3 5E D&D Adventure 05 March of the Sane


March of the Sane is a short D&D adventure for four 5th-
level characters. The scenario is in part a mystery and in
part an opportunity for the PCs to think about their
places in the world and their ultimate goals. It features
multiple opportunities for in-character debate and dis-
cussion before the final climax, which is likely to in-
volve combat.
The action in this adventure centers around a wan-
MARCH OF
dering band of cultists. Though it can be placed almost
anywhere in your campaign world, it works best in an
THE SANE
area that has no strong guard or patrol to keep the
cultists in check. A road and a roadside tavern are the
A Short Adventure for Four
only required features of the setting. As always, feel free
5th-Level Player Characters
to adapt the material presented here as you see fit to
make it work with your campaign.
CREDITS
PREPARATION
Design: Owen K. C. Stephens
You (the DM) need the D&D core rulebooks the
Editing: Penny Williams
Player s Handbook, the Dungeon Master s Guide, and the
Typesetting: Nancy Walker
Monster Manual to run this adventure. This scenario
Web Production: Julia Martin
utilizes the D&D v.3.5 rules, but it can easily be adapted
Web Development: Mark A. Jindra for use with the 3.0 rules as well.
To get started, print out the adventure. Read
Graphic Design: Sean Glenn, Cynthia Fliege
through the scenario at least once to familiarize your-
Based on the original DUNGEONS & DRAGONS® game by E.
self with the situation, threats, and major NPCs (partic-
Gary Gygax and Dave Arneson and on the new edition of the
ularly their motivations). The Adventure Synopsis
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
details the order in which certain events occur, assum-
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
ing that the PCs don t interfere.
Text that appears in shaded boxes is player informa-
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by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
tion that you can read aloud or paraphrase for the
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This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the ma-
ADVENTURE
terial or artwork contained herein is prohibited
without the express written permission of
BACKGROUND
Wizards of the Coast, Inc.
Years ago, the tomb of a necromancer named Beul Tanzon
©2004 Wizards of the Coast, Inc.
All rights reserved.
was opened by a band of adventurers seeking to destroy an
Made in the U.S.A.
evil relic that was reputedly interred there. Expecting the
This product is a work of fiction.
tomb to be full of undead, they had taken the precaution
Any similarity to actual people, organizations, places,
or events is purely coincidental. of bringing along several clerics of varying power levels to
turn them. Even so, however, the heroes were hard
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
pressed to defeat the army of undead that greeted them.
written permission. To learn more about the Open Gaming License
The more experienced priests joined the heroes in dealing
and the d20 System License,
please visit www.wizards.com/d20.
with the most powerful opposition, while the younger
priests turned most of the zombies and other minor
For more DUNGEONS & DRAGONS articles, adventures, and information,
visit www.wizards.com/dnd
undead. In a few days, the augmented party reached the
bottom layer of the tomb and destroyed both the artifact
and the wraith that had once been Tanzon.
But although the heroes had defeated every undead
creature they found within the tomb, they had not
1
managed to destroy them all. In particular, most of the technique would be to destroy the cultures and settle-
zombies had shuffled mindlessly away when turned by ments that supported heroes. When he began making
the younger priests, walking right out the entrance be- plans toward this end, Wautto slipped from merely
cause it was in their path. After traveling a considerable insane to truly evil.
distance overland, they eventually found and attacked As soon as he had reached the age of majority,
the small village of Evenfird. Wautto left the orphanage and set out to realize his
Nearly everyone in the village was killed in the vision. A persuasive speaker, he portrayed himself as a
bloody assault, and the few survivors fled except for a pacifist and preached against violence in any form.
boy named Wautto. Hidden in the basement of his Soon, those who embraced his message that violence is
home, he watched through a grimy window as the zom- wrong and evil began to follow him from town to town.
bies slew everyone they could find, leaving the corpses With their aid, he launched a campaign to convince
of his family and friends strewn about the streets. townsfolk that in order to have peace, they must refuse
When they had finished with the tomb, the heroes to support those who resort to violence even violence
set off in pursuit of the escaped zombies. By the time against evil. As soon as a town rallied behind this con-
they arrived at Evenfird and slew the zombies, it was cept, Wautto declared it a Place of Sanity and moved on,
much too late for the village. After interring the bodies, leaving a few cultists behind to watch over it.
they searched for survivors and found Wautto in his Knowing that mortals are weak and likely to forget
basement. Though the boy appeared none the worse for their morals when faced with true danger, Wautto gave
the trauma he had endured, he was actually more than the cultists he left behind explicit instructions on how
a little insane. When the heroes explained that the zom- to maintain the nonviolent status of a Place of Sanity. A
bies had escaped a tomb they had raided, Wautto real- few weeks after his departure, the cultists would put the
ized that his  saviors were ultimately responsible for residents into a deep sleep, then depart, leaving the
the destruction of his home, and his mind fixated on town vulnerable to any hostile forces nearby. Thus,
that fact. many Places of Sanity have fallen prey to orc raids and
The heroes settled Wautto in an orphanage of ex- undead attacks just weeks after Wautto has left. Wautto
ceptional quality, where he learned the art of oratory treats the residents of these towns as martyrs and
and gained experience in using words to sway the blames any hero who grew up there or even visited the
masses. In an effort to understand the events leading up town for bringing violence down upon it. Eventually,
to the destruction of his village, he buried himself in he hopes to gain control of the entire kingdom through
books. During his study of history and legends, one fact the activities of his cult.
