TEXT: By Skeeter Green
  By Skeeter Green
  FROG GOD GAMES ADVENTURES
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  SWORDS & 
  WIZARDRY
  COMPATIBLE
  
  Author: 
  Author: 
  Skeeter Green
  Editor:
  Editor:
  Jeff Harkness
  LAyout: 
  LAyout: 
  Suzy Moseby 
  Front CovEr Art: 
  Front CovEr Art: 
  Brian LeBlanc
  ©2021 Frog God Games. All rights reserved. 
  Reproduction without the written permission of the 
  publisher is expressly forbidden. Frog God Games, 
  and the Frog God Games logo, The Fiend of Turlin’s 
  Well is a trademark of Frog God Games. All rights 
  reserved. All characters, names, places, items, art, and 
  text herein are copyrighted by Frog God Games. The 
  mention of or reference to any company or product 
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  intErior Art: 
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  Frog God Games
  ISBN: 978-1-6656-0157-3
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  FROG GOD
  G A M E S
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  
  introduCtion
  introduCtion ...........................................................................................
   ........................................................................................... 3
  AdvEnturE SummAry
  AdvEnturE SummAry ................................................................................
   ................................................................................ 3
  turLin’S wELL nEighborhood mAp
  turLin’S wELL nEighborhood mAp ........................................................
   ........................................................ 4
  bACkground
  bACkground .............................................................................................
   ............................................................................................. 5
  how to uSE thiS AdvEnturE
  how to uSE thiS AdvEnturE..................................................................
  .................................................................. 5
  CinEmAtiC gAmEpLAy
  CinEmAtiC gAmEpLAy ............................................................................
   ............................................................................ 5
  gEtting StArtEd
  gEtting StArtEd .......................................................................................
   ....................................................................................... 6
  AdvEnturE StArt
  AdvEnturE StArt ......................................................................................
   ...................................................................................... 6
  rumorS
  rumorS .....................................................................................................
   ..................................................................................................... 7
  EvEnt timELinE
  EvEnt timELinE .........................................................................................
   ......................................................................................... 7
  FixEd EnCountErS
  FixEd EnCountErS ....................................................................................
   .................................................................................... 8
  CrAzEd prophEt (dAy 2)
  CrAzEd prophEt (dAy 2) ......................................................................
   ...................................................................... 8
  vigiLAntES (dAy 3)
  vigiLAntES (dAy 3) ...............................................................................
   ............................................................................... 8
  thE ASSAuLt (dAy 4)
  thE ASSAuLt (dAy 4) ............................................................................
   ............................................................................ 9
  AFtErmAth oF thE ASSAuLt
  AFtErmAth oF thE ASSAuLt .......................................................................
   ....................................................................... 9
  thE gruESomE pACkAgE (dAy 5)
  thE gruESomE pACkAgE (dAy 5) .........................................................
   ......................................................... 9
  duLoth’S outrAgE (dAy 6)
  duLoth’S outrAgE (dAy 6) ................................................................
   ................................................................1010
  dAy 3 through dAy 6
  dAy 3 through dAy 6 ........................................................................
   ........................................................................1010
  thE night oF dAy 7
  thE night oF dAy 7 ...............................................................................
   ...............................................................................1010
  Enough iS Enough
  Enough iS Enough .............................................................................
   .............................................................................1010
  dAy 8
  dAy 8 .........................................................................................................
   .........................................................................................................1111
  dAy 9
  dAy 9 ........................................................................................................
   ........................................................................................................1212
  SiStErSdAg, FrEyrmond 13 
  SiStErSdAg, FrEyrmond 13  .....................................................................
   .....................................................................1212
  gAunt houSE — LAir oF thE FiEnd
  gAunt houSE — LAir oF thE FiEnd ....................................................
   ....................................................1212
  tw41-1. Entry
  tw41-1. Entry .................................................................................
   .................................................................................1313
  tw41-2. FoyEr
  tw41-2. FoyEr.................................................................................
  .................................................................................1313
  tw41-3. grEEting room
  tw41-3. grEEting room ................................................................
   ................................................................1313
  tw41-4. mESSAgE hALL
  tw41-4. mESSAgE hALL ...................................................................
   ...................................................................1313
  tw41-5. CLoSEt (bEtwEEn wAypoint)
  tw41-5. CLoSEt (bEtwEEn wAypoint) ..........................................
   ..........................................1313
  gAunt houSE mAp - ground FLoor & bASEmEnt
  gAunt houSE mAp - ground FLoor & bASEmEnt ................................
   ................................1414
  tw41-6. vEStibuLE
  tw41-6. vEStibuLE ..........................................................................
   ..........................................................................1515
  tw41-7. Study
  tw41-7. Study ................................................................................
   ................................................................................1515
  tw41-8. gALLEry
  tw41-8. gALLEry .............................................................................
   .............................................................................1515
  tw41-9. ChApEL
  tw41-9. ChApEL ..............................................................................
   ..............................................................................1515
  tw41-10. dining room 
  tw41-10. dining room  .................................................................
   .................................................................1616
  tw41-11. LAnding And StAirS
  tw41-11. LAnding And StAirS .........................................................
   .........................................................1616
  tw41-12. CLoSEt
  tw41-12. CLoSEt .............................................................................
   .............................................................................1616
  tw41-13. workroom
  tw41-13. workroom ......................................................................
   ......................................................................1616
  gAunt houSE mAp - FirSt FLoor & AttiC
  gAunt houSE mAp - FirSt FLoor & AttiC ............................................
   ............................................1717
  tw41-14. Sunroom
  tw41-14. Sunroom .........................................................................
   .........................................................................1818
  tw41-15. CovErEd vErAndA
  tw41-15. CovErEd vErAndA ...........................................................
   ...........................................................1818
  tw41-16. mAStEr bEdroom
  tw41-16. mAStEr bEdroom ............................................................
   ............................................................1818
  tw41-17. mAStEr CLoSEt 
  tw41-17. mAStEr CLoSEt  ...............................................................
   ...............................................................1818
  tw41-18. uppEr gALLEry
  tw41-18. uppEr gALLEry .................................................................
   .................................................................1919
  tw41-19. guESt room 
  tw41-19. guESt room  ..................................................................
   ..................................................................1919
  tw41-20. LoungE
  tw41-20. LoungE ...........................................................................
   ...........................................................................1919
  tw41-21. guESt room 
  tw41-21. guESt room  ..................................................................
   ..................................................................1919
  tw41-22. guESt room 
  tw41-22. guESt room  ................................................................
   ................................................................20
  20
  tw41-23. kitChEn CLoSEt
  tw41-23. kitChEn CLoSEt ............................................................
   ............................................................20
  20
  tw41-24. LAir oF thE FiEnd
  tw41-24. LAir oF thE FiEnd .........................................................
   .........................................................20
  20
  tw41-25. bASEmEnt 
  tw41-25. bASEmEnt  .......................................................................
   .......................................................................2121
  AppEndix A: nEw monStEr
  AppEndix A: nEw monStEr ....................................................................
   ....................................................................22
  22
  CAdAvEr
  CAdAvEr ...............................................................................................
   ...............................................................................................22
  22
  AppEndix b: nEw itEmS
  AppEndix b: nEw itEmS ..........................................................................
   ..........................................................................22
  22
  EquipmEnt
  EquipmEnt ..........................................................................................
   ..........................................................................................22
  22
  Stink pot (pot oF Stink)
  Stink pot (pot oF Stink) .............................................................
   .............................................................22
  22
  mEdium miSCELLAnEouS mAgiCAL itEm
  mEdium miSCELLAnEouS mAgiCAL itEm .............................................
   .............................................22
  22
  Envoy’S SignEt
  Envoy’S SignEt ...............................................................................
   ...............................................................................22
  22
  AppEndix C: writtEn SECrEtS
  AppEndix C: writtEn SECrEtS ...............................................................
   ...............................................................22
  22
  thE SECrEt oF thE LiAr 
  thE SECrEt oF thE LiAr .....................................................................
  .....................................................................22
  22
  AppEndix d: tErAtAShiA
  AppEndix d: tErAtAShiA ..........................................................................
   ..........................................................................22
  22
  AppEndix E: thE LyrE vALLEy bEhoLdEr
  AppEndix E: thE LyrE vALLEy bEhoLdEr ................................................
   ................................................23
  23
  AppEndix F: EyES on thE City
  AppEndix F: EyES on thE City ...............................................................
   ...............................................................24
  24
  AppEndix g: pAgE 3 pErSonALitiES
  AppEndix g: pAgE 3 pErSonALitiES ........................................................
   ........................................................25
  25
  AppEndix h: guiLd AnnounCEmEntS
  AppEndix h: guiLd AnnounCEmEntS ....................................................
   ....................................................26
  26
  Table of ConTenTs
  Table of ConTenTs
  
  Content Warning: Prospective readers should be aware 
  that this is a psychological horror adventure in a swords 
  & sorcery setting. It contains numerous gory descriptions 
  and situations that go beyond the ordinary style of swords 
  & sorcery fiction and are more what one would expect in 
  horror fiction. There is a dark element in most sword & 
  sorcery fiction, which we embrace as a part of that literary 
  genre, but The Fiend of Turlin’s Well unquestionably 
  crosses over from the swords & sorcery approach of “dark 
  by implication” into the horror genre of “look into the 
  dark.” Many of our fans have asked for adventures like 
  this one, but by the same token we don’t want to surprise 
  or ambush fans who expect a pure swords & sorcery genre 
  adventure. 
  introduCtion
  introduCtion
  This adventure is designed for 4–6 characters of 2nd to 3rd level. The 
  more characters involved in the adventure, the lower the overall character 
  level required for success. As always, you can adjust the adventure as best 
  suits your gaming needs. The adventure takes place in Turlin’s Well, an 
  important district in the city of Bard’s Gate. Over the course of 10 days, 
  the party encounters a rash of civic disturbances perpetrated by Torad 
  Yarog, a doppelganger posing as one Lassiter D’Torrance, a merchant 
  whom the doppelganger recently killed.
  This adventure is designed to be played with mature 
  themes of fear, terror, and psychological manipulation 
  by the villain, so be aware that it could cause problems 
  for some players; it is designed to be easily “dialed down” 
  to whatever level of horror works best for your group of 
  players.
  The atmosphere and pacing are more in line with 
  suspense/thriller and horror films than standard fantasy 
  fare. Think more Stephen King than J.R.R. Tolkien; more 
  Jordan Peele than Peter Jackson. If you are unfamiliar 
  with this sort of genre, some media influences to showcase 
  the proper feel are the films It, The Silence of the Lambs, 
  Split, Us, and The Shining, and directors M. Night 
  Shyamalan, David Fincher, and John Carpenter. The final 
  act in Gaunt House is inspired by Ari Aster, Rob Zombie, 
  and Tobe Hooper.
  Again, feel free to adjust the depiction of fright to 
  an appropriate level. The author is a fan of scary and 
  suspenseful movies but understands this is not for 
  everyone. We want you to enjoy the adventure and have 
  some fun!
  AdvEnturE SummAry
  AdvEnturE SummAry
  This adventure begins with the characters caught in an upheaval 
  in the district known as Turlin’s Well, and later becoming aware of a 
  local vandal known as “The Fiend” stirring up trouble. The Fiend is an 
  individual with a complex background by the name of Torad Yarog. He 
  is also a doppelganger with multiple personalities and the captain of an 
  interdimensional ship called The Shifting Fortune that is currently docked 
  in the city’s port. Torad left his ship to run ordinary errands on shore, being 
  at that time controlled by a personality he calls “the Captain.” However, 
  while he was away, a stressful event caused the personality he calls “The 
  Fiend” to take over. The Fiend cares for little other than slaughter and 
  mayhem, and lost contact with the crew of The Shifting Fortune. The ship 
  is more completely described in the adventure Death-Ship of the Roach 
  Princess. 
  Death-Ship of the Roach Princess may be played before or after The 
  Fiend of Turlin’s Well. If Death-Ship of the Roach Princess is not used 
  first, then the clues in The Fiend of Turlin’s Well lead the characters to The 
  Shifting Fortune, the site of the other adventure.
  The Demon-Princess Teratashia owns The Shifting Fortune, and its 
  crew (including Torad Yarog) are cultists in her service. The ship sent a 
  team of crew members to find their captain and bring him back — they 
  know of his shifting personalities — but they haven’t found him yet. In the 
  course of their search, however, one of the cultists dropped a holy symbol 
  of the demon-princess, which a beggar found in the street.
  The adventure begins when the characters encounter the beggar (see 
  Adventure Start).
  The Fiend progresses from simple vandalism to assault, and eventually 
  to murder, leading the characters on a series of encounters, all the while 
  orchestrating the entire affair. His violence targets a wererat clan based 
  in Turlin’s Well known as the Pipers for more attention and to provoke 
  retaliation. While most of the city’s guardsmen consider this “criminal vs. 
  criminal” retaliation and initially downplay it, a few begin to pay attention 
  to the details of the crimes and their rapid escalation. 
  After the characters get involved, the Fiend begins performing 
  increasingly violent acts and atrocities, staging events to lure the characters 
  into tracking him down. Early in the investigation of these displays, it 
  should become clear to at least one member of the party that the Fiend 
  wants them to find him. They are playing a game, although the rules and 
  objective are not yet clear. The characters have several opportunities to 
  inquire with guardsmen and the city watch about the crimes, although most 
  investigations produce only more questions or wild rumors. Eventually, 
  the characters confront the Fiend in a rundown estate known as Gaunt 
  House.
  The Fiend of Turlin’s Well take places a few weeks after the events 
  detailed in A Matter of Faith from Bard’s Gate (published by Frog God 
  Games). That adventure is not needed to play this one, although it gives a 
  richer backstory to current events. Some familiarity with Bard’s Gate, and 
  that adventure specifically, makes running the encounters in this adventure 
  easier.
  by SkEEtEr grEEn
  by SkEEtEr grEEn
  A SwordS & wizArdry AdvEnturE dESignEd For Four to Six ChArACtErS oF 2nd to 3rd LEvEL
  A SwordS & wizArdry AdvEnturE dESignEd For Four to Six ChArACtErS oF 2nd to 3rd LEvEL
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  
  4|The Fiend oF Turlin’s Well
  4|The Fiend oF Turlin’s Well
  turLin’S wELL 
  turLin’S wELL 
  nEighborhood mAp
  nEighborhood mAp
  
