100% found this document useful (2 votes)
547 views18 pages

Bard's Gate The Riot Act (SW)

Uploaded by

stordido
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
547 views18 pages

Bard's Gate The Riot Act (SW)

Uploaded by

stordido
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 18

The Riot Act

The Riot Act


James M. Spahn
Frog God
Games
19
The Riot Act

The Riot Act


Author: James M. Spahn
With additional Material by: Jeff Harkness and Skeeter Green
Editors: Jeff Harkness and Skeeter Green
Layout Design: Charles A. Wright
Developers: Skeeter Green and Zach Glazar Art Direction and Design: Skeeter Green and Charles A. Wright
Content Editing: Jeff Harkness, Skeeter Green, and Zach Glazar Front Cover Art: Artem Skukaev
Producer: Bill Webb Interior Art: Leif Jones, Brian LeBlanc, Jeremy McHugh

FROG GOD GAMES IS


CEO Art Director
Bill Webb Charles A. Wright

Creative Director: Swords & Wizardry Zach of All Trades


Matthew J. Finch Zach Glazar

Creative Director: Pathfinder Roleplaying Game He Tries to Make Good Choices


Greg A. Vaughan Skeeter Green

©2016 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
Reproduction without the written permission of the publisher is expressly forbidden.
Frog God Games and the Frog God Games logo is a trademark of Frog God Games.
Necromancer Games and the Necromancer Games logo is a trademark of Necro-
mancer Games. All rights reserved. All characters, names, places, items, art and text
herein are copyrighted by Frog God Games, Inc. The mention of or reference to any
company or product in these pages is not a challenge to the trademark or copyright
concerned.
Frog
Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the
God Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and
identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue,
Games incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photo-
graphic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernat-
ural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified
as Product Identity. Previously released Open Game Content is excluded from the above list.

1
Bard's Gate

Table of Contents
The Riot Act........................................................................................... Pg. 3
New Magic Items...................................................................................... Pg. 14
Handout 1............................................................................................... Pg. 15
Legal Appendix......................................................................................... Pg. 16

2
The Riot Act

The Riot Act


An Adventure in Bard’s Gate
By James M. Spahn
southeastern shore of the Bridge district and converted it into a grand

Introduction theater that she has named The Motley. The Motley opened a few weeks
later, and its first show, The Maiden’s Kiss, has become the hottest show in
town. Word spread like wildfire, and soon every noble, merchant, peasant,
The Riot Act is an urban adventure for 4–6 characters averaging 2nd and priest was clamoring to see the show. Reviews from critics in the
level, set in the city of Bard’s Gate. It highlights several of the city’s district were gushing, praise-filled proclamations. In fact, no one had a
locations, especially those in the Bridge district. A mixture of encounters bad word to say about Asmarisa, The Fool’s Entourage, The Motley or
includes roleplaying, investigation, dungeon crawling, stealth, and The Maiden’s Kiss. Not one.
combat. The adventure does not require any specific classes or races in That was when some of the more astute citizens began to get suspicious.
the party, though thieves may be useful given the nature of their special The clergy of Oghma at the Auditorium of the Silver Harp were the first to
abilities. It is assumed that the characters are sympathetic to the Lyreguard become concerned as their worshippers began turning away from the god
or other agencies that serve the interests of Bard’s Gate — or at the very of performance and instead began attending shows at The Motley. They
least that their loyalty can be purchased for a few gold coins. went to the Lyreguard claiming that The Fool’s Entourage was engaged in
In addition to the encounters, The Riot Act also includes information illegal dealings and even that some of those who attended performances
on a nefarious organization new to Bard’s Gate, known as The Fool’s at The Motley entered the theater, but never left. They vanished without
Entourage. This group can serve as reoccurring antagonists for a campaign a trace.
based in Bard’s Gate, or may be replaced if another group of the Referee’s Several members of the Lyreguard were sent to investigate the matter
own design is a better fit. There are also several modular encounters which — if for no other reason than to satisfy the complaining clergymen.
could be included or removed, allowing Referees to lengthen or shorten After attending a performance, these guards announced that not only was
the adventure to suit the individual play style of their group. Finally, there The Fool’s Entourage a magnificent troupe of performers, but that they
are several new magic items to spice things up. There’s always something intended to attend another performance of The Maiden’s Kiss as soon
new to discover in the belly of Bard’s Gate! as tickets became available. Thus, the sworn protectors of Bard’s Gate
Players should not read any further so that they can experience all the remained oblivious to the truth of Asmarisa and her servants.
surprises and thrills offered by The Riot Act. This adventure assumes that In the week since this investigation closed, The Maiden’s Kiss has
the Referee has the Swords & Wizardry Complete Rulebook and Bard’s become overwhelmingly popular. Shows sell out in minutes. Citizens
Gate, both by Frog God Games, available for reference. However, the crowd the Bridge district in dim hopes of getting their hands on a ticket
adventure can easily be adapted to suit any urban environment in your to the next performance. Scalpers sell forged passes. The people demand
fantasy campaign. more shows be added to the playbill, and Asmarisa’s gentle promises that
everyone will get the opportunity to see the show are now creating only

Adventure Background
frustration.
It’s only a matter of time before the frustration of the people boils over
and blood is spilled in the Bridge District.
The Fool’s Entourage arrived in Bard’s Gate a few weeks ago with

Adventure Summary
little fanfare. They were little more than a troupe of traveling performers
— or so the citizens of Bard’s Gate believed. Made up of acrobats,
fire-eaters, minstrels, and dancers, they soon distinguished themselves
by way of their robust and daring performances. After a few weeks of A typical night in Bard’s Gate (if such a thing exists) is interrupted as
street performances in the Bridge district, The Fool’s Entourage drew the the characters are passing through the Bridge district and find themselves
patronage of a mysterious merchant princess: Lady Asmarisa. No one in caught up in a riot! After surviving city-goers who have been driven to
Bard’s Gate could recall where Asmarisa had come from or how long she violence by — of all things — a sold-out theater performance, they are
had been doing business in the city — but she quickly established herself hired to investigate the performers at this theater and find out why their
as a trader of silks as well as a patron of the fine arts. stage show is driving citizens to madness.
Unbeknownst to the good people of Bard’s Gate, Asmarisa is a cult First, they must survive a riot in the Bridge district and acquire tickets
leader who wears a magical ring known as a ring of demonic deception. to The Maiden’s Kiss, which is easier said than done. They can attempt
While the ring does not grant her much in the way of magical abilities to contact a scalper or, if they are particularly bold, petition Asmarisa
(it’s meant for demons, after all), it is slowly working its evil upon her — personally for passes. Each of these options has its own difficulties. Once
and eventually turns her into a full-fledged succubus. For now, however, in the theater and viewing the performance, they find themselves at risk
she is a beguiling, vain actress with the ability to charm those who hear of falling under the same enchantment that has so many other residents
her song. The Fool’s Entourage that follows her is a cabal of symphonic of the Bridge district under its thrall. However, during this performance,
devotees who worship her. Asmarisa hopes to enthrall all of Bard’s Gate, perceptive characters may get clues to the truth of The Fool’s Entourage.
beginning with those in the Bridge district. With enough worshippers, and After discovering a secret passage beneath the orchestra pit of The
their souls, she believes that after she transforms into a true succubus, Motley, the characters explore a hidden tunnel that leads from the theater
she can make her mark on the infernal landscape. She has either laid her to the hidden camp of the troupe. Along the way, they must confront
enchantments upon or made business pacts with many greedy merchants thralls who are so deep under Asmarisa’s enchantment that they would
in Bard’s Gate, allowing her to swiftly build her identity as a reputable kill to protect her. The secret tunnel opens on the camp of The Fool’s
merchant. Now she is beginning to set the final pieces of her great plan Entourage, where if the characters are stealthy, they learn the terrible
into motion. plans that Asmarisa has laid out for her servants. If caught, a battle ensues,
Several months ago, Asmarisa purchased a large building on the and the heroes might have to flee for their lives.