became crystal clear: Whenever evil arose, heroes came Wautto s cultists, known as the Sane, are trained in
forth to defeat it. But invariably, these heroes were the martial traditions of staff fighting. He insists that
mere mortals. They did not spring fully formed from this training is purely a health benefit meant to
the void just to counter evil they had existed well ensure that his followers remain hale and hearty
before it arose. Thus, Wautto s addled brain reasoned, enough to stand up to the long trips and harsh condi-
the very presence of heroic individuals was what caused tions they must face. In truth, he often uses his fol-
the evil in the first place. Without heroes to stop it, evil lowers as a crude army to force his will on a small
would not exist. farm or wilderness-based inn that refuses to turn
Based on such reasoning, Wautto concluded that the away heroes and adventurers. For such purposes, he
entire culture of heroism was a menace to society, and uses only those followers who are loyal enough not to
that those who supported and glorified it were insane. question the logic of using violence to force non-
The sane, therefore, had a moral imperative to eliminate violence on others.
all heroes for the good of society. Wautto s followers are fanatically devoted to him
When Wautto explained this concept to his instruc- and support his mad scheme wholeheartedly. He has
tors, they quickly corrected him, insisting that evil nursed those who have been with him the longest
arises independently, not in response to heroism. along the road to madness by slowly introducing small
Though he was not convinced, Wautto learned that he revelations and changes, each minor in and of itself,
must keep his wisdom to himself if he hoped to finish until they accept the occasional need for violence with-
his education. He also realized that it was impossible to out question. The few who aren t aware of his some-
destroy heroes directly because they were well suited to times violent methods either refuse to believe any
overcoming direct challenges. A more efficient evidence of such or claim that Wautto must have a
2
reason for his machinations. Whatever their personal If the PCs do not intervene, Wautto eventually con-
levels of knowledge, all of the Sane are completely vinces Morrigan to make his inn a Place of Sanity,
besotted with Wautto and believe that humanoids can though he has to claim he has killed Angel and threaten
have peace and happiness forever if people simply stop the rest of the inkeeper s family to do so. When word of
being heroic. these events reaches the PCs, they have another oppor-
Thus far, Wautto s message has resulted in the com- tunity to track down Wautto and deal whatever justice
plete destruction of only a few towns, since his message they feel is fitting. If they do not, Wautto grows in
of hero-free life has yet to catch on broadly. But his power and, with fiendish backing, becomes an even
power is growing steadily as he attracts more and more more dangerous force in the campaign.
followers. Wautto has even come to the attention of cer-
tain fiendish outsiders, a few of which have begun to
ADVENTURE HOOKS
wonder if his evil bent and great speaking skills might
As the DM, you know best how to involve your charac-
be of use in their own schemes.
ters in an adventure. If desired, you can use the follow-
ing hooks to spur your imagination, modifying them as
ADVENTURE SYNOPSIS
necessary to fit your campaign or the characters.
The events in this scenario proceed in the following
" The characters are going home after an adventure (or
order unless the PCs choose to intervene. If they do,
en route to another one) and happen upon a fiendish
modify the event sequence as needed to account for
bird attacking the Sane.
their actions.
" A friend or relative of a PC explains that he left an-
The adventure begins when the PCs encounter a
other town shortly after it became a Place of Sanity,
fiendish bird attacking some of Wautto s cultists. This
only to return a few weeks later and find everyone
creature is actually an agent of some minor fiends sent
dead.
to test his loyalty to his own men. Shortly thereafter,
" Rumors of increased orc raids in this area have
Wautto and a group of the Sane arrive at a small road-
prompted a government official to hire some adven-
side tavern called the Giant s Blade. Wautto tries to
turers to investigate.
convince the innkeeper, Morrigan, to declare the inn a
" Rumors abound of a new pacifist cult growing in the
Place of Sanity and refuse service to anyone bearing
outlying areas of a kingdom. Adventurer friends of
weapons or magical apparel. Morrigan refuses the re-
the PCs claim they have been turned away from inns
quest but he allows Wautto and his followers to stay at
where they used to stay and taverns where they used
the inn free of charge.
to drink. A man named Wautto is said to be the leader
That night, Wautto receives a visit from Thaerraad, a
of this new cult.
greater barghest who is also an agent of the fiends in-
terested in the mad prophet. Thaerraad offers Wautto
great power in return for the regular sacrifice of his fol-
BEGINNING THE
lowers. This offer is the fiends final test if Wautto is
willing to kill his loyal followers for personal gain, he s
ADVENTURE
ready to become a true agent of evil. When Wautto
March of the Sane is a site-based adventure in which most
agrees, Thaerraad assumes the form of a dire wolf and
of the action occurs in and around a roadside inn. The
begins posing as his companion.