   |5
  |5
  bACkground
  bACkground
  Torad Yarog is a doppelganger, a cultist of the Demon-Princess 
  Teratashia, and has an extremely unstable mind comprising multiple 
  personalities. He is also the captain of a demonic ship known as The 
  Shifting Fortune that has docked in the city to gather information for 
  Teratashia and to plant seeds of chaos. Torad went ashore two weeks 
  ago to meet with another of Teratashia’s agents in the city, a cultist by 
  the name of Lassiter D’Torrance. They quarreled, and in the stress of 
  the moment, Torad Yarog shifted from his “Captain” persona into his 
  “Fiend” persona. The result was fatal for Lassiter D’Torrance. In the time 
  afterward, the Fiend has been living in D’Torrance’s house and posing 
  as the man when necessary. Torad Yarog’s crew do not know anything 
  about Lassiter D’Torrance; the agent’s existence was known only to Torad 
  Yarog. The crew of The Shifting Fortune thus aren’t aware that they 
  should be looking for someone named Lassiter D’Torrance — as far as 
  they know, the captain simply disappeared into thin air. Even though they 
  know their captain is a doppelganger, their search has been thrown off by 
  the fact that they are looking for him in places such as inns and taverns 
  where a stranger might stay rather than in a well-established city dweller’s 
  residence. D’Torrance lived in a building known as Gaunt House, which 
  is now the lair of the Fiend, and it is from this place that the doppelganger 
  is perpetrating its growing reign of chaos and terror.
  The main link that allows the characters to connect Lassiter D’Torrance 
  and Gaunt House to the Fiend is that D’Torrance worked as an agent for 
  the criminal Wheelwrights Guild. The Wheelwrights deal in information, 
  which made them the perfect association for an information-gathering 
  cultist such as D’Torrance. As it is established in this adventure, the link 
  is not direct; the characters are asked to deal with D’Torrance rather than 
  following a series of clues leading to his location. From their perspective, 
  they stumble upon the solution rather than puzzling it out. This is 
  deliberate; the pacing of a “mystery-type” adventure is usually very slow, 
  whereas the accidental discovery of a horrible lair allows for a much 
  faster-paced and movie-like progression of events.
  how to uSE thiS AdvEnturE
  how to uSE thiS AdvEnturE
  This adventure is investigation-based and does not necessarily follow 
  a linear path. As such, important encounters are detailed, and a rough 
  timeline is provided when important events happen over the course of 10 
  days in the city. 
  You are strongly encouraged to read the entire adventure, the various 
  sidebars throughout, and The Lyre Valley Beholder (see Appendix E: 
  The Lyre Valley Beholder) to gather all the clues, bits of evidence, 
  information, hints, and suggestions to make the adventure flow properly 
  for your campaign. Your own notes and suggestions help integrate the 
  players into the story; the author is providing a framework for how these 
  events unfold, but to truly have the players invested in the outcome, you 
  should personalize this and make it your own.
  Not all the encounters are necessary for play, and more than enough are 
  provided to keep the narrative moving. You may pick any of the encounters 
  to discard, although certain encounters are helpful to build tension and 
  advance the investigation. Again, read through the entire adventure and 
  find the bits that work for your group. If you have your own ideas that 
  follow the theme, by all means, incorporate them!
  Magic is of limited use in the investigation; something is blocking 
  magical investigations into the perpetrator (the fact that he is of extraplanar 
  origin and still tied in arcane fashion to The Shifting Fortune). The city 
  claims all available resources are being poured into the investigation. If 
  something is not done soon, dire circumstances may befall the legacy of 
  the city.
  The encounters provided offer plenty of opportunities for the characters 
  to earn experience points toward advancement, but if you choose to run 
  a milestone-based progression, several “set breaks” provide good points 
  for advancement. The characters should be 3rd level, or very close, by the 
  time they enter Gaunt House.  
  CinEmAtiC gAmEpLAy
  CinEmAtiC gAmEpLAy
  This adventure is written with the concept of “cinematic elements,” 
  an attempt to replicate the feelings of watching a psychological thriller, 
  a horror movie, or a suspense film. Customizing this adventure for your 
  group is imperative for the story to work. Reading through the adventure 
  first as a “movie summary” may be helpful in play.
  The initial act of the adventure (if you’re thinking of it as a suspense 
  movie) is primarily background information and setup, which then leads 
  to more encounters where the Fiend gets closer to the party, and ends with 
  a final confrontation.
  thE FiEnd
  thE FiEnd
  The characters encounter the Fiend multiple times 
  during the early part of the adventure, although he is 
  content to watch them … for now. Use the following 
  information as needed if the characters somehow uncover 
  his identity.
  The Fiend in its natural form is seven feet tall with wiry 
  muscles, stretched skin, and a lean torso. At first glance, 
  the creature appears like a classic gargoyle: short, curved 
  horns, a fanged mouth, wicked claws, and pupil-less eyes. 
  It does not show any wings, and its legs are exaggerated, 
  almost like a frog’s. It gives the impression of a runner, 
  and the legs end in massive paw-like talons.
  The Fiend is a doppelganger, and in its persona as 
  the Fiend, it is a psychopathic killer with no regard for 
  decency. The Fiend suffers from a malady known as 
  fractured mind syndrome, with the Fiend being just one 
  of eight personalities inhabiting the doppelganger (see 
  Madness: Fractured Mind Syndrome below).  
  Torad Yarog, The Fiend, Doppelganger: HD 6; HP 
  41; AC 5[14]; Atk claws (1d12); Move 9; Save 11 (5 
  vs. magic); CL/XP 8/800; Special: fractured mind 
  syndrome, immune to sleep and charm, mimic shape, 
  save 5 vs. magic, spells (MU 2/1). (Monstrosities 129)
  Spells: 1st—charm person, magic missile; 2nd—
  phantasmal force.
  Equipment: envoy’s signet (see Appendix B), packet of 
  dust of disappearance, potion of gaseous form, potion of 
  extra healing.
  mAdnESS: FrACturEd mind SyndromE
  mAdnESS: FrACturEd mind SyndromE
  The fractured mind malady is a terrible neurosis in 
  which the afflicted host’s personality becomes dissociated, 
  or split, into two or more distinctly different parts. In some 
  cases, these differing personalities vie for control of the 
  host, excluding the other parts. If a particularly dominant 
  state assumes control for a long period of time, the other 
  parts may suffer from their ongoing submission. 
  Each of the parts of the host’s personality, or states, 
  tries to assert dominance in the host body to control 
  movement, emotions, and responses to outside stimuli. 
  While these states can and do frequently work together 
  to survive, often a more dominant state emerges and 
  influences, or outright controls, the others. 
  This madness is barely understood and difficult to treat 
  without magical intervention. Even with magical aid, the 
  inner workings of the mind are tricky to alter; as much 
  damage can be done attempting to “cure” the host as what 
  they are currently suffering.
  A host suffering from an acute case of fractured mind 
  syndrome becomes the state in control. Severe cases of the 
  disorder speak languages unknown to the host, display 
  advanced spellcraft practiced by previously untrained 
  common folk, exhibit feats of inhuman strength by 
  “normal” looking commoners, and other such extreme 
  changes. 
  
  6|The Fiend oF Turlin’s Well
  6|The Fiend oF Turlin’s Well
  gEtting StArtEd
  gEtting StArtEd
  The story starts the characters out in the Turlin’s Well District of Bard’s 
  Gate. They could become involved in the events in several ways:
  • The characters are from Bard’s Gate, know someone from 
  Bard’s Gate who asks for their help with vandals, or they are 
  traveling through Bard’s Gate, pick up a copy of The Lyre 
  Valley Beholder to read, and are intrigued by the headlines.
  • The party, or a single character, is part of a secret organization 
  or guild of Bard’s Gate and is tasked by a superior to 
  investigate the events.
  • The characters are in town trying to relax and get caught up 
  in the district’s tension.
  • If the characters played through A Matter of Faith, they may 
  already fill one or more of these roles.
  Bard’s Gate Locals: If the characters are based in Bard’s Gate, you can 
  assume they know about the “local troubles” in the Turlin’s Well District. 
  Graffiti and vandalism are on the rise, but authorities are shrugging it off 
  as growing pains — and some of the instances are nothing more than that. 
  They do not initially take the matters seriously. Some small businesses are 
  tired of the senseless malice and are raising their own funds to hire private 
  security — adventurers or mercenaries — to look after their interests (and 
  to hunt the miscreants responsible). The Lyre Valley Beholder is running 
  some stories about the incidents but is not providing much in-depth 
  coverage. It reports that the vandalism has been growing in intensity for 
  the last few weeks since the “clown kidnappings” but it does not provide 
  many details.
  If the characters played through the adventure A Matter of Faith, they 
  have access to all the contacts they made in that adventure and may be 
  able to gather additional information before starting, at your discretion.
  Secret Organization: Another way to get the characters involved is to 
  have them start out as new agents in one of Bard’s Gate’s many guilds or 
  secret organizations. The details of these are best left up to your campaign, 
  but some suggestions are:
  • Operatives seeking to prove themselves to the Greycloaks are 
  tasked with investigating the vandalism, determining if it’s 
  a local district problem, and deciding if a larger issue exists. 
  When they can provide verifiable information (evidence) 
  of a larger issue to leadership, they get the authority to 
  investigate further.
  • Characters working with the Sisters of Maiden’s Cross 
  (perhaps repaying a favor granted in A Matter of Faith) are 
  supporting that group’s patrols in the district, attempting 
  to root out more of the slaver’s network. When the party 
  experiences the assault, the sisters are initially not interested. 
  However, after three days in seclusion, they ask the party to 
  investigate the wererats. 
  • Characters interested in joining the Saints of Turlin’s Well 
  are asked to find out who is responsible for the district’s 
  unrest and graffiti, as well as investigating the wererat nests 
  just to keep tabs on their activities. Common sense says the 
  wererats are either involved or know who is involved. The 
  characters’ Saints’ contact offhandedly mentions consulting 
  the Beggars Guild but says no more on the subject.
  • If the characters are somehow connected to the Underguild 
  (through affiliations with the Wheelwrights, the Shadow 
  Masks, or the Red Blades) or the Beggars Guild, you can 
  tailor what information you pass along to the party. It should 
  be in line with information gathered from other sources, but 
  may be more direct, as the shadier guilds already have an 
  eye on the vandal in the Well; they just don’t stop him. The 
  Beggars Guild is concerned about their missing members, 
  and they take drastic actions on Day 8 to get the city’s 
  attention.
  We just want a break! If the characters are in Bard’s Gate “between 
  adventures” or heading out to their first dungeon crawl, they may be 
  unintentionally swept up in the chaos when the Fiend strikes. The Well 
  Watch does not initially link the troubles together until the fourth evening 
  when they receive a very blatant piece of evidence.
  AdvEnturE StArt
  AdvEnturE StArt
  You are walking down the street, looking at the various 
  offerings of street merchants and wondering which tavern 
  would be the best place to stop in for a meal, when a beggar 
  calls out to you from an alleyway. He holds up what looks 
  like a gold holy symbol of some kind, and says, “Are you 
  in the market for a gold trinket? I’ll sell it to you cheap!”
  The beggar is Yourn Keelo, who has just found an unholy symbol of 
  the Demon-Princess Teratashia in the alleyway where it was dropped by 
  the cultist-crewmembers of The Shifting Fortune who are now on shore 
  looking for their missing captain, Torad Yarog (the Fiend). Yourn knows 
  that if a beggar like himself shows up at a jeweler or a pawnbroker with 
  a solid gold holy symbol — he does not know it is demonic — he will 
  immediately be suspected of theft. Thus, he is willing to sell the object for 
  only 10 gp when it is obviously worth 50 gp at the very least.
  The characters do not need to enter the alley to talk with Yourn, but 
  if they do, they notice only one other beggar sitting at the end of the 
  alley where it joins with another street. This second beggar watches 
  the proceedings without much interest and does not appear as if he will 
  interfere at all. However, this second beggar is actually Torad Yarog, the 
  Fiend. Torad is paying very close attention indeed, for the characters 
  interrupted him only a few moments from killing Yourn. Now that they 
  have gotten involved, however, he does not reveal himself and simply 
  watches and waits.
  Yourn Keelo, Male Human Commoner: HP 3; AC 9[10]; 
  Atk club (1d6); Move 12; Save 18; AL N; CL/XP B/10; 
  Special: none. (Monstrosities 254)
  Any character with a religious 
  background is able to tell that 
  the holy symbol is demonic 
  in nature, although it still is 
  worth 50 gp. It is not magical. 
  The character might be able 
  to identify that the symbol 
  is specifically that of the 
  Demon-Princess Teratashia, 
  in which case they would 
  know some or all of the 
  information in Appendix 
  D: Teratashia.
  Whether or not the 
  characters 
  purchase 
  the holy symbol from 
  Yourn, the encounter 
  sets two things in motion. 
  First, Yourn is doomed. The 
  characters might hear the next 
  day that he died in a rather 
  abominable fashion with his 
  eyes removed. Secondly, 
  the Fiend knows that the 
  characters are aware of 
  the existence of the holy 
  symbol, and this draws his 
  attention to them.
  
   |7
  |7
  FEAturES oF thE turLin’S wELL diStriCt
  FEAturES oF thE turLin’S wELL diStriCt
  Character: “The Well,” as Turlin’s Well is usually called by the 
  locals, is described by some as a rough-and-tumble gathering place 
  of wayward adventuring types and low-rent charlatans. While in 
  some instances this may be true, the Council of Burghers knows the 
  Well to be the most thriving district in the city. Large amounts of 
  adventuring coin are still spent in the shops and taverns, and while 
  licenses for new businesses have slowed, the booming shipyards 
  more than make up for the loss of new revenue. The boom of 
  Turlin’s Well has been so successful, and consistent, that the council 
  has spread its prosperity to the Outer District and the East Docks, 
  reinvigorating them as well. 
  Businesses: Taverns, inns, craft shops, and shops catering to 
  adventurers are located here. Most shops are also residences, with 
  65% of the structures dedicated to private housing.
  Prices: Prices in the Well District are 15%–20% above standard 
  due to swelling taxes resulting from the expanded growth of new 
  and successful businesses here. 
  Building Type: Structures in the Well District are mostly brick-
  and-wood, two-story buildings that are plaster or stucco coated in 
  a clean, pleasant white. Many businesses have a fine mural painted 
  on the side of their building in fresco to show the sort of operation 
  that they run. Several buildings are also tagged in graffiti, a growing 
  problem in the district. 
  Guard Details: The Well Watch is a good-natured band of about 
  80 individuals. The group consists of patrols of 4–6 members and 
  may be encountered once every 20–30 minutes — when they aren’t 
  busy hanging out in the local taverns while on duty. Some groups 
  contain low-level adventurers looking to make an extra buck. The 
  Well Watch had a reputation for being easily “distracted” — bribed 
  — but that changed after the events described in A Matter of Faith.
  rumorS
  rumorS
  During The Fiend of Turlin’s Well, rumors and information gathered 
  from locals are critical in the characters’ investigations. As with all 
  rumors, some are factual, some are red herrings, and some are a mixture of 
  both. It takes a concerted effort from the characters (and the players) to sift 
  fact from fiction. You are encouraged to tailor these rumors as necessary 
  based on the deductive skills of your players. Help them if needed, but 
  encourage them to follow clues and see where the leads take them. 
  Rumors are discovered by spending one hour asking around and 
  spending 5 sp. This allows a character to roll once on the Rumors in 
  The Well table. Spending more money typically doesn’t give any better 
  information. The characters have three opportunities to find out rumors 
  each day (morning, afternoon, and evening checks).
  Specific groups might offer better (or in some cases, worse) information; 
  interrogating a beggar adds +5 to the roll and costs an extra 5 sp; asking 
  the guards of the local district costs an extra 1 gp, but gives no bonus to 
  the roll; and if the characters manage to consult a wererat nest in the Well, 
  it costs a flat 10 gp, but you can choose what rumor they hear (for good 
  or ill). Feel free to provide a different rumor if they reroll one they’ve 
  already heard.
  rumorS in thE wELL
  rumorS in thE wELL
  1d20
  Rumor
  1
  “Nope, haven’t heard much lately. Saw something about 
  vandals in the Beholder, but don’t know nuthin’ beyond that. 
  Sorry.” 
  2
  “Eh? Vandals? Yeah, saw some folks paintin’ buildings on the 
  south end, but jus’ figured they was upgradin’.”
  3–4
  “Trouble in the Well again? Boy, that place is cursed or 
  somethin’. Seems like every couple o’ months, more trouble. I 
  ain’ heard nothing though.”
  5
  “It’s them damnable Huuns! They laid a curse on the city 
  when they was here!”
  6–7
  “The city has rats. Big ones. As big as people … an’ walk like 
  ’em, too. ’Specially down at the docks in the Well.”
  8
  “Beggars come and go, but sure seems like there be less of 
  ’em ’round the Well lately.”
  9–10
  “Seen the watch fish a body outta the East canal, under the 
  Reyst Way bridge. Was pretty smashed up, an’ the current sure 
  di’n’t do that.”
  11
  “Utello’s always been a weird bastard. Anybody whose art is 
  that screwy can’t be right in the head.”
  12
  “Yeah, been pretty tense in the district lately. Heh, wouldn’t 
  take much to set these people on their heads, now.”
  13
  “Seems like the southern district is getting hit the hardest 
  lately.”
  14
  “Heard some talk in the bar last night. Them brotherhood 
  gangers are gonna clip some heads, I think.”
  15
  “Personally, and you didn’t hear this from me, but I think the 
  Wheels are behind it all, making their move in the district.”
  16
  “You think that Fiend guy is a real artist? I mean, I know it’s 
  vandalism, and it’s gross, but something about it is just so …”
  17
  “Gaunt House has always been creepy as Hell. Maybe the 
  squatters there know something?”
  18
  “What if this is just a ploy by the guilds to keep everybody all 
  stirred up so that we can’t get back to normal from what the 
  clown did?” 
  19
  “The guard don’t take none of our worries seriously. Maybe 
  it’s them causing all the trouble?”
  20+
  “You never see a watchman walkin’ alone in the Well. They 
  ain’t tough enough. But I seen one walkin’ around last few 
  nights, ’long the south side of East canal, across o’ Founder’s 
  Park.”
  EvEnt timELinE
  EvEnt timELinE
  Because this adventure is not a linear dungeon crawl, the characters 
  may discover information, evidence, and clues in a haphazard order. As 
  keeping track of information may become a chore, a timeline of events is 
  provided to manage a consistent flow and to keep the players from getting 
  confused about what their characters know. 
  Manesdag, Sistersdag, et al., are the names of the days of the week 
  in the Lost Lands. Freyrmond is the month during which this take place 
  (roughly March). For more information about keeping time in the Lost 
  Lands, please consult The World of the Lost Lands campaign setting from 
  Frog God Games. The events in bold type are detailed below the table.
  
