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Horrors of Penance
by Brannon Hollingsworth & Ken Marable
Table of Contents
Horrors of Penance ................... 1
Introduction ........................... 2
Adventure Preparation ........................................ 2
Scenario 1: Craving Darkness ........ 3
Background ............................................................ 3
The Initial Trap ...................................................... 5
Main Floor (Level 2) .............................................. 7
Second Floor (Level 3) .......................................... 9
Observatory (Level 3) ......................................... 13
Basement ............................................................... 14
Conclusion ............................. 18
Statistics for NPCs ............................................... 18
The Lectors ........................................................... 18
Allies ...................................................................... 19
Monsters ............................................................... 20
Scenario 2 - Totem ..................23
Background .......................................................... 23
Synopsis ................................................................ 23
The Ritual ............................................................. 23
Character Hooks .................................................. 24
The Death of Samuel Viss .................................. 25
Clue Checklist ...................................................... 26
Visiting Aunt Anelie ........................................... 27
The Deadpit .......................................................... 28
A Slew of Swarms ............................................... 30
Tying Up Loose Ends ......................................... 32
The Plot Thickens ................................................ 32
Anelie’s Tomes ..................................................... 33
The Fires of Damnation ...................................... 34
Facing the Devil ................................................... 36
Conclusion 1: Playing into
the Devil’s Hands ......................................... 36
Conclusion 2: Refusing to Play the Game ....... 37
Final Battle ............................................................ 39
Conclusion ............................. 41
Totembound Soul ................................................ 42
Statistics for NPCs ............................................... 43
Further Adventures – A
Coven of Ideas .................. 46
The Flesh Gatherers ............................................ 46
The Empty City .................................................... 47
Plague of the Penitent ......................................... 47
Bloodlord Thrall .................................................. 47
Brotherhood of the Bane .................................... 48
Curse of the Decaying Flesh .............................. 48
March of the Beasts ............................................. 48
Rain of Blood ........................................................ 48
Restless Spirits ..................................................... 49
The Thirteen ......................................................... 49
The Brood ............................................................. 49
The Mist ................................................................ 49
Design
Brannon Hollingsworth and Ken Marable
Cartographer
Jeremy Simmons
Editor
Robert Vaughn
Typesetter
Jack Gray
Art Director
Jim Butler
Oathbound Concept
Greg Dent, Jim Butler, and Todd Morasch
Cover & Interior Artist
Jesse Mohn
Dedications
Dedicated to all the late-night odd noises and moving shadows that I swear are just the cats. –klm
To all those nights spookin’ with the gang. –blh
Bastion Press and the Bastion Press logo are trademarks, and Oathbound is a registered tradermark owned by Bastion Press, Inc. All Bastion characters, character names, and the
distinctive likenesses thereof are trademarks owned by Bastion Press, Inc. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast and are used
according to the terms of the d20 System License version 3.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. and are used
with permission. A copy of this License can be found at www.wizards.com. © 2003 Bastion Press, Inc. All Rights Reserved. Printed in the U.S.A. by Walsworth Publishing of
Marceline, MO.
Open Content: Only materials indicated in Section 15 of the Open Gaming License on the last page of this PDF are considered Open Content. All other content is Product Identity
and copyrighted by Bastion Press, Inc.
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Introduction
The Forge is a place of extremes. Newcomers to the
Forge soon learn that every perception, every emo-
tion and every sensation that they experience here is
hammered into its most acute and intense manifes-
tation by the unique properties of the plane. Fear,
while often overlooked, is one such emotion, and
there is no other place in the known universe where
fear can be as concentrated or palpable as on the
Forge. This product focuses on that single aspect and
offers adventures and adventure ideas that delve into
the fear-invoking and truly horrifying side of the
great City of Penance, the largest settlement on the
Forge.
Horrors of Penance includes two complete adven-
tures specially designed to spawn feelings of fear,
disgust, and horror in the characters and to send shiv-
ers down the players’ spines. The Forge is home to
the mightiest of heroes; it takes a great deal to instill
fear into such stalwart and heroic hearts.
Horrors of Penance begins with Craving Darkness ,
an adventure for characters of 10 th level. While
traveling through the Undercity, the characters find
themselves in a centuries old mansion that has been
cursed and plunged into utter darkness. Even the
most powerful mortal spells can only barely pierce
the seething darkness. The characters are forced to
traverse the maze-like rooms and corridors blindly
as they seek their way out again. This task alone
would prove difficult enough, were it not for the pair
of undead lectors ( Oathbound, p. 335 ) that continually
stalk them and the many insidious these villains
have placed.
Second, Horrors of Penance offers up Totem , an
adventure for characters of 17 th level. The simple
totems of a kindly old lady seem to ease the pain of
grieving families. Unbeknownst to them, these
totems also act as a doorway for a powerful devil.
