The Pendrake Encounters: Death By A Thousand Cuts

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In the field of Extraordinary Zoology, we must never overlook creatures that are less physically impressive but that are no less dangerous. You are wise to keep an eye out for rampaging maulers, but remember that even the smallest specimen can be just as dangerous, particularly when goaded by a malevolent intellect. This reminds me of an unusual expedition beneath our fair city…

—Professor Viktor Pendrake, Department of Extraordinary Zoology, Corvis University

Renowned expert in all matters of unusual beasts, there are few individuals who have seen as much of Immoren as Professor Viktor Pendrake—the High Chancellor of Corvis University’s Department of Extraordinary Zoology—and fewer still who survived the experience and chronicled the tale. His foundational work, the Monsternomicon, gives a detailed account of the many unusual encounters he has faced in his journeys across the Iron Kingdoms and beyond. To get the most out of these encounters, you will need a copy of Iron Kingdoms: Requiem, Borderlands & Beyond, and the Monsternomicon.

This encounter is suitable for a party of 4 characters of 5th level.

Background

It is a little-known fact that the call of the Devourer Wurm is still felt among humanity across western Immoren. In most cases, those who feel this call arise in wilderness communities, where they undergo something known as the wilding. To the blackclads of the Circle Orboros, the wilding is a manifestation of Orboros’ touch, and those who undergo it are taken in to serve the Circle as warlocks.

But some of these children slip through the cracks. They might come from families who the blackclads cannot sway, or in the case of the young Benjamin Stiles, are born in a place the blackclads are unable to reach.

Stiles was born in the Undercity of Corvis. Abandoned at a young age, the boy had no one to turn to when he underwent the wilding down in the dark passages beneath the city. Though he could not understand why, he was suddenly able to touch the minds of the creatures inhabiting the Undercity—they were drawn to him, and he could direct their actions. With time, Stiles learned how to control his powers and guided a legion of verminous creatures as an extension of his own mind.

Stiles dwells in the Undercity to this day. For a time, he lived as a thief, using his army of vermin to infiltrate secure locations and to acquire the treasures within, but recently he has begun to carve out a place in the Undercity, styling himself as a kind of gutter-king among the dregs and downfallen. To that end, Stiles has launched a secret war against the gangs of the Undercity, whom he views as obstacles to his rightful rule of the city-beneath-the-city.

A Friend to Call My Own. Though he is able to control all manner of Undercity vermin, Stiles has a strong bond to a swarm of razorbats he calls the slashing swarm thanks to an albino male with which he has a special kinship. Stiles has named the creature Wilbur, and the two are almost inseparable. Wilbur clings to Stiles’ clothing and gives him a focus for his innate warlock abilities, allowing him to forge a deep bond to the many minds of his devoted swarm.

The Midway Outfit

Stiles’ first target is a smaller gang called the Midway Outfit. A pack of muggers and street toughs, the Midway Outfit answer to the Black Hand, one of the larger controlling gangs in Corvis. Their leader, Amalina Thatcher (neutral evil female human bandit captain), has launched a campaign of expansion and extortion targeting vulnerable communities in the Undercity. Nearly a dozen small encampments of unhoused and vulnerable people have fallen victim to the gang over the past month.

Stiles is careful in his attacks. Rather than sending his vermin en masse to swarm the gang where they are strongest, he has targeted isolated patrols of one or two gang members at a time, slowly tightening the noose around the Midway Outfit’s territory.

Since his campaign against them began, Stiles has caused the deaths of six gang members. Now the Midway Outfit are on alert, jumping at shadows, and looking for an outlet for their paranoia and rage.

A Call for Reason

In response to the increasing number of deaths and the Midway Outfit’s violent paranoia, the Black Hand has stepped in. The larger gang does not want to upset the equilibrium in the city—if their underlings in the Outfit start lashing out in response to the killings, the gang’s leadership fear it will draw unwanted attention from the city watch. 

To that end, the Black Hand is looking for a third party to intercede. The larger gang does not want to be seen interfering with the Outfit in the Undercity, which would make the smaller gang look weak in the eyes of the locals, and believes that the Outfit is still too emotional about the killings to make smart choices. 

Encounter Start

There are numerous ways to get the characters involved in this encounter. Suggested options include:

  • The Black Hand is on the lookout for a neutral third party of capable individuals to take over the situation in the Undercity. Characters who have a connection to the Undercity or the world of organized crime might be approached directly.
  • The Corvis city watch has informants embedded in almost all of the city’s feuding gangs. As tensions rise among the Outfit, a member of the watch approaches the characters, pleading for them to intercede—if the watch goes down into the Undercity to take care of matters, it could lead to greater violence that might spill into the city above.
  • The common folk who dwell in the Undercity are unable to resist the violence of the Outfit, and as more members of the gang perish, they begin to lash out at people who are just trying to make a life in the Undercity. A representative of the common folk approaches the characters, begging for their assistance before the Outfit makes an example out of an innocent person.

