ASSAULT ON THE GOOD TEMPLE OF RANNANCE

 

A Advanced Dungeons & Dragons Adventure for Character Levels: 4th to 7th.

 

Created and written by: Thomas J. Broadfoot

 

Background:

The small village of Rannance sits nestled on the steep slopes of a

mountain range, about 1/2 way up to the summit, just below the snow line. The village sits just off of a frequently used mountain trading route. The villagers are simple folk who make their living by either trading with those who pass through along the trade route or farming the fertile slopes of the mountain. The main cash crop is grapes in the fall and mountain wheat in the summer. A local band of dwarves seems to be the main customers for the mountain wheat. Some say because the wheat is heartier than wheat grown on the lower farm lands. Dwarven mines may be found through out the area, but none have ever

struck the "motherload," or at least none than has ever been reported.

Recently, a large band of Hill Giants was reported in the area, but they have steered clear of the village. None one is certain why they have done so, but none really care as long as they stay away from the village and not attack.

One of the most common rumors of the area is that an evil wizard has moved into an abandoned tomb high up in the mountains. Rumors have it that this evil mage was driven out of his home lands and has settled here where no one would find him. No one has ever seen this wizard but the rumor is a popular one told at the inn to those who would listen.

Unknown to the villagers, the rumor of the evil wizard in the area is true. An evil wizard named Gron has indeed moved into the surrounding area. He has however not settled in an abandoned tomb as rumored, but a small series of caves high above the village. Gron was driven from his home land when his plans of conquest and domination where discovered by his student, Baggins. Baggins reported his masters' plans to the local guard and before Gron could be captured and put on trail, he escaped. Gron still has plans of conquest, but he now spends his days plotting his revenge against Baggins and the local guard that forced him to flee.

Prior to fleeing, Gron had discovered his grand fathers long lost spell book. However, because of the circumstances surrounding his fleeing, he has not had a chance to study it. Several days after setting up home in the caverns, Gron began studying his grandfathers long lost spell book. He discovered a powerful spell, that once cast, would call upon the powers of the Outer Planes. Gron, overwhelmed with the prospect, cast the spell ill prepared and not fully understanding the results. Upon completion of the spell, a powerful creature from the outer planes appeared. Because his new master being ill prepared, the creature immediately attacked and killed the unsuspecting Gron.

After brutally slaying the hapless wizard, the creature sensed that it was indeed powerful on the Prime Material Plane. Rummaging through Gron’s personal belongings, the creature discovered the dead wizard's plans for conquest and personal glory. Taking this as his own idea, the creature began to call forth from the outer planes his own personal army of evil. The creature was however wise from hearing tales of how the inhabitants of the Prime Material would band together to defeat evil. Hence, the creature concluded that he would need some allies, human allies, if his plan was to succeed.

Not knowing how to lure some hapless human into helping him, the creature waited and allowed his army to grow. The one day, as luck would have it, a terrible storm ripped through the area. During the storm, 3 Anti-Paladins stopped to seek shelter from the storm in the caves. As the 3 evil individuals wandered into the cavern, shock over came them as they viewed what they discovered in the cave. The creature, sensing the evil of the 3 human beings, struck a bargain with them. In exchange for power and glory, they would

act as a scouting party for the creature and his evil army.

Weeks have past since the evil deal was sealed, unknown to the unsuspecting villagers below. The 3 Anti-Paladins rode through town several days ago, but no one paid them no mind, since they did not stop. A few people thought it odd that the 3 evil looking individuals seemed to center their interest in the village temple.

The village temple has been run by a retired 18th level cleric named Leatsee for the last several years. Leatsee was once an adventurer, but retired after a being near fatally wounded in a battle with an evil cleric. Leatsee now runs the temple in the village, liking the quiet ways of village life. Instead of curing horrible battle wounds, he now is content to heal the wounds of travelers and clumsy farmers. He has attracted a following of sprouting

priests and others that help around the temple.

 

For the Dungeon Master:

The villagers are totally unaware of what has transpired high in

the mountains. The main concern is of the roaming band of Hill Giants. The 3 Anti-Paladins struck a bargain with a Tanar’ri, True - Vrock. The 3 Anti-Paladins were on a scouting mission when they stumbled across the village. Seeing the lack of defense and the good temple ripe for the picking, they reported back to the Vrock. Hence, an evil plan was hatched, that in 2 day's time, at dawn they would attack the village and take over the

temple.

