swords for hire). This is necessary for progression into the LOTRS1-2 adventure.

Part 1: Prologue

Getting the Players Involved

The adventure begins with characters arriving at the outskirts of the small farming village of Thirst, which lies 35 miles northwest of the nearby small city of Celik and close enough to the Ringing Mountains to see snowcaps. Players should pick adventurer backgrounds from Appendix A or have them randomly assigned. These will link them to the adventure and provide rewards for completion of particular goals. More than one player can be part of a background, though only one reward is given.

Prologue Personalities

Karabo. Middle-age half-elf faro needle farmer, slow drawl, stained teeth.
Letsie. House Maraneth agent, a merchant who can speak on behalf of the House and bind it to agreements. Human woman, shaves head bald, never speaks unless necessary. Her House does little trade in slavery, relying on Celik’s ruins for wealth. The House symbol, on the medallion offered, is a shovel with gold chain at end to symbolize the wealth uncovered in the ruins of Celik.
Simret. Slender half-elf, young man who doesn’t want to be a farmer like her father Karabo, never combs her unruly hair, often taps a finger into her palm when talking, prefers animals over people. Starts the adventure as kidnapped by the reavers.
Zeudi. Hulking human woman, greying mane, battle-scarred arms, member of a tribe of escaped former slaves called The Free. Takes deep breath through nose before explaining serious things. Trains guards in Celik

Simret

Part 2: Arriving at Thirst

The party arrives on Day 1 outside the village of Thirst, first encountering the villager Pura.

Read to the players:

In the shadow of the towering Ringing Mountains lies the small, parched village of Thirst, where resilient souls of Athas eke out a living from the unforgiving land. The mid-morning sun weakly spills over a pastoral community of adobe huts perched near a sloping gulch. Farmers already tend to crops, eyeing you with hesitation, halting their chores. The closest woman drops her rake and hustles over to you, eyes wide with panic. She holds a finger to her mouth and hisses in a dread whisper “If you value your lives, or ours, you will not speak aloud. For your sakes, you should turn around…”

Village of Thirst (pop. 50, mostly human and a few half-elves)

  • The village sits on the edge of a gulch which is all that remains of a long dried up river that has lost not only it’s water but also, its name.
  • Vegetable farms, crude adobe huts alongside a deep gulch, rain-catching devices on all buildings.
  • Everyone speaks in a dreaded whisper, as if afraid someone is trying to listen in. Travelers are warned to hush. “The reavers will hear you, and we’ll all pay for it.”
  • Everyone has a version of a story where Nox talked aloud of fighting back, and the reavers showed up soon after and took him away. His wife said a runner should seek help, and they showed up and took her as well. Now, no one dares speak louder than a whisper.
  • No warriors, no weapons, no shops or inns. Visitors can stay in Gar’s shaded kank pen with the kank.
  • Some hunt for wild kank honey and meat by laying snare traps.
  • Trade gone, nothing new thanks to halflings vanishing. Locals call halflings “the People” and were used to them trading meat and pelts.
  • All know reavers showed up after and took their people. They keep 4 children hostage and demand food and water tribute weekly.
  • Everyone knows the ancient keep and believe it cursed by the evil of those who lived in it long ago. Those who stay within its walls too long will soon find death.
  • Keep 25 miles away, 2-day journey if you follow the gulch, will tear feet up if crossing rocky terrain.
  • Villagers are broken and will not fight, even if hostages return.

Personalities:

  • The Elders – Lyra, Sa-rea, Romila. Sun-weathered, wrinkled, decision-makers. Distrust bravado and promises. Lone travelers are targets for reavers. Junal, a visiting red haired bravo of a man who foolishly paid coin to people for rumors of “monster eggs” in the area, vanished after talking too loudly. They just want outsiders to leave, for everyone’s sake.
  • Gar, kank farmer. Responsible for bringing tribute on back of his domesticated kank to the “green patch” outside town (a hill with scraggly trees and many patches of grass). Doesn’t know origin, but childhood rhyme in Thirst is: “Don’t play on the green / or you’ll never be seen.”
  • Pura, mother of a child hostage. Will sneak the party water if offering to rescue. Doesn’t believe the keep is cursed, just dangerous because it is falling apart.
  • Ribold, oldest man in village. “Older than the dirt we farm in” he claims. Escaped slave, gave the slavers the name “reavers,” a slang he used back in Urik. Figures there’s not enough people in Thirst or the region to sustain a slave operation, so something else is afoot. He suspects (partly true) they must’ve found something in the keep itself. He also complains of his achy knees and that a dust storm must be moving in soon.

Part 3: The Tribute

Encounter: Moderate+ 1

Read when players arrive at the tribute spot.

Four armed men and women in a mismatch of leather armors lounge in the shade provided by a scraggly tree, atop a hilltop. The village is visible below, and the hill is mostly covered with several three-foot-tall patches of green grass.
  • 4 overconfident and obnoxious reavers here for tribute (athasian bandits).
    • One has telekintec hand cantrip he can Amp he calls the “nudge”. Once per day
    • Spell Attack roll vs targets Fortitude DC to Shove
  • 1 domesticated worker kank with leather saddle packs (speed 40’, carries up to 300 pounds without losing speed). It retreats if damaged.
  • 2 patches of bloodgrass, each occupying a 5’ square and having 20 tendrils.

Terrain: Two 5ft. squares of grass are known by the reavers to be bloodgrass. The locations of which can be determined by the DM.

Detecting a Hazard those trained in perception roll a secret Perception check against the hazard's Stealth DC

Tactical: The reavers will attempt to shove or “nudge” targets into bloodgrass. They will scatter for the keep if 2 are downed. The wild talent never flees. They also will use the kank for cover against ranged attacks.

Roleplay: Not expecting anyone armed or non-human. Immediately hostile and remind the villagers about the hostages, a mighty-fine shame if they didn’t do what they were told and got some children killed. Openly reveal Medhanit and a powerful mindbender run things, boast (falsely) they have 50 warriors.

