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FALLEN ANGEL
Fallen Angel is a short D&D adventure for four 5th-level
player characters (PCs). Consult the Scaling the Adven-
ture sidebar for ways to modify the scenario for higher
or lower levels of play.
This scenario can be incorporated into any style of
campaign. It is set in Elton, an isolated hamlet that can
easily be placed in a remote, hilly area of any campaign
world.
A Short Adventure for Four
5th-Level Player Characters
PREPARATION
You (the DM) need the D&D core rulebooks, including
the Player ’s Handbook, the D UNGEON M ASTER ’s Guide, and
the Monster Manual. This adventure also uses creatures
from Savage Species, but all information from that book
needed to run the adventure has been provided here.
You can place this adventure in any section of your
campaign world that features a hilly area in which an
isolated village might exist. Adapt the material given
here as you see fit to make it work with your campaign.
To get started, print out this module (including the
map). Familiarize yourself with the statistics for the
insectile ogre and for the immature ogre mage and
trumpet archon.
CREDITS
Design:
Ramon Arjona
Editing:
Penny Williams
Typesetting:
Nancy Walker
Cartography:
Rob Lazzaretti
Web Production:
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
ADVENTURE
BACKGROUND
Several weeks ago, a strange planar anomaly occurred,
resulting in a rift that breached the very structure of
the multiverse for a short time. This tear in the fabric of
reality had numerous effects, one of which was the cre-
ation of a short-term connection between the Seven
Mounting Heavens of Celestia and the Material Plane.
On the night this anomaly occurred, a bright light
appeared in the night sky above the small hamlet of
Elton. The brilliant celestial event awakened the resi-
dents of the village, who emerged from their dwellings
to marvel at the new “star” in the sky—a star whose
light seemed to bring feelings of peace and well-being
to all who gazed upon it. Upon reaching the village
common, the villagers found a young man, barely more
than a boy, lying naked and shivering on the ground.
Though he resembled an elf, there was an almost
unearthly beauty about him. They asked him who he
was, but his reply came in a musical tongue they had
never heard before.
This stranger was in fact an immature trumpet
archon, barely an infant by the standards of his kind.
The planar anomaly had ripped him from his home in
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Made in the U.S.A.
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the Seven Mounting Heavens of Celestia and trans-
ported him here. Afraid and confused, the young celes-
tial knew neither where he was nor why he had been
transported here. Who were these people dressed in
such simple garb? Was this event a sign that he had
erred in some way? Was he being denied the heavens
because of some flaw in his nature? Or might this situa-
tion be some sort of test of his purity?
The people of Elton knew nothing of the stranger’s
extraplanar nature, but they did understand that he was
weak, cold, and in need of help. So they found clothes
for him and provided him with food and shelter. Call-
ing him “the gift of the star,” they accepted him into
their community.
Over the course of several weeks, the young man
began to learn the language of his benefactors. Decid-
ing that the celestial powers had placed him here for
some reason, he accepted Elton as his new home and
did his best to fit in. He told his benefactors only that
his name was Arithel, deciding that it was best not to
reveal his true origins.
The young man’s presence proved a balm to the com-
munity, and the residents of Elton began to remark on
how happy they felt. Old quarrels with neighbors were
forgotten when Arithel interjected a few calming
words, and the villagers found peace and contentment
in one another’s company.
Meanwhile, sinister plans were afoot in the nearby
hills. Some years ago, Brath the Greater, the leader of an
ogre tribe in the nearby hills, began to perform breed-
ing experiments tainted with dark magic upon his
charges. The result was an unholy fusion of insect and
ogre. Pleased with his success, Brath continued the
experiment, hoping to build an army of these insectile
ogres with which he could conquer the surrounding
territory. The new ogres were highly industrious and
worked diligently to alter their cavern home in the
hills near Elton to their leader’s specifications.
On the night of the planar anomaly, Brath the
Greater vanished from his home, sucked through a rift
that appeared in the cavern wall. His son, Brath the
Lesser, caught a brief glimpse of the realm into which
his father had been pulled. Always a studious young-
ster, he had read much about other planes and decided
that the realm his father now occupied must be one of
these. Unable to rescue his father (and disinclined to
do so anyway, since he dearly wanted to assume leader-
ship of the tribe), he decided to investigate the anomaly
further and see whether any of its effects could be
turned to his advantage. Creeping forth from the caves,
he saw the “star” and decided to find out what had
occurred just beneath it. He followed the light to Elton
and took up a hidden position where he could see what
transpired. He witnessed the boy’s adoption by the vil-
lagers and heard his first words. Having heard the
Celestial tongue before, when his father had angered a
celestial, he recognized the language and decided that
the boy must be a celestial—albeit a puny one—that
had been torn from its home in the same manner that
his father had.