The encounter begins when the characters enter the Outfit’s territory of the Undercity:

Graffiti tagged on the walls declares that you’ve entered the Midway Outfit’s territory. Like all of the Undercity, it is a labyrinthine network of old stonework, sewer tunnels, rusting pipework, and haphazard construction. The gang members gather in loose knots of three and four individuals, swigging homemade hooch from brown glass bottles and playing cards on the molding felt of old card tables.

The gang’s reaction to the characters depends on the hook used to get them into the Undercity, but in most cases the gang members will be suspicious. If they are visiting the Outfit at the behest of the Black Hand, the characters are viewed as enforcers of a larger criminal organization, and the gang members are guarded. If the characters are representatives of the watch or commoners, then the gang will be a bit more standoffish, bordering on hostile.

Regardless, shortly after their arrival, Amelina appears, flanked by four of her toughest gang members:

A woman with a stony face pushes her way through the gang members and looks you over. With a snap of her fingers, four tattooed men and woman move to her side, thick fingers twitching near the grips of their weapons. “This is Midway Outfit territory,” she says. “If you’re here, you’d best have a damn good reason to be.”

Once the characters explain their presence, Amelina relaxes somewhat, and is prepared to tell them what she knows. Use the following information to guide a conversation with her:

  • The killings started shortly after the Outfit moved into the Undercity.
  • There have been six deaths so far. The gang members killed were always either patrolling the territory on their own or in pairs. Since the most recent deaths, Amelina has instructed the gang to move in groups of four or more.
  • Each victim had been slashed many dozens of times. Based on the injuries, she believes that there are multiple killers armed with small blades, like daggers.
  • The most recent deaths took place at Washburn Junction, an intersection of sewer tunnels at the edge of the Outfit’s territory. The gang collected the bodies to prepare them for burial.

The Bodies. If the characters ask, they can examine the bodies of the recently deceased gang members. They are led to one of the gang’s shanties, where the bodies lie on a table under an oilcloth tarp. 

Both bodies are covered in lacerations. A web of slashes covers every patch of exposed skin on both men. The cuts are not particularly deep, however. A character who makes a successful DC 12 Intelligence (Medicine) check recognizes that the cause of death was most likely blood loss, not direct trauma. A character who makes a successful DC 10 Wisdom (Perception) check spots the ragged edges of the cuts, which are inconsistent with knife wounds. 

Journey Through the Undercity

On the journey through the undercity to Washburn Junction, the characters have a chance to spot minions of Stiles, who act as his eyes throughout the Undercity. The warlock has control over a few isolated devil rats who observe the characters from the shadows. To notice the rats, the characters must first succeed on a DC 12 Wisdom (Perception) check. Characters who notice them can then make a DC 12 Intelligence (Nature) check to observe the unusual behavior of the rats:

In the shadows and perched atop cast-iron drain pipes, nearly a dozen devil rats watch you with eerie calm. Their eyes sparkle as they silently watch you pass, heads swiveling to follow you.

The rats do not attack the characters. If approached or attacked, they scurry away into the shadows and through gaps between stones.

As the characters draw nearer to Washburn Junction, they begin hear the chittering and leathery wing flaps of bats flying in the darkness overhead.

Scene of the Crime

Washburn Junction is a fetid stretch of the Undercity where water drains into a large collecting pool. It is also the site where the most recent killings occurred:

The junction of tunnels is shaped like a large square. Whitewash letters on the wall indicate you have arrived at Washburn Junction. There are small sigils scribbled next to each of the entrance tunnels. On the west side of the junction, flies buzz over sticky pools of dark blood still on the floor.

Though the bodies have been removed, there is still evidence of the attack that characters can investigate here.

Blood Stains. The blood stains on the ground are massive. A character who examines the blood can make a DC 14 Intelligence (Investigation) check to identify blood spatter on the walls next to the stains. The blood is several days old but oddly has not congealed. A character can attempt a DC 14 Intelligence check made with alchemist’s tools to test the blood. A successful check reveals that there is an anticoagulant agent in the blood. 

Tail Barb. During the attack, the dead Outfit members tried to fight back against the slashing swarm. A wild sword swing severed the tail barb of one of the bats. A character with a passive Perception of 14 or one examining the area who makes a successful DC 14 Wisdom (Perception) check discovers the severed barb, an arrowhead-shaped bit of keratin. The barb is razor-sharp. A character who makes a successful DC 14 Intelligence (Nature) check recognizes it as the barb of a razorbat.