Everyone but the wild talent (true zealot) can be coerced/threatened to reveal:

  • Path to the keep via gulch, expected back on Day 4.
  • Around 20 warriors (mostly true, they can’t count very well), some zhackals (mindbender’s pets).
  • Mention Medhanit keeps a monster but haven’t seen personally.
  • She is away looking for something (unknown).
  • Guessing 12 captives, all set to be sold by end of the week, including children of Thirst. Don’t know what happens next.
  • Fear Medhanit, know little about her other than cultured and tall, big payout expected when the captives are sold. Treasure: 6 cp each. The kank carries 12 days of food and water.

Blood Grass

Bloodgrass appears to be a normal patch of dark green grass with long blades, often growing in conjunction with other grasses. The blades of bloodgrass have light veins that darken when the bloodgrass has recently been fed, which it does by wrapping tendrils around intruders and piercing their flesh to inject poison and drain blood. Luckily, bloodgrass is immobile, and once spotted, can usually be avoided without difficulty.

Patches of bloodgrass do not activate immediately, awaiting their prey to fully enter. When prey is in the bloodgrass the plant will attempt ensnare its victim with its tendrils. As well, tendrils that hit inject a paralyzing poison into the victim each round, the poison has a cumulative effect.

Once the victim is drained, the tendrils release the husk to lie where it fell. If another potential victim happens by later, he might recognize what has occurred and can avoid being trapped. A successful check reveals the nature of the bloodgrass, and that it is wise to avoid.

Part 4: The Keep

Many hundreds of years after being ravaged by war, a lonely keep stands isolated on the foothills of the southern end of the southern Ringing Mountains, its glory days as a way point for stone from nearby quarries to be put on barges and shipped down river to Thirst and then to Celik are long forgotten. One of its towers which happened to house its gatehouse lies in ruins, its walls barely holding the scars of past conflicts. This decrepit fortress, now little more than a relic of a bygone era, has found a new purpose as the hideout for a band of ruthless reavers led by Medhanit, a favored templar of Balic posing as a Dune Trader. The reavers of this band targeted the village of Thirst, capturing several of its villagers by posing as merchants looking for caravan guards as well as other loners or small groups it found in the wastes planning to ransom or sell them into servitude.

The NPCs provide basic information for how to find Medhanit’s keep, a small stone fort which she seems to have protected with mercenary reavers. It is no more than twenty-five miles west-northwest from the village of Thirst. Travel there should be relatively safe for the first half of the journey, this close to a village, but it is known that she has guards. Villagers all recommend using the gultch to approach the keep as the surrounding land is covered with very sharp broken stone fields that are ruinous on feet and leather boots alike.

Travel Speed

If the player characters hustle at a fast pace on their journey, they might reach the keep within a day, but they will not be able to forage or move with stealth, and they will be fatigued due to the heat and inability to rest on the journey.

Food and Water

There are no water sources freely available on the journey, and the farms are loath to share more than a single person’s share each, as their livelihoods depend on watering their crop. Player characters moving at a normal or slow pace will have time to trade coin for some fresh food. Once past the farms (the first 5 miles or so) there are no further food sources available, and foraging or eating prepared rations is necessary.

Area 1: Keep Surrounds

About 25 miles northwest of the village of Thirst can be found an old stone keep with three serviceable towers. A fourth tower which also served as the keeps gatehouse has tumbled down, leaving a corner of the keep exposed.

There are no wandering monsters in the area thanks to the halfling tribe’s former presence and reaver’s current presence. The gulch comes within a quarter-mile of the keep. Those traveling the rocky terrain around the keep (past the maps), perhaps seeking an alternate route besides the gulch, risk cutting feet. Anything without armor takes 1 point of damage per minute (rounded up) walking on the rocky terrain. The terrain destroys sandals (5 hit points) and leather footwear (10 hit points) in short order. The gulch approach is clear of this hazard.

Davke and Anatu, the keep’s two tribal warriors with short bows, patrol the weathered walls, keenly watching for intruders. Their heightened vantage point atop the twenty-foot-high fortifications offers a broad view, though their cover is somewhat compromised in areas by the crumbling stone. If a DM chooses to include bloodgrass in the Keep Surrounds area, it is immobile, and looks like a good hiding-place for potential trespassers however once it is recognized, it becomes apparent that approaching the keep from any other direction other than the southeast will be made much more difficult.

Reaver Garison

The keep has a current total garrison of 6 human tribal warriors, 6 human athasian bandits, 2 leaders (bandits) named Yrsa (leads tribal warriors faction) and Farryn, (leads bandits faction), the wilder psion Rigat (loyal to city of Balic), his dominated 2 zhackals, and 2 agony beetles that will attack anything except Rigat.

Medhanit is out scouting with her own force. Her bandits faction is loyal, guaranteed full payment after the venture, and also expecting profit from the slave sales. Those scouting with her know she is a templar; those at the keep do not. Each carries 1d6 cp.

The tribal warrior faction is mercenaries, expecting to be paid mostly from the slave sales at the end of the week. Each carries 2d6 cp.

The reavers will try to take characters captive (in Area 5, pens) rather than killing them, securing their gear with Rigat (Area 4) until Medhanit can decide what to do with them. Rigat will attempt interrogations of fighter types, removing them to area 4 under heavy restraint and guard (6 of any type) (daze repeatedly).

Reavers rotate positions approximately every 6 hours, leaving holes in defenses as they awaken, eat, relieve themselves, and go to new positions. The wall is always manned.

During the daytime, the zhackals at Area 5 will react if a sentient creature is dying (but not dead) within the keep surrounds. While they have no vocal cords for noise to alert others, they will attempt to get within 5’ of the dying creature, which may be a clue to reavers something is amiss. Unless ordered to attack by the psion Rigat or attacked, they are satisfied with feeding and will leave characters alone.

Read to players approaching the keep from any angle:

A crumbling square stone keep strives to remain intact, defying time and weather. Three towers still proudly jut upward while the fourth has fallen and been replaced by a man-made gate and palisades. A small plume of smoke rises from the fort. The surrounds of the keep are dotted with more thick tangles of brambleweed, as well as some tall areas of dark green grass long enough to hide someone from sight. You can see at least one humanoid guard atop the walls.
  • Walls 15 ft. tall, average climbing checks, reinforced and propped up.
  • Towers are 25 ft. tall but interiors are barricaded shut and not safe to use.
  • Walls patrolled by 2 lazy and bored guards (tribal warriors) who job is simply to shout to the courtyard if they see anything. They rotate every 6 hours (guards from Area 2 climb up, wall guards go to Area 3 courtyard and wake up replacements who get food, then go to Area 2).
  • At night, the guards do not carry a torch and rely on the moonlight, half full for both moons for purposes of this adventure.
  • Exit to Area 2 (gate breach) by climbing rubble.
  • Exit to Area 3 (courtyard) by 15 ft. jump.
  • Exit to Area 4 (keep interior) by ladder.
  • Exit to platforms between Areas 4 (keep interior) and 5 (slave pens).

