AD&D FR-Sword of The Dales
AD&D FR-Sword of The Dales
AD&D FR-Sword of The Dales
of the Dales
by Jim Butler
Table of Contents
Welcome to the Dales! . . . . . . . . . . . . . 2
Randal'sDisaster . . . . . . . . . . . . . . . . . ..2
Good Fortune . . . . . . . . . . . . . . . . . . . . . . . 3
On the Road to the Tomb . . . . . . . . . . . .8
A. Merchant Caravan . . . . . . . . . . . . . . 8
B. Shrine to Torm . . . . . . . . . . . . . . . . . . 9
C. Kobold Ambush . . . . . . . . . . . . . . . . ..10
D. At Death's Door. . . . . . . . . . . . . . . . . .11
E.Serpentsbridge . . . . . . . . . . . . . . . . ..12
F.RegalRoost . . . . . . . . . . . . . . . . . . . . ..12
G. Giant's Craw . . . . . . . . . . . . . . . . . . ..13
Shraevyns Tomb . . . . . . . . . . . . . . . . 15
1.Entrance . . . . . . . . . . . . . . . . . . . . . . ..16
2. Warrior Hall . . . . . . . . . . . . . . . . ...17
3.AWizard'sTreasure.........18
4.True Calling . . . . . . . . . . . . . . . . . . 1 9
5.In Her Hands. . . . . . . . . . . . . . . . .23
6.Treasure Path . . . . . . . . . . . . . .23
7. Watchful Eyes. . . . . . . . . . . . . .24
The Sword of the Dales. . . . . . . . . . . 25
Conclusion . . . . . . . . . . . . . . . . . . . . . . 2 5
Encounters Appendix . . . . . . . . . .26
Forest Near Shadowdale . . . . . . . .26
Overland in the Dagger Hills . . . . . . .28
On the Northride. . . . . . . . . . . . . . .30
On the Tethyamar Trail . . . . . . . .31
Monster: Firestar . . . . . . . . . . . . 32
Credits
Design: Jim Butler Editing: Allison Lassieur Interior Art: Elizabeih Danforth
Typesetting: Nancy J. Kerkstra Cover Art: Bruce Eagle Cartography: Rob Lazzaretti
Production: Dee Barnett
Playtesters: Clay Cundy, Robby Duncan, Eran Edwards, Leonard McGillis, Deneen Olsen. and Deb Turner.
TSR, Inc.
201 Sheridan Springs Rd.
Lake Geneva,
WI 53147
U.S.A.
TSR Ltd.
120 Church End,
Cherry Hinton
Cambridge CB1 3LB
United Kingdom
ADVANCED DUNGEONS & DRAGONS, DUNGEON MASTER, and FORGOTTEN, REALMS are registered trademarks owned by TSR, Inc. The TSR logo and
PLANESCAPE are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR. This is a work
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9484XXX1501
ISBN 1-56076-848-7
Welcome to
the Dales!
he Sword of the Dales is a FORGOTTEN REALMS adventure for
three to six characters of 1st through 4th level. Although
this is a relatively nonlethal adventure, it is by no means
easy. It sets characters upon a twofold quest: to recover an
ancient sword and to rescue Randal Morn, rebel leader of
Daggerdale. Powerful magic and puzzling riddles challenge the PCs to use
their wits as well as their strengths to achieve their goals. Teamwork is vital
for success.
As with all adventures, the DM should be thoroughly familiar with the
module before play begins. Since this is the first part of a trilogy, the DM may
wish to weave this scenario into elements of an existing campaign. This
allows the characters to gain experience before going through parts two and
three of the trilogy, The Secret of Spiderhaunt and The Return of Randal Morn.
Inside various chambers of Shraevyns tomb are open-ended mini-quests
the DM can expand upon. Whether it be hunting down a long-missing
githyanki weapon or roaming the streets in the City of Doors, intrigue and
excitement await PCs who are clever, strong, and above all, levelheaded.
Randals
Disaster
What Lhaeo does not know is that another creature now calls the sword her own. Gothyl was a wizardess of tremendous power who sought to achieve
lichdom some 150 years past. The process failed, and
she was changed into her current form, a powerful
arch-shadow.
Gothyl is looking for some hearty adventurers to
take her to long-lost ruins, and shes using the sword
as a lure to get them. Seeing the success of Randal
and his crew against the terrors of the tomb, she
emerged from the sword itself, captured Randal, and
killed all in his party. Her powers and abilities are
detailed in The Secret of Spiderhaunt, as she is only an
observer in this module.
Good Fortune
haracters should begin in Shadowdale, searching
for an opportunity to become legendary adventurers. Some may decide to visit Elminster, while
others might scour the city for the hint of a grand
adventure. For detailed information regarding
Shadowdale, refer to the revised FORGOTTEN REALMS
Campaign Setting boxed set.
The DM should discourage the PCs from trying to
see Elminster, since it is unnecessary for this adventure. If any PCs decide to approach Elminsters Tower,
they find the door locked tight. A sign reads:
Researching important matters. Please return later.
Thank you in advance for your consideration in not
knocking. No matter how persistent or loud they are,
no one answers the door.
The DM should encourage the PCs to equip themselves while in Shadowdale rather than wasting time
exploring the city. Local merchants sell all the tools
of the adventuring tradefor a price. Most everything can be purchased for the prices listed in the
Players Handbook, but a few unscrupulous merchants
inflate the cost of their wares as much as 50 percent.
