TEXT: 1
  Black 
  Rain
  A short adventure for four 
  16th-level player characters
  CREDITS
  Design: 
  Monte Cook
  Editing and Typesetting: 
  Sue Weinlein Cook 
  Editorial Assistance: 
  Penny Williams 
  Cartography: 
  Dennis Kauth
  Web Production: 
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Playtesting:
  Michele Carter, Sue Cook, 
  Jesse Decker, Erik Mona, Chris,
  Perkins, Sean K Reynolds, and Keith Strohm
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, and DUNGEON
  MASTER are registered trademarks owned by Wizards of the Coast,
  Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc.
  All Wizards characters, character names, and the distinctive likeness-
  es thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of America.
  Any reproduction or unauthorized use of the material or artwork contained herein is
  prohibited without the express written permission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people, organizations,
  places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. No
  portion of this work may be reproduced in any form without written permission.
  To learn more about the Open Gaming License and the d20 System License,
  please visit www.wizards.com/d20. 
  ©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
  When the dreaded black rain falls, all those who
  revere deities or rely on them for power and protection
  cringe in fear. The black rain forms a wall between the
  mortal and the divine and thus, when it falls, clerics
  lose all their abilities to cast spells and work miracles.
  Only the foulest of villains would use this opportunity
  to strike against the near-helpless clerics of an other-
  wise powerful temple. 
  When the black rain falls, the temple of St. Cuthbert
  comes under siege and a magical barrier prevents
  anyone from helping the beleaguered clerics and
  temple defenders inside. Someone has to find a way to
  aid them, and quick!
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’s Guide, and the
  MONSTER MANUAL® to use this adventure.
  Shaded text is player information, which you may
  read aloud or paraphrase when appropriate. Boxed side-
  bars contain important information for you, including
  special instructions. Monster and NPC statistics are
  provided with each encounter in abbreviated form or,
  where appropriate, the proper page in the MONSTER
  MANUAL is referenced.
  This adventure uses a modified version of the Castle
  map from the September 2000 Map-a-Week feature on
  the D&D website. It is available for download at
  <http://www.wizards.com/dnd/images/mapofweek
  /907_c1.jpg>. The relevant portion of the map is
  reprinted here for your convenience.
  DMs should place this adventure in their own cam-
  paigns wherever appropriate. The best place would be
  in a very large city, preferably one where the player
  characters (PCs) are known or have some influence. 
  THE BLACK RAIN
  Imperfections mar the beauty of creation. In a battle
  among the gods themselves untold aeons ago, a dis-
  charge of divine might changed the weather patterns
  of the world so that once every few decades, an oily
  black rain pours out of particularly dark clouds.
  Whether by design or by mere mischance, this rain
  signals a period during which inviolate power severs
  the link between the mortal and the divine worlds.
  Even the gods themselves can do nothing to remedy
  this. Clerics lose all spellcasting ability, wards are sup-
  pressed, and so on.
  
  2
  During the time of a black rain, all characters lose
  the ability to cast divine spells or use divine spell com-
  pletion items. Clerics lose the ability to channel posi-
  tive or negative energy, and divine-based classes such
  as the paladin or druid lose supernatural or spell-like
  abilities (in the paladin’s case, for example, this includes
  detect evil, divine grace, lay on hands, divine health, aura
  of courage, smite evil, remove disease, and turn undead).
  Further, divine spell effects currently active when
  the rain starts, including permanent divine spell effects
  such as glyphs of warding, hallow, or bull’s strength cast on
  a character, are all suppressed for the duration of the
  rain.
  BACKGROUND
  Terrid Fomgarten was a cleric of St. Cuthbert until his
  fellow priests found him extorting money from local
  merchants to protect them from criminals and evildo-
  ers. He was kicked out of the church and even spent
  some time in prison for his misdeeds. For years, he
  stewed in humiliation and regret, spending his waking
  hours training in martial skills to pass the time.
  Terrid was not an evil man—at least not to start
  with. Being a former Cuthbertian, however, he was
  prone to thoughts of retribution. Eventually one day, an
  erinyes devil named Yallathancia approached him in
  disguise. Over a fine dinner and a bottle of wine, she
  gave him two important bits of information that led
  him down the road to evil. She told him where he
  could find two artifacts of evil power and she let slip
  the date of the next black rainfall. With this informa-
  tion, Terrid set upon his own plan for revenge against
  the church of St. Cuthbert.
  In his quest to get the artifacts, the iron rods, he
  encountered a powerful hydra and a number of crea-
  tures called bloodtrolls. Once he gained the rods, he
  used their power to master the monsters. Then, he
  bided his time for a few months, waiting for the
  moment when his foes would be at their weakest—
  during the coming black rain.
  Yallathancia showed him how to construct special
  rugs with teleportation circles on them. These special
  circles connected to each other like two-way gates. He
  kept one in his home, and one near the ruins where he
  found the artifacts (where his monstrous retinue
  stayed, including even Yallathancia). He made one to
  take to the temple with him on the day of the coming
  rain.
  Finally, the day he waited for came…
  CHARACTER HOOKS
  Use one of the following hooks to get the player char-
  acters involved in the attack on the temple of St.
  Cuthbert:
  • Although the exact time and place of a black rain is
  (almost) never precisely divined, its coming is
  often seen in omens, portents and divinations.
  Churches all over go on high alert when they learn
  that such an event is coming—the PCs might be
  involved in preparing, and thus be on the scene, in
  the city, when the events of the adventure occur.
  • The initial call of alarm might be all it takes for true
  heroes to come to the aid of the St. Cuthbert tem-
  ple in its hour of need. If this is the case, all that is
  required is that the PCs be present in town.
  • If the PCs are of some repute, known for their skill
  and their generosity, the town leaders may send a
  messenger to them specifically to request their aid.
  If need be, the leaders can offer the PCs some mon-
  etary reward—perhaps even a small plot of land
  within or near the city itself.
  • The PCs count either Bishop Jeard or Terrid
  Fomgarten as a friend or acquaintance. They are
  thus personally interested either in saving the
  Bishop or in saving Terrid from himself.