Terrain: Surrounded by a mix of thick tangles of brambleweed and open short grass and stony areas, to the north areas of 4ft. tall dark green grasses.

Tactical: Walk battlements, opposite sides. 50% chance to see, each minute, the other guard is gone. During day, all guards armed. At night, 50% are sleeping on open-air pallets in Areas 2 and 3, can arm up within 2 rounds of an alert.

Roleplay: Expecting tribute, know all faces, strangers no reason to be here, little can bluff them, check in with Yrsa (Area 2) if issues. Know what tribute reavers knew.

Development: Day 4 dust storm hits mid-morning, cover faces and hunker down, cannot see if other guard vanishes. Day 4, a dust storm hits mid to late morning. Storm provides -2 circumstance penalty to perception (hidden past 100 feet, concealed between 50 and 100 feet, muffles noise for 2 hours, abating by early afternoon.)

Keep Reactions

If a guard alerts, Yrsa orders 2 tribal warriors from Area 2 to reinforce the area of breach. She does not leave Area 2 unless a fight is obvious and her presence necessary.

Farryn orders 2 awake athasian bandits from Area 3 to search and wakes the rest. Sleeping tribal warriors join Yrsa at Area 2 (gates). Farryn personally notifies the psion Rigat (who is either 50% at his room in Area 4 or 50% near the Area 5 slave pens, immediately goes to Area 4 if any trouble), then double checks the slaves at Area 5 before returning to Area 3 to check on the search. Rigat stays in Area 4 and directs his 2 athasian bandit guards to watch the door and ladder, barring the door to Area 3, unless there is obvious battle in Area 3 for his guards to attend to. He psionically orders the zhackals from Area 5 (slave pens) to search for non-reavers, unless it is night at which time they are out hunting.

The reavers will not leave the keep nor chase anyone who runs away, preferring to shoot from a distance if foes linger.

The captives at Area 5 wait until Farryn leaves before taking any actions. If conflict occurs near their pen, two survivors attempt to grapple any enemy in reach. If they can hear conflict continuing after Farryn goes, and the zhackals are gone, they will use a sharp piece of flint secreted away by Simret to saw through the thick ropes in 1 minute. All scavenge for weapons from dead enemies or grab boards to use as clubs but only Simret, Opoguk, and Junal will fight. The rest flee at the hint of conflict.

See Area 4: all survivors are Commoner "Gamemastery Guide impeded by fatigue, enfeebled 2, slowed 1, and half Hit Points, except as below.

  • Simret, commoner, 5 Hit Points, 5 temporary hit points and +2 to hit reavers due to rage, ends once she takes a rest of any kind.
  • Opoguk, tarek commoner, 15 Hit Points, wild psionic talent Telekintic Projectile
  • Junal, human trader commoner, 4 Hit points, innate psionic talent figment.
  • What if the players retreat and long rest? The keep occupants know Medhanit will return soon and are loathe to pursue. If players attempt a “hit and run” then “long rest” strategy, remember the terrain outside the keep is unsuitable for rests, dropping to near-freezing at night and sweltering hot during the day. Also, optionally, some monsters have begun to fill the void of the halfling tribe absence, including a pair of anakore and a lone <i?belgoi, that could harass characters or even the enemy if in the wilderness.
  • Note: If a player character goes down in battle and can not be restored, the DM can give the player control of all three helpful commoners. Alternately, a captive could be a PC class, perhaps recently captured and without exhaustion levels.
  • Note: Failing to climb walls and falling can be fatal to 1st level groups, especially without access to a wide variety of healing options. DM’s should allow a Acrobatics or Reflex save to grab an edge.

Area 2: Palisade Gate

Encounter: Low 1

Read if players approach the gate, adapting if approaching from a direction other than the southeast and omitting the last sentencing if approaching from the inside due to being slaves captured previously.

It seems that long ago, the keeps fourth tower which housed its gatehouse was destroyed in battle, taking some of the connected walls with it. Now, the rubble-strewn breach that made up the gatehouse serves as the main point of ingress into the fort and has been fortified with bone and wood palisades, sharpened bone and wood stakes at their base, and a bone and wood gate. Loose stones treacherously decorate the sloped approach up towards the newly-built series of bone and wood palisades that watch over a wide bone gate. Sharp stakes discourage anyone from charging.
  • Palisades are 10 ft. high, giving +1 to attack with ranged weapons against those below.
  • 2 ruffian bully tribal warriors (Forel, and Draka ) who hate hard work, spend time seeing who can tell the worst jokes and gambling with dice. They are poorly-equipped and unprofessional, outcasts drawn from nearby areas or recruited from potential captives. One has 12cp (big winner).
  • 1 leader bandit, mul bandit Yrsa, (Mul Ferocity; Reaction, when reduced to 1 hit points, remains at 1 hit point, once per day), the only professional in her mind around here, heavy handed disciplinarian and mercenary, hates the bandits faction and can be bribed if things going badly for Medhanit and her forces. She keeps her crossbow close to hand and her mace on a thong to her belt, and is quick to slap one of her underlings if they do not behave. She smacks her mace into her other hand while speaking, ready to brawl if needed. Has 2 cp (big loser in gambling) and wears a bone ring (5 cp value) signifying her as a winner in an arena bout in Urik.
  • At night, Yrsa goes to Area 4 exterior area to sleep.
  • Exit to Area 1 (keep surrounds) by gate
  • Exit to Area 1 (keep walls) by climbing rubble
  • Exit to Area 3 (keep courtyard)

Terrain: Difficult outside. Stakes deal 1d6 piercing damage if forced onto one. Walls here easy to climb.

Tactical: 8 extra spears, call for aid immediately. Will not pursue outside the palisade and use it for cover (75% if duck behind). At night, one carries a torch.