The characters will enter town the night before the attack is scheduled to begin. As the evil army leaves the mountain caves, the Tanar’ri, True - Vrock will destroy everything that once belonged to the wizard Gron, leaving nothing of value or interest behind. In the beginning of the adventure, the PC’s will have to decide either to fight or flee. Care must be taken in this part of the adventure. When the Tanar’ri, least - Rutterkin are approaching the inn, the PC’s can either flee or fight. If they remain and fight, they will be continuously attacked by the Tanar’ri, least - Rutterkin until either the

PC’s are killed or all of the creatures have been destroyed. If the PC’s flee, they will not be pursued, thusly ending the adventure unless they come back. From the conclusion of the "For the Player Characters" until the Tanar’ri, least - Rutterkin attack, the Dungeon Master should allow about 5 rounds worth of time before the Tanar’ri, least - Rutterkin are within attacking distance from the PC’s.

If the characters decide to look for these caverns upon the conclusion of this adventure, the Dungeon Master can easily put together a series of small caves. Recommended that nothing but shredded clothing, smashed furniture and destroyed equipment are in the caves. The Dungeon Master can also use this as a stepping stone for another adventure involving the caverns and the roaming band of Hill Giants.

This adventure starts while the PC’s are either on their way to another adventure or on their way back home. Travel through a mountainous region is recommended to play this adventure.

For the Player Characters (DM reads to Players)

"As you travel along a low mountain pass, you begin to hear a low rumbling noise, such like a avalanche." "Scouting ahead, you see a large band of Hill Giants coming towards you along the pass, you estimate that there is 30 or 40 Hill Giants." "Luckily, they have not noticed you, yet!". "Quickly, you decide to take another route, since a battle with such a large force of these beasties, would be rather fatal on your part." "Seeing what could be considered a goat trail up the side of the mountain, you scramble up

as fast as you can." "Minutes later, the band of giants begin to pass as you continue to climb the steep mountain side." "As luck would have it, the giants are kicking up enough dust to cover your escape."

"As you continue to climb, you soon come across a mountain trail, high above the path of the giants." "Deciding to put a more conformable distance between you and the band of giants, you hurry along the trail." "After what you think is enough distance between the two groups, you stop and get your bearings." "Scanning ahead, you can see that the trail follows the mountain side, twisting and turning with the contour of the mountain side." "But off in the distance, you can just make out what appears to be a small mountain village, nestled in a small valley." "With a growl of the stomach and the sour

thought of another night of iron rations, the thought of a hot meal, warm bed decide your course."

"After a couple hours of travel along the trail, you begin to go down the mountain side, towards the town." "As the town draws closer, you come across a small sign that says ‘Welcome to Rannance, No Orc’s allowed.'" "Entering the town, you see several small stone buildings, a large temple off in the distance, several general stores, a clothing store, a butcher shop, a stable, a blacksmiths shop and a large inn." "The locals pay you no mind, other than a quick glance and a friendly smile as you make your way towards the inn."

"Reaching the inn, you see a wooden sign hanging from chains over the front door that says ‘The Pesky Dwarf Inn, No Orc’s Allowed.’" "Entering the inn, you find several locals sitting around a medium sized round wooden table, 3 more locals sitting at the bar and a empty table near a fireplace." "Seating yourselves at the empty table, a young girl comes over to the table to take your order, soon to return with your drinks, a fair meal and most important, the keys to your rooms."

"With a decent meal in your bellies and several strong drinks, the night goes by quickly and uneventfully". "Come next morning, it is collectively decided that the party should be on their way". "From outside, you start hearing the sounds of screaming and yelling". "Suddenly, the door to the inn bursts open, standing in the doorway you see a elderly man, dressed in clerical fashion, covered in blood". "This man staggers several feet toward you into the inn and then collapses to the floor". "With his dying breath the man speaks these words ‘ The Temple, (coughing and gasping for air) evil creatures, have to

help’". "With the door to the inn wide open, you can see the townsfolk running about, screaming and yelling". "Occasionally, you see one of the male villagers stagger past, covered in blood from horrible looking claw marks".

