Credits: A Short Adventure For Four 9Th-Or 10Th-Level Pcs

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The adventure involves defeating an evil rakshasa named Bhishana Bhaga who has taken over a gnomish mine and is fortifying it as her new home. She is a powerful spellcaster who relies on traps, illusions, and charm spells to defend her territory.

The adventure involves a group of PCs investigating why gnomes have stopped working at a mine and discovering that an evil rakshasa named Bhishana Bhaga has driven them out and taken over the mine, fortifying it as her new home.

Bhishana Bhaga is an old and powerful rakshasa who is searching for a secluded place to retire away from conflicts with good forces. She has taken over a gnomish mine and is having it fortified and decorated as her luxurious new underground home.

B hishana Bhaga is an old rakshasa searching for a

comfortable place to retire. No fool, she knows she


must find a place secluded from the eyes of civilization
to have any hope of escaping constant battle with the
forces of good. She also wants a place that allows her to
live in the rich manner she has become accustomed to,
able to support one or more guardians and near some
form of settlement to provide her with amusements.
Tiger’s Bhishana Bhaga has finally found a locale she likes —a
small gnomish mine deep in a mountain range.

Palace Making a pact with a metal-hungry delver named


CrushStone to guard her new home, the rakshasa has
driven out most of the gnomes and begun to make
preparations for her occupancy. Taking the form of an
elf maiden, she ordered rich furnishings and decora-
A short adventure for four tions to make the mine an underground palace. The
Bhishana Bhaga has also charmed the gnomes she’s
9th- or 10th-level PCs captured and convinced them to build traps to protect
her home from unwanted intruders. Eventually she’ll
hire more expert artisans to build truly formidable
CREDITS defenses, making her underground home a fortress as
Design: Owen K.C. Stephens well as a palace. If she is to be rooted out of these
mountains and the mine returned to the gnomes, the
Editing and Typesetting: Sue Weinlein Cook best time to do it is now.
Editorial Assistance: Penny Williams
Cartography: Rob Lazzaretti PREPARATION
Web Production: Julia Martin You, the Dungeon Master (DM), need a copy of the
Web Development: Mark A. Jindra Player’s Handbook, the DUNGEON MASTER’s Guide, and the
Graphic Design: Sean Glenn, Cynthia Fliege MONSTER MANUAL® to use this adventure.
Text that appears in shaded boxes is player informa-
Based on the original DUNGEONS & DRAGONS® game by E. tion, which you may read aloud or paraphrase when
Gary Gygax and Dave Arneson and on the new edition of the appropriate. Unshaded boxes contain important infor-
DUNGEONS & DRAGONS game designed by Jonathan Tweet, mation for you, including special instructions. Monster
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. and NPC statistics are provided with each encounter in
abbreviated form or, where appropriate, the proper
D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, DRAGON, and
page in the MONSTER MANUAL is referenced.
DUNGEON MASTER are registered trademarks owned by
Wizards of the Coast, Inc. The d20 logo is a trademark
Tiger ’s Palace uses a modified version of the Old
owned by Wizards of the Coast, Inc. All Wizards charac- Mines map from the February 14, 2002, Map-a-Week
ters, character names, and the distinctive likenesses thereof are trade- feature on the D&D® website. The original version of
marks owned by Wizards of the Coast, Inc.
the map is available for you to download at
This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or art-
<http://www.wizards.com/dnd/images/mapofweek
work contained herein is prohibited without the express written /Dungeon2_aql1_72.jpg> . The modified map is
permission of Wizards of the Coast, Inc. reprinted on the next page for your convenience.
©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
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
CHARACTER HOOKS
Content. No portion of this work may be reproduced in any form Tiger’s Palace can be either a site-based adventure the
without written permission. To learn more about the Open Gaming
License and the d20 System License, please visit characters simply stumble across or the final climactic
