Scales of War - [Lvl 7] - Den of the Destroyer.pdf

(2410 KB) Pobierz
untitled
"The armies that today
march across the fi elds
and mountains of the world
will tomorrow be forgotten,
as will we all. But do not
fear the progress of history,
nor give up in today’s fi ght,
for our e orts are far from
futile. Instead, prepare
your sword and shield and
stand against the tide that
threatens to overwhelm our
lands. For though you and
I may be forgotten in the
years to come, what we do
today will echo through the
ages and determine the fate
of all those who follow
in our footsteps."
by Rodney Thompson
illustrations by Jason A. Engle,
Rob Alexander and Steve Prescott
cartography by Mike Schley
D e en
D estroyer
of the
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
14
November 2008 | DUNGEON 160
An adventure for 7th-level characters
estroyer
14
14
ber 2008 | DUNGEON 160
436783470.013.png 436783470.014.png 436783470.015.png 436783470.016.png 436783470.001.png 436783470.002.png
Den of the Destroyer
“Den of the Destroyer” is an adventure for five 7th-
level characters. By the end of the adventure, the
characters should reach 9th level. You can run this
adventure as the sequel to “The Lost Mines of Karak,”
continuing the unfolding story of the Scales of War
adventure path, or run it as part of a campaign of your
own design.
In this adventure, the PCs are called back to
Brindol by a surprising summons that sees them
undertake a dangerous mission to an abandoned
githzerai fortress. Along the way, they must deal with
bounty hunters hired by an old enemy, and confront a
vile gang of gnolls terrorizing Elsir Vale.
across Elsir Vale, pillaging, plundering, and seizing
as many captives as possible.
Fangren and his mercenaries went about the
agreed-upon task with gusto, carving a swath of
destruction across the borders of Elsir Vale. Using
an ancient githzerai monastery known as Fortress
Graystone for their base of operations, the gnolls
began kidnapping innocent inhabitants of the Vale
for their own sinister pleasures. Most of their raids
focused on outlying settlements, allowing them to
wreak havoc without drawing the attention of more
powerful parties.
As the gnolls found more and more success in their
raids on the Vale, their leader grew even hungrier
for power. Soon, Fangren came to believe that their
success was not due to shadar-kai weaponry but by the
favor of the demon lord Yeenoghu. Fangren quickly
started to see himself not as merely the leader of a
band of gnolls, but as a chosen one of Yeenoghu, with a
destiny to become one of the demon lord’s exarchs.
While he sent his bands of mercenaries across the
Vale, Fangren began gathering the components for
the bloody ritual that would infuse him with the foul
power of Yeenoghu. The gnoll shaman has completed
the first phase of the ritual deep inside the githzerai
fortress, opening an energy conduit to the Elemental
Chaos in the hope of embracing the power of the
Ruler of Ruin.
However, the creation of this conduit and the
powerful magic of Fangren’s ritual have had an effect
the gnoll shaman did not expect. Within the Hall of
Great Valor in Brindol, magic long hidden within an
ancient ceremonial sword has been awoken. A week
past, the sword spoke, begging the aid of a group of
heroes—and asking for the PCs by name.
ADVENTURE SYNOPSIS
In the aftermath of “Rescue at Rivenroar,” the PCs
recovered not only the kidnapped inhabitants of
Brindol but also several relics of great historical value
to the inhabitants of Elsir Vale. Among these was a
ceremonial platinum longsword. Though the folk of
the vale have no knowledge of the sword being magic
(and though the PCs would have detected no magic
within it), it contains a primal essence that has been
reawakened by Fangren’s powerful rituals. (If the
PCs did not recover the treasures of the Hall of Great
Valor, the sword was recovered by a local patrol that
mopped up at Rivenroar after the party left.)
The PCs are assumed to be in the city of Overlook
when the adventure begins, most likely after return-
ing and resting up from their adventures in “The Lost
Mines of Karak.” The PCs hear that a messenger has
recently arrived from Brindol, desperately seeking
the party.
On further investigation, the PCs discover that
this messenger has been captured by a band of
Lost Ones, the powerful thieving guild the PCs faced
off against in “Shadow Rift of Umbraforge.” After
rescuing the messenger, the players are beseeched to
return to Brindol.
Arriving in the town, the PCs head to the Hall of
Great Valor and speak with the curator Sertanian,
then with the sword itself. Identifying itself as Amyria,
the sword charges the party with a mission: travel
to an abandoned githzerai fortress now occupied by
savage gnoll mercenaries, then perform a ritual to
transform the sword into its true form. Even as the
PCs weigh their next move, bounty hunters from
Overlook attack the museum, wrecking the place as
they target the party on behalf of an unknown patron.