"A woman comes running into the inn, sees your party and then runs over to you". "She tells you that something terrible has happened, a army of evil creatures have attacked the village temple". "The woman is obviously terrified and only keeps repeating what she has already said". "She stays in the inn for several minutes and then runs out of the inn, back into the streets". "Deciding to see what the heck is actually going on around here, one of the members of the party decided to peer out the inn doorway". "The street is nearly empty, except for several locals lying in the street".

"Off in the distance, towards to temple, you see a great dark cloud that hides the temple from sight". "After what only seems to be a few short seconds, you see a band of small creatures coming out of the dark cloud". "Following these creatures out of the cloud of darkness, you barely make out the sight of a human sized creature". "This human sized creature is dressed in black armor and seems to be in charge of the smaller creatures". "As

the smaller creatures have come closer, you begin to make out the details of them". "They appear to be about 5 foot tall, terribly ugly humans without hair, pointed skulls and deformed limbs". "As this unsightly mob slowly comes closer to the inn, the human sized creature in armor is hear to say ‘Let no one survive’". "The armor clad creature turns to wards the dark cloud and in a few seconds he disappears into the cloud". "After he is gone, the other creatures begin to ravage the village, coming ever closer to the inn".

 

Additional Instructions For the Dungeon Master:

By the time the Tanar’ri, least - Rutterkin reach the Pesky Dwarf Inn, there will be 40 of these creatures scattered throughout the town. Within 5 rounds, these horrid creatures will have torn most of the homes and shops apart. They will start fires and within 10 rounds of the start of action, the entire town will be ablaze. If the PC’s defeat the Tanar’ri, least - Rutterkin coming towards the inn, this building will be the only one not ablaze after 10 rounds.

Tanar’ri, least - Rutterkin; (40); INT 9; AL CE; AC 0; MV 12; HD 4; hp 30

x10, 28 x10, 27 x10, 25 x10; THAC0 17; # Atk 1 or 2; Dmg by weapon type or 2-7/2-7; SA Snap-tong; SD none; MR 10%; SZ M; ML 11-12; XP 12,000; Outer Planes; 3

armed blade 1-6/1-6, fear by touch, fly, telekinesis 3/day, gate 1-8 Tanar’ri, least 1/day 50% chance.

 

 

Village of Rannance:

See Temple1.bmp

A. Stables: This place is a normal stable, with enough room to care for 16 horses at one time. Currently there is only 5 horses, owned by the owner, in the stables. A local boy runs the stables during the day. The cost is 1 copper per day per horse, 1 silver per horse per day if extra care is to be given to the animal. Special care is considered to be the following: brushed every afternoon, the best feed along with washed and groomed daily.

B. General Store: This store carries normal everyday items such as lanterns, candles, paper, writing quills, buckets and etc.

C. Farmers Supply Store: This store caters to the farmers by selling items such as plows, rakes, shovels, hoes and common farm equipment.

D. Mining Supply Store: This store caters to the miners that can be found in the area by selling items such as miners lanterns, bird cages, picks, wide shovels and normal common mining tools.

E. Dry Goods Store: This store sells a assortment of dry goods such a flour, sugar dry beans, etc.

F. Traders Shop / Survey Office: This place caters to the miners and travelers by providing information on who is mining where and what. The owner also runs a trading shop in where he will take items in for a loan of money. If unclaimed at the end of the contract, the owner then sells the items off, at a profit. Normal armor and weapons can be found here from travelers that have never returned to repay their loans.

G. Clothing Store / Tailor Shop: This store sells common clothing for the townsfolk and travelers. The women who runs the shop also does tailor work for a small fee.

H. The Pesky Dwarf Inn: See Below

I. Blacksmith Shop: This blacksmith shop normally works on mining and farming

equipment. However, the owner is capable of making weapons of good quality and has several bastard swords for sale.

J. Rannance Temple: See Below

K. Private Homes: These are the private homes of the village townsfolk. They are common, everyday wooden buildings with wooden roof, due to the harsh mountain climate. There is nothing of particular interest about the homes.

