3.5E D&D - Adventure 10 - Return to ...
|
3.5E D&D - Adventure 10 - Return to the Temple of the Frog, RPG, DnD, Adventures
[ Pobierz całość w formacie PDF ] IN THE BEGINNING . . . The following comes from DA2 Temple of the Frog : RETURN TO THE The Order of the Frog was led by a man of resource and ambi- tion. High Priest Saint Stephen and his four sainted compan- ions appeared out of nowhere and took over the order twenty five years ago. They ruled it with an iron hand. Though Stephen and his companions appeared normal enough (except for the slight greenish cast of their skin), they were quite liter- ally not of this world. They were aliens, members of a scientific expedition that crash landed on this planet some years ago. After the crash, a dispute arose among the expedition’s members. Though their vessel was stranded and it might be years before their distress beacon brought rescue, most of the crew were against violating a service directive against contact with primitive cultures such as that of Blackmoor. They wanted to enter suspended animation and await rescue. A minority, led by Security Officer Stephen (“The Rock”) Rocklin, argued that rescue was uncertain and that the crew might be forever trapped in their sealed hibernation cham- bers. This faction maintained that contact with the locals would be the key to survival if no rescue materialized. When the captain and chief science officer overruled them, Rocklin and his faction mutinied. Their bid to take over the stranded ship failed, and a mere handful of them escaped in a l i f e b o a t . As they sped away, a loyalist sent a Hellbore missile after them. Try as they might to evade the deadly seeker, it caught up with the lifeboat and knocked it down in Frog Swamp very near the Temple of the Frog. When the awed monks from the nearby temple arrived on the scene to see what all of the noise was about, they found Stephen and his four surviving companions standing amidst the wreckage in a state of despair. But the presence of poten- tial danger, in the form of the monks’ armed retainers, soon galvanized Stephen. Experimenting with his translator badge, he quickly found a setting that let him understand most of what the monks were asking him. Then, realizing that the monks were already impressed by the circumstances of his arrival, the size of his vessel, and the lovely froggy color of his skin, Stephen made a desperate gamble. Speaking with all of the hauteur that he could muster, he informed them that he had come on a fiery comet to lead them to the light of true knowledge. Though he had no idea at the time of what exactly the monks might consider to be “true knowledge,” it sounded good, and he carried it off with panache. The monks made Stephen and his companions honored guests. Within hours, Stephen had obtained an accu- rate rundown on the order’s theology. Within days, he had so awed his hosts with his technology (and a good line of patter) that the order’s high priest had FROG An Adventure for Four to Six 10th-Level Characters CREDITS Design: Ted Albert Editing: Miranda Horner Typesetting: Nancy Walker Cartography : Robert Lazzaretti Design Manager: Christopher Perkins Web Production Bart Carroll Web Development: Mark Jindra Graphic Design: Sean Glenn, Cynthia Fliege Based on the original D UNGEONS & D RAGONS ® game by E. Gary Gygax and Dave Arneson and on the new edition of the D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. D&D, D UNGEONS & D RAGONS , and D UNGEON M ASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. ©2006 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. For more D UNGEONS & D RAGONS articles, adventures, and information, visit www.wizards.com/dnd 1 TEMPLE OF THE declared him a saint. A few weeks later, at his command and with enthusiastic encouragement from the order’s leaders, the bewildered old High Priest “joined the frog,” and Saint Stephen replaced him. His first official act was to put the monks to work salvaging his lifeboat. Since a deep-space lifeboat is a large vessel that carries everything needed to start a self-sustaining colony, the material scavenged from the wreck gave Stephen the wherewithal to turn the Order of the Frog into a very powerful organization, indeed. The seemingly powerful ‘‘magic” represented by its equipment also helped Stephen to tighten his grip on the order. Within five years of his appearance, Saint Stephen used his alien technology to remake the Order of the Frog. Alien technology was not all that Stephen has brought to Frog Swamp. He reorganized the order along more efficient lines and placed his own men in key positions. At the height of the temple’s power, Stephen was the order’s absolute ruler. Temple of the Frog was first published in the 1975 D U N G E O N S & D R A G