  8|The Fiend oF Turlin’s Well
  8|The Fiend oF Turlin’s Well
  Day
  Date
  Discovery
  1
  Manesdag, Freyrmond 5
  The characters arrive in town and get settled. They hear the Well District is having some troubles.
  2
  Sistersdag, Freyrmond 6
  Characters are free to do any city tasks. 
  Characters encounter the Crazed Prophet if walking the district.
  3
  Thingsdag, Freyrmond 7
  Characters are free to do any city tasks. 
  If the characters are out at night, or in a tavern, the Vigilantes encounter occurs.
  4
  Solsdag, Freyrmond 8
  Characters feel a palpable tension in the community. Passersby do not look characters in the eye, and 
  everyone seems harried. Guards at the shops are grim and jumpy. Shopkeepers are impatient and downright 
  rude. 
  The Assault happens at night. 
  District sentiment never settles after tonight. 
  5
  Ardsdag, Freyrmond 9
  The district is scared. News of The Assault spreads through the Well and spills out into the Outer District as 
  well. More vigilante groups are forming. 
  The Gruesome Package is discovered. 
  6
  Djinsdag, Freyrmond 10
  Duloth’s Outrage (as the meeting is called in the Beholder) occurs just before noon. A riot is threatened, but 
  nothing happens today. Other districts notice the tension and disruption of the Well, and the council calls a 
  guilds meeting to discuss.
  7
  Mootsdag, Freyrmond 11
  The Pipers come out of their burrow to fight. The Sisters act against the wererats. The Fiend gets closer to the 
  characters.
  8
  Manesdag, Freyrmond 12
  The Beggars Guild is tired of being ignored. They start a riot in the Well. 
  9
  Sistersdag, Freyrmond 13
  The characters investigate Gaunt House.
  FixEd EnCountErS
  FixEd EnCountErS
  These next encounters are automatic, the result of outside events and 
  the Fiend’s focus on the characters due to the fact that they have seen the 
  holy symbol. 
  CrAzEd prophEt (dAy 2)
  CrAzEd prophEt (dAy 2)
  This encounter takes place anytime on the second day that the characters 
  are in town. 
  As the characters are out in the district, they hear a street evangelist 
  exhorting the few stragglers on the street to the worship of Jamboor, 
  suggesting “Jamboor loves us all! None are excluded from his embrace!” 
  This specific passage suggests that everyone dies, but followers of 
  Jamboor may seek to hasten the journey. It is a commonly held tenet in 
  the religion but embraced heavily by the darker practitioners of the faith. 
  Interactions. If the street preacher is questioned about his message or 
  his faith, he begins to babble incoherently, occasionally throwing out such 
  fare as “Jamboor is all things!” and “Throw off the mortal coil! Embrace 
  oblivion!” Continue giving similar nonsensical jargon as needed. When 
  the characters tire of the preacher, he finishes the encounter with “The real 
  strong have no need to prove it to the weak.” With that, the preacher falls 
  into a fit of seizures and is unable to communicate further. Characters can 
  determine that the preacher is in no lasting danger from the fit but he will 
  not be able to speak further until he calms down.
  After the characters leave, the street prophet (the Fiend) recovers, and 
  when no one is looking, he changes shape into an average citizen and 
  walks away to continue his plan.
  Clues. A Pinwheel Message. After the characters leave the encounter, 
  have the character with the highest intelligence attempt to roll below his 
  or her intelligence on 3d6. If successful, something in the crazed prophet’s 
  rant strikes that character as unusual (more than a regular crazed rant!). 
  Replaying the encounter in their head, the character realizes that no cleric 
  of Jamboor would be without their wheel of insight, even in a crazed state. 
  If the party returns to the location where they encountered the prophet, a 
  pinwheel is on the ground — a highly decorated version they definitely 
  did not notice there before. If the characters spin the wheel, the designs on 
  the blades form the words “He is Redeemed” as they spin. 
  vigiLAntES (dAy 3)
  vigiLAntES (dAy 3)
  This encounter takes place after dusk of the third night that the 
  characters are in town. 
  This is an important encounter for the characters to understand the 
  “vibe” currently in the district. A group of 8 vigilantes is patrolling the 
  district, and they’re looking for trouble. The group is drunk, making this a 
  potentially explosive encounter. Slack Barley, their leader, is belligerent 
  and nearly incoherent. If approached, he slurs out that “weel handler 
  this troobl …” If the party attempts to question Barley or the group, he 
  initiates a confrontation. 
  Slack Barley, Male or Female Human Vigilante Leader: 
  HP 18; AC 7[12]; Atk longsword (1d8) or dagger (1d4); 
  Move 12; Save 14; AL C; CL/XP 3/60; Special: none. 
  (Monstrosities 254)
   Equipment: chainmail, longsword, dagger, 1d6 gp.
  Vigilantes, Male or Female Human Commoners (6): HP 
  6, 5x2, 4, 3x2; AC 7[12]; Atk club (1d4) or dagger (1d4); 
  Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)
  Equipment: leather armor, club, 2 daggers, 2d4 cp.
  Note: One of the vigilantes is the Fiend. See below for details.
  Confrontation. Barley initially spits at the party, calling them outsiders, 
  then moves to accusing them of the problems in the Well, adding in 
  several imaginary embellishments. It’s clear he is angry, distraught with 
  the situation, and distrustful of anyone he doesn’t know. The rest of the 
  group follows Barley’s lead, but if a fight breaks out, they hesitate for one 
  round as they decide if they should get involved. If the characters attack 
  first, however, they are fully invested. 
  If the characters attempt a civil discourse with the group, Barley calms 
  somewhat. However, he’s too drunk for any guile or machismo to sink in. 
  If Barley is calmed, he tells the party that he heard a rumor in “the Guild” 
  
   |9
  |9
  (the Aleman’s Guild, Area TW39) that “dat dirty fiend-folk was comin’ 
  out ta’night. ’ere red-eye for ’im!” 
  Clues. A Rumor. Barley’s clue about the Fiend coming out is true. 
  However, unbeknownst to him, one of the vigilantes in his group is the 
  Fiend taking the shape of a regular citizen. It does not join the fight against 
  the characters, and instead prefers to hang in the back to get a measure of 
  them. If confronted, it holds up its hands and pleads mercy. It does not 
  want to fight the characters … yet.
  If this is the first time the Fiend is meeting the characters, it is intensely 
  interested in them and scrutinizes them openly. Choose a random character 
  and have them make a saving throw to notice the vigilante “giving them 
  the eyeball.”
  thE ASSAuLt (dAy 4)
  thE ASSAuLt (dAy 4)
  This encounter takes place on the fourth night that the party is in town 
  (see the Event Timeline). 
  At some time just after midnight, a high-pitched, chittering scream is 
  heard throughout the southern Well District. Another bloodcurdling wail 
  is let out and after a few seconds is abruptly halted. The ensuing silence is 
  chilling and frightening; not even the local strays utter a sound. It’s as if 
  the entire city is holding its breath for fear of discovery. 
  Setting the Stage. After several minutes, the city resumes its natural 
  evening routine. If the characters move in the general direction of the 
  disturbance, they discover a crowd of people gathered around the freshly 
  painted wall of a shop with a large pile of rags and debris below it. What 
  follows unfolds in tragic slow-motion for the characters … 
  The first thing characters see is the fresh paint obviously covering an 
  incident of vandalism. The smell of paint is strong, along with a lighter 
  smell of copper and some other tainted, sewage odor … 
  The next thing the characters are aware of is the design on the wall: It 
  looks like writing, but they are unable to read it clearly due to the milling 
  onlookers, the approaching Well Watch, and the poor lighting conditions. 
  As they move closer through the milling crowd, the message becomes 
  visible:
  “NOW I HAVE YOUR ATTENTION” is written in a haphazard, manic 
  script.
  The Well Watch investigates the pile of rags at the base of the wall 
  directly under the message. A small, still body is uncovered, barely 
  breathing, and the watch quickly moves to keep the crowd away. They 
  push people back to create a perimeter, which begins to rile and infuriate 
  the crowd. Members of the crowd begin shouting questions such as 
  “Another child?” and “Who is it now?” An animal sense of fear and 
  fury simmers; characters should feel as if this could spark a riot in the 
  district. This is a heinous, shocking act distinctly different from what was 
  previously mundane vandalism. Trouble is escalating in the district and 
  could get out of hand quickly.
  If the characters wait until the crowd disperses and ask about the 
  beating, they gather that the watch is keen on keeping the public calm, 
  but not too interested in following up on the incident. Characters can 
  finagle out of one of the guards that the body is a member of the Pipers, 
  a notorious wererat nest in the district. “Likely some kinda gang trouble. 
  We’ll get ’em patched up, and send ’im on ’is way.”
  A Watcher. The Fiend is in the crowd, disguised as a normal citizen, 
  watching the authority’s reaction. It pays close attention to the characters’ 
  reactions, judging their motives. If the characters question the authorities, 
  the Fiend knows he has them hooked.
  Clues. Backstory. The scrawling on the wall has a distinct flourish to 
  the style of the letters. It’s not local and has an aristocratic flair, despite the 
  effort to make it look hurried. The characters can determine that whoever 
  wrote this is trying to portray madness while acting quite calculated. 
  AFtErmAth oF thE ASSAuLt
  AFtErmAth oF thE ASSAuLt
  In the morning, the entire district is buzzing with the incident of the 
  previous night. It seems that gossip and inuendo have traveled on wings 
  of fear; every corner of the district, and the city at large for that matter, can 
  speak of nothing else. Guards patrol the district during daylight hours, in 
  double the usual numbers. Shopkeepers complain about the added patrols 
  driving off customers, at the same time lamenting the sorry condition of 
  the city. Citizens travel in groups when performing their chores or errands; 
  a general distrust seeps into the societal groundwater.
  The evening is worse. The Well Watch detachments are augmented by 
  patrols of a sheriff and 4 constables. These roving patrols cover each 
  street every hour, and anyone encountered on the streets after dusk are 
  asked about their business, as well as any personal information the sheriffs 
  can get out of them. At this point, the guards are still civil, if terse, and are 
  doing their best not to frighten the Well inhabitants more than necessary. 
  High Burgess Cylyria has bills posted on each street informing the public 
  that no resource is being spared to apprehend the guilty party. Which all 
  goes for naught …
  Sheriff, Male or Female Human (Ftr3): HP 18; 
  AC 6[13]; Atk longsword (1d4+1) or light crossbow 
  (1d4+1); Move 12; Save 12; AL N; CL/XP 3/60; 
  Special: +1 to hit and damage strength bonus, 
  multiple attacks (3) vs. creatures with 1 or fewer HD.  
  Equipment: leather armor, shield, longsword, light crossbow, 
  10 bolts.
  Constables, Male or Female Humans (Ftr1) (4): HP 7, 5x2, 
  4; AC 6[13]; Atk longsword (1d8) or light crossbow (1d4+1); 
  Move 12; Save 14; AL N; CL/XP 1/15; Special: none. 
  Equipment: leather armor, shield, longsword, light crossbow, 
  10 bolts.
  thE gruESomE pACkAgE (dAy 5)
  thE gruESomE pACkAgE (dAy 5)
  On the night after the assault, another body is found in the middle of 
  South Landwehr Lane. The victim’s limbs are broken and bent backward 
  behind his back, tied together as if in a morbid gift-wrapping. A note is 
  tucked to the chest of the victim, under a bow in the rope. The note simply 
  says, “I THOUGHT YOU WERE LOOKING?” Under the note, in the 
  victim’s clothing, are a set of extracted eyeballs. They are not the victim’s.
  As the guards begin removing the body, the man regains consciousness 
  and says, “I. Can’t. Feel … my arms …” and then passes out. After a 
  few seconds, the body shifts and transforms, transmuting from rat-human 
  hybrid, to human, to giant rat, until finally settling as a small human. A 
  gasp escapes as the body goes limp. 
  The sheriff takes possession of the deceased, and one of the constables 
  leaves to get a cart to take it away. The constable who leaves to get the cart 
  is the Fiend, who is keeping a close watch on the investigation and the 
  characters’ involvement. He does not return, and after some time, another 
  constable leaves to retrieve the cart.
  Cinematic Element. This encounter should be played out as 
  graphically as you feel your players can handle. This should be shocking 
  and disturbing, and possibly elicit an angry, frustrated, or even desperate 
  response. The characters need to be invested in the killer at this point and 
  eager to hunt him down.
  Clues. The Note and the Body. In the time the constables are waiting for 
  the cart to arrive to remove the body, a character may be able to convince 
  the sheriff to allow the party to examine the body. All the victim’s limbs 
  are broken in multiple places, and a faint discoloration is evident around 
  the victim’s mouth. Something ingested shortly before the brutal attack 
  stained the victim’s mouth. If the characters alert the sheriff, he or she 
  offers to inform the party if anything unusual is discovered about the 
  discoloration, which is the residue of a paralytic poison. 
  
  10|The Fiend oF Turlin’s Well
  10|The Fiend oF Turlin’s Well
  duLoth’S outrAgE (dAy 6)
  duLoth’S outrAgE (dAy 6)
  The morning after the grisly discovery, the district erupts. Led by 
  Guildmaster Duloth Armitage, a crowd gathers in the Circle of 
  Gargoyles to call out the ineffectual leadership of the high burgess and 
  the council. Insults are thrown, challenges to authority are made, and the 
  crowd is whipped into a frenzy. Threats of rioting and work stoppages 
  are proffered, and Armitage, as leader of the Wheelwrights, promises, “If 
  the council can’t keep you safe, maybe it’s time for new leadership! The 
  Wheelwrights keep your goods safe, maybe we should keep you safe?” 
  This receives thunderous applause from the crowd, and constables and 
  city watchmen move in to break up the gathered crowd before a mob takes 
  shape. The watch maintains control this day, but the pulse of the city is up, 
  and other districts are looking at the situation with new interest. 
  Guildmaster Duloth Armitage (Ftr7): HP 35; AC 3[16]; 
  Atk +2 dagger (1d4+3) or +1 extra attack longsword x2 
  (1d8+2) or light crossbow (1d4+1 + poison); Move 12; Save 6; 
  AL C; CL/XP 8/800. Special: –1[+1] dexterity AC bonus, +1 
  to hit missile bonus, +1 to hit and damage strength bonus, 
  multiple attacks (7) vs. creatures with 1 or fewer HD, parry 
  –3. 
  Equipment: +2 leather armor, +2 dagger, +1 extra attack 
  longsword, light crossbow, 10 bolts (w/ large spider venom, 
  save at –1 or die), bag of holding, ring of protection +2, 3 
  vials of black lotus extract, several hundred gp in coin and 
  gems.
  dAy 3 through dAy 6
  dAy 3 through dAy 6
  The End of the Beginning. The next two days are a descent into 
  nightmare for the Well District. Both nights bring a new event, each one 
  more destructive to the city than the last. The characters find some clues 
  during this time and may encounter a disguised Fiend several times. At 
  this point, the city is nearing a breaking point. Small groups begin rioting 
  in the Well and Outer districts but are quickly subdued by watchmen or 
  other gangs. Vigilantism is common from the Lyre Bridge eastward, and 
  innocent citizens are now being dragged into the streets and beaten on 
  suspicion of involvement in the crimes or of harboring the guilty. The bars 
  are packed, even in the light of day, with angry citizens forging plans to 
  “take back their city,” no matter the cost. 
  Behind the Civic Curtain. The city council, the Free Defenders, and 
  even the Lyreguard all watch with a trained eye. They are careful not 
  to intervene yet, as undermining the stability of the Well Watch and the 
  constables could be disastrous for the district. An increased presence of 
  “Lyreguards out and about” on the King’s and Lyre’s bridges give truth to 
  the situation. The council discusses the day’s events every two days and 
  meet nightly beginning on Djinsdag, Freyrmond 10. Duloth Armitage is 
  barred from these proceedings as a reprimand for his speech. 
  The next three nights push the district and the city into depths from 
  which it will not soon recover. Civic instability in one of the more 
  prosperous districts shakes Bard’s Gate to its core. Coming so soon after 
  the tragedy of the slavers, the public’s nerves are frayed and their attitudes 
  volatile. Depending on the actions of the characters, they can either greatly 
  improve, or vastly worsen, the plight of the city.
  thE night oF dAy 7
  thE night oF dAy 7
  “Let slip the Hounds of Hell, for the Game is Truly Afoot” — Octavio 
  D’Scale
  Enough iS Enough
  Enough iS Enough
  This encounter occurs on the seventh night, the evening after 
  Guildmaster Armitage gives his rousing speech. The characters have 
  been looking for clues about the wererat nests — either through their own 
  investigations or with information received from the Sisters. A group of 
  6 Piper thugs have come out of the sewers to “get their fur up” and are 
  looking for trouble. When they encounter the well-armed characters, they 
  aren’t looking to talk. They attack immediately and offer no quarter.
  Piper Thugs, Male and Female Wererats (6): HD 3; HP 
  20, 17, 15x2, 14, 10; AC 6[13]; Atk bite (1d3), short sword 
  (1d6) or light crossbow (1d4+1); Move 12; Save 14; AL C; 
  CL/XP 4/120; Special: +1 or better magic or silver weapons 
  to hit, control rats, lycanthropy, surprise (1–4 on 1d6). 
  (Monstrosities 307)
  Equipment: short sword, light crossbow, 10 bolts.
  Cinematic Element. This encounter has a probability of incapacitating 
  the characters quickly if they don’t have access to magic weapons and 
  spells capable of harming the wererats. Play the encounter out, and if the 
  characters are overwhelmed, they have backup waiting in the wings. This 
  shouldn’t be a campaign-ending defeat if the characters are not prepared; 
  it should advance the story narrative as explained below.
  The Pipers Win. If the Pipers prove to be too much, they are careful 
  not to kill any of the characters, only to wound them. In addition, they 
  do not bite, attacking only with short swords or light crossbows; they are 
  not trying to infect anyone. When the characters are down, the wererats 
  suddenly shift their attacks to the group of 4 Sisters of the Order of 
  Maiden’s Cross paladins who show up. 
  The fight is gruesome, with casualties on both sides. If four Pipers are 
  downed, the last two attempt to flee. If the Sisters lose two members and 
  it looks as if the Pipers might win, one of the remaining two Sisters turns 
  on the other! This is the Fiend trying to sow chaos and further distrust in 
  the community. When the Fiend turns on the last Sister, the Pipers flee the 
  situation in surprise.
  Order of the Maiden’s Cross Paladins, Female Paladins 
  of Muir (Pal3) (3): HP 23, 21x2; AC 2[17]; Atk +1 
  longsword (1d8+1); Move 12; Save 10; AL L; CL/XP 3/60; 
  Special: immune to disease, lay on hands, warhorse. 
  Equipment: plate mail, shield, +1 longsword, potion of 
  healing, holy symbol of Muir, 2d4 sp.
  Note: The Fiend is posing as one of the Sisters.
  The Sisters Save the Day. If the characters have a hard time with the 
  Piper crew but are not being decimated, the Fiend “comes to their rescue.” 
  The Sisters show up with their magic weapons and are able to overcome 
  the wererats’ immunities. If the Sisters help win the fight, the characters 
  are invited to aid in their “display to the public” and drag the wererats back 
  to Maiden’s Cross. The Fiend, disguised as one of the Sisters, does not 
  reveal itself to anyone yet. Its unfamiliarity with Maiden’s Cross doctrine 
  and habits allows a suspicious character to roll below his or her wisdom 
  on 4d6 (or 3d6 if they are from Bard’s Gate) to note that something is off 
  about that Sister and that she is likely an imposter.
  Assuming the party does not indicate that they have discovered the 
  Fiend, it continues its charade and plays along with the carousing for the 
  evening. This particular Sister is unusually engaging with the men in the 
  group. If confronted, the Fiend downplays the interaction and excuses 
  itself. It then flees when out of direct sight.
  The Characters Prevail. If the characters handle the Pipers, the 
  Sisters appear after the fight, congratulate the characters on killing the 
  “underground scum,” and drag the bodies off to hang them from the roof of 
  Maiden’s Cross (Area TW27). One of the Sisters pats a female character 
  on the shoulder and says, “Great work. First round’s on me!” (She does 
  not make this offer if all the characters appear male.) That Sister is the 
  Fiend keeping tabs on the characters. If they discover the doppelganger, it 
  fights only enough to get away. 
  Clues. A Scroll. If the characters defeat the Pipers, they find a scroll 
  on one of them that describes a tall, clown-faced human with a strange 
  musical box (the description is of Dropsy the Clown, a main villain in 
  A Matter of Faith) that the Pipers are looking for. Dropsy’s involvement 
  depends on your campaign; if you have not played through A Matter of 
  Faith, or choose not to tie it to this adventure, have the description be of 
  any red herring you choose. The description is to show that the Pipers are 
  looking for someone, but that they have the wrong person. 
  