www.wizards.com/d20. confrontation with Bhishana Bhaga, if she’s been a
1
2
recurring villain in your campaign. Though designed
to be set in a mountainous region near a gnomish
1. The Mine Tracks
It doesn’t matter which set of tracks the characters
community, it can be moved to any area likely to sup-
follow into Bhishana Bhaga’s lair. When the characters
port a mine, and the gnomes can easily be swapped
enter the tracked mine shaft read or paraphrase this text.
out for any humanoid race (perhaps even evil
humanoids, though Bhishana is likely to keep them The mine shaft is narrow, long, and dark. The
charmed anyway). Several possible character hooks smell of rock and stale air assaults your nostrils as
appear below. a slow breeze drifts toward you from the depth of
• The mines Bhishana Bhaga has chosen are famous the shaft. It goes on for as far as the eye can see,
with a sturdy set of cart tracks stretching out
for providing high-quality ores, including
along the floor. The shaft is only 10 or 12 feet
mithral. While the local gnomes are too terrified wide, and the tracks take up the middle 6 feet of
to act against Bhishana directly, the smiths in far that. The ceiling is rough-hewn rock 10 feet from
off cities who depend on these ores for their busi- the ground, and thick oak braces are set every 20
nesses want to know why the supply has dried up. feet. Though you hear no noise coming from the
They are offering a 2,000 gp award to anyone who depths of the corridor, every noise you make
can restore the precious flow of metals. echoes quietly off into the blackness ahead.
• A retired adventurer who hunted but never
caught Bhishana has found her lair, but is no
From the outside the mine shaft the characters should
longer young enough to face her himself. He
travel 2,000 feet before reaching the map. If the PCs come
may be an old contact of the characters or
from some other underground area they should
simply someone who has heard of their
encounter the cart tracks a similar distance from the map.
exploits. Either way he contacts them and asks
for their help.
• The company that has been hired to ship thou- 2. Mine Cart Trap
sands of gold pieces’ worth of high-quality accou- All the entrances to this section of the mine have been
terments and furnishings is concerned about the trapped. Miner’s carts filled with concentrated
safety of their shipments in a wild region of the alchemist’s fire (which the gnomes used to blow up
mountains. The firm hires the characters to check large rocks when expanding the mine) have been
out the point of delivery before it ships the pre- rigged to hurl down the shaft when someone applies
cious goods. 50 lb. or more to a pressure plate.
• The folk in the town where the gnomish Once someone has triggered the trap, a Listen check
miners live are worried about the disappear- (DC 15) allows a character to realize something is
ance of 10 of their miners (whom Bhishana has hurtling down the mine shaft in time to take a partial
charmed). They contact the heroes to ask them action. At the end of that surprise round of action, the
to investigate the mines where their loved ones cart arrives at the point where the pressure plate was set
were last seen. off and explodes. If stopped for any reason before
• While exploring a different section of under- reaching that point, the cart explodes where it stopped.
ground caverns, the characters come upon a
cross-shaft that leads to Bhishana’s lair. a Mine Cart Trap: CR 8; Cart filled with concentrated
• Bhishana actually invites the characters to come alchemist’s fire (12d6, 20 ft. radius); Reflex save (DC 17)
deal with her if they dare, as a way of testing her halves damage; Search (DC 21); Disable Device (DC 25).
current defenses. Note: The pressure plate that activates this trap counts
as a stonework trap for purposed of a dwarf ’s stonecun-
ning ability.
MINE ENCOUNTERS
The mine itself is unlit, though there are empty torch 3: CrushStone’s Lair
sconces and lamp-hooks set every 100 feet or so. Be CrushStone—a young, overconfident delver—makes
sure you know how the characters are illuminating his home in a cave fairly near the tracked mine shaft.
their way, and keep track of those light sources if they When the PCs find his lair, read or paraphrase the fol-
get separated. The map’s scale is 1 square = 5 feet. lowing information:

3
Crushstone’s Tactics The rock passageway opens into a large round
CrushStone is a sad example of a delver in room, with the ceiling stretching to a height of 20
many ways. He has become addicted to the feet above you. Though clearly made of stone, the
taste of valuable metals, which led him to room is textured as if it were molded out of wet
invade the gnomes’ mine in search of gold, clay, with many rounded edges and curved
depressions. There are no sharp protrusions or
mithral, and silver. When he encountered Bhis-
flat surfaces in the whole room, giving it an
hana Bhaga, she offered to feed him the metals
appearance quite distinct from the rest of the
he craved (in small amounts) in return for his
mine complex. There is also a lingering corrosive
services as a guard. CrushStone now sees Bhis-
scent, as though the whole room had recently
hana as his only source for these metals and
been bathed in a weak acid.
would rather die than disappoint her. Offers to
bribe him with any metal other than mithral
automatically fail, but the presence of that pre- In the unlikely event the characters surprise Crush-
cious material is enough to allow a character to Stone (only likely if the entire group is flying or other-
make a Diplomacy (or perhaps Bluff ) check to wise avoiding his tremorsense), add the following
negotiate with the delver. description and allow the PCs a surprise round.
If CrushStone hears the explosion of the
mine cart (encounter 1), he moves as quietly
as possible toward the noise. Should he spot In the center of the room lies an enormous, glis-
the characters before they see him (which is tening mass of dark ooze. Before you can deter-
very likely if they have a light source), he mine what the mass is it shifts, bringing two
moves to a side passage and covers it with huge clawed flippers and a large black eye to
softened earth using his stone shape ability. bear on you.
After the characters pass his position (any
dwarf gets a stonecunning-based Search d Crush Stone: Male delver; CR 9; Huge aberration;
check to spot the new wall covering the HD 15d8+75; hp 142; Init +5; Spd 30 ft., burrow 10 ft.;
delver’s hiding place), CrushStone moves out AC 14, touch 9, flat-footed 13; Atk +17 melee (1d6+8
and attacks from behind. plus 2d6 acid, 2 slams); Face/Reach 10 ft. by 20 ft./10 ft.;
If CrushStone doesn’t hear the explosion SA acid; SQ acid immunity, corrosive slime, darkvision
(likely if the characters bypass the trap) he 60 ft., stone shape, tremorsense; AL NE; SV Fort +10,
remains in his lair until he senses them with Ref +6, Will +11; Str 27, Dex 13, Con 21, Int 14, Wis 14,
tremorsense. Under this circumstance Crush- Cha 12.
Stone trundles out to attack the PCs more Skills and Feats: Hide –7, Intuit Direction +9, Knowl-
directly. Once he starts fighting, he makes sure edge (geology) +9, Listen +13, Move Silently +19,
to hit every armored target once before concen-
Spot +13; Alertness, Blind-Fight, Improved Initiative,
trating on any one of them (giving his acid the
Power Attack.
best chance to eat through each foe’s armor). If
Acid (Ex): Each of Crush Stone’s slam attacks deals
possible the delver stays in corridors no wider
then himself, to prevent enemies from reaching an additional 2d6 points of acid damage.
his flanks (and hopefully preventing sneak Corrosive Slime (Ex): Crush Stone produces a
attacks). If you want CrushStone to have a few mucuslike slime that contains a highly corrosive sub-
tunnels ready to retreat to (a common delver stance. The slime is particularly effective against stone.
tactic), simply pick one or more of the side-pas- Crush Stone’s mere touch deals 2d6 points of acid
sages and note that it has a 1- or 2-inch cover- damage to organic creatures or objects. Against metal-
ing of thin rock over the entrance. lic creatures or objects, the slime deals 4d8 points of
damage, and against stony creatures (including earth
X P A d j u s t m e n t : If the delver has a chance to elementals) or objects, it deals 8d10 points of damage.
ambush the party, or if you’ve decided to give it Crush Stone’s slam attack leaves a patch of slime that
a few bolt-holes, grant an additional 25% expe- deals 2d6 points of damage on contact and another 2d6
rience award to parties that overcome it under points of damage in each of the next two rounds. A
these more difficult circumstances. large quantity (at least a quart) of water or weak acid,
such as vinegar, washes off the slime. An opponent’s

