Family Secrets
an adventure by Bill Sweeney
for 4-6 characters of 2nd-4th level
please send your comments or suggestions to wsweeney@ix.netcom.com

Introduction

	Many years ago, when you were but children growing up in the peaceful countryside north of Waterdeep, you would spend your long summer days playing near the warm banks of the Neverwinter River, laughing and enjoying the company of your friends as you pretended you were powerful adventurers exploring the all the hidden nooks and crannies along the riverside.  
	During many of those early summers, wealthy children from the noble families of Waterdeep would travel up to Neverwinter to get out of the City of Splendors during the hottest months of the year, to live with the relatives and friends of their affluent parents.  Many of these children were spoiled rotten and you and the poorer children of Neverwinter decidedly played far away from them.  However, one of these young nobles did find her way into your group of make-believe adventurers, a young girl named Lythis Mhairuun who had long golden hair and a kind heart that matched her smile.  
	Lythis became a good friend to all of you during those childhood years and it was indeed a pity when all of you became older and she had too many responsibilities in Waterdeep to travel up to Neverwinter every summer.  Soon her letter ceased to come and it seemed as if she had drifted out of all your lives, much like many old friends do.  You happened to hear about a year ago, from her aunt whom which she stayed with as a child, that Lythis had married a nobleman in Waterdeep and that since her father had passed away sometime before, that the Mhairuun family had been absorbed by the marriage.  
	This being the only news of your friend in the last five years, all of you were more than surprised to receive a letter from your friend this day, as you sat in your favorite tavern near Lord Nasher's Palace.  The letter is addressed to all of you and is stamped with a strange and unknown wax seal.

	The seal is that of the Phylund family crest.  Allow the characters to have a copy of the letter as shown below,

Dear friends, 

	I know it has been much too long since I have last written you, but my memories of all of you remain strong and vivid in my heart.  In the past weeks, I have thought of you often, and have regretted how we have drifted away from each other over the years.  As you have undoubtedly heard from my aunt, I married a nobleman here in Waterdeep and am now heavy with child.  Things are not as wonderful here as they may seem though, and it would make me very happy if all of you could come and visit so that we may catch up on the old days.  If you accept my invitation, you can call on me at the home of my husband's family, the Phylund family villa located in the North Ward of the city.  I hope to see you soon, my love as always...

Lythis Phylund

	The characters may equip themselves as needed before heading south to Waterdeep.

Arrival

	Several days later, you find yourselves on the road heading south to Waterdeep, the summer sun beating warmly down upon you backs.  The trip from Neverwinter was without incident, mostly due to the fact of the green-cloaked Waterhavian patrols that guard this well traveled road.  It is the middle of the afternoon when the outer walls of the City of Splendors rise up from the rugged coast, dwarfed by the majesty of Mt. Waterdeep which overlooks the city like a protective giant.  A crowd of merchants and farmers crowd the north gate and you can see the thongs of people milling about in the streets beyond the guardhouses.  Though many of you have visited Waterdeep on occasion, the city is truly massive and you ask the gate guard, a proud-looking woman dressed in silver scale mail, directions to the Phylund villa.  After paying your group's gate fee of a single gold piece, you are given instructions to find the estate in the southeastern corner of the North Ward.
	Pushing your way through the crowds of people from all corners of Faerun, and making several wrong turns along the way, you find yourself standing in front of a beautiful ivy-covered estate in one of the most affluent areas in all of Waterdeep.  Two guardsmen, wearing the same symbol that marked the wax seal, stand at attention outside the iron-worked fence that separates the city from the flowery courtyard in the center of the estate.

Phylund Noble Villa (N40)

	The guards will let the party pass if they show the letter from Lythis.  They are directed to the large southeastern building to find the Lady Phylund.  As the characters enter the courtyard, they will see a young child using a slingshot to hit songbirds in one of the trees.  Several birds lay dead at his feet already and any attempt to scold or speak to the child will bring upon the wrath of his mother, Aridarye.  Aridarye will storm out of the northern mansion if the characters approach the boy, Urtos the III, and scram at them for disciplining her child.  Aridarye is voluptuous and very young, with dark black tresses always hanging long down her back.  Aridarye will demand to know the characters business in the villa and will go as far as to call the guards to expel them.  At this point Lythis will emerge from the southern house to welcome the characters.

	The double doors on the southern home open suddenly and a beautiful woman with pale blond hair waddles forth, obviously in some discomfort and very much pregnant.  When you see her face you realize that it you old friend Lythis and that she seems furious.  
	"Aridarye!  These are my guests and as Lady of the Manor I decide who stays and who leaves.  You know as well as I do that my husband has told your son to stop killing every innocent animal that finds its way into the gardens.  If I had my choice, you and you twisted son would be the ones to leave regardless of the fact that your stepson feels sorry for you.  Now be gone, or I will have to tell Urtos about this."
	You watch as the raven haired woman stares back at Lythis with burning hatred before turning and stalking back into the northern building, dragging her screaming son behind her.  This woman must not be much older than you and Lythis, but her demeanor and cold graces leave the impression of a cruel old maid.
	"It is so good to see all of you, I didn't think you would come.  I'll explain all of that later, but now please, come and meet my husband."  Lythis gives each of you a hug over her bulging belly and then leads you, waddling as she goes, into the southern building, a magnificent stone house covered with green vines and flowers.  You step through the double doors and into a dazzling dining room with a dark mahogany table and a great silver chandelier hanging from the ceiling.  From the far end of the room, a strikingly handsome man strides forward to meet you, his body muscled and a long mane of golden hair trailing behind him.  Lythis introduces her husband to you as Urtos Phylund, and as you each shake his hand you can seem a sadness in his eyes beneath his polite smile.  
	"Welcome to my home, each of you are may to stay as long as you wish.  I have heard much about all of you and if your friends of Lythis then your friends of mine.  I'm very sorry but I have some business to attend to so I will meet you tonight for dinner."  Urtos kisses his wife on the cheek and then quickly exits the double doors and out into the courtyard.  Lythis stands silently watching him go, her frown indicating that all is not truly well.
	"I'm sorry..., please, you must be tired, let us retire to the study so that we may talk."

	The characters will be led up to the study on the second floor (area 14) and the DM can continue with Talking with Lythis.  If the characters do something unexpected or want to rest first they will be escorted by the servants to the guest bedrooms in the northern house.  Descriptions of all the areas of the estate are listed below;

1)  Gate

	This iron worked gate is the only (widely known) entrance to the estate.  It is guarded at all times by two guards dressed in the livery of the family.  During the day it is guarded by two older fighters named Grom (F2) and Halak (F2).  During the night is stationed by two younger warriors; Nelle (F1) and Veldrig (F3).  Both of these warriors know that Gast Brokengulf is a regular visitor to Aridarye at late hours of the night.