Characters who decide to take what they want and
worry about the consequences later (meaning they
steal their supplies) find themselves in serious trouble.
The proprietors look after each other and alert the
local law of the theft. A squad of 12 Shadowdale
On the Road to
the Tomb
Why do I follow the trade roads filled with bandits? I could probably avoid the
brigands by traveling off the beaten path, its true. But I am then faced with running
into evil creatures who prefer the taste of my flesh to the flash of my gold. Its easier
to replace the latter than the former.
-Shirondis Pakar, spice merchant of Waterdeep
haracters who decide not to follow Lhaeos advice avoid many
of the encounters planned for that route. The replacement
encounters for overland travel, however, are much more dangerous. The more cunning monsters know to steer clear of the
roads, thus avoiding the patrols they would face if they
attacked caravans and other travelers there.
Setting out north from Shadowdale through the forest guarantees that the
party runs across a multitude of snags. In addition, movement through the
forests and hills surrounding Shadowdale is much slower than a journey over
maintained roadways. For movement rates, refer to the Movement section of
the DUNGEON MASTER Guide.
For a list of overland encounters, refer to the Encounters Appendix at the
end of this module. This appendix lists possible encounters for groups that
follow the established routes as well as parties that choose an overland path.
Random encounters should occur regardless of which travel method the characters choose.
PCs who follow Lhaeos advice and begin their journey on the Northride
run into the following on their journey toward Shraevyns tomb. The locations of these encounters are marked on the DMs regional map (see the
inside cover).
A. Merchant Caravan
s the PCs set out, they pass numerous travelers on the Northride. Most
are citizens of Shadowdale who are going about their business. For the
most part, the characters are ignored by these people. Not too long after the
PCs begin their journey, they encounter the caravan.
A long procession of carts, wagons, and horses approaches from the southeast. As the distance between your two groups shortens, you see a band of
riders gallop forward on horseback.
The six men approach cautiously, glancing nervously toward the woods on either side of them.
They are dressed in some sort of livery, but you
cant make out the devices on their tabards. One
rider, apparently the leader, breaks away from the
group and rides forward.
You see that he is a human clad in plate mail,
and a sheathed long sword hangs from his belt.
His shield arm is wrapped with strips of bloodied
rags. A makeshift sling made of leather straps supports the injury.
Hail, and well met, he begins, managing a
weak smile. I am Commander Scott Harikon. We
guide the House-Merchants of Arabel northward
to Shadowdale and beyond. We seek safe passage
past your noble band, and would sell you any
equipment you might need. What say you?
It should be obvious to the party that this bedraggled caravan poses no threat to anyone. The commander is a bit wary of the PCs, however, and
watches the characters closely for any signs that they
are thieves or brigands.
After making sure that the party is not out to steal
from them or is not part of a larger Zhent force, the
commander calls the merchants forward to either
conduct trade or continue on their way toward
Shadowdale. His group of guards waits with the PCs
until the last wagon has passed.
Scott is friendly but distant. He appears to be an
older man, with gray in his red beard, but he has aged
prematurely. He has seen much death in his life and
understands that danger is frequently cloaked in the
guise of friendship. He tells the party (only if they
ask) that the caravan was ambushed yesterday by a
roving band of kobolds. His wounds are from a burning arrow that hit him during the encounter.
Unfortunately, the two acolytes with the caravan
have been unable to heal the men as fast as Scott
would like. If he is offered healing, he insists that his
men be tended to first.
Should characters decide to buy items from the
merchants, they pay 15-20% more than they would
in town. This caravan has most of the equipment
B. Shrine to Torm
Farther up the road you see a small stone structure
at the junction of the Tethyamar Trail and the
Northride.
When you reach the granite building, you see
that it appears well maintained. Its thatched roof
looks new, and a faint odor of fresh hay confirms
this. A large opening faces southeast.
Twenty feet from the eastern wall of the hut
grows a tall, young oak, its branches shading the
building completely. Colorful flowers are planted
all around, and their scents clash to create an
almost sickly sweet odor that wafts through the
air. The effect, however, is oddly soothing.
Ten years ago, the faithful of Torm decided to build
this shrine to provide security for the constant influx
of travelers to Shadowdale. Imbuing the shrine with
powerful magic to protect it, they went on their way.
A small circle of druids who worship Chauntea
came upon the rather bare shrine after it was com-
C. Kobold Ambush
f the characters did not stop at the shrine,
evening is approaching when they come across
the ambush.
And we thought this route would be faster, you
wearily determine as yet another prickly bush pulls
at your clothes. Rocks, underbrush, and fallen
trees hide the trail from time to time, and in some
places the path vanishes completely. All in all,
though, you predict that your group will probably
make the Giants Craw in about 12 hours.
To the west, the vast Spiderhaunt Wood
stretches as far as the eye can see. The small remnant of Cormanthor that surrounds Shadowdale is
visible to the east, growing closer as the trail continues northward.
A group of kobolds is watching the party from the
point at which the Tethyamar comes closest to the
Spiderhaunt Wood.
Rangers or other PCs skilled in the art of tracking
or ambush and who make half of their proficiency
check realize the party is being watched. Unfortunately, the PC cannot determine who (or what) is
watching them.