   |11
  |11
  dAy 8
  dAy 8
  The Beggars Guild finally takes matters in the city into its own hands. 
  The day of Manesdag, Freyrmond 12, the Beggars Guild takes to the 
  streets before dawn and begins commandeering the district. 
  Synchronized Events. At multiple locations, simultaneously at the 
  sixth hour after midnight, the Beggars create five “civic disturbances”: 
  The northwest end of the bridge near Virthalia’s House is blocked and 
  a fire is started in the street. 
  The south end of the bridge on Los Road near the Golden Palms is 
  blocked by several broken wagons and carts. 
  The west end of the bridge on Adam’s Avenue — near Bard’s Gate, too! 
  — is piled high with garbage, debris, and barrels of metal from Volwild’s. 
  The southwest end of the bridge on Reyst Way near the Wyvern’s Tail 
  is barricaded and burning. 
  The east entrance to the Lyre Bridge, where Carpenter and Pokorny 
  meet, is packed full of garbage, debris, rotten meat, and other assorted 
  types of filth. A group of ragged beggars stand by, armed with torches.
  Old Beggars. While several people are milling about at each location, 
  only a few of these individuals are part of the Beggars Guild. There are 
  1d4 common beggars and a beggar journeyman at each location. Add 
  or subtract common beggars to make these encounters interesting for the 
  players. The true guildsmen are on alert for city watch, vigilantes, and 
  random adventurers. If provoked, the beggars fight back, initially with 
  stink pots (see Appendix B: New Items) or debris to harass the attackers, 
  but if pressed, they fight to kill. Any casualties are quickly dragged into 
  the debris and covered so the watch doesn’t immediately understand the 
  escalation in hostilities. 
  Beggar Apprentices (Thf1) (1d4): HP 3; AC 7[12]; Atk 
  dagger (1d4); Move 12; Save 15; AL N; CL/XP 1/15; 
  Special: +2 save bonus vs. traps and magical devices, 
  backstab (x2), thieving skills. 
  Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 10%. 
  Equipment: leather armor, dagger, 3 stink pots. 
  Beggar Journeyman (Thf3): HP 7; HP 40; AC 7[12]; Atk 
  club (1d4) or dagger (1d4); Move 12; Save 13; AL N; CL/XP 
  3/60; Special: +2 save bonus vs. traps and magical devices, 
  backstab (x2), thieving skills. 
  Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, 
  Hide 20%, Silent 30%, Locks 20%. 
  Equipment: leather armor, club, dagger, 2 stink pots.
  In the Interests of Beggars. The guild is attempting to gather attention 
  from the surrounding districts that something is wrong in the Well. That 
  beggars have gone missing with no official response is not unusual; what 
  is unusual is the guild losing contact within their organization. These 
  beggars are not just out of communication, they are gone. 
  This overt display of civic unrest is a sham. The guild wants the 
  full might of the council to come down on the district; their true intent 
  is to have the Wheelwrights driven from this side of the Stoneheart. 
  Guildmaster Gromp is playing a long game and is willing to sacrifice 
  some of his pawns to remove the other side’s king. 
  The guild does not seek out the characters during this demonstration, 
  despite their awareness of the party’s investigation. If the party is affiliated 
  with the Beggars or contacts a guildmember, the characters get an audience 
  with Gromp.
  Meeting Gromp. However the characters get to this point, they are 
  granted an audience with Lucius Gromp, the Guildmaster of Beggars. 
  The meeting happens in the guildhouse (C13 in the Canal District), and 
  characters must agree to hoods or blindfolds to enter. If they refuse, no 
  meeting occurs. 
  
  12|The Fiend oF Turlin’s Well
  12|The Fiend oF Turlin’s Well
  Gromp is straightforward with his concerns; the Wheelwrights have an 
  agent in the district, a rich individual with no known employment. This 
  agent, Lassiter D’Torrance, is based in the “Gaunt House” (Area TW41) 
  in Turlin’s Well, and Gromp offers a runner who can show the characters 
  to the house the following day when things calm down. Discrediting 
  D’Torrance would go a long way toward ensuring that the Beggars get 
  what they want. Gromp asks the characters to investigate the house, find 
  some derogatory information — or plant some for the Watch to find — or 
  in some other way bring a stain to the family name and drive the man from 
  the city. He offers an exchange: The characters take care of D’Torrance, 
  and they get to come to him three times for information. Their contract 
  ends after this. He offers a crusted hand to “shake on it.”
  Guildmaster Lucius Gromp (Thf7): HP 20; AC 7[12]; Atk 
  hand-hook (1d4); Move 12; Save 7; AL N; CL/XP 7/600; 
  Special: +2 save bonus vs. traps and magical devices, 
  backstab (x3), read languages, thieving skills. 
  Thieving Skills: Climb 91%, Tasks/Traps 45%, Hear 5 in 6, 
  Hide 40%, Silent 50%, Locks 40%. Equipment: hand-hook 
  (treat as dagger), ring of protection +2.
  Clues. A Reliable Rumor. If the characters balk at Gromp’s request, he 
  suggests that there may be frequent comings and goings at the house, often 
  on the nights of “great disturbance in the city,” hinting that he knows even 
  more than what he says. If pressed by the characters for additional aid, 
  Gromp promises the characters that “I’ll have eyes on you at all times.” 
  dAy 9
  dAy 9
  SiStErSdAg, FrEyrmond 13 
  SiStErSdAg, FrEyrmond 13 
  This is the day the characters enter the final act of this adventure. If the 
  characters met with Gromp, the runner he promised meets the characters 
  at wherever they are staying and leads them to Gaunt House. If they did 
  not meet the guildmaster, use whatever setup is necessary to ensure that 
  the characters find their way to their last major encounter in the city.
  The Morning Of. The day begins quietly, a far cry from the previous 
  day’s insanity. A pall of smoke hangs in the air, and the sky is overcast. 
  While dreary, there are no screams tearing through the streets. Normal 
  city sounds greet the characters as they prep for their day. The party has 
  the morning for any preparations they need to make. If the characters are 
  staying at one of the district’s inns, breakfast is waiting for them when 
  they rise. If they are in other accommodations, something appropriate 
  to the situation awaits them. If the characters ask about the repast, they 
  are informed that “You have an admirer who arranged everything.” No 
  more information is left to be gathered. The food is safe and suits the 
  establishment they are in. When the characters finish and are ready to 
  investigate, proceed in getting them to Gaunt House.
  gAunt houSE — LAir oF thE FiEnd
  gAunt houSE — LAir oF thE FiEnd
  Gaunt House is Area TW41 on the map.
  The last house along the northeastern row of canal houses, situated on 
  the southern bank of the East Channel, Gaunt House’s description lives 
  up to its name. The structure is modeled in the Castorhagean aristocratic 
  style. Weathered trim frames beige stucco walls and timeworn brick 
  facades. Peaked roofs topped with archaic gargoyles loom above the 
  two-story structure. The house has long been in decline, standing as a 
  testament to fear of collapse. The place emanates age. 
  Gaunt House’s main characteristic is its proximity to the Between, a 
  terrifying border-reality that is described equally as Heaven or Hell, both 
  or neither. While no gateways or mirror-portals exist in the house, the taint 
  of the Between has leeched itself into the fibers of the structure. Terror 
  and despair are atmospherically constant; the creepiness of the house goes 
  beyond its physical disrepair and touches a primal part of any living being 
  that enters. Additional information and flavor about the Between can be 
  found in The Blight by Frog God Games. 
  Exploring Gaunt House opens the characters to a new threat: 
  mental exhaustion. Mental exhaustion hampers a character and causes 
  hallucinations, madness, or even catatonia. See the Mental Exhaustion 
  sidebar for tracking the affliction. While intense and frightening effects 
  are a staple of fantasy adventuring, the inclusion of the Between elevates 
  these common terrors to an overwhelming level. 
  The Fiend of the House. The Fiend can be found anywhere in Gaunt 
  House, or not here at all. Its knowledge of the layout and the side effects of 
  the house are absolute; it can, and will, use Gaunt House to its advantage 
  at any opportunity. The Fiend can be found anywhere, and unless badly 
  harmed, it does not flee the grounds. It is a powerful foe for any party at 
  this level. Only clever (and lucky!) characters stand a chance of driving it 
  off and fighting another day.
  Between Connection. Because of the inundation of Between captured 
  in Gaunt House, several odd, possibly dangerous effects can randomly 
  occur. Roll 1d8 each time the characters enter a new room. On a roll of 
  1, have the first character entering the room roll 1d20 and consult the A 
  Little Bit Between table:
  A LittLE bit bEtwEEn 
  A LittLE bit bEtwEEn 
  1d20
  Result
  1.
  A shadow falls the wrong way in the room. 
  2.
  A puddle appears at your feet, momentarily reflecting a 
  grinning face with wickedly sharp teeth. It instantly dries up.
  3.
  A fat, black fly lands close by, stares at you disturbingly, then 
  slowly flies away. 
  4.
  You’re sure the doorknob said something rude. 
  5.
  Somewhere in the city, a clock strikes fifteen. There are no 
  clocks able to do that in Bard’s Gate.
  6.
  Your shadow is momentarily monstrous but then returns to 
  normal. 
  7.
  Your hands begin to shake uncontrollable and feel intensely 
  cold; then you suddenly return to normal. 
  8.
  A horrific face forms under the wallpaper and then drifts 
  away. 
  9.
  You keep seeing something out of the corner of your eye — 
  some sort of insect scuttling about the ceiling — but every 
  time you look, it’s gone. 
  10.
  The smell of burning sugar is strong here. 
  11.
  You’re sure some thing called out your name, but there’s no 
  one else around. 
  12.
  You’re apparently the only one who hears the terrible scream. 
  13.
  Your reflection in the polished wood is of something terrible; 
  then when you glance again, it’s back to normal. 
  14.
  You keep hearing the same word in your ear every few 
  minutes: “Soon.” 
  15.
  The same man in a top hat keeps waving to you from outside. 
  If anyone investigates, he is gone, and there are no footprints. 
  16.
  An enormous cobweb entirely covers a doorway. 
  17.
  What is that strange flute music from the attic? 
  18.
  You pass the third window in a row and see the same sobbing 
  woman outside. She is not there if characters go outside and 
  investigate.
  19.
  The buzzing continues in your head — sometimes louder, 
  sometimes softer, but always menacing. 
  20.
  The floor beneath your feet suddenly jolts, but no one else 
  seems to notice.
  
   |13
  |13
  mEntAL ExhAuStion
  mEntAL ExhAuStion
  A new condition introduced by Gaunt House’s link to 
  the Between is mental exhaustion. Mental exhaustion 
  tracks how a character’s mental state deteriorates through 
  time, horrific events, physical trauma, or any sufficiently 
  draining situation you devise. This condition has physical 
  manifestations as well as mental, so the consequences can 
  be quite severe. 
  Typically, a single event is not enough to inflict 
  mental trauma; however, extremely ghastly events or 
  overwhelming terror can begin the descent into madness. 
  A traumatic event can give a creature one or more levels of 
  mental exhaustion, as specified in the effect’s description. 
  Typically, a creature must make a saving throw to avoid 
  the effect; failure adds or increases their current level of 
  mental exhaustion as show in the table.
  Level 
  Effect
  1 
  Disadvantage on ability checks
  2 
  Hallucinations
  3 
  Disadvantage on attack rolls and saving throws
  4 
  Madness
  5 
  Insanity
  6 
  Catatonia
  If an already exhausted creature suffers another 
  effect that causes mental exhaustion, its current level of 
  exhaustion increases by the amount specified in the effect’s 
  description. 
  A creature suffers the effect of its current level of mental 
  exhaustion as well as all lower levels. For example, a 
  creature suffering Level 2 mental exhaustion begins 
  hallucinating and has a –1 penalty on saving throws.
  Mental exhaustion can be removed by resting, by 
  removing oneself from the cause of the effects (such as by 
  leaving Gaunt House), or by casting remove curse on the 
  character.  
  Resting for one hour lowers a character’s mental 
  exhaustion level by 1, provided that the creature sleeps 
  and that the traumatic event is not in continuous plain 
  sight.
  Hallucinations. The character sees and hears things 
  that are not there. The hallucinations can be as vivid 
  as your imagination; however, they should have some 
  connection to the traumatic event. The hallucinations 
  cannot harm the afflicted directly, although they may lead 
  to dangerous situations.
  Madness. The character loses a grasp on reality. Roll 
  1d8; on a roll of 1–3, the character suffers short-term 
  madness; on a roll of 4–6, long-term madness; and a roll 
  of 7–8 results in indefinite madness. The effects of the 
  character’s madness are left up to you to determine.
  Insanity. The afflicted is insane. An insane creature 
  can’t take actions, can’t understand what other creatures 
  say, can’t read, and speaks only in gibberish. You control 
  its movement, which is erratic and unpredictable. 
  Catatonia. The mental exhaustion is too much. The 
  character’s mind retreats deep within itself and the body 
  loses function. The character slips into a coma-like state 
  until they receive magical healing. Restoration, limited 
  wish, or similar magic cures the affliction.
  tw41-1. Entry
  tw41-1. Entry
  A beautifully carved hardwood door provides entry into the house. The 
  door is swollen from moisture and disuse, so a combined 21 strength is 
  required to open it. The door is not locked, trapped, or dangerous. The 
  front door has not been used in some time. It creaks loudly upon opening, 
  in addition to any noise made while forcing it open.
  tw41-2. FoyEr
  tw41-2. FoyEr
  If the characters break through the front door, they enter a charming, 
  antiquated foyer. A threadbare carpet runner leads from the door to 
  the gallery, covering creaking hardwood flooring. The flooring gives 
  disadvantage on all Stealth checks in this area. The ceiling is open to 
  the looming, second-floor balcony. The air is thick with dust and tastes 
  slightly of dried flowers. The smell of dust is prevalent. Sparse cobwebs 
  decorate the walls and corners of the room.
  The Floor Tells a Tale. If the runner is moved, characters notice a 
  stained outline on the hardwood. The outline is in a vaguely humanoid 
  shape, but oddly proportioned. This is likely a large bloodstain. One of the 
  Fiend’s victims was killed here and left to bleed out.
  Mental Exhaustion. Discovering the stain of the Fiend’s victim 
  wouldn’t normally be so traumatic, but proximity to the Between makes 
  the discovery more vibrant. The character initially discovering the stain is 
  nearly overwhelmed with visions of the victim’s last moments. Sensations 
  of terror, the smell of blood, dust, and decay fill the character’s mind with 
  horrifying images. They feel as if they are on the floor looking up at a 
  shadowy man stalking forward, a huge hammer in his hand. When the 
  image focuses, the character sees that the hammer is the killer’s hand.
  The character (or characters if several investigate the floor) must make 
  a saving throw. If successful, the visions clear, and reality slowly creeps 
  back in. If the save fails, the images take hold, the Between infects the 
  character’s mind, and they suffer 1 level of mental exhaustion.
  Stairs to the Upper Gallery. A winding staircase ascends to another 
  gallery on the second floor. The stairs are creaky but stable; they groan 
  loudly when walked upon. The stairs are covered in thin, stained carpeting. 
  tw41-3. grEEting room
  tw41-3. grEEting room
  This is a comfortable, outdated, and dusty drawing room off the 
  foyer. Overstuffed chairs and a couch are arranged around the perimeter, 
  covered in what was once white linen, now dust encrusted and yellowed 
  with age. Grimy windows look out to the east, flanked with thick, dark 
  drapes. Various pictures adorn the wood-panel walls, and assorted bric-a-
  brac litters small tables around the room. A pocket door in the west wall is 
  the only exit from the room. There is a heavy, foreboding feeling here. It 
  smells stale, as if no one has been in the room for an age.
  Treasure. The assorted knickknacks are worth a total of 4d8 gp. 
  tw41-4. mESSAgE hALL
  tw41-4. mESSAgE hALL
  The house staff used this short hallway to pass messages to guests 
  waiting in the drawing room.
  Sliding Doors. Pocket doors in the east and west walls of the hallway 
  move smoothly on hidden runners in the ceiling. The doors are well-oiled 
  and appear almost new. The doors are oddly affected by the Between; the 
  wood does not degrade like the surrounding house.
  tw41-5. CLoSEt (bEtwEEn wAypoint)
  tw41-5. CLoSEt (bEtwEEn wAypoint)
  At first glance, this appears to be a standard cloakroom. 
  If characters enter the closet, they experience a subtle feeling of chill 
  and vertigo at the same time. They have entered a space-between-spaces; 
  they are in a Between waypoint. 
  Waypoint. This area has a bizarre effect courtesy of the Between. 
  Characters entering the closet and closing the door discover that they 
  can travel to another part of Gaunt House. Once the door is closed, the 
  character can concentrate on another of the waypoints (Areas TW41-
  10A or TW41-19A), open the door, and step out in the new location. The 
  effect is similar to a teleport spell, except there is no chance of a mishap. 
  Traveling this way has a cost: When a character switches locations, the 
  Between notices. Characters need to make a successful saving throw or 
  suffer 1 level of mental exhaustion.
  Initially, the characters will have no knowledge of how to travel through 
  the house using this method. Without an experienced traveler, a character 
  can roll below his or her intelligence on 4d6. A success gives the character 
  a mental glimpse of the other waypoints, and if they concentrate on a 
  location, they feel a slight pulling sensation and arrive in the new point. 
  Failure indicates no movement, and the character may exit the closet 
  normally, possibly assuming the closet is just an “odd space” in the house.
  