3
Bard's Gate
Realizing they must put a stop to the next performance put on by if sometimes raucous, district in Bard’s Gate. Unfortunately, that is not
The Entourage, the characters must storm the theater during its next the case this evening. As the investigation begins, the characters find
performance. In the middle of the show, they are drawn into an epic themselves smack dab in the middle of a riot at the heart of the district!
conflict with the principal performers that begins on stage and eventually They’ll need to traverse the raging crowds and other dangers in hopes
leads to a climactic confrontation between a fully demonic Asmarisa atop of finding a way into The Motley theater if they hope to find the terrible
the Auditorium of the Silver Harp amid throngs of rioting fans who are secrets behind Asmarisa and The Maiden’s Kiss.
trying to slay the very men and women attempting to save them.

Bard’s Gate is the heart of the Stoneheart Valley, and the

Beginning the Adventure Bridge district is the heart of Bard’s Gate. It is here that the
city’s culture is at its zenith. The gleaming Auditorium of the
Silver Harp shines down on smaller businesses and homes.
Assuming the characters have been in Bard’s Gate for more than a few Through the King’s Bridge, the lifeblood of Bard’s Gate flows
days, they have undoubtedly heard rumors regarding The Maiden’s Kiss. ceaselessly, day and night.
Everyone who is anyone is already raving about it, which might pique their But tonight, her heart is racing. Tasked by your patron,
interests and draw them into the adventure. What’s more likely, however, you have come to the Bridge district on an errand of great
is that they have a contact, patron, or trusted employer who works for importance. The Maiden’s Kiss is being hailed as the greatest
the Lyreguard or the Auditorium of the Silver Harp. If they do not know stage show ever put on in the history of the city. Despite
such an individual, the Referee could draw them into the adventure via added showings in recent weeks, tickets are sold out in
a simple flyer or posting by either organization looking for independent minutes. It is on the lips and minds of every citizen of the
contractors willing to investigate the growing tension surrounding The city. They want to see the show. They need to see the show.
Fool’s Entourage. The Referee should select whichever organization best Nothing will stop them from seeing the show. Nothing. The
suits his individual campaign. No matter who offers the characters the job, city is at a fever pitch.
they are offered a payment of 20gp each to investigate and put a stop to As you step into the middle of Central Island, you see that
these troubles. this desire has turned violent. Hundreds of city-goers have
gathered out in front of the Auditorium and the Temple

Act One:
of Skilled Hands, screaming and yelling. They demanded
tickets. They demanded more shows. Now it seems that they
demand blood. Rocks and bottles, fists and elbows, screams

Bridge District Blues


and outrage. Here, in the middle of a riot, you and your
companions must find a way to acquire tickets to the most
exclusive show in town — all while avoiding being trampled
Investigating The Fool’s Entourage, the Bridge district is a natural to death by a raging mob.
starting point for the characters. The Bridge district is normally a safe,

4
The Riot Act
The central courtyard of the Bridge district is cluttered with rioting locals. Rioters (2d6): HD 1; HP 4; AC 9[10]; Atk club (1d4) or dagger
The characters will have some difficulty pushing their way through the crowd, (1d4); Move 12; Save 17; AL N; CL/XP 1/15. Special: none.
moving at one-quarter their base Movement. Attempts to shove through the Equipment: normal clothes, club or dagger, 1d4cp.
crowd have a 50% chance of drawing a stray elbow or punch from one of the
rioters (25% chance the strike lands, inflicting 1d2 points of damage).
Characters may attempt to make their way to the box office in front
of The Motley where they find Braldo, the beleaguered ticket salesman,
Before the Show
who is being protected by four other members of The Fool’s Entourage Whether the characters receive their tickets from Braldo or Ol’ Tom,
desperately holding back the crowd. Characters who manage to reach they’ll have to wait a few hours before the show begins. Wise characters
Braldo find him frazzled and fearful. Attempts can be made to calm the might choose to hang out near The Motley to make sure things don’t get
crowd, but this is not easy. They need to plead with the crowds to calm out of hand again and to make sure they can get good seats. The Maiden’s
down. Particularly clever characters might make use of enchantment spells Kiss begins three hours after they receive the tickets. During that time,
or other methods to convince the crowd to cease their rioting. If these there is a 25% chance each hour that they encounter a resident of the
attempts fail, the crowd grows more violent. Braldo begs the characters to Bridge district looking for their own tickets.
protect him along with his guards as they fall back into The Motley, where This encounter should be used to emphasize how sought after these
the doors are barred. tickets are. While it is most likely that they encounter normal residents
If the characters manage to calm the crowds or protect Braldo during asking around about tickets, a rich merchant or local celebrity might
his escape, he offers them profuse and sincere thanks in addition to a possibly offer up to 50gp for their tickets. An inept pickpocket looking
reward of one ticket each to tonight’s showing of The Maiden’s Kiss. to relieve an imperceptive character from their treasure might also target
More subtle characters might attempt to skirt the edge of the rioting the party. The Referee should customize any such encounters to suit their
crowd and observe the conflict. If such is the case, they are confronted by style of play, but in all cases, use the same statistics as those for the rioters
a shadowy figure, who offers them quite a deal. or Tom’s men for any of these NPCs.

“Psst. Psst!” you hear a hiss cutting through the roar of the
crowd and turn to see a hunched and cloaked figure hiding in Act Two: Backstage Passes
the shadows of an alley on the edge of the square, unseen by
the rioters. His sharp nose and sly grin combine with greasy Now that the characters have gotten their hands on tickets to the
dark hair and gleaming eyes to mark him as one of the many hottest show in town, the investigation can truly begin. After attending
grifters who thrive in Bard’s Gate. “You seem a better lot than a performance of The Maiden’s Kiss (and potentially suffering some
this rabble, with your fine armor and polished weapons. unexpected consequences), they discover something sinister buried
Undoubtedly, y’ve got a coin or two to spare for a working beneath the drama of it all — quite literally!
bloke? Ol’ Tom’s got what e’ryone wants tonight.”
A quick hand flashes a handful of parchment slips. “A few
coins will get ye a glimpse at The Maiden’s Kiss.” The Curtain Rises
The characters are either ushered into The Motley with the rest of the
crowd, or if they got their tickets from Braldo, they’re invited to wait
Ol’ Tom is a member of The Fool’s Entourage, as are his four friends inside the theater until the show begins. If they did get their tickets from
hiding in the shadows of the alley. Asmarisa has learned that her troupe Braldo, he tells them to take any of the balcony seats they like. While
is under investigation and hopes to draw the investigators under her waiting, they hear the din of performers behind the stage preparing and
enchantment before they can be a threat. Tom sells one ticket to each see several musicians come out of a small concealed door in front of the
of the characters for 10gp each, though he can be negotiated down to stage with a plethora of instruments and take their places in the orchestra
half that price if the characters drive a hard bargain. Should the party pit. If the characters approach and attempt to talk to either the performers
draw their weapons or attempt to attack him, Tom and his friends attack or the musicians, they politely but firmly tell the party that they are busy
the party, hoping to use the chaos of the riot to slay the party outright preparing for the show and have other business to attend to before the
and escape. While Asmarisa would rather have the characters under her curtain rises.
control, dead is the next best option. As attendees begin milling in, the crowd’s excitement and fervor dims
along with the stage lights. Then the show begins...
Braldo (Thf1): HP 2; AC 9[10]; Atk fist (1); Move 12; Save 15;
AL N; CL/XP 1/15; Special: +2 on saving throws vs. devices,
backstab (x2), thieving skills. By the dim lights of The Motley theater, you and your
Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, companions watch the epic tragedy of The Maiden’s Kiss
Hide 10%, Silent 20%, Locks 10%. unfold. Powerful performances and untamed passion
Equipment: waistcoat, 3d4cp. unfold before your eyes. Heroism and villainy are yours to
witness. By the time you realize you’ve been drawn into the
Braldo’s Men (4): HD 1; HP 3, 4, 2, 5; AC 8[11]; Atk club (1d4); high drama so utterly and completely, it’s too late. With an
Move 12; Save 17; AL N; CL/XP 1/15; Special: none. orchestral crescendo and the flash of a bloody blade, all are
Equipment: work leathers (+1 to AC), club, 2d12cp. left dead on stage, and the lights slowly rise.
The crowd erupts in roaring ovation, and you find yourself
Ol’ Tom (Thf2): HP 5; AC 9[10]; Atk dagger (1d4); Move 12; again part of the mob, leaping to your feet with thunderous
Save 14; AL N; CL/XP 3/60; Special: +2 on saving throws vs. applause. The performers come forth one by one for the
devices, backstab (x2), thieving skills. curtain call. The lead, Lady Asmarisa herself, is the last to
Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 6, appear. Her beauty is unparalleled. Blood red hair, eyes
Hide 15%, Silent 25%, Locks 15%. as dark as midnight, with a smile that could drive men to
Equipment: normal clothes, 2 daggers, thieves’ tools, madness. She makes her final bow, as do all the others, before
2d4sp. they slowly disappear back behind the heavy velvet curtain.
Tom’s Men (4): HD 1; HP 5x2, 4, 3; AC 8[11]; Atk dagger (1d4);
Move 12; Save 17; AL N; CL/XP 1/15; Special: none. The Referee should require a saving throw from each of the characters, as
Equipment: work leathers (+1 to AC), dagger, 2d6cp. Asmarisa’s plan unfolds. Woven into the dialogue, music, and dance steps are

