Trouble in Town
Trouble in Town
is a short adventure for four 10th-level characters. The adventure takes
place near a walled town by a shallow river with a nonfunctioning, long
abandoned aqueduct. Dungeon Masters can modify the adventure to accommodate
higher-level characters by giving humanoid foes more class levels and
increasing the HD and/or age category of other opponents.
the DM doesn't have his or her own ideas for what treasure to hand
out in this short adventure, here is the list that they can find
in an ornate chest in Golgon's chamber: chest with inset rubies
and amber chips (600 gp), assassin's dagger, 2 ruby and gold
tooth caps (to fit over Golgon's teeth; worth 800 gp each), fine
black veil trimmed with black seed pearls (1,300 gp), 49 pp, 9 gp,
33 sp, and 87 cp. Since several of the magic items in this adventure
are fairly limited in scope, it is up to you to determine whether
the PCs can find a seller or use for those items. If you decide
to allow them to sell the items for even a reduced price or if they
find a use for them, you should take that into account when handing
out the treasure listed above.
have already started investigating the disappearances of citizens of Auldlar,
and their discoveries have taken them to the old tower. Inside, they've
discovered a few nefarious beings, such as dark wisps, and some interesting
magic. They've also found young Nevile. In this episode, the PCs face
off with the evil that has been plaguing Auldlar.
episode uses the "Third Floor" section of the Githyanki Citadel
Floor Sections map from the Map-a-Week feature.
Chamber (EL 10)
is located deep underneath the tower. It's about where the first dry chamber
above the water line is indicated in the map of Auldlar and environs in
the first episode. When the PCs enter the chamber, they find that it isn't
Golgon uses the silver chain of teleportation magic item (see the
previous episode) to teleport to his chamber, he teleports
himself out. This means the PCs will have to use their own means to escape
of the compass points has a circular chamber. Each area contains one of
the kidnap victims (except for Nevile, who was found in the tower). Each
victim is connected to a significantly more elaborate alchemical setup
than the one found in the tower. A successful Heal check (DC 15) shows
that each victim is dead and is slowly being transformed into some kind
of other creature, though what creature that would be cannot be determined.
A successful Knowledge (arcana) check suggests that the humans might be
undergoing a process to convert them into some sort of magical beast.
(cornugon): hp 82; see Monster Manual page 49.
Golgon attacks the PCs on sight and kills them all for invading his chamber.
Golgon does not allow himself to be defeated. If he's beaten in combat,
he'll teleport himself away or, if he cannot teleport, he
will summon other devils to assist him. (Devil types and standard chances
of success are listed in the cornugon description in the Monster Manual.)
-- or driving off -- Golgon ends the trouble in Auldlar. However, questions
remain. Golgon does not seem to have the skills necessary to conduct magical
experiments. Although he can carry out many tasks (he has an above-average
Intelligence ability score) there must be a mastermind behind the effort.
If Golgon had wanted to do so, his power, used wisely, could have been
enough to subjugate the entire town by himself. Why sneak away people
for cruel experiments? And why Auldlar? These questions can be answered
with future adventures