Roleplay: Know faces, cannot be bluffed and throw spears before extended parlay. Yrsa finds excuses to hold back forces, lets bandits faction absorb losses. If the party has taken out the psion Rigat or the leader Farryn, she might accept a bribe (50cp, 30cp at worst) and looting rights to pack up any remaining tribal warriors and leave. Will not leave or make any act to abandon if Medhanit is present, and will not attack reavers for coin.

Development: Same reactions for Day 4 as Area 1 (cover faces and hunker down during dust storm).

Area 3: Keep Courtyard

Encounter: Moderate 1

Read the following when players enter the courtyard, adjusting the order of description depending on where the characters enter:

A large stone building inside the keep’s walls takes up about three quarters of the internal footprint. It is not in good repair, and parts of the stonework are dilapidated, although its tiled roof seems to be staying up for now. Water troughs are shaded by a wooden structure, with fabric between the beams to provide cover. A firepit burns low but constant, giving off a light plume of smoke. One corner by the rank smell is an obvious trash pile. One path leads to a barred pen in the northwest, another to a secure wooden door in the northeast, and a third path leads to a crude plank for a door on the east side. To the southeast the front gate is visible. The courtyard floor is made of packed earth and some loose flat stones.
  • 2 alert, gossiping athasian bandits (named Korim and Firret), itching for action, cruel.
  • 1 sleeping tribal warrior.
  • 1 leader bandit, stern looking elf Farryn
    • has been skimming a little of their bets, and carries 3d6 ceramic pieces and his lucky lizard tail.
  • At night, everyone here except 1 athasian bandit (who stays by fire) sleeps.
  • 20 days of non-perishable foods, three 250 gallon water containers.
  • Exit to Area 2 (gate)
  • Exit to Area 4 (keep interior) by door
  • Exit to Area 5 (slave pens) by climbing up stone blocks into pen, 12 ft. wall

Terrain: Stone buildings are in poor shape, guards not on duty take whatever pallet is open when sleeping. At night, 3 torches added to area.

Tactical: Prefer a line of 3 in front, with one throwing javelins and Farryn with bow.

Roleplay: Farryn is fanatically loyal to Medhanit. His main priority is keeping the slaves locked up. He will be suspicious of any efforts to draw his guards away from the slave pen. He puzzled out she can’t be a Dune Trader and doesn’t care.

Development: During the Day 4 dust storm, take cover near water trough or in stone building.

Area 4: Keep Interior

Encounter: Severe 1

Read the appropriate description depending on where characters enter:

A wooden door from Area 3 (courtyard) leads to a miniature courtyard, secured by a wooden-hinged bar. The dim confines of the keep’s building seem oppressive after the blazing sky outside. Elevated wooden platforms that supply shade for pallets and supplies are located here. Old wooden stairs lead up to the elevated platforms that connect to the outer walls. An interior wooden door leads to an intact area of the keep in the northeast.

The northeast interior room is a mess, a ramshackle storage area for several barrels and buckets, with daily use items like mugs and plates casually tossed about. A threadbare-woven rug, still far too fine for the derelict nature of the keep, decorates the area. The dim confines of the keep’s building seem oppressive after the blazing sky outside.

Wooden frames prop up crumbling stonework walls, and a ladder leads up to the battlements above. Barrels of food and water are stored here in the shade, and some of the reavers have bedrolls beneath the wooden platform to keep them cool and protected as they prefer to sleep away from the barracks. A door leads to the southeast, and a curtain has been hung in front of it. Finally, a wooden door leads to the west. The interior has a strong aroma of unwashed bodies in close confines, although some bunches of herbs hanging on twine from the rafters help a little. The floor is littered with daily use items like mugs, plates, and empty containers.

  • Wooden structures (Doors, stairs, platforms, planks) are all creaky.
  • 2 nervous but lucky athasian bandits (Mukul and Ikshay), glad to have a spot in the exterior where they find shade, if conflict immediately see if Rigat needs them. At night, they are asleep.
  • 1 wilder psion, Rigat, who is here 50% of time and 50% at the Area 5 slave pens. Keeps small agafari-wood box tied to belt (10 cp), holds 2 agony beetles. At night, asleep here. Attempts to detect magic here may detect that Rigat has an aura as a psychic.
  • At night, interior room lit by two oil lamps.
  • Loose stone next to a pallet under exterior stairs hides 12 cp.
  • 150 days of rations in barrels and boxes in exterior.
  • Under rug is a very cleverly placed stone plug (DC 20 to lift, 2 medium creatures can try), hiding a 10’ drop down to a 10’x10’ chamber with a single fountain, described in Area 4A: Fountain.
  • Exit to Area 1 (walls) by ladder.
  • Exit to Area 1 (walls) by wooden platform.
  • Exit to Area 3 (courtyard) by wooden door with interior bar.
  • Exit to Area 6 (Medhanit office) by wooden door.
  • If combat in this area occurs during day 5 or 6, it is likely to alarm Medhanit in her office (25% chance), giving her a chance to arm herself and ready for confrontation.

Tactical: Rigat loathes slaves and promises them horrors. Hides behind guards, then as an Action throws the agony beetles from his box in the direction of foes (no hit required, any square within 10’). Because the beetles are tiny, they can land in a character’s space. The beetles act on their own initiative and fly towards the nearest target, preferring targets with psionic powers. They will attack nearby reavers, except Rigat, who has a unique affinity to them. Rigat prefers to use telekinetic projectile on the largest armed target

Rigat:

Roleplay: Rigat is responsible for ensuring the prisoners do not escape, has a forbidding snarl on his face at all times, and enjoys using his powers to intimidate and terrify the captives. A punishing tyrant, Rigat has taken every opportunity to strike or insult the captives when he can. He spends his off-duty time stalking around restlessly, and keeps his agony beetles within reach at all times. He attacks anyone he does not recognize immediately and will use his psionic powers to harm and debilitate as many targets as possible, and if any of the captives are present, he will be tempted to harm them in order to draw attention from the player characters to aid them. Rigat makes full use of his push talent to split up attackers and throw them into walls, or to throw objects.