The Pesky Dwarf Inn:

See Temple2.bmp

1a. Dining Room: This large open area is used by the inn keepers as the main drinking and dining area. There is 8 large, round wooden tables scattered about the room with wooden chairs pushed under. When the PC’s first arrive, there will be 11 of the locals sitting around the room drinking and eating. In the morning time, just prior to the attack, there is no one else in the inn except for the serving girl, a cook in the kitchen and the

PC’s.

1b. Bar: This large indent into the wall is the main bar of the inn. A wooden counter separates it from the main dining area. Behind the bar there is shelves with bottles of rum, ale and wine along with barrels of beer and ale. Wooden mugs hang from pegs lining the walls of the bar. Under the counter there is a large wooden barrel used to drain any unfinished beverage and another filled with water to rinse the wooden mugs out after use.

2. Kitchen: This room is used as the kitchen for the inn. Near the middle of the room there is a large cooking pit, with a metal hood hanging over it to allow smoke to rise out of the building. The walls are lined with shelves for dishes and food storage. All dishes and utensils are wooden and washed in barrels near the north west corner of the room.

3. Hallway: This hallway leads from the main dining area and bar to the guest rooms.

4a - 4f. Guest Rooms: Each of these guests rooms are 10 foot square with a single doorway. Each guest room door can be locked with a individual key, however the inn keeper has a master key that will open all the doors. Inside each room there is 4 wooden beds, a small round wooden table near the center with 4 wooden chairs pushed under it. A medium sized lantern hangs down from a chain over the table to provide light in the room.

When the PC’s arrive, there is no one else residing in any of the rooms.

 

The Good Temple of Rannance

See Temple3.bmp for ground level

1. Main Temple: This is the main area of worship of the temple. The room is 20 foot high by 50 feet wide by 80 feet long. There is an raised, 10 foot by golden painted stairs, dais on the northern end of the room. Within the room there is 8 wooden, padded pews that line the room that form a 10 foot wide corridor towards the dais. Lining the front base of the dais there is 4 brass urns, filled with the ashes of incenses used during ceremonies. The walls of the main temple are painted with great and holy pictures of Odin. Upon the

dais there is a gold and red alter and 2 statues of Odin on either side of the alter. Any creature or person who defiles the alter will receive a shock 1d12 + constitution, along with a curse from Odin himself. Along the northern wall of the temple, near the alter there is an secret doorway that leads to the rear of the temple.. Lurking in the main temple there is another 7 Tanar’ri, least - Rutterkin; hp 41 each along with Gork the Unholy;

AL C/E; AC -3; MV 6"; AP 7; hp 98; THAC0 13; # Atk 3/2; Dmg by weapon type; S

18/100, I 16, W 15, C 18, D 18, Ch 16; ML 14; Special abilities +2 on all saves,

Immune to all diseases, transmit disease by touch, lay hands or cause wounds 2 points per level, protection vs good 10’ radius, backstab +4 to hit, use of poison; +2 platemail, +1 two handed sword, potion of extra healing, powder of coagulation, gauntlets of dexterity, +2 dagger, 250 gold and 3 gems x 500 gp. and Dorn the Nasty; Al C/E; AC -4; MV 6"; AP 6; hp 84; THAC0 14; # ATK 3/2; Dmg by weapon type; S 18/98, I 15, W 17, C 18, D 18, Ch 16; +2 platemail, +2 bastard sword, ring of regeneration, rope of climbing, potion of extra healing, +2 dagger, 200 gold and 1 gem worth 100 gold; Special abilities +2 on all saves, Immune to all diseases, transmit disease by touch, lay hands or cause wounds 2 points per level, protection vs good 10’ radius, backstab +4 to hit, use of poison;. The anti-paladins will have the Tanar’ri, least - Rutterkin attack the PC’s when they enter the main temple. The 2 Anti-paladin’s (Gork and Dorn) will attack any spell casters. The Tanar’ri, least - Rutterkin will fight to the

death, however the 2 Anti-paladin’s will flee if severely injured or if most of the Rutterkin are defeated. If there are any Lawful / Good PC’s within the party, then that alignment will be targeted first by all the Rutterkin and Anti-paladins.

2. Study: This 30 foot square room was used as a study for the cleric that resided in the temple. It was also used by travelers wishing to study the library of books contained within the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the western wall that has deep claw marks on the inside of the door.