adventure begins when the characters reach encounter
Emboldened by his newfound power, Wautto speaks
1, below. At any time during the adventure, the charac-
eloquently in the tavern s common room the next morn-
ters may choose to do a bit of research on the situation.
ing, trying to convert patrons to his Cult of Sanity. How
many he actually converts depends on whether the PCs
RESEARCH
are present and what they do, but in the end, Morrigan
If the characters take the time to investigate Wautto s
kicks all the Sane out of his establishment. That
origin and activities, the researcher may attempt a
evening, Wautto sends several cultists to kidnap Angel,
bardic knowledge or Gather Information check. Com-
Morrigan s daughter. They leave a note offering the inn-
pare the result to the table below. The character gains
keeper a choice death for his daughter, or open sup-
all the information for check results equal to or lower
port of Wautto s cause. The note details where Morrigan
than her own.
can meet Wautto to become one of the Sane.
3
Check Result Information Gained
tactics are unlikely to save them, but they re willing to
15 Wautto grew up in an orphanage.
die rather than commit violence, since Wautto hasn t
20 He lost his parents when the town of Even-
commanded any. If the PCs intervene on their behalf,
fird was wiped out by zombies.
the cultists run away.
25 While in the orphanage, Wautto expressed
the belief that heroes cause evil and suffer-
The achaierai can t get home under its own power,
ing and should therefore be eliminated.
and it s smart enough to realize that the PCs present
Recently, he has been successful in turn-
the greatest threat if they interfere. It tries to take out
ing whole towns against heroes.
melee combatants first, leaving the spellcasters for
28 All the towns that Wautto has declared
Places of Sanity have been wiped out
later. (Because of its high SR, it isn t very worried about
within a few months. Such is the fate that
spellcasters until they prove dangerous.) Since the
pacifists suffer in this harsh world.
achaierai can t flee to the safety of its home plane, it
fights to the death.
No check can reveal Wautto s current plans, but armed
D Achaierai: hp 39; see Monster Manual, page 9.
D
with knowledge of his background, the PCs might well
D Cultists (9): hp 8; see Appendix for statistics.
D
work out his intentions for themselves.
Development: If the PCs slay the achaierai, they
find the cultists some distance ahead, tending their
1. THE SANE SCOUTS (EL 5)
wounds. The cultists thank them and promise them a
Read or paraphrase the following aloud when the PCs
reward from their spiritual lord, Wautto the Sane, when
are traveling by road toward the area where Wautto and
he arrives to meet them at a certain roadside tavern in
his followers are currently campaigning.
the morning. They then express the hope that the PCs
used no violence against the creature but simply drove
Only the rustling of leaves disturbs the unnatural
it away. If informed otherwise, they begin lecturing the
silence on this rustic stretch of road. Normally,
characters on the evils of violence and insist that it
such a country road would be alive with the sound
would have been better to let them die. If permitted,
of animals, the buzz of insects, and the songs of
the cultists also speak at length about Wautto, praising
hundreds of birds, but no creature stirs here. A
him as a holy man who spreads peace and wisdom but
feeling of impending danger pervades the scene.
revealing no actual facts about his past. (They don t
Suddenly, the silence is broken by the cries of
know any.)
people fleeing for their lives. From around a bend in
The cultists gratefully accept any offers of escort to
the road ahead run six himans wearing simple robes,
the inn where they intend to wait for Wautto, though
each carrying a wooden staff. Behind them runs a
tremendous bird, its fierce eyes gleaming with malice. they do not directly ask for such.
As it closes the distance, a few robed figures turn and
try to defend themselves with their staves, but they
2. MARCH OF
are clearly no match for the monstrous avian.
THE SANE (EL 6)
Wautto s great evil and increasing insanity have begun
Read or paraphrase the following when the PCs come
to attract the attention of various evil outsiders, several
within sight of the Giant s Blade the next morning.
of whom are considering him for a role as an evil priest,
or perhaps even a general on some infernal battlefield.
Ahead lies a fairly large, well-maintained roadside
Creatures: The six humans are Cultists of the Sane tavern. A wooden sign hanging over its main
entrance bears the image of an oversized sword and
sent by Wautto to scout ahead for likely campsites and
the words  Giant s Blade. The smell of fresh-baked
check for dangers. They had no trouble finding the latter.
bread wafts from the building, and the sounds of
The bird chasing the cultists is an achaierai sent by a
cheerful banter emanate from within its stone walls.
fiend to see how Wautto responds to threats against his
From somewhere farther ahead comes the
followers.
sound of voices raised in song. Not all the lyrics of
Tactics: Since Wautto hasn t told them to fight, the
the song are clear, but the words  live together,
cultists are simply trying to escape. On the first round,
live in peace are repeated often. As the sound
each fights defensively and takes a move action, then
draws nearer, a short, red-haired man comes into
makes a 5-foot step and uses the total defense action on
view, leading a column of people. All are dressed
the next round. On subsequent rounds, they alternate
in simple robes and carry rustic walking sticks.