2)  Courtyard

	This beautiful courtyard is tended to by Nelle (see above) during the day.  Flower beds full of violets and yellow snapdragons surround the mansions and a number of apple trees dot the courtyard which are favorite nesting places for songbirds when Urtos III isn't killing them.

3)  Dining Hall

	This is the official dining room of the estate since Urtos II and Lythis moved into the southern house.  A long dark mahogany table and a silver chandelier decorate this fine room.

4)  Sitting Room

	Plush couches and duskwood tables cover the carpeted floor of this room.  Silver serving trays and fine crystal lie in cabinets that stand under works of art on the walls.  This is where the Phylund's normally entertain nobility.

5)  Trophy Hall

	Great tapestries depicting the Phylund crest as well as strange and magnificent creatures such as wyverns, dragons, and hippogriffs hang on the walls of this room.  A statue of Taernos Phylund, founder of the family has been moved to this room and stands in the center of the mounted beast heads that hang from the walls.  Bears, stags, giant cats, and even the skull of a long dead dragon are included in the collection.

6)  Old Hall

	This was once the main hall of the old estate until Urtos the I died this winter.  Since then, the couches and chairs have been covered with cloths and a thick layer of dust has covered everything.  Aridarye has demanded that none of the servants touch a thing here, and out of respect for his stepmother, Urtos the II has obeyed this order.

7)  Cloak Room

	Formally the cloak room to the old estate, nothing but an old woolen cloak hangs within this room.  A silver key forgotten in the pocket opens the door to area 10.

8)  Closet

	This room used to be a storage area for the family's personal belongings and seasonal decorations.  The door to this room is locked and behind it is only piles of unused furniture in storage,

9)  Stairwell

	These stairs leading up to the second level used to be decorated by sashes and garlands, but since Urtos the I has died, they remain bare and undecorated.  The door to area 10 always remains locked and only Aridarye and Urtos the II have a key.

10)  Shrine to Torm

	The Phylund's were once dedicated to the worship of Torm but have since drifted away from the religion.  An unused shrine and altar stand covered with dust in this room.  Careful inspection of the dusty floor will show that there has been passage to and from both doors in room recently.  The door to area 11 is locked and only Aridarye and Urtos the II have a key.

11)  Crypt Entrance

	A dusty stairwell leads downward to a landing ten feet square in area.  The walls are smooth here except on the southern wall where a bas relief of the Phylund crest is engraved into the wall.  Reaching into the fanged maw of the carving will reveal a lever that causes the wall to swing outward and providing access to the crypts below.

12)  Kitchen

	It is here that the family meals are prepared by the cook, a matronly old woman named Helga.  The kitchen is always full of sweet scents and smells and there are usually servants buzzing through the area.  Helga is a very quiet woman, but very observant and knows that Aridarye and Prendergast Brokengulf are having an affair.

13)  Pantry

	Numerous bags of foodstuffs and supplies crowd this packed little room.

14)  Study

	This room is filled with bookshelves and comfortable couches.  It is here that Lythis will talk to the characters upon their arrival,  The book collection is impressive and contains an number of rare works on the ecologies of strange beasts and methods of breeding and training them.

15)  Master Bedroom

	This silk and ivory decorated room is Lythis and Urtos' private bedchamber.  The couple's personal possessions are stored in cabinets here but nothing is of any significance.

16)  Private Study

	This is Urtos the II's private study.  Piles of books lie strewn about and covered in dust and a number of financial ledgers lay amidst the debris.  Inspection of the papers will show that Urtos has sold most of the family businesses to a moneylender in the city named Mirt.  The disuse of this office shows that it is rarely used.

17)  Dressing Room

	This is Lythis' personal chambers where she reads and sews when she is left alone by her husband.  A number of romance stories lie stacked on a table next to a comfortable chair.

18 - 21)  Guest Rooms

	These rooms are given to the characters when they arrive.  Area 19 has a washroom and privy and all the rooms are decorated sparsely but elegantly with silken sheets and fine art pieces.

22)  Servants Quarters

	It is here that the guards and servants sleep and live when they are off duty.

23)  Aridarye's Library

	This room is cramped and littered with books and maps of all sorts.  The door to this room is always locked and only Aridarye has the key.  Most of the books seem unused and are just historical texts.  However, a careful inspection of the collection will reveal a number of them deal with herbalism and the manufacture of deadly poisons.

24)  Living Chambers

	This room was once a sunny living quarters, but the bay windows on the north wall have been covered by heavy drapes, casting the room into shadow.  The furniture here is uncovered and used although the room remains cold and lifeless.  The few decorations that are here are of Tethyrian design and seem mismatched and uncared for.

25)  Child's Room

	This is the room in which Urtos the III sleeps.  He will be found her 50% of the time during the day.  He has a wide collection of animal skulls kept in a box under the bed and has taken an interest in polishing them to a shine in his free time.

26)  Aridarye's Bedchamber

	This is where Aridarye sleeps.  She used to share this bedchamber with Urtos the I until he died last winter.  There is a closet and washroom in the north wall that is well furnished.  The bedroom itself is decorated in fine imported woods and silks and a number of jeweled statues stand around the room on pedestals.  Mirrors cover the walls of the room in every possible location and sweet smelling perfumes dot the table tops.  Aridarye keeps a poisoned dagger +2 straps to the back of her headboard.  A coffer, hidden in a niche in the southern wall behind a mirror, is locked and trapped with a poison needle.  Inside are three vials of assorted poisons and a bag of cut diamonds worth 10,000 gp.  Aridarye can be found here 90% of the time during the day and 50% of the time at night.  If she is here at night, 50% of the time, Gast Brokengulf will be here as well.

27)  Guardian Hall

	The stairs from area 11 lead down to this cobwebbed and musty room.  There is a stale smell of decay here and rodent as well as human tracks cross through the dust here.  In the recesses of the ceiling, three watchspiders lair, as guardians to the crypts and treasure chambers.  If the characters enter the room, the watchspiders will drop from the ceiling above them and attack.

Watchspiders (3); AC 6; MV 18; HD 2+2, hp 16 each; THACO 19; Dmg 1d6 + paralytic poison; XP 420

28)  Minor Crypts

	These rooms contain a number of stone biers on which minor members of the family have been laid to rest.  Only skeletal remains and tattered clothing now remain.

29)  Major Crypt

	This room is more decorated than the minor crypts and the stone biers are more elaborate.  The remains of several of the heads of House Phylund lie in piles of bone and rotting cloth.  A platinum ring is still on the skeletal hand of one of the bodies.  The ring belonged to Urtos the II's great-grandfather Kronin Phylund and is a ring warmth.