3. Study: This 30 foot square room was used as a study for the cleric that resided in the temple. It was also used by travelers wishing to study the library of books contained within the temple. Inside the room there is 3 smashed round wooden tables, 12 wooden, high backed chairs, which are over turned. Charred and torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the eastern wall that has deep claw marks on the inside of the

door. Lurking in the room there is another 4 Tanar’ri, least - Rutterkin hp 41, 41, 41, 41. They will attack immediately anything that enters the room that is not of their kind or the 3 anti-paladins.

4. Meditation Room: This 30 foot square room has a standard wooden doorway on the western wall as the only entrance. Inside the room there is smashed and charred furniture, torn and charred books and a headless body. The body is of a young male, about 21 years old, dressed in ceremonial clerical gowns. Near the body there is a bent mace, a set of normal prayer beads and a small prayer book that is soaked with blood.

5. Meditation Room: This 30 foot square room has a standard wooden doorway on the western wall as the only entrance. Inside the room there is smashed and charred furniture, torn and charred books and a 3 headless bodies. The bodies are of a young males, dressed in ceremonial clerical gowns, between the ages of 12 and 16. Near the body there is a small prayer book that is soaked with blood.

6. Guest Room: This room is 30 foot square and has one standard wooden doorway on the western wall as a entrance. The door is unlocked, but can be locked from the inside. Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 2 small feather filled pillows. Beside each bed there is a small wooden stand with a open empty drawer. A small, open foot locker sits at the end of each bed. In the center of the room there is a small, round wooden table with 4 high backed, padded wooden chairs pushed under the table. On the table, there is a small lantern and 3 small pints of lantern oil.

7. Guest Room: This room is 30 foot square and has one standard wooden doorway on the western wall as a entrance. The door is unlocked, but can be locked from the inside. Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 2 small feather filled pillows. Beside each bed there is a small wooden stand with a open empty drawer. A small, open foot locker sits at the end of each bed. In the center of the room there is a small, round wooden table with 4 high backed, padded wooden chairs pushed under the table. On the table, there is a small lantern and 3 small pints of lantern oil. Searching this room there is another 6 Tanar’ri, least - Rutterkin; hp 41 each.

These creatures will attack without hesitation.

8. Guest Room: This room is 30 foot square and has one standard wooden doorway on the western wall as a entrance. The door is unlocked, but can be locked from the inside. Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 2 small feather filled pillows. Beside each bed there is a small wooden stand with a open empty drawer. A small, open foot locker sits at the end of each bed. In the center of the room there is a small, round wooden table with 4 high backed, padded wooden chairs pushed under the table. On the table, there is a small lantern and 3 small pints of lantern oil. Near the side of the north western bed there is the headless body of a man dressed in

common clothing. Nearby there is a broken short sword and a smashed glass vial.

9. Stairs Room: This room is 30 foot square with a standard wooden doorway on the southern wall, near the south western corner. Inside the room there is a set of wooden spiral steps that ascend upward for about 8 feet and end. There is lumber scraps and tools scattered about the floor.

10. Stairs Room: This room is 300 feet square with a standard wooden doorway on the southern wall, near the south eastern corner. Inside the room there is a set of wooden spiral steps that ascend upward to the upper level of the temple. Laying in a pool of blood, near the base of the steps there is the body of a young female. The female is dressed in ceremonial clerical gowns, with a blood stained prayer book laying nearby. If the body is examined closer, the cause of death will be revealed to be due to deep claws and severe bites.

11. Guest Room: This room is 30 foot square and has one standard wooden doorway on the eastern wall as a entrance. The door is unlocked, but can be locked from the inside. Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 2 small feather filled pillows. Beside each bed there is a small wooden stand with a open empty drawer. A small, open foot locker sits at the end of each bed. In the center of the room there is a small, round wooden table with 4 high backed, padded wooden chairs pushed under the table. On the table, there is a small lantern and 3 small pints of lantern

oil.

12. Guest Room: This room is 30 foot square and has one standard wooden doorway on the eastern wall as a entrance. The door is unlocked, but can be locked from the inside. Inside the room there is 4 large wooden beds, covered with thick wool blankets along with 2 small feather filled pillows. Beside each bed there is a small wooden stand with a open empty drawer. A small, open foot locker sits at the end of each bed. In the center of the room there is a small, round wooden table with 4 high backed, padded wooden chairs pushed under the table. On the table, there is a small lantern and 3 small pints of lantern oil.