  14|The Fiend oF Turlin’s Well
  14|The Fiend oF Turlin’s Well
  gAunt houSE mAp 
  gAunt houSE mAp 
  - ground FLoor & 
  - ground FLoor & 
  bASEmEnt
  bASEmEnt
  
   |15
  |15
  tw41-6. vEStibuLE
  tw41-6. vEStibuLE
  This passage leads from the foyer into the study. An open closet is in 
  the east wall. Whimpering can be heard from inside when the characters 
  approach.
  Unexpected Visitor. A huddled figure is facing the back corner of 
  the closet, cloaks and robes piled upon it. It does not move initially, but 
  if characters remove the clothes for a better look, the ghoul turns and 
  attacks. The ghoul is covered in scars and old wounds, and protruding 
  bones augment the horrific nature of the undead.
  This ragged creature is one of the forgotten beggars that has been 
  missing for several weeks. He was abducted long before the start of the 
  vandalism and is unidentifiable in his current state. Strangely enough, it 
  has no eyes. If somehow returned to the Beggars Guild, the characters are 
  given a token thanks, and the body is disposed of.
  Ghoul: HD 2; HP 13; AC 6[13]; Atk 2 claws (1d3 + paralysis), 
  bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immunities (charm and sleep), paralyzing touch (3d6 turns, 
  save avoids). (Monstrosities 191)
  Treasure. A few of the cloaks are fur-lined, of decent quality, 
  and not terribly stained; three of the cloaks are worth 25 gp 
  each. 
  tw41-7. Study
  tw41-7. Study
  This cozy chamber has a cold and unused fireplace in one corner. Fine 
  leather chairs and several tables are spread through the room. A formal suit 
  of plate armor stands in the northwest corner behind a luxurious couch. A 
  broken window allows some air to flow into the room. A thick-piled carpet 
  festooned with fleas and mites is laid out before the fireplace.
  Obvious Guardian. The animated armor in the corner likely draws 
  the party’s attention. The armor animates when characters enter the room, 
  requiring one round to move the couch before it can engage. The armor 
  does not follow characters out of the room. It resets any moved furniture 
  if all living beings leave the room. 
  Animated Armor: HD 4; HP 27; AC 5[14]; Atk longsword 
  (1d8); Move 6; Save 16; AL N; CL/XP 4/120; Special: none.
  Fireplace. The chimney has a narrow flue that provides 
  access to the roof. A halfling or dwarf can ascend at 50% 
  their normal movement rate. Smaller creatures can move at 
  75% normal.
  tw41-8. gALLEry
  tw41-8. gALLEry
  This hallway links the larger rooms of Gaunt House. Pictures hang on 
  the walls in a chaotic jumble of images, overwhelming in their disparity. 
  Some of the pictures are from famous artists and quite valuable, while 
  others are simple sketches and worthless. There does not appear to be a 
  coherent theme of the display; it’s a riot of color, shapes, landscapes, and 
  less-understood images.
  Storyboard. The art in the gallery largely makes no sense to onlookers. 
  However, any character suffering from at least 1 level of mental 
  exhaustion sees truth in the madness. Some of the sketches seem to depict 
  scenes currently plaguing the Well; for example, a small portrait shows 
  the scene of the gruesome package from a bird’s-eye perspective. If the 
  characters participated in that encounter, they are shown as onlookers in 
  the crowd. A color impressionist landscape shows Turlin’s Well at dusk, 
  clearly capturing the party out walking or patrolling. A large, black-and-
  white scene shows a vista overlooking the island around Castorhage, a 
  small ship approaching from the direction of Reme. The ship, if studied 
  carefully, is revealed to be The Flight of Oberon.
  If none of the characters is suffering from mental exhaustion, the gallery 
  appears as a well-rendered mess that lacks any consistent design theme. 
  Mental Exhaustion. Onlookers have a 30% chance to notice their own 
  likenesses in the art. The paintings featuring the characters are not new, 
  so the revelation that actions they just undertook are captured in paint is 
  overwhelming. Characters who notice their images must make a saving 
  throw. If successful, they are able to shudder off the thoughts that they 
  have been following a pre-determined script; if unsuccessful, they suffer 
  1 level of mental exhaustion.
  Treasure. There are 1d6 paintings that, despite their disturbing nature, 
  are professionally rendered. If gathered and sold to an art dealer in town 
  (who doesn’t know where they came from), they can be sold for 1d4+1 x 
  100 gp each. The other 20 pieces are worth 1d4 x 10 gp each.
  tw41-9. ChApEL
  tw41-9. ChApEL
  This is a sunken area, with three steps leading down to a floor covered 
  in sigils, runes, and glyphs. The walls are adorned with additional runes, 
  shapes, and vividly obscene images. A heavy miasma of decay, blood, and 
  something less definable lingers in the air. A large fireplace is in the north 
  wall, with heavy chains anchored to the stone mantel. Black iron sconces 
  protrude from the corners of the room. An iron chandelier hangs from a 
  stout chain in the ceiling. A passage opens to the south, and a door is in 
  the west wall. The room is warmer than other areas, although the fireplace 
  has not seen recent use. 
  The Engraved Floor. If the characters proceed into the room, additional 
  details about the floor are visible. A fine silver vein runs along the edge 
  of the floor where it meets the bottom step. A character investigating the 
  silver vein and the sigils and runes painted on the floor understands that 
  the whole is designed to be a large summoning or magical containment 
  area. Disturbingly, the runes and sigils are drawn with the intent to keep 
  something in, not out. 
  Further investigation reveals eight rectangular shapes engraved in the 
  stone floor. If characters break through the floor, they expose entombed 
  corpses. The corpses are desiccated, and the cause of death was blunt 
  trauma to the head. The bodies have been here for many years; the 
  ceremonial shrouds wrapping the victims are withered and putrefied. 
  Woken Dead. If the characters physically disturb any of the bodies, the 
  corpses all shudder and attempt to rise out of their tombs. Characters have 
  one round of free attacks on the 8 cadavers before they free themselves 
  from the shallow graves and attack. If the characters defeat the cadavers 
  but do not use magic weapons or spells, the bodies lie inert in their tombs 
  until they regain their full hit points, then set out after the characters if 
  they remain in the house. They do not pursue characters outside of Gaunt 
  House.
  Cadaver (8): HD 2; HP 14, 12x2, 10, 9, 7x3; AC 6[13]; Atk 2 
  claws (1d4 + disease), bite (1d6 + disease); Move 6; Save 16; 
  AL C; CL/XP 4/120; Special: disease (wasting, 1d4 damage, 
  save resists), reincarnation (regain 1hp per round until 
  restored). (see Appendix A: New Monster)
  Gothic Lighting Reveals. The sconces and chandelier are crafted in 
  an unusual artistic style. Details suggest architecture commonly depicted 
  in texts describing the Hells, which mention that several ornate talismans 
  exist to capture devils, binding them to their captor’s will. The metal is 
  bent into shapes in a style well-documented in Infernal literature. The iron 
  in these items is not from this plane of existence.
  Mental Exhaustion. Few locations in the city limits are as disturbing 
  as this room. As the characters uncover more of the liturgy here, the 
  more they open themselves to its malign influence. Upon observing the 
  mass of glyphs and sigils covering the room, characters begin to feel a 
  creeping dread, a sense of claustrophobia — as if the house is narrowing, 
  closing in on them. Creaks and groans become more pronounced, the 
  smell of old becomes thick in the air, and a deep weariness creeps into 
  the characters’ bones. Characters failing a saving throws gain 1 level of 
  mental exhaustion. Any character making a successful save still feels the 
  emotional drain but suffers no other effects. 
  Characters witnessing the dead rise from their crypts must make a saving 
  throw. Successful saves embolden the characters; they are heroes after all! 
  Failure indicates that the characters make future mental exhaustion checks 
  with a –1 penalty until they take a long rest. 
  Treasure. If removed, the sconces and chandelier are worth 2,500 gp 
  for their craftsmanship. However, these items are exceedingly tainted with 
  evil, and good-aligned characters should have a problem selling them. 
  If broken up for their component metal, the objects are worth 150 gp 
  in raw material cost. The four sconces weigh two pounds each, and the 
  chandelier weighs 250 pounds. 
  
  16|The Fiend oF Turlin’s Well
  16|The Fiend oF Turlin’s Well
  CinEmAtiC tError
  CinEmAtiC tError
  This room is one of the special places in Gaunt House 
  where you can really invest the players into the game. 
  Take this opportunity to make this room a scene: Go into 
  lurid details, describe the minutia of the room, draw their 
  attention to one object then quickly return to another. If 
  it interests you, become more animated with gestures, 
  change the inflection of your voice, or turn the lights 
  off and put a flashlight under your chin. The point is to 
  make the players feel like they are a part of this. It’s not a 
  character in that room; it’s them.
  tw41-10. dining room 
  tw41-10. dining room 
  This is a large formal dining room. Dozens of chairs surround a table 
  that is five feet wide and 10 feet long. Three table settings are placed on 
  a yellowed tablecloth, although two are covered in dust. The walls are 
  unadorned but covered in a slightly greasy filth. There is a door to the 
  southwest, another in the west wall, and the eastern half of the room is a 
  sparse kitchen. A grimy window is in the southern wall near the kitchen. 
  A faint smell of cooked meat lingers in the air; under these circumstances, 
  it is not a pleasant odor. 
  Dining Table. The dishes are valuable, if rather gaudy. The flatware is 
  simple metal of no value. The glassware is an old, aristocratic style long 
  out of vogue. The table covering is yellowed with age and neglect, but is 
  sturdy cloth that has maintained its integrity. The table itself is a sturdy, 
  plain slab construction popular in the late 3300s in Castorhage. 
  Under the table — and gaining surprise if no one suggests prodding the 
  hanging tablecloth — is a giant spider. It attacks once, and then tries to 
  escape by crawling to the ceiling. The spider moves in a jittering, spastic 
  way, as if it’s not in control of its own body. 
  Giant Spider (4ft diameter): HD 2+2; HP 14; AC 6[13]; 
  Atk bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 
  5/240; Special: lethal poison (save or die, +1 saving throw), 
  surprise prey (5-in-6 chance). (Monstrosities 451)
  Treasure. The table settings are worth 500 gp to a collector 
  due to their vintage. 
  tw41-10A. pAntry (bEtwEEn wAypoint) 
  tw41-10A. pAntry (bEtwEEn wAypoint) 
  Upon entering this area off the dining room, characters notice shelves 
  of dry goods, moldy cheese, stale and petrified breads, and other inedible 
  fare. If all three doors are closed at the same time, the truth of the room 
  becomes apparent. 
  Waypoint. This area has a bizarre effect courtesy of the Between. 
  Characters entering the pantry and closing the doors discover that they 
  can travel to another part of Gaunt House. Once the doors are closed, the 
  character can concentrate on another of the waypoints (Areas TW41-5 or 
  TW41-19A), open the door, and step out in the new location. The effect is 
  similar to a teleport spell, except there is no chance of a mishap. Traveling 
  in this way has a cost; when a character switches locations, the Between 
  notices. Characters need to make a successful saving throw or suffer 1 
  level of mental exhaustion.
  See Area TW41-5 if this is the first time the characters attempt to use 
  a waypoint.
  Exit. The door in the south wall leads to the sunroom. It has a sturdy 
  bolt on this side. 
  tw41-10b. kitChEn
  tw41-10b. kitChEn
  This area is a simple kitchen. A low counter runs along the east and 
  north walls. The south wall holds a cabinet intended to store ice. A central 
  island dominates the workspace. A pocket door leads out through the east 
  wall, and a doorway leads to the gallery (Area TW41-8).
  Counter Intuitive. If the characters investigate the counter area, they 
  discover that a large amount of butchering has been performed recently. A 
  few cooking utensils are strewn about the counter, and they discover the 
  presence of several medical tools as well. 
  The ice cabinet is very cool if approached. Opening the cabinet exposes 
  several large blocks of ice, some smaller chips of ice, and 13 paper-
  wrapped packages. Each two-pound paper bundle contains sections of 
  freshly butchered meat. It is not immediately apparent from what kind of 
  animal this meat is taken. 
  The Island. A countertop in the central island surrounds a small firepit. 
  Several metal skewers surround the cooking area. Bits of meat — or 
  some other flesh — have recently been cooked on them. Cabinets make 
  up the bottom of the island, and they contain various pots, pans, plates, 
  cooking utensils, and carving knives. All the cooking tools are stained and 
  encrusted with unknown “foodstuff.”
  Cooking Staff? If characters search the cabinets, the second door 
  opened releases a swarm of rats. The nearly starved animals present 
  little threat to the characters; however, the rats carry sewer plague, which 
  requires a saving throw after a bite to avoid an infection that causes 1d4 
  points of damage each day until healed.
  Swarm of Rats: HD 5; HP 31; AC 7[12]; Atk bite (2d6 + 
  disease); Move 9; Save 12; AL N; CL/XP 5/240; Special: 
  disease (save or take 1d4 points of damage per day until 
  healed).
   Dumbwaiter. A small elevator is in the southeast corner of the kitchen. 
  This dumbwaiter-contraption allows access to the second floor, outside 
  the guest room closet (Area TW41-21A). 
  Treasure. All the cooking utensils, cutlery, pots and pans, and other 
  accoutrements can be sold to an inn or restaurant for 250 gp once they 
  are cleaned. 
  tw41-11. LAnding And StAirS
  tw41-11. LAnding And StAirS
  This antechamber is a landing for the stairs leading up to the second 
  floor. A small, halfling-sized door is underneath the stairs. A padlock and 
  hasp secure the portal. Another door in the south wall leads outside. A 
  closet is in the northeast corner. 
  The Door Under the Stairs. The small door is closed with a padlock 
  and requires a delicate, small key. The lock is trapped, with a thin slot in 
  the side. If the trap is triggered, a small blade pops out of the side of the 
  lock to slash at any creature holding it. The slashing blade does 1 point of 
  damage and leaves the character unable to use the injured hand until they 
  bandage it properly. 
  The Figure Under the Stairs. The small door creaks when it opens 
  to expose a lightless, dusty space. Propped in the northwest corner of the 
  cramped space is a tiny figure: a twig and string toy twisted into a bipedal 
  shape and wrapped with bits of cloth. 
  Characters who roll below their wisdom on 3d6 realize the cloth looks 
  familiar and notice that it is from another character’s cloak or clothing 
  (determine at random or choose one character).
  Mental Exhaustion. Finding a tiny stick-doll wearing a piece of the 
  character’s own clothes in a locked room under some stairs requires that 
  character to make a successful saving throw or suffer 1 level of mental 
  exhaustion. 
  Treasure. The padlock is of high quality and worth 50 gp.
  tw41-12. CLoSEt
  tw41-12. CLoSEt
  This is a large cloakroom. Various boots are tossed about, and cloaks, 
  robes, and other outerwear are hung on pegs along the walls. Assorted 
  wide-brim hats are on stands in the corners. 
  Dirty Laundry. Several bloody articles of clothing are barely hidden 
  under a pile of boots in the easternmost corner. The blood is still damp, but 
  the edges are dry. The blood is four to five days old. It is from the wererat 
  victim in the assault. 
  tw41-13. workroom
  tw41-13. workroom
  The first thing characters notice when they enter this room is the stark-
  white tiles covering all surfaces except the ceiling. A large bay window 
  is in the southwest wall and looks out toward the sunroom. Another large 
  window in the northeast wall faces the entry. A door in the same wall leads 
  out to the front of the house, and another door in the southeast wall leads 
  outside to a covered patio area. Several wheeled metal tables are against 
  the southeast wall. The floor slopes slightly to the center of the room to 
  an iron grate. Various shelves and hanging hooks line the northwest wall. 
  Worktables. The metal tables are study devices. They can each easily 
  support 500 pounds. The wheels are well-maintained, and the tables are 
  easily maneuvered, even when carrying heavy weights. The wheels are 
  small, so rough terrain could pose a problem. 
  