Rigat is greedy and doesn’t want to die. He tries to surrender if below 10 Hit Points, freely offering the daily schedule of events sidebar . He only knows what Medhanit tells him, and that was to secure the area and take slaves. He doesn’t know why she goes out scouting but did hear from slaves about halflings disappearing that used to live around here. He is also devious and will patiently play the subservient prisoner until opportunity arises. He will not reveal her identity as a templar, even if faced with death, but is aware. Finally, as far as he is aware only he knows about 4A, having discovered it (using captives, now sold and gone, to pull up the plug), but hasn’t tested the waters.\

Development: Day 4 storm, Rigat will be inside

Area 4A: Fountain Sub Room

Located beneath the carpet in Area 4 and unknown to Medhanit and any of the keeps current inhabitants other than Rigat, there is no map provided for this room. It is a 10 ft. x 10 ft. chamber decorated only by the fountain. If the players do not discover the room themselves, or learn of it from Rigat, Simret will mention that she felt an odd seem in the stonework beneath the carpet when she was forced to kneel there at one point.

Read to the players when they look into the room:

The room is slightly cooler and musty. It may have once connected to another chamber, but that passage has long since collapsed. Unlike the rest of the keep, the stonework is intact and decorated with elaborate wall carvings of industry. The square chamber has no features except a fountain, a hexagon-shaped stone basin with runic carvings on every side. A small trickle of water flows from two finials at the top, decorated like a warhammer, and the droplets of water, with a silver gleam, appear to fall slowly, as if feathers.
  • A dwarf trained to read ancient dwarven might recognize these as phrases paying homage to “[unknown term] of water and earth” and praising “[unknown term] of change,” magic reveals the unknown term as, phonetically, “gawds.” Remember, literacy is outlawed in Athas, though some dwarven settlements such as Kled secretly preserve and study this runic language.
  • Water normally would splash from each hammer head, but now it is barely a trickle. The trickles fall in drops, and each drop falls slowly, like a feather. The basin is full, with a 1’ deep water that seems to gleam with a faint sheen of silver.
  • The wall carvings depict an intact keep and the gulch having some odd version of silt skimmers floating atop it, loaded with harvested stone. The area is depicted as far lusher, with many trees alongside the gulch. A sharp-eyed viewer will notice people atop the keep, and while all appear to be dwarves, one of them is carved so as to appear bearded (disgustingly so to a dwarf).

Substance is potable, fountain and water radiate magic. If consumed, the player rolls 1d12 and receives a random effect of which they are aware:

  1. Polymorph into a random terrain-appropriate 0 level / -1 level monster, cannot change out of form until form reduced to 0 hit points, retain mental faculties, lasting 4 hours.
  2. As above, but 1st level monster.
  3. Skin becomes hue of stone, resistance 3 to piercing damage, weakness 3 to slashing/bludgeoning, lasting 4 hours.
  4. As above, resistance 3 to slashing damage, weakness 3 to piercing/bludgeoning, lasting 4 hours.
  5. As above, resistance 3 to bludgeoning damage, weakness 3 to piercing/slashing, lasting 4 hours.
  6. Immune to fear / frightened condition and 5 temporary hit points, cannot receive beneficial effects that improve d20 rolls, such as bless, lasting 4 hours.
  7. Grow a long beard, or current beard become lustrous. Grows back within minutes if removed, lasting 1 week.
  8. +2 status bonus on saving throws against charms and compulsions, -2 status penalty on saving throws against fear, lasting 4 hours.
  9. Gain +2 damage if striking with any type of hammer weapon, lasting 4 hours.
  1. Surrounded by a golden glow, cannot hide or go invisible, gain ability to cast command (Charisma-based casting) for next 4 hours. If use ability, must wait 1 hour before using again.
  2. When hands clenched into fists, they become durable, like stone, dealing 1d8 bludgeoning damage, able to damage objects like doors and +2 status bonus on rolls to break things. Lasts 4 hours.
  3. Roll twice, ignoring rolls of 12 and duplicate rolls. Gain both those features.

A creature can only benefit from one drink every 24 hours. The magic of the fountain, once powered by an elemental connection to water with specific effects controlled by clerics, is waning, and it has only 1d4+4 drinks left before the power fades, the fountain stops flowing, and the basin is left with non-magical water.

Area 5: Slave Pen

Encounter: Trivial 1

Read when players approach the gates:

A firm wooden gate is lashed together with giant-hair rope pens in a shaded area whose filth and stench flows outward. The occasional cough and groan can be heard from within.

From the courtyard, there is a small enclosed area (on the left) that currently holds fourteen captives in dark, cramped quarters. Simret and the other thirteen are a diverse lot of mixed humanoid races, including a taciturn tarek by the name of Opoguk (hiding his identity as a priest of elemental earth), a dwarven merchant (noble) named Ragguth, a down on his luck trader named Junal, and a variety of farmers and tradesfolk.

The door to the captives’ cage is made of wooden bars lashed together with rope. If they’re aware that intruders are present, several of the captives, including Simret, try to reach out through the bars to grab any of their captors.

  • 2 tamed zhackals rest outside the pen, not minding the smell, allowed to feed on emotions of the dying and dissuading any slaves from approaching the door. At night, they are let loose to hunt in the wild.
  • 50% during day of Rigat (Area 4).
  • 14 dispirited and exhausted (half hit points, enfeebled 2, fatigued, and slowed 1) captives:
    • 4 human children from Thirst, all below age 10.
    • 2 adult human men from Thirst, commoners.
    • 3 human travelers, commoners.
    • 1 tribeless elf trader, commoner, caught sleeping and embarrassed to be here.
    • Simret, half-elf, survivor, see Sidebar: keep reactions.
    • Opoguk, tarek, survivor, see Sidebar: keep reactions.
    • Junal, human, survivor, see Sidebar: keep reactions.
    • Ragguth, dwarven noble merchant, commoner with maximum hit points, will ransom himself if he can return to Celik for 20cp, was focused on bringing back a relic from Celik to his home of Tyr.
  • Door is challenging to break open DC 20, secured by a rope mechanism that connects to an outside hook-knot. The rope resists slashing, must be sawed (takes 1 minute with a slashing device).
  • If zhackals are gone and a rescue appears imminent, captives will grab at foes adjacent to the door, acting last in the round with a combined +4 Strength (Athletics).
  • See Sidebar: keep reactions for escape attempts. Only Simret, Opoguk, and Junal will risk escape if death is a possibility. If free, the other 11 will want to flee immediately, each looting 2 days of supplies and heading for the gulch. All but the elf can be convinced to stay at the keep, if the characters stay. All are terrified of Rigat.