The kobolds tactics are blatantly simple. If it is
still daylight, the monsters attack about a mile or two
farther up the trail, where the hills and rocks provide
hiding places. If it is dusk or full dark, the kobolds
either attack as above (if it appears the party plans to
travel through the night), or wait until the group
makes camp and settles down for the night.
If the party is not camping, read the following:
The trail twists and curves its way between the
base of two hills. The path is well-defined here,
but becomes a blur farther ahead between the
rocks and tall grasses that shape these plains.
Suddenly, a group of three-foot-tall creatures
with glowing red eyes appear at the top of both
hills. Armed with javelins, you see them tense,
preparing to throw their weapons down upon you.
D. At Deaths Door
DM Note: If psionics are not in play in the campaign, this
encounter can be skipped or changed to a random
encounter.
The narrow trail opens up slightly here, revealing
a small campsite. A large rock lies on the opposite end of the camp, flanked by a huge tree
stump.
You see a crude lean-to built against one tree,
and a fire ring lies directly in front of the structure.
The coals are cold, the fire is dead, and the camp
is still. Inside the lean-to a figure rests inside a
bedroll, unmoving as you approach.
The body in the sleeping bag was a half-elf psionicist traveling from Dagger Falls to Tilverton. After
riding all day, he decided to camp for the night.
Unfortunately, a group of thought-eaters detected
the mind blank he had in effect. They descended upon
him and consumed all of his intelligence after draining his PSPs. Their attack left him a vegetable, and
he died of dehydration late yesterday.
Lying next to him are his possessions: a scimitar
(sheathed), a dagger, a diary (no name, just a mundane transcription of his trip from Dagger Falls), a
quill pen and inkwell (worth 2 gp), and a jug of dwarven spirits (three-quarters full).
11
E. Serpentsbridge
A low roar of water becomes louder as you near a
stone bridge. You correctly deduce that this is the
mighty Ashaba river, churning about 50 feet
below the bridge and making its way south. The
rush of water below the bridge is dizzying.
A weather-worn sign proclaims this to be Serpentsbridge. You wonder at the odd name, because
the bridge appears completely normal. As you
approach however, you begin to notice that the
stone is not as smooth as that of other bridges.
Ridges, almost like the writhing bodies of thousands of snakes, line both sides of the span. Is it
your imagination, or do they seem to move?
12
F. Regal Roost
efore approaching the trees, a ranger who makes
a successful tracking proficiency notices that
there are no signs of animal tracks in this area. This
animal-free zone extends one mile in every direction
and applies to normal (nonmagical) creatures only.
The animals have been driven off by the stirges here,
and few return.
A small stand of tall trees nestles in the middle of
these plains. In the distance to the west, the
mighty Desertsmouth Mountains cast a blue
shadow over most of the area.
You notice that a number of birds are flying
above and around the trees ahead. As you watch,
a small flock breaks away and soars toward your
party. As the distance between you diminishes,
you begin to realize that these are not ordinary
birds. One of your companions gasps just as you
begin to make out the creatures batlike wings and
rusty red colorings. Long beaks and clawed legs jut
from their slim bodies.
It is possible for the party to fire one round of missile attacks before the stirges get within hand-to-hand
combat range. The stirges make a morale check if half
of their number are slain by the missiles.
The copse is actually the stirges lair. Should PCs
decide to go into the lair, they find 1d12 stirges that
remained behind from the initial attack. If the party
members defeat these creatures and conduct a thorough search of the area, they discover 427 ep, one
sculpture of a green dragon (worth 250 gp; inscription
G. Giants Craw
Squatting at the edge of a pastoral valley, you see a
huge block of ebony basalt, obviously out of place
in this quiet setting. The surface of the stone
glows and shimmers with a wispy violet radiance
that flows over its dark shell. As you get closer,
you see that there have been a few attempts to
break pieces off the rock, as black chunks litter
the ground nearby. Those pieces do not glow; they
seem almost dead next to the living vibrance of
the mother stone.
If a trail once led down into this valley, it has
long since vanished. Scrub pines and large
deposits of loose, black shale are all that you can
see. Still, you determine that traversing the valley
should prove to be little trouble. The slope is gentle, the stopping places are many, and the bottom
of the valley is only about a hundred feet below
you. With a sigh, you prepare for the trip down.
13
The wizards have explicit instructions: Any adventurers, patrols, or other resistance encountered at the
tomb is to be reported immediately. To that end, they
teleport back to wherever they came from, to alert
their superiors of the PCs.
The four remaining Zhentilar dont realize theyve
been abandoned until they are in the middle of the
upcoming battle. However, they continue to fight,
and under no circumstances do they surrender
regardless of the odds. Each soldier is well aware that
death at the hands of the PCs, is a far better fate then
that to which their Zhentarim masters would subject
them.
Each soldier was given a gift that would aid him in
his battle against anyone who dared approach the
tomb. One of the fighters wears chain mail +1 (lowering his Armor Class to 3); another wields a long sword
+1. A ring of protection +1 is on the finger of the third
Zhentilar, and the fourth carries a dagger of venom
14
filled with a derivative of the drow sleep poison (successfully save vs. poison or fall asleep for 1d4 rounds).
It contains four doses of the poison.
Each soldier carries a sack containing three days of
iron rations and 50 gp.
After defeating the Zhent patrol, the characters
have a clear path to the tomb. If they choose to rest
here before tackling the tomb, they should be allowed
to recuperate with no threat of further attack.