  CALL OF ALARM
  The city wakes to rain—a black, oily rain that gathers
  in tiny, fetid pools. Animals flee under cover where pos-
  sible, and people do too. While it does not seem harm-
  ful or poisonous, the black rain smells a bit like pitch
  and is in no way pleasant.
  It does not take long, however, for a call of alarm to
  rise through the city. The temple of St. Cuthbert is
  under attack!
  If the PCs go to investigate, read the following text
  to them:
  The temple of St. Cuthbert is a single-story build-
  ing with a high, pointed roof. A bell tower is near
  the rear and an open, flagstone-paved courtyard is
  at the front, with the deity’s symbol—a cross
  within concentric circles—displayed promi-
  nently at the entrance of the yard. Currently,
  however, a translucent red nimbus of energy sur-
  rounds the entire building. Outside this hemi-
  sphere of power, a large, restless crowd stands in
  the pouring black rain. City guards are every-
  where, occasionally subduing someone in the
  crowd, but mostly just looking at the temple in
  curiosity and fear.
  
  3
  The city’s chief constable (LN female half-elf, Ftr7)
  is in charge of the operation outside the strange energy
  field surrounding the temple. Her troops attempt to
  disperse the crowd for their own good, but folks are
  fearful, upset, and ultimately resistant.
  If approached by the PCs with Diplomacy (DC 20),
  she tells them all she knows. She needs help and fast. If
  the PCs cannot get her inside the temple (and at this
  stage, they cannot), she eventually ignores them.
  What the constable knows:
  • A man named Terrid Fomgarten was seen going
  into the temple carrying two strange iron rods
  about twenty-five minutes ago. 
  • Shortly afterward, a huge, multiheaded dragonlike
  beast was seen in the open courtyard. 
  • Briefly, some large red-skinned creatures were
  seen fighting with some of the templars (temple
  defenders) through the open doorway. She has
  seen no sign of the defenders or anyone else in the
  temple since.
  Gather Information or Bardic
  Knowledge Check
  If the PCs take the time to ask about Terrid, or if a bard
  is present, they can attempt to discern more informa-
  tion. 
  Result
  Information
  DC 10 
  No one knows very much about this individ-
  ual. He keeps to himself most of the time.
  Wasn’t he in prison a few years ago?
  DC 20 
  The PCs learn of Terrid’s general background
  and where he lived.
  DC 25 
  There was a fire at Terrid’s house a few days
  ago. It was badly damaged.
  DC 30
  Terrid has long been promising revenge
  against the temple of St. Cuthbert. He was
  recently poking around some old ruins to the
  south, returning eventually with a pair of
  strange rods.
  The Energy Field
  Terrid used a wish to create the red energy field around
  the temple. No one can teleport into it, breach it in any
  way, or use divination magic to see what is going on
  inside. The only ways in involve the magical gateway
  teleportation circles in Terrid’s home and near some old
  ruins far to the south (these ruins are not detailed in
  this adventure, but the DM could develop them further
  if needed).
  TERRID’S HOME
  The PCs’ only realistic hope of getting into the church
  is by investigating Terrid’s home. Terrid lived in a two-
  story apartment-like house, on a floor that he shared
  with three other single men (a family of five lives on
  the floor above). Of the other three, only Gart Herson
  (N, male human, Com1) is currently home. 
  Gart is a weak-willed, fearful, slovenly type who is
  usually lacking in funds. He is afraid of the strange rain
  outside, and almost certainly even more afraid of the
  PCs when they show up at his door. Inside, the smoke
  stains of a recent fire are still visible on the white plas-
  ter of the walls. One room was clearly the most dam-
  aged in the fire. (Terrid set the fire in haste, hoping to
  destroy the teleportation circle in his room, but he
  failed—residents put out the fire faster than he antici-
  pated.)
  Gart can be convinced to tell what he knows (Diplo-
  macy, DC 15), and he can even more easily be intimi-
  dated (DC 10).
  What Gart knows:
  • Terrid was a quiet man, always brooding and
  depressed. Not a bad fellow, but not too enjoyable
  to be around.
  • Terrid disappeared for two weeks about three
  months ago, right around that time he seemed to
  acquire a very beautiful girlfriend (this, unknown
  to Gart, was the erinyes). He has acted strangely
  ever since. (This refers to the adventure in which
  Terrid discovered the iron rods.)
  • Terrid talked about getting his revenge on the
  Church of St. Cuthbert all the time. No one took
  him very seriously.
  • Terrid’s room caught fire yesterday, but the room-
  mates managed to put it out rather quickly. The
  whole place could very well have gone up in flames
  if not for their quick action. No one has seen Terrid
  since.
  Terrid’s Room
  A Search of the room (DC 20) reveals an important
  clue, and the way into the temple.
  Clue: In the desk, amid burned and charred papers,
  there’s an unfinished letter addressed to “Yallathancia.”
  Marred by fire, this room is a blackened, charred
  mess. A bed, a desk, a chair, and a wardrobe fur-
  nished the room, but now they are all damaged
  beyond use.
  
  4
  In it, Terrid talks about his gratitude toward her for
  helping him explore “the ruins” and find “the rods.” He
  hopes the power boost he gave her adequately demon-
  strated his thanks. It also mentions “keeping the blood-
  trolls in line until the rain comes” and future plans to
  destroy the “gateway” in a fire.
  The way in: There’s a strange rug, slightly black-
  ened and singed from the fire, rolled up under the bed.
  Unrolled, it displays a magic circle drawn in what
  appears to be blood, with many magical runes around it
  and two yellow stones woven into the rug itself. 
  If one stone is pressed, the circle glows with power.
  Anyone stepping onto the rug ends up standing on a
  similar rug out in the wilderness south of the city. The
  remains of a crude campsite are close by, and the
  ground is littered in gnawed bones, trash, and dung.
  If the other stone is pressed, the circle also glows.
  Anyone stepping onto the rug ends up standing on a
  similar rug in the courtyard of the temple of St. Cuth-
  bert (see Area 1).