Now that the door is open, a rash of horrific and
puzzling murders breaks out and the characters soon
find themselves facing angry mobs, plagues of
insects, and finally a pit fiend in his own lair. All of
these obstacles must be overcome if they are to save
both Penance and the souls of their departed loved
ones.
Lastly, Horrors of Penance provides a Coven of
Ideas , a selection of thirteen horror-themed
adventure seeds meant to be planted in the most
twisted corners of your imagination. These seeds can
serve as the inspiration for any number of other
possible adventures that will immerse the characters
even deeper into the dark places of Penance.
Adventure Preparation
As these adventures are intended to be used in the
Oathbound campaign setting, it is highly recom-
mended that the GM possess the book Oathbound:
Domains of the Forge . With a little work, though, a
GM should be able to adapt the encounters to an-
other setting. In such a case, all that is required to
use these adventures are the three core d20 rulebooks.
All non-player character (NPC), monster and item
statistics have been provided at the end of each ad-
venture in an abbreviated form or in the adventure
where appropriate. When necessary, the proper re-
source is clearly referenced. In addition, Minions , e-
Minions (or Minions: Rebirth ), Arms and Armor, and
Spells and Magic , all from Bastion Press might also
prove useful. These tomes contain the expanded ver-
sions of many of the creatures, items, and spells men-
tioned within.
It is highly recommended that the GM read over
each adventure fully and have a keen and clear
understanding of the events that are about to unfold
before running it. Both are fairly non-linear, and
what happens in one moment or location will
dramatically affect what occurs in other times and
places.
Note that text that appears in shaded boxes is
considered player information, which you can read
aloud or paraphrase as appropriate.
Lastly, it is the goal of the adventures herein to
inspire a healthy dose of fear and trepidation in your
players. Establishing and maintaining an
atmosphere of creepiness and uncertainty is essential
to achieve that goal. GMs might consider any
number of “real world” alterations to the typical
gaming ambiance to keep their players on edge, a
factor which will naturally bleed over into their
characters’ moods and actions. Some tips and tricks
are listed here as an initial source of inspiration:
Take advantage of a stormy night for your
gaming session and use the storm as emphasis in
your game. Draw audio and visual examples from
the impressive and awe-inspiring show that is going
on around you.
Turn off all of the lights and play by only the light
of a few candles. Use the reduced light to show the
players how their characters see their surroundings.
Select a new and unfamiliar location for your
gaming session. The experience of being in a strange
locale will help considerably in setting your players
(and their characters) on a fear-stirred edge. We’re
thinking more along the lines of someone’s basement
or an isolated cabin than of a gaming store, which is
pretty far from “eerie”.
Play moody and eerie background music. Music,
especially when played at very low volume, becomes
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an almost subliminal force that will heighten the
levels of suspense and tension around the gaming
table.
retrieved the sword without their knowledge. They
would not listen to reason as they exploded into a
furious rage and began slaying their companions.
The party’s ceptu cleric was the last to fall, and with
her dying breath she called upon her god to curse
the two betrayers and murderers.
Though her deity had no power in the Forge,
something that many consider a myth answered the
call: the palethian ( Oathbound, p. 144) .
Bolthor and Sissel were killed in a flash of intense
evil and the house filled with a dark curse that
blinded any who enter. Because they so coveted an
item of magical power, Bolthor and Sissel’s
punishers thought it just that they be animated as
the undead creatures known as lectors. Such beings
usually roam the Undercity, attuned to and attracted
by items that are cursed or imbued with negative
energy. These two were inflicted with an additional
ironic and darkly humorous punishment: forever
hungering for items of negative energy, they were
bound to the scene of their crime and, unbeknownst
to them, to the location of a powerful weapon of
positive energy. The proximity of Red Shard would
cause them an eternal pain that they would never
understand. So they remained and sought solace for
their pain by preying upon unwary explorers for
several centuries, satiating their hunger for cursed
items with whatever these unlucky souls brought
with them.
Of course, anything so unusual as a darkness-
flooded mansion was bound to draw attention,
especially one with a link to the fabled Red Shard.
Rafter after rafter, delver after delver traveled to the
cursed home, seeking the truth and the wealth
behind the house and its rumored treasures. The vast
majority of them met nightmarish ends at the hands
of the covetous, vicious lector couple.
Finally, Einian Quickfinger, a dwarven rafter and
part-time trap maker that stumbled onto the house,
managed to elude the lectors for a time through the
creation of impromptu traps made from the
belongings of past victims. His delaying tactics
caught their attention, so when they inevitably
caught him, they spared his life. They kept him as
both a toy and a servant, forcing him to set traps in
several of the rooms to ensnare other visitors.