Zhent Veteran Soldiers (4): 2nd-level human
fighters; AL LE; AC 4x3, 3; MV 12; hp 16, 14,
13x2; THAC0 19; #AT 1; Dmg by weapon type;
XP 65; chain mail, long sword, light crossbow, 2
daggers.
Shraevyn's
Tomb
estled into the hard rock of the valley, the tomb of the
weapons-mage has weathered the centuries admirably. Part
of the reason for the structures surprisingly good condition
is the fact that an earthquake loosened a large shale deposit
and covered the tomb a few seasons after the wizards interment. A dwarf or other character with similar stoneworking skills can easily
verify that the structure is still sound.
Broken bits of shale, tree limbs, and dirt are the only things blocking characters from the tomb. From where they are, the PCs can vaguely discern two
hulking shapes and a set of stairs.
Walking up the shale should prove no problem, but horses are very skittish
on the loose rock. A successful riding or animal handling proficiency check is
required to get a horse to the entrance. A small grove of trees, partially
buried by the surrounding shale, stands near the entrance. Characters can use
it to tether their horses.
1. Entrance
The granite steps are chipped
and broken in spots, no doubt the result of
-the avalanches that buried and, more recently, uncovered the entrance to
the crypt.
Two 20-foot-tall stone statues flank both sides of a large rectangular
landing at the top of the stairs. The statue on the left appears to have
taken an assault from the valley, as one arm has broken off and now lies
half-buried in the shale. The stone is carved to resemble an elf female in
flowing robes, wearing a crown and holding a staff in her right hand. You
see that her left hand must have once been raised before her.
To the right, a warrior in plate armor stands silent vigil. His right arm
is raised, and his hand grips a lucern hammer. A great helm covers his features, and the dull color of the rock makes him appear passionless. This
statue, apparently better shielded from the avalanche, is unscathed.
Between the statues, imbedded into the mountain itself, you see a huge
metal door. Sunlight reflects off it in bursts and beams, forcing you to
shade your eyes as you look at it.
15
Shraevyn's Tomb
1A. A Secret
Entrance?
nyone who bothers to look at the back of the
statue quickly discovers the outline of a small
door etched in the base. It is obvious that the door
1 6
2. Warrior Hall
As your eyes become accustomed to the dim light
of the chamber, you see a 60-foot-long corridor
with a 10-foot-high arched ceiling that leads into
darkness beyond the open door. The hallway is
oddly illuminated, and as you walk through the
door you realize that the light is coming from reddish, glowing balls that seem to be suspended in
mid-air above your heads.
Your eyes have barely adjusted to the low light
in the room when you notice that the walls are
lined with mosaic tiles that create two distinct
scenes, one on either wall.
The mural on the north wall depicts a human
army engaging shadowy foes while a king sits on
his horse. The sky is a murky gray-blue, pierced
only by the emerald light of the kings sword. The
dead that litter the battlefield are ashen, and even
the plants on the field of battle seem colorless.
The mural on the southern wall depicts the
same battle, but you sense that it is different from
the other before you can tell exactly what that difference is. Then you see it: The skies in this mural
are much lighter. The iridescent radiance of the
sword is even brighter here, the illusion no doubt
enhanced by the light color of the sky. The king
seems full of energy and vigor.
Unlike the rock-strewn landing outside, the
interior of the tomb appears well preserved. The
only dust you see comes from your own boots, and
the polished stone floor appears to lead into a
larger chamber just beyond the reach of the light.
3. A Wizard's
Treasure
he secret door is trapped with a sleep gas. Anyone opening the door releases the gas. All party
members within 10 feet of the door must successfully
save vs. poison or fall asleep for 2d4 turns. There is no
4. True Calling
s the characters approach this room, globes of
red light above their heads activate, bathing
the chamber in a scarlet glow.
More of the crimson globes sway lazily from the
domed ceiling of this chamber. Cracks run across
the surface of the plaster, making a beautiful pattern in the stone. Nevertheless, it appears secure.
The first thing you notice in this chamber is a
huge silver circle, 30 feet in diameter, that has
been inlaid into the stone floor. A large sun
symbol is set into its center. Eight round, shallow depressions encircle the outer edge of the
symbol, and each depression nearly touches a ray
from the sun.
Ten small alcoves are set into the walls, five
each on the north and south sides of the chamber. A glint in the darkness of each alcove
catches your eye. When you move closer to
inspect the alcoves, you find a golden threefoot-tall pot in each one.
A message appears to have been melted into
the silver door to the west. In common, it reads:
Some decisions are more lasting than others.
Beneath the writing on the door you see a
strange symbol.
19
A. Illusion
The golden vessel in this alcove seems to glow
brighter as you approach. Just as you reach inside
to pick it up, it disappears.
20
B. Wild
C. Divination
The surface of the jar shimmers for a moment,
then reveals the area outside the tomb. The tall
statues still stand silent, gazing across the broken
shale landscape. The glimmering silver door
remains open.
Characters can watch this as long as they like, but
the jar continues to show only the entrance to the
D. Enchantment
The golden surface of the container moves and
jumps, and you find yourself gazing upon an intricately crafted weapon. Runes of power are etched
across the steel blade, and the whole sword glows
with a flaring azure radiance.
After the PCs look at the weapon for 1d4 rounds,
the image begins to move. Slowly, it pans from the tip
of the blade downward, and the characters can see
every detail of the blades superior workmanship.
When it gets to the hilt of the sword, the image shows
what appears to be a piece of paper tied to the
weapon with common string (see page 25).