30)  Major Crypt

	This room holds the remains of many house heads including those of Urtos the I.  He was killed last winter by his wife Aridarye when she poisoned his wine with a potent injestive poison.  His remains are only partially decayed and the smell of rot is still strong on him.  Understandably, a cloth has been placed over the body.  The poison Aridarye used was so strong that a priest casting detect poison on the corpse will detect its presence in the dead tissues.  There is a secret door in the southern wall that can only be opened by the medallion Aridarye wears.  This secret chamber is a family secret which Urtos the I shared with his second wife but never was able to share with his son.  Aridarye has converted the chamber to her secret abode where she can worship her dark goddess Talona in private.

31)  Treasure Chamber

	The riches of House Phylund have been depleted over the years and this chamber pales in comparison to what it once held.  Despite hard times, the vault still holds 10,546 gp, 21,567 sp, 50 trade bars worth 200 gp each, and assorted jewelry worth 12,300 gp.  The door to this chamber is locked and only Urtos the II, much to Aridarye's chagrin, has a key.

32)  Shrine to Talona

	This dark chamber used to be a secret chamber used by the old Lord Phylund to sneak dangerous creatures up from the sewers.  The former lord abandoned the practice when the city guard began to inquire how he was importing beasts into the city without the knowledge of the Lords.  Urtos the I never got the chance to tell his son of the secret room, but Aridarye learned of it and stole the magical medallion that can magically open the secret door leading to this area.  She has used this place as her temple to her dark goddess, Talona where she can plot to steal the Phylund family fortunes.  There is a shrine to Talona against the west wall and a bowl of poison atop the altar next to seven gold wedding bands,.  A number of dark green candles lie scattered around the room and old bloodstains cover the floor.  A specially bred watchspider who can spin poisonous webs lairs in the hallway leading to the chamber.  It has woven its paralytic web in such a manner that a traveler can pass through the hallway if very careful.  If the characters enter from either the crypts or the sewers, the watchspider will attack.

Watchspider (1); AC 6; MV 18; HD 2+2, hp 18; THACO 19; Dmg 1d6 + paralytic poison; can spin webs made out of same poison; XP 620

	At night, Aridarye can be found here 50% of the time, praying to Talona.

Talking with Lythis

	Read this section when the characters follow Lythis up into the study and are able to relax on the soft couches in the room.

	"I know we all have alot of catching up to do, and we will in time. I'm sure you all have questions for me and I'll try to explain to you some of the events of the last year, the events that lead to my marriage falling apart."  
	"You see, when I would spend the summers with you in Neverwinter, I would spend the winters here in Waterdeep with my wealthy friends.  It was in those early years that I met Urtos, he was so kind and handsome, unlike many of the nobles in this city, and his family trained and bred monsters much like my father did for a living.  Urtos' father, Urtos the I, was a kind and soft-spoken man whose first wife died in childbirth with my husband.  He married the woman you met in the courtyard, Aridarye, about four years ago, she twice widowed and had moved to Waterdeep from Tethyr.  What he ever saw in her, other than her figure, one could never guess, but soon after their marriage Urtos the III was born, the darling little boy you met in the courtyard."
	"Several years later, when it became my time to marry, Urtos and I were best of friends already and our union seemed logical both romantically and economically for both families.  My father sold his businesses, many of them raising watchspiders, to the my husband's father last summer before our wedding.  Two weeks before the ceremony my husband disappeared on a hunting trip in Ardeep Forest with his friend Gast Brokengulf.  Gast returned to Waterdeep alone and frantic and patrols of the guard were sent to scour the ancient forest for any sign of my beloved.  Two weeks passed and there was no clues or sign of him.  The wedding was canceled and I was destroyed.  On the day of the supposed wedding I awoke to find my husband beside me in bed, his clothes ripped and in tatters and he unable to tell me where he had been for two weeks."  
	"The clerics that looked at him cleaned his wounds, for he had been attacked in the forest by some animal, and told me that he had lost so much blood that he couldn't remember the events of the last few weeks.  The wedding was held a week later and it was after that my husband changed."
	"Urtos became withdrawn and quiet, he seemed to be sad for no reason and he stopped working in his father's business.  He became cold and distant not only to me, but his family and friends as well.  He has barely spoken to his friend Gast since last summer and their friendship is no where near as strong as it once was.  In the months that followed, Urtos spent more and more time up at the family hunting lodge on the edge of Ardeep Forest, telling all of us that he needed time alone.  Last winter, his father grew sick very quickly and died before anyone knew he was gravely ill.  My husband had spent the weekend at the lodge his father died, and was crushed when he returned home to find his father already buried in the family crypt.  Urtos has been even colder and more secretive since."
	"It has just gotten worse of late, and with the baby coming soon, I don't know what I should do.  The rest of my family is living in Baldur's Gate and I could leave him, but then all my family's fortune would be lost and my child would have no father.  I still do love Urtos and I know that the man I fell in love with is still inside the cold husk that he has become.  If only I could understand what troubles him so..., I would do anything to help him get better.  As you can see my friends, these questions and doubts hang heavy over me."

	Allow the party to talk to Lythis further and let them ask questions.  She knows little else than what she tells and will advise the characters to talk to others if they wish to learn more.  She tells them to stay clear of Aridarye for she is a cold and cruel woman and she is better left alone.  Lythis will half-heartedly query the characters about their lives over the past years but will eventually have to excuse herself to get some rest.  She will have servants escort the characters to their rooms on the second floor of the old house and will tell them to meet her for dinner tonight in the dining hall.  The characters may explore the city, check out the mansion, or rest until then.

Dinner

	As the sun begins to set, you make your way into the southern mansion and to the dining hall.  As you enter, you see a number of servants rushing around to set the table while four people stand in the Trophy Hall waiting.

	Dinner is held that night at sundown in the dining hall in the south house.  In attendance are Lythis, Gast Brokengulf, Aridarye, and her son Urtos the III.  Urtos the II is conspicuously absent and Lythis wait a spell before telling the servants to begin to serve dinner.  The meal consists of fresh venison and garden vegetables cooked into a stew.  The dinner table will be uncomfortably quiet and the characters will notice that Aridarye has a sly smile across her face throughout the quiet meal.  Observant characters will notice that Gast looks at Aridarye throughout the dinner, at times almost entranced by her beauty.  Conversation will drift from Lythis' pregnancy, to Urtos III as he only eats the meat from his bowl, to the murder of a logger's family in Ardeep Forest.  Urtos the II will return home halfway through the meal and apologize for being late, saying that he had already eaten.  He excuses himself to his upstairs study and not be seen again this night.  Lythis will excuse herself and follow him upstairs while Aridarye remarks how peaceful the villa has been in the past few weeks before laughing and leaving herself.  Gast will follow her out, leaving the characters alone with the boy as he stares at them with a dark smile.

Footsteps in the Night

	Sooner or later the character will head off to bed and during the night read this to one of the characters;

	It is the middle of the night when you wake from a fitful sleep to hear the soft padding of footsteps outside your door.  The orange glow of lantern light sneaks through the crack underneath your door and it pauses before the footsteps begin again, heading for the stairs to the first floor.

