Guild Adventurer 4
Guild Adventurer 4
The Guild
Adventurer
GCP
Guild Companion
Publications Ltd
7 Eyes of Stone
By Terry Amthor
Cover art:
Craig John
Interior Artwork:
Craig John, Maria Duffield
22 Keep of the Damned
BY Ward Miller
Cartography:
Michael Tumey, Terry Amthor,
Marc Rosen
32 Muck and Mire
By Marc Rosen
Published By:
Guild Companion Publications
41 Unusual Heroes
By Dennis Larsen Edited and compiled by:
Nicholas H M Caldwell
Koul is blind the other side, they find themselves in a Jinteni complex
Let him see. in a state of partial ruin but some of its technology is still
functional. Depending on what path they take from the
Far away chamber with the bas relief, they will encounter either the
You can be. lizard-like Dossai (led by Bressin Atana, a former adherent
of Drul Churk who now works against the Dragonlord
Eyes of Stone and his mysterious Arborean Way); or they will run afoul
of Tavin Bak and his minions the Arboreans, who follow
Eyes like night the Green Dragon. The latter are served on this island—
Watch alone called Vamaag—by the brutal, apelike garks. The PCs will
Eyes shine bright find themselves caught in the middle of a conflict between
them, and they will need to figure out which side to ally
with as the tensions between these groups are escalating.
Say the Word
If they choose correctly, they’ll possibly be allowed to
Then Koul dozes escape through the Koul Portal and back to where they
He has heard. started, but with an important key to the much wider
‘Ore it closes… Jinteni portal network.
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Town Ancient Battlefield 1. Cloud Pass 6. Merhiken 11. Lindor 16. Grotto Path
City Paved road/Special 2. Gap of Uj 7. Rhembis 12. Breel 17. Bridgetown
3. Wranga 8. Thokantanabar 13. Kheeten 18. Tomor
Capital Dirt road 4. Crozen 9. Shanish 14. Votir 19. Jellus
Tower/Castle/House Overgrown road 5. Sheshra-a City 10. Jenderther 15. Craeton Pass
The Arboreans
Name Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Tavin Bak 13 79 13 (24) N N 34wp** 27 Shortbow 10
Age: ?; Sex: M; Ht/Wt: 6´8˝/180; Hair/Eyes/Build: Black/grey/muscular; Dmnr: Cold, determined; Race: Dyar Elf; Profession: Evil
Mentalist; Directed Spells: Shock Bolt (74). Skills: Act/Vent20, Alert10, Attune/Runes60, Basic_Math50, Bribery/Pub_Speak63, Heraldry/
Philosphy54, Lore_Circle/Lore_Spell/Lore_Ward60, Lore_Culture/Region45, Lore_Demon45, Meditation/Dreamworld_Control29, Observe/
lie_Percept26, Psychology35, Reality_Awareness17, Religion51, Scribing17, Seduction78, Spell_Conc47, SpellTrick/SpellArt48, Star_Gaze9,
Swim20. Stats: St‑79; Qu‑88; Em‑40; In‑77; Pr‑100; Ag‑96; Co‑80; Me‑90; Re‑89; SD‑60; Ap‑91. Spells: Evil Mentalist Base: Mind Death
(10), Mind Disease (9), Mind Domination (10), Mind Erosion (13), Mind Subversion (14); Mentalist Base: Mind Attack (15), Mind Control
(13), Mind Merge (13), Presence (10), Sense Control (10); Open Mentalism: Attack Avoidance (10), Brilliance (6), Cloaking (10); Closed
Mentalism: Movement (12), Mind’s Door (12). PP: (94*3)=282. Items: Headband of x4 Mentalism spells (x3 RMSS) and protecting as a
full helm. Diamond ring, doubles hits on Shock Bolt or Lightning Bolt spells 4x per day. Special laminated bamboo armor, protects as AT 13
but does not encumber. Staff of Sight Merge 20 Miles (Seer Sense through Others list)
Brin Chebora 8 123 13(31)* N A 64wp** 37LgStg**/62lb 50
Age: 30; Sex: M; Ht/Wt: 7´1˝/250; Hair/Eyes/Build: Blond/Blue/Muscular; Dmnr: Surly; Race: Talath; Profession: Warrior
Monk; Combat: Barbed Whip(64), Barbed Whip_th(37), Quarterstaff(44), Short Bow(32), MAStrike(125), MASweep(118); Combat
Styles (Apply AD bonus of 50 to DB): Iron Fist (95), Weaving Cobra (87). Skills: Acrobatics(65), AdrenalBal(65), AdrenalDef(50),
AdrenalLeap(65), Alert(19), Chi_LeapingStrike(67), Climb (51), Contort(45) Detect Trap/Detect Lie/Observe/Surveil(29), DisarmFoe(62),
FirstAid(15), Forage(26), HideItem(12), Hunting(29), Interrogate/Lead(26), Jumping(31), Lore_Culture(24), Lore_MAStyle(39), Lore_
