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How the Mighty Are Fallen
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How the Mighty are Fallen
by slade
Author: slade
Editor: Jim Butler
Project Coordinator: Thomas M. Reid
Concept: Mark Anthony, Jim Butler, Julia Martin, Steven Schend, and Jim Ward
Cover Illustrator: Nick Jainschigg
Interior Illustrator: Ned Dameron
Graphic Designer: Dee Barnett
Art Coordinator: Bob Galica
Typesetting: Tracey L. Isler
Prepress Coordinator: Dave Conant
Playtesters: Deneen Olsen (DM); John Creech, Robby Duncan, Eran Edwards, Rich Jenkins, Dave Kelsay,
Leonard McGillis, Jeff Pashke, Marty Ruger, Ethan Schazenbach, and Victor Semlek
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T ABLE OF C ONTENTS
T HE T IME HAS C OME ...................... 3
T HIS A DVENTURE .......................... 3
Abbreviations ........................ 3
Notes to the DM ........................ 3
Synopsis ............................... 3
A T HOUSAND F ISTS K NOCKING ......... 31
B REAKING AND E NTERING ............. 32
I N J AIL ................................. 32
T HE S EARCH ............................. 33
The Gold Dragon.................... 33
Entrance to the Lair .................. 34
The Tarrasque........................... 35
K ARSUS M ARKETPLACE .................... 36
Liberty on my Mind.................. 36
Nether Here Nor There ............... 37
Quelling the Serfs ..................... 37
Robin Banks .............................. 40
Scrying the Orcs Through ........... 40
T HE G RAND W ELCOME ..................5
Y EOMANS L OFT .......................... 9
A. Neth Gatehouse ....................10
B. Constable ..................... 10
C. Dock Hand Guild ................. 10
D. Taverns .......................... 10
E. Hostels .........................11
F. Grocer Cartel .................11
G. Supply Vendors ...............11
H. Bathhouses.................... 11
I. Courthouse/Jail.................. 12
J. Temple of Amaunator ........... 12
K. Temple of Mystryl ............... 12
L. Temple of Tyche.................. 12
M. Shipwrights .....................12
N. Oberons Laboratory ............. 12
O. Spacefarers Guild ................ 12
P. Warehouses ....................... 12
T HE L ICHLORD S C ASTLE ............... 43
E ND OF THE J OURNEY ...................... 43
Dead Denizens .......................... 43
Castle Approach ........................... 45
The Lichlords Castle ................. 46
Within the Castle ...................... 46
The Array Moves ......................51
The Conversion........................ 51
Wrath of Karsus ..................51
E PILOGUE ........................... 52
T REK T HROUGH THE E ASTERN F OREST . . . 13
T HE J OURNEY ............................13
Random Encounters.................. 13
Eastern Forest ............................ 13
Gods Legion Mountains .............. 18
P LANNED E NCOUNTERS ...................20
The Summons .......................... 20
Varied Tracks ........................ 21
Frozen Bounty ..................... 22
Sound of Glory .................... 22
Elven Proposal ..................... 22
T HE G RAVEYARD ......................... 22
On the Trail of the Dead................. 23
The Orc Retreat ....................... 25
The Elusive Illithid................... 26
S PELLS & M AGIC .....................56
N EW S PELL ............................56
Chevics Tracer ....................... 56
N EW E QUIPMENT ........................56
Consumption Armor ................. 56
Deflector............................... 57
Dr. Killdrums Wand of Fireballs ...... 57
Dying Womans Leather Ensemble.... 57
Edies Cloak .......................... 58
Floating Bubble......................58
Krystaufers Spell Book............. 58
Lichlords Spell Book............... 59
Neth Tattoo ....................... 59
Protector.......................... 60
Separator .......................... 60
Twinrazor ....................... 60
Warmthstone....................60
S IDE T REKS ............................. 27
T HIEF IN THE N IGHT ..................... 27
Central Courtyard .................. 27
R UMORS & H OOKS ................61
Table of Contents
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T HE T IME HAS C OME
now ye the events before they shall come to pass. Let them lend thy
heart to gladness and ease for in them ye shall know future and
nigh thine heart to concern.
This Adventure
How the Mighty are Fallen allows player-characters
boxed set to alter the adventure to fit into his own
campaign. Encounters with tomb tappers and the
sharn are obvious elements that should be consid-
the opportunity to participate in the final days of
ered for inclusion into this adventure.
Netheril. Characters are given the opportunity to aid
The DM should be generous with common infor-
in the empires destruction or seek to prevent what
mation if players are running characters who are
must come to pass. The Netheril: Empire of Magic
native to Netheril. Time-traveling characters
boxed set is required to fully utilize the
who jump into Netheril at its Fall should
adventures within these pages.
be at a disadvantage in terms of
Abbreviations
common knowledge, available
contacts, and reputation.
