TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  FURintro3-03 
   
   
   
   
   
   
   
  Tears of Garasteth 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.5 
   
  by Steve Yee 
   
   
  A series of grisly murders has frightened the citizens of Chendl. Do you have the courage to find the villain responsible 
  and put an end to his nightly reign of terror?  An introductory adventure designed for 1
  st level characters only. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  Tears of Garasteth 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or 
  more either higher 
  or lower than the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half of 
  the 
  experience 
  points awarded for 
  the 
  adventure. 
  This simulates the 
  face 
  that 
  either 
  your character was 
  not as challenged 
  as 
  normal, 
  or 
  relied on help by 
  higher-level 
  characters to reach 
  the objectives. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  utilize the iconic characters to complete a table of 
  six. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Time Units and Upkeep 
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  This is a standard one round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  Tears of Garasteth 
   
  Page 3 
  
  Adventure Background 
   
  Thrommel’s Crown – named after Thrommel I, the 
  first King of Furyondy – is one of the oldest cemeteries 
  in Chendl.  Located near Coronation Park and the Royal 
  Palace, it served as the final resting place for many of the 
  nobility, wealthy and social elite of the city during the 
  first fifty years of Chendl’s existence until about 338 CY.  
  The original architects had designed Thrommel’s Crown 
  to complement, but not outshine, the serene tranquility 
  of Coronation Park, the wonder of the King’s Garden and 
  the beauty of the Royal Palace.  
   
  To the present day, Thrommel’s Crown is well 
  maintained.  Mausoleums, crypts and headstones are 
  both elaborate and ornate.  Many are made of the same 
  gold-veined white marble used in the construction of the 
  Royal Palace.  During the day, the public is allowed to 
  roam freely and explore the grandeur of this tranquil 
  place under the protection of a squad of the King’s House 
  Regiment.  The cemetery closes at night and the soldiers 
  dutifully patrol the grounds in honor of the dead and 
  their visions for Chendl as an architectural masterpiece. 
   
  Recently, unbeknownst to the public, night patrols 
  in the cemetery have greatly decreased as the focus of the 
  Kingsmen and the soldiers of the King’s House Regiment 
  have shifted to other causes of concern in Chendl.  The 
  squad assigned to Thrommel’s Crown portray themselves 
  as officious and disciplined in their interactions with the 
  public.  But out of the public eye, the squad has become 
  lax.  Regimental Headquarters is well aware of the squad’s 
  temperament and uses this assignment for well meaning 
  but less than competent soldiers; many of who come 
  from politically affluent families.  Headquarters turns a 
  blind eye to the haphazard nightly patrols in the 
  cemetery as long as the squad does not embarrass the 
  Regiment.  
   
  Not long ago, a young thief named Tomas “Two-
  Fingers” accidentally discovered this lack of nightly 
  patrols.  Tomas was deeply in debt to Pavlar Krin and was 
  desperate to pay off the overweight moneylender 
  quickly.  Normally he avoided robbing soldiers, 
  especially this close to the Royal Palace.  As a drunken 
  soldier stumbled across Coronation Park late one night, 
  he took a chance.  But before he could rob the soldier, 
  several of the soldier’s comrades arrived and upbraided 
  their friend.  Cursing his ill luck, Tomas was about to 
  skulk away when he overheard part of their conversation. 
   The soldiers were upset that they had been forced to rise 
  from their warm, comfortable beds and look for their 
  friend.  These soldiers were also afraid that Headquarters 
  would find out about this incident and make them return 
  to regular nightly patrols within the cemetery.  One of 
  the soldiers wondered why the drunken soldier had not 
  entered the deserted cemetery through the hidden 
  entrance and gotten drunk there instead of stumbling 
  blindly about Coronation Park and attracting unwanted 
  attention. 
     
  Tomas, like most Chendl citizens, had believed 
  Thrommel’s Crown to be patrolled at night, so always 
  avoided the place.  He knew he could use this 
  information to his advantage.  He would pickpocket or 
  brazenly rob any who entered Coronation Park at night 
  and then avoid capture by slipping into the cemetery. 
   
  In the morning, Tomas returned to Thrommel’s 
  crown and searched for the best hiding spots near the 
  hidden entrance.  This hidden entrance – which was not 
  all that difficult to find once he started searching – 
  proved to be a small hole under the wall near several 
  large bushes.  During his exploration, Tomas made a 
  second discovery.  He overheard some workers 
  remarking how safe the cemetery was and how those 
  interned were buried with the wealth they possessed 
  during their life.   
   
  A new thought came to Tomas and he decided on a 
  career change.  Grave robbing would be the answer to all 
  of his monetary woes.  In Furyondy, grave robbing or 
  disturbing the dead, however, is a more serious crime 
  than pickpocketing or minor robberies.  In fact, as an 
  Injurious Crime it is typically punished with either a 
  heavy fine or six months hard labor.  But Tomas reasoned 
  that punishment was only for those caught and he was 
  both careful and very confident in his abilities.  Hence, 
  there was little chance he would ever get caught.  
  Further, he figured even if he did get caught, he could do 
  the six months easily.  It was a better alternative than 
  facing Pavlar Krin’s goons and explaining to them how 
  he could not pay off his debt.  
   
  Tomas knew that as long as he was careful and made 
  sure that his grave robbing went undetected, he would 
  soon amass a small fortune before anyone was the wiser.  
  He truly believed he could circumvent all physical and 
  magical traps.  After all, it was well known on the street 
  that the power of magic decreased as time went by, so the 
  chances of encountering a magic trap in any of the tombs 
  would be minimal.  Physical and/or mechanical traps or 
  locks would never really be a challenge to a thief of his 
  skills.  Moreover, if there were any undead in the tombs, 
  Tomas would smell them first and easily outrun them.  
  And just to be safe Tomas would make an extra tithe to 
  Kurell, God of Thieves.  If his luck held true, soon he 
  would be wealthier than he ever imagined and have all 
  his debts repaid to boot. 
   
  About a week ago, Tomas broke into his first – and so 
  far only – mausoleum.   He chose a rather ornate 
  structure: a squat, one-story tomb made of gold-veined 
  white marble.  It was out of the way, so chances were very 
  small that the break-in would be detected anytime soon.  
  As luck would have it, breaking into the mausoleum 
  Tears of Garasteth 
   
  Page 4 
  
  proved far easier than he expected and he quickly 
  discovered a huge fortune.  He made more money in that 
  one night than in his best season as a pickpocket. 
   
  Tomas stole a bag of ancient coins.  The coins, nearly 
  300 of them, were in mint condition and had the picture 
  of a noble and fierce looking man on one side and a 
  crown on the other.  The bag of coins was found inside a 
  stone bowl.  The bowl was on top of a small stone coffin.  
  The coffin contained the bones of a child or a young 
  adolescent, and bore the inscription “Aubraen Loranth”.  
  A pair of cute kitty cat statues stood guard over the coffin, 
  staring into the bowl.  Aside from the statues and the 
  small coffin, there were two more stone coffins in the 
  tomb.  The two coffins, together side by side, had the 
  names “Faunchen Loranth” and “Aldovan Loranth” 
  engraved on them.  These coffins contained two adult 
  skeletons, each buried with rings, gems and jewelry.  Just 
  before dawn, Tomas fled the mausoleum and went off to 
  spend his new fortune. 
   
  Unfortunately, Tomas broke into the mausoleum of 
  a powerful wizard and his family.  The wizard, Aldovan 
  Loranth, had once served in the court of King Thrommel 
  I.  Aldovan was an arcane scholar of the mystic Garasteth 
  and the House Garasteth (between –643 CY to –216 CY).  
  Aldovan, besides an arcane advisor, was also a devoted 
  family man obsessed with the protection of his only 
  beloved child; a daughter that tragically died from an 
  incurable, horrid disease.   
   
  Before his death, Aldovan used an ancient spell 
  known as the “Tears of Garasteth” to protect the bodies 
  and wealth of himself and his family, especially that of 
  his daughter.  At dusk the next day, the guardians of the 
  tomb awoke.   Angry and vengeful, these guardians – 
  fiendish grimalkins – began searching for the defiler of 
  the mausoleum by slowly, meticulously tracking the 
  thief’s scent and the coins he stole. 
   
  The next night, the guardians found the coins that 
  Tomas used to buy some food from a street vendor 
  (Ansar).  On the subsequent night, they discovered the 
  coins the thief used to purchase a companion (Jenille 
  Herfad) for the night.  The guardians slew both the street 
  vendor and Jenille in a most gruesome way.  Each victim 
  was found eviscerated and beheaded.  The head was 
  discovered perched atop the body magically, silently 
  mouthing the word “Defiler” over and over again; thus 
  beginning the “Defiler Murders”.     
   
  On the following night, the guardians entered the 
  home of Sir Froderick Chaumers and Jerric Van Niles.  
  Both had done business with Tomas the day before and 
  were brutally killed in the same manner as the other 
  victims.  The guardians dutifully collected the coins 
  Tomas paid them with. 
   
  Meanwhile, Tomas used these coins to pay off his 
  debt of 100 wheatsheaves (gold) to Pavlar.  Pavlar, 
  however, was no fool and recognized that the coins 
  would be worth a lot to the right collector.  
  Consequently, he contacted an old university friend of 
  his, a rare coin collector, named Michel Pendant to 
  privately discern the true value of the coins.   
   
  Together, Michel and a scholar of the Ancient 
  Kingdom of Aerdi (Rodel Folentar) determined that the 
  coins were minted in commemoration of the coronation 
  of Lord Mikar as the first Grand Prince in –216 CY of 
  what would be later known as the Kingdom of Aerdi.  
  Each coin was worth more than a hundred wheatsheaves. 
   Pavlar was overjoyed for he knew Tomas had more of the 
  coins.  The fat moneylender planned to persuade Tomas 
  to give up the remainder of the coins and reveal the 
  location of any other coins he had found.  If all went well, 
  Pavlar would soon be enormously wealthy. 
   
  Although greedy, Pavlar was generous to his friends. 
   He gave Michel three of the coins as payment with the 
  explicit order that neither he nor Rodel speak to anyone 
  about them.  Michael kept two of them and gave Rodel 
  one for payment and passed on the message.  Both knew 
  better than to cross Pavlar Krin. 
   
  Rodel, thrilled to have his piece of history and his 
  new lucky coin, went off to his favorite tavern, the 
  Feldrake, to celebrate… 
   
  Adventure Summary  
   
  A young thief has taken to grave robbing and 
  disturbed the crypt of a long dead wizard in one of 
  Chendl’s oldest cemeteries.  The thief stole ancient coins 
  meant to help the wizard's beloved daughter in the after-
  life.  The guardians of the crypt have awoken and begun 
  to hunt the thief and the coins he stole.  As the thief 
  spends the coins and pays off his debts, the guardians 
  find the coins, kill off those who possess them and 
  continue their hunt for the original thief.  Chendl is 
  terrified by these gruesome murders.  It is left to the PCs 
  to solve these murders.  See Appendix B for a timeline of 
  the murders. 
   
  Introduction:  
   
  Over the last week a series of brutal murders have 
  occurred in Chendl, the Capitol City of Furyondy.  
  Everyone 
  is 
  certain 
  more 
  murders 
  will 
  occur.  
  Consequently, the PCs have decided to become caravan 
  guards and leave the city for a time.  Alas, when the PCs 
  arrive at the Feldrake Tavern to finalize the deal, they 
  learn that the wagon master has hired more experienced 
  guards and left the city.   
   
  Encounter One: 
  Tears of Garasteth 
   
  Page 5 
  
   
  Over a meal paid for by the wagon master, the PCs 
  decide on their future plans.  Within a half-hour, the so-
  called “Defiler Murderer” kills a friendly tavern patron 
  and the PCs are drawn in to investigate the crime. 
   
  Encounter Two: 
   
  The PCs investigate the death of Rodel Folentar and 
  discover that Rodel received an ancient coin from a rare 
  coin collector, Michel Pendant. 
     
  Encounter Three:   
   
  The PCs gather more information and track down 
  various leads.  They discover that all the previous victims 
  possessed old coins and may come to the conclusion that 
  these coins are cursed.  PCs learn that Michel Pendant 
  may have information critical to solving the murders. 
   
  Interlude (Optional):   
   
  A shady, but powerful wizard and his two cronies 
  sell protective amulets to keep the “Defiler Murderer” at 
  bay.  One of the amulets sold to the adventurers actually 
  works to attract the guardians rather than protect the 
  adventurer from it. 
   
  Encounter Four:  
   
  The PCs have a chance to prevent the death of 
  Michel Pendant.  PCs will discover that the coins came 
  from the moneylender Pavlar Krin. 
   
  Encounter Five:   
   
  The PCs travel to Pavlar’s hunting lodge outside of 
  the city.  Pavlar refuses to give the name of the person 
  who sold him the coins but promises to tell all in the 
  morning.  Shortly after the PCs leave, the guardians 
  arrive and kill Pavlar and several of his henchmen.  
  Drawn back to the lodge, the PCs discover who gave the 
  coins to Pavlar and where he was to meet Pavlar 
  tomorrow.  The PCs also discover that Pavlar contacted 
  Rhovan Hagindar to break the curse on the coins.  
   
  Encounter Six:   
   
  The PCs meet with Rhovan Hagindar.  Rhovan 
  informs the PCs that to stop the murders, the remaining 
  coins must be blessed by a cleric of Al’Akbar (God of 
  Guardianship) and returned to the place the coins were 
  stolen from by the very thief that stole them.  Rhovan 
  will arrange to have a priest available to bless the coins 
  once the PCs retrieve them.  
    
  Encounter Seven:   
   
  The PCs confront Tomas about the coins. He is 
  horrified to learn that he is the cause of the murders and 
  that the same fate of the victims will likely befall his 
  family, who now has some of the coins.  Tomas will give 
  the coins to the PCs and willingly accompany them to 
  the mausoleum to end the murders.   
   
  Encounter Eight: 
   
  The PCs get the coins blessed by the cleric of 
  Al’Akbar and are assured by both Rhovan and the cleric 
  that they will be safe from the guardians. 
   
  Encounter Nine: 
   
  Tomas and the PCs enter Thrommel’s Crown.  Just 
  short of the mausoleum, the guardians ambush everyone. 
   After defeating or delaying the guardians, Tomas returns 
  the blessed coins to the bowl and the defiler murders 
  end. 
   
  Conclusion:   
   
  With the end of the murders, the PCs will need to 
  determine Tomas’s fate.  The PCs are rewarded for their 
  heroism and investigative skills. 
   