Development: Day 4 storm, Rigat will be inside

Area 6: Medhanit's Office

Read when players enter the office:

This room smells fresh. It is an office-bedroom, lavishly decorated, with a small window above that lets in dim light and outside air. A firm wooden desk surrounded by chairs holds some animal-hide sketches, and near it a long bed with gauzy curtain, personal chest, and wardrobe complete the chamber.
  • If Medhanit is here, she has 2 athasian bandits (Dodai and Tungge) with her at all times (traveling with her when scouting). Seeks to parlay while using enthrall (captives have advantage on this saving throw, 2E +4 save), preferring more captives. See Part 5: the Return, for more combat strategies.
  • If attacked here, Medhanit uses the desk for cover.
  • Ceiling and walls are about 10 feet high, made of mortared stone with old wooden beams bracing them from beneath.
  • Firm wooden desk, padded chair, papyrus ledger, ink pot.
  • On desk, roughly sketched scout maps of keep area and a route to Balic with depictions of oases and a hook claw symbol, universal for a hazard of some kind.
  • On desk, brass oil lantern (lit when Medhanit here).
  • On desk, incense burner with pagafa tree sticks.
  • Desk drawer, contains small locked traveling chest that contains 43 cp, 2 sp, and a ledger, illegible to most Athasians who cannot read. Records sales and ransoms with all slave sales to a Balican captain named Athtius Gandhas, transactions are routine so that the next one would be expected around Days 5-7.
  • Two hard-carved chairs and two stools next to desk.
  • Long, narrow bed, gauzy curtain around it.
  • Personal chest, same lock as traveling chest, by bed. Vial of tamarisk scented (mellow) perfume (12 cp), extra incense sticks (4 cp), small silver amulet with embossed image of regal woman (sorcerer-queen Abalach-Re of Raam, 25 cp)
  • Wardrobe by bed, two sets of fine robes/shawls, sized for a person over 6’ tall (30 cp).
  • Window that looks west out onto the courtyard, too small for even a halfling to squeeze through.

Development: Medhanit does not return to the Keep until the morning of Day 5 (see Part 5: the Return). If all appeared in order, she would resume running operations from her office, touring the Keep and slave pens once a day.

Medhanit:

Part 5: The return

Encounter: Extreme 1

1 jhakar, a scaled reptilian bulldog-shaped pet with a keen nose. Fights to death.

Mid-morning on Day 5, Medhanit and her scouting party return with little fanfare. Alerted if (1) no smoke from firepit, (2) no guards on walls, and (3) if any slaves visible. If alerted, will attempt to send 2 athasian bandits to climb a faraway wall and report back while Medhanit remains out of arrow range.

Medhanit Haben, favored templar of sorcerer-king Andropinis, over 6’ tall, prefers cream robes and shawl, always calm and expressionless unless punishing an interloper. Regal demeanor sets her apart from reaver rabble. Carries a skull-topped staff while in keep for authority but otherwise relies on a nasty obsidian flail in combat.

Coward at heart, drops weapon and falls prostrate on ground, wailing, if reduced to 10 hit points or less.

Carries tiny brass key in a pocket, opens office chests.

3 loyal athasian bandits, They know their leader is a templar. Each carries 8 cp.

All wear reinforced thick leather boots specifically protecting against the shredding rocks.

If the keep is obviously defended, she sets up a temporary camp and attempts to negotiate by sending one of her bandits forward on her behalf. This is a ruse to buy time for the slaver Athius Gandhas to arrive and reinforce her on Day 6. The camp has three canvas tents (hers is the center tent) situated on sandy terrain between a rock outcropping and a huge boulder. Her forces have a 360 degree field of view with a lookout always posted up high, using a perimeter of torchlight at night and are vigilant. If Athius arrives and reinforces (see below), she will send troops to surround the keep and scale the walls from a variety of angles (1-2 per wall). Her other troops will build makeshift tower shields, providing +2 AC Bonus or can take cover +4 bonus to AC, and to reflex saves against area effects, and rush the gates.

Two athasian bandits remain to create a barrier around Medhanit (giving her +4 greater cover instead), and her jhakar stays by her unless an obvious target is nearby.

If Medhanit falls or surrenders, any of her reavers that sees this are shocked and are slowed 1 until the end of their round.

If the captives escaped, she will rally any troops and immediately pursue. If no reavers survived, she waits a day for Athius to arrive to reinforce her hunt, then use her jhakar to track the captives by smell. If the party is slowed by captives, she will outpace them.

She reasons that Celik is the only logical place to go and will use her knowledge of the region to shortcut ahead of the party. She uses similar strategies as above. The captives are terrified of her and will not aid in combat.

If the party abandons the captives, they can outpace Medhanit, unless she uses a shortcut. She may divert to Thirst to destroy and enslave, and then pursue.

If Medhanit is interrogated, she freely reveals she is an elected templar from Balic, here on a sanctioned mission to uncover why the halflings vanished. She funded her mission with slaves but had no ambitions to stay long-term (she hides that she was going to raze Thirst before leaving). She found more mystery than clues and only discovered a single abandoned hunting camp with rotted meat (uncharacteristic for halflings to let meat go to waste, for those who know their culture). She did not know where the tribe was nor why this was important to the sorcerer king, and the villagers of Thirst were equally befuddled as they were used to halfling trade. She believed she had accomplished all she could without expanding the enterprise to include mounts and long-distance exploration.

On Day 6, Athius Gandhas shows up with a mekillot-wagon (wagon sits atop the behemoth, giving attackers +1 to hit defenders below). Athius Gandhas, bandit ,with:

4 tribal warriors,

1 bandit supervisor,

1 half-elf wilder psion that can control the mekillot.

The upper wagon has room (very cramped) for 20 slaves with giant hair rope shackle holes, and dangling from the wagon are benches/handholds (with overhanging shade) for guards to sit in the open air.

