This adventure was used to introduce a new player to my ongoing campaign.
I designed the adventure for two, third level characters, but it could
be adjusted for use by nearly any character levels simply by adjusting
the difficulty of the encounters.
Once the PC tries to take any action:
As you stand to speak, you are suddenly surrounded by a shroud of mists.
You feel slightly disorientated, and as the mist clears, you can make out
the silhouette of a tall white tower before you. It is on an island,
surrounded by water. White birds--seagulls perhaps--provide a stark
contrast against the ever-darkening sky yielding to the stormy night.
The smell of the salty air embraces you. Although the scene appears
scary and bleak, you are actually comforted by it.
When the player turns to approach the tower:
As you turn to approach the tower, a figure stands before you.
He wears white robes, hiding his physical features in its folds.
Although mystical and ominous, he makes no offensive gestures towards you.
Instead, as if to greet you, he slowly stretches his arm towards you, exposing
his ink-stained hand. He greets you in a deep, horse voice.
“Greetings, brother...”
All of a sudden, you are roused from a sound sleep by the noise of the
city below. But in the moment between sleep and awake, you recall
your dream. As the dream slowly fades from your memory, you feel
a sense of familiarity and anxiety.
Once the PC turns to approach the tower:
You make your way through the crowds towards the tower. As you
reach the tower, you are greeted by the robed figure from the other night.
In his raspy voice, the man says, “Greetings brother. We have waited
long to...”
Suddenly, you are awoken by the changing of the guard outside your bed
chamber. You feel as though a great secret was about to be revealed
to you, and you were pulled away just before the man could communicate
with you. Although you feel as though you just went to bed, the sun
is up and it is well into the day. Hearing you rustle, Vicari walks
in and says, “Good Day, my Lord. I was beginning to wonder if you
would sleep the whole day through.”
Suddenly you are transported to the base of the tower. As far as you can see in every direction is nothing but shapeless sand dunes. The same three figures stand before you, and the man with the horse voice speaks. “Greetings brother. You are indeed difficult...”
Just then, you are woken by a scream from above you--the councilor's chambers! It sounded like Jasmina!
When the PC arrives at Jasmina's Quarters:
You try to open the door to Jasmina's quarters, but the door is barred--quite
unusual, particularly for Jasmina, who seldom if ever locked her personal
chamber inside the castle. You force the door open, and a cool current
of air pours out of the room, sending a chill over you. Jasmina's
room appears empty. Her personal possessions are gone. The
only trace she was ever here is her bedding, which has been hurriedly pulled
up to cover the entire bed. As you pull the bedding down, a small
pool of blood, still steaming in the unusually cool air of the chamber,
is exposed.
No other traces of Jasmina are found. There are no clues as to
her whereabouts--the guards heard nothing, nothing unusual can be found
in the entire castle, etc.
As you open it to read, the signet crackles slightly with magical energy.
The note reads,
“Greetings Brother,
You have ignored our summoning--a most unwise decision. Forcing
us to rely on written correspondence--whatever the source or nature--endangers
the secrecy of the organization. You are hereby requested and required
to report to the Royal College of Sorcery in the City of Anuire with all
due haste. You are to speak to no one about the true nature of your
visit, and you are to come alone--NO OUTSIDERS! Please accept our
invitation, lest you brand yourself an outlaw and force the guild to immediately
and summarily put you to death.
Yours in Brotherhood
Archibald Sentous
Brother Scribe”
The PC may chose to travel via water or land. Either way, the
trip will be unusually uneventful. Commoners and regents alike will
not recognize the PC should he/she attempt to visit one of them.
When they reach the city, they find a tower similar to the one from their
dreams, but not as magnificent. It is located in the center of town.
Once you sit, the man in the white robes from your dreams begins to speak. “Brothers and sisters,” he says. “Upon reaching appropriate status, all mages in the region are summoned to the Royal Academy, seat of the Mages Guild and the Secret Order of the Flame across the region for seventy generations, to undergo the rite of membership. You have been so summoned. You must now undergo the three rites. Failure in any one of the three rites means death. Refusal to undertake the rites means death. Are there any questions?”
The mages will answer any questions they can, but in actuality are not of much assistance. They cannot answer any questions regarding the rites of passage, stating that “such information must be learned for oneself, not asked of anther,” and that “the rites are different for every member.” They will refuse to answer any questions regarding the order itself, stating that such information can only be provided to “true and initiated members.”
Once all questions have been answered, the aspirant members are escorted into a larger room full of desks. When everyone has taken a seat, the white robed one at the front of the room speaks. “This is the written portion of the exam. It consists of four questions, and you will have one hour to answer each question. This portion of the rite is only designed to filter out non-mages and impostors, and place each person into an appropriate group. You may begin.” Once the test has started, the mages will not answer any questions.
When everyone has finished the exam, the mages dismiss everyone for
the day, ordering them to report back tomorrow morning for the results
of the exam. “You may socialize with each other, but may not discuss
the rite of passage. Further, you may not disclose any information
that you may have learned today, and may not disclose the existence of
the order to anyone. Is that clear?”
The man will answer any questions, but will not give his name, any information
about the guild, etc. Once all questions have been answered, the
PCs are free to leave. The guild will offer them no assistance in
finding or capturing the renegades--but they should not be difficult to
find.