  Notes 
  • 
  This is an introductory module designed for a 
  group of six 1
  st level Living Greyhawk 
  characters.  It is an investigative module that 
  will depend on the PCs ingenuity, perseverance 
  and bravery. 
  • 
  The Living Greyhawk campaign is a family 
  oriented campaign.  This module has, at least, 
  two areas that may be troubling to young 
  children or sensitive players.  The first is the 
  graphic description of the murders. The second 
  is Tomas’s purchase of a prostitute for the night. 
   If young or sensitive players are present, then 
  the DM should tone down the graphic 
  description of the murders and describe Jenille 
  Herfad as a female friend of Tomas.  In the latter 
  case, no one associated with Jenille knows any 
  information about Tomas or her relationship 
  with him.   
  • 
  The final combat is not designed to be 
  unbeatable, though it may prove to be a difficult 
  fight.  The PCs are NOT required to destroy the 
  guardians to successfully complete the module.  
  To stop the murders, the PCs need to have 
  Tomas (or at least his hand) place the remaining 
  blessed coins into the bowl found inside the 
  Loranth Family mausoleum.  It is possible for 
  some PCs to distract the guardians while the 
  others help Tomas enter the mausoleum and 
  place the coins in the bowl.  
  • 
  Grave robbing and murder are crimes in 
  Furyondy.  Tomas “Two-Fingers” is guilty of 
  both, though he did not intend to do the latter.  
  Tears of Garasteth 
   
  Page 6 
  
   
  Rumors of ill fortune abound everywhere from 
  the lips of Chendl’s citizens.  It has been told that 
  ravens, those harbingers of evil, have taken up roost 
  in the King’s Garden.  The statues outside the 
  temples are said to have cried blood as the priests 
  climbed the steps to hear court this Moonday 
  morning.  Finally, a runecaster plying his trade at 
  the King’s Arm Tavern cast out his dice only to have 
  them all transform into desiccated eyeballs as they 
  rolled to a stop at the feet of Lord Vormar of 
  Brancast Keep. 
  In the end, it will be the PCs’ choice whether to 
  bring Tomas to justice.  Generally, there will be 
  no repercussions if the PCs decide to let Tomas 
  go.  However, should paladins decide to look 
  the other way and make no effort to bring 
  Tomas to task for his crimes, even after a subtle 
  DM warning, this unlawful act should be noted 
  on their AR.   
  • 
  References to “Knowledge – Local” refer to local 
  knowledge of the Iuz Border States metaregion.  
   
   
  It is not surprising that the city is on edge 
  following a string of gruesome murders.  Each 
  victim was eviscerated and beheaded.  The head of 
  the victim was found perched upon its chest.  Some 
  say each head was still alive even after death, 
  mouthing the word “Defiler” over and over again. 
  The following factors are in effect in Chendl at the time 
  of this module: 
    
  • 
  There is an area of magical darkness (Deeper 
  Darkness) around the city proper.  Also, there are 
  clouds over the city at all times and it appears 
  twilight even during mid-day.  At night, no stars 
  can be seen.    
   
  Talk like this made leaving Chendl as caravan 
  guards seem like a good plan.  This morning you 
  negotiated with the respected caravan master Jonar 
  Linn to guard his caravan on its journey to Veluna 
  City.  Tonight, you were told to meet him at the 
  Feldrake Tavern to sign the contract and finalize 
  your employ.  However, when you arrived, the owner 
  of the Feldrake Tavern informed you that Jornar had 
  already left the city after hiring more experienced 
  guards.  To make amends, Jornar has paid for a 
  hearty five-course meal for you and other would be 
  guard candidates.  Now, you sit with them at a 
  corner table as the meal is about to begin.  
  • 
  The city is considered under the effects of an 
  “Unhallow” spell, with the exception of 
  previously consecrated holy ground (specifically 
  church grounds).  Previously consecrated holy 
  grounds are “cancelled out” by this effect (e.g. 
  they are considered neither consecrated nor 
  unhallowed).  The additional effect is that of a 
  Bane spell for all non-neutral individuals.   
  • 
  The shield interferes with divinatory effects.  
  There is a 75% chance any divinatory spell will 
  be ineffective (treat as Obscure Object).  Effective 
  divination spells cause additional strain on the 
  caster, requiring a Concentration check (DC 
  20+spell level) or the caster falls unconscious.  
   
   
  After PC introductions, proceed to encounter one. 
   
   
  • 
  The spell detects as evil (strength is strong; 
  caster level considered 20).   
  Encounter One 
  • 
  The shield results in an effective Dimensional 
  Lock spell on the city proper. 
   
   
  Allow the PCs a few moments to roleplay amongst 
  themselves and perhaps to talk of the rumors and strange 
  happenings as they dine.  Here are a few details about the 
  Feldrake Tavern and some other pertinent details: 
   
  Introduction 
   
   
   
   
  The portents have been bad all week. It is even 
  rumored than a diviner from the Church of Boccob 
  went insane after failing to scry the future.  All 
  know the gods have fallen silent to Chendl’s seers 
  since the darkness first fell on the city.  
  • 
  It is Watersday in the third week of Wealsun 
  (Low Summer).  The week after next will be the 
  week long Richfest Festival. 
  • 
  The weather for the past couple of weeks has 
  been miserable.  Rain showers (from drizzles to 
  outright downpours) have been frequent.  The 
  sun has not been seen over the city since the 
  spell failure of the “magical shield”.  The 
  weather and lack of sunlight no doubt has added 
  to the morose mood within Chendl. 
  Dark clouds above the city prevent the welcome 
  light and warmth of the sun to fall on this beautiful, 
  proud city.  Now even at mid-day, when the sun 
  should be at its zenith, Chendl is in twilight.  The 
  lack of the sun has made many a citizen morose and 
  gloomy.  It is just the right atmosphere for 
  intriguing gossip. 
  Tears of Garasteth 
   
  Page 7 
  
  • 
  The Feldrake Tavern is frequented by upper 
  middle class merchants and tradesman.  [Prices 
  here are triple the normal rate]. 
  • 
  The Feldrake Tavern is of average size.  The 
  owner is Davin Farfield who has been the owner 
  the Feldrake for ten years and has known Jornar 
  for much of the time.  Jornar became spooked 
  by the talk of bad omens, grisly murders and 
  raids by Iuz.  Jornar was distraught over not 
  hiring the PCs as guards, but decided for the 
  safety of his workers and the cargo that more 
  experienced guards were needed.  Jornar and his 
  caravan left earlier this afternoon. 
  • 
  Use your discretion in describing the meal 
  served to the PCs.  Remember, this is a hearty 
  five-course dinner with plenty of drink (good 
  beer and table wine) to go around.  
   
  Creatures:  
  Darvin Farfield (hm, NG, Ftr8), owner of the Tavern.  
  Darvin is an Oeridian in his mid-fifties, slightly 
  overweight and has a receding hairline.  
   
  Madelline and Terrena (hf, N, Com1) are servers in 
  their early twenties and are plain, but saucy.   
   
  Albrecht (male, dwarf, NG, Ftr4/Brb1).  Albrecht, the 
  cook, is an average-looking middle-aged dwarf with a 
  slightly gruff manner.  His cooking skills are well above 
  average. 
   
   
  The patrons in the tavern are predominantly human 
  although a couple of elves and a rotund halfling are 
  present as well.  There are 10 to 15 good or neutral 
  patrons (mostly 1
  st or 2
  nd level commoners) present.  The 
  primary patron of note is Rodel.   
   
  Rodel Folentar (human, male, N, Exp3) is in his early 
  50’s.  He is tall, has an athletic build and is clearly well 
  educated (a scholar of the ancient Kingdom of Aerdi).  
  His wife passed away years ago and all his children have 
  grown and moved away.  He is very friendly.    
   
  The patrons and employees of the tavern know the 
  following information about the murders: 
   
  • 
  The murders started about a week ago.  There 
  are three known victims.  One was a female 
  prostitute in the Seven Coppers District 
  outside of the city.  The last two were well-
  respected merchants.  
  • 
  One of the merchants was Sir Froderick 
  Chaumers, a knight from Bissel, who owned a 
  high-class clothing store called “Chaumers” in 
  Royal Gardens District. 
  • 
  The other merchant was Jerric Van Niles.  He 
  owned a store in the Merchants Square area 
  that specialized in adventuring gear.  
  • 
  The merchants were slain in their homes. One 
  of the merchants home was supposedly heavily 
  warded with magic.   
  • 
  All three murders occurred at night. 
  • 
  Each murder victim was eviscerated and 
  beheaded.  The victim’s intestines and liver 
  were removed and some say eaten.  The head 
  of the victim was found perched atop the 
  chest, magically mouthing the words “Defiler!” 
  over and over again. 
  • 
  These are very gruesome murders.  There have 
  never been murders like this in Chendl or 
  anywhere else. 
  • 
  Many feel the City Militia should be 
  investigating these murders more diligently.  
  With the problems accompanying divinations 
  at this time, no one has been able to divine 
  anything about the murderer.  
   
   
  Everyone in the tavern has their own opinions about 
  whom or what the “Defiler” murderer is, why the City 
  Militia is not adequately investigating the murders, if the 
  murderer will ever be caught and the motivations of the 
  murderer.  All are wild speculations.  Feel free to make up 
  rumors of your own, but DO NOT reveal module plot 
  points.   
   
  The patrons and employees can provide some 
  additional information, which may or may not be 
  relevant: 
   
  • 
  The “Defiler” murderer will never be caught.  
  He only attacks in the dead of night when fog is 
  present. 
  • 
  The “Defiler” murderer is an abomination sent 
  by Iuz to undermine the morale of Chendl. 
  • 
  When the murderer is caught, he will swing 
  from the gallows.  The murderer is a man and 
  like other murderers he will make a mistake and 
  get caught.  As everyone in Furyondy knows, 
  when criminals are caught, they are always 
  punished.  The talk of mysticism and magic are 
  just rumors spun by storytellers and old women 
  anxious for an audience.  “He will be punished 
  ‘as certain as the Crockport Four’”. 
  • 
  Who are the Crockport Four? The Crockport Four 
  were adventurers that attacked innocents in the 
  streets of Crockport a few years ago.  They were 
  all caught and imprisoned or executed.   
  Tears of Garasteth 
   
  Page 8 
  
  • 
  If the PCs are persistent in trying to find out 
  information about the murders, one of the 
  patrons (an elderly human with a wise, honest 
  face) will tell the PCs a story he heard from 
  “reliable” sources.  The patron personally thinks 
  the story is a “load of hogwash”, but it does 
  sound plausible.  “Supposedly a group of 
  adventures were exploring a cavern in the 
  Barony of Kalinstren.  They found an 
  ancient 
  relic 
  they 
  thought 
  was 
  to 
  Heironeous.  They returned with the relic to 
  Chendl.  A paladin of Heironeous held it 
  the entire way, cradled in her arms like a 
  newborn babe.  But slowly the relic changed 
  her, 
  and 
  before 
  any 
  of 
  her 
  fellow 
  adventurers realized what was going on she 
  went insane.  She is committing these 
  murders on the wicked and immoral.  This 
  is the reason the Church of Heironeous has 
  said naught of these murders and the 
  Kingsmen refuse to actively investigate the 
  crime.  Now listen close, you. I heard this 
  paladin is a childhood friend of Prince 
  Thrommel, rest his soul. There may be more 
  reluctance to investigate these murders 
  than everyone thinks.”   
   
  • 
  An alternative story about the source of the 
  murders is told by the rotund halfling (Bartle; 
  male halfling, LN, Exp3).  “I heard that the 
  Thieves Guild here in Chendl have finally 
  come to power.  A strong leader with a lot of 
  political connections has come to the 
  forefront.  These murders are a sign, a 
  message, to any and all that tamper in the 
  affairs of the Guild.”  The halfling is a skilled 
  scribe.  He is not a thief and does not know 
  anything else about the Thieves Guild or its 
  leaders.  He overheard this rumor at the King’s 
  Arm Tavern and is certain it is true. 
   
   
  Development One 
   
   
  Some time during the PCs’ meal or as the PCs are 
  talking with the patrons, Albrecht emerges from the 
  kitchen and joins in an avid discussion with Darvin and 
  another patron (Rodel Folentar).  The trio appear to be 
  old friends and discuss many topics animatedly.  The 
  topics range from the murders to politics to the latest 
  scandals in Veluna and Highfolk.  They actively avoid 
  talking about Iuz and war. 
  • 
  Darvin and Albrecht, both former adventurers, 
  don’t take much stock in the rumors that the 
  “Defiler” murderer will never be caught.  They 
  both believe the “Defiler” murders will be the 
  talk of the season, however.  Indeed, some say 
  talk of the murders is a welcome distraction 
  from the weather and the war with Iuz. 
  • 
  Rodel, Darvin, and Albrecht compare notes of 
  the bad omens and rumors about who the 
  murderer is.  They openly laugh at some of the 
  more ridiculous rumors.  They agree that the 
  murders are gruesome, but doubt that a demon 
  or some magical beast is involved.  However, 
  Albrecht and Rodel believe there may be some 
  truth to the rumor that the murders have 
  something to do with the Thieves Guild.  “It 
  seems to me that the death of the prostitute 
  and that merchant…you know Jerric Van 
  Niles…can’t be a coincidence.  I don’t know 
  much about the dealings of the girl but Van 
  Niles was never on the up and up, if you 
  know what I mean…” Those PCs not present 
  for this conversation may be able to overhear it 
  with a Listen check (DC 15). 
  • 
  A Knowledge – Local (DC 15) will reveal that 
  Jerric Van Niles was a merchant who sold 
  adventuring equipment and sometimes bought 
  items of questionable ownership. 
  • 
  If the opportunity presents itself, Rodel or 
  Darvin will tell inquisitive PCs another rumor 
  about the murders.  “Something evil escaped 
  one of the graveyards.  It’s a vampire.  OH, 
  NOOO!!  He’s behind you!!!”  Everyone in the 
  vicinity will laugh at the jest. 
   
  Development Two 
   
   
  As the evening progresses, patrons come and go.  
  Despite the sensational murders, the patrons are not 
  acting any differently.  They enter or leave one at a time 
  or as groups.  Soon after the conversation between 
  Albrecht, Rodel and Darvin, Albrecht will leave the 
  Feldrake briefly.  He returns in less than five minutes 
  carrying a sack of potatoes and other ingredients.  It is 
  only when Rodel heads home for the night that the true 
  fun begins.  Hopefully, the PCs will allow him to slip out 
  of the tavern without trying to accompany him home.  If 
  not, find some reason for the PCs to wander away or 
  become distracted (some creativity may be necessary).   
   
  If the PCs still insist on accompanying Rodel, then 
  have Rodel and the PCs jumped by the tomb guardians 
  (see Appendix A).  The creatures will use their alternate 
  form ability to transform themselves into leopards when 
  they kill Rodel.   They require two rounds to kill Rodel in 
   
  Tears of Garasteth 
   
  Page 9 
  
   
  All together, the PCs have about five minutes to 
  inspect the scene and Rodel Folentar’s body before the 
  Kingsmen arrive and cordon off the area.  This particular 
  militia patrol is comprised of a sergeant (Hybor; human, 
  male, LN, Ftr4) and three troopers (Rysen, Tevin and 
  Michel; human, male, NG, Ftr1).  The Kingsmen 
  question everyone at the scene.  Questions include 
  “What happened here?”, “Where were you when the 
  death occurred?”, “Did you know the victim?”, “Did 
  you see anything unusual?”, “Did you hear 
  anything?” and so on.  Some time after the start of 
  questioning, a middle-aged priest arrives (Ithenel; 
  human, male, LG, Clr3 of Heironeous) and gives the 
  victim last rites. 
  the “Defiler” method. Hopefully, this can occur before 
  any more of the PCs become involved. 
   
  Encounter Two 
   
   
   
   
  It is late evening when an anguished scream is 
  heard from outside the Tavern.  Several patrons grab 
  their weapons and head for the door. 
  The response time from the scream to reaching the 
  body, regardless of how the PCs are arranged, will take at 
  least four rounds (i.e., 24 seconds).  This will give enough 
  time for the creatures to escape detection.  Part of the 
  delay will come from the many patrons heading for the 
  door to see what has occurred outside. 
   
  While there is a good-sized crowd gathered about 
  the scene (assume 20 or 30 people besides the PCs), very 
  few actually observed what happened.  Aside from the 
  people in the Feldrake Tavern, no one else knew Rodel.  
  The witnesses observed the following: 
   
  On the other side of the street in an alleyway, the 
  horribly mangled body of Rodel Folentar can be 
  observed.  He has been gutted, his liver eaten, and his 
  head is perched atop his chest.  His eyes seem alive, filled 
  with fear and agony, as he mouths the word, 
  “Defiler….Defiler….Defiler” over and over again.  A 
  crowd has quickly gathered and is gawking at the body. 
   