13. Guest Room: This room is 30 foot square and has one standard wooden doorway on the eastern wall as a entrance. The door is unlocked, but can be locked from the inside. Inside the room there is 4 large wooden beds now smashed and over turned. Torn and slashed wool blankets along with 2 slashed small feather filled pillows cover the floor. Beside each bed there is a small wooden stand, now smashed with a busted empty drawer nearby. A small, over turned open foot locker sits at the end of each bed. In the center of the room there is a over turned small, round wooden table. There is 4 high backed, padded wooden chairs pushed near table with the padded slashed open. Near the table there is a large puddle of oil and broken glass. Looking through the busted furniture there

is another 7 Tanar’ri, least - Rutterkin; hp 41 each.

14. Preparatory Room: This room was used as a preparatory room for the temple

ushers, candle boys and other temple workers. Inside the room there is a smashed round wooden tables, 4 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the eastern wall that has deep claw marks on the inside of the door. Ceremonial clothing, that is torn and slashed are also thrown about the room.

15. Preparatory Room: This 30 foot square room was used as a study and a preparatory room for the head cleric. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the western wall that has deep claw marks on the inside of the door. Near the south eastern corner of the room there is a pedestal that contained water (holy water) that has been over turned and urinated upon. Ceremonial clothing, that is torn and slashed are also thrown about the room.

16. Meditation Room: This 30 foot square room has a standard wooden doorway on the western wall as the only entrance. Inside the room there is smashed and charred furniture, torn and charred books and a 2 headless bodies. The bodies are of a males, dressed in common clothing a traveler would wear, between the ages of 32 and 36. Near the bodies there is a small prayer book that is soaked with blood, 2 broken short swords and a smashed glass vial. The bodies have nothing of value on them.

17. Storage Room: Inside this 20 foot wide by 30 foot long room there is empty barrels, a pile of lumber and some common wood working tools.

18. Study: This 30 foot square room was used as a study for the cleric that resided in the temple. It was also used by travelers wishing to study the library of books contained within the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the

center of the eastern wall that has deep claw marks on the inside of the door.

19. Latrine: This room is 20 foot wide by 30 foot long and is used as a latrine for the temple. Near the center of the room there is 20 small holes in the floor. The sound of water from below can be heard if noise is detected for. The mountain stream, which flows from north eastern to south western carries away anything dropped into one of the holes. The walls of the room are lined with wooden pegs and small wooden benches line the walls under the pegs. It appears that this room may also have been used as a wash room as well

as a latrine.

20. Courtyard: This outside courtyard is walled off, making it 60 foot wide by 130 foot long. The walls of the courtyard are only 6 foot tall are designed more to keep animals out than humanoids. Within the courtyard there is 5 large birch trees and a small fresh water pond. The pond is about 3 foot deep near the edges but in the center drops off to about 80 feet deep. The source of the water is a underground mountain steam. The water is almost crystal clear and is very cold. The pond is also the water supply for the temple. The trees

average a height of 27 feet and have green leaves on them.

Upper Level

See Temple4.bmp for upper level

1. Stairs Room: This room is 30 foot square with 2 standard wooden doorways. On doorway is on the center of the western wall and the other is on the center of the eastern wall. Inside the room there is a spiral set of steps that descend to the lower level of the temple.

2. Study: This 30 foot square room was used as a study for the cleric that resided in the temple.. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the eastern wall that has deep claw marks on the inside of the door. Searching through the mess there is another 7 Tanar’ri, least - Rutterkin; hp 41 each.

3. Study: This 30 foot square room was used as a study for the cleric that resided in the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the eastern wall that has deep claw marks on the inside of the door. The room has a smell of burnt flesh, but the source will not be found if searched for.

4. Library: This huge 50 foot wide by 80 foot long room is the main library of the temple. The inhabitants over the many years have collected books from all over the known world and stored them here. There is approximately 12,000 books in wooden bookcases within the room. Several of the bookcases have been over turned and the books torn and shredded up, littering the floor with parchment. It would take 1-3 days to look through all the books to find a particular book. All the books are common books, with no special properties to them.