This jar reveals the current condition of the Sword
of the Dales in Room 7. After 1d4 rounds, the picture
goes black.
E. Elemental
The lid of this jar is missing. When you peer
inside, you see moist, dark dirt that fills the container about one-third of the way.
Totally undetectable from the outside, a fire burns
in the bottom of the jar. Characters poking around in
the dirt have a 50% chance of pushing far enough
down to burn themselves for 1d6 points of damage.
F. Conjuration
A book appears where the golden vessel should be.
The crumbling tomes ancient pages are brown
and curled. The book is open, and you can detect
a faint brown glow coming from the paper pages.
To most characters, the book reveals two pages
filled with a mesmerizing array of glyphs and sigils
that have a slight glow. A PC who can cast spells can
read the mystical text; read magic or other spells are
not required. A rogue who successfully attempts to
read languages can also discern the writing on the
page. If any character who can read the book attempts
to do so, read the following:
Shraevyns Guide to Magical Mastery, the text
begins. In order to successfully achieve the maximum
effect of any given spell, one must . . .
Suddenly, one of the letters on the page twists
and writhes itself free of the parchment, and a
snake-like body appears in its place. The reptilian
head looks out from the book toward you and
hisses, rearing back for a strike.
In seconds, you are engulfed in a field of amber
force. Then with a flash, the book suddenly
becomes a jar once again.
The book contains a sepia snake sigil, one of the
most well-known conjuration/summoning spells. The
PC does not have to be holding the book for the spell
to take effect, but the spell automatically affects whoever first reads the book. There is no attack roll
required.
The unfortunate character becomes completely
engulfed in the amber force and is immobilized for
2d6 rounds. After the appropriate time has passed, a
voice booms You are released, and the amber field
21
vanishes. The character is unharmed by the spell. Dispel magic also dissolves the force.
The jar/book can be moved if no one tries to read
it. Each time anyone attempts to translate the work,
the sigil is activated and the process begins anew.
G. Necromancy
A carving of a skeletal humanoid appears on the
surface of the jar. A cracked helm and rusty sword
are all that the ghoulish figure carries.
It makes no movement, but its ghastly appearance is bone-chilling. The face of the skeleton on
the canister appears almost too real for comfort.
Shraevyn believed that being forced to serve as an
undead creature was by far the worst way to be
affected by necromantic magic.
H. Alteration
This jar appears plain in every way. If a PC touches it,
nothing happens. If a character picks it up, read the
following:
The golden jar shimmers, becomes heavier, and
turns earthen brown in your hands. Then the fine
workmanship of the vessel is transformed, and its
weight increases as it slithers into a claylike, lopsided shape. After a few moments the jar becomes
a sparkling silver and feels lighter in weight.
Finally it returns to its original golden form.
I. Abjuration
A fire-emblazoned shield appears on the front of
the container. As you gaze at it, the fire turns a
deeper red, flares up in a burst of light, then subsides. The shield glows brightly, then vanishes.
22
J. Invocation
Twin bands of blue-white energy travel up and
down the surface of the jar, crackling and popping
as they move. You could almost swear you hear a
low hum emanating from the container.
All in Place
few seconds after all jars are placed around the
circle, one of two things happen. If the jars are
correctly aligned, the doors open (go to As the Doors
Open on page 23). If any of the pots does not line up
with its opposite, three creatures appear in the center
of the sunburst symbol and immediately attack the
party.
Dust Devil (1): Int low; AL N; AC 4; MV 18;
HD 2; hp 12; THAC0 19; #AT 1; Dmg 1d4; SA
spellcasters within the cloud must save vs. spell
to cast spells; SZ M; ML n/a; XP 65.
Fire Snake (1): Int semi; AL N; AC 6; MV 4;
HD 2; hp 13; THAC0 19; #AT 1; Dmg 1d4; SA
paralyzation; SD immune to fire; SZ S; ML n/a;
XP 120.
Sandling (1) Int non; AL N; AC 3; MV 12, Br 6;
HD 4; hp 27; THAC0 17; #AT 1; Dmg 2d8; SD
immune to sleep, charm, hold, and other mindaffecting spells; SZ L; ML n/a; XP 420.
If the party defeats the monsters and again places
the jars in the wrong spots, another group of three
creatures appear. If the PCs still havent figured out
where to put the pots after the second attack is over,
A bright silver light illuminates the sunburst symbol, and the metal doors to the west creak and
groan as they swing inward. The hinges, coated
with centuries of rust, shriek through the complex
as the heavy doors finally slam against the wall
with a hollow thud.
One would hope that noise alone is not sufficient to wake the dead eh? the now-familiar
mans voice ponders.
5. In Her Hands
eyond the doors is a 30-foot corridor ending in a
T-intersection. When the party reaches the
alcove in the west wall, read the following:
The corridor stretches north and south into the
darkness, but your attention is drawn to the marble statue in the alcove before you. The sculpture
is of a young woman wearing leather armor and
wielding a pair of short swords. She is smiling
gleefully, and her boyish demeanor seems to illuminate the shadows of the hallway. Around her
neck is a large metal disk suspended by a silver
chain.
Shraevyn subscribed to the teachings of Tymora and
found her help to be most beneficial when he spent
6. Treasure Path
t the end of the northern extension of the corridor lies the remains of one of Randal Morns
Freedom Riders. He was killed when his comrades
forced open the door and he was struck by poison
darts. His chain mail and long sword lie beside him,
and his purse contains 22 sp and 5 gp.