  • 
  “Rodel” (or at least a person fitting Rodel’s 
  description) entered the alleyway. 
  • 
  An elderly female (Karissa; human, female, N, 
  Com1) saw a faint glowing outline of a bulky 
  humanoid – like a dwarf or a halfling, but 
  definitely not a child – follow “Rodel” into the 
  alleyway.  Note that the witness is mistaken here.  
   
  Detect magic reveals that the body, and especially the 
  head, radiates faintly of magic (Spellcraft, DC 20; 
  alteration and necromancy).  The head will magically stop 
  mouthing “Defiler” after an hour or so; thereafter the 
  magic slowly fades.  A Spellcraft check (DC 25) will 
  identify the spell as a personally researched one that is 
  specific for dead creatures.  The spell appears to provide 
  partial (i.e., mouthing simple words) and temporary 
  animation to the corpse.  A spell with these observed 
  effects has only been vaguely referenced and has been 
  used both as punishment and as a warning to those who 
  trespass and steal from a sacred place.  A Knowledge 
  Arcane (DC 25) will determine that the spell is of archaic 
  origin, predating the common year (CY) designation.   
  • 
  PCs who question Albrecht will discover he did 
  not see anything suspicious.  He left the Tavern 
  earlier to get potatoes and other ingredients 
  from a storage shed for the vegetable stew he 
  was making. 
  • 
  Another witness, an elf merchant (Lelander; 
  male elf, CN, Rog3/Rgr1) from Highfolk, was 
  passing near the alleyway when he observed 
  “Rodel” 
  enter, 
  whistling 
  a 
  merry 
  tune. 
  Something separated itself from the wall.  The 
  creature was tall and bulky, like a heavily 
  armored humanoid, but made no sound.  If 
  Lelander is questioned further, he modifies his 
  story a bit and claims that the shadow moved in 
  a feminine manner.  He believes that the 
  creature may have been an armored female 
  warrior.  While Lelander is mistaken here, he is 
  not lying.  He is trying to be as helpful as he can. 
   (He did see Rodel enter the alleyway, but the natural 
  shadows of the alleyway were deceiving). 
   
  A Heal check (DC 15) reveals that Rodel’s head was 
  cleanly severed and that an animal (i.e., possibly mid-
  sized) ate the organs.  The pockets were rifled, but 
  neither his money pouch (1 wheatsheaf, 4 sheridan) nor a 
  wedding ring (worth 50 wheatsheaves) was removed 
  from his body.  A comb and a single key are also present 
  on the body.  A Survival check (DC 15) reveals the tracks 
  of a medium-sized feline-like creature near the body.  It 
  could be reasoned that the bite marks on Rodel’s body 
  (i.e., organs) match that of a medium-sized creature.  The 
  tracks of the creature disappear a dozen feet from the 
  body.  A more heroic tracking check (DC 25) will reveal 
  that the medium-sized feline tracks transform into a tiny 
  feline.  These new tracks seem to disappear after a few 
  feet.  
  • 
  All witnesses agree that “Rodel” died a short 
  time after entering the alleyway.  His anguished 
  screams resounded onto the street. 
  • 
  “Rodel’s” gutted corpse fell out of the alleyway 
  followed by his decapitated head.  His head 
  Tears of Garasteth 
   
  Page 10 
  
  bounce a few times before it landed atop his 
  chest.  The head kept on mouthing something. 
   
   
  The militia confirms that Rodel is dead and that 
  some sort of enchantment caused the head to repeat 
  those words.  The Sergeant notes that Rodel’s pockets 
  have been rifled.  Assuming that no one stole anything 
  from the body, the Sergeant will also note aloud that the 
  victim’s money pouch, wedding ring and personal effects 
  (i.e., comb and key) were not taken.  After looking with a 
  jaundiced eye over the people gathered about the scene, 
  as if trying to find a guilty face, he orders his troopers and 
  the priest to begin clearing up the area.  The body is taken 
  to the city mortuary to await burial.  Darvin will step 
  forward and inform the Kingsmen that he is a close 
  friend of Rodel and will contact the family.  
   
  No other evidence can be obtained from Rodel’s 
  body.  Note that Speak with Dead is illegal in Furyondy 
  and will not, therefore, be admissible as evidence.  PCs 
  casting this spell while the Kingsmen are still present 
  will be arrested and fined 100 wheatsheaves (gold) and 
  jailed for 1 week (1 TU).  If they do not have sufficient 
  gold, even after selling all their equipment, they must pay 
  what they are able and spend an extra TU for each 20 gold 
  they cannot pay.  In the unlikely event that the PCs cast 
  such a spell, they will learn that Rodel was attacked from 
  behind and was unable to witness his killer(s).  The 
  remains will be made available to the PCs, if they request 
  to see them at the city mortuary (although they will not 
  be left alone with the body).  As noted above, a Heal 
  check (DC 15) of the body will reveal that Rodel’s head 
  was cleanly severed and that a medium-sized animal ate 
  the organs.   
   
  The Kingsmen will not issue any documents that 
  indicate the PCs are working for them or that grant the 
  PCs any authority should they choose to investigate these 
  murders.  Any PCs who claim to have such 
  documentation during the module and are caught 
  passing forged documents or making false claims will be 
  prosecuted.  PCs found guilty are fined 50 gold and jailed 
  for two months (8 TU).  Chendl does not tolerate 
  criminal activity.  
   
  • 
  If the PCs decide to investigate the murder on 
  their own, they can approach the City Militia 
  (i.e., Kingsmen) and they will be accepted as 
  good citizens offering assistance and be told 
  relevant information about the murders (see 
  below).   
  • 
  As the Kingsmen inspect Rodel’s body, Darvin 
  proclaims, “Rodel and me have been friends 
  for more than twenty years, even before I 
  bought the Feldrake.  I will reward 300 
  wheatsheaves to anyone who brings his 
  murderer to justice.”   
  • 
  Ithenel, the Priest of Heironeous, approaches 
  the PCs and says, “You seem to have a manner 
  about you.  A presence.  I do not think it is a 
  mere coincidence that you are here on this 
  night just to witness a murder, perhaps you 
  are here to solve one.”  Ithenel’s intuition has 
  told him that the PCs may be able to solve the 
  murders.  He recommends that the PCs talk to 
  the City Militia Sergeant or Darvin.  Ithenel 
  recognizes the victim as Rodel, a friend of 
  Darvin.  
   
   
  If the PCs approach Darvin, he will reiterate his offer 
  of 300 wheatsheaves to find the murderer of Rodel.  As 
  stated previously, Rodel and Darvin have been friends for 
  almost 20 years.  Darvin does not know of any enemies 
  that Rodel had or even anyone who would want to harm 
  him.  Rodel was a kind and gentle man.  He made a living 
  as a scholar of the ancient Kingdom of Aerdi and was at 
  one time a tutor to the children of various wealthy 
  merchants and nobility.  Rodel had written several books 
  on the Aerdi, including one book about the migration of 
  the Aerdi following the war between the Baklunish and 
  Suloise Empire.  Darvin has a key to Rodel’s home and 
  will give it to the PCs upon request.  Rodel’s home is 
  several blocks from the Tavern.  The alleyway that Rodel 
  entered was a shortcut to his home. 
   
  Intelligent PCs may have guessed that the “Defiler” 
  reference has something to do with a tomb.  There are 
  many graveyards in and about Chendl.  It would be near 
  impossible for the PCs to determine which specific tomb 
  was violated.  If the PCs decide to randomly search 
  graveyards and tombs, this could lead to disastrous 
  consequences (see Encounter Three). 
   
  City Militia/Kingsmen  
   
  • 
  Due to a limitation of resources, the City Militia 
  has not been able to give their full attention to 
  the murders.  They have been investigating 
  many other crimes and assisting in preparing 
  defenses for the city in case of attack by the 
  forces of Iuz.  Remember, Chendl is a city of 
  more than 16,000 residents.  It is not surprising 
  that the City Militia does not have the resources 
  to fully investigate every crime and initial 
  investigations of this crime have revealed little 
  information on the perpetrator. 
  • 
  Divinatory magic has not been functioning 
  correctly and has been unable to provide 
  information on crimes recently. 
  Tears of Garasteth 
   
  Page 11 
  
  • 
  All the murder victims died in the same 
  manner.  Gutted and beheaded, the unattached 
  head mouthed the word “Defiler” over and over 
  again for at least an hour after their deaths. 
  • 
  It is believed that a necromantic spell was cast 
  on the victim after death to cause this partial 
  animation.  There are no known spells that 
  could have caused this effect, so the spell used 
  was probably individually researched. 
  • 
  The murders have all occurred at night.  
  Including Rodel, there have been five known 
  murders.  Four murders are well-known to the 
  public.  The first murder was kept quiet.     
  • 
  The first murder, unknown to the public, 
  occurred five nights ago.  The victim was a 
  street vendor named Ansar.  His body was 
  found near Sutters.  Because Sutters is a private 
  club that primarily caters to the nobility, the 
  murder was kept quiet.  A Knowledge Local 
  check (Furyondy, DC 15) will reveal that Sutters 
  is a high class restaurant offering high-stake 
  gambling, gourmet food and fine wine and 
  liquor.  As a restaurant for the elite, it is “by 
  invitation only” for anyone without title or a 
  rich reputation. 
  • 
  The next victim (which the public believes was 
  the first victim) was a prostitute named Jenille 
  Herfad.  She was murdered three nights ago in 
  the Seven Coppers District just outside the city 
  walls.  The Seven Coppers District is the 
  seediest part of Chendl.  
  • 
  Two nights ago, the merchants Sir Froderick 
  Chaumers (a wealthy knight from Bissel) and 
  Jerric Van Niles were murdered in their homes. 
   The magical wards on their houses were not 
  disturbed. 
  • 
  There is currently no reward offered for solving 
  this murder from the Kingsmen (however, the 
  militia most likely heard Darvin’s offer and if 
  the PCs ask about a reward would relay that 
  information). 
  • 
  The Militia has not heard of any involvement of 
  the Thieves Guild in these murders, but it 
  would not surprise them.  They also have not 
  heard of rumors that the murderer could be an 
  insane paladin of Heironeous.  They will check 
  into the matter if it is mentioned to them. 
  • 
  If the PCs ask permission to enter Rodel’s home, 
  the militia recommends they get permission 
  from the family (or a close friend). They would 
  also advise the PCs that stealing from someone 
  – even if that person is dead – is still a crime in 
  Furyondy and will be met with swift 
  punishment (The Kingsman makes a chopping 
  motion, as if cutting off the hand of an 
  imaginary thief.) 
  • 
  If requested, the PCs may have access to the 
  body of Rodel.  Other than what is evident by 
  the wounds, no further information can be 
  gained.  The other bodies of the victims have 
  been buried and it is against Furyondy law to 
  disturb the dead.  Note that digging up the 
  bodies is certain to be noticed and will result in 
  imprisonment for a month (4 TU). As the 
  victims never saw their attacker, there is 
  nothing to be learned via a Speak with Dead spell. 
  • 
  The PCs should feel free to report any 
  significant findings to Sergeant Hybor or his 
  immediate superior Lieutenant Lapracious.  The 
  word “significant” is stressed to the PCs.  
   
  Rodel’s Home 
   
  • 
  The PCs can enter the home easily, assuming 
  they acquired a key from Rodel’s body or 
  Darvin.  If not, the PCs can pick the lock (DC 
  25) on the door or find some other means to 
  enter the home. 
   
   
   
  Wooden Door: 1 in. thick; hardness 5; hp  
   
   
  10; AC 5; Break DC 18; Open Locks DC 25. 
   
  • 
  The Kingsmen will not investigate the home 
  until tomorrow morning at the earliest due to a 
  busy schedule.  Assuming there is no prodding, 
  they will likely visit the home in a few days 
  time. 
  • 
  Rodel’s home is that of a retired, upper-middle 
  class tutor/scholar.  It is well kept.  In the study 
  the PCs find books on the history of Aerdi 
  Tribe, Kingdom of Aerdi, ancient Flaeness, etc. 
  • 
  On the desk in the study (Search, DC 15) is the 
  main clue.  It is a letter from Michel Pendant 
  from “Coins of Old Oerth”.  His address is not 
  listed.  A Knowledge Local (Furyondy, DC 15) 
  will reveal that Coins of Old Oerth is a shop in 
  Chendl’s Merchant Square that deals with rare 
  coins and other collectibles.  A Knowledge 
  Local (Furyondy, DC 20) check will confirm 
  that Michel is a rare coin collector.  
  • 
  The letter thanks Rodel for his help in 
  identifying an ancient coin.  The letter also 
  makes it clear that their “benefactor” wishes that 
  they keep their findings quiet and in lieu of 
  payment Rodel may keep the coin.  A note 
  scribbled as a postscript reads, “Hey buddy, 
  Tears of Garasteth 
   
  Page 12 
  
  this coin will be that good luck coin you 
  always wanted.”   
  • 
  Nearby the letter is a small wooden box 
  designed to hold a single coin.  It is currently 
  empty.  The box rests on top a history book 
  entitled The Grand Princes of Aerdi.  
   
   
  After investigating Rodel’s home/office, the PCs 
  may want to retire for the night.  
   
  Encounter Three 
   
   
  The PCs will find it a lot easier to do their 
  investigations during daylight hours.  The PCs have 
  many different leads to investigate and may do so in any 
  order.  They DO NOT have to visit every location to 
  obtain all the clues needed to solve the murders, and it is 
  expected they will not.  The basic information for each 
  lead is provided.  The DM should feel free to create 
  details as needed. Presume that the PCs take 40 to 50 
  minutes to resolve each “lead”. 
   
  Information Gathering 
   
   
  Keep in mind that with the recent attacks by Iuz, the 
  reopening of the war college, the dark cloud hanging 
  over the city, the departure of Knights of Veluna from 
  Furyondy and the “Defiler” murders on top of all that, 
  Chendl is rife with rumors.  PCs that successfully obtain 
  information from a check receive the lower level rumors, 
  as well. 
      
  • 
  DC 5:  A paladin of Heironeous, who just 
  happens to be a childhood friend of Prince 
  Thrommel, is responsible for the murders.  An 
  unholy relic transformed the paladin into a 
  homicidal maniac.  She is killing anyone who 
  has sinned against the Church of Heironeous 
  and those who are disloyal to King Belvor. 
  • 
  DC 7: The murders are a consequence of the 
  failure to properly install the magic shield over 
  the city (FUR3-06).  Something undead crawled 
  into the city and has taken up residence what 
  with the perpetual night and profane benefits 
  that seem to be an unexpected result of the 
  failure of the magic shield about Chendl.   
  • 
  DC 10:  There is new leadership within the 
  Thieves Guild and that person is flexing his 
  muscle by making examples of people who have 
  made the mistake of crossing the Guild. 
  • 
  DC 12:  A minion of Iuz – a terrible demon – 
  has entered Chendl and is slaying anyone who 
  is foolish enough to use the Wicked One’s name 
  in vain.  The true purpose of the demon is to 
  weaken the morale of the citizens of Chendl. 
  • 
  DC 15:  There is a wizard of some repute selling 
  amulets that supposedly will ward off the 
  “Defiler” murderer.  Many of the criminal 
  element and those that must travel the streets at 
  night are purchasing the amulets.  Even some of 
  the Kingsmen have been seen wearing them.  
  • 
  DC 20:  Divinatory magic has failed to provide 
  any clues about the murderer.  The Church of 
  Boccob is afraid to give further divinations.  
  Some say it is Iuz who clouds the city and its 
  divinations because his army is on the move.  
  • 
  DC 25:  What stalks the street at night is not 
  human.  It is a lycanthrope, a weretiger or 
  werelion. 
  • 
  DC 30:  An adventurer from the Pale is said to 
  have seen the beast.  Before he fled home, he 
  told his tale at a nearby tavern.  He claims to 
  have seen a pair of tiny kittens transform into 
  mountain lions with red glowing eyes.  They 
  were incorporeal and easily slew some poor soul 
  who was trying to sell roasted meat.  The 
  creatures – ghosts? – went through the pockets 
  of the man as if looking for something.  The 
  adventurer claimed that there was no doubt that 
  they were minions of Iuz and Iuz will invade 
  the city in a matter of days.  No other 
  information is available about this adventurer.  
  He has fled Furyondy with all due haste. 
   