  Note that all three rugs work the same way—all of
  them lead to one of the other two, depending on which
  stone is touched. No matter what, however, all three
  rugs lose their power in 1d3 weeks.
  TEMPLE OF ST. CUTHBERT
  OF THE CUDGEL
  Under normal circumstances, this would be a standard
  temple to the lawful neutral god of retribution.
  Temple Features
  The outer walls of the temple are smooth stone, 5 feet
  thick (hardness 8; 450 hp; Break DC 50). The DC to
  climb them is 20. The interior walls are 1 foot thick
  (hardness 8; 90 hp; Break DC 35). All doors are wooden
  (Wooden Doors: 2 in. thick; hardness 5; hp 20; AC 5;
  Break DC 23). The ceilings are all 15 feet high unless
  described otherwise. The temple is mostly windowless,
  except for some small windows in Areas 2, 3 and all
  rooms marked 4 and 5 (although the windows in Area 5
  rooms look into the courtyard only).
  1. Paved Courtyard (EL 15)
  Once he used the wish function of the iron rods to
  create the energy barrier, Terrid set up the special tele-
  portation circle rug here in the courtyard, next to the
  wall, between the doors to Areas 3 and 5. He com-
  manded the hydra to guard here, and his bloodtroll
  allies then raced into the temple and began overcoming
  the templars and priests within.
  Creatures. Terrid tamed a powerful hydra on his
  adventures and brought it through the teleportation
  circle from the ruins once he established the energy
  barrier around the temple. It has killed and eaten a few
  of the people who were at the temple, but it is still quite
  hungry and immediately attacks anyone other than
  Terrid or his allies. In fact, if anyone (even Terrid)
  comes into this area wounded, the smell of blood drives
  the hydra to attack.
  This beautiful courtyard is paved with flagstones
  and decorated with planters full of small trees,
  shrubs, and flowers. Two normal sized doors lead
  off to either side of the yard, and a pair of impos-
  ing double doors leads into the temple straight
  ahead. A few small windows on the sides look
  into the courtyard.
  A terrifying, blue-scaled beast, 20 feet long, with
  a dozen snarling, draconic heads, stomps around
  the south part of the yard. A few bloody spots on
  the ground mark the grisly remains of what must
  have been recent meals for the creature.
  
  5
  d Twelve-headed lernaean cryohydra: hp 140, see
  MONSTER MANUAL p. 122. Terrid used the wish function
  of the iron rods to increase the beast’s Strength to 24,
  giving it a +1 bonus to attack and damage rolls.
  2. Refectory/Priests’ Common
  Room
  The corpses are those of clerics killed quickly by the
  bloodtrolls. All of their valuables were taken. 
  3. Library
  This room has gone mostly undisturbed by the
  fighting so far.
  A secret door (Search, DC 25) behind a bookshelf is
  trigged to pivot when someone pulls a fake book from
  its position. The passage leads to the sacred Areas 10
  and 11 as well as the main sanctuary, Area 8.
  4. Priest Cells
  The six medium-ranked clerics of the temple lived
  in these apartments, two to a room. Five of these clerics
  are dead. Their cells hold nothing of value or interest—
  just holy texts, candles, priestly garments, and personal
  belongings.
  Each of these rooms has a small, high-placed
  window in the outside wall. 
  Creatures. Hiding in the southernmost room is
  Nester Falinash, a mid-ranking cleric of St. Cuthbert.
  She is having an extremely bad day. First, her link to
  her god is severed. Now, most of her friends are killed,
  her temple is defiled, and her life is in extreme danger.
  She bides her time here, waiting for an opportunity to
  strike at her foes or go get help (although she can see a
  strange red glow out her window, she remains unaware
  of the energy field’s actual function—she does not
  know she cannot get out and that help cannot get in).
  She knows that “some strange man with iron rods is
  tormenting Bishop Jeard in the sanctuary,” but she fears
  she cannot get to him in time. Nester willingly tells the
  PCs the basic layout of the place, including the secret
  doors that might allow them to get to the sanctuary.
  She does not know about the wall of force in Area 8
  (since Terrid just put it up).
  k Nester Falinash: Female human Clr6; CR 6;
  Medium-size humanoid; HD 6d8+3; hp 30; Init –1;
  Spd 20 ft.; AC 19, touch 9, flat-footed 19; Atk +6 melee
  (1d8+2, +1 heavy mace); SA Turn undead 3/day; AL LN;
  SV Fort +5, Ref +1, Will +7; Str 13, Dex 9, Con 10,
  Int 12, Wis 15, Cha 11.
  Skills and Feats: Concentration +7, Craft (woodwork-
  ing) +9, Diplomacy +8, Scry +8, Sense Motive +5; Combat
  Casting, Maximize Spell, Power Attack, Toughness.
  Cleric Spells (5/4+1/4+1/2+1; base DC = 12 +
  spell level): None currently prepared. 
  Deity: St. Cuthbert. Domains: Law (cast law spells
  at +1 caster level), Protection (protective ward 1/day).
  Possessions: +1 heavy mace, full plate armor, mas-
  terwork large steel shield, scroll of lesser restoration,
  potion of levitate, potion of cure moderate wounds, holy
  symbol, 13 gp.
  This simple room has two beds, a chest of draw-
  ers, a small table with an incense burner on it,
  two chairs, and a wardrobe. A small bookshelf
  hangs on the west wall, near a large holy symbol
  of St. Cuthbert.
  Filled with packed bookshelves, this room is
  clearly a library. A few chairs\ next to tables with
  oil lamps sit in the middle of the room.
  This room has two long tables girded by wooden
  benches, as well as a few chairs, end tables, and
  divans clustered in the south part of the room
  near a pair of bronze braziers. A stack of dirty
  dishes is piled on one of the long tables. Two dead
  people, a male half-elf and a human woman,
  dressed in priestly garments, lie near the door to
  the courtyard.
  Adventuring in the Black Rain
  Obviously, fighting in the black rain is difficult,
  for all divine spellcasters and characters are
  bereft of much of their power. Fortunately, all
  such characters still possess a respectable
  amount of combat skill, and thus still have
  plenty of ability to back up their friends. The real
  danger is the lack of healing. Curative potions
  suddenly become extremely important.
