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Opus Operandi: Dark Side of the Sun
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DARK SIDE OF THE SUN
Chronicle Adventure Module 1
A d20 adventure by David Sharrock & Wyn F Dawkins
for 4 to 8 characters of levels 3 to 6 Challenge Rating 5/6
By David Sharrock and Wyn F Dawkins
Illustrated by Maciej Zagorski, Pawel Dobosz and Wyn F Dawkins
Maps and icons by Wyn F Dawkins, Cover art by David Sharrock
Opus Cartography by David Sharrock
Paravelly and related writing by Steve Dean
The Opus setting is based on an original idea by Suzanna Hope
This document is protected by UK and international copyright laws
All rights reserved © Forever People Digital Press 2007
PDF format Opus Operandi ~ Dark Side of the Sun, First Edition
Distributable in pdf format only. No alterations, No redistribution.
No unauthorised use of images and/or text. Copyright infringements may lead to prosecution.
visit us on the web
www.foreverpeoplerpg.com
enquiry@foreverpeoplerpg.com
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Introduction
Contents
Opus Operandi is a fantasy campaign setting for the
d20™ sysem, but and expored enrey hrough
adventure modules. The setting has been designed in
this piece-meal fashion in order to avoid the usual
overload of information placed upon GMs and players
when introducing a game group to a new fantasy
world. An explanation of the world in brief is provided
at the end of each adventure, for the GM to print and
keep handy behind his/her GM screen. This single
page reference sheet is all the GM needs in order to
run an Opus Operandi game. Everything else the GM
needs can be ound n he d20™ sysem reerence
document.
Introduction
3
Author's Foreword
3
Chronicle Series
3
Thaumatourgos
4
Player Introduction
5
GM Overview
6
The Notes
8
Outcomes
8
Player Printout
9
The Greymist Mountain Region
10
The Jejune Flatlands
13
Inglenook Woods
13
Bleaktonne
14
Orktusk Hills
14
Talus
14
There are no limits or set order in which to play the
Opus Operandi adventure modules, however some
adventures will be more suited to certain experience
levels than others. Where applicable, challenge ratings
are supplied.
Author's Foreword
The Greymist Mountains
14
The Alpine Forests
14
Rumours Abound
15
Player Rumours & Map
16
Stantionbridge Map & Key Details
17
The Barbarian Horde Scenario
19
The Mohan Trail Scenario
21
Mohan Trail Map & Key Details
23
The Wizard of Talus Scenario
25
An Interview With Ulnar
26
The Thaumatourgos Tomb Scenario
30
The Caves Map & Key Details
31
Dark Side of the Sun introduces an interesting new
twist to the Opus setting which is sure to inject your
campaign with some uniqueness. This is a very non-
linear format, so be prepared for that make-it-up-as-
you-go-along element. Where possible we've tried to
cover most eventualities.
David Sharrock/Wyn F Dawkins.
Chronicle Series
The Orb of Evocation
54
Continuing From Here
56
NPCs/Enemies
57
Dark Side of the Sun - Printable Version
64
Map of Opus
101
Printable Map of Opus
102
The Realm of Opus
103
OGL License
104
Each Opus adventure highlights and introduces a
different aspect of the Opus world. Dark Side of the
Sun explores an historical aspect of Opus and is the
first in the Chronicle series. Other sets include the
Pantheon series (introducing one of the Opus religions)
and the Locus series (focusing on an Opus location).
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One day, a prominent member of the Order of Mohan
was approached by a woodsman local to the swamp in
which the brothers lived. He seemed agitated and
spoke of bright lights and strange sounds in the depths
of the swamp, specifically in the region where the
wizard bothers' hut was known to be situated. He knew
of the Order, and of the twins being members. He
numbered among those rare individuals who
considered themselves friends to the brothers, and thus
had they told him where to go should a violent or
unexpected fate befall them.
Thaumatourgos
Sensing trouble, the wizard called other members of the
Order to his side and together they stalked into the
depths of the swamp, there to discover the laboratory of
the twins apparently empty of all furnishings. The
walls, ceiling and floor were smeared in a strange red
mass which oozed and trickled with the consistency of
congealed blood. The brothers were conspicuous by
their absence. Indeed, upon testing the substance, the
wizards were horrified to discover that this mass
constituted the remains of the pair, each mixed with
wood, metal, glass and fabric reduced to mere particles,
so that the result seemed like a paste spread thickly
upon every visible surface.
Thaumaturgy is a word embedded in legend. Magic
users of Opus refer to their art as thaumaturgy. Items
resonating with magical energies, spell scrolls or items
imbued with magic are known as thaumaturgic
artefacts. Thauma is even the name given to the
goddess of magic, sorcery and illusion.
A search of the house ensued and revealed, among
other things, the nature of the twins' most recent
experiments and a variety of newly constructed spells.
The wizards were tentative in testing each spell, afraid
they would suffer the same fate as Earheart and Graya.
Eventually, however, and through cautious trial and
error, they identified the spell responsible for the
wizard brothers' annihilation and endeavoured to test it
themselves. The wizards of Mohan wished to
understand the nature of the magics the
Thaumatourgos twins had been dabbling in and sought
to recover as much of the brothers' work as they could,
testing it with safer methods and in so doing compiling
a steady picture of the spell responsible for their deaths.
From this spell came numerous other spells and the
crafting of a single magical artefact, the Orb of
Evocation. The Orb was activated and the magic of
Thaumatourgos tested. A secret was revealed.
Earheart and Graya Thaumatourgos were surprisingly
unassuming wizards, given the magnitude to which
their name has grown in the centuries since their death.