Spelljamming is mentioned
Some of the abbreviations used
within this product might con-
fuse novice DMs during the
course of play. These include:
at several points in this
adventure (as well as in the
Empire of Magic boxed
set). Knowledge of the
spelljamming vessels, rules,
and equipment isnt neces-
sary to run the adventure;
its provided strictly as back-
ground for those Dungeon
Masters who are currently
using the S PELLJAMMER ®
Campaign Setting (#1049) and
Realmspace (#9312) supplements.
NPC short-form descrip-
tions, such as Karsus (CN
hm A41): The first two letters
in parentheses refer to align-
ment (chaotic neutral), the middle
two refer to race and sex (human
male), and the final letter and number
refer to class and level (41st-level arcan-
ist). An extensive list of these are included in the
F ORGOTTEN R EALMS ® Campaign Setting.
A#: Arcanists are the wizards of Netheril.
Complete information on them can be found in the
Netheril: Empire of Magic boxed set.
P#: Priests are likewise detailed in the boxed set.
Clerics do not exist in Netheril except as specialty
priests.
Synopsis
The adventure begins as characters enter the spell-
jamming city of Yeomans Loft, the heart of Netherils
Realmspace activities. Here they meet Nopheus, a
jeweler whos looking for some adventurers to
retrieve the body of his wife from her resting place
in the Gods Legion Mountains. Characters can
choose to explore the city, get involved in the
thieves guild, or simply investigating the bargains to
be found in the citys many shops.
Notes to the DM
This adventure is not extraordinarily linear in nature;
players can choose to follow a variety of paths that lead
to the Fall of Netheril. As such, the DM should read the
entire adventure and understand the directions that the
heroes can take before game play begins.
Additional magical items and spells are included
The heroes can also take a trip to the floating city of
Karsus for an opportunity to do some Neth-style shop-
ping in the side trek Karsus Marketplace. They can
choose to join the constabulary in Quelling the Serfs
as they attempt to rid the city of rebellious people.
at the end of the adventure. The DM is encouraged to
Once all of the enclave business has been taken
add additional elements from the Empire of Magic
care of, the party most likely sets out to locate the
The Time has Come
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body of Nopheuss wife, Amanda. Again, though, forces
conspire to deter them, this time in the form of a sum-
mons by the great Archwizard himselfTarsus. It seems
he needs a few spell components, and he thinks that the
heroes are just the ones who should undertake The
Search.
Of course, talking a gold dragon out of its gizzard and
asking the Tarrasque for its pituitary gland are not easy
tasks. Itll take more than a strong sword arm before the
characters can get back on task to locate Amanda.
When the characters enter The Graveyard they
encounter some elves whore disturbed by the complete
loss of dead bodiestheyve all been dug up and carried off.
According to the map that Nopheus gave them, Amandas
grave was here somewhere. Hopefully, with little prompting
from the elves and the DM, the characters are soon On the
Trail of the Dead, the real meat of the adventure.
They encounter their first undead in Faerûns past and
are probably be surprised to find that the zombie is intelli-
gent and can carry on a conversationand probably a
tune if asked. If they assist the zombie and help mend his
fractured leg, they make themselves an ally that might just
save their life later on in the adventure.
While following the trail of the undead, the heroes run
into a berserk ranger whos grieving over the loss of his
family and friends. If the characters resist the urge to
swing their swords, they make another friend. As their
friend departs on a mission of his own, the sounds of The
Orc Retreat greet their ears. The furor is just an army of
orcs running from something terrifying. A captured orc
gives the characters their first report of an opponent
known as the Lichlord.
If the characters are carrying any magical items, they
attract the attention of the phaerimm, who have extreme
prejudice against humans (especially Netherese) and their
gluttonous use of magic. The phaerimm gate into the scene
to attack the owners, hoping to steal the magic as well as
a few of the humans carrying them. If they manage to cap-
ture one or more of the characters, the phaerimm carry
them down into the Underdark to their mind flayer com-
rades, There, The Elusive Illithid delves into their minds
to excavate any information. Escape is not impossible
though fate may prove kinder to them should they stay.
The Deads Denizens, in the form of three evil and cruel
arcanists sent by the Lichlord himself ambush the charac-
ters. This can be used as a major clue that the characters
are getting too close in the eyes of the Lichlord.
As they near the end of the adventure, they come across
an eerie castleone constructed of the bodies of skeletons
and zombies. This is the home of The Lichlord himself.
Thousands of corpses form the walls, floor, and roof, and
hundreds more participate every hour as undead flock to the
area. The characters, however, are not alone in this adven-
ture. Karsus himself has been preparing for this ever since he
first heard of the Lichlord and speculated on his actions.
What better but to have the Archwizard himself as your per-
sonal ally (even if he is hundreds of miles away) preparing
the greatest magical concoction in human history!
The Epilogue tells the happenings immediately after
the Fall of Netheril.
4 The Time has Come
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