between these sets of actions. They know that such
4
The inn is the Giant s Blade, an establishment of excel- Wautto sees any disagreement with his opinions as a
lent repute owned by a retired adventurer named desire to debate the subject. Should the PCs seem inter-
Morrigan. ested in taking issue with his words, he invites them to
Creatures: Wautto the Sane and twenty-four hear him speak to the patrons of the Giant s Blade, since
members of his faux-pacifist cult have just arrived at the he intends to preach there. The PCs can win no support
Giant s Blade. for positions other than Wautto s among the members
D Wautto the Sane: hp 27; see Appendix for of the Sane either. Any pleas for reason fall on deaf ears
D
statistics. because the cultists are completely faithful to their
D Cultists (24 33): hp 8; see Appendix for leader and his ideals. Even the ones the PCs saved agree
D
statistics. that under the circumstances, it would have been better
Tactics: If forced to fight, Wautto immediately to let them die.
becomes invisible. He then takes a round to inspire When the PCs decide to either enter the inn or
courage among his followers. As part of his oration, he leave, go on to encounter 3, below.
commands the cultists not to harm or threaten the
toughest-looking combatant among his foes. In the next
3. A SANE GREETING (EL 6)
2 rounds, he casts blur and eagle s splendor on himself,
After a few minutes, the commotion outside the inn
using his pearl of power if needed. Then he targets the
draws the attention of the proprietor.
toughest-looking combatant among his foes with a
Creatures: When Morrigan hears noise outside,
charm person spell and commands that person to defend
he emerges with his oldest daughter Angel and his two
him. Even if Wautto fails the opposed Charisma check,
younger sons, Dirk and Lance.
a charmed character is unlikely to allow anyone to seri-
D Morrigan: Male human ranger 5; CR 5;
D
ously harm Wautto. After that, Wautto uses Tasha s
Medium humanoid; HD 5d8+5; hp 27; Init +3; Spd 30
hideous laughter and then flare to aid his servants. He
ft.; AC 17, touch 13, flat-footed 14; Base Atk +5; Grp +7;
keeps one cure light wounds spell ready to use on himself.
Atk +8 melee (1d8+3/19 20, masterwork longsword) or
Wautto s followers are perfectly willing to die for
+10 ranged (1d8+2/[TS]3, masterwork composite long-
him. They throw their bodies in front of him to protect
bow [+2 Str bonus]); Full Atk +8 melee (1d8+3/19 20,
him and attempt a mass attack against anyone attacking
masterwork longsword) or +10 ranged (1d8+2/[TS]3,
him from range. They obey his every order including
masterwork composite longbow [+2 Str bonus]); SQ
the command in his song that they must not attack a
animal companion (none), favored enemies (giants +4,
specific foe. Even if the specified foe hits them in
monstrous humanoids +2), wild empathy +5 (+1); AL
combat, the Sane suffer the blows with neither com-
NG; SV Fort +5, Ref +7, Will +2; Str 14, Dex 16, Con 13,
plaint nor retaliation.
Int 10, Wis 12, Cha 8.
If Wautto dies, his followers here at the inn fight to
Skills and Feats: Heal +9, Hide +11, Knowledge
the death. Those who are elsewhere at present lose the
(nature) +10, Listen +9, Move Silently +11, Spot +14,
will to remain in the cult without their leader.
Survival +9; EnduranceB, Power Attack, Quick Draw,
Development: If not attacked, Wautto greets his
Rapid ShotB, TrackB, Weapon Focus (composite
scouts warmly, then looks inquiringly at the PCs. The
longbow).
cultists explain the recent events to Wautto, including
Favored Enemy (Ex): Morrigan gains a +4 bonus
the PCs intervention, if any. Read or paraphrase the fol-
on his Bluff, Listen, Sense Motive, Spot, and Survival
lowing aloud when they finish.
checks when using these skills against giants. He gains
the same bonus on weapon damage.
 I am called Wautto, and these are the Sane, says
Against monstrous humanoids, he gains a +2 bonus
the red-haired man.  I thank you for your kind
on these skill checks and on weapon damage rolls.
intentions, but I must ask that you never commit
Ranger Spells Prepared (1): 1st entangle
violence on behalf of my people again. Violence in
(DC 11).
any form is a violation of our beliefs, and my people
Possessions: +1 studded leather, masterwork
and I would rather die than have anyone commit
longsword, masterwork composite longbow (+4 Str
the sin of attacking another creature on our behalf.
Now I know you were only trying to help, but if bonus), 20 normal arrows, 10 cold iron arrows, 10 sil-
you truly want to be of service to the world, then
vered arrows, eyes of the eagle, 3 potions of cure light wounds,
forswear all forms of violence and join us.
2,500 gp.