It also has a separate driver’s compartment for the psion and Athius, who keeps his 100cp stash and extra weapons here. Rear of wagon has enough supplies for everyone for the trip back to Balic.

If the captives have fled, he will send 2 of his tribal warriors to assist with the hunt and remain at the keep for 2 days. After that, he calls it a loss and leaves (he travels his route by memory, not map).

If the keep is held by the characters, he will send no more than 4 of his tribal warriors to help Medhanit. If the party is having an easy time of it, 1 bandit supervisor may join. All flee immediately if it appears Medhanit’s forces are losing or they lose 50% or more forces, or if Athius or his psion are threatened.

If Medhanit is captive when he arrives, he will attempt to negotiate for her release (he offers their lives, safe passage, and warns them she is someone very important, a noble). He suspects but is not sure she is a templar and fears angering her in any way, though he is not loyal so as to risk his life and enterprise. He will not risk using his mekillot in any offensive action and prefers retreat.

Part 6: Conclusion

The adventure wraps up with Medhanit arrested or slain and her reaver operation disbanded. Depending on the level of successes, the NPCs from the Adventure Backgrounds will dole out their rewards and possibly bonus ones. The campaign continues in The Temple of the Rock Drake.

Rewards

Reaver Hunter.

20 ceramic pieces for evidence, another 20 cp for evidence of who the buyer(s) are. If you bring this Medhanit in, or provide proof you killed them, Zeudi will think of a bonus.

Bonus If the adventurers killed Medhanit or turned her over to Zeudi to take to the Free, Zeudi is gruffly overjoyed and awards them her personal pension-prize: a gaj bone helm of translate (wearer uses an Action to cast translate once per day for one hour, she jokes she’d rather not hear what others say about her). They also have the gratitude of the Free.

Rescuer.

hopes you will help based on friendship. 20 ceramic pieces for knowledge of her fate.

Bonus If Simret returns safely, Karabo borrows against next month’s harvest for an additional 30 cp reward and won’t take no for an answer. Simret will promise “any time, any place” aid.

Fake Trader.

small bronze medallion with the banner of House Maraneth engraved on it, worth 25 ceramic pieces if sold to the right buyer but worth more as a symbol of House Maraneth’s friendship. It entitles them to a one-time “friend’s rate” of 50% off a purchase (maximum 100cp in savings), and a lifetime 5% discount when purchasing goods from House Maraneth

Letsie comes up with 25 cp in additional rewards if the reavers are permanently shut down.

Escaped.

The villagers of Thirst send an elder with a valued treasure, given to them by a druid: 2 pears of healing (function as potions of healing, never rot), and an apology for not believing there was hope.

Rescuing Junal.

He mentions his cousin Raxan is looking for a valuable egg, whispering “an Earth Drake egg,” and says the opportunity could be lucrative for you all. He is more than happy to introduce you and vouch for your skills.

If Medhanit is arrested,

she later arranges for her release with House Maraneth. She can become a recurring villain if the party ever ventures near Balic.

Experience

Each character gains a level at the conclusion of the adventure.

Appendix A: Backgrounds

Reaver Hunter
Background

You have a relationship with the retired soldier Zeudi. She routinely visits Celik and her people caught wind of a fake merchant called Medhanit capturing people for slavery, operating somewhere around the nearby village of Thirst. The Free have offered a reward if you can find evidence of what’s going on, and who or where the buyers of the slaves might be. After that, kill them all.

Choose two attribute boosts. One must be to Strength or Wisdom, and one is a free attribute boost.

You’re trained in the Survival skill and the Scrub Plain Lore skill. You gain the Experienced Tracker skill feat.


Rescuer
Background

Your half-elf friend Simret has been kidnapped. Her father, Karabo, who lives in Celik, explains that Simret responded to a job for caravan guards a week ago at the village of Thirst. However, it was a ruse to capture able-bodied persons. Karabo found all this out from an elf trader passing through the area recently. The elf bragged that he easily outran the “kank riders” (a derogatory term) who spotted him. He saw a woman leading a large group of toughs and accurately described the wild hair of Simret. He fears Simret will surely be sold into slavery, and time is of the essence.

Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.

You’re trained in the Deception and the Stealth skills. You gain the Lengthy Diversion skill feat.


Fake Trader
Background

House Maraneth, which controls Celik, wants the fake merchant Medhanit gone, by whatever means the adventurers see fit. She is reportedly kidnapping free people and giving all other reputable dune traders in the area a bad name. Their agent Letsie awaits word.

Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.

You’re trained in the Society and Survival skills, and Stony Barrens Lore skill.


Escaped
Background

You were almost captured by reavers just outside the farming village of Thirst and managed to escape during a dust storm. You overheard their leader is called Medhanit and you were expected to be sold into slavery. You may have met or already known Simret from Background #2 who was duped into believing she would be a caravan guard. You might have been there for the same scheme and was lucky enough to escape to Celik, where you sought your friends.

Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.

You’re trained in the Deception and the Stealth skills. You gain the Lengthy Diversion skill feat.

Appendix B: NPCs and Monsters

Agony Beetle, Young
CREATURE -1

TINY
ANIMAL
+8; darkvision, lifesense 30 feet
Athletics +4, Stealth +8
+1+4+3-5+1-5
Camouflage The agony beetle can Hide in natural environments even if it doesn't have cover.
14 +5 +8 +2
10
5 feet, climb 5 feet, fly 15
barbed leg +7 (finesse), attach
Attach When an agony beetle hits a target larger than itself, its barbed legs attach it to that creature. Doing so is like Grabbing the creature (Escape DC 15), but the agony beetle moves with that creature rather than holding it in place. The agony beetle is off-guard while attached. If the beetle is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached agony beetle or removing the beetle in other ways doesn't cause bleed damage.
Agonize The agony beetle is attached to a creature; The agony beetle inserts its feeding tendril into the creature’s spine causing immense pain to the creature it's attached to. This deals 1d4 mental damage, and the agony beetle gains temporary Hit Points equal to the damage dealt. A creature that has been agonized by an agony beetle is stupefied 2 until it receives healing (of any kind or amount).