  At some point during the climactic
  encounter with Terrid, the divinely-powered PCs
  should realize that the rain has stopped—the
  powers that they had been denied return. This
  proves particularly effective if it happens just as
  Terrid seems to have the upper hand and all is
  lost.
  During the black rain, all EL ratings should
  increase by 1. All challenges the group over-
  comes during the rain should be worth +50%
  XP.
  
  6
  5. Templar Barracks
  A Search check (DC 20) allows a character to find a
  potion of cure moderate wounds and a potion of lesser restora-
  tion on the fallen in the room to the west.
  In the room to the west, the door between Areas 5
  and 6 hangs open. In the room to the east, the same
  door is closed, but nonetheless the sounds of battle can
  be heard from beyond (Area 6).
  6. Templar Armory/Storage (EL 15)
  Creatures. In the easternmost of these two areas, a
  lone templar fights a losing battle against two blood-
  troll fighters and a bloodtroll champion. Reginard will
  fall without the aid of the PCs. If aided, he joins with
  his rescuers as long as they are intent on killing the
  invaders and saving whomever they can in the temple.
  He can tell them about the layout of the temple, includ-
  ing all the secret doors.
  k Reginard (Templar): Male human Pal5; CR 5;
  Medium-size humanoid; HD 5d10+20; hp 47 (currently
  24); Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed 20;
  Atk +9 melee (1d8+3/19–20, +1 longsword); SA Smite
  evil, turn undead 7/day; SQ Aura of courage, detect evil,
  divine grace, divine health, lay on hands, remove disease
  1/week; AL LG; SV Fort +13, Ref +7, Will +10; Str 15,
  Dex 12, Con 18, Int 12, Wis 18, Cha 18.
  Skills and Feats: Diplomacy +12, Handle Animal +12,
  Heal +7, Knowledge (religion) +8, Listen +7, Ride
  (horse) +3, Spot +8; Alertness, Improved Initiative,
  Weapon Focus (longsword).
  Smite Evil (Su): Once per day, Reginard may
  attempt to smite evil with one normal melee attack. He
  adds 4 to his attack roll and deals 5 extra points of
  damage. Smiting a creature that is not evil has no effect
  but uses the ability for that day.
  Remove Disease (Sp): Reginard can remove disease, as
  the spell, once per week. 
  Aura of Courage (Su): Reginard is immune to fear,
  magical or otherwise. Allies within 10 feet of him gain
  a +4 morale bonus on saving throws against fear effects. 
  Detect Evil (Sp): Reginard can detect evil at will as
  the spell.
  Divine Grace: Reginard applies his Charisma
  bonus to all saving throws. (This modifier is already fig-
  ured into the statistics given above.)
  Divine Health: Reginard is immune to all diseases,
  including magical diseases such as mummy rot and
  lycanthropy.
  Lay on Hands (Sp): Reginard can heal wounds by
  touch as a standard action. Each day he can cure 20 hit
  points. He can cure himself and can divide the curing
  among multiple recipients. He doesn’t have to use it all
  at once. Alternatively, he can use some or all of these
  points to deal damage to undead creatures as a touch
  attack.
  Paladin Spells Prepared (1; base DC = 14 + spell
  level): None currently.
  Possessions: Masterwork full plate armor, master-
  work large steel shield, +1 longsword, +1 cloak of
  resistance, potion of protection from acid, scroll of bless
  weapon and cure light wounds, 5 gp.
  d Bloodtroll Fighters (2): Male bloodtroll Ftr6; 
  CR 11; Large giant; HD 6d8+42 plus 6d10+42; hp 144;
  Init +4; Spd 30 ft.; AC 26, touch 13, flat-footed 22;
  Atk +19 melee (1d6+10, 2 claws) and+14 melee (1d6+5,
  bite); or +21/+16 melee (2d8+18/19–20, Huge +1
  Weapon racks hang on the walls, and barrels
  filled with arrows and crossbow bolts stand along
  one wall, along with shields, helms, and some
  breastplates. Other crates, barrels, and boxes fill
  the rest of the room. A few discarded weapons lie
  on the floor.
  Beds, chairs, a table, and a few chests lie upturned
  and scattered throughout the room. Blood spat-
  ters and smears, broken weapons, and a few man-
  gled corpses make it clear that a terrible battle
  ensued here not long ago. 
  Bloodtrolls
  Bloodtrolls are lawful evil red-skinned trolls,
  often found in the service of devils (most likely
  they were brought about through devil-inspired
  breeding). These trolls are slightly more intelli-
  gent and sophisticated than standard trolls.
  They almost always have levels in a class, favor-
  ing fighter although a few exceptional individu-
  als become wizards. They are never clerics and
  worship no gods. They are as vicious and blood-
  thirsty as their name suggests.
  All the bloodtroll fighters in this adventure
  have drunk their potions of fire resistance. They all
  are in a state of absolute slaughter frenzy and
  fight to the death (because they believe them-
  selves unkillable).
  
  7
  greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend
  2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE;
  SV Fort +17, Ref +10, Will +6; Str 30, Dex 18, Con 25,
  Int 8, Wis 10, Cha 10.
  Skills and Feats: Climb +10, Hide –2, Intimidate +1,
  Listen +7, Move Silently +3, Spot +6; Alertness, Combat
  Reflexes, Dodge, Iron Will, Lightning Reflexes, Power
  Attack, Weapon Focus (greatsword), Weapon Special-
  ization (greatsword).
  Rend (Ex): If the bloodtroll hits with both claw
  attacks, it latches onto the opponent’s body and tears
  the flesh. This attack automatically deals an additional
  2d6+9 points of damage.
  Regeneration (Ex): Damage dealt to a bloodtroll is
  treated as subdual damge, which automatically heals at
  a rate of 5 hit points per round. Fire and acid deal
  normal damage to the creature, which doesn’t go away.