5
D Angel: Female human bard 2; CR 2; Medium hu- D Wautto the Sane: hp 27; see Appendix for
D
D
manoid; HD 2d6+2; hp 9; Init +1; Spd 30 ft.; AC 14, statistics.
D
touch 11, flat-footed 13; Base Atk +1; Grp +1; Atk +2 D Cultists (24 33): hp 8; see Appendix for
melee (1d6/18 20, masterwork rapier) or +3 ranged statistics.
(1d6/[TS]3, masterwork shortbow); Full Atk +2 melee Tactics: If forced to fight, Wautto and his followers
(1d6/18 20, masterwork rapier) or +3 ranged use the tactics described in encounter 2. Unless they
(1d6/[TS]3, masterwork shortbow); SQ bardic knowl- are directly attacked, Morrigan and his family stay out
edge +4, bardic music (countersong, fascinate, inspire of any fighting.
courage +1) 2/day; AL NG; SV Fort +1, Ref +4, Will +2; Development: Morrigan tries to calm anyone
Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 15. who is getting heated about Wautto s beliefs and atti-
Skills and Feats: Balance +3, Diplomacy +9, Gather In- tude. He then invites everyone inside, claiming it s far
formation +4, Hide +6, Jump +2, Knowledge (arcana) more pleasant to discuss philosophy inside the inn with
+7, Knowledge (local) +7, Listen +4, Move Silently +9, a mug of ale than out in the street.
Perform (sing) +7, Sense Motive +4, Tumble +6; Point Wautto agrees with that sentiment and asks permis-
Blank Shot, Skill Focus (Move Silently). sion to preach within the tavern. Though he isn t com-
Bardic Music: Angel can use bardic music 5 times fortable with this request, Morrigan eventually
per day. See the bard class features on page 29 of the succumbs to Wautto s charming demeanor and agrees.
Player s Handbook.
Countersong (Su): Angel can use music or poetics to
4. PREACHING THE
counter magical effects that depend on sound.
PEACE (EL 6)
Fascinate (Sp): Angel can use music or poetics to
cause one or more creatures to become fascinated with Once inside the inn, Morrigan and his children busy
her for 5 rounds. themselves with making their new guests comfortable.
Inspire Courage (Su): Angel can use music or poetics Meanwhile, Wautto prepares for his speech. Read or
to bolster her allies against fear and improve their paraphrase the following if the PCs are present when
combat abilities. Wautto begins speaking.
Bard Spells Known (3/1): 0 detect magic, mage
hand, mending, prestidigitation, read magic; 1st charm In addition to Wautto and his followers, about a
dozen patrons sit at the inn s tables chatting. The
person (DC 13), expeditious retreat.
innkeeper and his children bustle about filling
Possessions: Masterwork studded leather armor,
orders for drinks and food. Meanwhile, Wautto
masterwork rapier, masterwork shortbow, 20 arrows, 3
commandeers a corner table, climbs atop it, and
potions of cure light wounds, 20 gp.
calls for attention.
D Dirk and Lance: Male human ranger 1; CR 1;
D
 My dear friends, he begins in a melodious
Medium humanoid; HD 1d8+1; hp 5; Init +2; Spd 30 ft.;
voice.  I come to you today as an emissary of
AC 15, touch 12, flat-footed 13; Base Atk +1; Grp +3; Atk
peace. We all say that we want peace, do we not?
+3 melee (1d8+3/19 20, longsword) or +3 ranged
Then why do we not yet have it? Why are men,
(1d8+2/[TS]3, composite longbow [+2 Str bonus]); Full
women, and children still slain in raids, wars, and
Atk +3 melee (1d8+3/19 20, longsword) or +3 ranged
bids for power?
(1d8+2/[TS]3, composite longbow [+2 Str bonus]); SQ  The answer, my friends, is that though we
may claim to want peace, our actions often do not
favored enemy (aberrations +2), wild empathy +1 ( 3);
reflect that desire. Those who walk about armed
AL NG; SV Fort +3, Ref +4, Will +1; Str 14, Dex 15,
with weapons and magic may say they wish for
Con 13, Int 10, Wis 12, Cha 8.
peace, but they spread violence in their wake. My
Skills and Feats: Handle Animal +3, Heal +5, Knowl-
friends, peace cannot be won with a sword. Vio-
edge (nature) +4, Listen +7, Ride +6, Spot +7, Survival
lence is violence, regardless of the cause in which
+5; Alertness, Blind-Fight, TrackB.
it is employed, and those who perpetrate it can
Favored Enemy (Ex): Each boy gains a +2 bonus
never be agents of peace. The end does not justify
on his Bluff, Listen, Sense Motive, Spot, and Survival
the means, my friends, and violence can never be
checks when using these skills against giants. He gains
a means to peace.
the same bonus on weapon damage.
Thus I say to you that any act you are unwilling
Possessions: Studded leather armor, longsword, to commit against your most trusted friend, you
composite longbow (+2 Str bonus), 20 arrows, 550 gp.