Realizing that a young celestial lay practically within
his grasp, Brath hurried back to the caverns to make
plans. His father’s magical tomes revealed that the tears
and blood of an angel could be used to create powerful
weapons of evil (see Book of Vile Darkness, page 117).
With such weapons at their disposal, he and his tribe of
insectile ogres might be a match for the humanoids of
the area. He could reap the fruit of his father’s lifetime
of labor and rule all the lands nearby himself! Thus, he
became determined to kidnap the young celestial,
extract as much useful material from him as possible,
and then sacrifice him to a dark power. Such a sacrifice,
he hoped, would grant him power and prestige far
beyond that normally attainable by an ogre mage of his
tender years.
ADVENTURE SYNOPSIS
Yesterday, Brath the Lesser led his insectile ogres in an
attack on the village of Elton. The town was plundered,
but only one resident was carried off—Arithel. The sur-
viving townsfolk are desperate, and they appeal to the
PCs for aid. Surprisingly, however, they are more con-
cerned about ensuring Arithel’s safe return than they
are about getting their own possessions back.
The PCs must find and penetrate the lair of the insec-
tile ogres, fight their way past the guards in the caverns,
and finally defeat Brath the Lesser himself before they
can rescue the young celestial.
ADVENTURE HOOKS
As DM, you know best how to involve your players and
their characters in an adventure. You can use the fol-
lowing adventure hooks to spur your imagination,
modifying them as necessary to make them appropriate
for the characters’ interests.
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• A paladin or good cleric in the party begins to have
dreams or visions of a falling infant. The details of
these dreams vary, but the central theme is always the
same: If the PC does not intervene, the infant will fall
into the clutches of some terrible, unnamed evil. The
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dreams always leave the character with a strong
desire to head in whichever direction the village of
Elton lies.
• A wizard who specialize in planar research asks the
PCs to investigate the strange light that recently
appeared in the sky. She and her colleagues believe
the light to be extraplanar in origin. According to
their calculations, it appeared directly over the
hamlet known as Elton.
• Rumors of a strange orphan who speaks an unknown
language reach the characters’ ears. Supposedly, the
boy fell from the sky (or emerged from the earth—the
tales are inconsistent) in the hamlet of Elton. Some
believe the boy’s appearance portends a coming catas-
trophe, while others say he is gifted with marvelous
supernatural powers and has come for purposes of his
own. The description of the boy matches that of a dead
friend or relative of one of the characters.
The village before you has obviously been raided,
and not very long ago. Some buildings are missing
their thatched roofs, and others show signs of the
torch as well. Human and half-elven villagers rush
to and fro with water and bandages, obviously
tending to the injured in the huts that remain
intact. In the center of town, several villagers
carry what appears to be dried vegetables to a
large pot over a cookfire, evidently preparing stew
from the town’s emergency rations.
The villagers greet the characters in a friendly manner
and offer them a place at the community table, though
most are preoccupied with their tasks. The injured are
the most willing to talk, having been relieved of their
normal responsibilities. Read or paraphrase the follow-
ing when the PCs begin to make inquiries.
BEGINNING THE
ADVENTURE
Fallen Angel is a site-based adventure consisting of one
or more free-form encounters in Elton, several keyed
encounters in the ogre stronghold where Arithel is
being held, and one encounter to be placed at the DM’s
discretion.
The adventure begins when the characters reach the
hamlet of Elton, which occurs on the morning after his
kidnapping. The village bears the marks of a recent
raid. Read or paraphrase the following aloud when the
characters arrive.
A middle-aged man with a bandaged leg sits on
the ground beneath a tree. “Welcome to Elton!” he
calls out in a friendly manner. “I’m afraid you’ve
not caught us at our best, strangers. But you’re
welcome to share with us what still remains. By
the look of you, I’d guess you’re adventurers. You
could find plenty of wrongs to right around here,
if you’re of such a mind.
“A long time ago, the ogres from those hills over
there used to raid Elton pretty regular. But it’s
been years since that happened. What came last
night was . . . different. They looked like some
kinda weird cross between ogres and giant bugs.
pqqqqrs
SCALING THE ADVENTURE
Fallen Angel is designed for a party of four 5th-level
characters, but it can easily be modified to present an
appropriate challenge for parties of different sizes or
levels. Consider adapting the adventure as follows.
Four 3rd- to 4th-Level PCs: Run the adventure as
written, but with the following changes.
• Reduce the number of insectile ogres in areas 1
and 3 to one.
• Reduce the number of Large monstrous scorpi-
ons in area 2 to two.
• Decrease the attack bonus of the falling block
trap in area 4 to +12 and its damage to 4d6.