O N S ® Supplement II B l a c k m o o r . I t was later republished as module DA2, Temple of the Frog in 1986 as part of the DA series of modules published for 1st Edition D U N G E O N S & D R A G O N S . In the original adventure, the PCs were hired to find a missing person (Rissa Aleford, Baroness of the Lakes) and investigate a strange cult based on the worship of frogs. The heroes entered the swamp and some of the events of the DA modules transpired. Saint Stephen entered the temple hoping to salvage anything that he could. The Order of the Frog was done for, all his fellow aliens were slain, and his frog cultists had fled or were put to the sword. He only wanted enough to allow him to flee the swamp and find a new hiding place. He found more than he had counted on. While scavenging in the dungeon base- ment, he accidentally knocked over a mirror of life trap- p i n g that contained a vampire. The freed vampire was grateful for his release, but also very hungry. Saint Stephen, already weak after his fight with the heroes, was easy prey for the vampire and was turned into a vampire himself. For a while Saint Stephen and his vampire sire (whose name is lost to history) worked to rebuild the cult. By using their vampiric abilities and some scavenged alien technology, they managed a few raids against the FSS Beagle , also known as the City of the Gods. However their vampiric state took its toll on the remaining frog cultists in the swamp. With increased resistance from the forces of the FSS Beagle, and yet more interference from adventurers, the two vampires’ raiding was put to an end, and their allies and minions were killed or driven away. Eventually the two vampires retreated to the aban- doned Temple of the Frog. Those adventurous souls who dared to return to the deserted temple area fell to the two vampires. Then, one day Weewak, the former proprietor of one of the taverns in the temple-side community, returned to the area. Weewak was a cyborg sent by the captain of the mothership to track down the mutinous crew members. Saint Stephen’s vampire sire pounced upon Weewak only to be slain by the cyborg’s advanced weaponry. Saint Stephen, however, had fought cyborgs before. He destroyed the cyborg before it could initiate its self-destruct program- ming, and nailed its corpse to the altar that had once been the center of worship for the frog cult. It now serves as a warning to intruders. Saint Stephen also removed the cyborg’s brain and is now using it to oper- ate what remains of the temple’s main computer. Realizing that the mothership must have sent the cyborg, Saint Stephen now waits, an undead renegade alien, for the inevitable confrontation with more forces from the FSS Beagle. It took a long time for the crew of the FSS Beagle t o repair all the damage caused by the failed mutiny and raids, and even longer to track the escaping lifeboat vessel to the swamp, but in time both of these things came to pass. Now a recovery team has been dispatched from the FSS Beagle to capture the mutineers and remove all traces of their race’s presence on the planet. INTRODUCTION This adventure takes place in a vast swamp, which is called the Great Dismal Swamp in the original adven- ture and also referred to as Frog Swamp. Return to the Temple of the Frog is a D U N G E O N S & D R A G O N S ® adventure designed for four 10th-level player characters (PCs). 2 ADVENTURE BACKGROUND During an adventuring party’s assault on the Temple of the Frog over twenty years ago, Saint Stephen, the leader of the cult, escaped the conflict and hid in the swamp until the adventurers left. Seeing the temple under assault and the priests slaughtered, those dwelling in Frog Town, a small community that had grown up next to the temple, fled into the swamp to avoid the apparent anger of the frog god. Having completed their raid, rescued the prisoner they had come for, and hurriedly looted the temple, the heroes left the area and never looked back. Little do they know that the Temple of the Frog has fallen, all but one of their mutinous comrades have been slain, and several of their advanced technological devices have already been claimed by the planet’s inhabitants (the PCs who assaulted the temple). The cyborg assault team sent from the FFS Beagle has made its way through the swamp and reached the temple. When the PCs arrive, the cyborg team is planting remotely detonated explosive devices around the temple compound and within the temple proper. The malfunc- tioning alien electronic equipment inside the temple has negated their radio transmission capability and they cannot communicate with their built-in devices, so they’re falling back on verbal communication. Saint Stephen has become aware of the cyborgs’ arrival through his dracolizards (area 60), and he knows another group of strangers is arriving on the scene. For now he is content to see how the two groups interact, knowing both the murderous programming of the cyborgs and the ruthless efficiency of a band of adven- turers. Besides, Saint Stephen is not alone in his temple; he has the Frog Mother, a titanic mutated frog corrupted by the energies of the damaged reactor core, and his alien constructs to impede the invaders. ADVENTURE HOOKS Characters may become entangled in this adventure through a wide variety of methods. Suggested hooks include the following: • The PCs hear of a great weapon (a blaster taken from the temple by the heroes who assaulted it twenty years ago), a wand that spouted rays of fiery death, which was brought out of the swamp and out of “the heart of the frog.” Perhaps the PCs can find more of these weapons. • While traveling through a great swamp, the party finds the carcasses of vicious swamp creatures, each killed by something that burned several 1-inch-diam- eter holes in the creature. • New strange and dangerous creatures have been seen in the swamp. Perhaps the frog cult that once dwelt within the swamp has been rekindled or maybe it is something worse. • A star was recently seen falling into the swamp. (Actually the falling star was the cyborg’s space craft. Finding the actual craft is beyond the current scope of this adventure.) Many smiths highly value “starmetal” for its purported mystical properties. ADVENTURE SYNOPSIS Deep in the swamp, the party finds the ruins of the Temple of the Frog. While the site is in ruins, it is not uninhabited. The area teems with mutated creatures bred by the cult before its fall and with those exposed to a leaking reactor inside the temple. Additionally, a new threat has entered the area. A group of four cyborgs has arrived to erase any trace of alien presence in the area. They have begun to explore the temple and place explosive charges to remove all evidence of alien technology that they find. THE TEMPLE OF THE FROG AND ENVIRONS Before the PCs can enter the temple, they must deal with the dangers that the swamp may pose to them. THE SWAMP Surrounding the Temple of the Frog is a great swamp, a pestiferous fen populated by all manner of carnivo- rous horrors. The waters of the swamp are generally 2 feet deep, though in some areas their depth increases to 4 or 5 feet. Sinkholes up to 6 feet deep are common, and deeper holes are not unknown. The uncertain foot- ing in these slimy waters makes travel on foot a constant agony of unexpected spills and unpleasant dunkings. Anyone trying to traverse Frog Swamp on foot has an 80% chance each hour of taking a serious spill caus- ing 1–4 points of damage. In 10% of these mishaps (50%, if the character is of Small size or smaller), the water is deep enough that the character could drown (Swim DC 10). A character that succeeds on a DC 15 Survival check each hour may ignore the dangers of PREPARATION As Dungeon Master, you need the following books to run this adventure: Player’s Handbook (PH), D u n g e o n Master’s Guide (DMG), Monster Manual (MM), Monster Manual II (MMII), Monster Manual III (MMIII), F i e n d Folio (FF), and Libris Mortis (LM). To get started, print out the adventure, including the maps. Read through the scenario at least once to familiarize yourself with the situation, threats, and major nonplayer characters (NPCs). Some text is desig- nated as player information that you can read aloud or paraphrase for the players at the proper times. 3 the swamp, and, for each 2 points her check exceeded the DC, she may allow another character to ignore the swamp dangers. Dotting the swamp at intervals of between 10 and 100 yards are sandbars and grassy hummocks of dry ground. The grassy hummocks are generally safe, but the sandbars can be treacherous—some are actually 4 quicksand. Anyone trying to traverse Frog Swamp on foot has a 10% chance each hour of stumbling into a patch of quicksand ( D M G 8 8 ) . The PCs have a 15% chance of locating an overhanging branch or other feature that someone can use to pull free of the quick- sand. It costs 2 squares to enter a bog square (mud or water is 1 foot deep) and Tumble check DCs increase by 2 in bog squares. Deep bog squares cost Medium or larger creatures 4 squares to enter, or a character may swim. Small creatures must swim, and tumbling in a deep bog is impossible ( D M G 88). Daily movement through the swamp is reduced by 60%. The locals avoid the dangers of quicksand and deep water by using flat-bottomed rowboats ( PH 132) to traverse the swamp. These allow them to travel faster and at less risk, but only slightly reduce the peril posed by the wild swamp’s abundance of monsters. If the party is traveling afoot, check for an encounter