5
Bard's Gate

The Motley
N
Ladder to Roof Backstage Area Exit to
Sidestreet

Stage
CH

Orchestra Pit

Bench Seating

Balcony Seating

N
Entrances to Street
Beneath the Motley

an insidiously powerful, but undetectable mass charm effect. Those who fail The problem is that one of the rungs near the top is loose and rusty. The
their save find themselves unknowingly under the effects of a latent charm Fool’s Entourage is aware of this and avoids it, but characters are not likely
person effect, one that takes full effect much later, after the last part of the to do the same. The first time the rung has more than 50 lbs. of weight put on
ritual is performed. They are now unwitting pawns of the seductive actress, as it, the character that does so must make a saving throw or lose their footing
are most who have attended a showing of The Maiden’s Kiss thus far. as the rung snaps and they fall, suffering 1d6 points of damage.
Perceptive characters notice that the orchestra exits back through the In addition, the noise of the fall alerts the musicians in BM 2:
small concealed hatch that leads into the chambers beneath the stage Performer’s Hall. One of them stops playing and goes to investigate.
(1-in-6 chance). If the characters remain unobtrusive and stealthy as the Once he sees the characters, he runs to alert his allies, which gives them
crowds begin to file out into the streets, they can remain hidden in the time to prepare for the characters’ arrival.
many shadows and alcoves of The Motley until the theater is empty.
As the characters make their way to this concealed door, they’ll need
to remain quiet or they risk alerting the stage crew still doing clean up BM 1: The Slow Descent
backstage. Otherwise, 2d6 stage crewmembers come from behind the
curtain and rudely usher the characters out. If the characters show any
resistance at all, the workers become violent and attack. A long winding passage of roughly cut stone slowly
meanders at a downward slope, gently easing in a
Crewmembers: HD 1; AC 9[10]; Atk club (1d4) or dagger northeasterly direction. Sconces on the wall hold flickering
(1d4); Move 12; Save 17; AL N; CL/XP 1/15. Special: none. torches, and the ground is damp with moisture. The passage
Equipment: normal clothes, club or dagger, 2d4cp. winds into darkness with two stone archways leading to other
chambers on the western side. Faint music can be heard
Once the characters make their way into the secret passage beneath the coming from one of these rooms.
orchestra pit, the truth of The Fool’s Entourage begins to reveal itself.

The torches that line the walls provide ample light for the characters,
Passage Beneath the Motley but the floor is slick and wet, which makes quick movement difficult and
dangerous. Any characters attempting to fight or run, they must make
a saving throw or fall prone. If combat occurs in this chamber and the
What should be a simple crawlspace beneath the stage of characters opt for speed over safety, things can get slippery.
The Motley is something more. While there is such a passage
that undoubtedly leads to the backstage area, what surprises
you is the hole of worked stone with iron ladder rungs that
descends deep below the theater and into some deeper,
darker place.

6
The Riot Act
rolls and impose a 20% chance of spell failure to any spellcaster under its
BM 2: Performer’s Hall influence.
An unforeseen consequence of combat with these three men is that the
zombies in BM 3: Thrall Pit become enraged if the music stops. There
This room has no door, but instead the archway opens into is a way to slake their madness. If any of the characters plays a musical
a lavishly decorated chamber with a round, vaulted ceiling. instrument, they have a 1d4 x 10% chance to calm the zombies while they
Hanging from finely crafted wooden racks along three walls play. Otherwise, the zombies rampage until destroyed.
is a collection of elegant musical instruments. A plush carpet
covers the floor, and expensive furniture fills several corners. Thieves (Thf3) (3): HP 9, 7, 6; AC 7[12]; Atk short sword (1d6);
What stands out is the small window into the adjacent Move 12; Save 13; AL C; CL/XP 3/60; Special: backstab (x2),
chamber, barred like a jail cell. +2 save bonus vs. traps and magical devices, read languag-
Three men sit in the center of the room, playing one of the es, thieving skills.
most beautiful pieces of music you’ve ever heard. The playing Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6,
skips slightly as you enter the room, and the serene looks Hide 20%, Silent 30%, Locks 20%.
upon the faces of these musicians vanish. It seems odd that Equipment: leather armor, short sword, musical instru-
one of them continues his playing, with a nervous look to the ment, vial of poison, 6sp.
window, while the other two quickly stop their performance
and produce deadly weapons before advancing.
BM 3: Thrall Pit
The three performers remain here performing to keep the zombies in
the next chamber sedated, lest they break free of their prison and rampage. Through a door of iron bars more at home in a castle
However, once the characters observe the situation, then they have seen dungeon, you see the crude cut stone walls of a room wet with
too much and must die. ambient moisture. The scent of mildew hangs heavy in the
These thieves-turned-musicians are armed with short swords and wear air. Easily a dozen or more humanoids in tattered clothing
leather armor. In addition, if the performers have been alerted to the shamble about this room, appearing to almost dance in slow,
characters’ presence ahead of time, they all take the time to poison their stilted, unnatural motions. They turn to look at you as you
blades in preparation. enter, moaning in an oddly musical fashion. A mindless
While two of the performers actively engage the party in combat, the bloodlust fills their eyes as they reach out with gnarled,
third one joins only if the battle seems to be going poorly. If the thieves blood-drenched hands.
had time to poison their blades, any character who suffers damage from
one of these weapons must make a saving throw or suffer trembling
convulsions for 1d6 rounds before collapsing to the floor for one hour. If the 12 zombies locked within this chamber have not already torn free
These convulsions cause the character to suffer a –2 penalty to all attack of their prison due to the end of the music from BM 2: Performer’s Hall,

7
Bard's Gate
they are a raging frothing mass. Without the music to placate them, these
zombies gain +2 to all initiative rolls, attack rolls, and damage rolls while
enraged. Their movement also increases by 10ft per round while in this Court of Fools
state. Empowered by this rage, the zombies surge forth and attempt to rip
the door off the hinges to attack the nearest living targets. This takes 2d6
rounds for them to accomplish after the music stops. Otherwise, they are
placid — for bloodthirsty zombies. They do not become aggressive if music
is playing. However, if the characters enter the chamber and linger, their
natural instincts take hold. Within 1d6+1 rounds of a character drawing
within 10ft of any of these zombies, their desire takes over and they attack.