Following the Trail

Once the characters have examined the scene, the character with the highest Passive perception notices a trail left on the stones:

Droplets of blood and smears of guano stain the stones. The trail leads in a wobbly pattern heading for the northern tunnel of the junction.

Following the trail leads into the network of passages and tunnels in the Undercity. The trail can be followed with a successful DC 14 Wisdom (Survival) check. Following the trail leads to Stiles’ lair, the Bat’s Nest.

Whoops, I lost ’em

If the characters fail the check to follow the trail, they lose track of it somewhere in the tangle of tunnels belowground. After they try to find their way for several minutes, or once they are nicely isolated from the rest of the Undercity and potential reinforcements, Stiles makes his presence known and tries to eliminate the characters believing—perhaps incorrectly—that they have been sent to kill him.

 

Bat’s Nest

The Bat’s Nest is an abandoned part of the Undercity. The crumbling remains of shanties stick out of the muck-covered floor, and a carpet of razorbats hangs from the ceiling. Stiles spends most of his time here, using his dominated swarms to go out into the rest of the Undercity or Corvis above when he needs supplies. He passes the time by chatting with Wilbur when he’s not focusing intently on the control of a particular swarm.

General Features

The lair has the following general features.

Light. Stiles is able to perceive the world through the eyes (or more accurately, the ears) of his swarm. The only light here is what the characters bring with them.

Smells and Sounds. The stinging scent of guano mixed with the smells of mildew and stagnant water. The characters can hear the scrabbling of tiny claws across the ceiling and flutter of wings and the high-pitched chittering of hundreds of bats.

Slick Terrain. The bat droppings coating the floor lair are a thick, greasy sludge. A character who takes the Dash action must succeed on a DC 10 Dexterity saving throw or fall prone after finishing their movement.

Stiles’ Tactics

Thanks to the keen hearing of his bats, Stiles is remarkably difficult to surprise in his lair. Once he’s aware of the characters’ presence, he immediately suspects them of being on the payroll of the Midway Outfit and out for revenge. 

The warlock waits in one of the shanties in the chamber and waits to spring an attack until the characters are at least halfway into the area. He hides for as long as possible, shifting from one shanty to the next as needed, and only reveals himself if his swarm is in danger of dropping below half its hit points.

Stiles keeps fighting until the characters are defeated or driven off. If the characters defeat his swarm of razorbats, he launches himself at them in a final bloody frenzy, while shouting:

“With me, Wilbur! This gang scum will never rule the Undercity!”

Benjamin Stiles

Medium humanoid (Cygnaran human), chaotic neutral

Armor Class 13

Hit Points 60 (11d8 +11)

Speed 30 ft.

STR     DEX     CON    INT     WIS    CHA

10 (+0)         16 (+3)         12 (+1)         12 (+1)         16 (+3)         13 (+1)

Skills Animal Handling +3, Perception +5, Stealth +5

Senses passive Perception 15

Languages Cygnaran

Challenge 4 (1,100 XP)

Fury Manipulation. Benjamin can use any of the following abilities. He can also force warbeasts in his control range to perform the following abilities.

  • Attack Bonus. Spend 1 fury point to have advantage on the next attack roll made this turn.
  • Damage Bonus. Spend any number of fury points to deal an extra 1d8 weapon damage for each fury point spent on the next weapon damage roll this turn.
  • Shake It Off. Spend 1 fury point to have advantage on a saving throw.

Spellcasting. Benjamin’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Casting a spell requires Benjamin to spend a number of fury points equal to the spell’s level. He knows the following warlock spells:

At will: dancing lights, guidance, resistance, thamuturgy

2nd level: darkness (animus), shatter (animus), warpath, wild aggression

Warlock. Benjamin has 5 fury points and a control range of 50 feet. 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet, one target. Hit: 5 (1d4 + 3) piercing damage.

Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Gutter Fury. Benjamin can cause a bonded warbeast within his control range to take 1d4 necrotic damage. Benjamin then gains fury points equal to the damage dealt.

Wilbur

Tiny Beast, Unaligned

Armor Class 12

Hit Points 5 (2d4)

Speed 5 ft., fly 30 ft.

STR     DEX     CON    INT     WIS    CHA

2 (-4)  15 (+2)         10 (+0)         2 (-4)  12 (+1)         4 (-3)

Senses blindsight 60 ft., passive Perception 11

Languages —

Challenge 1/4 (50 XP)

Animus. Wilbur can be forced to gain 2 fury to cast the following animus spell.