4
armor and clothing dissolve and become useless Another cave opens out from the corridor, but
immediately unless the wearer succeeds at a Reflex one much more clearly designed for comfort. The
save (DC 22) Any weapon that strikes Crush Stone also walls have been painted with bright murals in
dissolves immediately unless the wielder succeeds at a red, gold, and silver. A thick mat of woven grass
Reflex save (DC 22). A creature attacking Crush Stone covers the floor, making it soft to walk across and
with natural weapons takes damage from the slime decorating it with complex, swirling patterns.
each time its attacks hit unless it succeeds at a Reflex From the ceiling hang numerous brass hooks and
save (DC 22). fixtures, though there is no sign of what the
Stone Shape (Ex): Crush Stone can alter his slime hooks are meant to hold. A large four-post bed
to temporarily soften stone instead of dissolving it. sits in the middle of the room with a desk,
wardrobe and several comfortable chairs against
Once every 10 minutes, he can soften and shape up to
the back wall.
25 cubic feet of stone as though by a stone shape spell
(caster level 15th).
Tremorsense (Ex): Crush Stone can automatically Trap
sense the location of anything within 60 feet that is in The wardrobe in the back of the sanctum is a locked
contact with the ground. (DC 35 to open). A trap on the lock jabs a spring-
loaded, poisoned blade at anyone opening it without
4. The Workroom using the key. The key is located in a hidden compart-
When not preparing her new lair, the 10 gnome ment in the right bedpost of Bhishana’s headboard
miners Bhishana has under her thrall with the charm (Search DC 25 to find).
monster spell generally stay in a workroom in one of
the caves not far from the main shaft. When the PCs a Poisoned Needle Trap: CR 9; +16 melee (1d4) plus
enter the workroom area, read or paraphrase the fol- poison (1d6 Con/2d6 Con); Fort save (DC 20) resists;
lowing information: Search (DC 24); Disable Device (DC 28).
This room looks obviously lived in, with piles of
Treasure
rags scattered around for makeshift beds and DM’s Note
some supplies rotting in a corner. But it looks The wardrobe contains
If Bhishana has heard the PCs coming,
more like a prison than a place where any self- several sacks of coins and
she may be in this room disguised as
respecting creature would choose to dwell. The a few gems and art pieces
one of the gnomes. See her tactics
smell of thick perfume is strong, but not quite Bhishana hasn’t decided note in encounter 5 below. The
strong enough to overcome the scent of musty where to put yet. (She’s gnomes have been told to make the
clothes and unwashed bodies. waiting for her furnish- claim about a lich to anyone who
A group of gnomes huddles in the center of the ings to arrive before deco- arrives—it’s Bhishana’s way of getting
room, obviously beaten and mistreated but not rating with her valuables). potential attackers off their guard. If
bound in any way. As soon as they spot you, the The coins are divided into pressed for more information, the
gnomes cry out softly: four bags, one with 200 cp, gnomes make up details as best they
“You must flee and leave us to our fate! There is
one with 480 sp, one with can, but are unlikely to pass a Sense
a great undead creature in the chamber beyond, a
500 gp, and one with 130 Motive check.
husk that was once a powerful sorcerer. If you
pp. A fifth bag holds five The gnomes are convinced Bhishana
remain, it will destroy us all!”
brilliantly polished is their friend and are will not betray
teardrop-shaped blood- her, but they aren’t fighters. Even if
stones (50 gp each) and a Bhishana is directly attacked, they do
d Gnomes: hp 9, 8, 7, 6, 5, 5, 5, 4, 4, 3; see MM, page
little more than cry out for the heroes
106. single golden amethyst
to stop attacking their protector.
with dark and light veins
5. The Sanctum that give it a tiger-striped
Bhishana Bhaga stays in this bedroom when not work- appearance (500 gp). Loose in the cabinet shelves are two
ing, so this is where the PCs most likely will find her if cloth-of-gold tapestries depicting scenes of ornate gar-
they surprise her. She’d prefer not to fight in here but dens (1,050 gp each), an ebony jewelry box inlaid with
doesn’t hold back if pressed. tiny rubies and pearls (2,100), and a set of silver table-