The room has been thoroughly torn apart. Chests
and coffers lie broken open among heaps of rotten
and torn clothes, and it is doubtful that anything
of value survived whatever onslaught caused such
destruction.
From the corner of your eye you catch a glint of
something shiny on the ground near an archway
on the southern wall of the room. Your first
thought is that it might be a plate or a piece of
armor. What you find is a silver plaque, bent and
tarnished but still readable. A verse is etched into
the once-beautiful metal.
An adventurers story never ends,
It goes on and on, over and again.
But past deaths door and beyond each bend,
are those who will take your every win.
23
24
7. Watchful Eyes
The hall opens into a vast chamber that is 100
feet long and 50 feet wide. In the center of the
room lies an ornate coffin with brass trim. The lid
has been tossed to the floor and lies broken some
distance away.
As soon as your eyes adjust to the light, you see
a remarkable sight: a figure hovering over the coffin. The form, a human clad in gray robes and suspended horizontally above the casket, makes no
movement and seems to be sleeping. Gray hair
hangs down from his head, and his skin seems old
and leathery.
A faint blue light radiates from the coffin.
Overhead, globes of white radiance shine down,
giving the center of the room an eerie theatrical
appearance.
No matter what the PCs do, this illusion of
Shraevyn does not respond. Weapon attacks pass
harmlessly through him.
When PCs approach the coffin, read the following:
The interior of the casket is filled with tattered
rags. Lying upon them, hilt toward the door, you
see the origin of the odd blue glow: a beautiful
long sword. A piece of paper is tied around the
hilt with what appears to be string.
Suddenly you hear the sickening screech of
stone grating against stone, and skeletons burst
through the wall into this vast chamber.
Eight skeletons (two of which stand above the
others) rush toward you, weapons raised. Four
other humanoid creatures lumber slowly forward,
their human faces twisted in agony. Judging by
their tattered appearance, you quickly deduce that
they were probably once a Dales patrol.
Gothyl lost most of her servitors when Randal and
his men came through. Fortunately, his group provided her with new recruits; she reanimated many of
Randals dead after she captured the rebel leader. Now
she looks forward to testing this party.
Any character has the ability to reach into the coffin, grab the sword, and wield it against the undead.
Skeletons (6): Int non; AL N; AC 7; MV 12;
HD 1; hp 6 each; THAC0 19; #AT 1; Dmg 1d6
(weapon); SD immune to sleep, charm, hold, fear,
and cold-related spells; SD edged and piercing
weapons inflict only half damage; SZ M; ML n/a;
XP 65 each.
Monster Skeletons, Verbeeg Giants (2): Int
non; AL N; AC 4; MV 12; HD 4+4; hp 27, 30;
THAC0 15; #AT 1; Dmg 1d6; SD immune to
sleep, charm, hold, fear, and cold-related spells,
edged and piercing weapons inflict only half damage; SZ L; ML n/a; XP 650.
Zombies (4): Int non; AL N; AC 8; MV 6; HD
2; hp 14, 12, 10, 9; THAC0 19; #AT 1; Dmg 1d8;
SD immune to sleep, charm, hold, fear, and coldrelated spells; SZ M; ML n/a; XP 65.
Once the battle begins, Gothyl sits back and enjoys
the show. Her ties to the sword give her clairaudience
and clairvoyance of the surrounding area, which she
uses to full advantage. She does not interfere, regardless of the outcome.
Gothyl has worked a long time to get a worthy
party of adventurers to this point, and she has further
plans for themshould they survive. However, she is
only an observer in this adventure. Characters do not
have the chance to meet her.
Should any priest in the party thwart her test by
turning any of the skeletons or zombies, or if the party
defeats the undead attackers too easily, she instructs
at least one of her bonebats to join the fray.
Bonebats (2): Int low; AL NE; AC 7; MV 3,. Fl
18 (C); HD 4; hp 25, 20; THAC0 17; #AT 1;
Dmg 2d4; SA bite paralyzes all creatures except
elves, immune to sleep, charm, and hold spells; SZ
M; ML n/a; XP 975.
Conclusion
f the PCs are to keep their word to Lhaeo and rescue Randal Morn, they must go to the Spiderhaunt Wood. Part two of The Sword of the Dales
trilogy continues in The Secret of Spiderhaunt.
But after a week or so of fruitless searching, most
PCs will be ready for another challenge. If this module is incorporated into a continuing campaign, allow
the adventurers to go on to other matters. When
Gothyl is ready for the party, she will let them know.
25
Forest Encounters
Near Shadowdale
26
12
Entrance to the Dragons Lair
Emerash, adult green dragon: Int very; AL LE; AC
-2; MV 9, Fl 30 (C), SW 9; HD 15; hp 102; THAC0
5; #AT 3+special; Dmg 1d8/1d8/2d10; SA chlorine
gas breath weapon (12d6+6), water breathing, suggestion, magic missile, sleep, burning hands; MR 20%; SZ
G; ML 16; XP 14,000. Treasure type H (to be
decided by the DM).
Cult of the Dragon
13
Initiates (4): 1st level fighters; AL LE; AC 4; MV
12; hp 8, 6x2, 5; THAC0 20; #AT 1 or 2; Dmg by
weapon type; ML 10; XP 65 each.