  Attack forms that don’t deal hit point damage ignore
  regeneration, and it does not restore hit points lost
  from starvation, thirst, or suffocation. Bloodtrolls can
  regrow lost parts of their bodies in 3d6 minutes and can
  reattach severed limbs and body parts instantly by
  holding them to the appropriate stumps. Severed parts
  that are not reattached wither and die normally.
  Possessions: +2 chain shirt, Huge +1 greatsword, potion of
  fire resistance (used), potion of cure serious wounds, 30 gp.
  d Bloodtroll Champion: Male bloodtroll Ftr9;
  CR 14; Large giant; HD 6d8+60 plus 9d10+90; hp 226;
  Init +3; Spd 30 ft.; AC 28, touch 12, flat-footed 25;
  Atk +22 melee (1d6+10, 2 claws) and +17 melee (1d6+5,
  bite); or +24/+19/ +14 melee (2d6+13/15–20, +1 keen
  greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend
  2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE;
  SV Fort +21, Ref +8, Will +10; Str 31, Dex 17, Con 30,
  Int 8, Wis 16, Cha 12.
  Skills and Feats: Climb +8, Hide –6, Listen +10, Move
  Silently +1, Spot +9; Alertness, Blind-Fight, Cleave,
  Combat Reflexes, Dodge, Improved Critical
  (greatsword), Iron Will, Power Attack, Weapon Focus
  (greatsword), Weapon Specialization (greatsword).
  Rend (Ex): If the bloodtroll hits with both claw
  attacks, it latches onto the opponent’s body and tears
  the flesh. This attack automatically deals an additional
  2d6+9 points of damage.
  Regeneration (Ex): Damage dealt to the bloodtroll
  is treated as subdual damge, which automatically heals
  at a rate of 5 hit points per round. Fire and acid deal
  normal damage to the creature, which doesn’t go away.
  Attack forms that don’t deal hit point damage ignore
  regeneration, and it does not restore hit points lost
  from starvation, thirst, or suffocation. Bloodtrolls can
  regrow lost parts of their bodies in 3d6 minutes and can
  reattach severed limbs and body parts instantly by
  holding them to the appropriate stumps. Severed parts
  that are not reattached wither and die normally.
  Possessions: +1 breastplate, +1 large steel shield, +1 keen
  greatsword,  ring of fire resistance (major), potion of cure mod-
  erate wounds, 50 gp gold ring, bag with 94 gp and 10 pp.
  7. Antechamber
  With no significant source of acid to use against
  their foes, the defenders here were slaughtered by the
  fire-resistant trolls, who regenerated all the damage
  they could dish out. There are 12 dead people here. A
  search of the bodies (DC 15) results in the discovery of
  eight suits of masterwork plate armor, three master-
  work longswords, a +1 shield, two masterwork shields,
  and four potions of cure light wounds. Everything else is
  broken, taken, or destroyed.
  The doors into Area 8 are not locked, but a wall of
  force blocks the doorway (the doors open into this
  room).
  8. Sanctuary (EL 18)
  This large room is clearly the main sanctuary of
  the temple. An altar rests upon a large dais near
  the far wall, behind which stands a tall marble
  statue of St. Cuthbert, flanked by huge golden
  versions of his holy symbol on the wall. Gold and
  white draperies hang along each side wall.
  Three corpses in plate armor, their shields
  and swords still at their sides, lay near the door.
  On the dais, a dead woman in priestly garb
  sprawls upon the steps, and standing near her
  is a tall, gaunt man with a wild look in his eyes.
  He wears heavy armor and brandishes an iron
  rod in either hand, waving them about and
  clanging them together. Next to the altar, a
  wounded, heavy-set man leans, weary and
  defeated, about to give out at any moment due
  to blood loss.
  Blood and gore coat the marble floors and white
  walls of this holy place. Dead men and women in
  plate armor, their swords broken, their shields
  battered, lay strewn about the room—some of
  their corpses appear to have been partially eaten. 
  
  8
  Terrid has blocked the doorway into this room with a
  wall of force created by the iron rods. The PCs must bring it
  down, go through the walls, teleport, or use a secret door.
  (Terrid knows about the secret passage to Areas 12 and
  13. He does not know about the secret passage to Area 3).
  This room normally remains under the affects of a
  hallow spell, but the black rain suppresses it. When it
  functions, it grants all non-evil creatures the effects of
  an aid spell within its confines.
  A secret door (Search, DC 25) is hidden within the
  east wall, behind a drape. It pivots open. A secret door
  to the south (Search, DC 20) behind the altar can be
  opened using a switch on the altar itself.
  Creatures. Terrid is here, with Bishop Jeard, the
  high priest of the temple. He has effectively subdued
  his enemy and now gloats and raves about the injustices
  of Jeard and the temple against him. The injured Jeard
  does whatever he can, biding his time until the black
  rain stops and he can heal himself and strike back.
  Terrid is extremely overconfident and gripped by
  rage. Even if he sees the PCs, he ignores them—only
  when they actually harm him or interfere with what he
  is doing does he act: He attempts to defend himself and
  kill Jeard, then the characters.
  k Bishop Jeard: Male human Clr16; CR 16; Medium-
  size humanoid; HD 16d8+16; hp 88 (currently 4);
  Init +0; Spd 20 ft.; AC 18, touch 10, flat-footed 18;
  Atk +17/+12/+7 melee (1d8+5/19–20, +2 disruption
  heavy mace); SA Turn undead 7/day; AL LN; SV Fort
  +11, Ref +5, Will +15; Str 14, Dex 11, Con 12, Int 16,
  Wis 20, Cha 19.
  Skills and Feats: Alchemy +4, Concentration +20,
  Diplomacy +20, Heal +24, Intuit Direction +10, Knowl-
  edge (religion) +20, Scry +15, Spellcraft +22; Craft
  Wand, Craft Wondrous Item, Heighten Spell,
  Improved Critical (heavy mace), Scribe Scroll, Silent
  Spell , Weapon Focus (heavy mace).
  Cleric Spells Prepared (6/8/7/7/6/6/4/4/3; base
  DC = 15 + spell level): None.