5
ware including an ewer (55 gp); 12 diner plates (30 gp
Bhishana Bhaga’s Tactics
each); 12 sets of two forks, three knives, and two spoons
It’s important to remember that Bhishana Bhaga is an old and
(35 gp per set); and four serving plates (60 gp each).
cunning creature, well aware of both her strengths and her weak-
nesses. She never engages in combat without her protection from If for some reason Bhishana Bhaga wasn’t ready for
arrows spell for fear of blessed crossbow bolts (any bolt which visitors, her potion of charisma and two scrolls of dispel
fails to penetrate her DR from that spell is not considered a hit—it magic are in the wardrobe as well. Bhishana always
must inflict at least 1 hit point of damage to slay her). She knows keeps her +2 ring of protection on her.
that many weapons and most spells cannot harm her, so she
attacks targets that can damage her in preference over any others. d Bhishana Bhaga: Female advanced rakshasa; CR
On the other hand, Bhishana has no intention of giving up 11; Medium-size outsider (evil, lawful); HD 14d8+42;
her new home if she can avoid doing so. Having made an hp 133; Init +2; Spd 40 ft.; AC 23, touch 14, flat-footed
arrangement for the delver to protect her, she assumes it can 21; Atk +15 melee (1d4+1, claw) and +10 melee (1d6,
handle any intrusion she overhears. As a precaution she does bite); SA Spells; SQ Alternate form, detect thoughts,
cast a few long-duration spells if she hears fighting elsewhere DR 20/+3, outsider traits, spell immunity, vulnerability
in the mine (cat’s grace and protection from arrows, most to blessed crossbow bolts; AL LE; SV Fort +12, Ref +11,
importantly), but generally ignores it until it sounds as though Will +10; Str 13, Dex 14, Con 16, Int 13, Wis 13, Cha 17.
CrushStone has fled or failed.
Skills and Feats: Bluff +17 (or +21 if reading an oppo-
If possible, Bhishana moves to attack the invaders before they
nent’s mind), Concentration +11, Diplomacy +7,
come near her sanctum, and leads them away from her home.
She may even try to take them past the mine cart trap on what- Disguise +17 (or +21 if reading opponent’s mind, or +27
ever path they didn’t use to reach her (Bhishana knows well if using alternate form, or +31 if doing both), Hide +8,
where the pressure plate is, and automatically avoids it). If the Intimidate +5, Listen +17, Move Silently +19, Perform
party looks too weak to face her in combat, she either moves in to (ballad, chant, dance, drama, epic, lute, mime, poetry,
finish them off or offers to let them go in return for an appropri- song) +12, Sense Motive +10, Spellcraft +8, Spot +18;
ate tribute (something worth at least 5,000 gp). Alertness, Dodge, Expertise, Power Attack.
If it becomes clear to Bhishana Bhaga that invaders will reach Alternate Form (Su): Bhishana can assume any
her inner sanctum, she instructs the charmed gnomes to huddle humanoid form, or revert to her natural form, as a stan-
in the main room and assumes a gnomish form herself. When dard action. This ability is similar to the alter self spell
the characters arrive, the gnomes are to falsely warn them of a (caster level 18th), but she can remain in the new form
powerful lich resting in the back room. After observing the char- indefinitely.
acters for a few rounds, she attempts to charm (using charm Detect Thoughts (Su): Bhishana can continuously
monster) the one that seems most likely to be a healer. If she detect thoughts as the spell (caster level 18th; save DC
succeeds she’ll attack the other characters, going for anyone 20). She can suppress or resume this ability as a free
with a crossbow first, then concentrating on any other healers,
action.
and then on weapon-wielding combatants. Since she’s all but
Outsider Traits: Bhishana has darkvision (60-foot
immune to damaging spells, she ignores enemy spellcasters
other than healers unless they make themselves obvious targets. range). She cannot be raised or resurrected (though a
Bhishana always casts protection from arrows before any wish or miracle spell can restore life).
other spell, generally following it up with haste (allowing her to Spell Immunity (Su): Bhishana ignores the effects
get off two spells a round, or one spell and an attack, in the fol- of spells and spell-like abilities of 8th level or lower,
lowing rounds), shield, and cat’s grace. She then casts one just as if the spellcaster had failed to overcome spell
spell attack and makes one melee attack each round. If she is resistance.
overmatched in melee combat, she uses her extra partial Vulnerability to Blessed Crossbow Bolts (Ex):
action to cast true strike, then uses Power Attack and Expertise Any hit scored with a blessed crossbow bolt instantly
to boost both her Armor Class and damage done. (If Bhishana slays Bhishana.
hits often without causing enough damage, she can use Exper- Sorcerer Spells Known (6/7/7/6/3; save DC 13 +
tise to give her +5 AC and Power Attack for +14 damage, can- spell level): 0—dancing lights, daze, detect magic, ghost
celing out the +20 bonus from true strike and still hitting with sound, mage hand, open/close, prestidigitation, read magic;
her normal attack bonus for one blow). 1st—charm person, cure light wounds, hypnotism, magic mis-
(continued on next page)
sile, shield, true strike; 2nd—cat ’s grace, protection from
arrows, web; 3rd—haste, lightning bolt; 4th—charm monster.