Zombies (12): HD 2; HP 15, 14x2, 12x2, 11, 10x3, 9x2, 8; AC


8[11]; Atk strike (1d8 [1d8+2 if enraged]); Move 6 (7 if en-
raged); Save 16; AL N; CL/XP 2/30; Special: always strike last, CF3
immune to charm, hold, and sleep spells.

Note: If the music from BM 2 ends, these zombies become enraged, CF5
gaining +2 to initiative, attacks and damage. They also move 10ft faster
per round.
CF6

BM 4: Exit Chamber CF3 CF4


A heavy stone disk, slightly ajar, sits at the far end of the
chamber. Groundwater seeps in from the edges and pools CF2 CF3
around it, creating a thin, murky puddle on the stone floor.
The disk has several spidery runes carved across it that are
reminiscent of musical notes. This swirling pattern covers
nearly half its surface. You can see faint light from the city as
well as the evening sky streaming through it.

The stone disk doorway is under a unique enchantment. It cannot be


CF1
N
moved on its own due to a specialized use of wizard lock. To open the 1 Square = 20 ft.
door, the would-be user must perform the tune the thieves in BM 2: The
Performer’s Hall were playing. It need not be a particularly good or
accurate performance, though. Humming a few bars does nicely.
Attempts to open the door without doing this cause the runes to flash CF 1: Stone Disk Entrance
and arc with electricity, inflicting 1d8+1 points of damage on the opener.
Because of the large puddle on the floor, anyone standing in the water The stone disk slides away to reveal something unexpected:
also suffers this damage, not just the character who opened the door. The the shores of the Stoneheart River under the shadow of the
shallow puddle covers and area 10ft back from the door. Lyre Bridge. You wouldn’t be able to see a thing under this
If characters cast read magic or read languages, or if a thief or magic- long darkness were it not for the campfires twinkling along
user closely examines the door (20% chance to read per level), they can the shore. A merry music twinkles in the air, along with
make out the musical notation — the same song as the zombie-guards were laughter uttered by those who care nothing for the plights of
performing. Alternately, one of the performers from BM 2 is carrying a the world.
parchment of sheet music containing the same arrangement.

Court of Fools If the characters remain cautious and move quietly, as mentioned
above, they shouldn’t draw the attention of any of The Fools gathered in
their small camp.
The characters exit the carved stone tunnel under The Motley to find
a descending shoreline that ends at a campsite. This riverside camp is
where The Fool’s Entourage relaxes, spends their evenings, and hatches
their evil plans for Bard’s Gate. As seen on the Court of Fools Map, CF 2: Drawing Closer
several tents are set up around a large cooking fire just a few feet from the
Stoneheart River. When the characters arrive, they hear crewmembers of The darkness thins in the light cast by numerous
The Motley celebrating after another successful performance. They are campfires. The Entourage performers are gathered together
talking, rabblerousing, and generally having a good time. They certainly in celebration among a dozen tents. All the grace and glory
aren’t expecting intruders to have discovered their secret camp beneath of the stage is gone under the harsh red glow. Instead of
the Lyre Bridge. This gives the characters the chance to sneak into the enchanting smiles, you see leering and wicked grins. In place
camp and, if they are stealthy and subtle, learn some crucial secrets that of lavish, colorful costumes, you see dingy and discordant
could save Bard’s Gate from the vile enchantments of Asmarisa. rags barely hiding their shame. Their laughter becomes a
Characters wearing heavy or metal armor need to remove such thing of wickedness. In the darkness and firelight, you see
protections if they hope to remain quiet, but for the most part, as long as The Fool’s Entourage for what it is: a cabal of degenerate men
the characters attempt to be reasonably cautious, they will succeed. It’s and women celebrating their own madness. Lingering on the
only when they draw to the edge of the firelight (as indicated on the map) edge of shadow, you feel their ichor creep into your heart.
or try to actively sneak into the tents or rifle through the storage chests that
they need to move quietly (35% base chance for non-thieves, +35% Hide
in Shadows for thieves). If the characters draw within 60ft of the performers’ camp, they get their
8
The Riot Act
first hint at what the actors truly are. At this distance, they are drawing
dangerously close to the firelight. They need to remain as still and silent
as possible to avoid being noticed. If a character is wearing metal armor or
moves faster than half their base Movement, these attempts fail. They need
Footlocker Contents
to be extra vigilant if they are to proceed any closer. Non-thief characters The footlockers of The Fool’s Entourage contain 5d10sp and a
have a 25% chance to successfully approach, while thieves gain a +15% collection of 1d3 random items determined by rolling 1d12 and
bonus on their Hide checks. If the characters are noticed, 1d4 wicked consulting the chart below:
performers attack initially, with 1d2 joining the attack each round, until
a total of 10 performers are subdued or slain. The other performers flee
the camp, either into the river or back along the passage to The Motley. 1d12 Result
1 A set of stage clothes.
The Fools (Thf1) (12): HP 3; AC 7[12]; Atk dagger (1d4); Move
2 A small makeup kit.
12; Save 15; AL C; CL/XP 1/15; Special: +2 on saving throws
vs. devices, backstab (x2), thieving skills. 3 A set of loaded dice.
Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, 4 A bottle of cheap wine.
Hide 10%, Silent 20%, Locks 10%.
Equipment: fine clothes, dagger, 4d4cp. A stage dagger with a collapsible blade (it
5
inflicts no damage in combat).

CF 3: Performer’s Tent 6
A collection of ragged beggar’s clothes with
half a dozen hidden pockets.
A stage sword with blunted edges (–1 to all
Five tents of brightly colored cloth, each one high with a 7 attack rolls due to improper balance, inflicts
pointed top, ring the outer edge of the performers’ camp. 1d4 points of damage in combat).
While tall, they are not large and likely capable of sleeping A heckler’s recorder (1 only; see New Magic
only one or two at a time. Still, they cast long shadows, and 8
Items).
their canvas is damp in the night air.
A reinforced mask of tragedy. If worn in com-
9
bat, it protects the face.
Each tent serves as home to 2 people, either performers or crewmembers. An electric slide whistle (1 only; see New
The entry flaps all point toward the fire, thus making direct entry rather 10
Magic Items).
difficult. Characters can use a small bladed weapon such as a knife,
handaxe, or short sword to cut a hole and enter in that fashion. Characters A longsword that appears to be nothing
must do so delicately if they hope to avoid notice. Lifting one of the cloth more than a cheap wooden prop, but can
11
walls and entering is not possible because the tents are staked down very actually serve as a well-balanced club if
tightly. The tent collapses if these stakes are removed. wielded in combat.
Characters who manage to slip into one of the tents run the risk of 12 A large pouch containing 22sp.
encountering one of the members of The Entourage. There is a 1-in-6 chance
that one of these NPCs is in the tent, though there is also a 65% chance that
the person is sleeping. If characters enter carefully, it is possible to dispatch ground beneath a large rug set in the center of the floor. His cot sits atop the
them quietly or pass unnoticed. If a performer is awake or awakened, they rug. Moving the rug and digging up the tent is no easy task, however.
immediately scream out that intruders are present and attacks. The footlocker is locked and trapped. The stage manager has the key.
Each tent contains a pair of bedrolls laid out on the floor with a Any attempt to open the chest, after the lock has been disabled, activates
footlocker set in front of it. These wooden footlockers are unlocked. See the trap — a simple poison needle trap coated in a reagent that, while not
“Footlocker Contents” to determine what the characters find. deadly, does inflict horrible pain on its victim. Those who fail their saving
throw to resist its effects suffer 1d6 points of damage and scream out in

CF 4: Stage Manager’s Tent


agony as a violent, white-hot pain shoots through their body. For the next
1d4 rounds, they are blinded by this pain and unable to act beyond moving
at one-quarter of their Movement.
Inside the stage master’s chest are a copy of his journal, several sets
This tent — just as brightly colored, but larger than the of very fine clothing, a bright red high-collared cloak that functions as a
other tents surrounding the performer’s camp — has a red cloak of protection +1, a potion of healing in an old wine bottle, and the
pennant flying from its crest. It is easily large enough to stage manager’s personal weapon — a gentleman’s walking cane that is a
house half a dozen people. Light streams out onto the sandy +1 club. A small journal in the bottom also reveals Asmarisa’s nefarious
edges of the Stoneheart River from a large, open flap. plot (see Handout 1).