   |17
  |17
  gAunt houSE mAp - 
  gAunt houSE mAp - 
  FirSt FLoor & AttiC
  FirSt FLoor & AttiC
  
  18|The Fiend oF Turlin’s Well
  18|The Fiend oF Turlin’s Well
  Tools of the Trade. All the tools and devices in this room are useful 
  for butchering and moving livestock. The entire room is easily washed 
  down to the main drain in the center of the floor. Several of the tools are 
  stained from excessive use. A broken bottle on one of the shelves contains 
  the residue of the paralytic poison used on the wererat (see The Assault).
  Treasure. The tools and tables could be sold for 200 gp. 
  tw41-14. Sunroom
  tw41-14. Sunroom
  This area of large windows is a sunroom or solarium. Thick rugs cover 
  most of the floor space, while wicker-and-reed furniture adorns the room’s 
  perimeter. The center of the room features a cushioned settee. A partially 
  completed sketch sits on an easel off to one side. A stout wooden door 
  with several locks plainly visible is in the west wall. 
  The Sketch. The sketch depicts a detailed landscape of the Castorhage 
  skyline. Several buildings are shown in detail, with an indistinct smudge 
  effect distorting the whole. The sketch is good, but not master-quality. 
  There are six additional sheets of drawing paper and a dozen pieces of 
  charcoal of various hardness.
  The Door. The wooden door is obviously of quality construction and 
  seems stout. The slab itself is plain, but intricate script is engraved in the 
  jam surrounding the door. The hinges of the door are on this side. The 
  door opens into this room; it is designed to keep something from getting 
  in here from wherever it leads. The three locks and two bolts are easily 
  opened from this side. 
  If the door is opened, it reveals a small landing and stairs leading down 
  into darkness. The steps are made of wood, and a gut-twisting, putrid odor 
  rises from below. The air is slightly damp and stagnant. Ambient light 
  from the sunroom barely illuminates the stairwell. 
  The Floor. The floor under the rugs is exotic hardwood from the north. 
  It is highly polished and in remarkable condition. Underneath the rugs, 
  the floor is engraved with many runes and glyphs. The runes are typical 
  of druids and ancient, primal deities. The runes and glyphs are intended 
  to appease dark fairy folk. While this is not enough to require a mental 
  exhaustion check, it does give characters a very uneasy feeling.
  Treasure. The sketching papers are excellent quality and worth 5 gp 
  per sheet. The charcoal is quite useful and worth 10 gp in total. The easel 
  and furniture are worth 25 gp. The sketch itself, if sold, fetches 10 gp.
  tw41-15. CovErEd vErAndA
  tw41-15. CovErEd vErAndA
  An open exterior area, this veranda is protected from the weather 
  and from observation. A large fireplace is in the north wall, and a small, 
  open storage area is in the south wall. A few short steps lead down to the 
  surrounding grounds. 
  Fireplace. The firebox is sooty and shows signs of recent use. Some 
  unburned scraps of cloth can be discovered that look as if they could be 
  from clothing. 
  tw41-16. mAStEr bEdroom
  tw41-16. mAStEr bEdroom
  This room is the main area of the “master suite.” A large bed piled high 
  with pillows and blankets dominates a spacious sleeping area. An armoire 
  and a closet sit along the south wall. Windows fill the west wall, with two 
  additional windows looking north. A door leads outside to the veranda, 
  and passages to the gallery and the privy head off in the east wall. An 
  unpleasant smell emanates from the bed area. The north wall features a 
  landscape painting of Castorhage, with a dusky, evening tone.
  The Bed. If characters approach the bed to investigate the terrible 
  stench, they learn it is the smell is of excrement. Further investigation 
  of the bed and removing the piles of blankets and skins covering the top 
  reveals that it is not a bed; the blankets are covering a two-foot-tall cage 
  that is six feet long and six feet wide. Two prisoners — a male and a 
  female human — are in the cage. An overflowing bucket of waste is in 
  one corner. 
  Prisoners. The man and woman are unresponsive to questioning. They 
  barely register the characters’ presence and are not communicative in any 
  way. Each is suffering from 5 levels of mental exhaustion; they are not 
  quite comatose, but the constant sensory overload of being held captive 
  in the tiny cage keeps them from recovering. They are commoners and 
  currently have 1 hp each. 
  If the prisoners are healed enough to allow them to be questioned, they 
  weave quite a tale. Both are beggars, low-level guildmembers who were 
  in the wrong place at the wrong time. They were drugged and captured, 
  and later awoke in a dark tiny cell (the cage under the bed). They have 
  no idea how much time has passed since they were captured but they can 
  eventually determine that they have been prisoners for almost two full 
  weeks. 
  Commoners, Human Male and Female Beggars: HP 
  4, 3 (currently 1 each); AC 9[10]; Atk weapon (1d6); 
  Move 12; Save 18; AL Any; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  Bedroom Furniture. The furniture is large and sturdy but plain. 
  The closet holds a few nightshirts and robes while the armoire is full 
  of aristocratic-styled dress. The clothes are moth-eaten and dingy, but 
  serviceable. 
  Mental Exhaustion. Discovering the prisoners’ condition and 
  understanding the depths of sadism required to confine them in such a 
  manner requires all the characters to make a successful saving throw or 
  suffer 1 level of mental exhaustion.
  Treasure. The large Castorhagean landscape is worth 1,500 gp. The 
  armoire and closet could be sold to an inn for 150 gp each. They weigh 
  200 pounds each. 
  tw41-17. mAStEr CLoSEt 
  tw41-17. mAStEr CLoSEt 
  Various articles of clothing are stored here. Robes, cloaks, several 
  full outfits for men and women, and a plethora of shoes and boots are 
  all arranged in this large closet. A small alcove in the northwest wall 
  is a “jewelry room” with several pieces of ornate, if gaudy, necklaces, 
  bracelets, tiaras, and other audacious pieces. 
  Treasure. The jewelry is costume paste-and-glass fabrications. The 
  clothes and jewelry could be sold in Bard’s Gate to a playhouse as 
  costumes for 250 gp.
  tw41-17A. mEn’S privy 
  tw41-17A. mEn’S privy 
  This is a “men’s room.” It is very clean and looks unused for some time. 
  There is a small table with a pitcher of stale water and washbasin. There 
  are no towels to dry hands.
  
   |19
  |19
  tw41-17b. LAdy’S privy 
  tw41-17b. LAdy’S privy 
  This is a “ladies’ room.” It is very clean but smells as if it has been used 
  recently. There is a small table with a pitcher of stale water and washbasin. 
  There are no towels to dry hands.
  Lavatory Table. The lavatory table is secretly a mimic. The creature is 
  what is exuding the excrement smell. It has been crawling out of the privy 
  to devour the excess waste from the prisoners in the master bedroom. The 
  mimic attacks any characters who open the door and investigate the room. 
  The creature does not leave the room to initiate attacks, but it does follow 
  characters out of the room if engaged in combat.
  Mimic: HD 7; HP 43; AC 6[13]; Atk smash (2d6); Move 2; 
  Save 9; AL N; CL/XP 8/800; Special: glue (save or stuck to 
  mimic), mimicry (disguise as various items). (Monstrosities 
  329)
  tw41-18. uppEr gALLEry
  tw41-18. uppEr gALLEry
  Similar to the gallery on the first floor, this hallway is a haphazard 
  arrangement of visual images of varying quality. A uniform theme of 
  the diabolic is notable, with several landscapes depicting “classical” 
  representations of various demon princes. 
  The Signature. The signature on the paintings is actually the sigil 
  of the Demon-Princess Teratashia, who is not one of the great demons 
  included in any of the pictures.
  Treasure. Much like the lower gallery, the paintings, while distasteful 
  and disturbing, are of professional quality. If sold to an art dealer (who 
  doesn’t know where they came from), 2d6 paintings can be sold for 2d4+1 
  x 100 gp each. The other 10 pieces are worth 2d4 x 10 gp each.
  tw41-19. guESt room 
  tw41-19. guESt room 
  This guest room is comfortable looking, if a bit spartan. A single narrow 
  bed is against the east wall, with doors in the south and west walls. A 
  window in the north wall is covered by parchment to filter incoming light. 
  An unpleasant odor emanates from behind the western door.
  tw41-19A. CLoSEt (bEtwEEn wAypoint) 
  tw41-19A. CLoSEt (bEtwEEn wAypoint) 
  This is a standard closet with cloaks and boots in perfect order. The 
  room doubles as a small privy for guests. 
  Waypoint. This area has a bizarre effect courtesy of the Between. 
  Characters entering the closet and closing the door discover they can travel 
  to another part of Gaunt House. Once the door is closed, the character 
  can concentrate on another of the waypoints (Areas TW41-5 or TW41-
  10A), open the door, and step out in the new location. The effect is similar 
  to a teleport spell, except there is no chance of a mishap. Traveling this 
  way has a cost; when a character switches locations, the Between notices. 
  Characters need to make a successful saving throw or suffer 1 level of 
  mental exhaustion.
  See Area TW41-5 if this is the first time characters attempt to use a 
  waypoint.
  tw41-19b. AttiC ACCESS
  tw41-19b. AttiC ACCESS
  A small door in the west wall of the guest room leads into Gaunt 
  House’s attic space. 
  The Small Door. Characters who listen at the door gain two bits of 
  information. The first is a slight buzzing sound from the other side of the 
  door. The other is an increase in the awful odor noticeable in the room. 
  If the unlocked door is opened, a horrible stench erupts from the 
  attic space, along with a swarm of flies. The insects do no harm but are 
  disorienting and irritating. The flies stay in the guest room unless the 
  window is opened or if the door to the upper gallery is left open. 
  tw41-19C. AttiC
  tw41-19C. AttiC
  The ceiling of the attic space is four feet tall, which requires characters 
  to stoop if they enter the space. Numerous boxes and crates are stored in 
  the attic, as well as pieces of furniture covered with aging and tattered 
  cloth. Characters must squeeze to move through the attic space. Small 
  characters can move through the area with no impediments. 
  The stench intensifies in the far western portion of the attic. A flickering 
  light can be seen over and around the items stored up here. If the party 
  approaches, they discover a liturgy of glyphs and sigils arranged on the 
  floor, the west wall, and the ceiling. Four lit black candles are burning 
  at the cardinal points. A chalice of blood is placed next to one candle. A 
  humanoid figure is lying on the sigils on the floor. 
  The Sacrifice. Investigating the figure reveals that it is a human male 
  approximately 50 years of age. He is breathing shallowly and erratically. 
  There is a slight discoloration around the victim’s mouth. A large incision 
  in the chest is held closed by amateurish, oversized stitches. 
  Characters investigating either of these conditions discovers the 
  discoloration is likely the same as the wererat involved in the Gruesome 
  Package encounter. The discoloration is from a paralytic poison. The 
  incision and the accompanying stitches are meaningless; the victim was 
  cut open only for show, and there is no internal injury. The stitches are 
  designed to confuse any rescuers and to terrify the victim.
  The victim’s name is Ectarr D’Miean, a lesser nephew of the D’Miean 
  family of Castorhage. He is a low-level merchant and importer, and a 
  deplorable human being guilty of low morality. No excess is beyond this 
  cretin. If rescued, he offers the characters a 500 gp reward. 
  Ectarr D’Miean, Human Male Noble: HP 29 (currently 1); 
  AC 9[10]; Atk weapon (1d6); Move 12; Save 12; AL N; CL/
  XP 5/240; Special: none. (Monstrosities 254)
  Mental Exhaustion. Discovering the false ritualistic sacrifice, staged 
  perfectly for maximum effect, requires all characters witnessing the scene 
  to make a saving throw or suffer 1 level of mental exhaustion.
  tw41-20. LoungE
  tw41-20. LoungE
  Double doors lead into this large room, which has a massive, ornate 
  fireplace along the north wall. Fashioned of iron and stone, the chimney 
  is formed to represent a demon; it is a statue of Teratashia. The demon-
  princess has the body of a cockroach and the head of a human female, 
  although the features are twisted and distorted. A necklace of skulls hangs 
  around the neck of the statue, and they look real.
  A door leads outside to a balcony overlooking the lower veranda. A 
  wrought-iron handrail surrounds the deck, which offers an excellent 
  panoramic view of the Outer District. Several divans and chairs are 
  situated around the perimeter of the room, and garish and highly suggestive 
  paintings hang around the walls. 
  Treasure. The six paintings, while disturbing, are very well rendered. 
  They are master-level quality and are worth 2,000 gp each. 
  tw41-21. guESt room 
  tw41-21. guESt room 
  This guest room is luxuriously appointed. Pillows and cushions are 
  piled high on the grand bed along the north wall. Thick, well-cushioned 
  carpet fills the room from wall to wall. A short bench is along the south 
  wall with several sets of plush slippers at the foot. A large bay window in 
  the east wall is clear and clean, allowing the bright daylight to illuminate 
  the room. A pocket door is in the south wall, and a large mirror takes up 
  most of the west wall not occupied by the entry door. The room is clean 
  and appears to be well-maintained. It does not look to have seen recent 
  use. 
  The Bed. The bed is covered in pillows, cushions, pads, and other sleep 
  accessories. A rich fur comforter is below the mounded pillows. If the 
  bed is investigated, removing the pillows betrays its hidden secret: the 
  disfigured corpse of a human male is under the pile of cushions. 
  The Victim. This was Emil Orimus, a member of the Beggars Guild 
  who got too close to the Fiend. Emil found it odd that a lone traveler was 
  unafraid of walking through the Well at night and followed him to Gaunt 
  House. After suffering through the traumas inflicted by the house, Emil 
  was in a vastly weakened state when the Fiend began practicing its new 
  hobby of vivisection. 
  Emil is a mess. Internal organs are exposed, bones are sawed-through, 
  broken-off, and splayed about. Flesh is peeled and twisted, the whole 
  appearing to be some form of atrocious medical experimentation. 
  Fortunately, Emil perished at some point in the process.
  The Vengeance. Emil may no longer be alive, but he’s not finished 
  yet. Emil transformed into a wight and attacks the characters when they 
  discover him. He attacks until all the characters are dead. If encountered 
  during the day, Emil make all attacks in this room at disadvantage due to 
  the window allowing so much light into the room.
  