  Church of Heironeous 
   
  • 
  The Church has no further information 
  concerning the “Defiler” murders. 
  • 
  Ithenel is a junior level priest of Heironeous 
  who works with the Kingsmen.  He is known 
  for his intuitions, which are usually correct. 
  • 
  The rumor of the paladin of Heironeous 
  involved in the “Defiler” murders is completely 
  and utterly false.  Gareth Heldenstar, the high 
  cleric of Heironeous in Furyondy, is getting 
  tired of this rumor and wishes people would 
  stop spreading it. 
   
  Other Churches 
   
  • 
  Divinations have been limited lately and less 
  experienced clerics learn nothing when their 
  attempts are successful.  When they are not so 
  lucky, they are knocked unconscious and suffer 
  nightmares for weeks.  
  Tears of Garasteth 
   
  Page 13 
  
  • 
  If asked about the “Defiler” murders, the priest 
  that the PCs are talking to will pause for a 
  moment and say, “These murders carry a 
  sense of righteous anger and vengeance.  I 
  do not see the hand of Iuz involved here.  I 
  wish I could be of more assistance.”  The 
  priest does not elaborate further. 
  • 
  If the PCs are insistent about finding 
  information about the murders, an acolyte will 
  come forward and report that he/she has heard 
  a rumor that a paladin of Heironeous may be 
  involved. 
  • 
  Most clerics will note that divinations have 
  been unable to turn up conclusive information 
  on anything since the dark cloud appeared over 
  the city.  Because of the effects of divination at 
  present, PCs are unable to find anyone willing 
  to cast divinatory spells. 
   
  Sutters 
   
  • 
  This is an exclusive, high class restaurant and 
  inn for the wealthy and nobility of Chendl.  It 
  also has a small room for high-stakes gambling. 
  • 
  Sutters is located in an impressive two-story 
  building. 
  • 
  It is unlikely that the PCs will be granted 
  entrance to the building, as the clientele list is 
  rather select.  The owners are confident in their 
  relationship with the City Militia and have been 
  very helpful in regards to the murders. 
  • 
  If the PCs are insistent, an employee will tell 
  the PCs (outside the building) what the people 
  at Sutters generally know about the murder.   
  o The body was found about a hundred 
  feet away from the building at night 
  nearly a week ago (i.e., five to six 
  nights ago depending on when the 
  PCs start the investigation).   
  o The victim was a street vendor who 
  sold roasted meat.  His name was 
  Ansar, a friendly fellow who lived in 
  the Seven Coppers District.   
  o No one saw or heard the murder take 
  place.  Ansar’s decapitated head was 
  mouthing the word “Defiler” over and 
  over again.   
  o The Kingsmen were contacted and by 
  mutual arrangement this incident was 
  kept quiet. 
  • 
  If asked, the employee will also report that there 
  was no one particularly suspicious loitering 
  about the place.  Although they get the 
  occasional non-invited customer (i.e., riff-raff) 
  trying to slip into the establishment, those 
  people are persuasively told to leave. 
  • 
  It would be unwise for PCs to start trouble here. 
   Security at Sutters will not hesitate to call the 
  militia.  Security consists of six exceptionally 
  strong, muscle-bound human males with nasty 
  temperaments (human, male, CN, Bbn3/Ftr1; 
  armed with clubs). 
  • 
  A critical clue can be obtained for PCs that 
  specifically ask if a “tall lanky man who may or 
  may not have chewed tobacco” tried to recently 
  enter Sutters.  Security will be consulted and 
  one of the guards will remark, “Yeah, now that 
  youze ask, it was about a week ago.  I 
  remember there was this kid…looked like 
  some starving backwoods trash all dressed 
  up in some out of date clothes.  He was 
  chewin’ on a log of tobacco or something.  
  He kept on with a bunch of false airs, acting 
  like he was some big shot, and kept showing 
  us a bag of funny looking coins and claimed 
  he was long lost nobility.  I figured he was 
  trouble.   Me and a couple of the boys 
  “persuaded” him he really didn’t want to 
  visit Sutters…and, uh, drink tea and eat 
  finger food and the stuff.  Heh, heh…the 
  kid went off to sulk, but not before buying 
  up all that great sweet meats Ansar used to 
  sell.  You know the kind of beef that was 
  real sweet but hot and spicy at the same 
  time.  Darn, I miss that stuff…you know 
  Ansar got murdered that very night too?”      
   
  Michel Pendant 
   
  • 
  A Knowledge Local (Furyondy, DC 20) check 
  will confirm that Michel is a rare coin collector. 
  • 
  Michel lives above his shop called the “Coins of 
  Old Oerth”.  The shop (a modest two-story 
  building) is in the Merchant’s Square area inside 
  city. 
  • 
  IF THE PCs ASK:  Michel is of medium height 
  in his mid 40’s with brown hair and brown eyes. 
   He has a  graying full kept beard. 
  • 
  A middle-aged, gnome clerk (Wendell; male, 
  gnome, NG, Exp3) currently runs the shop.  The 
  clerk will inform the PCs, if asked, that the shop 
  deals in collecting and selling rare coins from 
  across the Flaeness.  There is a specialized 
  market for this.   
  • 
  Michel is an expert in the area of rare coins and 
  often acts as a consultant.  Michel is currently 
  Tears of Garasteth 
   
  Page 14 
  
  out of town at this time but will return this 
  evening. 
  • 
  If Wendell is bribed (with at least 5 
  wheatsheaves), then he will inform the PCs that 
  Michel went to a small village (i.e., Cassa’s 
  Knoll) about a day’s ride north of Chendl to visit 
  his sister.  Michel should be returning through 
  the North Gate near dusk. 
   
  Jenille Herfad 
   
  • 
  A local prostitute who lived and worked in the 
  Seven Coppers District outside of the city wall.  
  The Seven Coppers District is the seediest part 
  of Chendl.  It is not located in the city proper, so 
  this district cannot stain Chendl’s beauty. 
  • 
  Right before her death, which was 3 to 4 nights 
  ago, she was showing an ancient coin to her 
  friends.  Supposedly, she got the coin from one 
  of her customers. 
  • 
  A suitable “gift” (at least 3 sheridans) to one of 
  her friends will reveal that the coin had the 
  head of an uptight, arrogant Oeridian on one 
  side and some sort of jagged mountain range 
  surrounded by leaves on the other.   
  • 
  No reliable physical description of the customer 
  can be discovered. 
  • 
  The ancient coin cannot be found. 
   
  Ansar  
   
  • 
  A street merchant (i.e., vendor of roasted meat) 
  that lived in the Seven Coppers District.  He 
  lived in a boarding house (Mama Wyan’s Flop 
  House) but has not been seen in a week. 
  • 
  No friends or family to speak of. 
  • 
  Ansar did not show off an ancient coin to 
  anyone. 
   
  Sir Froderick Chaumers 
   
  • 
  He was a well-to-do shop owner.  He owned an 
  upscale men’s clothing store called “Chaumers”. 
   The store is in the wealthier section of the city 
  near the Royal Palace.  It is currently operated 
  by three sales persons (Treena, Lorian and 
  Dillith; human, female, N, Com1) all awaiting 
  the return of Sir Froderick’s estranged wife to 
  take over the business.  Prices for clothing here 
  are five to ten times the prices listed in the PHB. 
   All clothes are of exceptional quality. 
  • 
  Sir Froderick bragged to Dillith about a 
  customer (two to three days ago, depending on 
  PC actions) who paid for some clothing with a 
  few old coins. The customer did not realize that 
  the coins were probably worth far more than 
  their face value.  Sir Froderick, of course, knew 
  and over charged him for fine clothes that were 
  in fashion a couple of decades ago. 
  • 
  The customer was a skinny young man, who 
  constantly chewed tobacco.  The young man 
  was clearly out of his element and wanted to 
  appear above his station. 
  • 
  Sir Froderick was murdered at home in the 
  Sovereign Hill’s district (a very wealthy area of 
  the city).  His home was supposedly protected 
  by magic.   
  • 
  His housekeeper (Lilith; hf, LN, Com2) 
  discovered the body. 
  • 
  PCs who visit the home will learn from the 
  housekeeper that Sir Froderick showed her the 
  coins.   
  • 
  The coin had a middle-aged human on one side 
  and a fortress on the other.  The housekeeper 
  only saw the coins for a few seconds. 
  • 
  The coins are missing. 
  • 
  The housekeeper, currently waiting for the 
  return of Lady Chaumers, will inform the PCs 
  that Sir Froderick claimed to be a minor knight 
  from the March of Bissel.  The housekeeper 
  suspects that Sir Froderick was not a knight and 
  may have grown up in Furyondy, maybe 
  somewhere in the Barony of Willip.  The house 
  had arcane protection in the study (i.e., treasure 
  room) but not in the bedroom, where Sir 
  Froderick was murdered. 
   
  Jerric Van Niles 
   
  • 
  A wealthy businessman.  He specialized in 
  adventuring items and purchased almost 
  anything from adventurers.  He owned a shop 
  in 
  the 
  Merchant’s 
  Square 
  area 
  called 
  “Adventurer’s Gain”.  The store currently 
  employs two clerks (Arliss and Garrin; male, 
  human, N, Com1). 
  • 
  Recently bought items include antiquated 
  furnishings from Lord Vormar of Brancast 
  Keep.   
  • 
  If asked about any strange purchases or 
  customers, Garrin will mention an incident four 
  days ago.  A customer – young, very tall 
  adventurer, with nice clothes – purchased some 
  scout-type adventuring equipment [i.e., read 
  rogue items] from Jerric.  He paid with some 
  very old coins.  There was definitely something 
  Tears of Garasteth 
   
  Page 15 
  
  Assuming any PCs survive this encounter, this 
  should stop any future haphazard searching of 
  tombs in this module. 
  odd about the customer; as if he was out-of-place 
  and was very arrogant. 
  • 
  Jerric was murdered three nights ago, in his 
  home in the Sovereign Hills District.  His home 
  was not protected by magic (although the 
  current rumors say otherwise).   
   
  The Kingsmen 
   
  • 
  The PCs may choose to report their findings to 
  Sergeant Hybor or Lieutenant Lapracious.  Both 
  are busy men and it will take at least an hour to 
  find them and make a report. 
  • 
  He was murdered on the same night as Sir 
  Froderick Chaumers.  Neither Jerric nor his 
  wife knew Sir Froderick Chaumers.  
  • 
  Jerric’s wife discovered her husband’s body.  
  Nothing was stolen from their home save for 
  some old coins that Jerric had.   
  • 
  They will take the PCs report with good grace 
  and indicate that more solid proof will be 
  needed before the militia can act.  One of them 
  will mention that Ithenel (the Priest of 
  Heironeous) felt the PCs would have a 
  substantial role in solving these murders.  
  Ithenel’s intuitions are usually right.  They will 
  await the PCs further report and wish them 
  luck. 
  • 
  The coins were of a dyspeptic-looking elf or 
  human on one side and a royal crown on the 
  other.  
   
  Graveyards and Cemeteries 
   
  • 
  Searching the graveyards and cemeteries in and 
  about Chendl for a defiled tomb, especially the 
  correct defiled tomb, will be like “finding a 
  needle in a haystack.” 
   
  Interlude (Optional) 
   
  • 
  Grave robbing or disturbing the dead is a serious 
  crime in Furyondy.  PCs that do so and are 
  caught will be punished to the full extent of 
  Furyondy law (see Adventure Background). 
   
  This is an optional encounter that may be added to 
  the module at the DM’s discretion.  Some time during 
  Encounter Three, but before Encounter Four, the PCs 
  may encounter a shady wizard selling amulets purported 
  to protect against the “Defiler” murderer. 
  • 
  What if the PCs insist on searching a 
  graveyard or cemetery?  There are a lot of 
  them in Chendl, including Thrommel’s Crown. 
   Once the PCs have entered a tomb, roll a d6, 
  2d8’s and 3d12’s in front of the players.  If the 
  players ask, claim that the d6 represents the 
  number of paladins (i.e., platinum pieces), the 
  d8’s the number of wheatsheaves (i.e., gold 
  pieces) and the d12’s the number of sheridans 
  (i.e., silver pieces) the PCs can acquire from the 
  tomb.  In truth, you are determining how soon 
  the PCs will get into trouble.  The d6 is really a 
  d3 and will determine which of the following 
  tombs (i.e., 1 to 3) opened by the PCs will 
  contain a potentially deadly encounter.  Neither 
  the treasure obtained from these tombs nor 
  experience 
  from 
  defeating 
  the 
  creature 
  encountered are included in the AR.  Be sure to 
  roll the dice in front of all the players so they 
  can see how much “treasure” they are getting 
  each time they open a tomb. 
   
  This wizard, who calls himself Pattravar, arrived in 
  Furyondy recently looking for some adventure and a 
  chance to cause a little trouble, not necessarily in that 
  order.  Once the “Defiler” murders occurred and the 
  rumor-mill started spinning, Pattravar could not resist 
  trying to make some money out of other people’s fear and 
  panic.  Pattravar and two of his cronies (Tergg Vrebor and 
  Nalm Otton) have decided to pull an old but reliable con. 
   Although none of these swindlers know anything about 
  the nature of the “Defiler” murderer, they will be more 
  than happy to provide their “expertise” to anyone who 
  will listen. 
   
   
  Approaching one of the main thoroughfares, a 
  crowd has gathered around a small covered wagon.  
  A middle-aged Oeridian is addressing the crowd, 
  “Yes, my friends, as this darkness came, the hand of 
  Iuz caressed the fair city of Chendl and reaped a 
  creature – a demon – that preys on any who dare 
  stroll about the city in the evening hours.  Some 
  might say a wise man would stay indoors.  But 
  others, who have long suffered the fear and 
  unbearable yoke of the Old One, would say, ‘I am not 
  afraid of Old Wicked.  I will not yield to my terror 
   
  [Conditional Encounter]:  A mimic is in the 
  shape of a large coffin.  It will attack the closest 
  PC, as it is rather hungry today.  Mimic (1): 52 
  hp; MM, p. 186. 
   
  Tears of Garasteth 
   
  Page 16 
  
  • 
  50 gp value – This one-shot item has an 
  extended Protection from Evil effect that lasts for 
  2 minutes.  It is activated by the command word 
  “Premen”. 
  and gibber in the confines of my home.  I shall go 
  about my life as I so choose.’   
   
  That, my friends, is a brave man.  But even brave 
  men need an advantage.  The yearning of this 
  demon, this creature of the Old One, has been 
  witnessed before in Greyhawk, Verbobonc and even 
  in Mitrik, Veluna.  Come, my friends, and look over 
  my wares, protective items all.  These are items of 
  power, items not to be trifled with.”  The tall 
  Oeridian gestures to his two assistants, who hastily 
  open the wagon.  Amulets and rings can be seen on 
  trays in the wagon. 
  • 
  100 gp value – This one-shot item has an 
  extended Protection from Evil effect that lasts for 
  2 minutes.  It is activated by the command word 
  “Premen”.  It also has the one-shot effect of 
  Expeditious Retreat embedded in the item and 
  may be activated by the command word 
  “Brevol”. 
  • 
  250 gp value – This one-shot item activates four 
  spells on the command word “Alteerflin”.  The 
  effects are a 2 minute Protection from Evil, 
  Expeditious Retreat, Resist Energy (Fire) and Mage 
  Armor. Pattravar will claim this item is for the 
  more cautious and competent adventurer. 
   