Einian has been recreating and setting traps for
almost a year now. He has hopes that some group
will arrive and help him to escape and to destroy
the lectors, if possible. His hopes were almost made
reality when a week ago a powerful group of rafters
entered the house. Encountering the deadly traps,
they tried to avoid them by digging out through the
basement. Unfortunately a monstrous jaggon had
made a lair near the cursed darkness and it was into
this very lair that the delvers dug, releasing the
creature into the basement, where it immediately
Scenario 1
Craving Darkness
An adventure for 10 th level characters, wherein a
house cursed in darkness holds captives, deadly
traps, and two ravenous undead.
Background
The legendary magic sword Red Shard traveled
through the seven domains of Penance until it was
picked up on the fields of Arena by Purepath, a haze
warrior. It served him well for decades as he wan-
dered the Forge on a variety of adventures. Time
eventually caught up with Purepath, and he trav-
eled to the great city of Penance to retire. With the
riches gained from a lifetime of adventures, he pur-
chased a fine estate where he lived until his death at
a ripe old age. The mighty sword Red Shard, a friend
as much as a weapon, was displayed in honor upon
a wall. No one could find Red Shard among
Purepath’s belongings when he died, nor had he com-
municated a desire to bestow it upon any heir. After
ferocious searching, all interested parties, both foul
and fair, gave up. The house was abandoned and the
city grew up over it.
Red Shard remained hidden in the house, though,
and waited for someone to come and claim it.
After discovering a mention of the sword and the
haze’s home in ancient annals, a group of delvers
decided to make the trek into the Undercity for the
weapon and any other treasures that might be found
within the old warrior’s estate. It turned out to be a
difficult expedition, and the group almost turned
back several times. Thanks only to the urging of two
strong-willed party members (Bolthor, a male orc,
and Sissel, a female human) did the group press
onward.
Whether it was the maddening depths of the
Undercity, or a problem deep within their minds that
had been lingering for quite some time, the deeper
they traveled, the more obsessed the two became.
Obstacles of the journey and the rest of the group’s
trepidation only pushed them further. Finally they
found the home and began exploring it…and
discovered they were too late. Perhaps lost to
another group of delvers, or magic, or the Queen
herself – the sword appeared to be gone and with it
went Bolthor’s and Sissel’s sanity. They believed the
rest of the group had somehow duped them and
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attacked the group. Einian does not know for certain,
but he suspects that one of the party might still be
alive down there. What the dwarven trap-maker
does know for sure is that the jaggon is still down
there – and is growing hungry.
of the current characters is a descendant of one of
the original party members and themselves are
plagued by these dreams. If this hook is used, it could
make the final confrontation with Bolthor and Sissel
all the more dramatic and fear inspiring, especially
if one of the characters is a direct descendant of what
is now an evil undead abomination! With this as
the adventure’s background, the adventure could be
simply started with the handing down of a family
heirloom that leads to an investigation via city
records or a divination into who these past
adventurers were and what they were looking for.
In the end, all that is truly necessary to begin this
adventure is that the party be traveling through the
Undercity. GMs are welcome to use as much or as
little of this information as they wish.
Synopsis
As the characters are traveling through the Under-
city, they come across the “entrance” to the cursed
mansion, which is a pit that drops the characters into
the midst of the house. Chances are that not all of the
characters will fall prey to the trap. However, the lec-
tors encourage Einian to yell for help and lure would-
be rescuers to their doom.
After entering the darkness, the characters must
make their way out by passing through several
trapped rooms and survive multiple hit and run
attacks from the lectors. There are three possible
allies they can find in this home in their attempts to
destroy the lectors and survive to see light again.
There is Einian who is more than willing to destroy
the lectors (and in fact will not leave the house
knowing they are still around). Also, a valco
paladin named Sorib lak Haran is trapped in the
basement with the jaggon. Lastly, an ort named
Mafuane is inside the house terrified at what it has
stumbled onto. It will gladly help anyone who can
guide it out of the darkness.
The Darkness
The curse placed upon the house goes beyond a mere
magical darkness. It was crafted by the palethian as
a bitter and ironic metaphor for the blindness that
Bothor and Sissel exhibited in the insane slaughter
Character Hooks
The hook for this adventure is quite easy to inte-
grate into any campaign – simply get the party into
the Undercity. Their reason for entering the Un-
dercity can be literally anything: they can be there
in search of an item, to map a certain region, on a
task for a bloodlord (or other important individual),
or merely passing through on their way to another,
ultimate destination (if used in this last manner, it
would be very simple to insert Craving Darkness
as an extended “Side Trek” adventure). Whatever
their mission is, it should not be so urgent that they
are unwilling to take an impromptu trek to assist
someone in need.
Alternatively, their purpose there could be tied
more directly to the background of this adventure.