2nd level: shatter

Echolocation. Wilbur can’t use its blindsight while deafened.

Keen Hearing. Wilbur has advantage on Wisdom (Perception) checks that rely on hearing.

Warbeast. Wilbur is a warbeast and can be forced to perform any fury manipulation actions its controlling warlock knows. Wilbur has a threshold of 2.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 6 piercing damage.  A creature damaged by Wilbur must succeed on a DC 14 Constitution saving throw or be lacerated by Wilbur. While lacerated, a creature suffers 1 necrotic damage from bleeding at the start of its turn until it receives healing, or until a creature makes a successful DC 10 Medicine check to stop the bleeding.

Sonic Shriek (Recharge 6). Wilbur emits a piercing shriek. Creatures within 10 feet of Wilbur must succeed on a DC 14 Constitution saving throw or be stunned until the start of the its’ next turn. In addition, a nonmagical object made of crystal, glass, ceramic, or porcelain shatters if it’s within 10 feet of Wilbur, weighs less than 1 pound, and isn’t being worn or carried.

The Slashing Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 14

Hit Points 60 (11d8 + 11)

Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 19 (+4) 12 (+1) 2 (−4) 12 (+1) 4 (−3)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 60 ft., passive Perception 11

Languages —

Challenge 4 (1,100 XP)

Animus. The swarm can be forced to gain 2 fury to cast the following animus spell.

2nd level: shatter

Echolocation. The swarm can’t use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny razorbat. The swarm can’t regain hit points or gain temporary hit points.

Warbeast. The swarm is a warbeast and can be forced to perform any fury manipulation actions its controlling warlock knows. The swarm has a threshold of 2.

Actions

Multiattack. The swarm uses sonic shriek if it can and then makes a melee attack.

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 25 (10d4) piercing damage, or 12 (5d4) piercing damage if the swarm has half of its hit points or fewer.

A creature damaged by the swarm must succeed on a DC 14 Constitution saving throw or be lacerated by the swarm. While lacerated, a creature suffers 1d4 necrotic damage from bleeding at the start of its turn until it receives healing, or until a creature makes a successful DC 10 Medicine check to stop the bleeding.

Sonic Shriek (Recharge 6). The swarm emits a piercing shriek. Creatures within 10 feet of the swarm must succeed on a DC 14 Constitution saving throw or be stunned until the start of the swarm’s next turn. In addition, a nonmagical object made of crystal, glass, ceramic, or porcelain shatters if it’s within 10 feet of the swarm, weighs less than 1 pound, and isn’t being worn or carried.

The Gutter Resonance

Benjamin Stiles represents a new and unusual type of warlock in the Iron Kingdoms: an urban warlock bonded with the beasts of the gutter, vermin that often gather in swarms and creatures that few living in the wilderness share a close resonance with.

If you’re interested in using—or playing—gutter warlocks in your own game, take a look at the following rules. These are unofficial rules for Iron Kingdoms: Requiem, but we’d love to hear your feedback on them!

Warbeasts: Gutter Resonance

Warbeast Type

Threshold

Animus

Buzzard Beetle

2

acid arrow, jump

Crypt Spider

2

darkvision, spider climb

Devil Rat Swarm

2

bane, detect poison and disease

Razor Bat Swarm

2

darkness, shatter

Skigg

1

burning hands

Vektiss

3

spider climb, web

Gutter Resonance

At first level, you can bond to one gutter warbeast without the requirement of an attunement slot.

Swarm Fueled

Also at first level, your ability to bond with swarms of pests and vermin allows you to draw on their living essence. As an action, you can cause a bonded swarm in your control range to take 1d4 necrotic damage. You gain fury points equal to the damage rolled.

You must complete a short or long rest before you can use this feature again.

Creepy Crawlers

Starting at 6th level, your swarm instinctively protects you from harm. While you are standing in the same space as a bonded swarm, you gain resistance to bludgeoning, piercing, and slashing damage.

At Home Among Filth

Starting at 10th level, your bond to your verminous warbeasts grants you a measure of their resilience. You become immune to nonmagical poison and disease. Additionally, you can consume any putrescent or rotted foodstuff as normal sustenance.

Death by a Thousand Bites

Starting at 14th level, the weapons of your warbeasts count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you share a space with one of your warbeasts, your melee attacks also gain this benefit.

Vermin Supreme

Starting at 18th level, when you cast the animus of one of your warbeasts, you can take the help action as a bonus action. All of your warbeasts can benefit from this help action.

 

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Insider, Iron Kingdoms, Pendrake Encounters, Web Extra
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