  Deity: St. Cuthbert. Domains: Law (cast law spells at
  +1 caster level), Protection (protective ward 1/day).
  Possessions: +3 breastplate of fire protection, +2 mace of
  disruption, +2 headband of wisdom, two pearls of power (5th
  and 6th level spells), necklace of prayer beads (bead of smit-
  ing), wand of searing light (10th level caster, 13 charges),
  scroll of word of recall and summon monster VI, scroll of
  true resurrection, potion of fly, potion of cat’s grace, silver holy
  symbol, 3 flasks of holy water, 83 gp.
  k Terrid Fomgarten: Male human ex-Clr4/Ftr14;
  CR 18; Medium-size humanoid; HD 4d8+12 plus
  14d10+42; hp 149; Init +6; Spd 20 ft.; AC 22, touch 13,
  flat-footed 20; Atk +26/+21/+16/+11 melee (1d8+12
  plus 1d6 electricity/19–20, submission rod) and +26
  melee (1d89/19–20, retribution rod); AL NE; SV Fort
  +16, Ref +9, Will +12; Str 21, Dex 15, Con 17, Int 15,
  Wis 19, Cha 12.
  Skills and Feats: Craft (pottery) +12, Diplomacy +8,
  Heal +11, Hide +0, Jump +12, Knowledge (arcana) +9,
  Knowledge (history) +7, Knowledge (religion) +10,
  Listen +8, Move Silently +0, Ride (horse) +19, Spellcraft
  +10, Swim +7, Ambidexterity, Cleave, Combat Reflexes,
  Craft Wondrous Item, Dodge, Improved Critical
  (longsword), Improved Critical (heavy mace),
  Improved Initiative, Lightning Reflexes, Mobility,
  Mounted Combat, Power Attack , Two-Weapon Fight-
  ing, Weapon Focus (longsword), Weapon Focus (heavy
  mace), Weapon Specialization (heavy mace).
  Possessions: iron rods, +4 breastplate, +2 gauntlets of
  ogre power, +2 periapt of wisdom, +1 ring of protection, potion
  of cure serious wounds, potion of haste, potion of bull’s
  strength, two 75 gp silver rings, 59 gp.
  The Iron Rods
  Terrid’s iron rods are very old artifacts of malevo-
  lence designed by an unknown hand—most
  likely a devil of great power. Each is a 3-foot-long
  iron shaft. A hook tops the submission rod, and
  the retribution rod bears a number of crossbar-
  like phalanges. 
  The Submission Rod: This rod is a +5 shock-
  ing burst, unholy heavy mace. Three times per
  day, it forces anyone it touches to make a Forti-
  tude saving throw (DC 20) to avoid suffering
  1d6 points of temporary Strength damage.
  The Retribution Rod: This rod is a +5 heavy
  mace that grants the wielder a +5 deflection
  bonus to AC. It allows use of each of the follow-
  ing effects once per day: charm monster, dimen-
  sion door, stoneskin, and wall of force, as a 20th-
  level caster.
  Both Rods: The possessor of these rods can
  use them both at once as weapons, subtracting
  2 to the penalties involved (so a character with
  both Ambidexterity and Two-Weapon Fighting
  can use them both with no penalty). Further,
  every other week the possessor can use a wish
  spell so potent that only another artifact or a
  god can undo its power.
  
  9
  9. Sacristy (EL 16)
  This is where the sacraments and other holy sub-
  stances are kept for use in religious services.
  Creatures. A bloodtroll wizard and four fighters are
  looting through the sacristy. The wizard has the follow-
  ing spells already cast: cat’s grace (increasing Dex to 24,
  adding +2 to AC, Reflex saves and move silently), haste
  (6 rounds left), mage armor, shield and see invisibility.
  These effects are not accounted for in the statistics
  below. His current AC with these spells active is 39.
  d Bloodtroll Wizard: Male bloodtroll Wiz9; CR 14;
  Large giant; HD 6d8+42 plus 9d4+63; hp 154; Init +5;
  Spd 30 ft.; AC 22, touch 15, flat-footed 17; Atk +12
  melee (1d6+5, 2 claws) and +7 melee (1d6+2, bite); or
  +14/+9 melee (1d6+8, bloodfire staff); Face/Reach 5 ft. by
  5 ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 60 ft., regen-
  eration 5; AL LE; SV Fort +15, Ref +12, Will +11; Str 20,
  Dex 21, Con 25, Int 20, Wis 12, Cha 8.
  Skills and Feats: Alchemy +13, Concentration +19,
  Heal +3, Hide +1, Knowledge (arcana) +8, Listen +7,
  Move Silently +7, Profession (herbalist) +13, Scry +17,
  Spellcraft +17, Spot +7; Alertness, Empower Spell, Iron
  Will, Lightning Reflexes, Maximize Spell, Scribe Scroll,
  Weapon Focus (quarterstaff).
  Rend (Ex): If the bloodtroll hits with both claw
  attacks, it latches onto the opponent’s body and tears
  the flesh. This attack automatically deals an additional
  2d6+9 points of damage.
  Regeneration (Ex): Damage dealt to the blood-
  troll is treated as subdual damge, which automatically
  heals at a rate of 5 hit points per round. Fire and acid
  deal normal damage to the creature, which doesn’t go
  away. Attack forms that don’t deal hit point damage
  ignore regeneration, and it does not restore hit points
  lost from starvation, thirst, or suffocation. Bloodtrolls
  can regrow lost parts of their bodies in 3d6 minutes
  and can reattach severed limbs and body parts
  instantly by holding them to the appropriate stumps.
  Severed parts that are not reattached wither and die
  normally.
  Wizard Spells Prepared (4/6/5/4/3/2; base DC =
  15 + spell level): 0—daze, detect magic, flare, mage hand;
  1st—charm person, expeditious retreat, feather fall, mage
  armor, magic missile, shield; 2nd—cat’s grace, invisibility,
  mirror image, see invisibility, web; 3rd—dispel magic, fly,
  haste, lightning bolt; 4th—minor globe of invulnerability,
  polymorph other, summon monster IV; 5th—cloudkill,
  empowered fireball. 