6
followers present. Any patron whose attitude shifts to
must not commit against anyone at any time. Vio-
helpful offers to join the Sane, while those who become
lence of any kind even that which seems to be
friendly agree only to consider his words and talk to
directed toward defending the weak or defeating
him again later.
evil is wrong-headed.
Any PC who speaks out against Wautto is also en-
 Furthermore, you must not treat violent
titled to a Diplomacy check. To determine the
people as heroes because doing so sends entirely
crowd s reaction, subtract the highest Diplomacy
the wrong message. Glorifying violence, even for
check result that any PC obtains from Wautto s and
a so-called good cause, simply encourages still
use the difference as Wautto s check result. Thus, if
more people to take up the sword and perpetuates
the cycle of violence and death. Thus I say to you even one PC speaks out, Wautto cannot shift
that everyone who carries a weapon or wields
anyone s attitude to helpful, and even friendly results
potentially harmful magic should be shunned.
become less likely.
Give such people neither hospitality nor encour-
Morrigan and his family have a greater resistance to
agement, and forbid them entry to your homes
Wautto s words than the patrons do. As the children of
and places of business. Only in this way can your
a retired hero, his sons and daughters are almost hostile
town become a Place of Sanity and be freed from
to begin with, though they hide their attitude well.
the curse of violence and evil forever.
Thus, Wautto cannot shift their attitudes to better than
indifferent regardless of his check result.
Wautto s words are greeted with disbelief and even a bit After Wautto finishes talking, he asks Morrigan to
of derision at first, but he continues speaking in the make the Giant s Blade a Place of Sanity and urges him
same vein. to ask the PCs to leave. Morrigan promises to consider
Creatures: The twelve patrons in the inn are visit- the request, though he obviously has no intention of
ing adventurers or constables in the nearby town. Also agreeing to it. Furthermore, he offers Wautto a free
present are the innkeeper and his children, Wautto, room for the night, hoping to get him out of the
and up to thirty-three cultists (twenty-four plus those common room. Wautto accepts the offer on the condi-
the PCs saved from the achaierai). tion that his cultists also get free rooms, and Morrigan
D Patrons (12): Male or female human warrior 1; agrees. Thereafter, the Sane all retire for the night.
D
CR 1/2; Medium humanoid; HD 1d8+4; hp 8; Init +0; Because Morrigan and his family have great respect
Spd 30 ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; for heroes, they quietly offer the party free rooms as
Grp +2; Atk +3 melee (1d6+1/19 20, short sword); Full well. Angel in particular wants to hear about the char-
Atk +3 melee (1d6+1/19 20, short sword); AL N; SV acters travels, and she confides to them that she plans
Fort +3, Ref +0, Will  1; Str 13, Dex 11, Con 12, Int 10, to become a hero herself one day though not until
Wis 9, Cha 8. her brothers are older.
Skills and Feats: Craft (any) +2, Handle Animal +1, Treasure: The only treasure of note is Wautto s
Intimidate +3, Ride +2; Toughness, Weapon Focus equipment.
(short sword).
Possessions: Studded leather armor, short sword.
5. THE EMISSARY (EL 7)
D Wautto the Sane: hp 27; see Appendix for
D
This encounter occurs only if the PCs decide to check
statistics.
out Wautto s room or spy on him in some other way. If
D Cultists (24 33): hp 8; see Appendix for
D
they don t, Wautto makes his deal with the barghest
statistics.
Thaerraad during the night, and no one is the wiser
Tactics: If forced to fight, Wautto and his followers
until morning.
use the tactics described in encounter 2. Unless they
are directly attacked, Morrigan and his family stay out
Wautto sits alone on his bed, sipping tea. He
of any fighting.
breathes slowly and deeply, closing his eyes occa-
Development: The patrons initial attitude
sionally, then opening them wide a few seconds
toward Wautto is unfriendly, but his Diplomacy modi-
later and looking quickly about the room. Periodi-
fier is so great that he may be able to make them con- cally he gets up, checks under the bed, and looks
sider his words anyway. He can make a check after in the room s one closet. Then he sits again to sip
tea and start the cycle over.
speaking for 10 minutes, and he gains a +4
circumstance bonus for having a body of supportive
7
Suddenly, an 8-foot-tall, goblinlike creature The raised voices of Wautto and Morrigan echo
appears in the center of the room. Wautto sets throughout the main floor of the Inn.  You must
down his cup and stands to face it, apparently per- bar those who try to make the world a better place
fectly calm. The giant goblin smiles to itself, then through violence from your doorstep! cries
begins to speak. Wautto.  Don t tell me how to run my tavern!
 You may call me Thaerraad, it growls.  I have replies Morrigan.
come on behalf of various forces interested in Though not as loud, the voices of several of the Sane
your movements. My employers have decided to and a few patrons of the inn join in the argument.
offer you a bargain: In return for the sacrifice of
one of your cultists each week, you shall gain
great powers that will aid you in your quest to end
Wautto and Morrigan were initially debating much
heroism. What do you say?
more quietly, but as their anger rose, so did their
volume. Wautto wants Morrigan to decide now to make
Creatures: Thaerraad was sent here by a coalition
his inn a Place of Sanity, and Morrigan refuses. Many of
of fiends. When talking with Wautto, he is never spe-
the Sane Cultists have become agitated, and it looks like
cific about who sent him because he actually doesn t
the pacifists may erupt into violence.
know he received his instructions in a dream.