Like the regular performer’s tents, characters who are careful in their
attempts to cut the canvas of the stage manager’s tent can slip in through
CF 5: Asmarisa’s Tent
such a tear. However, because of the interior light and its open flap, it is far
more difficult to remain unnoticed once inside. Between their closeness This large and lavish tent is easily twice the size of any of
to the campfire and the long shadow their passage would cast, non-thief the others. Silk cloth the color of blood is dusted with silver.
characters have a 20% chance of success. Thief characters gain a +10% It looks to be more appropriate for traveling royalty than
bonus on their Hide attempts. A single failed attempt immediately reveals any performer. Its entrance is large enough for two to walk
their presence. The interior light comes from a small lantern sitting on a abreast and, judging from the size, it could probably sleep
footlocker at the edge of the stage manager’s bed. a dozen or more travelers quite comfortably. Two wooden
Footlockers, large wooden chests, a full-sized wardrobe, and an array of poles hold up the entry flap as an awning. Inside, you can see
props used in the performances put on by The Fool’s Entourage pack the it is finely decorated.
interior of this tent. Characters who casually root through the tent find items
similar to what can be found in the normal performer’s tents. What they do not
realize is that the stage manager has a secret storage chest buried in the sandy Because it is so close to CF 6: The Firepit, getting into Asmarisa’s tent is
9
Bard's Gate
no easy task and nosing about likely draws attention. It is lavishly furnished
with finery of all manner. A small table is set with a silver dinner set and a large
bed with silk sheets is in the far corner. Opposite this corner is a small stone
altar carved with demonic symbols and covered with the tools and trappings
Oops!
of demonology. Standing on one side of this altar is an imp named Marlowe. This scene requires delicacy and stealth on the part of the
When the characters first enter the chamber, Marlowe is standing still characters, and any experienced Referee knows that this is not often
and is 60% likely to be mistaken for a statue. If the characters discover gamers’ strong suit. Many players often prefer to charge in, swords
him, Marlowe does everything in his power to flee, flying immediately to swinging and spells flying. Such recklessness prevents them from
alert Asmarisa that her plans have been discovered. He does not attempt discovering the secret truth behind The Entourage. Clever Referees
to engage them in combat. can keep the characters on the right path by making slight changes
The altar has a hidden compartment that can be discovered with a successful to the adventure as it is written. Here are two examples:
secret doors check. Unfortunately, this secret door is trapped, and spouts a Example 1: If the characters accidentally reveal themselves to The
gout of fire that inflicts 1d6 points of damage whenever anyone other than Fools before discovering the journal of Kit Phillips or before hearing
Asmarisa touches it. What’s more, the flame is large enough to alert anyone his speech, the performers attempt to kill them. During the battle,
outside the tent to the presence of the characters and sets the tent on fire. the characters see that one of these men is carrying a note, which the
Once the tent is on fire, the flames spread quickly. On the first round, Referee should highlight to the players. He clutches this note in one
the fire burns the tent behind and beside the altar, but inflicts no damage. hand as he charges into battle — having been reading it when the
On the second round, any character standing next to the altar must make a characters were discovered. The characters can recover it, and the
saving throw or suffer 1d3 points of damage as the flames spread. On the Referee can provide them with Handout 1 instead of providing it to
third round, the tent is so engulfed in fire that anyone inside suffers 1d3 them when they discover the stage manager’s journal.
points of damage. This damage continues for 10 rounds until the entire Example 2: If the performers drive the characters away or force
tent has burnt to nothing. them to flee down the stone passage, the Referee can move right to
Inside the hidden compartment are a sapphire (250gp), a pair of silk Part Three: All the Gate’s a Stage, though the Referee is encouraged
gloves stitched with pearls (150gp), a ruby studded domino mask (400gp), to make sure the performers who discovered them continue their
and a concealable bodice dagger that functions as a +1 dagger. pursuit, thus adding to the chaos of the final part of the adventure

Marlowe (Imp): HD 2; HP 13; AC 2[17]; Atk sting (1d4 plus poi-


son); Move 6 (flying 16); Save 16; AL C; CL/XP 6/400; Special: speech giver is the stage manager Kit Phillips. If Kit or any of the others
poison tail (1d4 damage, save resists), polymorph (2 animal notice the characters, they immediately draw weapons and make every
forms), regenerate (1hp/round), immune to fire, silver or +1 possible effort to slay the characters. Unfortunately, they are all mildly
or better magical weapons to hit*. (Monstrosities 262) intoxicated and suffer a –1 penalty to all their attack rolls.
Note: Can be hit by mundane weapons due to As- The characters may stand and fight, or they may decide to fall back to
marisa’s ring of demonic deception. the stone tunnels that led them to the performer’s camp. This is not the
only means of escape, however. If the characters draw far enough away,
they could attempt to dive into the cold evening waters of the Stoneheart
CF 6: Firepit River and swim away, though the members of The Entourage likely try to
follow them along the riverbank.

Gathered around a roaring bonfire are a dozen or more Kit Phillips, the Stage Manager (Ftr2): HP 12; AC 9[10]; Atk
men and women in varying states of drunkenness. They are rapier (1d6); Move 12; Save 13; AL C; CL/XP 2/30; Special:
laughing, singing, and generally having a grand time. Every multiple attacks (2) vs. creatures with 1 or fewer HD.
few moments one of them cries out “For Asmarisa!” and they Equipment: fine clothes, rapier (treat as short sword), 10
all raise their glasses before taking a drink. After a minute + 2d10sp.
or two, one of them climbs atop a large footlocker and calls
for order. He is better dressed than the other members of The Fools (Thf1) (12): HP 3; AC 7[12]; Atk dagger (1d4); Move
The Entourage, with a fine doublet, a broad baldric, and an 12; Save 15; AL C; CL/XP 1/15; Special: +2 on saving throws
over-size top hat. When he smiles, the dark edges of his lips vs. devices, backstab (x2), thieving skills.
accentuate his perfectly kept van dyke. Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6,
Hide 10%, Silent 20%, Locks 10%.
“Tonight, my fellow Fools! Tonight! Before the rising of Equipment: fine clothes, dagger, 4d4cp.
the sun, indeed at the very stroke of midnight, all of Bard’s
Gate shall bow before our beloved Lady Asmarisa and
we shall be the rulers of this wretched city! As we speak,
Asmarisa is preparing the final components of the ritual at
The Motley!”
Act Three:
“They call it King’s Bridge for a reason, eh lads! Soon our
lady Asmarisa will climb atop the Auditorium and lay her All the Gate’s a Stage
enchantment upon the great idol at its peak! One song from
With the terrible truth of Lady Asmarisa’s plan revealed, the characters
its silver strings, and everyone in this city will be hers — and
must hurry to stop her before she can bring all of Bard’s Gate under
ours — to command! So raise your glasses to the Fools who
her spell. Rushing back to The Motley, they must climb to the roof of
became Kings!”
the theater and leap from rooftop to rooftop in a tense chase with Lady
Asmarisa and a handful of her bodyguards as the rioting populous swells
The crowd erupts with a raucous cheer and tilts back their
below — eager to protect their newly crowned goddess.
drinks, pleased to know the vile schemes of their beloved
queen will come to pass all too soon.
The Motley
In their drunken revelry, The Fools have revealed Asmarisa’s plan to Read the following if the characters flee back down the stone tunnel
the unseen characters. Unfortunately, being close enough to hear their to The Motley. Change details as needed to fit the situation. If characters
madness is a dangerous thing. Each round, even if the characters remain fought The Fool’s Entourage under the Lyre Bridge, for example, they
stealthy, there is a cumulative 10% chance that they are discovered. The
10
The Riot Act
may not be in full flight as they return. If they departed the camp in some
other way, you’ll also need to adjust accordingly.
Rooftop Chase
Fleeing the encampment of The Fool’s Entourage, you
and your allies rush back down the stone passage and into
The Motley. You emerge from the hidden passage and into
the orchestra pit to hear cries of alarm! Above and behind
you, the curtains that separate the stage and backstage areas
have been pulled away. Several of the performers are there,
N
weapons drawn as if waiting.
In the long shadows against the rear wall of the backstage
area is a ladder that undoubtedly ascends to the roof of the
theater. Holding onto its highest rungs is Lady Asmarisa
herself. Cascading hair the color of blood and glowing,
infernal emerald eyes give her a deadly, exotic beauty. To
your surprise, she smiles and blows a kiss to you and your
friends. “Farewell, my devoted fans. You can die knowing
that your spilled blood pleases me to no end.”
She motions for her men to dispatch you and ascends the
last few rungs of the ladder, vanishing to the roof above.