  20|The Fiend oF Turlin’s Well
  20|The Fiend oF Turlin’s Well
  Emil Orimus, Wight: HD 3; HP 15; AC 5[14]; Atk claw 
  (1hp + level drain); Move 9; Save 14; AL C; CL/XP 6/400; 
  Special: +1 or better magic or silver weapons to hit, level 
  drain (1 level with hit). (Monstrosities 510) 
  Treasure. The covers and sheets — accessible if all the pillows 
  are removed — are fine cloth, smooth and elegant. If cleaned, 
  they can be sold for 200 gp. 
  tw41-21A. CLoSEt/pASSAgE
  tw41-21A. CLoSEt/pASSAgE
  This area is a passthrough closet. A pocket door leading from the guest 
  room (Area TW41-21) enters a narrow closet area. Another door farther 
  south leads out to the landing area outside the lair of the Fiend (Area 
  TW41-24). The balcony and the top of the stairs are to the west of the 
  door. 
  Treasure. Various complete sets of aristocratic outfits can be gathered 
  in the closet. The total value of all the items is 400 gp.
  tw41-22. guESt room 
  tw41-22. guESt room 
  This area appears to be another main guest room. As soon as characters 
  open the door, they are overwhelmed with the putrescence. This room is 
  wall-to-wall filth and refuse. Garbage, carrion, and other less-identifiable 
  masses are piled all over the room. Bits of broken furniture protrude from 
  heaving mounds of egesta. Offal, excrement, and other fluids run down the 
  walls and pool on the floor. If the characters enter the room, the disgusting 
  mass spasmodically shifts, causing the room to undulate and groan. It is 
  as if the room is an active ulcer in Gaunt House. 
  Windows to the Soul. The large bank of windows in the west wall is 
  an enigma. Random flashes of scenes appear in the windows. The flashes 
  cannot be of this reality; monsters, landscapes, and hideous images flash 
  and pulse in an oddly erratic manner. 
  If characters wait and watch the scenes for longer than a minute, the 
  profound sensory overload lessens. A single vague image of an iron gate 
  clarifies, drawing viewers closer. It remains indistinct, just slightly out of 
  focus, and then suddenly is crystal clear. 
  Mental Exhaustion. The immediate purity of the vision is 
  overwhelming; characters monitoring the window must make a successful 
  saving throw or suffer 1 level of mental exhaustion. 
  tw41-22A. SECrEt CLoSEt
  tw41-22A. SECrEt CLoSEt
  A well-concealed door is camouflaged in the filth and ordure covering 
  the walls. A pocket door is in the south wall. The small area beyond is a 
  stark contrast to the putrescence in the preceding room. This area is clean 
  and stark, an orderly dressing area containing decent clothes, costumes, 
  and a few random toys. The closet seems like it would be appropriate for 
  an aristocratic child’s room, leaving some concern for what is wrong with 
  the previous room.
  tw41-23. kitChEn CLoSEt
  tw41-23. kitChEn CLoSEt
  This closet area houses a dumbwaiter that provides simple access to 
  the kitchen (Area TW41-10B). A small character under 50 pounds could 
  use the dumbwaiter to access both areas. The device needs service; its 
  operation is jerky and noisy. 
  tw41-24. LAir oF thE FiEnd
  tw41-24. LAir oF thE FiEnd
  This large room off the southeast corner of Gaunt House is the main lair 
  of the Fiend. A thick oak door opens into a well-lit, long, narrow room. 
  Several floor-to-ceiling windows ring the perimeter, with smaller, dormer-
  style windows higher in the ceiling. No other doors are immediately 
  visible. The floor is dark hardwood, with intricate wainscoting along the 
  walls. The room gives off a relaxing “lounge” feel. Several overstuffed 
  chairs are available, with a single long couch along the southwest wall. 
  A small, elegant bar cabinet sits in the southeast corner. What looks like 
  a birdcage hangs in the southwest corner. It is covered by a thick, dark 
  blanket, and a quiet chittering can be heard from underneath.
  The Birdcage. A large, covered birdcage in a corner of the main room 
  hangs by a chain from a ceiling beam. The thick blanket covering the cage 
  is dusty; it has not been removed in some time. If characters approach, 
  they notice that the chittering occurs in a pattern that somewhat resembles 
  a speaking cadence. A ranger or elf character realizes that the chittering 
  sound is not from any normal avian. 
  One in Hand. If the characters remove the heavy cover, they see a 
  small bat hanging upside down in the cage. Its feet grip the top of the cage, 
  and it seems to be engaging in conversation with the characters. Anyone 
  able to speak with animals or possessing some way to communicate with 
  the bat immediately understands that the creature is muttering to itself. It 
  is carrying on a lengthy diatribe about “The foolishness of getting caught” 
  and “How can I escape?” and similar thoughts.
  The “bat” is actually a polymorphed quasit named Dun Rathmon. 
  The quasit was originally the familiar of Lassiter D’Torrance, although 
  (being a demon) he bears Torad Yarog no ill will for killing its one-time 
  master. He tries to lure the characters into pursuing the Fiend, without 
  caring whether they kill the Fiend and avenge Lassiter or whether the 
  Fiend kills them and he can take credit for bringing them. Either way, the 
  quasit manages to spread chaos.
  If the characters communicate with the quasit in his animal form, he 
  quickly changes shape into a small humanoid. Dun tries to speak with the 
  characters, but tries only in the abyssal language (he is fluent in common 
  as well and listens intently to the characters). If they can communicate, 
  Dun tells his story (see below). If none of the characters can speak with 
  animals or speak Abyssal, Dun maintains his bat form. If the characters 
  free him from the cage, he tries to get outside (through a chimney) where 
  he can devise a new plot to lure the characters.
  Dun Rathmon, Quasit: HD 3; HP 18; AC 2[17]; Atk 2 claws (1d2 + 
  non-lethal poison), bite (1d3); Move 14; Save 14; AL C; CL/XP 7/600; 
  Special: magic resistance (25%), non-lethal poison (save or weakened, 
  –2 to hit and damage for 2d6 rounds), regenerate (1hp/ round), spell-like 
  abilities. (Monstrosities 103) 
  Spell-like abilities: at will—invisibility, polymorph self; 1/day—fear.
  Cinematic Element. Dun Rathmon, in addition to being a demon tasked 
  with stealing souls, is a consummate actor. He is an engaging little cur, 
  and given a few moments of conversation, he generally persuades others 
  to his way of thinking. He’s also very personable and should be played as 
  an appropriate peer to the characters; he’s not a sniveling wretch, and he’s 
  not an egotistical maniac. Dun is a cold, calculating predator with ages of 
  experience. 
  Dun’s Story: According to Dun, he was the familiar of an evil person 
  by the name of Lassiter D’Torrance, a follower of the Demon-Princess 
  Teratashia. D’Torrance was killed by a visitor named Torad Yarog, who 
  took D’Torrance’s place. This Torad Yarog is a murderer, and Dun can 
  help the characters find him. Dun’s motive is revenge and survival (neither 
  of which is really untrue).
  Dun is a potential source of information for the characters if they can 
  convince the quasit that (a) they aren’t going to kill him, and (b) that 
  he has some advantage to working with them. If the characters treat him 
  fairly — and he is very hard to fool — they might get various information 
  about the following (not necessarily all at once)!
  • Teratashia: The quasit is not directly in Teratashia’s service, 
  so he does not owe any loyalty to the demon-princess. 
  However, he is very careful what information he divulges, 
  simply out of fear.
  • Demon Ships: The quasit knows that Teratashia sends 
  minions through the gaps between the planes, and might 
  offhandedly mention that sometimes these are ships. He 
  does not specifically know that Torad Yarog has one of these 
  ships in port or that he is the captain of one.
  • Lassiter: Lassiter D’Torrance is dead, killed by Torad Yarog
  • Yarog: Torad Yarog is a doppelganger. The quasit does not 
  mention this at the outset, preferring to trade the information 
  for advantage later on. If it appears that Dun would gain some 
  benefit from giving the characters this piece of information, 
  he does so.
  
   |21
  |21
  tw41-25. bASEmEnt 
  tw41-25. bASEmEnt 
  This is a small underground room accessible from the staircase in 
  the sunroom (Area TW41-14). This cold, damp room is lightless. If 
  characters are able to see, they look upon a horrific nightmare. Chains 
  and manacles are fastened to the walls, with bloody outlines suggesting 
  someone has recently been hung down here. Bloody, putrid straw is piled 
  up in the northwest corner, used to clean up some of the horrid mess. The 
  smell of offal is thick, and the stench gets stronger as characters move east 
  toward the marble wall. 
  Claustrophobic? The ceiling here is only seven feet tall, giving a very 
  close, heavy feeling. The weight of the house, and all the horrors in the 
  upper floors, as well as the influence of the Between requires all characters 
  in the basement to make a saving throw. If successful, the characters are 
  free to act normally. If the save fails, the character gains 1 level of mental 
  exhaustion from the inundation of burden. 
  What Happened Here? This is where the Fiend grew bored with torture 
  and mutilation and moved on to killing. The last of the doppelganger’s 
  initial playthings perished here a few weeks ago, but the vengeful 
  spirits did not rest. Hidden under the pile of straw are 2 zombies. The 
  two wretches are former members of the Beggars Guild, suggesting the 
  timeline for the killings began several weeks ago.
  Zombies (2): HD 2; HP 14, 10; AC 8[11]; Atk strike (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: immune to 
  sleep and charm. (Monstrosities 529)
  Cinematic Element. This area should be presented as overwhelming in 
  its grotesqueness. It is the initial efforts of a student of pain and suffering. 
  It’s not the place of this book to describe the atmosphere in detail (that’s 
  for you!), but describe it in terms your players will understand. This should 
  be portrayed as an amateur’s attempt at a grand gesture, but without the 
  necessary skills. The gore in this room is representative of unbridled fury, 
  engulfing rage, and crushing misery. There is no finesse to any of the 
  wounds on the zombies, only blunt contusions and strength. 
  Eventually, a plan formed in the Fiend’s jungle of a mind, and with the 
  plan came focus. Such powerful, obsessive focus …
  Mental Exhaustion. This place is disgusting, disturbing, and 
  exaggeratedly gross. It is violently bloody for gore’s sake. Characters 
  entering the basement and observing the mess must make a saving throw 
  or suffer 2 levels of mental exhaustion. Characters who failed their save 
  against the claustrophobic effect earlier make this save with a –1 penalty. 
  tw41-25A. Crypt 
  tw41-25A. Crypt 
  This large marble bank of drawers is a crypt. Covering the entire east 
  wall, this marble edifice is coated in dried blood, offal, and other less-
  identifiable matter. Bronze plaques are inset into the face of each of the 
  nine drawers. The plaques once had writing or names engraved on them, 
  but this has been scratched off and ruined. There are no handles or other 
  protrusions of any kind.
  Beyond the Wall. If characters investigate the wall for more than one 
  minute, the entire facade peels off like a wave to engulf them. The wall is 
  a mimic, but one that developed a taste for the dead. The creature attacks 
  until a target stops fighting, then it moves on to another. It wishes to “age” 
  its food before it consumes it. It has been feeding on the dozens of former 
  torture victims for more than a month. 
  Mimic: HD 7; HP 47; AC 6[13]; Atk smash (2d6); Move 2; 
  Save 9; AL N; CL/XP 8/800; Special: glue (save or stuck to 
  mimic), mimicry (disguise as various items). (Monstrosities 
  329)
  The Restful Dead. Once the mimic is dealt with, characters can 
  investigate the actual crypt. A much less ornate affair, the wall is made 
  of stackstone, and the “doors” are simple wooden planks. The planks 
  are easily removed and bear no names or markings. Each of the nine 
  simple compartments houses a single corpse. Most of these bodies are 
  unremarkable, each being minor members of the extended D’Torrance 
  family. 
  However, one body is very important. One corpse, entombed in the top 
  right compartment, possesses an ornate necklace. If removed and cleaned 
  of filth, characters learn there is an engraving on the back. The body is the 
  real Lassiter D’Torrance, dead now for at least two weeks. But how can 
  this be if he is the supposed killer?
  Treasure. The ornate necklace is worth 250 gp, and the back is engraved 
  with the name “L. D’Torrance.” 
  tw41-25b. vAuLt
  tw41-25b. vAuLt
  One of the compartments seems more solid than the others. This 
  compartment is a false front to a hidden vault. Characters have a 1-in-6 
  chance to notice a gap around the plaque that can be depressed. Activating 
  the switch causes the door to pop open and reveal a two-foot-tall pile of 
  documents, ledgers, manifests, and other bundles of correspondence.
  Treasure. The vault of Gaunt House contains many clues to the web 
  of intrigue involved in the Fiend’s grand plan. It also houses secret 
  information that may change the balance of the entire adventure, so you 
  are cautioned to consider everything being included. If Dun Rathmon is 
  with the party, he is visibly excited when the characters open the vault. 
  The Tangled Web. As the characters rifle through the papers 
  accumulated in the vault, they find a few special items: 
  • A shipping manifest from a ship called The Shifting Fortune. 
  The ship is moored in Bard’s Gate. The manifest looks 
  ordinary, but upon inspection it does not make sense; the 
  numbers and cargo are quite random. 
  • A ledger detailing business expenses for the D’Miean family, 
  including several expenses for guilds in Castorhage, Reme, 
  Bard’s Gate, Courghais, and Freegate.
  • Several stacks of handwritten notes detailing long-forgotten 
  religious rites of various demons.
  The Secret Digest. A small digest is hidden behind a secret panel in 
  the cubby. Bound in a dull leather cover, the book is a treatise on the 
  worship of the Demon-Princess Teratashia. The book is written in abyssal, 
  but copious notes in deep speech are written in the margins, so a character 
  able to speak either language can decipher the contents.
  If the character finishes the digest, the end notes contain a magical 
  secret: The Secret of the Liar. Information about the secret is detailed in 
  Appendix C: Written Secrets.
  
  22|The Fiend oF Turlin’s Well
  22|The Fiend oF Turlin’s Well
  AppEndix A: nEw monStEr
  AppEndix A: nEw monStEr
  CAdAvEr
  CAdAvEr
  Hit Dice: 2
  Armor Class: 6[13]
  Attacks: 2 claws (1d4 + disease), bite (1d6 + disease)
  Saving Throw: 16
  Special: Disease, reincarnation
  Move: 6
  Alignment: Chaos
  Number Encountered: 1, 1d6+2
  Challenge Level: 4/120
  Cadavers are humanoids dressed in tattered rags. Rotted flesh reveals 
  corded muscles and sinew stretched tightly over its skeleton. Hollow eye 
  sockets flicker with an unholy fire of orange or yellow light. The cadaver’s 
  mouth is lined with jagged and broken teeth, and its hands end in wicked 
  claws. The creature’s claws and bite transmit horrible diseases that waste 
  victims’ flesh (1d4 hit points damage; save resists). When killed, a cadaver 
  regenerates 1 hit point per round. It stands up ready to fight again when it 
  regains its full hit points. Damage caused by spells is not restored.
  Cadaver: HD 2; AC 6[13]; Atk 2 claws (1d4 + disease), bite 
  (1d6 + disease); Move 6; Save 16; AL C; CL/XP 4/120; 
  Special: disease (wasting, 1d4 damage, save resists), 
  reincarnation (regain 1hp per round until restored).
  AppEndix b: nEw itEmS
  AppEndix b: nEw itEmS
  EquipmEnt
  EquipmEnt
  Stink pot (pot oF Stink)
  Stink pot (pot oF Stink)
  This is a jar of condensed filth, comprising various bits of bodily 
  excretions, secretions, sweat, funk, and general nonliving ooze. The stink 
  is quite nauseating, and requires a save to avoid vomiting instantly, and 
  retching violently for 1d6 rounds (–2 to hit and damage). Even with a 
  successful save, the sniffer is rendered dizzy for one round and only able 
  to defend themselves from attack (no attacks possible). The pot of stink 
  is the “secret” secret weapon of the beggar who wants to make good his 
  escape, and is in the possession of most journeymen and master beggars. 
  Even once the stink has been overcome by its victim the stench remains. 
  Clothes or armor touched by its stench must be administered a chemical 
  or magical cleaning to remove the odor. Failure to remove the odor double 
  the chance of random monster encounter until the stench has been dealt 
  with. Members of the Beggars Guild, and denizens of the more fetid 
  swamps and sewers are immune to the effects of a pot of stink.
  mEdium miSCELLAnEouS mAgiCAL itEm
  mEdium miSCELLAnEouS mAgiCAL itEm
  Envoy’S SignEt
  Envoy’S SignEt
  These dual-purpose items serve as a distinct signet ring — and one that 
  heats wax to seal confidential correspondence — and hides the wearer 
  from detection. The wearer cannot be targeted by magic to reveal their 
  location, and area-of-effect spells do not function on the wearer.
  AppEndix C: writtEn SECrEtS
  AppEndix C: writtEn SECrEtS
  Written secrets may be found anywhere, but as such knowledge is 
  powerful, it is usually hidden in code in the pages of an innocent book, 
  scrawled in the margins of a spellbook in almost invisible writing, or subtly 
  worked into art, poems, or other more obscure media. The discovery of 
  secrets is left to you to handle. Take care, however, as these secrets are 
  extremely rare in Castorhage and almost unheard of elsewhere.
  Written secrets come in many forms. Each is bound by a trigger that 
  may be a complex ceremony, a spell, or another action (up to and including 
  sacrifice). The secret also has a consequence if it is triggered. Finally, the 
  secret has a reward; some rewards come at a small cost, while some are 
  considerable. Where losses — of hit points, ability scores, or other effects 
  are inflicted — these are recoverable only through the use of a wish or 
  similarly powerful spell, or through time. 
  Secrets are meant to be used once by a character; multiple uses are, 
  in general, impossible, although you may wish to consider a suitable 
  punishment for those who attempt to use secrets more than once. Growing 
  an extra, hideous head, being haunted by a disgusting demonic lover night 
  after dark, or something similarly unpleasant are good examples.
  thE SECrEt oF thE LiAr 
  thE SECrEt oF thE LiAr 
  This secret allows the bearer to speak words of honey that charm and 
  beguile those who hear them. 
  Trigger Speaking the words of the secret aloud. 
  Consequence The character is drawn in by the lies they tell. When 
  the character first triggers the secret, they must make a successful saving 
  throw with a –4 penalty or suffer 1 point of wisdom loss, which can be 
  restored only by a restoration or wish spell.
  Reward The character can cast suggestion once per day.
  originally appeared in The Blight by Frog God Games
  AppEndix d: tErAtAShiA
  AppEndix d: tErAtAShiA
  Teratashia resembles a huge, female-headed cockroach with a feral 
  visage, who wears a necklace of human skulls. She is the Demon-Princess 
  of Dimensions and Gaps, and as such is one of the major powers in the 
  Between.
  Her dark palace is located in the depths of the Abyss — a nexus of 
  countless gaps between dimensions, of tunnels worming their way 
  deep into a multitude of other realities. From the center of this web of 
  connections, Teratashia sends her minions creeping and slithering through 
  the planes of existence to do her bidding. Her motives and methods are 
  inscrutable, for the demon-princess seldom involves herself in the quarrels 
  of the other great demons. She is far more interested in controlling the 
  nooks and crannies between dimensions than with her political status in 
  the Abyss. She is inclined to leave the other demon princes alone to the 
  same degree that they extend that courtesy to her.
  
