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the asylum where he spent his last days. Not even the   to attack the heroes-hoping to enslave them to its own
           pleas of  his sister and a local priest named Refrum were   dark purposes.
           enough to save him. Only yesterday, Jarme Loveage dan-  In the aftermath of  that battle, the characters learn
           gled from the executioner's noose.                of how the Whisperer has used the gloom and despair
            Withjarme's death, the Styes breathed a collective   of the Styes as an incubator for the juvenile kraken it
           sigh of relief-but that relief is destined to be short-lived.   keeps to the west of  the district. Part 5, "Tharizdun's
           The kraken is nearing maturity, and the Whisperer is   Progeny," takes place in the partially collapsed husk of
           preparing the final stage of its dreadful plan.   the temple housing the kraken, where the heroes face
                                                             a pair of  aboleths that were sent to kill Sgothgah-and
          ADVENTURE SUMMARY                                  then must destroy the kraken before it can escape into
                                                             the world.
           The adventure text consists of  five parts. In part 1, "A
           Dying District," basic information is provided about
           the geography, atmosphere, and major personages in   ADVENTURE HOOKS
           the Styes. as a backdrop for use when characters move   This adventure assumes that the characters have re-
           around town.                                      cently arrived in the Styes or  the city it's a part of. H the
            The story begins in part 2, .. Murder Mystery," when   characters aren't based locally. they might be traveling
           the characters meet with Master Refrum. an inven-  to the city to obtain a rare ingredient from the Alche-
           tor-priest who dwells in the Alchemists' Quarter of  the   mists' Quarter, or to speak to someone who retired or
           Styes. Refrum is convinced that a young man named   fled to the Styes to hide from their enemies. Alterna-
          j arme Loveage was wrongfully executed for the killings   tively, the characters might simply be passing through
           attributed to the Lantern Ghost. As proof, he points to   the Styes when one of the following occurrences at-
           the fact that another murder has occurred since the ex-  tracts their attention.
           ecution, and in the same style as the previous murders.   The characters' arrival in the environs does not go un-
           The priest believes thatjarme was framed by some sin-  noticed- far from it. Any adult townsfolk recognize the
           ister conspiracy. and he asks the characters to clear his   party as a group of  seasoned adventurers. By engaging
           friend's good name.                               the residents in conversation, the characters can quickly
            During their investigation. the characters visit   find out that the Styes is a place in turmoil- a murderer
           Hopene'er, the asylum wherejarme was held. They   was caught and executed just the previous day, yet an-
           learn that Mr. Dory, a prominent member of  the com-  other citizen was found dead from foul play when the
           munity, has some odd connections tojarme's case, and   sun rose today.
           might find clues hinting lo broader connections to the   The adventure hooks described below represent three
           recent murders. In part 3, "Hemlock Pit," the characters   different ways of  getting the characters involved in the
          seek the councillor out at his warehouse and the home   story. All hooks lead to a session with Master Refrum at
           he keeps behind it-a ship held aloft by a crane over a   his workshop in part 2, "Murder Mystery," which kicks
           muddy flat. A confrontation takes place, and it's discov-  off the action.
          ered that Mr. Dory is a devotee ofTharizdun blessed
          with power granted by Sgothgah. After defeating the   REFRUM'S PLEA
          aberration, the characters discover manic drawings of  a
                                                            Shortly after their arrival in town, the characters come
          gargantuan squid-like demon of  the deep, just like those
                                                            upon a dozen children chasing and tormenting an el-
          seen injarme's cell.
                                                            derly male human-Master Refrum. The victim feebly
            In part 4, "The Lamp's Shadow," these clues lead the
                                                            brandishes a holy symbol of  good al them, but the chil-
          characters to a hidden temple to Tharizdun, where they
                                                            dren and onlookers alike simply taunt him. They then
          are attacked by chuuls that dwell there. At the climax of
                                                            turn to pelting Refrum with stones as they accuse him
          this battle, the Whisperer appears from the polluted sea
                                                            of being a friend to murderers.



           ABOUT THE ORIGINAL
           Richard  Pett conjured this ghastly   a sinister cult ofTharizdun. Many
           sea port for  Dungeon 121  in 2005.   adventures are set aboard a ship
           "The Styes" feels like it was pulled   at sea. Can you name another
           straight from the mind of H. P.   that challenges you to infiltrate
           Lovecraft, but in  Richard Pett's ca-  a moldering ship held aloft by a
           pable hand we're treated to perhaps   crane, above the streets of  a slowly
           the most memorable depiction of   dying city?
           both a cunning aboleth plot and






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