   
  As one might expect, this trio of con men are well-
  versed liars, though Tergg and Nalm tend to defer to the 
  “silver tongue” of Pattravar.  They are selling “magic” 
  amulets of varying levels of power to anyone foolish 
  enough to buy them. 
  • 
  500 gp value – This one shot item activates on 
  the command word “Tervolin” and provides the 
  Protection from Evil, Mage Armor and Expeditious 
  Retreat.  Also, as a one-shot ability, upon the 
  command word “Yattoff”, it will give the bearer 
  Haste.  
   
  The key to this encounter is to remember that these 
  NPCs are con men.  They (well mostly Pattravar) live by 
  their wits and not by their swords.  If confronted with 
  force, they will always try to talk themselves out of it or, 
  failing that, try to run away.  Pattravar will act all 
  knowing and suggest that the “Defiler” murderer is a 
  demon sent by Iuz and that this creature has preyed on 
  denizens of other cities.  Allow the PCs a Knowledge 
  Local check (DC 5) to determine if the PC has heard 
  about this type of murders in other cities.  If successful, 
  then the PC has not heard of any other cities having this 
  problem.  Pattravar will claim that, in all cases, the 
  murders ceased after a time, but no one knows why.   If 
  given a chance both Nalm and Tergg will try to add to 
  Pattravar’s tales, much to Pattravar’s chagrin.  Tergg is an 
  okay liar, but Nalm is not.  Hence, Pattravar and Terrg 
  prefer Nalm to keep quiet. 
   
   
  Pattravar, in selling these items, will allow the PCs to 
  cast whatever spell they want on them to verify that the 
  item is “real”.  He will obviously not give them the 
  “supposed” command word until after they have 
  purchased the item.  Pattravar may even cast an activation 
  spell (Bluff check) on the item and claim that once the 
  activation spell is cast the item will begin to function 
  within the hour, which will hopefully be enough time for 
  this trio of con men to leave the city. 
   
  Now if the PCs happen to purchase these items, it is 
  safe to say that none of them will have the desired effect 
  that they want.  Indeed, one of the items, randomly 
  determined, for some perverse reason actually attracts 
  one of the creatures in the final battle. 
   
  The amulets and rings sell from anywhere between 
  25 and 500 wheatsheaves.  Pattravar is willing to 
  negotiate a price but will not reduce the price lower than 
  15% off.   Note that Pattravar has the heighten spell feat, 
  so the Nystul’s magic aura cast upon some of the items 
  seem to reflect higher level spells (i.e., mimics the level 
  and school of the spell supposedly on the item).  These 
  items are only functional in this introductory module.  
  The supposed “effects” can either be purchased as an 
  amulet or a ring: 
   
   
  Pattravar: Male human, CN, Brd1/Rog2/Wiz7; Perform 
  +7, Diplomacy +5 and Bluff +7; 6’ 2”tall, in his 40’s, black 
  hair, blue eyes, pointed and well kept beard that gives 
  him a rakish appearance, smiles and laughs a lot. 
   
  Tergg Vrebor:  Male gnome, N, Rog2/Ftr3; Diplomacy 
  +3 and Bluff +2; in his later years, average height, 
  overweight, nasty scar across his right cheek, rich 
  baritone voice. 
   
  • 
  25 gp value – This one-shot item has a limited 
  Protection from Evil spell cast upon it that 
  functions for 5 rounds.  It is activated by the 
  command word “Premen”.  This item is what 
  Pattravar would claim to be for the more frugal 
  customer. 
   
  Nalm Otton:  Male dwarf, CN, Bbn1/Rog3; Bluff –2 (i.e., 
  a penalty); average height and weight.  Wide open face 
  and scruffy beard.  
   
  Tears of Garasteth 
   
  Page 17 
  
   
  Once these con men have bilked the crowd and 
  quite possibly the PCs, they will leave Chendl quickly.  It 
  should be reiterated that these NPCs will not resort to 
  violence.  If the PCs try to bring them to justice, Pattravar 
  will lie readily claiming anything from having a permit to 
  sell these items to being the cousin of the King of 
  Furyondy.  Both Tergg and Nalm rely heavily on 
  Pattravar’s quick wit to get them out of trouble with any 
  officials or the City Militia.  All know that it is always 
  easier to talk your way out of things when blood has not 
  been spilled. 
   
  Encounter Four 
   
   
  Michel Pendant has important information that 
  could lead to the identification of the “Defiler” murderer. 
   If the PCs are waiting for him at the North Gate, then 
  proceed to Development One.  If not, proceed to 
  Development Two.    
   
  Development One – At the North Gate 
   
   
  Off in the distance, beyond the cloud cover, the 
  sun sets on the western horizon as complete 
  darkness settles onto the city.  The guards at the 
  North Gate prepare to close the portcullis.  The flow 
  of people coming into the city has declined.   
   
   
  Hopefully, the PCs have gotten a description of 
  Michel Pendant and they will be able to identify him 
  when he returns to the city.  Alternatively, the PCs could 
  call out to him. If the PCs do not make contact with 
  Michel, then read, “The Guard Lieutenant commands 
  the portcullis to be shut.  With a heavy grinding 
  sound, the sturdy steel grate lowers into position.  
  Several guardsmen stand ready at the gate.”  Proceed 
  to Development Two. 
   
  If the PCs locate or call out to Michel, he will meet 
  the PCs in a friendly though a bit hesitant manner, as he 
  was not expecting anyone to meet him at the gate.  If the 
  PCs appear threatening, then he will not hesitate to spur 
  the horse he is riding and flee the area, calling for the 
  protection of the City Militia. 
   
  Michel Pendant:  Male, human, LN, Exp5; Medium 
  height and weight, in his mid 40’s, brown hair, brown 
  eyes, a full kept beard currently graying and scholarly 
  mannerisms. 
   
   
  The PCs will need to convince Michel that he is in 
  danger before he will tell them what he knows about the 
  coins and who has been distributing them.  This can be 
  accomplished with a Diplomacy check (DC 15).  Roleplay 
  can modify this check (up to a +5 circumstance bonus).  
  Remember that Michel has done nothing illegal and 
  knows it. 
   
  Once the PCs have convinced him that he is in 
  danger, he reveals the following information: 
   
  • 
  An old friend (Pavlar Krin) asked Michel to help 
  identify some old coins that he had recently 
  acquired.  Pavlar is a financier.  Michel does not 
  elaborate.  A Knowledge: Local (DC 20) or Bluff 
  (DC 10) reveals that Pavlar is really a 
  moneylender. 
  • 
  Michel realized the coins were ancient Aerdi 
  coins. Michel contacted an expert, a scholarly 
  friend of his named Rodel Folentar (Michel will 
  be grief-stricken to learn of Rodel’s death).   
  • 
  Rodel helped to further identify the coins as 
  commemorative coins for the coronation of 
  Lord Mikar, scion of House Garasteth, as the 
  First Grand Prince of what would be known as 
  the ancient Kingdom of Aerdi in the year –216 
  CY.  The coins appeared to be in mint condition 
  with the picture of Lord Mikar on one side and 
  a crown surrounded by laurels on the other. 
  • 
  Each coin, to the right collector, is worth 100 
  wheatsheaves. 
  • 
  Michel will gladly give the PCs the coins that he 
  has, if they convince him that he is in danger 
  holding them. He was given three as payment 
  for the research he did into the coins.  He kept 
  two for himself and gave the other to Rodel. 
  • 
  Michel suggests that the PCs talk to Pavlar 
  Krinn directly.  Although Pavlar told him not to 
  discuss the matter of the coins with anyone, 
  Michel feels that Pavlar will be understanding 
  of the danger he may be in and will reveal the 
  source of the coins. 
  • 
  The East Gate of the city remains open until just 
  before midnight.  (Knowledge Local, DC 5) 
  • 
  Sense Motive (DC 15) indicates that Michel is 
  slightly scared of Pavlar.  If confronted, he will 
  admit that Pavlar is not a man to be trifled with. 
   He has heard talk that Pavlar may be in the 
  Thieves Guild, quite possibly in the leadership. 
  • 
  Michel will not accompany the PCs to Pavlar’s 
  estates.  He intends to head home and grieve for 
  Rodel.  Also, wisely, he does not want to be the 
  bearer of bad news to Pavlar. 
  • 
  Pavlar lives two hours east of the city.  Michel 
  gives explicit directions to Pavlar’s hunting 
  lodge. 
   
  Tears of Garasteth 
   
  Page 18 
  
   
   
  Once the PCs have the two coins, Michel is out of 
  danger.  If for some reason Michel still has the coins after 
  encountering the PCs, then he will die as a “Defiler” 
  victim later that night.  Proceed to Encounter Five. 
  • 
  Sergeant Hybor sighs and informs the PCs that 
  Pavlar the Merchant is also known as “Pavlar the 
  Fat”.  He is a moneylender that tries to be 
  discreet.  It is rumored that he has some 
  involvement with the Thieves Guild in the city, 
  but the Kingsmen have been unable to 
  conclusively pin any crimes on him…yet.  
   
  Development Two – Where is Michel? 
   
   
  If the PCs are not waiting for Michel’s return at the 
  North Gate or fail to contact him, then the PCs will not 
  encounter Michel.   After sunset, wherever the PCs are, 
  they will hear that another “Defiler” murder has occurred 
  near the North Gate.  A few of the braver citizens of 
  Chendl can be observed to head in that direction.  Most 
  quickly head home and bolt their doors.    
  • 
  It is unlikely that Pavlar will be forthcoming 
  with the Kingsmen.  As the PCs seem to have 
  made headway on the case, he recommends that 
  they head to Pavlar’s hunting lodge, which is 
  about two hours east of the city. 
  • 
  If the PCs report their findings to the Sergeant, 
  he will indicate that common sense suggests 
  that the coins have some sort of curse upon 
  them.  It is therefore a good idea for the PCs to 
  talk with Pavlar.  He is a rational fellow and 
  would be more likely to give the coins to the 
  PCs than the militia.  Also, as a moneylender, it 
  is possible that he has “acquired” the coins from 
  someone else and may know more information 
  about their origins and who he “acquired” them 
  from.  Again the PCs would be better at 
  discerning this information than the militia 
  would. 
   
  When the PCs arrive at the scene of the latest 
  murder, they will find that the City Militia has already 
  arrived.  Sergeant Hybor is in command of the troop and 
  the priest of Heironeous Ithelen has accompanied them.  
  The Kingsmen are currently questioning the witnesses.   
   
  A few witnesses observed the following: 
   
  • 
  He was minding his own business. 
  • 
  He had just stabled his horse.  [There are no 
  clues on the riding horse or at “Gunther’s 
  Riding Stable”, where the horse is stabled at]. 
  • 
  Suddenly everything turned cold and misty.  
  Yeah, real cold. 
    
  • 
  Something large attacked him…something 
  feline.  It gutted him like a fish.  Ate him and 
  then left his head on his chest. 
   
  At this point the PCs should head to Pavlar’s hunting 
  lodge.  Proceed to Encounter Five.   
   
  • 
  His mouth wasn’t just moving.  I heard him…I 
  mean the head…whispering, “Defiler” over and 
  over again. 
  Encounter Five 
   
  • 
  One of the things – it was huge and glowing – 
  took something from him. 
   
  Pavlar’s hunting lodge is approximately a two-hour 
  walk east of Chendl.  It is along the Royal Furyondy 
  Highway.  Pavlar is home and will not be happy to meet 
  with late night visitors.  Mention of the murders, 
  however, will draw his undivided attention. 
  • 
  “I was gonna help defend him, but my long 
  sword got stuck in the scabbard.”  [And other 
  lame excuses]. 
   
  Since the death of Rodel Folentar, Pavlar has had a 
  suspicion that the coins may have a curse on them.  He 
  has contacted a man (Rhovan Hagindar) who is an 
  “expert” in this area and plans to meet with him in the 
  morning, before meeting with Tomas to acquire the rest 
  of the coins.  Pavlar has convinced himself that Tomas 
  has a hoard of these coins.  If Pavlar can obtain the rest of 
  the coins and lift the curse from them, then he would 
  become a very wealthy man. 
   
  Michel’s body has been eviscerated and beheaded.  
  Michel’s head is perched atop his chest mouthing the 
  word “Defiler” over and over again.  The scene of Michel’s 
  murder and the extent of his injuries is exactly the same 
  as was noted in Encounter Two. 
  Sergeant Hybor has not yet searched the body but 
  will allow the PCs the chance to do so first, if they desire. 
   On the body is a sales receipt for research on ancient 
  gold coins (payment for three of those coins and a note 
  that each coin is worth a 100 gold pieces to the right 
  collector).  The customer was Pavlar the Merchant.  A 
  Knowledge: Local (DC 15) will reveal that Pavlar is a 
  moneylender.  If Pavlar’s name is mentioned Sergeant 
  Hybor, the following occurs: 
   
  Assume the lodge is two stories with a basement.  At 
  the start of this encounter, the PCs will have access only 
  to Pavlar’s study.  Later, if they choose to explore the 
  lodge, they will find the only other relevant section of 
  the lodge, a small basement (30’ by 30’).  Overall, the 
  Tears of Garasteth 
   
  Page 19 
  
   
   
   
   
   
  “Four or five days ago, a small time thief came to 
  me with a small fortune in ancient coins.  He 
  wanted to pay off a debt he owed me.  He paid me 
  with a 100 ancient gold coins.  I figured the coins 
  had to be worth more than they seemed.  Ancient 
  coins to the right collector can be worth a great deal 
  so I kept quiet.  The thief is not what we call 
  “worldly” and he obviously had no idea how much 
  the coins were truly worth.  
  design of the hunting lodge is not particularly relevant to 
  the module. 
   
  The occupants of the hunting lodge consist of: 
   
  Pavlar the Fat:  Male, human, CN, Rog4; medium height 
  and profoundly over-weight, baldhead and bulging eyes.  
  He talks with a smooth, lascivious voice. 
   
  Brendel (Pavlar’s Lieutenant):  Male, human, LE, 
  Ftr2/Rog1; tall, lanky and very quick.  Speaks in 
  monosyllables. 
   
  As soon as the twerp left, I contacted an old 
  school chum of mine, Michel Pendant, who 
  specializes in rare coins. Michel and me go way back, 
  went to University together.  He told me the true 
  value of the coins.” 
   
  Henchmen (8):  Male, human, CN, War5; tall, strong 
  and dumb as oxen. 
   
  Servants (2):  Female, human, CN, Com 1; average 
  height and weight, very quiet. 
   
  If the PCs inform Pavlar that Michel has died and 
  how it occurred, Pavlar will add in: “Bad way to die.  I 
  was going to contact him and tell him to get rid of 
  the…  Michel and me go way back.  But these things 
  happen.”  A hard glint can be seen in Pavlar’s eyes as 
  if to suggest there will be a reckoning of sorts. This 
  should serve as a clue to the PCs that Pavlar has already 
  figured out that the coins are cursed and that the thief 
  may be in big trouble.  
   
   
  Note that the exact stats and abilities of the Pavlar, 
  Brendel, and the henchmen are not provided in this 
  encounter.  The PCs should get the impression that 
  attacking Pavlar in his own home would be a bad idea.  If 
  need be, double the number of henchmen at the hunting 
  lodge.   
   