	Aridarye is making her nightly journey to her shrine in the family crypt.  This should be a scary scene and the characters should be awakened and be curious enough to check out what is going on.  Remember that dress and weapons are important to keep track of here as these items are probably stowed away.  If the characters think of checking Aridarye's bedroom, they will find a sleeping Gast Brokengulf in her bed.  If this happens, the DM will have to wing the encounter.  Otherwise the characters can follow Aridarye quietly down to area 9 where she unlocks the north door and continues to her temple.  The characters should have to deal with the doors in room 9 and 10 and then will be attacked by the watchspiders in area 27.  Only after the watchspiders are dead will Aridarye emerge from area 30, supposedly visiting her husbands grave.  She will be angry at the characters for killing the watchspiders and will tell them that Urtos the II will make them pay for the replacement cost.  By this point, the night guards will arrive at the crypt with Urtos the II and he will order the characters back to their rooms, telling Aridarye not to venture down to the crypt at this time of night.

Morning

	After last night's debacle in the family crypt, you feel that it may not be so good of an idea to show your face around the villa for a couple of hours.  Gathering your things to take a journey into the city for awhile, you hear an argument in the southern house as you approach the front gate.
	"You can't leave again Urtos!  I need you here with me now.  I'm am due to deliver your child any day now and I can't have you off brooding at the lodge, feeling sorry for yourself.  I won't let you miss your child's birth like you did your father's death!"
	There is an uncomfortable moment of silence before you hear Lythis continue, "I'm sorry my love, I did not mean..."
"Damn you woman, you will never understand...."
	Urtos slams the double doors of the Sitting Room open and brushes past you angrily, heading out the front gate.  You can see Lythis standing in tears in the room beyond.  Out of the corner of your eye, you see the curtains on the third floor windows of northern mansion shift slightly.

	Lythis is beside herself in grief and will need the party's sympathy.  She tells them that Urtos and her got into a fight last night after the dinner and that he slept in his study apart from her.  She tells them that she can bear it no longer and that she thinks that she will leave for Baldur's Gate as soon as her child is born.  If comforted, she will admit that if she only knew what was going on, that she could help her husband become himself again.  This should give the characters the idea of following Urtos through the city.

A Walk in the City

1) The Plinth (T38)

	You follow Urtos easily, his long golden mane standing out against the browns and blacks of the crowds already on the streets of the city at this early hour.  The mysterious nobleman heads due south towards the Trades Ward, his pace quick and never-tiring.  A few turns down sidestreets and you see yourself standing in front of a multi-leveled tower reaching high into the morning sun.  Even from the street you can hear the prayers and the songs coming from the building.  Whatever this place is, it seems to be a temple of some sort and you watch as Urtos strides into its wide open doors.

	This is the Plinth, a non-denominational temple that caters to the religious needs of visitors to Waterdeep.  Visitors are asked to leave 1 sp each upon their exit to fund its maintenance.  There are shrines to every known (and some almost unknown) deity in the realms within the temple, a quiet corner or private room within one of the many levels of the tower.  Characters exploring the Plinth will find services of all types within but will find Urtos praying by himself to a bronze statue of Torm on the fourth floor.  If the characters approach, they will be stopped by a priest of Torm, a cleric named Murien.  Murien will tell the characters that Lord Phylund has asked for privacy and that they must wait to use the shrine.  If questioned, he will tell the characters that Urtos comes here almost every day, since last summer, and prays earnestly to Torm asking forgiveness.  By the looks of Urtos, crying softly as he prays, he must feel that he has committed some horrible sin.  If the characters somehow interrupt the lord before he is finished (almost two hours later) or stop him on his way out, he will excuse himself politely and try to disappear into the crowd.

2) Mirt's Mansion

	Urtos cuts westward through the streets of Waterdeep toward the docks as the noon sun climbs high over the city.  The smell of fresh caught fish is strong in the air and you notice that the Dock Ward is a bit more run down than the finer areas in the northern reaches of the city.  Urtos refuses to tarry at any of the shops or taverns in this area and you follow him through the fish markets and dingy alleyways to the far south western corner of the ward.  
	Here, in the shadow of Mt. Waterdeep the sounds of the fishmongers and street vendor drifts away and you find yourself amidst a quaint area of the city dominated by small taverns and homes secure in this miniature cove.  Urtos continues with purpose toward the slopes of the mountain and walks up toward a stone mansion built into the cliffside.  You watch from a distance as he knocks on the door as a beautiful blond haired woman in opens the door and ushers him inside.  The door closes behind him and you are left alone in the streets.

	This mansion belongs to Mirt the Merciless, otherwise known as Mirt the Moneylender, a secret lord of Waterdeep.  Urtos has been liquidating his businesses in an effort to amass an investment fortune for his unborn child.  By providing hard capital for Mirt's business (and unknowingly strengthening the city coffers), Urtos has bought a large "insurance policy" on his own life in the event he meets a violent death.  Mirt is aware of the upcoming decision by the Lord's Court concerning the heir to the Phylund fortunes, and he is more than willing to help insure the unborn child's welfare if not his or her social position.  Characters spying on or approaching the mansion will be spotted by Mirt's guards who will attempt to capture, incapacitate, and question the characters for their motives.  Mirt's personal guards today consist of his wife Asper and  a goodly frost giant named Harshnag.

Asper; CG hf F7; AC -1; hp 42; THACO 11; Dmg 1d8 + 4; longsword +2

Harshnag; CG frost giant male; AC 0; HD 14; hp 74; THACO 7; Dmg 2d8 + 9

	Asper will ask for the characters surrender and if they resist, she will have Harshnag deal with the characters.  If they surrender, or Harshnag has to beat them senseless, they will be ushered (or dragged) through a back door of the mansion, stripped of their weapons, and locked in a room until Mirt is finished with Urtos.  After the young lord leaves, Asper will return their weapons and lead them into Mirt's study.

	You are led by the lithe and beautiful warrioress out of you cell and down a carpeted hallway within the mansion.  Beautiful swords, spears, and shield from all over Faerun hang from the walls of this mansion and art pieces from across the great oceans of Toril sit in every corner.  This place is truly a palace in itself you think as your blond-haired captor leads you up a set of low stairs and into a darkened study.
	This study is decorated with a dark red carpet and furniture made from a lovely grain of native duskwood.  A large empty fireplace lies against the far wall and a great leather chair, its back turned toward you faces a window looking up at the magnificent slopes of Mt. Waterdeep.
	A heavy, vibrating voice echoes through the room as the chair turns, revealing a tremendous bulk of a man, perhaps over 350 pounds with tiny yet sparkling blue eyes.  "So, you ruffians have business with my friend Lord Phylund do you?  I would advise you that the next time you call on Mirt the Moneylender that you knock on my door instead of spying on my from afar.  I see you have met my wife Asper and it's a good thing that Harshnag was in a good mood or he might have sat on ya.  For your information, I wasn't always a moneylender and in my day they called me Mirt the Merciless, and if know what's good for ya'selves you better start explaining what your doing here..."