Perhaps they could have come to this area in search
of Red Shard or they may be searching for someone
who entered the house recently, such as Sorib lak
Haran’s party or possibly Einian himself.
Another variation is that the characters are
hired to investigate the death of the original
adventuring party (the one composed of Bolthor
and Sissel before their cursed deaths). Perhaps one
of the party member’s relatives is continually
haunted by dreams of her death, or perhaps one
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of their party. It generally blinds any creature in the
house. This is not to say that creatures with alterna-
tive forms of vision are unaffected; the curse simply
smothers and makes useless a creature’s main sen-
sory apparatus. Indeed, creatures that do not nor-
mally rely on vision may never have experienced
blindness before and may be even more severely
panicked by finding themselves thus affected. Nor-
mal vision, lowlight vision, and darkvision are use-
less. A haze’s mindsight is similarly “blinded”, as is
a grimlock’s blindsight. A creature with vision and
the scent ability, for example, would lose vision but
retain the their secondary ability to pinpoint other
creatures by smell; on the other hand, a creature that
has no eyes and relies almost entirely on scent would
have that sense “blinded”. As explained in the DMG,
blindness has the following effects:
50% miss chance in combat
A Note on Room Descriptions
The bold italicize text descriptions of the rooms as-
sume that the characters cannot “see” and try to con-
vey the sensations experienced by secondary senses.
One of the primary means of exploring blindly is with
the tactile sense. Therefore, do not read certain sec-
tions of the descriptive text aloud until the charac-
ters feel their way over to the object described.
Obviously, if the characters are able to muster
some reasonable means of illumination, then the ob-
jects can be described without the characters having
to physically come in contact with them. Feel free to
embellish the descriptions with details of how all of
the furniture and other décor are mildly lavish, but
very old. Occasional damage can be detected from
the various fights that have occurred within this
house, but unless otherwise mentioned, no bodies
are present.
Also, the entire house is thick with the musty
aroma of a house several centuries old mixed with
the metallic scent of blood from the lectors’ many
victims. Most of the walls and floors are stained with
the lifebloods of countless races, a sign of the
inhabitants’ violent reception of guests. All floors
other than the basement, the floorboards will creak
as people walk across them (causing a –5
circumstance penalty on all Move Silently checks).
Lastly, all windows throughout the house are
broken with some shards of glass remaining along
the edges. The lectors can navigate through them
easily without injury. Others who try to feel their
way through the window opening take 1d4 points
of slashing damage from the broken glass.
loss of positive Dex bonus to AC
movement at half speed
-4 on Search and most Str and Dex based
skills (GM’s discretion)
Spot checks or other visual based
activities are impossible
Opponents receive a +2 on their attacks
against the blinded character
Trying to pierce or dispel the darkness is nearly
impossible. Mundane light sources do not work. A
light spell only illuminates a 1’ radius, and daylight
only creates a 5’ radius. Remove blindness/deafness and
remove curse allow any creature to “see” again with
its main sense, but only to a distance of 5’ and only
for a duration of 10 minutes/level (identical to a
daylight spell). True Seeing will allow any creature
to “see” within the house normally.
Other spells that enhance a creature’s main
sensory system, like a spell specifically for hazes that
improves their mindsight, may work at the GM’s
discretion; ideally, however, no spell effect other
than true seeing should allow a creature any greater
visibility than daylight does for vision-based
creatures.
In order to try and dispel any of the darkness, a
dispel magic check (DC 26) must be made. If the dispel
attempt succeeds, for every point above 26, a 10’ by
10’ section can temporarily be “seen” normally (there
are no natural light sources here, so creatures relying
on vision would have to illuminate it by some other
means). However, the darkness returns at rate of 5’
by 5’ every 10 minutes. Light within the mansion
simply seems to grow dimmer every moment.
A limited wish, wish, miracle, or other similarly
extremely powerful spell will allow an entire floor
to be illuminated, but darkness will encroach at same
rate as above. Only once the Forge has been rid of
the foul pair of lectors can anyone permanently
remove the darkness from the house.
The Initial Trap
At some point while traveling through the Under-
city, read the following:
As you emerge from a small winding cav-
ern, your shadows stretch out before you onto
what was once a main city street. There seem to
be several openings and archways leading fur-
ther into the maze, but every one you investi-
gate reveals only a dim, shadowy pocket that is
sealed with rubble and stone after only a few feet.
Only the countless tiny tunnels marring the
walls and ceiling of your subterranean road seem
to progress very deeply, and they are no wider
than a picker’s slender fingers. This once proud
thoroughfare is the only reasonable path along
which to progress, but it is far from pleasant.
The statues lining the road leer at you with an
ancient haughtiness. The dust puffing up from
your footsteps seeps beneath your clothes and
armor to scrabble at your flesh. Based on the lack
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