• Reduce Brath the Lesser’s ogre mage level to
7th.
Four 6th- to 7th-Level PCs: Run the adventure as
written, but with the following changes.
• Make Brath the Lesser a standard ogre mage
(CR 8).
• Add 2 levels of barbarian to each insectile ogre,
or substitute a 9th-level ogre mage for one or
more of them. Alternatively, replace the insectile
template with the gelatinous template (see
Savage Species,page 116).
• Raise the Search DC of the falling block trap in
area 4 to 25.
• Replace the Large monstrous scorpions in
encounter 2 with a single Huge monstrous
scorpion.
pqqqqrs
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They took supplies and valuables, like normal
raiders, but they only carried off one person—
Arithel. Our gift of the star. The boy’s been the
light of the village ever since he came. Don’t know
what we’ll do now that he’s gone. He’s a good boy.”
Authority Figures: Greel (NG male human Com 3),
Mayor of Elton.
Important Characters: Burton (LG male human Com
2), blacksmith; Sherla (CG female half-elf Com 1),
healer.
By talking with this fellow (Burton, the smith) and the
rest of the villagers, the characters can acquire the fol-
lowing pieces of information (no check needed).
THE OGRES’ LAIR
The ogre stronghold is in the hills north of town. The
insectile ogres took no pains to hide their tracks, so a
PC with the Track feat can trail them back there with a
successful Wilderness Lore check (DC 10). If the char-
acters are not confident that they can find the strong-
hold on their own, Burton agrees to guide them. He
accompanies the PCs only until the entrance to the
stronghold is in sight, then returns to the village.
All the encounters in this portion of the adventure
except one are keyed to the map. Encounter A, in which
the characters are confronted by Brath the Lesser, is a
timed encounter that should occur after the PCs have
fought one or more groups of insectile ogres but before
they reach area 6 and free Arithel. The DM should select
its placement accordingly. It is presented as a sidebar to
keep it separate from the keyed encounters.
The lair contains twenty insectile ogres, though only
four of them are involved in the keyed encounters. The
DM may allow the PCs to meet others in groups of two
as random encounters if desired.
Read or paraphrase the following aloud when the
characters come within sight of the ogre lair.
• Several weeks ago, Arithel fell through a brilliant white
hole in the sky on a night that seemed filled with
magic. He was young and very weak, and he could not
speak Common. The people of Elton took him in.
• Over time, Arithel learned to communicate in
Common, though his mastery of it was imperfect.
• A tribe of ogres lives in the hills to the north, but its
members haven’t troubled the hamlet for many years.
The following information can be obtained, one piece
at a time, with the right questions coupled with suc-
cessful Gather Information checks at the DCs noted.
DC 10: The raiders were accompanied by a blue-
skinned ogre wearing strange robes.
DC 15: The creatures kidnapped Arithel were
armed with weapons similar to those used by the
local ogre tribe. They left in the direction of the
ogres’ old hill stronghold to the north.
DC 15: Several of the townsfolk can make an effort
to replicate the sound of the language Arithel first
used. Any PC who speaks Celestial recognizes it as
such.
DC 20: Arithel would sometimes sit and wistfully
look at the night sky. Whenever a villager would
approach him at such a time, he pointed skyward and
said in his strange accent, “Home.”
The hillside before you looks like many others in
this region. A shadowed cleft between two hills,
masked by greenery, matches the townsfolks’
description of the entrance to the ogre lair.
AREA 1: INSECTILE OGRE GUARDS (EL 5)
This chamber serves as the entryway to the lair. It is
guarded at all times by a pair of insectile ogres, though
they take pains to remain hidden so as to surprise
intruders. Read or paraphrase the following aloud
when the characters enter.
When the people of Elton realize that the PCs are inter-
ested in the fate of Elton, they eagerly beg them to
rescue Arithel. The can offer nothing but their grati-
tude for his safe return—they had little enough before,
and now they have even less. But his kidnappers were
well equipped and probably have plenty of ill-gotten
gains hoarded in their lair.
If the PCs agree to try to find Arithel, the villagers
enthusiastically provide anything they need that is
within the means of this small community, including
food, water, shelter, and simple tools and weapons.
c Elton (hamlet): Conventional (Human); AL
LG; 100-gp limit; Assets 260 gp; Population 100; Iso-
lated (human 80%, half-elf 11%, halfling 5%, gnome 4%).
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This rectangular chamber has obviously been
hewn from the rock of the hill deliberately,
though the hands that did it were less than
skilled. The floor is damp and sandy, and the walls
are made of rough limestone. The ceiling is high,
at least 20 feet above the floor, and mostly hidden
in shadows. A distant dripping sound is audible, as
if water were filtering through the limestone roof
and making its way down the walls.
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