Lost in the Wilderness!
14
15
Bear Necessities
Brown bear (1): Int semi; AL N; AC 6; MV 12; HD
5+5; hp 33; THAC0 15; #AT 3; Dmg 1d6/1d6/1d8;
SA hug 2d6; SZ L; ML 10; XP 420.
16
Insect Swarm
Insect Swarm (500,000): Int animal; AL N; AC 8;
MV 6, Fl 18(C); HD 1 hp/20 insects; THAC0 n/a;
#AT 1; Dmg 1; SZ T; ML 6; XP 2,000 (swarm).
Attack of the Owlbears
17
Owlbear (2): Int low; AL N; AC 5; MV 12; HD
5+2; hp 38; THAC0 15; #AT 3; Dmg 1d6/1d6/2d6;
SA hug for 2d8; SZ L; ML 12; XP 420.
Skeletons of the Woods
18
Skeletons (8): Int non; AL N; AC 7; MV 12; HD 1;
hp 6 each; THAC0 19; #AT 1; Dmg 1d6 (weapon);
SD immune to sleep, charm, hold, fear, and coldrelated spells, edged and piercing weapons inflict
only half damage; SZ M; ML n/a; XP 65 each.
19-20 Weaving a Tangled Web
Hairy Spiders (1d20): Int low; AL NE; AC 8; MV
12, Wb 9; HD 1-1; hp 5 each; THAC0 20; #AT 1;
Dmg 1; SA poison; save versus poison at +2; SZ T;
ML 10; XP 65 each.
Ankhegs
As the characters tramp their way through this section of the forest, they notice odd trails of mounded
dirt that criss-cross the forest floor. These are the burrows of a pair of ankhegs.
A Giant Dilemma
Fargoren Thundermist is washing up near a small
pond when the party approaches him. He does not
attack unless provoked by the party, but he doesnt
27
Overland Encounters
2 8
Bandits in Hiding
Even staying clear of the trails is no guarantee the
party can avoid the vagabonds who infest these hills.
Whether the group is tracked by the bandits or is
unlucky enough to stumble on their encampment, the
miscreants attack in force.
The bandit leader, Alarim Renta, is more interested in gold than in anything else. Of course, if characters volunteer the long sword +1 he gladly accepts
their kind donation. He wears splint mail and carries a shield and one-handed bastard sword.
Alarim is trying to find out why the patrols from
Dagger Falls have increased as of late. If any party
member tells Alarim about Randal Morn and the
Sword of the Dales, the bandit returns the characters
gold and sends them on their way.
Half-Ogre Raiding Party
This small, bloodthirsty group is trying to make a
name for itself by attacking anything that moves.
Each carries a war spear and a bag containing 4d10 sp
and 4d6 gp.
Dancing With Wolves
This wolf pack either stalks the party by day or circles the camp at night. Even though they look threatening, the wolves only attack if the party tries to run
away or if any PC appears injured or weakened. They
do not approach a fire.
Wild Horses of the Dagger Hills
These majestic beasts flee from the party unless a
ranger or other character with the appropriate abilities tries to approach them.
Hi Ho, Hi Ho...
This group of dwarf miners was sent to the hills to
investigate and verify rumors of rich veins of gold and
precious gems there. They found nothing of value, but
are in high spirits on their journey home. If the party
approaches the miners in friendship, the dwarves welcome the PCs as comrades and potential drinking
partners.
Each dwarf wears exquisitely wrought chain mail,
and their impressive array of weapons includes short
swords, warhammers, battle axes, and light crossbows.
Pouches hanging from their belts contain 2d10 gp
each.
Firedrakes Outing
This dragonet is foraging for food for its mate and
young, which are nesting some distance away. PCs see
him soar above them, but the creature makes no
move against the party unless he is attacked first.
Sure Success
Ambush is the plan of this unsavory group, and
they surprise the party on a 1 or 2 on a d6. They look
fierce, but are cowards at heart; if they dont get a
quick victory, or if they suffer 25% losses, they run.
Northride Encounters
The Northride is the main artery that carries adventurers to Shadowdale. It should come as no surprise
when the party meets NPCs here, looking for glory of
their own (encounter 9). Their exact alignments,
intentions, and ability scores are left up to the DM.
Shadowdale Patrol
Keeping the trade routes open is an important task,
and these men and women take their jobs very seriously. After briefly greeting the party and assuring
themselves the adventurers are harmless, they continue their patrol. Shadowdale guards wear chain mail
and carry long swords, daggers, and short bows.
Shopping to Go
This merchant caravan is carrying the following
goods (roll d6 to determine which caravan has been
encountered):
29
Northride Encounters
D10
Encounter
1-2
Shadowdale Patrol
Captain of the Patrol: 3rd-Level human fighter; AL
NC; AC 4; MV 12; hp 16; THAC0 18; #AT 1;
Dmg 1d8 (lung sword); XP 65
Soldiers (12): 1st-level human fighters; AL NG;
AC 8; MV 12; hp 9, 8, 7x2, 6x4, 5x4; THAC0 20;
#AT 1; Dmg by weapon type; ML 14; XP 35 each.
3
Shopping to Go
4
Tax Time!
Bandits (12): 0-level human fighters; AL NE; AC
8; MV 12; hp 4 each; THAC0 20; Dmg by weapon
type; ML 10; XP 15 each; padded armor, short
sword, darts.