   |23
  |23
  The Lyre VaLLey BehoLder
  The Lyre VaLLey BehoLder
  Bard’s Gate 
  Manesdag, Freyrmond 5, 3518IR 
  2 penny
  Rash of Missing Concerns Guild
  This week, the Honorable Lucius Gromp again made his displeasure 
  known to the city council over the disappearance of several local 
  guildmembers. Citing a lack of resources to locate the missing, Gm 
  Gromp was heard to say, “If the Beggers are no longer tolerated in the 
  city, I can make preparations to leave,” which drew an immediate vote 
  by the council. A motion was proposed by none other than Gm Duloth 
  Armitage, who said “If we cannot accept the lowest in our city, we 
  hardly deserve the city itself.” 
  A proposal to divert funds from the Outer Quarter constables’ 
  operating budget to create a “reward fund” was met with some 
  resistance. The constables, quite understandably, have been hampered 
  by last year’s investigations into the “clown-faced kidnapper,” and 
  have been attempting to recoup costs and stabilize the district since. 
  Unexpected aid from Maiden’s Cross, in the form of funds and extra 
  patrols, have helped significantly. The district owes the paladins of that 
  fine establishment a debt of gratitude. 
  A formal vote on diverting funds is scheduled for the next council 
  meeting; however, several businesses local to Turlin’s Well and the 
  Outer Quarter are pledging their own funds to finance an investigation. 
  We here at the Beholder promise to keep you up-to-date on the 
  developments of this story.
  Return of the Fiend?
  Noted district vandal “The Fiend” has another example of his 
  vandalistic art on display, this time just south of Vok’s on Nelson Way. 
  The illustration is in the typical style: unexplainable, talented, but 
  vandalism nonetheless. The Well Watch is still offering a 10 gp reward 
  for information leading to the detainment of “The Fiend.” 
  Solsdag 16 Special Event!
  This Solsdag 16, eleven days from today marks the 101st anniversary 
  of the construction of King’s Bridge. All merchants of the Bridge 
  District are offering special “King’s Bridge Anniversary” deals, and 
  many eateries are creating one-of-a-kind delicacies to promote the 
  event. Festivities begin at sunrise on Solsdag and are scheduled to end 
  after midnight. 
  A contest is scheduled for the children participating in the day: 
  Collect all eight of the “personalities of Bard’s Gate” tokens and receive 
  a King’s Bridge commemorative carved figurine from the Temple of 
  Skilled Hands! Sure to be a fantastic collectible! Come early, stay late, 
  and enjoy the 101st anniversary of the great King’s Bridge!
  Spring at the Sisters!
  In addition to the festivities planned in the Bridge District, the 
  notoriously raucous Wicked Sisters Café is offering a “Spring is Here” 
  Sistersdag brunch special. Noted for their family-friendly brunches, 
  bring the kids and sample some of the best home cooking in the city. 
  Brunch plates start at 3 wheels each, a child’s plate is 2 wheels, and 
  children under 6 years eat for free! Come join in the festivities, and 
  sisters Ewa and Tessa promise “You won’t be disappointed!”
  AppEndix E: thE LyrE vALLEy bEhoLdEr
  AppEndix E: thE LyrE vALLEy bEhoLdEr
  
  24|The Fiend oF Turlin’s Well
  24|The Fiend oF Turlin’s Well
  AppEndix F: EyES on thE City
  AppEndix F: EyES on thE City
  eyes on The CiTy
  eyes on The CiTy
  Freyrmond 5–9
  Fearsome Intent 
  Noted percussionists Torluk Von Trund and newcomer M’gok reunite as Fearsome Intent for four nights this spring. 
  Tickets are still available for all shows except Freyrmond 8 (sold out). Tickets are available at the door or from the 
  Thunder Hall front office. The Masque and Lute
  Freyrmond 6
  Wonkee Gallery Showing 
  Beholder staff artist “Wonkee” has a gallery showing at the Feng bathhouse Sistersdag 6. Show begins at dusk. In 
  keeping with his eclectic nature, this is an adults-only showing, and refreshments will be available. Dreams of Feng
  Freyrmond 15
  Words of the World
  World-renowned traveler and bard JD Mekson talks about her travels on and off the common roads in this two-hour 
  symposium. She describes the cultural currents of the times, political insight, and brings news from the western coast. 
  A city favorite, please welcome JD for her one-night stand! The Clarion Call, shop floor
  Freyrmond 23
  Hartine Russe
  Hadran’s Dome is pleased to welcome Hartine Russe back for ONE NIGHT ONLY! Hartine has been on a continental 
  tour of Waymarch and makes a triumphant return to the Dome. Special VIP seating is available, and a meet-and-great is 
  scheduled for the afternoon before the performance. Limited seating still available! Hadran’s Dome
  Freyrmond 24-30
  Umberto Deleon Gallery
  Extraordinary painter Umberto Deleon is having an “open house” gallery at his studio in the college district. Come 
  see how the master works, from Freyrmond 24–30. Doors are open from just after highnoon to dusk. Entrance is FREE! 
  Umberto’s Studio
  
   |25
  |25
  MasTer sCuLpTor, uTeLLo
  One of the most prominent artists of the city and this age, Utello’s 
  ornamentation graces many of the great temples and lofty homes in 
  the Hill district. Utello’s gargoyles are highly sought-after pieces of 
  art and architecture, commanding thousands of harps for even a small 
  representation. (This reporter is fortunate enough to have a small Utello 
  “guarding” his own doorstep at home.) A former apprentice to the artist 
  Phidian, Utello has taken his former teacher’s work to a greater extreme. 
  An artist of great skill and patience, it is our honor to sit with this master 
  in his Turlin’s Well studio for this interview. 
  Good morning sir! I must get one thing out in the open 
  right off: I am a HUGE fan of your work! I have one of 
  your smaller pieces at my own home, and I must say, 
  in the right lighting, its eyes DO seem to follow me!
  (Heh) Well, I appreciate the thanks. It’s always nice to hear 
  from an appreciative customer. I do get quite a bit of sour 
  looks from me work, you know. General folks don’ like to 
  look at the dark, now, do they?
  People don’t like your work? It’s everywhere, it’s 
  almost a mainstay of the architectural flavor of the 
  city … 
  Like I said, people don’ like to look at their dark nature. 
  That’s why my art is so black or white; I can see what lies 
  in people’s souls. (slaps his knee) HAW! Got ye with that 
  one! Should have caught the look on yer face! Helps the 
  persona if I seem all dark and menacing. Nobody wants to 
  buy a gargoyle from a happy guy. They expect it to come 
  from some dark witch-queen in some twisted tower, and 
  that the thing could come to life at any instant and pull yer 
  heart from your body. THAT’S the story people are looking 
  for. The backstory, the terror that shows them what they 
  deal with day to day ain’ the horror of the world. 
  I’m convinced. You did have me for a second. 
  These things are just stone. Stone, time, and sweat. Maybe 
  some inspiration, maybe some inner demons, but that’s it. 
  Nothing to really be afraid of. (He winks as he says this. I 
  am unsure how I feel about this interview at this moment. 
  Something is tingling the hairs on my neck)
  (He interrupts me composing myself)
  Now, that vandal down in the streets, what do they call him, 
  “the friend”? Or the “fiend,” or something like that? That 
  one has a problem. His art, his graffiti, it ain’ art. It’s a 
  message. I jus’ can’t figure out to who, or to what.
  Do you know who the Fiend is?
  Naw, don’ want to either. I’ll just stay in here with my friends 
  and let that sort itself out. 
  Understood. Well, can I get to the standard questions? 
  Seems like we’ve run short on time a bit. Favorite 
  meal in Bard’s Gate?
  Right to it then? Fair off. Favorite meal is probably any of 
  those patrons that don’ pay off after a special piece they 
  order. I like to roast over a low fire, maybe say a few chants 
  … (winks)
  You have to stop doing that!
  Heh, son, you can’t change your nature. I’m a villain at heart, 
  I jus’ don’t practice.
  Do you have a favorite local bar?
  Good recovery. I don’ mind the ’Rose; got a nice view in there. 
  I like the food at Rising Dragon; different, spicy, got some 
  flavor the rest of the city is missing. It’s good.
  AppEndix g: pAgE 3 pErSonALitiES
  AppEndix g: pAgE 3 pErSonALitiES
  
  26|The Fiend oF Turlin’s Well
  26|The Fiend oF Turlin’s Well
  AppEndix h: guiLd AnnounCEmEntS
  AppEndix h: guiLd AnnounCEmEntS
  Immediate opening for a highly motivated, honest, 
  dependable Painter’s Helper.
  Must be very experienced in residential repaints. Must be drug 
  and alcohol free. Must have own tools and be local to the 
  Guild district. Full Time Position. Paid weekly. Apply at 24 
  Lower Cristofferson Dr. Ask for Micha.
  POSITION: Inventory/Warehouse Helper for the 
  Wheelwrights Guild
  Status: Temporary
  Location: Guild district
  Department: Materials
  SUMMARY: This position is responsible for assisting 
  Warehouse Associates with packing, receiving, and stocking 
  of materials. The position reports to the Inventory Storage & 
  Distribution Manager or designee. 
  ESSENTIAL DUTIES AND RESPONSIBILITIES: Assist 
  with receiving, shipping, and stockroom duties. Assist with 
  part-scrapping project. Adhere to all safety and security 
  policies and regulations. Report to work on a regular and 
  consistent basis.
  REQUIRED ABILITY TO: Accurately pull and organize 
  materials. Physically lift, move, push and pull up to fifty 
  (50) pounds on a consistent basis. Demonstrate good 
  verbal and written communication skills. Build alliances, 
  partnerships and collaborate with co-workers in a tactful, 
  professional and respectful manner. Be a team player with 
  strong interpersonal skills. Resolve workplace differences 
  and conflict to achieve goals and objectives in a professional 
  manner. Listen to others attentively and retain/process 
  information effectively. Promote a professional culture 
  that is trustworthy, honest, and socially responsible while 
  championing an energetic and positive work culture.
  WORKING CONDITIONS: Continuous walking and 
  standing, and lifting, pushing and pulling heavy objects 
  throughout the workday. Continuous exposure to outdoor 
  elements. Flexibility to work long hours and occasional 
  weekends. 
  The Wheelwrights are an Equal Opportunity Employer and 
  do not unlawfully discriminate on the basis of race, sex, age, 
  color, sexual orientation, religion, national origin, marital 
  status, genetic information, veteran’s status, disability or any 
  other basis prohibited by local law. 
  The Wheelwrights provide reasonable accommodation to its 
  employees and the public with disabilities, including disabled 
  veterans. For more information, including salaries and full job 
  description, please visit the Wheelwrights Guild, Guildhall Ct.
  Interested in active work and have a background in 
  landscaping or moving?
  There are many opportunities on the westside that are looking 
  for General Labor support!
  Positions are available in a variety of fields such as moving, 
  sorting materials, warehouses, and window installation. 
  Temporary and temp-to-hire opportunities available!
  General Labor Responsibilities:
  • Load/unload individual items on dollies and carts.
  • Sorting/Stocking items.
  • Some light delivery service.
  No specific experience is required for any of these roles, but a 
  background in landscaping, warehouse, or furniture moving 
  is a plus! 
  Requirements: Ability to lift 60–100 pounds throughout shift
  Pay: Ranges from 1–3 sw/day depending on position and 
  experience
  Schedule: Specific schedules differ for each role.
  Some companies offer benefits, including housing coverage
  Location: Varies per position, available jobs are in the Market, 
  Guild, or Old Temple districts.
  • Depending on the location and shift availability, a cart may 
  or may not be required.
  Interested in these General Labor opportunities? Apply today! 
  ARTIST SEEKS LIFE MODEL: Collegiate painter seeks 
  model inspiration. Looking for the new and different/
  complete beginners are fine. Need several new models 
  who are unique, unafraid, and open to guidance. Apply at 
  Waterfront 3, plaza of dark pleasures. Compensation based 
  on negotiated contract.
  SEEKING: Longshoremen. All shifts, all days. Experience 
  preferred, but will train right person. 1 drum per day, 3 
  drums for experienced dock hands. Inquire at the Tradeway 
  Landing offices off South Badalato St. Malik Truock is the 
  contact.
  CARPENTERS WANTED: We have openings for new and 
  experienced carpenters. Are you just starting out, no tools or 
  experience, but willing to work hard and learn? We will pay 
  you 2 silver wheels/day to learn. From there we pay more 
  based on ability, up to 10 sw/day. Must be a team player, 
  work well with others, show up to work ready to work, and 
  enjoy the process of building. Please deliver references to 
  Landmark Job Office, 6 Hersh-Grohe Rd., Guild district, for 
  an interview. Immediate openings available.
  The world-renowned Vinewood Winery is seeking 
  transporters for the upcoming spring seasonals. Several 
  vintages will be ready for the Eostre festivals, and Vinewood 
  NEEDS YOU! Your wagon, your team, our product. Price is one 
  silver wheel per barrel delivered, half paid up front. Collateral 
  required, references REQUIRED. Background checks run on all 
  applicants.
  Security detail required, paid for by applicant. Proof of detail 
  required.
  Apply at the Inn of Six Candles. Seek Charles, who will give 
  further details.
  Vinewood Winery Seeks Transporters
  
   |27
  |27
  
  Adventures 
  Worth Winning
  FROG GOD
  G A M E S
  Product Identity: The following items are hereby identified as Frog God Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product Identity. Previously released Open Game Content is excluded 
  from the above list. 
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game 
  License, below. Open Game Content may only be Used under and in terms of the Open Game License. 
  Designation of Open Game Content: Subject to the Product Identity Designation herein, the following 
  material is designated as Open Game Content. (1) all monster statistics, descriptions of special abilities, and 
  sentences including game mechanics such as die rolls, probabilities, and/or other material required to be open 
  game content as part of the game rules, or previously released as Open Game Content, (2) all portions of spell 
  descriptions that include rules-specific definitions of the effect of the spells, and all material previously released 
  as Open Game Content, (3) all other descriptions of game-rule effects specifying die rolls or other mechanic 
  features of the game, whether in traps, magic items, hazards, or anywhere else in the text, (4) all previously 
  released Open Game Content, material required to be Open Game Content under the terms of the Open Game 
  License, and public domain material anywhere in the text. 
  Use of Content from Tome of Horrors Complete: This product contains or references content from 
  the Tome of Horrors Complete and/or other monster Tomes by Frog God Games. Such content is used by 
  permission and an abbreviated Section 15 entry has been approved. Citation to monsters from the Tome of 
  Horrors Complete or other monster Tomes must be done by citation to that original work. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc. (“Wizards”). All Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed 
  Open  Game  Content;  (b)  “Derivative  Material”  means  copyrighted  material  including  derivative  works 
  and  translations  (including  into  other  computer  languages),  potation,  modification,  correction,  addition, 
  extension, upgrade, improvement, compilation, abridgement, or other form in which an existing work may 
  be recast, transformed, or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit, or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes, and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity; (e) “Product Identity” 
  means product and product line names, logos, and identifying marks including trade dress; artifacts; creatures 
  and characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes, and graphic, photographic, and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses, and special abilities; places, locations, environments, creatures, equipment, magic or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product Identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
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  modify, translate, and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means 
  the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying, 
  or  distributing,  and  You  must  add  the  title,  the  copyright  date,  and  the  copyright  holder’s  name  to  the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element 
  of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest 
  in and to that Product Identity. 
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  work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License. You may use any authorized version of this License to 
  copy, modify, and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute. 
  11. Use of Contribute Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provisions of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.0  ©  2016, Wizards  of  the  Coast,  Inc.; Authors  Mike  Mearls,  Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.  
  Original Spell Name Compendium © 2002 Clark Peterson; based on NPC-named spells from the Player’s 
  Handbook that were renamed in this System Reference Document. The Compendium can be found on the legal 
  page of www.necromancegames.com.  
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch 
  The Fiend of Turlin’s Well, © 2021, Frog God Games; Author Skeeter Green. 
  
  A Low-level Adventure for Character Levels 1-2
  It all seems like an ordinary city adventure at the beginning, in the 
  Turlin’s Well District of the City of Bard’s Gate, but matters get 
  darker and stranger as events move on. An unknown troublemaker 
  is progressing from vandalism to kidnapping to murder, and the 
  district’s civil order starts to come unraveled as the city watch 
  remains helpless to stop the very visible crimes…
  Content Warning
  The Fiend of Turlin’s Well is a psychological horror adventure in a 
  swords & sorcery setting. It contains numerous gory descriptions 
  and situations that go beyond the ordinary style of swords & 
  sorcery fiction and are more what one would expect in horror 
  fiction. There is a dark element in most sword & sorcery fiction, 
  which we embrace as a part of that literary genre, but The Fiend 
  of Turlin’s Well unquestionably crosses over from the swords & 
  sorcery approach of “dark-by-implication” into the horror genre of 
  “look-into-the-dark.” 
  FROG GOD GAMES ADVENTURES
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  FROG GOD
  G A M E S
  The Fiend of
  The Fiend of 
  Turlin’s Well
  Turlin’s Well
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Lost Lands (SW)/Lost Lands Bard's Gate (SW)/The Fiend of Turlin's Well (SW).pdf