5. Dining Hall: This room is 40 foot wide by 70 feet long. There is an open doorway on the southern wall of the room that leads to the kitchen, see #6 below. On the western wall there is a set of standard wooden double doors that lead into the dining hall. the room was mainly built so large to hold banquets and ceremonial dinners. There is many over turned and smashed tables and chairs littering the room. The walls are covered with deep scratches and spots of blood. The room has a smell of charred flesh to it and if investigated, the source will be found under a pile of smashed furniture. The charred remains of a middle aged man, dressed in cooks clothing will be found.

6. Kitchen: This room is 30 foot wide by 40 foot long with a open doorway on the northern wall, leading into the dinning hall. On the western wall, near the south western corner there is a standard wooden doorway. Inside the room near the middle of the room, there is a large stone cooking pit with an 3 large kettles hanging over it. There is smashed cupboards, smashed bottles of spices and other assorted kitchen items littering the floor.

7. Personal Room: This room is 20 foot wide by 30 foot long and was the personal room of Leatsee. There is a iron doorway on the center of the western wall to this room. The door has been bashed down and is still opened. Inside the room, there is nothing but charred and smashed furniture. The walls have large scorch marks on them, along will deep scratches into the stone walls.

8. Storage Room: This oddly shaped room is used for storage of personal items. Inside the room there is 9 wooden chest that are now open. Littering the floor of the room there is slashed clothing and other small personal items that have either been torn, smashed or crushed.

9. Storage Room: This room is 40 foot long by 30 foot wide and radiates magic if detected for. Inside the room there is 4 large cow carcasses hanging from large meat hooks and chains, there is venison, pork and chickens hanging on the walls also. Near the center of the room there is barrels of vegetables and grains. The room is cold and is a result of magic. This appears to be one of a few rooms least untouched by the invaders, maybe because they planned on using the foodstuff for their own.

10. Storage Room: This 30 foot square room is empty except for a few bent and rusted iron spikes.

11. Study: This nearly 30 foot square room was used as a study for the clerics that resided in the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the western wall that has deep claw marks on the inside of the door. Looking through the smashed furniture there is another 8 Tanar’ri, least - Rutterkin; hp 41 each.

12. Study: This 30 foot square room was used as a study for the cleric that resided in the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the western wall that has deep claw marks on the inside of the door.

13. Personal Room: This room is 30 foot wide by 40 foot long and used as a barracks for the inhabitants of the temple. Inside the room there is smashed furniture, torn and slashed clothing and other common items littering the floor. The walls have deep scratched on them and a few blood stains can be seen on the floor and walls.

14. Personal Room: This room is 30 foot wide by 40 foot long and used as a barracks for the inhabitants of the temple. Inside the room there is smashed furniture, torn and slashed clothing and other common items littering the floor. The walls have deep scratched on them and a few blood stains can be seen on the floor and walls.

15. Study: This 30 foot square room was used as a study for the cleric that resided in the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the eastern wall that has deep claw marks on the inside of the door. Near the center of the room there is the smoking remains of a human sized body. Nearby there is a bent mace

and a smashed wooden shield. Scattered near the body there is a torn leather sack with 14 copper coin nearby.

16. Study: This 30 foot long by 20 foot wide room was used as a study for the clerics that resided in the temple. Inside the room there is 2 smashed round wooden tables, 8 wooden, high backed chairs, which are over turned. Torn books litter the floor along with other common books which are thrown around the room. There is a standard wooden doorway on the center of the western wall that has deep claw marks on the inside of the door. Near the south eastern corner of the room there is a headless body of what appears to be an elderly man. The body is dressed in ceremonial clerical robes and nearby there is a busted set of normal prayer beads and a blood soaked prayer book.