  Spellbook: 0—arcane mark, dancing lights, daze, detect
  magic, detect poison, disrupt undead, flare, ghost sound, light,
  mage hand, mending, open/close, prestidigitation, ray of frost,
  read magic, resistance; 1st—charm person, expeditious
  retreat, feather fall, identify, mage armor, magic missile,
  shield, unseen servant; 2nd—cat’s grace, invisibility, knock,
  mirror image, see invisibility, Tasha’s hideous laughter, web;
  3rd—dispel magic, fireball, fly, haste, lightning bolt, slow;
  4th—fear, minor globe of invulnerability, polymorph other,
  summon monster IV; 5th—cloudkill, hold monster. 
  Possessions: Bloodfire staff (38 charges—this is the
  same as a staff of fire but is also a +1 weapon), +1 ring of
  protection.
  d Bloodtroll Fighters (4): Male bloodtroll Ftr6;
  CR 11; Large giant; HD 6d8+42 plus 6d10+42; hp 144;
  Init +4; Spd 30 ft.; AC 26, touch 13, flat-footed 22;
  Atk +19 melee (1d6+10, 2 claws) and+14 melee (1d6+5,
  bite); or +21/+16 melee (2d8+18/19–20, Huge +1
  greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend
  2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE;
  SV Fort +17, Ref +10, Will +6; Str 30, Dex 18, Con 25,
  Int 8, Wis 10, Cha 10.
  Skills and Feats: Climb +10, Hide –2, Intimidate +1,
  Listen +7, Move Silently +3, Spot +6; Alertness, Combat
  Reflexes, Dodge, Iron Will, Lightning Reflexes, Power
  Attack, Weapon Focus (greatsword), Weapon Special-
  ization (greatsword).
  Rend (Ex): If the bloodtroll hits with both claw
  attacks, it latches onto the opponent’s body and tears
  the flesh. This attack automatically deals an additional
  2d6+9 points of damage.
  Regeneration (Ex): Damage dealt to a bloodtroll is
  treated as subdual damge, which automatically heals at
  a rate of 5 hit points per round. Fire and acid deal
  normal damage to the creature, which doesn’t go away.
  Attack forms that don’t deal hit point damage ignore
  regeneration, and it does not restore hit points lost
  from starvation, thirst, or suffocation. Bloodtrolls can
  regrow lost parts of their bodies in 3d6 minutes and can
  reattach severed limbs and body parts instantly by
  This dimly-lit room is full of ceramic urns, holy
  symbols, fonts, and silver chalices. Currently,
  many of these lay smashed or toppled onto the
  floor. Four massive, red-skinned creatures with
  huge swords and black armor stand amid the clut-
  ter. Another, wearing a black cloak and brandish-
  ing a flaming staff, waits near the rear.
  
  10
  holding them to the appropriate stumps. Severed parts
  that are not reattached wither and die normally.
  Possessions: +2 chain shirt, +1 huge greatsword, potion
  of fire resistance (used), potion of cure serious wounds.
  10. Hall of Saints
  The 12 statues represent figures important to St.
  Cuthbert, as well as the deity himself. The hall nor-
  mally is protected by a greater glyph of warding (fire) that
  one can avoid only by wearing a holy symbol of St.
  Cuthbert. However, the glyph does not function in the
  black rain.
  11. Reliquary
  This secret room is the holiest of holies. The wooden
  cudgel is said to have been used by St. Cuthbert him-
  self. (It is nonmagical, but sacred.) The room normally
  remains protected by a greater glyph of warding (cold) that
  one can avoid only by wearing a holy symbol of St.
  Cuthbert. However, the glyph does not function in the
  black rain.
  12. Bell Tower
  This tower is 70 feet high, the room at the top
  accessed by the spiral stair. The priests use the lower
  room for storage of mundane items, including five
  flasks of alchemist’s fire and four flasks of acid (useful
  against the bloodtrolls).
  The passage to the west leads to stairs down into the
  catacombs beneath the temple. These catacombs are
  empty except for graves.
  13. Bishop Jeard’s Quarters (EL 16)
  The secret door to this room hangs open.
  The room contains nothing of real value—lots of
  personal items, holy texts, and so on.
  Creatures. Yallathancia the erinyes and six blood-
  troll fighters are here, looting. Yallathancia relies on
  her invisibility and teleport without error abilities, since
  she knows that she is most likely no match for the
  PCs in melee. Instead, she attempts to use charm
  person and suggestion to cause trouble while the blood-
  trolls fight.
  d Yallathancia: Female erinyes; CR 9; Medium-size
  outsider (Lawful, Evil); HD 6d8+6; hp 33; Init +1;
  Spd 30 ft., fly 50 ft. (average); AC 27, touch 13, flat-
  footed 26; Atk +6/+1 melee (1d8+3/19–20, longsword);
  or +5/+0 ranged (1d8/x3, longbow (1d6, sling);
  SA Charm person, rope entangle, spell-like abilities; 
  SQ Baatezu qualities, DR 10/+1, outsider traits, SR 22,
  summon baatezu, tongues; AL LE; SV Fort +6, Ref +6,
  Will +7; Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20.  
  Skills and Feats: Concentration +9, Disguise +11,
  Escape Artist +6, Hide +7, Listen +10, Move Silently +7,
  Search +9, Spot +10; Dodge, Mobility.
  Charm Person (Su): Yallathancia can charm a
  humanoid creature with a look. This is not a gaze
  attack, and the target need not meet her eyes. The abil-
  ity has a range of 60 feet; an affected opponent must
  succeed at a Will save (DC 18) or become utterly loyal
  to her. The victim will do anything to protect Yal-
  lathancia, even if that means slaying his or her compan-
  ions or facing certain death. The ability is otherwise
  similar to charm person (caster level 8th).
  Rope Entangle (Ex): Yallathancia carries a stout
  rope some 50 feet long that entangles opponents of any
  size as an animate rope spell (caster level 16th). She can
  hurl the rope 30 feet with no range penalty.