6
WRAPPING UP ABOUT THE AUTHOR
If the heroes have defeated CrushStone and Bhishana Owen Kirker Clifford Stephens was born in 1970 in
Bhaga, the adventure ends with them receiving the Norman, Okla. He attended the TSR Writer’s Workshop
undying gratitude of the gnomes and their family held at the Wizards of the Coast Game Center in 1997,
and friends. If the characters are looking for a base of and his first professional
operations of their own, the Tiger’s Palace may serve work to actually see the light
them well, especially with a shipment of high-quality of day (an article on elven Bhishana Bhaga’s Tactics
furnishings on its way (though the shipment hasn’t names) was published (continued from previous page)
been paid for yet—the characters may need to go on shortly afterward in issue Bhishana saves other spell use for par-
a few more adventures just to be able to settle the 250 of D RAGON ® magazine. ticularly effective moments, using the
caverns to her advantage when target-
potential bill). Owen moved with his
ing either web or her lightning bolt .
If CrushStone got away, he’s unlikely to make wife and three cats to the
She’s likely to save at least one web to
plans against the heroes. He is still addicted, how- Seattle area in 2000 after cover herself in retreat if she seems
ever, and could well become the henchman for accepting a job as a game overmatched. In general she won’t try
another of the PCs’ foes. If Bhishana Bhaga escaped, designer at Wizards of the more than one charm monster spell,
she’s certain to come after the heroes. If they’ve Coast. While there he since she knows it does nothing if a
defeated her once, however, she’ll be very cautious worked on numerous Star target makes its saving throw.
about facing them in the future. She’s likely to find Wars RPG projects and the
other creatures they’ve angered in the past and form Wheel of Time Roleplaying X P A d j u s t m e n t : Bhishana Bhaga is
a coalition to destroy them. Game. Fourteen months later considered CR 10 because she casts
And either way, the heroes are likely to begin hear- he returned to Oklahoma spells as a sorcerer one level higher
ing stories of how they overcame an evil outsider. Not and picked up his freelance than a typical rakshasa (representing
only are they likely to receive requests for aid from career. He has written several her great experience and increased
other besieged communities, but they’ve drawn the d20 freelance projects since, power). She also has twice as many
attention of new potential foes as well. The characters including the EverQuest Role- Hit Dice as a typical rakshasa, so any
are moving into the ranks of the most powerful Playing Game from White experience point award for dealing
with her should be doubled.
heroes, and if they hadn’t developed a reputation Wolf. Owen now works out
before, they’re sure to do so now. of an office converted from a
garage—surrounded by books, computers, and cats.
Owen loves hearing from other gamers. You can
reach him at <[email protected]>.

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