Five members of The Fool’s Entourage are here and immediately


attack the characters, using the high ground to their advantage. While they
are attacking characters in the orchestra pit, they receive a +1 bonus to
all attack rolls. Conversely, characters attempting to attack someone on
stage while in the orchestra pit suffer a –1 penalty to their attack rolls.
Characters who take the time to move out of the pit and into the aisles or
onto the stage suffer no such penalty.
Two of the attackers move to protect the ladder by which Asmarisa
escaped, throwing daggers at the most dangerous targets while the other
three thugs engage the characters in melee.

The Fools (Thf1) (5): HP 4; AC 7[12]; Atk dagger (1d4); Move


1 square = 200 ft.
12; Save 15; AL C; CL/XP 1/15; Special: +2 on saving throws
vs. devices, backstab (x2), thieving skills. • The rioting crowd hurling things from the streets below.
Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6,
Hide 10%, Silent 20%, Locks 10%. • The rain-slicked roofs of the city.
Equipment: fine clothes, 3 daggers, 3d4cp. • Facing off against Asmarisa herself.

To the Roof! The Referee is encouraged to remove the rain-slicked roofs or the
encounter with Marlowe if the party is already in rough shape, but the
plethora of threats is designed to ratchet up the tension and keep them
going from danger to danger as they struggle to save the city. Each aspect
As if the forces of nature or the gods themselves were of this encounter is detailed below.
accentuating your pursuit of Lady Asmarisa, you open the hatch
to the roof of The Motley to a crack of thunder, a flash of lightning
and a sudden rainstorm. The wooden roof itself has a flat center Always with the Greatest of Ease
and slopes gently down on each side. Just as you get to your Whenever the characters come to the edge of a roof, they can leap to
feet, you see Lady Asmarisa leaping from the northern edge an adjacent building. Each rooftop is 1d6 x 5 feet apart. Characters have
of the roof, easily clearing the distance of the street far below a 10% chance of falling per 10ft jumped, so a character attempting a 20ft
and scrambling across the adjacent building. She’s moving with leap has a 20% chance of falling. Characters who fall plummet to the hard
amazing speed and grace, charging from rooftop to rooftop in cobblestone streets below, suffering 1d6 points of damage. Moreover,
hopes of reaching the Auditorium of the Silver Harp. throngs of local citizens under the influence of Lady Asmarisa surround
Even through the storm and amid this chaos, you are them and immediately attack.
shocked to see the evening streets of Central Island flooded Optionally, the Referee may impose a +10% penalty to this check to
with citizens. Locals milling about in a stupor fill the alleys, represent the increased difficulty of these dangerous leaps due to the
roads and plazas. A low moan comes from crowd, a sluggish driving rain and wet roofs.
song of worship: “Asmarisa. Asmarisa. Asmarisa.” Already,
she is beginning to bring the city under her control...
Clothesline Climbers
Instead of leaping between rooftops, characters may instead attempt to
This encounter has multiple aspects. As the characters pursue Asmarisa use the clotheslines between some of the buildings to move hand-over-
to the roof of the Auditorium of the Silver Harp, they face several threats hand across longer distances. This requires a successful Open Doors
along the way. These include: check for two consecutive rounds, which can slow their progress and
• Dangerous jumps between various buildings. expose them to attack from Marlowe.
Particularly reckless characters might grab hold of one of the
• Using clotheslines and banners that run between some buildings to
clotheslines, cut it free and swing across the span. This is a bad idea, as
shimmy longer distances.
the cords are long enough that such a swing results in them immediately
• Marlowe, Asmarisa’s imp companion. falling to the cobblestone streets.
11
Bard's Gate
In either case, such a fall results in the character suffering 1d6 points characters. After 10 rounds (a 100% chance that one of the rioters attacks),
of damage. Upon landing, the enchanted locals swarm them, ripping and an additional rioter attacks during each successive round thereafter. This
tearing at them to protect Asmarisa. means two rioters attack on the 11th round, three on the 12th, etc.
When the rioters attack, roll 1d6 on the Rioter Attack Table to see
exactly how these thralls attempt to stop the characters.
Demonic Interloper
Asmarisa’s imp companion is her last line of protection. He is an imp, Rioter Attack Table
though Asmarisa’s ring of demonic deception diminishes his power. He
does not have the defenses normally granted an imp, and can be damaged 1d6 Result
by mundane weapons. He is a constant nuisance to the characters, flying A large rock hits a character in the leg, inflicting
in and out of melee range and using his sting to deadly effect. If Marlowe 1
1d2 points of damage.
is reduced to 5 or fewer hit points, he abandons Asmarisa, transforms into
a crow, and flees into the night as a desperate effort at self-preservation. The character is stuck in the side by a thrown dag-
2
ger and suffers 1d4 points of damage.
Marlowe (Imp): HD 2; HP 13; AC 2[17]; Atk sting (1d4 plus A handful of offal hits a character square in the
poison); Move 6 (fly 16); Save 16; AL C; CL/XP 6/400; Special: face. The character reeks of dung and must make
immune to fire, poison tail (1d4 damage, save resists), poly- 3 a saving throw or risk slipping from the roof (20%
morph (2 animal forms), regenerate (1hp/round), silver or +1 chance if save fails) and falling to the streets below
or better magical weapons to hit*. (Monstrosities 262) for 1d6 points of damage.
Note*: Can be hit by mundane weapons due to As-
marisa’s ring of demonic deception. An expensive bottle of wine hits the character (1d2
4 points of damage), ruining both a fine vintage and
the character’s clothes.
Rioting Rabble One of the deranged rioters hurls a live cat sky-
Asmarisa’s enchantment grabs hold of many citizens who have seen ward! The poor feline strikes the character and im-
The Maiden’s Kiss. She has summoned them to the streets tonight to mediately sinks its claws into them, clinging for dear
witness her final victory and to protect her from any interlopers who might 5 life while hissing and scratching. The character
attempt to stop her. If the characters don’t plummet to the streets, they takes a single point of damage each round for the
can avoid the thralls attacking them directly. However, their stupor builds next 1d4 rounds unless they spend an entire round
to a fever pitch and eventually they begin to hurl whatever is at hand at dislodging the angry beast.
characters while the heroes move across the rooftops of the Bridge district
in pursuit of Asmarisa. How in Bard’s Gate did they manage to throw an
Once characters reach the rooftops, one of the rioters has a cumulative entire halfling this high?!? A full-sized, 3ft-tall halfling
10% chance per round to throw whatever is at hand at one of the comes barreling into the sky and hits one of the
6 characters full on. The character suffers 1d4 points
of damage as the halfling flails drunkenly. The
character must then make a saving throw or be
knocked off the roof by the 50-lb. living projectile.