Creatures: Wautto, Morrigan, and twelve cultists are
D Thaerraad (Greater Barghest): hp 67; see
D
arguing in the common room of the inn.
Monster Manual, page 23.
D Wautto the Sane: hp 27; see Appendix for
D
D Wautto: hp 27; see Appendix for statistics.
D
statistics.
Tactics: If the PCs decide to attack during this
D Morrigan: hp 27; see encounter 3 for statistics.
D
meeting, Thaerraad makes no effort to defend
D Cultists (24 33): hp 8; see Appendix for statistics.
D
Wautto, though he does fight back if he is attacked.
If the PCs show up and try to calm people, Wautto joins
Ten Sane cultists arrive wielding staves 1-4 rounds
in that effort. Otherwise, he calms his people himself.
after a fight starts. Once they are on the scene, Thaer-
Either way, he says Morrigan must do as his conscience
raad uses his spell-like abilities (mass bull s strength and
dictates. Wautto instructs the Sane to go upstairs to bed,
mass enlarge) on the cultists and Wautto, then departs
and he follows them shortly thereafter, promising Mor-
if possible. He returns at some later time to offer
rigan that he will come by in the morning to see
Wautto the deal again.
whether his opinion has changed.
Development: If the PCs allow this meeting to
play out undisturbed, Wautto is cagey at first. He takes
7. A MISSING ANGEL (EL 5)
the time to make a Sense Motive check to ensure that
After the incident in the wee hours of the morning,
the deal has no hidden strings attached. Eventually, he
Wautto decides it s time to take more drastic measures.
is satisfied as to Thaerraad s veracity and agrees to his
If the PCs have not slain him by the time the altercation
proposal.
in the inn is over, he sends twelve of his cultists to
Thaerraad promises to stay with Wautto until the
kidnap Angel, the inkeeper s daughter, while she is gath-
first few sacrifices have been made. He takes the
ering berries and herbs in the woods at dawn. She is out
form of a dire wolf and stays by Wautto s side, trying
of sight of the tavern at this point and has no weapons
to play the role of an animal companion rather than
with which to defend herself. While the cultists are
a thinking outsider. Before taking the barghest any-
gone, Wautto prepares a note for Morrigan to find.
where, Wautto casts an undetectable alignment spell
If the PCs are keeping an eye on Angel, they can in-
on him.
tervene on her behalf. Read or paraphrase the following
aloud in that case.
6. OVERSTAYED
Angel strolls out into the dawn s early light with a
WELCOME (EL 7)
basket on her arm. Walking purposefully into the
This encounter takes place shortly after Wautto s meet-
woods, she stops at a berry bush and begins filling
ing with Thaerraad. Read or paraphrase the following if
her basket. Suddenly, several robed figures leap from
the PCs are still in the Giant s Blade.
the nearby brush and lay hands on her. One places a
hand over her mouth so that she can t scream.
8
The cultists take Angel to a cave in the nearby hills, Wautto plans to offer him as his first sacrifice to
where they bind her securely with ropes. All twelve Thaerraad s masters.
remain with her as guards. They have orders to attack Creatures: Wautto, Thaerraad, and twelve of the
with deadly force if anyone attempts to rescue the girl. Sane wait at the fork of a nearby hunting trail.
D
Creatures: Angel and the twelve cultists are the D Cultists (12): hp 8; see Appendix for statistics.
D
only beings in the cave. D Thaerraad (Greater Barghest): hp 67; see
D Angel: hp 9; see encounter 3 for statistics. Monster Manual, page 23.
D
D Cultists (12): hp 8; see Appendix for statistics. D Wautto: hp 27; see Appendix for statistics.
D
D
Development: Even if the PCs prevent Angel s Tactics: Wautto has named the characters heroes
kidnapping or rescue her early, Wautto s ultimatum and thus hated foes of peace. Therefore, as soon as any
still reaches Morrigan s hands. Continue with en- of the cultists see the PCs, they all attack immediately.
counter 8, below. The tactics used by Wautto, the Sane, and Thaerraad are
as detailed in encounters 2 and 5, above.
Development: Angel is tied up in a cave about a
8. A PREMONITION
quarter mile from the meeting place. Even if her father
OF DISASTER
does not accede to Wautto s demands, she is in no
Two of the cultists deliver Wautto s note to Morrigan danger because killing her brings the cult nothing.
as soon as he rises in the morning. Read or paraphrase Wautto plans to convert Angel to his cause by making
the following if the PCs are in the inn at the time of Diplomacy checks every day, until he eventually
delivery. changes her attitude to helpful (essentially brain-
washing her).