5-6
Skeletons of the Northride
Skeletons (8): Int non; AL N; AC 7; MV 12; HD
1; hp 6 each; THAC0 19; #AT 1; Dmg 1d6; SD
immune to sleep, charm, hold, fear, and cold-related
spells, edged and piercing weapons inflict only half
damage; SZ M; ML n/a; XP 65 each.
7
Leap of Faith
Father Anton Goodchance: 5th-level human
priest of Tymora; AL CG; AC 4; MV 12; hp 30;
THAC0 18; Dmg by weapon type; SA spells, turning; S 12, D 12, C 15, I 13, W 17, Ch 14; XP 650.
Spells: 1st level: cure light wounds (x2), detect evil,
detect magic, protection from evil, 2nd level: aid, heat
metal, hold person, silence, 15 radius, wyvern watch.
3rd level: hold animal, meld into stone.
8
Another Shadowdale Patrol
9
Initiates of the Sacred Order
10
Weather Change
1Spices; 2Foodstuffs; 3Weapons; 4Textiles; 5Entertainment (carnival or other performers); 6Trained animals.
Regardless of what wares the caravan has, it stops
and sells to interested parties. But convenience has a
price: In this case all goods are tagged at 15% over the
going rate. All caravans typically have 2d6 0-level
human armed guards (long sword and shield).
Weapons caravans have 5d8 additional guards,
depending on the types of weapons they are transport-
30
Tethyamar Encounters
D8
Encounter
1-2
On the Trail of Wolves
Wolves (2d6): Int low; AL N; AC 7; MV 18; HD
3; hp 20, 17, 16x3; 15x2; 13x3, 12, 10; THAC0
18; #AT 1; Dmg 1d4+1; SD +1 versus charm
attacks; SZ S; ML 10; XP 120.
3
Zhentilar Patrol
Zhent Captain: 2nd-level human fighter; AL LE;
AC 5; MV 12; hp 16; THAC0 19; #AT 1; Dmg
1d8; XP 35; wearing chain and carrying shield and
long sword.
Soldiers (10): 0-level human fighters; AL LE; AC
7; MV 12; hp 8, 7x3, 6, 5x4, 3; THAC0 20; Dmg
by weapon type; XP 15 each; wearing ring mail,
carrying short swords, light crossbows.
Horses (11): Int animal; AL N; AC 7; MV 24;
HD 3; hp 13 each; THAC0 17; #AT 2; Dmg
1-2/1-2; SZ L; ML 6; XP 65.
Great Red Ghost
4
5
Orbs of Light
Firestars (1d12): Int highly; AL N; AC 2; MV Fl
15(A); HD 2+2; hp 12 each; THAC0 19; #AT 1;
Dmg 2d6; SA electrical discharge; SD immune to
magic, heat and electricity absorption, invisibility;
SZ T; ML 12; XP 2,000 each.
6
More Freedom Riders
Another Zhentarim Patrol
7
8
Raiding Party
Hobgoblins (2d10): Int average; AL LE; AC 5;
MV 9; HD 1+1; hp 5 each; THAC0 19; #AT 1;
Dmg by weapon type; SZ M; ML 12; XP 35 each.
Encounters on Tethyamar
Eerie goings-on are rumored here, and the characters
should take care when traveling this route.
On the Trail of Wolves
These mangy beasts, with red eyes and slavering
mouths, attack the group after they have gone to
sleep for the night.
Zhentilar Patrol
This is one of many teams dispatched from Dagger
Falls. Their mission: to stop reinforcements from
arriving at Shraevyns tomb before the Zhent wizards
marshal their own forces.
The patrol stops the party and asks them routine
questions. If anyone in the group speaks of their mis-
3 1
Firestar
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
Fl 15 (A)
2+2
19
1
2d6
Electricity
Immune to magic; heat/electrical
absorption; invisibility
MAGIC RESISTANCE: Nil
SIZE:
T (3-6 diameter)
MORALE:
Steady (11-12)
NO. OF ATTACKS
DAMAGE/ATTACK
SPECIAL ATTACKS:
SPECIAL DEFENSES:
XP VALUE:
2,000
or trees, dancing intricate patterns with its companions. It is a completely alien being that shows some curiosity toward its surroundings, but otherwise ignores animals and adventurers alike. It is
attracted by artificial lights and magic. It investigates campfires and
magical lights within two miles and magic used within 200 yards.
Most encounters occur when adventurers mistake them for
torches or will-owisps. Adventurers may attack the peaceful
firestars, which then defend themselves with their powers. Injured
firestars may initiate an encounter by seeking out and draining an
adventurers campfire as means of healing themselves.
During the day, firestars rest. They land in high, inaccessible
spots, retract their glowing nerves, and spend the day absorbing the
suns light and heat. They may be mistaken for exotic or ornamented eggs; adventurers may accidentally collect these with the
idea of later reselling them. When night falls, a captive firestar
reveals its true self and seeks to escape.
Firestars are intelligent but reclusive. They communicate only
with creatures that employ telepathy or speak with monsters spells.
Firestars are also secretive about their life span and reproduction. It
is suspected that firestars reproduce by budding.
Ecology: The firestars body contains several organs that are useful
as spell components or ingredients in magical concoctions. It contains a distinctive organ that can be used in a dancing lights spell.
Any of its organs may be used to prepare the magical inks for affect
normal fires, dancing lights, and detect magic scrolls. These organs are
worth 1-5 gp each.