   
   
  Development One 
   
  Regardless, Pavlar continues: 
    
   
   
  “So you think this little twerp might be 
  connected to the murders, eh?  He is supposed to 
  meet me tomorrow and give me the rest of those 
  coins.  He apparently now knows that they are worth 
  more.  Guess he is not as dumb as I figured. Tell ya 
  what, come back tomorrow evening about the same 
  time and I’ll tell you who he is and where you can 
  find him. 
   
  The PCs meet with Pavlar in his study.  Pavlar is 
  seated in a sturdy leather chair behind a large oak desk.  
  He will gesture for the PCs to sit in one of the chairs or 
  the sofa opposite the desk.  Bookcases line the walls and 
  an ornately designed rug is on the floor.  On one of the 
  shelves of a bookcase is a set of five shriveled, shrunken 
  heads (“Souvenirs from my adventuring days…you 
  know how hard it is to get a good shrunken head 
  these days?”).  Although only his lieutenant is in the 
  study with him, he is confident that the PCs will not 
  harm him.   His soldiers are within calling distance and 
  they know how to deal with rowdy guests. 
  Don’t worry, he’ll still be breathing.  Personally, 
  I don’t think he has the guts to be committing these 
  murders.  Maybe he knows the people who are 
  committing them, though.  Once you find out, you 
  can run off and save Chendl.  Maybe get yourselves 
  knighted.  Knights of Furyondy, eh?” Pavlar 
  chuckles.  
   
  Pavlar will be interested to learn of the connection 
  between the coins and the so-called “Defiler” murders.  
  This will confirm what he has already come to suspect.  
  He will not give out a name or a description of Tomas 
  “Two-Fingers” no matter what.  For game purposes, it will 
  be very difficult to extract that information from him 
  without provoking a nasty fight.  Basically, he has worked 
  out a deal with a wealthy coin collector and doesn’t want 
  the PCs to mess it up. 
   
  If Pavlar knows Michel is dead, he will also remark: 
  “Afterwards, when all this is over, Two…ahem…the 
  thief and I will have a long talk about how Michel 
  and me were real good friends.  
   
  Of course, if he’s planning to stop by later 
  tonight and take back the coins he gave me and try 
  to murder me…well, then I’ll have to dissuade him 
  – or whatever he has become – and you can drop by 
  in the morning to collect his body.” 
   
  He will relate the following story to the PCs, once 
  the PCs have told him what they know of the murders 
  and how he might be in danger (Diplomacy, DC 5).  
  Again, he does not give them the thief’s name. 
   
   
   
  Tears of Garasteth 
   
  Page 20 
  
   
  A Sense Motive (DC 17) will indicate that Pavlar is 
  not telling the whole truth.  Pavlar ends the meeting here 
  and tells the PCs to return to the city before the gates 
  shut for the night.  As mentioned there is no planned 
  combat encounter here, but if the PCs get rambunctious, 
  based on the number of people at the hunting lodge and 
  the classes and levels they have, any fight will be short 
  and nasty with the PCs on the losing end.  
   
  If the PCs manage to talk to Pavlar a little longer, 
  then the following will occur: 
   
  • 
  He can be persuaded with some difficulty (or 
  not too much, if the persuader is an attractive 
  female) to let the PCs take a look at one of the 
  ancient coins.  The coin has the head of human 
  male on one side (Pavlar says that the head is a 
  depiction of Lord Mikar of House Garasteth 
  from his coronation celebration) and a crown 
  surrounded by laurels on the other. 
  • 
  The PCs will not be allowed (within reason) to 
  steal it. 
  • 
  If the PCs have the coins Michel gave them, 
  Pavlar will chuckle and comment that Michel 
  was never a fool.  He offers to buy the coins 
  from the PCs for 75 wheatsheaves each.   Pavlar 
  is confident he can deal with this “Defiler” 
  murder business.  He is surrounded by plenty of 
  muscle, so to speak.  
  • 
  He knows that Michel consulted with an expert 
  and personal friend by the name of Rodel 
  Folentar.  Rodel is – was – a scholar of the 
  Ancient Kingdom of Aerdi.   
  • 
  Sometime during the conversation he will let 
  slip the name “Two-Fingers.”  At that point he 
  shuts up, and has the PCs shown the door. 
   
   
  Pavlar plans to double the guard tonight.  He is not 
  concerned about his own safety, as his henchmen are 
  more than competent to handle any threat to his safety.  
  He doesn’t think that Tomas has the guts to try and kill 
  him.  His henchmen will take care of any problems, 
  whether it is Tomas…or something else.  
   
  Development Two 
    
   
  A henchman or two will trail the PCs for a short time 
  to make sure they leave the property.  When the PCs are 
  about five to ten minutes away from the lodge a whole lot 
  of terror and pain-filled screaming start. 
   
  It is hoped that the PCs will investigate.  Have the 
  PCs make a Spot check (DC 15).  Those who succeed will 
  observe a lot of people fleeing the hunting lodge in pure 
  panic and terror.  None of them will fit Pavlar’s 
  description.  The doors to the lodge are left wide open.  
   
  When the PCs arrive back at the lodge they will find 
  Brendel and three henchmen dead, slashed apart (Heal, 
  DC 15 to reveal medium-sized claw wounds and bites).  
  Also, to no one’s surprise Pavlar is dead.  Only Pavlar, 
  however, has been given the “Defiler” treatment.  Like all 
  the other victims, Pavlar has been gutted and beheaded.  
  His head mouths, “Defiler” over and over again.  A search 
  of Pavlar’s body will reveal a key (the key to the vault 10’ 
  by 10’ in the basement).  And, of course, all the coins that 
  Pavlar had are missing. 
   
  There is nothing to stop the PCs from looting 
  Pavlar’s hunting lodge.  If they do so they will recover, a 
  couple hundred gold pieces worth of furnishings and 
  equipment, as well a couple of magic scrolls.   
   
  In Pavlar’s study, the PCs will find an appointment 
  book with the following clues: 
   
  • 
  An appointment to meet with Rhovan Hagindar 
  at the Feldrake Tavern at mid-morning 
  tomorrow.  There is a note about Rhovan that 
  reads “Expert – curses.  Coins cursed?” (See 
  next encounter for more information). 
  • 
  Appointment to meet Tomas ”Two-Fingers” at 
  the Weatherhaven Inn (private meeting room 
  #3) at sunset tomorrow.  Note reads, “Get all 
  coins.  Involved in murders?  Remind 
  Brendel to give this mutt a tour of the river 
  bottom.” 
   
   
  PCs should be able to recognize the name of the 
  Feldrake 
  Tavern, 
  which 
  was 
  described 
  in 
  the 
  Introduction.  The Weatherhaven Inn [Knowledge: Local 
  (DC 15)] is located near the garrison barracks and is 
  popular hangout for warriors and military men.  Prices 
  are double what is listed in the PHB for anyone 
  displaying military rank and triple the price for anyone 
  else. 
   
  Finally, PCs searching the basement (See DM’s Aid 
  #1) will discover a vault.  Inside the vault are 
  approximately 300 gold pieces equivalent of coins and a 
  couple of magic scrolls.  The vault is made out of 
  reinforced masonry and the door to the vault is made of 
  metal reinforced oak. 
   
  Reinforced Masonry Walls:  iron bars set within the 
  walls; 1-foot thickness; hardness 8; 180 hp; break (DC 45).  
   
  Reinforced Oak Door:  metal reinforced oak door; 2-
  inch thickness; hardness 5; 40 hp; break (DC 30); open 
  locks (DC 25). 
   
  Tears of Garasteth 
   
  Page 21 
  
   
  The key to the door may be found on the dead body 
  of Pavlar the Fat.  As one may surmise, the vault is 
  guarded.  If anyone other than Pavlar the Fat enters the 
  vault, then the guardian attacks.  This guardian is a 
  construct and will not leave the basement. 
   
  Read the following as the PCs open the vault door:  
    
   
  From inside the vault the sound of clanking 
  armor and a bone-chilling howl can be heard.  A 
  single creature armored in dirt-encrusted splint 
  mail emerges from the room.  Baleful glowing red 
  eyes peer out from underneath an archaic helm.  The 
  creature readies its shield and longsword.  Again, 
  the creature howls in rage and anguish. 
   
   
  The howl is more artistic license than anything else.  
  It is a permanent cantrip effect placed upon the creature. 
   Have it howl every couple of rounds to unnerve the 
  players.  Combat stats are as follows: 
   
  APL 2 (EL 3) 
   
  Dread Guard, hp 30, see Appendix A.  
   
  Treasure 
  Defeat the guardian, loot the hunting lodge and take the 
  treasure.  Note that once the creature is destroyed, the 
  PCs can loot the masterwork splint mail armor and light 
  shield. 
   
  L: 160 gp; C: 55 gp: M: 25 gp [Scroll (1
  st level Arcane 
  caster; Disguise Self, Magic Missile, Magic Weapon); Scroll (1
  st 
  level Divine caster; Bless, Cure Light Wounds, Magic 
  Weapon)]. 
   
   
  Once the PCs leave the hunting lodge, the night will 
  pass uneventfully. 
   
  Encounter Six 
   
   
  Before meeting with Rhovan Hagindar at the 
  Feldrake Tavern, some PCs may choose to do a little 
  information gathering.  A variety of sources can be used 
  to gather the following information: 
  • 
  DC 5:  A crowd of angry commoners chased a 
  paladin of Heironeous into the courtyard of the 
  Church of Heironeous.  The paladin had 
  recently returned to Chendl and asked the 
  crowd if there was anything that a Paladin could 
  do to ease the concerns of the citizens of such a 
  fair and just Kingdom. 
  • 
  DC 10:  Sir Quill Kith’Barden, a Greenjerkin 
  Ranger and Knight of Furyondy, has called for 
  the formation of a task force by the Kingsmen 
  to investigate the “Defiler” murders.  Sir Quill 
  has recently called for the expansion of the role 
  of the Greenjerkin Rangers from patrolling the 
  upper reaches of the Gnarley forest in the Gold 
  County to begin patrolling the roads of 
  Furyondy. 
  • 
  DC 15:  Another “Defiler” murder occurred 
  outside of the city.  A rich merchant was killed. 
  • 
  DC 20:  The murder victim was a moneylender 
  and was rumored to have connections to the 
  shady element of the city. 
   
   
  Some PCs may also attempt to investigate Rhovan 
  Hagindar.  A Knowledge - Local (DC 20) or Nobility and 
  Royalty (DC 25) will ascertain that Rhovan is the brother 
  of Captain Willen Hagindar, who was a minor hero of the 
  Great Northern Crusade and is currently the Captain of 
  Lord Vormar’s personal guard.  Rhovan currently serves 
  as a sage and scholar to Lord Vormar of Brancast Keep.  A 
  Gather Information check (DC 10) will determine that 
  Lord Vormar and his retinue are currently in Chendl. 
   
  Additionally, some PCs may choose to investigate 
  the name Tomas “Two Fingers”.  A Gather Information 
  check (DC 20) will reveal that Tomas is an addicted 
  gambler and cut-purse.  He has not been seen in his usual 
  haunts for the last couple of weeks.  Rumor has it that he 
  has recently acquired quite a bit of money.  A Gather 
  Information check (DC 25) will reveal that Tomas has not 
  been seen in Chendl for the last few days. 
   
  Finally, Gather Information check (DC 15) will 
  reveal that the Weatherhaven Inn is an inn largely 
  frequented by the military and recently by more militant 
  adventurers.   It is said that officers planning clandestine 
  operations against the forces of Iuz sometimes use the 
  private meeting rooms at the inn.  Others claim that the 
  private dining rooms are used by the military for 
  gambling.   
   
   
  Development 
   
   
   
  Darvin is cleaning the long mahogany bar as you 
  enter the Feldrake Tavern.  Albrecht sits nearby 
  quietly smoking a pipe.  Excluding the employees, 
  there are a half dozen patrons in the tavern at this 
  time.  Some patrons are eating meals and drinking, 
  while others are conversing amongst themselves. 
   
  Tears of Garasteth 
   
  Page 22 
  
  • 
  Rhovan will ask questions concerning details of 
  the coin, the thief, and all the PCs know about 
  the murders.  This is a good chance for some 
  roleplay.  Play Rhovan as a scholarly type with a 
  good deal of common sense and a quick, acidic 
  wit. 
    
  The following details are apparent once the PCs 
  enter the tavern: 
   
  • 
  Conversation in the tavern centers on the 
  recent “Defiler” murders, the impending 
  invasion of Iuz (both Furyondy invading the 
  lands of Iuz and visa versa), and talk of the 
  unnatural darkness brought on by the failure of 
  the shield that was designed to protect Chendl.  
  Every now and then one of the patrons curses 
  wizards, sorcerers, and/or the Chamber of Four. 
  • 
  Upon seeing the PCs, Darvin will want to know 
  how the investigation is fairing. 
  • 
  If the PCs ask after Rhovan either by name or if 
  someone is here to meet with Pavlar the Fat, 
  Darvin will inform the PCs that Rhovan is 
  sitting at a corner table with a sturdy chair 
  nearby.  Rhovan is a tall man (6’ 2’’) in his mid-
  fifties.  He had remarked to Darvin that he was 
  expecting to dine with a rather large gentleman 
  with an over-inflated ego. 
   
   
  Once the PCs approach Rhovan (human, male, NG, 
  Wiz7/LM1) and explain to him why they are here, he will 
  relate the following information: 
   
  • 
  Rhovan is a sage and arcane advisor to Lord 
  Vormar of Brancast Keep.  Lord Vormar is 
  currently at the court of King Belvor. 
  • 
  Rhovan received a message to meet with Pavlar 
  the Fat to advise him about a possible curse on 
  an object of antiquity from the ancient 
  Kingdom of Aerdi.   
  • 
  Pavlar is a known moneylender amongst some 
  of the lesser nobility.  Pavlar is also well known 
  for his overweening ego and heightened self-
  importance. 
  • 
  Upon learning of Pavlar’s death, Rhovan 
  remarks, “Pavlar is dead? What a shame. I’m 
  sure many of his clientele will lose sleep 
  over this turn of events.  Maybe the fat 
  imbecile will finally find some use as a 
  throw cushion to a demon of the lower 
  hells.” 
   
   
  • 
  Once the PCs have finished revealing what they 
  know, Rhovan will say (some modification to 
  this text may be necessary):  “Hmmm…I seem 
  to recall an ancient spell of guardianship 
  that was originally akin to Gentle Repose 
  but lasted infinitely longer.  This spell was 
  known as the ‘Tears of Garasteth’.  It was 
  researched, I believe, by the arcane wizards 
  of House Garasteth, but I am not entirely 
  certain.  What I do know is that the spell 
  not only protected the deceased’s body from 
  decay but it also linked guardians to the 
  body’s 
  protection 
  and 
  that 
  of 
  its 
  possessions.  If I recall correctly, the 
  material component for this spell was the 
  coronation coins of Lord Mikar…and the 
  body, of course.  I believe those are the coins 
  that you have described to me [or shown to 
  me].  Anyone possessing these coins, 
  whether by intention or accident, will be in 
  grave danger from the guardians, who will 
  seek to return these coins to their “rightful” 
  owner.  Ultimately, the thief who stole from 
  the deceased is the key to stopping the 
  murders.  You will need to find this thief 
  and convince him to return whatever coins 
  he has to the grave he stole them from.  The 
  coins will need to be blessed by a priest of 
  Al’Akbar. Al’Akbar, as you may recall, is the 
  god 
  of 
  Guardianship. 
   