Region(21), Lore_VitalPoints(25), Lore_WpnStyle(33), Meditate(59), Painting/Poetry(22), Philosophy/Religion(21), Poetic Improv/Tale
Telling(22), PrepHerbs(12), PubSpeak(46), Scaling(33), Stalk/Hide(32), Swim(31), Tumble(39), UseHerbs(15), WeatherWatch(26). Stats:
St‑97; Qu‑98; Em‑56; In‑79; Pr‑80; Ag‑95; Co‑90; Me‑35; Re‑50; SD‑90; Ap‑82. Items: Special laminated bamboo armor, protects as AT 13 but
does not encumber. Bracers (large copper-colored metal armbands), +10 to frontal defense. Boots of Limbrunning 15 minutes once per day.
Notes: Changramai Iron Fist Style (Advanced) – Rtg4 MA Stk, Rtg3 MA Swp; allows use of “Greater Adrenal Defense”; integrates the Leaping
Strike Chi Power; allows for the use of Adrenal Leaping and Adrenal balance as part of the combat Style; Integrates the Barbed Whip as a Kata
weapon.Notes: Changramai Weaving Cobra Style (Normal)– Rtg3 MA Stk, Rtg4 MA Swp; allows use of “Greater Adrenal Defense”; allows use
of DisarmFoe as part of style; Integrates the Quarterstaff as a Kata Weapon
Additional Arboreans
Name (number) Lvl Hits AT(DB) Sh Gr Melee Ob Missile Ob Mov
Fighters (7) 6 75 13(20) Y N 75wp** 40LGStg** 10
Animists (3) 5 29 1(10) N N 40wp Spells 5
Magician (1) 5 26 1(10) N N 30wp Spells 5
The Animists & Mage should be assumed to have all 6 base lists to level, and 1 open list to level, with 40 DP to spend
¥ Jungle Gark Blowguns strike on the Large Stinger attack table; critical indicates that the Gark poison was also delivered. Target must make a
Co RR vs 5th level or suffer an additional 2-20 hits. Failure by more than 100 means paralysis for 1-10 hours.
Area One: The Entry Hall Area Eight: Garrison Squad Bays
Tattered rags flutter on the walls, the remains of what Of these four rooms, only the north-western one
must have been pennants at one time. The Entry Hall is still contains soldiers. They are listed in the appendix as
unoccupied at this time. The double doors at the south “Skeletons C”. The bunks, chests, and other possessions of
end of the hallway are the entrance point for the keep. The the soldiers stationed here rotted away long ago.
doors are reinforced oak six inches in thickness, and they Area Nine: The Approach
show obvious signs of having been battered open. Please This area was designed to impress people with the
note that while this area is unoccupied, any significant power and majesty of the keep’s owner. The double doors
noise here will alert the guards in area three. at the north and south ends are all ornately carved solid
Area Two: Guest Suites oak. Should someone decide to detach the doors from
Located in the large room at the south end of the their fittings, they immediately lose their enchantment
hallway are several skeleton guards. (They are referred to and revert to their true age. (I.e. they will turn to dust in
in the appendix as “Skeletons A”). They are guarding the about ten seconds). This area is unoccupied.
secret doorway, which oddly enough leads to nothing of Area Ten: The Waiting Room
import. (In life, this was not the case. The chambers in the This area was the waiting room for people who had
secret passage were cells for important political prisoners.) business with Lord Gareth. It is currently being guarded
Area Three: Main Thoroughfare by several skeletons. These skeletons are listed in the
Guarding the double doors at the north end of appendix as “Lord B” and “Skeletons D”. Their mission is
this hallway are several skeletons. In the appendix, they to make sure that nobody disturbs their master for any
are referred to as “Lord A” and “Skeletons B”. Their sole reason.
mission in life: “None shall pass!” Area Eleven: The Guard Chambers
Area Four: Kitchens and the Festival Hall Allowing easy access to chambers 9, 10, and 12, these
The remnants of the serving staff have been animated two chambers once contained on-duty guards. Their
here in the form of five walkers. (Created Undead). Walkers job was to patrol the passages and respond to any cries
are smart enough to open doors, navigate stairways and for help from the great hall. The chambers are currently
climb ladders. unoccupied.