	Mirt has no intentions of getting physical with the characters, but he does want to make sure that they don't pose a threat to the city or Lord Phylund.  When everything is explained, Mirt will tell the characters that Urtos is doing nothing improper, in fact, he has been liquidating his father's failing businesses and has been investing in Mirt's moneylending business.  Mirt will tell the characters that all the interest that Urtos makes is going into a trust fund for his unborn child in the event that something might happen to the young lord before his child is born.  Mirt sees no wrong-doing on the part of Urtos, and although he knows that the lycanthropy that infects Urtos is part of this, he realizes that he must keep this secret if Urtos' plans to create a fortune for his child are to succeed.  Mirt will wish the characters a good day and tell them not to worry about the young lord, but if they won't believe him, they are more than likely to try to pick up his trail at the Twilight Hunter's Tavern, a bar that Gast and Urtos still patronize frequently.
	
3) Twilight Hunters (N26)

	This brand new inn is located in the North Ward and seems to be a popular tavern with the nobles of the city.  Swords, axes, shields, and various monster trophy heads line the walls and ceiling of this fine establishment.  The taproom is filled with afternoon drinkers, all dressed in noble livery and spouting off tale tales and stories of lost treasures.  The bar is run by a group of retired adventurers whose own trophies of battle and adventure are the ones that hang on the walls.  The barkeep is a middle-aged woman whose name is Song, once (and still) a powerful mage in the Northlands.  Characters entering the Twilight Hunters will spot Gast Brokengulf sitting alone at the bar.  
	Gast will tell the characters that he is waiting for Urtos who sent him a message to meet him here but the characters are welcome to sit for a bit and drink some of the house favorite, orangeberry wine.  Gast will gab about politics and brag about his recent fist fight with Lord Kuldos Roaringhorn, but will reveal some important information if pressed and slightly inebriated (despite his wealth, he'll insist the characters buy him a few rounds of his "orangeberry delight").  In regards to Aridarye, he will admit to an affair but will plead that the characters keep it a secret from Urtos and that it only has started recently because both he and the widow of the former lord are lonely.  In regards to the hunting trip last summer, he will become quiet and then relate the tale;

	"Last summer, after Shieldmeet, Urtos and I decided to take a few days off working the Trades Ward and go down to the lodge in Ardeep Forest for some hunting.  Ardeep is one of the only woods around these parts that is still as our great-grandfathers found it, wild and natural, and more suited for the elves than we humans."
	We had hunted there many times as young men and we would go on expeditions for weeks at a time if we were on the trail of a big stag or a bear.  Last summer was different though, and the game seemed less plentiful than in years past.  The sun started going down one evening and I, thoroughly rejected by missing a young buck at 50 yards, decided to head back to the lodge for a warm night by the fire.  Urtos wasn't as dejected about the hunt as I however, and he told me he was going to sit out until the sun set and he would be right behind me.  Understanding that he was to be married in a few weeks, I told him to hurry back to the lodge when he was ready,  I thought he needed some time to himself before the wedding.  
	The problem was he didn't come back that night, nor did he return to the lodge in the morning.  I hiked back to where I had last seen him the night before and there wasn't any sign of him.  I searched the northern reaches of Ardeep Forest all day, checking the groves and hillocks that we usually hunt.  Late that day I found his quiver, empty of arrows, next to a dried-out riverbed.  There was blood smeared on the leather strap and I feared the worst.  I knew something had happened to him so I rode my horse back to the city as quickly as possible and rose the guard to help me search.  
	They combed the forest as deep as they could for over a week, until the underbrush got so thick and gnarled that they had to turn back.  Other than the quiver, no one found even the slightest trace of what happened to the young lord.  
	I'm sure Lythis has told you the rest, how my friend returned to Waterdeep sometime during the night before his wedding, dazed and wounded, despite the fact that not a city guard noted his entrance through the gates that evening.  He hasn't been the same since, and other than the occasional drink we have here some nights, he barely speaks his mind to me.  Somewhere, deep inside, I think he blames me for leaving him out there, and somewhere deep within myself, I think I blame me too..."

	Gast is a true friend to Urtos and although he is involved with Aridarye he would never do anything to purposely hurt Lord Phylund.  At the conclusion of their conversation, Urtos will enter the tavern and make his way over to the bar.  He will be surprised at the characters presence, but will greet them politely and then ask if he can have a moment alone with his friend.  Urtos will tell Gast that he is leaving the city for a few days and will ask his friend to watch over Lythis for him.  His meeting is short and to the point and the characters will watch as Urtos begins to leave and Gast tries to stop him.  
	At that moment, Vastarr Roaringhorn, brother of one of Gast's most vocal enemies in noble circles, and a group of hired toughs will enter the bar to avenge Lord Kuldos getting expelled from the Twilight Hunters for fighting.  Vastarr has the intention of beating Gast, and anybody with him, to a pulp before the watch arrives to break it up.

Vastarr Roaringhorn; mh F7; AC 5; hp 63; THACO 14; Dmg 1d2+3 (fists), 1d6+3 (chair), 1d4+3 (bottle); XP 500

Toughs (6); mh F2; AC 8; hp 12; THACO 19; Dmg 1d2 (fists), 1d6 (chair), 1d4 (bottle); XP 35

	This should not be a lethal fight but instead a good 'ole barroom brawl.  Gast's and Urtos' action through the battle follow this event line; Gast will get hit from behind with a chair by Vastarr and be rendered unconscious.  Urtos pick up a tough and throw him across the room into row of tables.  Song, the wizardess barkeep will scream about wrecking her bar and will cast gust of wind, blowing a number of toughs out the front door.  Urtos will grab another tough and with his superhuman strength he will throw him clear through the paneled wall while fighting him in a growing rage.  Vastarr and the remaining toughs will back off at the sight of the blood and gore and will retreat in fear.  Urtos, realizing that his rage is overtaking him and that the proximity to the full moon may allow his lycanthropy to awaken, will bolt out in the streets, the sun setting outside in a beautiful sunset.