The small inn is located in one of the rougher areas of town. The house specialty is roasted pig with vegetables, and they also serve an excellent home brewed ale. Six rooms are available for rent--two large, two medium and two small. None of the rooms is particularly well decorated or provisioned, but they are all functional.
First Floor
1. The Main Room.
A handful of patrons are spread fairly evenly among the five large
round tables in this room. A bar lines the eastern and southern walls
of the room, and a portly, balding man stands behind it. A single
doorway behind the bar leads into the kitchen, and an archway in the western
wall leads into a more intimate room. Two servers bring food and
drink to the patrons.
The tables are occupied by:
2. The Dining Room.
Although this room is smaller than the main room, it still contains
four large round tables similar to the ones in the larger room. All
of the tables in this room have “reserved” signs posted on them, although
only two people are in the room itself (sitting at table B).
The patrons in this room are Delvar and Maestil, both members of the local thieves guild (T4, AC 4; MV 12; hp 15; THAC0 18; #Atk 1; Dmg 1d6+1). The guild keeps this room reserved at all times for their members personal use. They know of the mages secret rooms under the tavern, and will sell the information to the PCs for not less than 1,000 gp. With the thieves guild ascent, the PCs can enter the kitchen and basement areas without being questioned.
3. Kitchen.
This is the inn's kitchen. A large hearth along the south wall
provides for most of the cooking needs of the kitchen. A woman, Yasmeen,
is busy cooking meals for the patrons. If the PCs enter the kitchen
without the ascent of the barkeep or the thieves guild, she will ask them
to kindly leave. If they refuse, she calls the servers and barkeep.
The servers fight as zero-level humans, but El’Atir is a retired 7th level fighter (see main room info.) The thieves from area 2 also arrive to help in the fight.
4. Warm Storage.
Crates and barrels line most of the walls of this room. A single
set of stairs lead down into the darkness from here.
5. Private Dining Room.
The door is locked. This room contains a large rectangular oak
table which fills most of the room. It is well decorated compared
to the remainder of the bar. The barkeep sees you looking in the
room, and asks if you are interested in renting it.
If the PCs answer no, they are kindly asked to leave the room. If they refuse, the barkeep, servants and thieves force them to. If they say yes, they are free to look around the room.
6. Miscellaneous Private Rooms.
Basement
1. Cellar.
This room is a larger version of the storage room above, containing
boxes, crates and barrels of items used in day to day operations of the
inn and tavern. A single door leads out the east wall and a set of
stairs leads back up to the storage room on the main floor.
2. Cold Cellar.
This room is well insulated--much cooler than the larger cellar.
It stores barrels of ale and bottles of wine served in the tavern.
3. Pit.
The character who opens the secret door into this room must make a
dex check or fall 30 feet (taking 3d6 damage) to the floor below.
Rappelling down is an easy process, as the ropes can be secured to various
heavy items in area 2.
The pit itself smells of mold. The still, damp air hangs around you. The shattered skeleton of a former adventurer lies near the center of the room. It appears he died from the fall. He wears the clothes of a thief. Fungus and mold grows all around he room.
4. Cavern Room.
A slight breeze runs through this area, stirring a putrid, moldy odor.
Dripping water can be heard nearby, but you cannot find its source.
Mold grows all around the room.
5. Cavern Room.
The air in this room is still and moist. Mold grows all over
the area, and cobwebs cover the upper reaches of the cavern.
6. The Great Cavern.
This room is much more massive than the others that surround it.
More than fifty feet wide and 150 feet long. As you reach the middle
of the room, a figure appears before you. He says, "Foolish adventurers.
The mages guild sent you after me? Didn't they realize I'd surely
destroy you? Oh well, I have other matters to attend to, so let's
try and make this quick." It appears he is beginning to cast a spell.
When the PCs respond, his brother comes out from behind them and tries to cast a spell without them seeing him. Ten fighters (F10; AC 0; MV 12; hp 85; THAC0 10; #Atk 2; Dmg 1d8+4; AL N) also appear, five to protect each brother. The PCs do not stand a chance in this battle--and the mages guild knows this. The battle is merely a test to see if the PCs will fight to the death for the guild. If they do, they pass the exam. If they run away, they fail. (But they should not be able to run away, as the fighters and second mage block their way.) Once all of the PCs fall, they are transported back to the guild where they are healed of the illusionary damage they suffered in the battle.
The mages (W12, AC 2; MV 12; hp 30; THAC0 16; #Atk 1; Dmg 1d4+3 or by spell; AL N) will cast as many offensive spells as possible, attempting to destroy the party. They do not care if they hit their own fighters as well, as they are not really suffering any damage. They will be protected by stoneskin, anti-magic shell, etc. before battle.
7. Cavern Room.
If the PCs survive the battle in the previous room, they find the mages
and fighters they just fought were clones, and the real badguys are waiting
for them here. Otherwise, this room is empty.
A reception and party goes well into the night, and as the newest members
you are expected to be present. You meet many other mages, and share
stories. The next day, you are free to return to your normal business,
knowing that the guild may contact you at any time and for any reason.
Return to the Main Page.