Area Five: Secret Room Area Twelve: Lord Gareth’s Great Hall
At one time, this chamber served as an armory for Lord Gareth sits on a large stone throne at the north
the troops stationed in the keep. While the weapons and end of this large chamber. The amulet listed in his treasure
armor have been corroded by the passage of time, their is currently around his neck. His first action when the
stalwart guardian remains behind. A Lesser Construct is double doors from area 11 open will be to activate the
guarding this now-empty chamber, which is essentially an spell in this amulet. Lord Gareth will be incensed that
animated suit of plate mail. people have entered his keep again. He will fight to the
death (again) to make sure the intruders leave.
This room contains two secret doors as exits. The one
Lord Gareth
This adventure is intended for a party of five 8th level back there, he followed it inside to the interior of the
characters. Fewer, but higher level characters will also catacomb of one of the old temples. He found the Eye of
work. The setting is a semi-tropical or tropical river that Sobek, but when he took it from the altar, he freed the
passes through a swamp, or into a swampy delta. I used Temple Guardians from their stasis, and they promptly
Sobek, the Egyptian god as the focus of this adventure, but killed him.
the GM should change that to any god that fits into their Without priests to restrain them and freed from the
game world. stasis they had been in for centuries, they began to patrol
It would be ill advised for one of the PCs to be a priest the area, and lay clutch after clutch of eggs. They believe
of Sobek, or the adventure will likely end quite quickly. it is their duty to protect the temple and the Eye. They are
The opposition in this adventure is not overpowered, but multiplying and patrolling larger and larger areas. There
if played as written could be quite dangerous to the PCs. are thirty-six adolescents following the orders of the
If your players tend to be very direct with little use of original dozen that escaped from stasis, and hundreds of
stealth or tactics, you may need to either tone down the hatchlings… within a year the area will be overrun.
tactical intelligence of the Temple Guardians, or use this They have tamed the giant crocodile, using it like a
adventure with a 10th or 12th level group. large war canoe to get around their new domain and make
the attack on the Morning Star.
Timeline They have now spread out far enough that they have
started to consider the two shipping channels part of the
Centuries ago: The river ran past an ancient city, until
area under their protection.
an earthquake caused the land under the city to sink.
The river’s course shifted and ran through the streets. One week ago: The Morning Star, a merchant vessel
The city was hastily abandoned in the chaos. The high carrying grain, was boarded and burned by the Temple
priest left a dozen Temple Guardians (Crocodile-men, Guardians.
see Encounter Statistics below) within a magical stasis to A fisherman named Glennis saw what he thought was
guard the holiest artifacts in the temple catacomb. a dozen or so river pirates departing the burning ship in a
long, low canoe back into the ill fated swamp.
The last few years: Centuries later, the river has a lot of
travelers, but few people live in its crocodile infested Today: The region’s merchants believe that river pirates
swamps. Some fishing villages exist along the river above are making use of the swamp. A number of merchants
and below the swamp, but the swamp interior is a maze are stopping at Gilford, the last sizable town upriver from
of shifting channels, so merchants stick to the main the swamp, where a main road crosses the river. Six ships
channels of the river, which splits around a number of are awaiting either a large vessel with enough onboard
marshy islands. soldiers, or a military response to clear the river before
One of these islands is a swampy area with essentially they proceed. The traders are angry and impatient; every
permanent humps of land, which are the ruined piles of day they wait they are losing money. They are desperate
rubble surviving from the temple district of the ruined to proceed with their voyages. (Feel free to make Gilford
city. Though none of the locals recall why, it’s considered into any town on a river near a swamp that would fit
an unlucky place, and avoided. your campaign.)