Identical twins and both members of the wizarding
Order of Mohan, the pair were young sorcerers, each
eager to learn, but unwilling to share their discoveries
with other wizards. Their peers recognised them as
magic users of considerable skill, and men of many
qualities, but unlikely to achieve greatness, particularly
in the fields of magic they endeavoured to study. The
brothers lacked any compunction to confer with the
gathered minds of their own order, and in so doing lost
out on a great well of arcane knowledge which might
otherwise have provided them with the vital methods
and spell-crafting techniques their flawed experiments
sorely needed.
So great was this revelation that the name
Thaumatourgos would soon become synonymous with
magical discovery and excellence. In crafting their
spell, though the casting had killed them, Earheart and
Graya had unveiled the foundations of one of the most
astounding secrets ever to be uncovered through
sorcerous dabbling.
Where most of the order occupied impressive stone
towers or enigmatic citadels constructed on high peaks
in the Greymist Mountains, the Thaumatourgos twins
lived in a small wooden hut in the middle of
Marshdown swamp, an impish familiar and the
occasional passing local their only company. There
they developed spells based on their favoured subject,
gravity and the energy force they named 'gravitas'. In
their efforts the twins were largely successful, and
many of the levitation or anti-gravity based spells used
by modern-day magic users have a firm basis in the
early works of Earheart and Graya, though very few
magic users are actually aware of the fact.
Nobody knows what became of the wizards of Mohan,
though it is likely they eventually suffered the same fate
as the twins. The true nature of the secret was never
fully revealed, or passed on, though a select few were
probably privy to limited versions of the truth. Through
these few, rumours somehow filtered down to the
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CHRONICLE INFORMATION
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general populace of Opus, and rumours became a kind
of truth, embedded in the collective memory of a
world, languishing as uncertain yet fantastic tales in
folklore and myth, emerging in the words of bardsong,
or appearing in the occasional line of mythical poetry.
but this worthy and his cohorts somehow managed to
convince them to let him in. Oberon wonders if the
shifty stranger isn't some kind of wizard and he gained
access across the moat by using magic on the guards.
Thaumaturgy is the craft of magic and evocation is the
tapping of potent and mystical energies. Both terms
derived from the time of the twins and the unveiling of
a great but long forgotten secret.
The front door of the inn bursts open at this moment
and the stranger enters. A group of thugs accompanies
him, each man brandishing a weapon of some sort.
They glare at the player characters with unconcealed
menace.
Read aloud to the players:
Player Introduction
His voice barely louder than a whisper, the stranger
sneers, "so, here are Agrovar's pets at last, scurvy
dogs upon my heel. Taller than I expected, which, I
suppose, is why you have done well to cover such a
distance in so short a time." you are struck by the
dark colour of his face and the sharpness of his
features. There is something of the hawk about this
man, with his hooked chin, beaky nose and beady
eyes. His hair too, thick and lustrous, flows away
from his head like the downy feathers of a bird and
his cape billows around him like nothing less than
a pair of long black wings, albeit wings more akin
to that of a bat than a bird.
The party are travelling in the shadow of the Greymist
Mountains when they happen across a small settlement
named Stantionbridge, a village of diminutive thatched
cottages huddled together within a wooden palisade
upon a circular island, surrounded on one side by a
natural moat in the shape of a horseshoe, and sheltered
on the other by the jagged wall of the Greymist
Mountains. A large raft, which must be called from the
inner bank by ringing a large bronze bell situated on
the outer bank, ferries visitors across the moat, which
itself joins a river running south into the mountains.
Even as the party profess their innocence and try to
explain that the stranger has them mistaken for
somebody else, locals will scramble out of the way and
the thugs will draw weapons. A fight is unavoidable as
the PCs' protests fall on deaf ears.
The village is a welcoming spot and the local tavern
(The Turning Mere) serves decent food, making a nice
change from the trail rations to which the party have
probably grown accustomed. The barman is a bear of a
man named Oberon Fordkeeper who runs the tavern
with his two wide-shouldered sons Frith and Penfirth
and his wife Meredrith. He welcomes the group into
his premises and serves them free ales as a symbol of
friendship. In return he asks them for news of the
outside world and any locations they may have passed
through on their way to Stantionbridge.
Oberon Fordkeeper will vault the bar and join the fight
on the side of the player characters. He will attack the
stranger, who will subsequently deal him a mortal
blow, killing him outright. The stranger will then turn
and flee, his cohorts closing ranks behind him to
prevent the PCs giving chase.
Once the battle is won and players have rushed out of
the tavern to find the stranger, they will learn that an
agitated man dressed in a black cape was seen racing
out of the tavern just moments before. He promptly
transfigured into a great bird of prey and rose into the
air, flying south toward the mountains.
The group may be surprised to learn that they are not
the only strangers to visit the village this day when
Oberon points out a cloaked figure seated on the far
side of the bar. Local patrons are giving him a wide
berth and he sits alone, sipping carefully from a flagon
of ale.
At this point the players will have a motive to give
chase, but no lead to go by (unless one of the thugs has
been spared for interrogation- see below). Even the best
tracker among the player characters could not follow a
bird. However, Frith and Penfirth are enraged by the
murder of their father and soon deem to set off along
the Mohan trail into the mountains to find the evil
'shape-shifter' and bring it to justice. It is likely the
players will opt to take up with them on their journey,
however if they do not, they will shortly be approached
The figure spies the party and suddenly leaps to his
feet, hurrying from the tavern by a back door. Oberon
explains that the stranger came to Stantionbridge
earlier that day, accompanied by a group of ruffian
types who, at this time he believes, are resting and
watering their horses behind the tavern. Normally, the
guards who operate the ferry would never allow such a
group of obvious cut-throats passage across the moat,
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