Morrigan looks up from a paper in his hands with a In the meantime, should her father fail to cooperate,
grim expression on his face.  It seems our friend
he plans to send a note announcing that she is dead and
Wautto isn t willing to take no or even maybe for
threatening Morrigan s sons if he does not convert to
an answer, he says, and begins to read the note aloud.
the cause. If the PCs have not brought the matter to a
close by that time, Morrigan capitulates and allows
 Innkeep,
Wautto to name the Giant s Blade a Place of Sanity.
Violence begets violence. Your daughter shall pay the
price for your lack of vision. Come to the fork in the
CONCLUDING THE
hunting trail and swear allegiance to the Sane, or find
yourself the father of only sons.
ADVENTURE
If the characters saved Angel, Morrigan is eternally
Signed,
-W- grateful and renames the tavern after them if they allow
it. The PCs have a free place to stay from now on, and
Morrigan is livid about his daughter s abduction by the attitude of the entire Morrigan family shifts to help-
these supposed pacifists, but he refuses to go and meet ful with respect to the party.
with Wautto himself. He knows a trap when he sees
one, and he isn t willing to take the risk that the cultists
FURTHER ADVENTURES
might harm the rest of his family or burn down his
If Wautto dies, the Cult of the Sane disbands no other
tavern while he s gone.
member has the speaking ability to hold it together in
Development: The innkeeper offers to pay the
the face of the blatant hypocrisy of its philosophy. If
PCs 750 gp to return his daughter alive. If she dies, he
Wautto somehow escapes, the Sane are sure to pop up
promises to pay them the same amount for killing
again someday.
Wautto.
If the PCs have already left the inn at this point, he
APPENDIX:
sends Dirk after them with the note to ask for their help.
NPC STATISTICS
9. A SANE FINALE (EL 8)
The statistics for Wautto and the cultists are as follows.
D
Wautto expects Morrigan to meet him at the fork in D Cultist: Male or female human warrior 1; CR
the trail and swear fealty to his cause. If he does so, 1/2; Medium humanoid; HD 1d8+4; hp 8; Init +0;
9
Spd 30 ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Inspire Competence (Su): Wautto can use music or po-
Grp +2; Atk +3 melee (1d6+1, quarterstaff); Full Atk +3 etics to help an ally succeed at a task.
melee (1d6+1, quarterstaff); AL N; SV Fort +3, Ref +0, Inspire Courage (Su): Wautto can use music or poetics
Will  1; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. to bolster his allies against fear and improve their
Skills and Feats: Craft (any) +2, Intimidate +3, Knowledge combat abilities.
(religion) +2; Toughness, Weapon Focus (quarterstaff). Bard Spells Known (3/4/2): 0 detect magic, flare
Possessions: Studded leather armor, quarterstaff. (DC 14), ghost sound (DC 14), light, mage hand, message;
D Wautto the Sane: Male human bard 5; CR 5; 1st charm person (DC 16), cure light wounds, Tasha s
D
Medium humanoid; HD 5d6+10; hp 27; Init +1; Spd 30 hideous laughter (DC 16), undetectable alignment; 2nd
ft.; AC 17, touch 11, flat-footed 16; Base Atk +3; Grp +2; blur, eagle s splendor, invisibility.
Atk +2 melee (1d3 1, unarmed strike); Full Atk +2 melee Languages: Common, Orcish.
(1d3 1, unarmed strike); SQ bardic knowledge +6, bardic Possessions: +1 glamered mithral breastplate, cloak
music 5/day (countersong, fascinate, inspire competence, of Charisma +2, pearl of power (2nd-level spells).
inspire courage +1); AL NE (appears N because of unde-
tectable alignment spell); SV Fort +3, Ref +5, Will +6; Str 8,
ABOUT THE AUTHOR
Dex 12, Con 14, Int 13, Wis 10, Cha 18.
Owen Kirker Clifford Stephens was born in 1970 in
Skills and Feats: Bluff +11, Concentration +9, Diplo-
Norman, Oklahoma. He attended the TSR Writer s
macy +19, Escape Artist +8, Intimidate +9, Knowledge
Workshop held at the Wizards of the Coast Game
(religion) +8, Listen +7, Perform (oratory) +12, Sense
Center in 1997 and moved to the Seattle area in 2000,
Motive +7; Iron Will, Skill Focus (Diplomacy), Spell
after accepting a job as a Game Designer at Wizards of
Focus (enchantment).
the Coast, Inc. Fourteen months later, he returned to
Bardic Music: Wautto can use bardic music five
Oklahoma with his wife and three cats to pick up his
times per day. See the bard class features on page 29 of
freelance writer/developer career. He has author and co-
the Player s Handbook.
author credits on numerous Star Wars and EverQuest
Countersong (Su): Wautto can use music or poetics to
projects, as well as Bastards and Bloodlines from Green
counter magical effects that depend on sound.
Ronin. He also has producer credits for various IDA
Fascinate (Sp): Wautto can use music or poetics to
products, including the Stand-Ins printable figures.
cause one or more creatures to become fascinated with
him for 5 rounds.
10


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