3.5E D&D - Adventure 15 - Matters of ...
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3.5E D&D - Adventure 15 - Matters of Vengeance, RPG, DnD, Adventures
[ Pobierz całość w formacie PDF ] MATTERS OF Matters of Vengeance is a short D&D adventure for four 15th-level player characters (PCs). The story is set in and around the village of Three Forks. You can place the action in any remote section of your campaign world that is a few days’ ride from a city. The area you select should feature nearby forested regions and be able to accommodate an abandoned village and a nearby manor house as well. The adventure is designed to take place during winter to help set the mood, although you can change the season without changing the adventure. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign. A Short Adventure for Four 15th-Level Player Characters PREPARATION You (the DM) need the D&D core rulebooks, includ- ing the Player’s Handbook,the Dungeon Master’s Guide, and the Monster Manual.This adventure uti- lizes the v.3.5 rules, but it can easily be used with the 3.0 rules as well. To get started, print out this adventure (including the maps). Read through the scenario at least once to familiarize yourself with the situation, threats, and major NPCs (particularly their motivations). In addi- tion, you might want to familiarize yourself with the death knight template from Monster Manual IIand the swordwraith from Fiend Folio,though all the statis- tics needed to run those creatures are provided with the adventure. Text that appears in shaded boxes is player informa- tion that you can read aloud or paraphrase for the players at the proper times. Any unshaded boxes con- tain important information for you. CREDITS Design: Darrin Drader Editing: Penny Williams Typesetting: Nancy Walker Cartography : Rob Lazzaretti Web Production Julia Martin Web Development: Mark A. Jindra Graphic Design: Sean Glenn, Cynthia Fliege Based on the original D UNGEONS & D RAGONS ® game by E. Gary Gygax and Dave Arneson and on the new edition of the D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. 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. ADVENTURE BACKGROUND Ombrol Losladan was born in the small village of Three Forks to an honest peasant family. As a child, he made friends with a girl named Taryn Bistimmer, who was nearly his age. As the two children grew older, their friendship blossomed into romance, and they began to court. Their love was a simple one, uncomplicated by jealousy or parental expectations. But they were poor, so Ombrol knew he must make his fortune before claiming Taryn as his bride. On his sixteenth birthday, he pledged his undying love for his lady fair and gave her his family locket as a promise to return and marry her. Then he left the village to join the militia in a nearby city. ©2003 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 VENGEANCE During his absence, Taryn’s family fell on hard times. Several seasons of poor crops put the family deeply into debt. Taryn’s father died of a wasting dis- ease, and to keep their home, her mother had to grant her only daughter’s hand in marriage to the local baron, an older man named Kaiius Holden. Thus, when Ombrol returned home six years later as a decorated soldier, he found that his one true love was already mar- ried, though the union had produced no children. Instead of returning to the city, Ombrol stayed on to help his family, since his parents were growing old and could no longer farm the fields as they once had. Mean- while, he kept a silent watch on Baron Holden’s manor and pined for Taryn. His love for her drove him to obsession, and he began to keep track of the times that Taryn left for the village. Eventually, Ombrol worked up the courage to approach her in the market. his cell and unshackled him. Knowing that both of them would face the baron’s wrath if they stayed, the two lovers fled the manor on horseback. The baron and his men scoured the nearby woods for his wayward wife and his treacherous guardsman, and their trail was quickly found. The baron’s men set up an ambush for the pair along a wooded roadside and fell upon Ombrol and Taryn as they passed through. Ombrol was quick to rise to his lady’s defense, but Baron Holden’s forces had the advantage of superior numbers. Though Ombrol fought furi- ously, dispatching several of the guards who had once trusted him as one of their own, the baron finally ended the battle by firing a bolt through his wife’s heart. She died in Ombrol’s arms. After watching the life fade from her eyes, Ombrol offered no resistance as the baron’s guards chained him and returned him to the manor. FORLORN LOVERS Their meeting was brief, and what Taryn said unsettled Ombrol, worsening his already fragile mental state. Baron Holden was a cold man who was interested only in his own happiness and comfort. His youth had long been over, and their marriage was a loveless one. Worse yet, she constantly feared for her own safety, since all of the guards answered to him and gave her little regard. Taryn longed to return to her one true love, but break- ing away from the baron would place the two lovers and both their families in grave danger. When their rushed conversation was over, Ombrol sullenly watched Taryn leave, Over the next two months, the former lovers met in secret on several occasions. Each time, their separation weighed more heavily upon them. Ultimately, Ombrol decided to take action. Donning his armor and sword once more, he pledged his services to the baron so that he could be closer to his beloved Taryn. Baron Holden accepted Ombrol’s pledge of loyalty and placed the young soldier in his personal guard. By this time, Ombrol