4) The Thirsty Throat (D13)

	The characters will hear the city watch coming down the street toward the Twilight Hunters Tavern and if they are to avoid arrest and a lengthy detention by the city, it is important that they leave the bar quickly and follow Urtos.  The young lord will head back towards the docks and specifically to an old run-down establishment called the Thirsty Throat Tavern.  
	The Thirsty Throat Tavern stands next to Alek Lenter's Warehouses and has secret passages leading to these buildings as well as the sewer system below.  It is a known hangout for thieves and cutthroats and definitely a suspicious place for Urtos to enter.  If the characters enter the tavern behind him they will see that it is a two story dive decorated in mismatched tapestries all stained with heavy smoke.  The air in the tavern is hot and grimy and a fat, sloth like barkeep keeps his patrons in line by smashing their heads in with a cudgel.  Behind Bulaedo "Fists" Ledigleer, is his pet raccoon who stalks about the taproom picking patrons and the PC's pockets.  Dark thieves whisper in the corner and the characters can watch drug deals and item fencing going on out in the open.
	They will spot Urtos speaking to a group of three muscular, black haired thugs and a weasel-like man with a slight hunchback.  The thugs are in reality the three werewolves that infected Urtos in the forest last summer, but he has been convinced by Alek Lenter, the weasel-like man, that these are fellow victims of the curse of lycanthropy.  In his confused and lost mental state, Urtos has taken up running with these men during the full moon, stalking the depths of Ardeep Forest.  Last month Urtos killed a young logger's son as his companions devoured the rest of the family.  Urtos' conscience is worse than ever, but he would rather be in Ardeep forest when he changes to his evil wolf form than anywhere near his wife or the rest of Waterdeep.  
	After several minutes talking with the men, Urtos and them will leave the tavern and head for the south gates.  Any attempt to stop or confront Urtos at this point will anger him and he will force his way out of the bar if need be.  As the characters exit the bar, they will see that a full moon is rising in the eastern sky and that it should be a well lit night.  Urtos and his three mysterious companions will leave through the south gates and will turn into their lycanthropic wolf forms to run all the way to Ardeep Forest.  Characters following them will notice that the group disappears into thin air over a hillock.  Logical thinking by the characters, or Lythis' insistence upon their return to the estate, will lead them to traveling the several hours to hunting lodge at the edge of Ardeep Forest.

Ardeep Forest

1)  Hunting Lodge (day or night)

	This beautiful duskwood cabin is built on the fringe of the shadowy depths of Ardeep Forest.  It seems to have seen a number of winters, but its walls and roof have resisted the elements well.  A great set of stag antlers hang above the front door of the lodge and an outhouse can be seen in the distance.  The front door of the lodge is locked and characters looking into the windows will see a darkened interior.  Characters investigating a way to enter the lodge will be surprised by old Kharkos, the lodge butler, who is an accomplished ranger and will hold the characters at silver arrow point until they explain what they are doing here.  Kharkos knows of Urtos' infliction and will protect his lord's secret to his death.  If befriended, Kharkos will invite the characters inside the lodge and tell them this story;

	Sorry, but I haven't seen Lord Phylund in over a ten-day.  I think he was to travel down here sometime soon though, but I haven't seen him.  If your friends of Lady Lythis, then your welcome to spend the night in the loft upstairs, but I'd warn you from poking around in the forest during the night.  Ardeep is still a wilderness and many creatures still make it their home.  

	Kharkos will tell the characters little else, and will support the tale of events concerning last summer as did Gast.  Allow the characters to search the premise for clues when Kharkos is asleep (night) or in the woods (day).

	The following is a set of descriptions for the lodge;

1)  Great Hall

	This large living area has natural log walls and wooden furniture.  A great stone fireplace dominates the northeastern wall and the room is decorated with a number of mounted animal heads.  Thick and comfortable bearskin rugs cover the floor and the smell of wood smoke is strong here.  There is a pile of books in the corner and several waterproofed cloaks near the door.

2)  Butler's Room

	This is Kharkos' sleeping chambers and the only item of interest is the silver dagger under his mattress.

3)  Urtos' Bedroom

	The door to this room is always locked and only Kharkos has the key.  The mechanism is old though and can be easily forced.  The bedroom is sparsely furnished and the bed seems unslept in.  There is a good deal of mud on the windowsill on the western wall and this window's locking latch has been removed.  

4)  Closet

	This closet is full of junk and debris piled atop more junk and debris.  There are several sets of shredded clothes here, some smeared in blood.  Observant characters will notice that one of these sets matches Urtos' clothing he wore on his journey outside the city.  The blood on this set is still fresh.  On a shelf in the closet's far reaches is a potion rack with a single potion of extra-healing within it.

5)  Workshed

	Tools and uncut logs litter this musty shed.  The walls are full of holes on the forest side of the room and several small woodland creature scurry away as the party enters.  There is a blood soaked mattress stuffed in the far corner of the room, thick golden animal fur dried to it in clumps.

6)  Loft

	This simple upstairs loft has only cots within it and a thick layer of dust covering everything.

7)  Outhouse

	This pungent smelling outhouse hasn't been dredged in some time and is quite ripe.  Characters looking inside the privy hole or trying to find some clue here will be disappointed.

	There is a clear trail leading into the woods behind the outhouse and a number of both human and animal tracks litter the forest floor along its length.

2)  Dead Carcass (day or night)

	Whether or not the characters follow the trail behind the outhouse during the day or the night, within about twenty minutes of hiking, they will find the carcass of a stag in a grove of blueleaf trees.  The stage has been killed very recently by another animal and by examining the bones, the characters can discern that the predator was probably a large wolf due to the teeth marks and the power of its jaws.

3)  Crazy Druid (day or night)

	This should be an interesting encounter whether or not in is night or day.  The characters will be following the trail deeper into the woods and will notice that the underbrush has become much heavier and small scrub-shrub bushes are now growing plentifully underneath the canopy of shadowtop trees.  A figure will step out of the brush directly into the path of the characters and will surprise them.  Read the characters the following;

	A moment before, the path ahead of you was clear but now a wizened old man has stepped out from seemingly nowhere and blocks your movement into the wood.  His robes are brown and tattered and his hair is tangled and full of brambles and thorns.  The man carries a staff carved from duskwood and his right eye floats lazily in its socket.  A slight pointedness can be seen in the man's ears, revealing a slight addition of elven blood.  This hermit smiles at you silently and you watch as he reveals a set of yellowed and stained teeth, some missing.  
	"Ye be trespassing in me wood, cityfolk and ye shall be warned.  The children of the night stalk these lands in shadow and threaten both man and beast.  The souls of the damned are offered no peace, no forgiveness.  Stand against evil with the purity of light!"

	The crazed druid will reach into his filthy robes and retrieve a +1 silver dagger and a quiver with 10 +1 silver-tipped arrows.  He will mumbled to himself like a madman and then walk away into the brambles as they did not exist.

4)  Peryton Attack (day or night)

	Several hours after the druid encounter, the characters will catch glimpses of a shadow in the sky that keeps passing over the canopy above.  Three perytons are stalking the characters and when the party is distracted or becomes aware of their presence, they will swoop down through the canopy and dive bomb the party.  During the battle, one of the peryton should grab onto a character and fly south with him or her.  The character will be left to his or her own in battling the beast in the air, but when it is killed, he or she will drop down a hidden shaft in the forest and land on a huge pile of decaying leaves at the entrance to a lost elven tomb.