17. Temple: This 40 foot square room is the personal temple of worship for Leatsee, the head cleric of the temple. The doorway to this room was locked, but the door has been bashed down. Within the temple there is a small gold and red alter and a small statue of Odin on each side. The walls and ceiling have been painted to depict various deeds of Odin. The PC’s will discover that all of the missing heads from the victims of the temple have been iron spiked to the walls in this temple. On the northern wall of the room there is an secret doorway that leads to the temple vault, see #18 below. Near the center of the

room there is the headless body of Leatsee, standing nearby there is Ruthless Raymond; AL C/E; AC -5; MV 6"; AP 7; hp 96; THAC0 13; # Atk 3/2; Dmg by weapon type; S 18/100, I 16, W 17, C 18, D 18, Ch 17; Special abilities +2 on all saves, Immune to all diseases, transmit disease by touch, lay hands or cause wounds 2 points per level, protection vs good 10’ radius, backstab +4 to hit, use of poison; +3 platemail, +3 two handed sword, Ring of regeneration, chime of opening, oil of timelessness, potion of extra healing x2, +3 poisoned dagger.

Standing nearby there is Tanar’ri, True - Vrock; (1); INT 14; AL C/E; AC -5; MV 12", Fl 18 (C); HD 8; hp 62; THAC0 13; # Atk 5; Dmg 1-4/1-4/1-8/1-6 +7 strength; SA spores, screech, first attack, dance of ruin; SD +2 or better weapon to hit, never surprised; MR 70%; SZ L; ML 18; XP 37,000; detect invisible, detect magic, dispel magic, mass charm, mirror image, telekinesis, infravision 120’, gate 2-20 Manes, 1-6 Bar-lgura, 1 Nalfeshnee, 1-8 Rutterkin or 1-2 Dretch 50% chance of success, 1/day. Standing behind the Tanar’ri, True - Vrock there is another 6 Tanar’ri, least - Rutterkin; hp 41 each.

All the creatures will fight to the death, except for Ruthless Raymond who will flee if severely injured or if most of the Tanar’ri are defeated. If the Tanar’ri, True - Vrock is killed and Raymond survives, he will flee at first chance.

18. Vault: This room is 20 foot square and is concealed behind a secret doorway. The doorway is protected by a Forbiddance and a Symbol of Hopelessness Spell. Inside the room there is 3 locked, iron chests containing:

Chest 1: 12,003 copper coins, a gem worth 50 gold pieces and a +1 mace.

Chest 2: 7,909 silver coins, 3 gems worth 500 gold each and a Potion of Extra

Healing.

Chest 3: 2,762 gold coins, 6 gems worth 500 gold each and a +3 mace.

 

 

 

 

 

Concluding the Adventure

The adventure can end in 1 of 3 ways:

1. The PC’s can flee when the attack begins and not return to help the villagers. Even though their names may be or not be known. The surviving villagers will leave the area and tell their tales of how a adventurous party failed to help them. Word will reach the king and a hunt will begin to find out who the cowards were and to punish them accordingly. By the time the king sends in his army to combat the evil, the evil creatures will take over a 10 mile radius from the temple within 2 weeks and within those 2 weeks, increase their numbers by 50 times.

 

2. The party is killed, which ends the adventure. The surviving villagers will leave the area and tell their tales of how a adventurous party tried to help them but where brutally killed by the evil creatures. Word will reach the king and a massive assault will begin free the temple from the evil creatures and to recover the bodies of the slain hero’s in order to give them a royal burial. By the time the king sends in his army to combat the evil, The evil

creatures will have taken over a 10 mile radius from the temple within 2 weeks and within those 2 weeks, increase their numbers by 50 times.

3. The PC’s defeat the evil creatures and free the temple. The surviving villagers will leave the area and tell their tales of how a adventurous party defeated a army of evil creatures and be always regarded as hero’s of the village. Word will reach the king and he will summon the PC’s to his castle in order to reward them. The size of the reward is up to the Dungeon Master, but it is recommended no more than 500 gold per level of the PC.

 

Map Notes and Instructions

Temple1.bmp is the Village of Rannance; notes: Not drawn to any scale, just shows positions of buildings in the village.

 

Temple2.bmp is the Pesky Dwarf Inn; notes: Scale is 1 graph paper square equals 5 square feet.

Temple3.bmp is the ground level of the Temple of Rannance; Temple4.bmp is the

upper level of the Temple of Rannance; notes: Scale is 1 graph paper square equal 10 square feet. Symbols are explained in room description. Each map is labeled with north and ground level and upper level. Overall the temple, less courtyard and porch is 120 feet wide by 200 feet long.