Enchanted Rioters: HD 1; HP 3; AC 9[10]; Atk rock (1d2) or


dagger (1d4) or bottle (1d2) or cat (see above) or halfling
(yes, a halfling; see above); Move 12; Save 17; AL N; CL/XP
1/15. Special: none.
Equipment: normal clothes, rock or club or dagger or
bottle or halfling, 1d4cp.

The Song of the Succubus

You leap onto the roof of the Auditorium of the Silver


Harp, the temple to Oghma, so named for the massive silver
harp that rests atop the holy site. Asmarisa stands before this
large harp, a flashing blade in her hand as she is about to
pluck the glittering strings. She turns and gazes at you with
a mirthless twinkle in her jade eyes. “You’re too late! Bard’s
Gate is mine and its people will worship me as the goddess
I am! You shall be the first sacrifice made in the name of
Asmarisa, Succubus Queen of Bard’s Gate! Indeed, I already
have worshippers among you!”
Her jade eyes suddenly darken to a blood red color, and
horns break from her forehead to curl in black swirls around
her hair. Surprisingly, she offers you a warrior’s salute with
her sword and takes a duelist’s stance.

If any of the characters failed a saving throw while watching The


Maiden’s Kiss in the early scenes of this adventure, Asmarisa’s dormant
enchantment now takes hold of them. They come under the effects of the
charm person effect, and defend Asmarisa as if she were their beloved —
including defending her against their former friends!

12
The Riot Act
The ring of demonic deception that Asmarisa wears has finally fully
claimed her, turning her into a true succubus. She still wears the ring,
however, so her abilities are reduced. If slain, her physical form vanishes
— as does Marlowe the imp if he is still alive — both banished back to the
infernal planes for a century.
Once Asmarisa is defeated, her enchantment upon the people of Bard’s
Gate ends. They awaken as if from a deep stupor and slowly disperse back
to their homes, rain soaked and confused.

Lady Asmarisa (Succubus): HD 6; HP 36; AC 9[10]; Atk long-


sword (1d8) or 2 scratches (1d3); Move 12 (fly 18); Save 11;
AL C; CL/XP 9/1100; Special: +1 or better magical weapons
to hit*, change shape, level drain (1 level, but unable to do
so while wearing ring of demonic deception)*, magic resis-
tance (70% [35% with ring])*, spells, summon demons (40%
chance [5% while wearing ring])*.
Magical Abilities: at will—darkness 10ft radius
Spells: at will—charm person, clairaudience, ESP, sug-
gestion.
Equipment: longsword, ring of demonic deception.
Note: Lady Asmarisa’s special abilities are lowered by
the ring of demonic deception she wears. She is un-
able to drain levels while wearing the ring, and can be
hit by mundane weapons.

Concluding the Adventure


In the aftermath of what eventually becomes known as The Maiden’s
Riot, the people of Bard’s Gate find their interest in theater waning for
quite a few months. The Lyreguard attempts to hunt down members of
The Fool’s Entourage and are likely to ask the characters to assist in their
efforts, which gives the Referee the opportunity to expand the material in
this adventure into an extended campaign. The city puts The Motley up
for sale, and enterprising characters might even try to purchase the theater
— if they can manage to scrounge up 10,000gp. Their patron awards them
with their promised payment, and most certainly comes to them again
should any other troubles arise.
If the characters are defeated or if Asmarisa manages to play the Silver
Harp atop the Auditorium for five uninterrupted rounds, she brings all
the assembled rioters under her control. This has serious ramifications
for the enchanted. Asmarisa sends these poor thralls out into the district,
systemically causing as much chaos as possible. The characters may find
themselves drawn into guerilla fights against the Succubus Queen and the
newly formed Fool’s Army.
However, such an action does not go unanswered atop the patron temple
of the city. Jared Strahn does not sit idly and allow this transgression
to continue through the evening. Jared arrives within the hour with
a contingent of Lyreguard to drive off or destroy Asmarisa, and works
tirelessly with the Brothers of Song to subdue and aid any of the enchanted
citizens. Being a vain tactician, Asmarisa quickly sees the writing on the
wall, and flees Bard’s Gate, for now. It is up to the Referee to determine
how much chaos the rioters cause, and how long they cause it.
Bard’s Gate is a strong city, and while Asmarisa’s plan shows that the
city is vulnerable to acts of aggression, the characters and NPCs of Bard’s
Gate can be counted on to rally and protect the city to the best of their
ability.
Asmarisa, extremely pleased with herself over her new transformation,
is an excellent long-term foe for the characters as they rise in power and
prestige. She can be brought back at nearly any time as a power “behind
the scenes”. She my back other groups to harass the characters or the city,
leading to no end of further adventures.

13
Bard's Gate

New Magic Items


Lesser Miscellaneous Lesser Ring
Magical Item Ring of Demonic Deception
A single red bloodstone adorns this simple silver ring. While not useful
Electric Slide Whistle to mortals, demons and other infernal beings highly value and seek after
it. When worn by a demon, that creature has all of its demonic abilities
This unassuming slide whistle has a unique, but odd property. Once reduced. For example, if the demon has magic resistance 70%, this is
per day when played, 1d4 bolts of electric energy leap from the tip of the reduced to 35%. Demons normally immune to mundane or non-silver
whistle, each functioning as a magic missile. Unfortunately, if used more weapons instead suffer half damage from weapons of this type while
than once per day, a single such electric magic missile leaps from the wearing the ring. Lastly, the demon cannot cast any spells or use any spell-
whistle and strikes the user. like effects that mimic a spell of 3rd level or higher. Any familiars bound
to a demon wearing this ring also experience these effects.

Heckler’s Recorder
While a huge limitation for most demons, it grants several benefits. Any
attempts to scry on them, magically reveal their true nature, or otherwise
discern their identity reveal the demon to be nothing more than a mundane
This appears to be a crudely crafted, almost unplayable, wooden flute. commoner. This allows the demon to act almost invisibly on the mortal
However, it has the bizarre ability to interrupt any musical performance plane of existence — a dangerous advantage while scouting the Prime
with a single, discordant note that cuts through all other noise. While this Material planes.
can make it a useful but irritating signal whistle, it also allows the user If worn by a mortal, the ring has a 1% chance per day of turning the
to interrupt or end any musical effect or harpy’s song. This sharp, off- wearer into a demon (succubus, incubus or Referee’s choice). However,
key note rings so loudly that those affected by it cannot use their musical the ring grants the wearer the charm person ability of the succubus to use
abilities for one hour afterward. at will.

14
The Riot Act

Handout 1
Soon Bard’s Gate will be in the service of its new queen. Lady Asmarisa has
promised unimagined rewards to members of the Entourage. I shall have the
grandest estate in the city and a veritable army of servants and lackeys. Wine
will flow like blood and gold beyond counting shall be laid at my feet! I can
practically taste it!
Ah, the Lady is as clever as she is beautiful. With each performance, the
people of this city are bent more and more to her will. Many are little more than
unknowing thralls, awaiting her call. And soon, that call shall sound! Indeed, at
the stroke of midnight!
Already, she has departed for the Auditorium. Once she ascends to the great
silver harp at its crest, lays her dark enchantment upon its strings and plays her
song for all to hear, the city shall be hers! Or, should I say ours? Surely, she shall
be the queen, but I shall be her prince — loyal beyond measure, devoted beyond
love, and powerful beyond imagining. Bard’s Gate shall be ours — all for a
simple song.