Perytons (3); AC 7; MV 12, Fl 21; HD 4; hp 24 each; THACO 17; Dmg 4d4; +2 to attack on dive; need +1 to hit; XP 270

	This battle should be tough for the characters realizing that few should have magical weapons of any sort.  The perytons will retreat if brought to half their hit points and will regroup and try to stalk the party and attack at a more appropriate time.

5)  Elven Tomb (day or night)

	Characters following the direction of their kidnapped companion will undoubtedly found the entrance of the elven tomb surrounded in a field of thorn bushes and hidden in a steep ravine.  The following are descriptions of the encounter areas in the tomb;

1)  Entrance

	Situated in the middle of a thick field of brambles and thorn bushes, a steep ravine cuts down into the earth and is filled with the dead leaf fall and debris of countless winters.  From your position you can see that the ravine narrows toward its far end and that a natural cave entrance lies partially exposed behind a fallen tree trunk.  

	After clearing the tree trunk from the entrance, the characters will notice a number of elven runes carved into the natural stone wall near the entrance.  The runes identify this place as the tomb of the elven warrior-hero Reluraun, last knight of the Fallen Kingdom.  The tomb seems undisturbed and the air is stale and cold here.

2)  Cave

	The rough entrance continues into the earth in the form of a narrow, two foot wide tunnel that bends to the right and slopes downward.  At times, the ceiling drops to a height of only a few feet, obviously the result of the soil above settling over the years.  Eventually, the tunnel opens up into an arching cavern that bends around to your right.  The skeletal remains of dozens of elven warriors lie in scattered heaps here, many of them still grasping their ancient weapons.  Your light source catches the gleam of metal and coins among the dead ,and water has started to drip into pools from the ceiling.

	The skeletons are not-undead as of yet, but will animate if Reluraun's remains are disturbed in area 3.  Among the bones are seven still fine elven longswords, two sets of elven chainmail, and a wooden wand of magic missiles (2 charges) under the skull of one of the dead.

3)  Pool

	The cavern bends sharply back onto itself to an alcove in its farthest reaches.  Here, the floor slopes down to a large pool of ice-cold ground water and a tiny stream falls from the ceiling and onto what looks to be a rectangular stone formation standing 
in the center of the pool.

	The formation is in fact a stone coffin holding the remains of Reluraun, warrior-hero of the elves.  The coffin has been covered in a layer of calcified rock that has precipitated out of the mineralized groundwater.  Characters will have to chip through the stone to remove the lid of the warrior's resting place.  When opened, the coffin will reveal the skeletal remains of an elven knight, his body clad in golden elven chainmail +1
and a long sword +2, dragonslayer (red dragons) on his chest whose hilt is carved in the likeness of two intertwined dragons with rubies for eyes.
	When the coffin is opened, 12 skeleton guardians will rise from the remains behind the characters and attack the tomb robbers.

Skeletons (12); AC 7; MV 12; HD 1; hp 6 each; THACO 19; Dmg 1d6; 1/2 dmg from slashing, piercing weapons; XP 65

6)  Logger's Cabin (night only)

	This encounter will occurs after the character leave the tomb and travel for an hour longer after they get back to the trail.  The woods will begin to thin out ahead of the party and a small cabin will appear surrounded by an open stand of shadowtop trees.  The cabins seems to in poor repair and the small garden next to it is overgrown and uncared for.  The cabin has a single common room with a single door and three windows.  The door is broken off its hinges and an examination of the area will uncover a number of clues.  
	First, a number of bloodstained are dried on the floor of the cabin and someone has place a now wilted bouquet of yellow snapdragons and violets in the center of the floor.  Two of the three window in the cabin are shattered and dried blood can be found smeared on the glass.  The door itself, if turned over, will show deep claw marks on the outside side and these can be matched to those on the floor and walls of the interior of the cabin.  The footprints of large wolves can be found in the dried mud around the perimeter of the cabin.
	This is a suitable place for the characters to camp for the night, and if they do so move directly to encounter 7.  If it is night, then move directly to encounter 7 after the characters have investigated the area.

7)  Wolf Attack (night only)

	The characters will be awakened or startled by a low growl outside the cabin.  Looking outside, they will see a number of shadowy shapes darting between the trees in the nights.  Four sets of glowing feral yellow eyes will stalk the cabin and surround it on all sides.  The werewolves (Urtos and his companions) will attack through the door and windows in their wolf forms only.

Werewolves (4); AC 5; hp 24, 28, 37, 30 (Urtos); THACO 15; DAM 2-8; +1 needed to hit, lycanthropy curse; shapechange; XP 420

	The three werewolves will appear as large black haired wolves while Urtos' coat is a dirty golden color.  The combat will be fierce and dangerous and the characters can use any creative ideas in combating the werewolves.  On segment 20, Kharkos will arrive shooting silver arrows and coming through the front door of the cabin.  He will stop any character trying to kill the golden wolf and the werewolves will flee at his approach.

Kharkos; mh R8; AC 4; hp 57; THACO 11; Dmg 1d6/1d6; longbow w/silver-tipped arrows

	After the werewolves are driven off, Kharkos will inform the characters that a messenger has arrived at the lodge with a message from Lady Lythis that she has gone into labor and requests the party's presence back in the city.

Birth of Taernos

	The characters will be escorted out of the woods by Kharkos, but by the time they arrive back at the Phylund Villa, the next afternoon, Lythis has already given birth to her son, Taernos.  He is a beautiful and healthy (though cursed) baby boy and although Lythis is delighted with his birth, she will ask about Urtos immediately.  As the characters try to explain what happened, they will be interrupted as Urtos enters the room dressed in a dirtied set of leathers and pushes past them.  He will his wife and apologize to her for not being there sooner.  As he holds his son, Taernos, for the first time, characters will hear a commotion outside in the hall.
	