was well aware of the baron’s schedule, and he often found excuses to stay behind while the baron went hunting or walked among his people. Ombrol and Taryn sometimes managed to sneak away together in the baron’s absence. Ultimately, however, another guard caught them trysting, subdued Ombrol by force of arms, and took him prisoner. Left shackled in the dungeon to wait for the baron’s return, Ombrol bemoaned his fate. But his lady love was a resourceful woman, and she managed to obtain the keys to his cell and his manacles from one of the guards. Sneaking into the dungeon, she let herself into 2 DESCENT INTO MADNESS For years Ombrol prayed for death as he wasted away in Holden’s dungeon. He mourned his lost Taryn, but his grief slowly gave way to a cold anger. During his long incarceration, Ombrol plotted how he would kill the baron. In the end, however, Kaiius Holden simply dis- appeared. Though his loyal retainers spent months searching for him, he was never found. When they finally gave up on finding the baron alive, the guards freed Ombrol. They bore him no ill will for what he had done, and they didn’t wish to see him waste away for the rest of his life. Upon his release from captivity, Ombrol learned that his parents had died poor and destitute. The baron had told them that their son had deserted them and their village, and he levied twice the standard taxes upon them as punishment for the young man’s crimes. Upon learning their fate, Ombrol became sullen and angry. He returned to the house where he had been raised and began to drink heavily. During this inebriated period, a voice began to speak to him, offering words of comfort and urging him toward revenge. It taught him to cultivate his hatred and focus his loathing until he could use the skills he had acquired in combat against people who were normally considered good and upstanding citi- zens. The voice belonged to none other than the demon prince Orcus, who sought to make the unhappy Ombrol his tool. Ombrol returned to the manor by stealth and slew the guards who still lived there, along with their families and the few members of Baron Holden’s family that remained. Now a known killer, Ombrol went into hiding, but he was eventually tracked down and slain by the local militia. mony in which he will end the bloodline of his most hated enemy by sacrificing his last relative to Orcus. Upon entering the village, the PCs must fight their way past some undead patrols and living guards. Once inside, they find various clues that divulge the history of the death knight. To save Erim’s life, the party must dispatch the undead within the manor, deal with the mercenary company, and stop the death knight before the sacrificial rite has concluded. DEATH KNIGHT ASCENDANT But Ombrol was not to be allowed the peace of death. Orcus animated his lifeless husk of a body, transform- ing him into a death knight. He recruited the undead from the surrounding area into his service and used his fearsome army to conquer the manor house where he had once served the baron. Realizing that they had fallen under the control of a fearsome undead lord, the villagers quickly fled the area. Their dwellings eventu- ally fell into disrepair, and the once verdant fields became choked with weeds. The death knight stayed in the manor, biding his time and occasionally ordering brutal attacks on people traveling through the area that he controlled. ADVENTURE HOOKS There are several ways that the characters may become involved in this storyline. They may be drawn by tales of the abandoned village and the nearby manor filled with undead, or they may be acquaintances of Erim Holden who have agreed to help him regain his property. Per- haps the PCs are simply be passing through the area when they hear that a newcomer is in need of adventur- ers. Alternatively, one of the characters may either be from the city or have roots in the village of Three Forks. As the DM, it is your job to decide how best to involve the characters in the adventure. You can use the following hooks to spur your imagination, modifying them as necessary to fit your campaign or the characters. BLOODLINE And so matters remained for more than two hundred years. Recently, however, a young noble named Erim Holden came to the area with his entourage. A descen- dant of the baron’s nephew and the last living descen- dant of Kaiius Holden, Erin sought to reclaim the family property. Upon realizing that only undead now inhabited the village, he left for the city to seek rein- forcements. But Ombrol had seen Erim and instinc- tively recognized him as a relative of the hated baron. Lord Ombrol ordered his undead followers to attack the baron’s men and take the noble alive. The undead slew many of Holden’s guards, but Erim himself escaped to the city on horseback. Ombrol, intent on revenge, hired the Dragon’s Fang mercenary company to help him deal with the living inhabitants of the city and locate the baron’s nephew. The company distrusts the death knight, and many of its members feel that their leader, Akaron Swiftblade, has made a critical error by aligning them with an undead lord. Erim Holden, for his part, seeks a group of adventurers to clear his manor and return him to his rightful position of power. • While traveling through an area of the campaign world they have not previously explored, the PCs happen upon the abandoned village. After they encounter a few undead patrols, it should become clear that a more powerful evil directs these groups. If they withdraw to seek more information before approaching the manor, they can glean some half- remembered tales about the village from the most venerable nearby residents, as well as wildly inaccu- rate tales from