  Spell-like Abilities: At will—animate dead, charm
  monster, desecrate, invisibility (self only), magic circle
  against good (self only), major image, polymorph self, pro-
  duce flame, see invisibiility, suggestion, unholy blight. Caster
  level 8th; save DC 15 + spell level.
  Baatezu Qualities: Yallathancia is immune to fire
  and poision and has cold resistance 20 and acid resist-
  ance 20. She can see perfectly in darkness of any kind,
  including that created by deeper darkness spells. She
  can communicate telepathically with any creature
  within 100 ft. that has a language (except lemures).
  Outsider Traits: Darkvision 60 ft.; cannot be raised
  or resurrected (though a wish or miracle spell can
  restore life).
  A private shrine to St. Cuthbert and a study make
  up most of this room, although it also contains a
  bed, a wardrobe, and a small chest of drawers.
  Boxes and crates, many covered with dust, fill this
  tall room. A spiral stair in the corner rises up out
  of sight. It seems possible that this room is at the
  bottom of the bell tower.
  This somber room contains only a cloth-draped
  pedestal upon which rests a simple wooden
  cudgel.
  Marble statues of stalwart warriors and cudgel-
  bearing priests line the walls of this room.
  
  11
  Summon Baatezu (Sp): Once per day, Yallathancia
  can attempt to summon 2d10 lemures with a 50%
  chance of success or 1d4 barbazu with a 35% chance of
  success.
  Tongues (Su): Yallathancia has a permanent
  tongues ability as the spell (caster level 12th). She usu-
  ally uses verbal communication when dealing with
  mortals and saves telepathic communication for con-
  versing with other fiends.
  Note: Terrid used the wish function of the iron rods
  to increase Yallathancia’s SR to 22. 
  Possessions: Longsword, longbow, rope, sack
  with 238 gp and six silver candlesticks worth 50 gp
  each.
  d Bloodtroll Fighters (6): Male bloodtroll Ftr6;
  CR 11; Large giant; HD 6d8+42 plus 6d10+42; hp 144;
  Init +4; Spd 30 ft.; AC 26, touch 13, flat-footed 22;
  Atk +19 melee (1d6+10, 2 claws) and+14 melee (1d6+5,
  bite); or +21/+16 melee (2d8+18/19–20, Huge +1
  greatsword); Face/Reach 5 ft. by 5 ft./10 ft.; SA Rend
  2d6+9; SQ Darkvision 60 ft., regeneration 5; AL LE;
  SV Fort +17, Ref +10, Will +6; Str 30, Dex 18, Con 25,
  Int 8, Wis 10, Cha 10.
  Skills and Feats: Climb +10, Hide –2, Intimidate +1,
  Listen +7, Move Silently +3, Spot +6; Alertness, Combat
  Reflexes, Dodge, Iron Will, Lightning Reflexes, Power
  Attack, Weapon Focus (greatsword), Weapon Special-
  ization (greatsword).
  Rend (Ex): If the bloodtroll hits with both claw
  attacks, it latches onto the opponent’s body and tears
  the flesh. This attack automatically deals an additional
  2d6+9 points of damage.
  Regeneration (Ex): Damage dealt to a bloodtroll
  is treated as subdual damge, which automatically
  heals at a rate of 5 hit points per round. Fire and acid
  deal normal damage to the creature, which doesn’t go
  away. Attack forms that don’t deal hit point damage
  ignore regeneration, and it does not restore hit points
  lost from starvation, thirst, or suffocation. Bloodtrolls
  can regrow lost parts of their bodies in 3d6 minutes
  and can reattach severed limbs and body parts
  instantly by holding them to the appropriate stumps.
  Severed parts that are not reattached wither and die
  normally.
  Possessions: +2 chain shirt, +1 Huge greatsword,
  potion of fire resistance (used), potion of cure serious
  wounds, 25 gp.
  ENDING THE
  ADVENTURE
  If the PCs defeat Terrid and his servants, Bishop Jeard is
  in their debt. The powerful cleric grants them free heal-
  ing and any other spellcasting (including using his
  scroll of true resurrection, if need be). Obviously, the PCs
  are free to take all the equipment of the invaders that
  they killed—except for the iron rods. These Jeard insists
  must be destroyed, not only because they are evil, but
  because while they remain, no one can dispel the
  energy field. Offer the PCs an additional experience
  award of 5,000 XP if they destroy these evil items.
  If the characters fail, within two hours of the cry of
  alarm Terrid has killed Jeard and everyone else within
  the temple and left through the teleportation circle.
  The energy field exists until someone uses either an
  artifact to dispel it, or until a divine entity directly (like
  St. Cuthbert himself) intervenes. The PCs, if alive, can
  follow Terrid through the circle and enact revenge—
  with the blessing (and possibly the aid) of the Church
  of St. Cuthbert. 
  Either way, it will take a long time for the temple to
  fully recover. It lost many good clerics (who probably
  will be raised) as well as temple defenders. 
  ABOUT THE AUTHOR
  Monte Cook started working professionally in the
  game industry in 1988. In the employ of Iron Crown
  Enterprises, he worked with the Rolemaster and Cham-
  pions games as an editor, developer, and designer.
  In 1994 Monte came to work at TSR as a game
  designer. As a senior game designer with Wizards of the
  Coast, he codesigned the new edition of DUNGEONS &
  DRAGONS® and authored the DUNGEON MASTER’s Guide. His
  recent Wizards releases include Return to the Temple of Ele-
  mental Evil and the Call of Cthulhu d20 Roleplaying Game.
  A graduate of the Clarion West writer’s workshop,
  Monte has also published short stories and two novels.
  In his spare time, he runs anywhere from one to three
  games per week, holds a yearly game convention at his
  house, builds vast dioramas out of LEGO building
  bricks, and reads a lot of comics. 
  Monte designed the May through August adven-
  tures for the Official D&D Website. To read more of his
  recent work and find out about his own d20 imprint,
  Malhavoc Press, please visit his website at 
  <www.montecook.com>.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Black Rain.pdf