  Anyway, 
  the 
  remaining coins will need to be returned by 
  the hand of the thief.  I do not believe the 
  spell…how should we say…distinguishes 
  between the thief or the hand of the thief.” 
  He chuckles morbidly.    
  • 
  Rhovan clears his throat, “I believe I know 
  where a priest of Al’Akbar may be found.  I 
  will bring him here an hour past sundown 
  tonight.  That should give you ample time to 
  round up this thief.” 
  • 
  Rhovan does not particularly like Pavlar, but the 
  fat moneylender paid well for arcane advice. 
  • 
  Rhovan will claim that to end the murders all 
  the PCs need to do is have the thief place a 
  single blessed coin in the place he took them 
  from.  It would be better to place as many of 
  them there as is available, however.  
  • 
  Once the PCs inform Rhovan about the 
  connection of a curse to certain coins and the 
  “Defiler” murders, his interest will grow.  
  Surprisingly, perhaps out of loyalty to the 
  Crown, once he discovers this he does not 
  charge for the information he will provide. 
  • 
  Rhovan will remind the PCs that the laws of 
  Furyondy take a harsh stance against anyone 
  Tears of Garasteth 
   
  Page 23 
  
  who disturbs the dead, let alone robs from them. 
   Such crimes are termed “Injurious Crimes” and 
  are 
  normally 
  punished 
  by 
  heavy 
  fines, 
  banishment 
  or 
  up 
  to 
  5 
  to 
  10 
  years 
  imprisonment.  [Note, this is different from 
  what Tomas believes is the sentence for an 
  Injurious Crime.]  But because of the murders 
  associated with these coins, the crimes of the 
  thief will be considered a “Grievous Crime” – 
  the top tier of criminal offense in Furyondy, 
  punishable by death or, if lucky, life imprisoned 
  in Castle Greylode sans a limb or two. 
  • 
  Rhovan is not certain what sort of creature the 
  guardians are or how many there are.  He 
  suspects based on the PCs description that the 
  creatures – probably two or three – may be a 
  powerful devil known as a Hellcat.  Hellcats are 
  also known as bezekiras and are about 7 feet 
  long with eyes that gleam with hunger and evil 
  intent.  Hellcats are very strong and cunning 
  creatures.  They are invisible in the light.  Note 
  that Rhovan is wrong about the nature of the 
  guardian.  
  • 
  Rhovan has other matters to attend to, 
  including finding the Priest of Al’Akbar, so he 
  will not be able to accompany the PCs. 
  • 
  He wishes the PCs the best of luck in their 
  endeavors and will meet them later tonight.  If 
  the PCs insist that they have had enough of this 
  adventure, Rhovan will recommend that they 
  seek out the militia and tell them all that they 
  know.  If the PCs choose this route, then 
  process to Conclusion – Success A.  
   
   
  Once the PCs have finished talking with Rhovan, 
  the PCs can prepare for their meeting with Tomas “Two-
  Fingers”. 
   
  Encounter Seven 
   
   
  If desired, the PCs could skulk about the 
  Weatherhaven Inn and confront Tomas as he enters the 
  tavern.  A wise PC (Wisdom check, DC 12) would realize 
  that it might be best to reconnoiter the Tavern and 
  confront Tomas when he is in private room #3…where 
  he would be ”cornered like a rat”.   
   
  The Weatherhaven Inn is located near the garrison.  
  The first floor of the tavern is devoted to the common 
  room and has several private meeting rooms.  The second 
  floor of the inn is designed for guest rooms.  The 
  amenities and furnishings of these rooms range from the 
  spartan needs of a common soldier to the more luxurious 
  appointments expected by a flag officer. 
   
  A small bribe (minimum 2 wheatsheaves) to one of 
  the wait staff at the inn will garner the PCs some critical 
  information. Private meeting room #3 is on the far side of 
  the inn, closest to the alley.  It is a 10 foot by 20 foot room 
  with a large dining room table in the center.  There is a 
  secret door in the room that leads to the alley, which can 
  serve as a fast escape route.  While PCs are not allowed in 
  the private room as customers, if a PC asks one of the wait 
  staff or barkeep to serve a certain patron at the inn, the 
  employees will assume that some sort of practical joke is 
  in the works and agree to do so.  
   
  An hour or so before sunset, a tall (6 foot, 7 inch) 
  youth in nice, but out-of-fashion gentleman’s clothing 
  will be seen heading to the inn.  He is wearing a tri-
  corner hat cocked at a rakish angle and has a rapier slung 
  low at his waist.  He walks with a certain roguish 
  confidence, while chewing on a large plug of tobacco.  
  There should be little doubt amongst the PCs that this is 
  Tomas “Two-Fingers.”  Tomas will order fine elvish wine 
  from Highfolk at 5 gold pieces a bottle and order a 
  sumptuous, if not greasy, meal.  He pays with Furyondian 
  wheatsheaves.  Although dressed as a fop, his mannerism 
  is all backwoods bumpkin. 
   
  Once the PCs confront Tomas and it is apparent that 
  there is little avenue for escape (i.e., especially if he is 
  cornered in the private room and the secret door is 
  blocked), Tomas will surrender without a fight.  He 
  immediately begins crying, whining and sniveling. 
   
  Tomas has just come back from a visit to his family at 
  Barranton’s Hollow, a day’s ride south of Chendl.  Tomas 
  went there to mostly to rub his family’s noses into the 
  ground with his supposed “business” successes.  He has 
  very little knowledge about the “Defiler” murders that 
  have been occurring and his connection to them.  He 
  does not know that Pavlar the Fat is dead and will rejoice 
  at this news.  Tomas was supposed to meet with Pavlar at 
  the inn, so the fat moneylender could purchase the 
  remainder of his ancient coins.  Coins, that to Tomas’ 
  dismay, he recently discovered were worth more than 
  face value.  Tomas intended to sell the coins to Pavlar at a 
  very high price. 
   
  As mentioned, once the PCs have him in custody 
  and talk to him about the coins he stole, Tomas façade of 
  a rakish fop will crumble and he will begin to cry.  He 
  assumes that the PCs are Kingsmen and that Pavlar the 
  Fat has sold him out.  He further figures he will be 
  convicted of an Injurious Crime under Furyondy law 
  (tomb robbing) and will be sentenced to six months of 
  hard labor in the Redstone mines (admittedly, it could be 
  a bit longer but his youth and remorse filled acting 
  should keep the punishment minimal) and fined so 
  heavily that he will be stripped of his new found wealth.  
  Tears of Garasteth 
   
  Page 24 
  
  Though the thief claimed that he could take a six-month 
  prison sentence with ease, he does not want to do the 
  time.  Hence, he will act (Bluff check) remorseful.  He 
  hopes to trick the PCs into a lull so that he can escape. 
   
  If the PCs confront him with information about the 
  “Defiler” murders and his connections to them, Tomas 
  will become surprisingly compliant and very cooperative. 
   He will confess to the crime of grave robbing, provide 
  the relevant links to the victims (use adventure 
  background details as a guideline) and willingly return 
  the remainder of the coins.  He will blubber to any PC 
  willing to listen that he gave some of the coins (about 30 
  gold pieces) to his family.  If told of the creature or 
  supernatural being that hunts bearers of the coins, Tomas 
  will reveal genuine concern for the safety of his family, 
  especially his little sisters. 
   
  Tomas is no fool but he does have a surprising spark 
  of decency.  Once the PCs have revealed all the details of 
  the “Defiler” murders, Tomas will realize that he is in 
  deep trouble.  The murders connected to his grave 
  robbing add up to the level of a “Grievous Crime”.  This 
  will likely lead to his execution or, if he is lucky, 
  imprisonment with a limb (probably a hand) chopped off. 
   If he is really lucky, then his punishment would be 
  banishment under a curse and/or with a limb removed.  
  All of these punishments are something that Tomas 
  wishes to avoid.  Therefore, Tomas will be willing to help 
  the PCs end the murders, but will try to persuade the PCs 
  not to turn him in.  While pathetic, part of it is an act.  He 
  hopes to draw enough sympathy that the PCs will let 
  their guard down so that he can escape when the time is 
  right.  Alternatively, if this is not possible, he hopes that 
  his act of heroism will allow the PCs to speak well on his 
  behalf at trial. 
   
  Tomas knows the following details about the 
  location of the tomb. 
   
  • 
  The tomb is in Thrommel’s Crown, one of the 
  oldest cemeteries in Chendl.  Thrommel’s 
  Crown is near Coronation Park and the Royal 
  Palace. 
  • 
  It is a walled cemetery but there is a secret 
  entrance.  The cemetery is not really patrolled at 
  night, though everyone believes it is. 
  • 
  The mausoleum he broke into is at the far end 
  of the cemetery.  It is fairly isolated.  It is a 
  squat, one-story tomb made of gold-veined 
  white marble.  At each corner of the mausoleum 
  is a stone statue of a winged humanoid. 
  • 
  The name on the mausoleum was “Loranth”. 
  • 
  Tomas “found” the ancient coins in a bag inside 
  a stone bowl atop a small stone coffin.  A pair of 
  plump housecats stood guard over the coffin, 
  and were staring into the bowl. 
  • 
  The small coffin (i.e., sarcophagus) had the 
  name “Aubraen Loranth” inscribed on it. 
  • 
  There were two additional sarcophaguses, side 
  by side, with the names “Faunchen Loranth” 
  and “Aldovan Loranth” inscribed on them.  
  These two coffins had some additional “stuff” in 
  them. (This “stuff” included rings and jewelry 
  that Tomas sold for a small fortune). 
  • 
  If asked if he was ever concerned about 
  encountering undead, traps, or magic curses, 
  Tomas replies haughtily: “As everyone knows, 
  you can smell the undead a mile away.  My 
  skills at disarming traps are the best in the 
  city.  And, as for magic, everyone knows that 
  its power lessens with time.”  The PCs will 
  likely take some pleasure in correcting his 
  misconceptions.  
   
   
  Curious PCs may want to know who the family 
  name of Loranth was.  A Knowledge (Local: DC 25; 
  Nobility, DC 20) check will reveal that Aldovan Loranth 
  was a wizard in the court of King Thrommel I and was an 
  arcane advisor during the foundation of Chendl.  
   
  It is possible that the PCs will choose not to resolve 
  the “Defiler” murders themselves and simply turn Tomas 
  over to the militia.  If the PCs choose to do so, then 
  proceed to Conclusion Success – A 
   
  Encounter Eight 
   
   
  The PCs return to the Feldrake Tavern an hour or so 
  after sunset.  At the tavern is Rhovan Hagindar in the 
  company of a Priest of Al’Akbar (Umesh; human, male, 
  LN, Clr5).  The priest will bless the remaining coins and 
  take liberal opportunity to berate the thief on how he has 
  violated the sanctity of the dead and how he will be 
  punished beyond what he will endure in this life.  With 
  Tomas’ burgeoning theatrics, this should be a memorable 
  role-play vignette.  Both the wizard and the priest want to 
  know where and how, specifically, Tomas stole the coins. 
   
  Neither Rhovan nor Umesh will accompany the PCs 
  on their quest to end the “Defiler” murders.  They did not 
  memorize any spells today that would be helpful to the 
  PCs in the final confrontation.  Although concerned, 
  they will note the success of the PCs in having solved the 
  murders so far and claim that divine providence must be 
  bolstering their success.   
   
   
  Rhovan clears his throat, “Umesh and I have 
  discussed this a bit and we have concluded that 
  Tears of Garasteth 
   
  Page 25 
  
  based on all that has occurred you (he points to 
  Tomas) will need to place the remaining coins back 
  in the place you stole them from.  We believe you 
  need to place the coins in that small stone bowl you 
  talked about.  This will need to be done before the 
  midnight hour, which will be before the guardians 
  manifest.” 
   
   
  The part about the guardians manifesting before 
  midnight is an educated guess by both Rhovan and 
  Umesh (both have Bluff +3).  They will both argue (i.e., 
  bicker) that all the manifestations occurred after 
  midnight.  If the PCs point out that the murder of Pavlar 
  occurred before midnight, Rhovan will ask (in a very 
  belittling manner) if the PCs were cognizant of the 
  correct time.  On the other hand, if Michel Brantain was 
  killed by the “Defiler” murderer, which happened before 
  midnight, then Rhovan will be hard pressed to argue his 
  “before midnight” theory.  He may claim that the 
  guardians will not fully manifest before midnight, 
  though he is unclear what “fully” would mean.  In the 
  end, Rhovan and Umesh will wish the PCs the best of 
  luck in their quest and Umesh will claim “It is clear to 
  me that divine providence guides your action 
  tonight, surely you will succeed”. 
   
  PCs may ask Rhovan about the Loranth Family.  
  Rhovan will reveal that Aldovan Loranth was a powerful 
  wizard who served as an arcane advisor to Stinvri, the 
  Last Viceroy of Ferrond, and then later in the court of 
  King Thrommel I.  Aldovan was a specialist in the 
  ancient arcane of Aerdi.  He suffered personal tragedy 
  when his only daughter caught a horrid, fatal disease that 
  could not be cured naturally or by magic.  Aldovan was 
  said never to be the same man after the death of his 
  daughter and was rumored to dabble in evil magic.  If this 
  is indeed the tomb that the thief violated, then Rhovan is 
  genuinely surprised that Tomas left the mausoleum alive. 
   
  Once the PCs have left, Rhovan and Umesh will 
  return to their normal duties.  Neither is convinced that 
  the PCs are in any expressed danger and are confident 
  that they will be able to resolve the murders with little 
  problem.  If they do not hear about the success of the PCs 
  by the next day or hear of the PCs deaths, then they will 
  report their findings to the City Militia.  Again, it is 
  possible the PCs may choose not to continue with this 
  adventure and allow the City Militia to handle the affair.  
  If so, then proceed to Conclusions: Success – A. 
   
  Encounter Nine 
   
   
  Tomas will lead the PCs directly to Thrommel’s 
  Crown.  He will inform the PCs that the gate to the 
  cemetery will most likely be locked at this time (it is) and 
  can show the PCs the “secret” entrance.  The secret 
  entrance is a small hole in the surrounding wall that is 
  hidden by some bushes.  The hole is big enough that 
  small creatures will not have a problem going through, 
  but medium-sized creatures will have to crawl through.  
  Alternatively the PCs can climb the 10 foot high wall 
  (Climb, DC 15).  PCs climbing the wall must be careful of 
  the glass embedded at the top of the wall (Reflex Save, 
  DC 15 or take 1d3 points of damage) to prevent 
  unwelcome intruders.  As Tomas mentioned earlier, the 
  King’s House Regiment no longer actively patrols 
  Thrommel’s Crown, as they are active elsewhere in the 
  city or in bed.  Resourceful PCs may try to roust the 
  soldiers from their barracks near the gate to Thrommel’s 
  Crown.  PCs may attempt to enlist their aid or gain 
  entrance to the grounds.  Neither will be successful 
  without written orders from Regimental Headquarters.  
  The soldiers will escort the PCs away from Thrommel’s 
  Crown. 
   
  Once the PCs and Tomas have moved to within 100 
  feet of the Loranth mausoleum (See DM’s Aid #2), the 
  guardians will attack.     
   
  PCs do not have to fight the creatures to the death to 
  end the “Defiler” murders.  Some PCs can choose to 
  perform a delaying action, while other PCs (and Tomas) 
  move to the mausoleum and drop off the coins.  If the 
  PCs do this, then it will take them 1 round to reach (even 
  at a run) the mausoleum, at least another round to open 
  the door (Break, DC 12; or PCs may need to pick open the 
  lock since Tomas relocked the damaged door) and 
  another round to enter the mausoleum and have Tomas 
  drop the blessed coins into the bowl.  Hence, the 
  remaining PCs will need to delay the guardians, in 
  theory, for at least three rounds. 
   
  Damaged Mausoleum Door:  Reinforced, but damaged 
  oak door; 2-inch thickness; hardness 3; 20 hp; break (DC 
  12); open locks (DC 15). 
   