once every 2 hours; if in boat, check once every 4 hours. To determine what the characters encounter, roll d%. The result determines the type of encounter. Boats can be purchased for 50 gp in any of the villages that dot the edge of the swamp. In the interior of the swamp, the price rises to 75 gp. on a DC 25 Survival check may keep his party on track and ignore the chance of getting lost. THE MOAT A 30-foot-deep moat crossed by three rotting draw- bridges surrounds the temple compound and gardens. In addition, three magic iron-barred gates (hardness 10, 60 hp) block passage both on the surface and under- water (at G1, G2, and G3). The gates extend below the water’s surface to the very bottom of the moat and extend 5 feet above the water’s surface. They are controlled by the magical rings carried by the order’s members and are kept closed at all times. (Treat as if it has an arcane lock on it cast at 7th level.) Part of the moat abuts the curtain wall around the temple and garden. The slippery, moss-covered, closely mortared stones of these walls are climbable, but only with great difficulty (Climb DC 30). The banks of the moat that are not formed by the curtain wall are low and marshy, providing easy entry and exit. These banks are also choked with weeds that provide cover. Attempting to cross the moat creates a 40% chance of an encounter. Roll on the Moat Encounters table below. Moat Encounters d% Swamp Encounters d% Encounter EL Source 01–25 Swamp strider swarm (2) CR 5 (40 hp) 7 MMIII 171 26–50 Mudmaw CR 7 (68 hp) 7 MMII 153 51–75 Giant crocodile (4) CR 4 (59 hp) 8 MM 271 76–00 Darktentacles CR 7 (67 hp) Encounter EL Source 01–30 None N/A N/A 31–40 Dire toad (4) CR 3 (26 hp) 7 MMII 74 41–50 Will-o’-wisp (2) CR 6 (40 hp) 8 MM 255 7 MMII 54 51–60 Catoblepas (2) CR 6 (57 hp) 8 MMII 41 61–70 10-headed pyrohydra (1) CR 11 (108 hp) 11 MM 156 THE CYBORGS The cyborg team arrived by passing through the ruins of Frog Town and entering the temple complex. From area 4A, they split up to place their explosive charges. Two went into the temple, with one going up to the second floor while one set charges on the first floor. The other two headed to the temple garden. One climbed the stairs of tower 10A and set charges along the top of the wall leading to tower 10C. The remaining cyborg set charges along the top of the temple court- yard wall and is inside area 7 when the party arrives. Should they hear a commotion or see one of their fellow cyborgs in trouble, the cyborgs move to that area to provide assistance. After setting its charges, each cyborg moves to the front door of the temple and waits there for its comrades. They wait for 1 hour before entering the temple to look for their missing companions. Cyborgs Alpha and Beta are encountered by the party in the temple. If not encountered outside the temple, Cyborg 71–80 Shambling mound (2) CR 6 (60 hp) 8 MM 222 81–90 Dire snake (2) CR 5 (52 hp) 7 MMII 76 91–00 Mudmaw (2) CR 7 (68 hp) 9 MMII 153 Obscuring Fogs and Getting Lost As if monsters and terrain were not enough, the swamp, the Temple of the Frog, and the nearby waters of Lake Gloomen are subject to dense fogs that block out sun and stars and make it difficult to determine direction. On any given day, there is a 10% chance that a dense fog settles in and obscures the landscape all day and night (as the obscuring mist spell on P H 258) There is an 80% chance that fog covers the area all night and throughout the morning. There is only a 10% chance that the entire day and night is clear. Characters attempting to travel through the swamp during periods of dense fog have a 50% chance of getting lost during each hour of travel and thus making no progress toward their goal that hour. A character who succeeds 5
[ Pobierz całość w formacie PDF ] zanotowane.pldoc.pisz.plpdf.pisz.pllily-lou.xlx.pl
|
|
Linki |
: Strona pocz±tkowa | : 2001.10 Genialne schematy, ELEKTRONIKA, Genialne Schematy | : 2002.10 Genialne schematy, ELEKTRONIKA, Genialne Schematy | : 2008-Metody obliczeniowe-07-D-2008-10-29-19-28-1, Inżynierskie, Semestr III, Metody obliczeniowe, Wyklady | : 2008-Metody obliczeniowe-06-D-2008-10-22-20-13-23, Inżynierskie, Semestr III, Metody obliczeniowe, Wyklady | : 2007.10 Kivio [Open Office], Infa, Open Office (tangofox) | : 2006C16-wyklad 10, Studia, mechanika budowli, mechanika IV, wyklad | : 2010 10 MODELLFAN, MODELLFAN | : 2015.10.30 Dec nr 429 MON - 49 Baza Lotnicza odznaka pamiątkowa, 002-05 WOJSKO POLSKIE OD 01.01.1990 | : 3. DEMOGRAFIA.PROBLEMY ENERGETYCZNE 09-10, Ekologia, Ekologia slajdy, Ekologia Wyk 2 | : 2004.10 Rescuing Data-Recovering Information from Damaged Hard Disks with Dd Rescue, Informatyka, ►Artykuły, LinuxMagazine, Know How |
zanotowane.pldoc.pisz.plpdf.pisz.plnasza-bajka.htw.pl
. : : . |
|