	"You can't come in here, Lady Phylund is recuperating after giving birth, wait a moment!"
	"Make way woman!  Or you'll be arrested for interfering with the city guard!"
	The commotion outside the bedroom continues and you watch as a number of armed city guards burst into the bedroom much to Urtos' and Lythis' surprise.  The guards stand at attention with their hands on their blades and step away from the doorway to allow five black robed men to enter the room.  The lead magistrate looks thoughtfully the new parents of Taernos and then speaks solemnly, "Make way for one of the masked Lords of Waterdeep!"
	The magistrates now step to the sides of the doors like the guards and there is a moment of confusion in the crowded bed chamber before a figure steps out of the shadows and through the doorway.  Of indistinguishable build and height, the figure is dressed in a black robe that touches the floor and its hands are covered in thick black gloves.  However, the most intriguing feature of the stranger is its head, one masked behind a polished silver mask that looks like a mirror which completely hides all traces of the figure's identity.  With a low-gravely and obviously distorted voice, the masked Lord of Waterdeep raises his hand and points at the newly born child.
	"By decree of the Lords of Waterdeep, I hereby proclaim Taernos Phylund, first son of Lord Urtos Phylund of the Phylund noble house, as an unfit heir to the holdings and fortunes of this estate.  In addition, any subsequent offspring of Lord Phylund are similarly decreed unfit heirs.  In accordance to the laws of this city, the title of heir to the Phylund fortunes is hereby given to the second son of the former Lord Phylund, Urtos the III, son or Aridarye Phylund.  The Lords of Waterdeep have spoken."
	The masked Lord and his entourage turn and leave the room, Lythis sobbing, and Urtos II standing silent with his head lowered in disgrace.  Moments later, Aridarye, holding her son's hand steps into the doorway and smiles a wicked grin.
	"I'm so sorry for your loss...But then again, I always knew that my young Urtos was meant to rule this house, and he will with his mother beside him."

	Urtos will lock himself in his study and refuse to speak or talk to anyone.  Lythis will be in tears and inconsolable.  Aridarye will leave the south house and observant characters should see her enter the northern mansion and then leave through the front gates momentarily afterwards, a parcel in her hands.
	
The Thirsty Throat Tavern

	If the characters follow Aridarye, she will hand the parcel to a courier waiting on the corner who will then deliver it to Alek Lenter at the Thirsty Throat Tavern as the sun begins to set.  If Alek sees the characters, he will flee down the woman's jakes ladder and try to escape into the sewers.  If the characters are quick and find the secret door in the north wall, they will catch Alek trying to escape down the sewer tunnel.  In the parcel is 5,000 in cut diamond as payment for his involvement.  The characters can catch him in the junction room where everyone will be attacked by a pack of sewerm.

Sewerm; (6) AC 5; MV 9; HD 4; hp 20; THACO 17; Dmg 1d4 +anesthetic slime; XP 270

Alek Lenter; mh T2; AC 8; hp 8; THACO 20; Dmg 1d4 +poison; XP 100

	Alek Lenter is a spineless smuggler of poisons and criminal negotiator who cares only for himself.  Since he received his payment he will gladly tell the characters everything if they promise to spare his life.

	"All right!, All right!  Listen, I don't want any trouble with you so this is how it all went down.  The lady with the dark hair, Aridarye, she came in here last year and wanted to purchase some Calishite Black, an potent injestive poison from down South.  I have connections and she knew I could get it.  We started doing business together regularly and then she asked me about some of the guys I work with.  Lycanthropes, the three of them are, able to change their form from man to wolf.  She wanted them to kill her stepson while he was on a hunting trip.  They attacked him but he escaped in the woods and instead was infected by their bite.  He is one of them now and his newborn son is infected as well.  The diamonds are my share for tonight.  The werewolves are going to kill Lord Phylund and Lythis while sleep tonight and Aridarye's son will become the next Lord Phylund.  There is a way into the family crypts through the sewers, I can show you where it is but I can go no farther than there.  Let me live and I'll show you the way.  Otherwise you'll never get back to the mansion in time.  The wolves are already on their way."

Werewolves in the Night

	Lenter will lead the characters northward, criss crossing through the old sewer tunnels under the city.  The sewer system is expansive and the characters would become lost quickly if they did not have Lenter as a guide.  He will stop at the entrance to a tunnel and tell the characters that the entrance to the family crypts lies in the ceiling at the end of the tunnel.  He is telling the truth and he demands to be left here.	
	The tunnel leads up to Aridarye's shrine (area 32) where she presently waits, having already let the werewolves into the estate.  If the characters open the trapdoor into the room, this fledgling priestess of Talona will attack;

Aridarye; hf P1 (of Talona); AC 8; hp 8; THACO 18; Dmg 1d8 + poison; XP 200

	If not encountered already, the watchspiders are still active in the crypts.

	The characters will hear screams in the house above as the werewolves break down doors and smash their way through the estate.  The locations of the werewolves, who are in man-wolf form, are as follows;

In the courtyard, feeding on the bodies of the two night guards;

Werewolf; AC 5; hp 24 ; THACO 15; DAM 2-8; +1 needed to hit, lycanthropy curse; shapechange; XP 420

Crouched atop the dragon head in the trophy hall;

Werewolf; AC 5; hp 28; THACO 15; DAM 2-8; +1 needed to hit, lycanthropy curse; shapechange; XP 420

Battling each other in the study while Lythis' watches;

Werewolf ; AC 5; hp 37; THACO 15; DAM 2-8; +1 needed to hit, lycanthropy curse; shapechange; XP 420

Werewolf (Urtos); AC 5; hp 30; THACO 15; DAM 2-8; +1 needed to hit, lycanthropy curse; shapechange

	The characters will run up the stairs to see Urtos changing into a werewolf to battle the head werewolf that is trying to kill both him and his wife.  Read the following to the characters;

	You surmount the stairs to see a scene of destruction in the study.  Bookcases are overturned everywhere and Lythis sits in the corner crying and screaming.  A huge werewolf stands in the center of the room with his back turned to you and Urtos stand across from the beast, unarmed, glaring into its eyes.  You watch as Urtos begins to transform, golden fur sprouting from his face and hands and his face elongating into a canine snout.  Vicious jaws sprout from his growing muzzle and within moment a golden werewolf stands before you.  With a snarl, the two beasts leap to attack each other.

	After the battle, Urtos will revert to human form and Lythis will embrace him regardless of the fact that he is a lycanthope.  She will shield him from the characters and he will only sit dazed and silent.

Read the following as an epilogue

	The sun has risen on the new morning and you are gathering your things to move out of the Phylund Mansion.  The event of last night are a secret that you have been Asked to keep to yourself, a secret that is important to your friend and her husband.  Urtos has realized that he must learn to live with his dreaded curse and that indeed his son will be inflicted with it as well.  Urtos the III, son of Aridarye, remains the heir to the family fortune and all of you hope that with Lythis and Urtos the II raising the young boy, that they can instill a sense of goodness and love in him that his mother never did.  As for Aridarye, she was buried in the City of the Dead at a mournerless funeral.  Word came from Tethyr that she had been wanted in connection with the deaths of six other wealthy nobles in that country.  Your companions have decided it is time to move on and to find adventure elsewhere in this great thriving city.  So this morning you say your goodbyes to Lythis and Urtos and walk out on the streets of Waterdeep to find your own fortunes.  Unbeknownst to you, the young son of Aridarye watches you leave from a perch in an apple tree in the courtyard.  There is an evil smile on his lips as the gates close behind you and a loud snap as he twists the head off the songbird holds in his hand.