In the last few years, the fishermen have lost many
of their flimsy reed boats to a huge crocodile. Spreading Environment
rumors of this giant monster drew in hunters, some of If the party engages in combat from the deck of a ship,
whom tracked it back into the sunken temple district . . it should be relatively easy, as the river is placid and wave
.that none returned has given the place an even more ill- free.
omened reputation. If they engage in combat from canoes, anyone making
Four months ago: One of these hunters found an erosion a melee attack or standing up must make a Medium (+0)
gully. Thinking the monster crocodile might be nesting agility-based maneuver or tip the canoe. Anyone making a
A boy stands alone against a Dragon, and only has benefitted from the arrangement, and some of the
the bravery of a few can save him from his fate. In this guardians are very loyal.
adventure, the player characters will set off to rescue a At first, the local villages resented this new creature
fourteen-year-old, would-be dragonslayer from his own ruling them, but as time passed, they found that the
quest to save a village. They will follow in the footsteps of a tribute in livestock and labor, spread out over a large
boy who had never touched a sword as he faces challenges number of villages, wasn’t too onerous. In addition, the
that frighten hardened soldiers. Will they find him before region appears to be safer than ever before. There are no
he is captured, or will he be the next victim? raids from Cambions out of the mountains and banditry
This adventure involves caves, guards, monsters, has fallen to nothing. Slowly, they decided that maybe
terrors, and a fire that will burn for centuries. Parties this new situation was better for everyone. Even the local
should find an interesting mix of tracking and fighting in nobility supports the current arrangement, although the
this combat-heavy story. The adventure is aimed at 20th Dragon has quietly and profitably made it worth their
level characters. while.
Using this Adventure in While locals occasionally go missing, no one asks too
many questions. People have always left or run away, or
The Echoes of Heaven
tried to move to the city and bluff their way out of their
This adventure is set in The Echoes of Heaven
feudal obligations. With things going so well, it’s easy
Campaign Setting, in the kingdom of Ludremon. The
to rationalize the disappearances away. If the leadership
adventure as a whole fits neatly between episodes six and
fears the Dragon is eating people, they don’t admit it.
seven of The Moving Shadow. It takes place shortly after
Over the last several weeks, a boy named Eril has
the events of Adventure Seed 6: The Tears of Man. At this
become fed up with the Dragon. Stories of knights and
point, the characters should be bouncing from location to
adventures filled his head. He tried to convince other
location, their destinies guided by the Tears of God.
villagers that they needed to do something, but they all
For more on The Echoes of Heaven Campaign Setting,
refused. So he decided to take matters into his own hands.
visit www. finalredoubt.com.
For two weeks he has been heading to the Dragon’s
Using this Adventure in cave every night. He’s met and befriended the night guards,
Another Campaign bringing them treats and the occasional knick-knacks as
This adventure fits very neatly into The Echoes of gifts. Over this time he has learned enough about the lair
Heaven. Still, there’s nothing about the adventure that and its obvious approaches to formulate a plan. He stole
excludes it from play in other worlds. In this adventure a short sword that his father acquired during a past war
we have a Dragon type unique to the Mortal Realm. You with Marnele. Then he took off to slay the Dragon.
could just as easily substitute a Dragon appropriate to
your game world, or just use the Great Scaled Dragon as
is, adding it as a new monster to your game.
Setup
The adventure begins with the party happening upon
the village of Darus. They could be traveling and looking
Adventure Background for a peasant willing to put them up for the night, or
Three years ago, the Dragon Ethânaikad took up they might have been brought to the region by rumors of
residence in the caves local to the village Darus. He strange politics or creatures. If you are playing through
tamed the villages of the surrounding area, demanding The Moving Shadow campaign, they are likely in the
tribute in livestock and the occasional work project midst of teleporting from bad situation to bad situation,
from the villagers. He also conquered or scattered all their path controlled by the magical relic the Tears of God.
the surrounding threats, recruiting the more powerful However they arrive, they find the village organizing
creatures to guard his lair. While there is a risk of his the livestock under the guidance of the villages Hayward/
more powerful servants turning on him, so far everyone Beadle. The Hayward seems to be pulling out sheep from
The Father
The party might investigate by questioning
villagers. If so, they will find Willan, the boy’s father.
If not, Willan has been watching the Hayward and
will approach the party. Either way, they hear a
different story.
Willan tells the party of the disappearing
villagers and the willing disbelief of the other
peasants. He tells of his son’s idealism and heroism.
He explains that his son is only 14 and has never
held a sword. He begs them to find his son and
save him before the Dragon eats him. If the party is
still waffling about what to do, the man will make a