   
  PCs that enter the mausoleum will have to take stairs 
  down into the crypt area (see DM’s Aid #3).  Along the far 
  wall are two sarcophagi side by side and a smaller 
  sarcophagus with a small bowl on top.  Two smaller 
  versions of the guardians are perched nearby and appear 
  to stare into the bowl.  The coins need to be placed into 
  the bowl by Tomas’s hand. 
    
  Creatures 
   
  [Soldiers (5), male human, NG, Ftr1; these soldiers 
  should not participate in the confrontation with the 
  Tomb Guardians.  After all, this is the PCs adventure, not 
  theirs.] 
   
  Tears of Garasteth 
   
  Page 26 
  
  APL 2 (EL 5) 
   
  Success – A (PCs ask the Kingsmen to Solve the 
  Murders) 
   
  Tomb Guardians (2), hp 25 each, see Appendix A. 
   
   
   
  The PCs decide to let the authorities resolve the 
  “Defiler” murders.  If Tomas is unable to escape, then he 
  will beg the PCs to intercede on his behalf, stating that 
  once he found that the coins were connected to the 
  murders he fully cooperated with the PCs and tried to aid 
  them in bringing the murders to an end.  If the PCs wish 
  to intercede, then a one-time only Diplomacy check (DC 
  25) will be needed to persuade the court to give Tomas 
  life imprisonment in Castle Greylode.  Tomas will also 
  lose one of his hands.  If there is time to roleplay, feel free 
  to give the PCs a circumstance bonus of up to +5.  
  Otherwise, once Tomas is forced to return the blessed 
  coins to the mausoleum, he is put on trial and 
  subsequently executed upon his conviction. 
  Tactics 
   
  The guardians’ attacks will focus on the person with 
  the most coins.  This person will likely be Tomas, but not 
  necessarily.  Oddly, one of the guardians is strangely 
  attracted to a PC that purchased one of Pattravar’s 
  amulets or rings (randomly determine the PC who the 
  grimalkin is attracted to if more than one PC purchased 
  an amulet/ring in the Interlude).   
   
   
  Note: The grimalkins normally are chatterboxes, but 
  these are deathly quiet save for the occasional moan of 
  “Defiler”.  This creature also normally changes its shape 
  each round during battle to confuse its foes.  However, 
  the Tomb Guardians prefer to remain in the form of an 
  oversized, blue-gray housecat.  If pressed, the grimalkins 
  will turn into a variety of medium-sized animals or beasts 
  (see Appendix A). 
   
  A few days after the threat of the “Defiler” murderer 
  has ended, the PCs are asked to meet with Lieutenant 
  Lapracious of the militia. 
   
   
   
  “I want to thank you for your efforts in 
  apprehending the villain directly responsible for 
  causing these murders and your attempts to stop the 
  true murderer yourself.  It was a wise course of 
  action to ask the authorities to bring this issue to a 
  close. 
   
  Read the following, once the blessed coin(s) have 
  been placed in the bowl: 
   
   
  As the blessed coins touch the inside of the 
  bowl, the guardians give out a final wail before 
  transforming into swirling whirlwinds that are 
  slowly sucked back into the mausoleum and into 
  the statues of the oversized kitty cats. 
   
   
  I don’t know if you are aware, but the families of 
  two of the murder victims – Sir Froderick Chaumers 
  and Jerric Van Niles – offered a reward to anyone 
  who could catch the “Defiler” murderer.  I believe 
  you qualify for that reward.  Congratulations.” 
   
  Ever so softly, the voice of a small child 
  whispers, “Thank you.” 
   
   
  After the battle is over, Tomas will try to give the 
  PCs the slip.  He knows he is outnumbered and will not 
  willingly resort to violence.  Yes, the small child voice 
  was from the spirit of Aubreen Loranth. 
   
  Again, Lieutenant Lapracious thanks the PCs for 
  their assistance and presents each PC with a 100 
  wheatsheaf reward.  Incidentally, the nightly patrols 
  within Thrommel’s Crown return to their previous 
  schedule.     
   
   
  Conclusion 
  Treasure 
  In addition to the reward for solving the murders, PCs 
  may receive a reward from Darvin. 
   
  Failure 
   
   
  L: 0 gp; C: 100 (or 150) gp: M: 0 gp  
   
  The PCs fail to stop the murders.  The “Defiler” 
  murders continue for several weeks before ending 
  abruptly.  The final victim is a tall gangly youth dressed as 
  a rakish fop.  Unlike the other victims, his head is found 
  next to his body mouthing the word “Defiled” over and 
  over again.  The change in the word uttered by the head 
  and the fact the head was found next to the body, not on 
  top of it, are signs that the “Defiler” murders have come 
  to an end. 
   
   
  Success – B (PCs Solve the Murders Themselves) 
   
   
  If Tomas has not already done so, he will either try to 
  escape from the PCs or, if brought before the authorities, 
  he will beg that the PCs intercede on his behalf.  This can 
  be interesting role-play if there is time remaining in the 
  module. 
  Tears of Garasteth 
   
  Page 27 
  
  Experience Point Summary 
   
  Tomas will claim that once he was made aware of the 
  connections of the coins with the murders, he cooperated 
  fully with the PCs and helped to resolve the murders by 
  putting the blessed coins back in the mausoleum himself. 
   If the PCs do chose to intercede, then a one-time only 
  Diplomacy check (DC 20) will be needed to convince the 
  court that Tomas’s life should be spared.  Feel free to give 
  the PCS up to a +5 circumstance bonus for roleplaying 
  speaking on Tomas’s behalf.  If successful, Tomas is 
  sentenced to life imprisonment in Castle Greylode.  If 
  not, Tomas is convicted for his role in the “Defiler” 
  murders and executed. 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Investigating Victims of the “Defiler” Murders and 
  Gathering Clues 
  APL2 up to 70 xp; 
   
  Encounter Five 
   
  A few days after the threat of the “Defiler” murderer 
  has ended, the PCs are asked to meet with Lieutenant 
  Lapracious of the City Militia. 
  Defeat Dread Guard 
   
  APL2 90 xp; 
   
   
  Encounter Seven 
   
  “I want to thank you for your efforts in 
  apprehending the villain directly responsible for 
  causing these murders and for taking the initiative 
  to resolve the “Defiler” murders yourselves.  All of 
  you are very courageous and clearly honorable 
  people.  Chendl is deeply in debt to you. 
  Defeating Tomas by confronting him and receiving his 
  aid  
  APL2 60 xp; 
   
  OR 
   
   
  I do not know if you are aware of this, but the 
  families of two of the murder victims – Sir 
  Froderick Chaumers and Jerric Van Niles – offered a 
  reward to anyone who could solve the “Defiler” 
  murders.  I believe you all qualify for this reward.  I 
  have also recommended that your exploits be 
  included in the yearly record of events for the City 
  of Chendl.  Further, I have been asked to give you 
  these.”  
  Slaying Tomas and using his body to return the coins 
  APL2 30xp 
   
  Encounter Nine 
  Defeat Tomb Guardian (Either by Slaying or Returning 
  the Coins) 
   
  APL2 210 xp; 
   
  Discretionary roleplaying award 
   
  Lieutenant Lapracious holds out a bundle of 
  letters, each bearing the seal of the Kingdom of 
  Furyondy. 
  APL2 20 xp; 
   
   
   
  Total possible experience:  
   
  Each PC is presented with a 100 wheatsheaf reward.  
  In addition, each PC is presented with a letter of 
  recognition signed by the head of the Kingsmen, Lord 
  Sneed.  The letter thanks each PC for their service in 
  solving the “Defiler” murders.  Note:  This letter of 
  recognition has no in-game effect.  
  APL2 450 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  Incidentally, the nightly patrols within Thrommel’s 
  Crown resume their prior schedule. 
   
  Treasure 
  PCs given a reward for solving the murders.  
  Additionally, PCs may receive a reward from Darvin. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  All APLs (Per Character) 
  L: 0 gp; C: 100 (or 150) gp: M: 0 gp  
   
   
    
  The End 
   
  Tears of Garasteth 
   
  Page 28 
  
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five 
  Defeat the Dread Guard and loot the area 
  L: 170 gp; C: 55 gp: M: 25 gp (Arcane Scroll 75 gp; Divine 
  Scroll 75 gp)   
   
  Conclusion (Success A or B): 
  Solve the murders   
  L: 0 gp; C: 100 or 150 gp; M: 0 gp 
   
  Total Possible Treasure 
  L: 170 gp; C: 205 gp; M: 25 gp  - Total: 400 gp 
   
   
  Tears of Garasteth 
   
  Page 29 
  
  Appendix A 
  Tomas “Two-Fingers” Dervolan, male human Rog 4: 
  CR 4: Medium Humanoid (6 ft. 7 in.); HD 4d6+4; hp 
  24; Init +8 (Dex, Improved Initiative); Spd 30 ft; AC 14 
  (touch 14, flat-footed 10)[+4 Dex]; BA/G: +3/+3; Atk +3 
  melee (1d6/crit 18-20, rapier); Full Atk +3 melee 
  (1d6/crit 18-20, rapier); SA Sneak Attack +2d6; SQ 
  evasion, uncanny dodge, trapfinding, trap sense +1; AL 
  CN; SV Fort +2, Ref +8, Will +1; Str 10, Dex 18, Con 12, 
  Int 12, Wis 10, Cha 10. 
   
  Skills & Feats: Balance +6, Bluff +7, Climb +3, 
  Diplomacy +2, Disable Device +4, Escape Artist +8, 
  Heal +2, Hide +9, Jump +1, Listen +5, Move Silently +8, 
  Open Locks +8, Search +6, Sense Motive +2, Sleight of 
  Hand +14, Spot +6, Tumble +10; Skill Focus (Sleight of 
  Hand), Run, Improved Initiative 
   
  Possessions: Nice (but out of fashion) gentleman’s 
  clothing, rapier, dagger, thieves’ tools; 57 ancient gold 
  coins; 82 wheatsheaves. 
   
  History: Tomas Herdman ran away to the big city 
  about 6 years ago.  He figured he would become a great 
  adventurer but instead became a thief known as Tomas 
  “Two-Fingers” Dervolan.  Constantly living above his 
  means and gambling continuously, he soon found 
  himself heavily in debt.  Tomas is largely self-centered 
  with very few redeeming qualities.  However, he does 
  have a soft spot for his family, especially his little 
  sisters.  Tomas has no idea why he is nicknamed “Two 
  Fingers”.  He always assumed that he was called that 
  because of his skills as a pick-pocket. 
   
  Encounter Five:  
  Dread Guard (1); CR 3; Medium Construct; HD 
  5d10+20; hp 30; Init +0; Spd 20 ft (can’t run); AC 17 
  (touch 10, flat-footed 17)[+6 armor, +1 shield]; BA/G: 
  +3/+6; Atk +6 melee (1d8+3/crit 19-20, longsword); 
  Full Atk +6 melee (1d8+3/crit 19-20, longsword); SQ 
  Cold resistance 10, construct traits, fire resistance 10; 
  AL N; SV Fort +1, Ref +1, Will +2; Str 17, Dex 11, Con -, 
  Int 6, Wis 13, Cha 2. 
   
  Skills & Feats:  Spot +9; Cleave, Power Attack. 
   
  Construct Traits: A dread guard is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, energy 
  drain or death from massive damage.  It cannot heal 
  itself, but can be healed through repair.  It cannot be 
  raised or resurrected.  A dread guard has darkvision 
  (60-foot range). 
  Possessions: masterwork splint mail, masterwork light 
  steel shield 
  Encounter Eight:  
  Tomb Guardian; fiendish grimalkin; CR 3; Medium-
  size Magical Beast; HD 4d10; hp 25; Init +5; Spd 40 ft; 
  AC 12 (touch 11, flat-footed 11) [+1 Dex, +1 natural]; 
  BA/G: +3/+3; Atk +3 melee (1d4 claw); Full Atk +3 
  melee (1d4 2 claws) and – 2 melee (1d6 bite); SA Smite 
  good; SQ Darkvision 60 ft, cold resistance 5, fire 
  resistance 5, empathy, alternate form, DR 5/magic, SR 
  9; AL LE; SV Fort +4, Ref +5, Will +2; Str 10, Dex 12, 
  Con 11, Int 8, Wis 13, Cha 12. 
   
  Skills & Feats: Climb +3, Hide +2, Jump +5, Listen 
  +2, Move Silently +6, Spot +2, Tumble +3; Acrobatic, 
  Improved Initiative.  
   
  Empathy (Ex): A grimalkin can detect the surface 
  emotions of any creature within 50 feet that it can see.  
  It can sense basic needs, drives, and emotions, but not 
  thoughts.  A successful Will save (DC 13) allows a 
  target to avoid being sensed in that way by that 
  grimalkin for 24 hours thereafter. 
   
  Alternate Form (Su): As a free action, can assume 
  any animal, beast or vermin of Medium size or smaller. 
   This ability functions as a polymorph spell cast on itself 
  at a caster level of 4
  th, except that the creature does not 
  regain hit points for changing form.  The creature can 
  remain in its animal or vermin form until it chooses to 
  assume a new one or return to its natural form. 
   
  Smite Good (Su):  Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (i.e., +4) against a good foe. 
   
  Defiler Curse (Su):  Three times per day, the 
  creature can cast a spell on a corpse to partially animate 
  it for one hour.  The animation causes the eyes to blink 
  and mouth to form the word “Defiler” or “Defiled” 
  repeatedly.  This special ability does not cause an 
  increase in the CR. 
   
  Skills: A grimalkin has a +4 racial bonus on Move 
  Silently checks and a +2 racial bonus on Climb and 
  Jump checks.    
  Tears of Garasteth 
   
  Page 30 
  
   
  Appendix B - Timeline 
   
  The following is a timeline for the major events of this module: 
   
  Watersday, 12
  th Wealsun, 593 CY –  Evening:  Tomas breaks into Loranth Family mausoleum and steals the coins 
  Earthday, 13
  th Wealsun, 593 CY –   
  Evening:  Tomb Guardians awake and begin a methodical search for the coins 
  Freeday, 14
  th Wealsun, 593 CY –  
  Evening:  Ansar is murdered (first victim) 
  Sunday, 16
  th Wealsun, 593 CY –  
  Evening:  Jenille Herfad is murdered (second victim) 
  Moonday, 17
  th Wealsun, 593 CY –  
  Evening:  Sir Froderick Chaumers (third victim) and Jerric Van Niles (fourth 
  victim) are murdered 
  Watersday, 19
  th Wealsun, 593 CY –  Morning:  PC approach Caravan Master Jornar Linn for a job. 
   
   
   
   
   
   
  Evening:  PCs at Feldrake Tavern; Rodel Folentar murdered  
   
   
   
   
   
   
  (fifth victim); Investigation begins 
  Richfest, 593 CY 
   
   
  Tears of Garasteth 
   
  Page 31 
  
  DM Aid #1 – Map of Pavlar’s Basement 
   
   
   
  Vault 
  Vault 
  Tears of Garasteth 
   
  Page 32 
  
  DM Aid #2 – Map of Thrommel’s Crown 
   
   
   
  Barracks
  Loranth Family
  Mausoleum
  Hidden Entrance
  100’
  Barracks
  Loranth Family
  Mausoleum
  Hidden Entrance
  100’
   
   
  Tears of Garasteth 
   
  Page 33 
  
  DM Aid #3 – Map of Aldovan Loranth’s Mausoleum 
   
   
  Aubraen’s
  Sarcophagus
  Aubraen’s
  Sarcophagus
   
   
   
  Tears of Garasteth 
   
  Page 34 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/593/Intro mods/FURintro3-03 - Tears of Garasteth/FURintro3-03 - Tears of Garasteth.pdf