15
Bard's Gate
Designation of Product Identity: The following items are hereby designated as in conjunction with a work containing Open Game Content except as expressly licensed
Product Identity as provided in section 1(e) of the Open Game License: Any and all in another, independent Agreement with the owner of such Trademark or Registered
material or content that could be claimed as Product Identity pursuant to section 1(e), Trademark. The use of any Product Identity in Open Game Content does not constitute
below, is hereby claimed as product identity, including but not limited to: 1. The name a challenge to the ownership of that Product Identity. The owner of any Product Iden-
“Frog God Games” as well as all logos and identifying marks of Frog God Games, tity used in Open Game Content shall retain all rights, title and interest in and to that
LLC, including but not limited to the Frog God logo and the phrase “Adventures worth Product Identity.
winning,” as well as the trade dress of Frog God Games products; 2. The product name 8. Identification: If you distribute Open Game Content You must clearly indicate
“The Lost Lands,” “Bard’s Gate,” and “The Riot Act” as well as any and all Frog God which portions of the work that you are distributing are Open Game Content.
Games product names referenced in the work; 3. All artwork, illustration, graphic 9. Updating the License: Wizards or its designated Agents may publish updated
design, maps, and cartography, including any text contained within such artwork, versions of this License. You may use any authorized version of this License to copy,
illustration, maps or cartography; 4. The proper names, personality, descriptions and/ modify and distribute any Open Game Content originally distributed under any version
or motivations of all artifacts, characters, races, countries, geographic locations, plane of this License.
or planes of existence, gods, deities, events, magic items, organizations and/or groups 10. Copy of this License: You MUST include a copy of this License with every copy
unique to this book, but not their stat blocks or other game mechanic descriptions (if of the Open Game Content You Distribute.
any), and also excluding any such names when they are included in monster, spell or 11. Use of Contributor Credits: You may not market or advertise the Open Game
feat names. 5. Any other content previously designated as Product Identity is hereby Content using the name of any Contributor unless You have written permission from
designated as Product Identity and is used with permission and/or pursuant to license. the Contributor to do so.
This printing is done under version 1.0a of the Open Game License, below. 12. Inability to Comply: If it is impossible for You to comply with any of the terms
Notice of Open Game Content: This product contains Open Game Content, as defined of this License with respect to some or all of the Open Game Content due to statute,
in the Open Game License, below. Open Game Content may only be Used under and in judicial order, or governmental regulation then You may not Use any Open Game Mate-
terms of the Open Game License. rial so affected.
Designation of Open Game Content: Subject to the Product Identity Designation 13. Termination: This License will terminate automatically if You fail to comply with
herein, the following material is designated as Open Game Content. (1) all monster all terms herein and fail to cure such breach within 30 days of becoming aware of the
statistics, descriptions of special abilities, and sentences including game mechanics breach. All sublicenses shall survive the termination of this License.
such as die rolls, probabilities, and/or other material required to be open game content 14. Reformation: If any provision of this License is held to be unenforceable, such
as part of the game rules, or previously released as Open Game Content, (2) all portions provision shall be reformed only to the extent necessary to make it enforceable.
of spell descriptions that include rules-specific definitions of the effect of the spells, and 15. COPYRIGHT NOTICE
all material previously released as Open Game Content, (3) all other descriptions of Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
game-rule effects specifying die rolls or other mechanic features of the game, whether System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
in traps, magic items, hazards, or anywhere else in the text, (4) all previously released athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax
Open Game Content, material required to be Open Game Content under the terms of and Dave Arneson.
the Open Game License, and public domain material anywhere in the text. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Use of Content from Tome of Horrors Complete: This product contains or referenc- Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
es content from the Tome of Horrors Complete and/or other monster Tomes by Frog Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
God Games. Such content is used by permission and an abbreviated Section 15 entry Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC;
has been approved. Citation to monsters from the Tome of Horrors Complete or other Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
monster Tomes must be done by citation to that original work. Williams.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Authors:
of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James
Rights Reserved. Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who Stephens, James L. Sutter, and Greg A. Vaughn, based on material by Jonathan Tweet,
have contributed Open Game Content; (b) “Derivative Material” means copyrighted Monte Cook, and Skip Williams.
material including derivative works and translations (including into other computer Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors:
languages), potation, modification, correction, addition, extension, upgrade, improve- Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua
ment, compilation, abridgment or other form in which an existing work may be recast, J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean,
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reyn-
sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game olds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg
Content” means the game mechanic and includes the methods, procedures, processes A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
and routines to the extent such content does not embody the Product Identity and is an Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors:
enhancement over the prior art and any additional content clearly identified as Open Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob
Game Content by the Contributor, and means any work covered by this License, includ- McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ
ing translations and derivative works under copyright law, but specifically excludes Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Product Identity; (e) “Product Identity” means product and product line names, logos Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors:
and identifying marks including trade dress; artifacts; creatures; characters; stories, Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photo- Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider,
graphic and other visual or audio representations; names and descriptions of characters, Tork Shaw, and Russ Taylor.
spells, enchantments, personalities, teams, personas, likenesses and special abilities; Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson,
places, locations, environments, creatures, equipment, magical or supernatural abilities Casey Christofferson and Shane Glodoski based on original material created by Clark
or effects, logos, symbols, or graphic designs; and any other trademark or registered Peterson and Bill Webb.
trademark clearly identified as Product identity by the owner of the Product Identity, Elemental Moon Copyright 2007 Necromancer Games, Inc.; Authors: Lance Hawver-
and which specifically excludes the Open Game Content; (f) “Trademark” means the male and Andy Luke Crossness.
logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; Author Nathan
or its products or the associated products contributed to the Open Game License by the Douglas Paul, with Jack Barger.
Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games, LLC; Authors
modify, translate and otherwise create Derivative Material of Open Game Content; (h) Clark Peterson and Bill Webb.The Tome of Horrors Complete, Copyright 2011, Necro-
“You” or “Your” means the licensee in terms of this agreement. mancer Games, Inc., published and distributed by Frog God Games; Author Scott Green.
2. The License: This License applies to any Open Game Content that contains a notice The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games, LLC;
indicating that the Open Game Content may only be Used under and in terms of this Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
License. You must affix such a notice to any Open Game Content that you Use. No NLS5: The Hidden Huscarl, © 2016, Frog God Games, LLC; Author: Casey Christ-
terms may be added to or subtracted from this License except as described by the offerson.
License itself. No other terms or conditions may be applied to any Open Game Content The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: Casey Chrisof-
distributed using this License. ferson, Matt Finch, Skeeter Green, and Greg A. Vaughan with additional new material
3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep- by James M. Spahn; Based on original content from Necromancer Games.
tance of the terms of this License. The Riot Act © 2016, Frog God Games, LLC; Author: James M. Spahn with additional
4. Grant and Consideration: In consideration for agreeing to use this License, the new material by Jeff Harkness and Skeeter Green; Based on original content from Frog
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with God Games and Necromancer Games.
the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original ma-
terial as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as
an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark

16
Bard's Gate

The Riot Act


The Riot Act is an urban adventure for 4 characters
averaging 2nd level, set in the city of Bard’s Gate.
It highlights several of the city’s locations, especially
those in the Bridge district. A mixture of encounters includes
roleplaying, investigation, dungeon crawling, stealth,
and combat. The adventure does not require any specific
classes or races, though bards and rogues may be useful given
the nature of their special abilities. It is assumed that the PCs
are sympathetic to the Lyreguard or other agencies that serve
the interests of Bard’s Gate — or at the very least that their
loyalty can be purchased for a few gold coins.

Frog God ISBN 978-1-62283-389-4


Games
18

You might also like