the superstitious locals, who believe it to be a place of extreme evil. • During another adventure, the party finds an old tome with yellowed, crumbling pages. This book describes many notable events that took place in this area about two centuries ago. Some of the more inter- esting entries describe the plight of the villagers, who vacated the area when it was overrun with undead. Although the village has long been forgotten, tales told by bards and locals maintain that little has changed since the tome was penned. • A necromancer who is on friendly terms with the PCs approaches them with an interesting conun- drum. Ever since he moved approximately 50 miles from the village, the undead he has created and charged with guarding his property have been ADVENTURE SYNOPSIS The characters receive an offer of employment from Erim Holden, who wants some adventurers to rid his manor of an undead infestation. Shortly after the party leaves for the abandoned village, however, Erim is abducted by members of the Dragon’s Fang mercenary company and whisked away to the manor. Ombrol immediately begins making arrangements for a cere- 3 wandering away, seemingly of their own volition. He can point the PCs in the direction the undead have been going, but he knows nothing else of the area. • The party learns of a trading caravan that was set upon by undead creatures while passing through the area. More than half of the soldiers guarding the caravan were killed, and their corpses were pulled off the road and toward the village. THE VILLAGE OF THREE FORKS Three Forks was so named because of the three creeks that converge within its limits. It is windy and snowing heavily when the party arrives, and the light that filters through the trees is dim. Characters can see to a maxi- mum range of 100 feet without low-light vision or 200 feet with it. Darkvision allows vision to its normal range or 100 feet, whichever is longer. At any range less than or equal to maximum visibil- ity, creatures have concealment (20% miss chance). Artificial light negates the concealment, but only within the area that the light source illuminates brightly. Darkvision negates this concealment within its normal range. Many of the dwellings have fallen apart completely, and the rest are in extreme disrepair. The only excep- tion is the manor on the hill, which has been immacu- lately maintained. When the PCs first enter the village, read or para- phrase the following aloud. BEGINNING THE ADVENTURE Whether you use one of the plot hooks above or make up one of your own, the party should meet with Erim Holden before tackling the manor house. He is presently staying at an upscale inn located in the nearby city. While a meeting with him is not absolutely necessary to begin the adventure, it helps convey the history behind the manor, lets the PCs know who Erim Holden is, and warns them that undead inhabit the village of Three Forks. Erim Holden stands 5 feet 6 inches tall and appears strong and stocky. His hair is brown, and the top of his head is bald. He keeps his remaining hair at shoulder length and wears it in braids caught with platinum bands. Long sideburns run to his chin, and he has a long mustache bound with ornate golden bands. Erim shows the PCs the deed to the property, which dates back five hundred years. He tells them of his uncle, Kaiius Holden, who he believes died at the hands of the undead now holding the manor and the village. He describes his visit to the village, mentioning that he saw the silhouette of an armored figure, with red pinpoints of light where its eyes should have been. Erim offers the characters 8,000 gp worth of gems if they can successfully clear out the manor. A successful opposed Diplomacy check raises his offer to 10,000 gp, but no higher. One of the conditions he sets is that the characters not disturb any of the treasures they find within the manor, since he wants to preserve any family heirlooms that remain. While he prefers to make full payment upon completion of the job, he does offer the characters 50% of the market value of any treasures they find within the manor. Creatures: The inn is filled with numerous travelers and servants, plus the innkeepers. Five of Erim’s guards stay in a room across the hallway and can be sum- moned in a single round with a shout. D Erim Holden: Male human aristocrat 7; hp 34. Guards: Male or female human warrior 5; hp 35. The windblown snow carries a chill that seems even colder than the wintry conditions would merit, and the light that filters down from the gray sky is dim at best. No sounds break the still- ness of the falling snow. Ahead lie the remains of a village. Many of the structures still stand, though they display the rav- ages of extreme age and lack of maintenance. Many of them are little more than weatherbeaten wood planks just barely held together with rusted nails. Upon the highest hill, however, stands a fine manor that appears to be inhabited, judging by the lights in the windows. 4 Unless the PCs have taken great pains to make them- selves invisible, they are already being observed by the undead patrolling the village in area A. Creatures: Undead patrol areas A and B, while the human fighters of the Dragon Fang mercenary com- pany guard area C. Tactics: The undead do not attack until the PCs come within 50 feet of their positions. They coordinate their activities only with others in their own groups; they do not assist groups in other locations. Development: The undead guardians do not bother to report the presence of the party to their master, since they assume that the intrusion will be observed by the guards on the hill near the manor. 5
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