Bandit
CREATURE -1

MEDIUM
HUMANOID
+8
Common, any one language
Athletics +5, Intimidation +4
+3+2+3-1+0+1
mace, light crossbow, 20 bolts, hide armor
14 (15 with shield raised) +5 +2 +0
8
Shield Block
25 feet
mace +8 (shove), 1d6+3 bludgeoning
crossbow +6 (range increment 120 feet),
1d8 piercing

Bloodgrass
HAZARD 1

SIMPLE
ENVIRONMENTAL
PLANT
DC 17 (trained)
Bloodgrass is a blood-drinking plant that manages to appear quite mundane, fooling its prey until the last possible moment. It possesses a set of wiry tendrils that twine around its prey, paralyzing the target and allowing the bloodgrass to drain the fluid it needs in order to feed itself
Thievery or Survival DC 17 to clip the wiry tendrils before any harm is done
13 +10 +4
024; fire 5, slashing 5
Grassping Tendril A creature touches the bloodgrass, either by moving through it or by attacking it with a natural attack or a melee weapon without reach. The bloodgrass's wiry tendril attempts to entangle its prey, making a tendril Strike against the triggering creature.
tendril +13, consume
Consume The target is trapped by the bloodgrass's wiry tendrils, gaining the grabbed condition until it Escapes (DC 17). Additionally, it is exposed to the bloodgrass poison from the hundreds of tiny spines that line the outside of its vines. If the bloodgrass’s grasping tendril Strike was a critical success, the target takes a –2 circumstance penalty to its saving throws against this poison. At the end of each of the target’s turns that it remains grabbed, the target takes 1d6 piercing damage.
Bloodgrass poison (poison) DC 17 Fortitude; 4 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and off-guard (1 round); 1d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison and paralyzed (1 round).
Bloodgrass which has been clipped regrows in a week. Bloodgrass that is destroyed with damage does not regrow and never resets. Triggering bloodgrass does not disable the hazard and it does not need to be reset after being triggered.

Favored Templar
CREATURE 2

MEDIUM
UNHOLY
HUMANOID
+8
Common; can read and write
Intimidation +8, Religion +8
+1+3+1+3+4+3
religious symbol of sorcerer king, obsidian flail, studded leather armor
17 +8 +5 +11
30
25 feet
obsidian flail +9 (disarm, sweep, trip),
1d6+2 bludgeoning
Divine Prepared Spells DC 18, attack +10; harm (x3), noise blast, resist energy, silence; bane, charm, heal, runic weapon; detect magic, divine lance, shield, stabilize
Cleric Domain Spells DC 18, 1 Focus Point; Touch of Obedience
Divine Font harm
Overpowering Authority (divine, emotion, fear, mental) The templar presents her religious symbol and demands obeisance, each creature in a 15-foot emanation must make a DC 18 Will save or become frightened 1 or on a critical failure frightened 2; the target is then temporarily immune to Overpowering Authority for 1 hour.

Jhakar
CREATURE 0

SMALL
ANIMAL
+5; low-light vision, scent (imprecise) 30 feet
Athletics +5, Survival +5 (+9 tracking)
+3+1+2-4+1-2
15 +9 +3 +5
16
30 feet
jaws +8, 1d6+3 piercing plus Knockdown
Pack Attack The jhakar’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the jhakar’s allies.

Tribal Warrior
CREATURE -1

MEDIUM
HUMANOID
+5
Common, any one language
Acrobatics +1, Athletics +4, Intimidation +2, Survival +4
+3+0+2+0+2+0
leather armor, spear, shortbow (10 arrows)
14 +5 +0 +2
9
25 feet
spear +8 (thrown 20 ft), 1d6+3 piercing
shortbow +5 (deadly d10, range increment 60 feet),
1d6 piercing
Pack Attack The tribal warrior deals an extra 1d4 damage to any creature that is within reach of at least two of the warrior’s allies.

Wilder Psion
CREATURE 1

MEDIUM
HUMANOID
+7
Common, any one language
Deception +7. Diplomacy +6, Occultism +7, Stealth +6
+1+3+1+1+3+4
stone spear
13 +4 +7 +10
16
25 feet
spear +7 (thrown 20 ft), 1d6+1 piercing
Occult Spontaneous Spells DC 17, attack +9; bane, enfeeble, grim tendrils (4 slots); daze, figment, shield, telekinetic projectile
Psychic Daze (mental, psychic) The wilder targets one creature within 60 feet and violently intrudes into their mind. The target attempts a DC 17 Will save.
The creature is unaffected.
The target creature gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.
The target creature takes 2d4 mental damage and gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.
As failure, except the target's weakness to mental damage increases by 2.


Zhackal, Young
CREATURE -1

SMALL
BEAST
+5; low-light vision, scent (imprecise) 30 feet
Athletics +4, Intimidation +3, Stealth +5, Survival +3
+4+3+3-4+1+1
Chameleon The zhackal can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
14 +5 +8 +2
11
25 feet
jaws +5, 1d6 piercing
Occult Innate Spells DC 15, attack +7; invisibility; mindlink, phantom pain; daze, message
Feed on Emotion (attack, emotion, incapacitation, mental) once per round; The zhackal feeds on the emotional unrest of a single creature within 30 feet. The target must succeed at a DC 15 Will save or take 2d4 mental damage. If the target fails its saving throw, the zhackal regains the same number of Hit Points.
Hunting Cry (auditory, emotion, mental) The zhackal growls, hisses, and bares its jaws in a frightening manner as it attempts to Demoralize a creature. It gains a +2 circumstance bonus to this Intimidation check, and the attempt is not penalized if the target can't understand the zhackal.

Appendix C: Maps

Part 3: The Tribute

Part 4: The Keep

Note: If Bloodgrass is added to the Keep Surrounds area, it does not look red in appearance, however red is used on the map below to indicate its suggested locations.

Part 5: The Return

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

  1. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

  2. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying, or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  3. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest in and to that Product Identity.

  4. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  5. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  6. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  7. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  8. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  9. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  10. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  11. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Whispers of Dread
PF2e

Writing: Luke Swadling, Robert Adducci, Monty Platz (Toucanbuzz)

Editing & Development: Darvin Knorr, Robert Adducci, Monty Platz (Toucanbuzz)

Edited for Pathfinder 2e by Shawn Bowman

Whispers of Dread Pathfinder 2e GM Binder Search

 

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