BACKGROUND
Some months ago, a mysterious figure calling himself
only the Emissary contacted the hobgoblin chieftain
Sinruth and spurred him into reviving the marauding
horde known as the Red Hand of Doom. Unbe-
knownst to both Sinruth and the PCs, this Emissary
was the shadar-kai arms dealer Sarshan. Simultane-
ously, Sarshan began sending messages to the leader
of a band of gnoll mercenaries, a disciple of Yeenoghu
named Fangren, in the hopes of inciting the gnolls in
a similar fashion.
The gnolls were not so easily commanded, how-
ever, forcing Sarshan to take more drastic steps.
While the goblins were content to raid Brindol
thanks to little more than motivational letters, the
gnoll mercenaries required something more. In
order to secure their services, Sarshan arranged for
the gnolls to receive several shipments of shadar-kai
weapons from his storehouses in the Shadowfell. In
exchange, Fangren agreed to lead his mercenaries
November 2008 | DUNGEON 160
15
436783470.003.png 436783470.004.png 436783470.005.png 436783470.006.png 436783470.007.png
Den of the Destroyer
With the sword in their possession, the PCs
travel to the githzerai fortress. However, the arduous
journey is made more dangerous by another bounty
hunter—the elf Gilgathorn, who knows that Sarshan
is the one who has put a price on the PCs’ heads.
The PCs arrive at the monastery and fight their way
through its gnoll defenders, Gilgathorn waiting for an
opportune moment to make his move.
In the end, the PCs find the ritual chamber and
face off against Fangren. The energy conduit to the
Elemental Chaos has been opened, the shaman chan-
neling the power of Yeenoghu against the PCs. After
defeating Fangren, the PCs perform the ritual that
transforms the spirit of Amyria into its true form—a
mysterious young woman who will come to play a
central role in the events the PCs are caught up in.
PREPARING FOR
ADVENTURE
to become familiar with the material and the style
of presentation. The sections below describe the
adventure format.
ADVENTURE
“Den of the Destroyer” takes the PCs from the
city of Overlook to Brindol, and then to a githzerai
fortress hidden in the Giant’s Shield mountains.
As they seek to end the threat of the gnoll shaman
Fangren and his followers, the PCs are pursued by
bounty hunters who they eventually discover have
been sent by the shadar-kai arms dealer Sarshan.
One of those bounty hunters—the elf Gilgathorn—is
an ongoing threat as the PCs take the fight to the
gnolls in Fortress Graystone.
If you are anxious to start the adventure, read the
introductory material (including the “Finding the
Messenger” skill challenge) and the first two encoun-
ters (“Kidnappers” and “The Hall of Great Valor”).
This will take the PCs up to the point where the
sword asks for their aid, providing an exciting first
adventure session.
The bulk of the combat encounters take place
within the ancient githzerai monastery known as For-
tress Graystone. Some of the encounters within the
fortress can take place in different areas, so familiar-
ize yourself with the citadel’s overall layout.
REVELATIONS
“Den of the Destroyer” leads directly into the
climax of the heroic tier adventures in the Scales
of War adventure path. Many of the disparate
pieces of information the PCs have gathered
over the course of their previous adventures
begin to come together in this adventure. As
such, you will want to emphasize the following
points of revelation to the players.
The gnolls of the Wicked Fang pack have
been hired by the shadar-kai arms dealer
Sarshan to do his bidding in Elsir Vale. He has
given them specific instructions, including
seizing (and holding) Fortress Graystone and
kidnapping powerful individuals from across
the Vale.
A bounty has been placed on the PCs’ heads
by Sarshan himself.
Fortress Graystone is more than an ancient
ruin. The githzerai who built it did so to
protect a long-dormant energy conduit that
links the site to both the Elemental Chaos and
the Astral Sea.
Sinruth, from “Rescue at Rivenroar,” was also
manipulated into doing Sarshan’s bidding by
the arms dealer’s deception.
The platinum sword from Brindol is in reality
the alternate form of a divine being whose full
identity and purpose are yet to be revealed.
THE QUESTS
“Den of the Destroyer” offers the opportunity
for PCs to earn quest XP in two places. Provided
here is a list of quests, and their rewards, in
the adventure.
Major Quest—The Ritual of Amyria
The PCs must reach the ritual chamber in
Fortress Graystone, then perform the ritual
described to them by the spirit trapped within
the platinum longsword.
Reward : 2,000 XP.
Minor Quest The Captives’ Fate
The PCs need to discover what happened to the
citizens of Elsir Vale who have been kidnapped
by the gnolls.
Reward: 350 XP.
What You Need to Play
This adventure contains everything you need to
play, including background information, setup,
and encounters (including tactical maps). Reading
through the DUNGEONS & DRAGONS 4th Edition rules
is your first best step to understanding and prepar-
ing to run the adventure. As mentioned above, read
through at least the opening sections and initial
encounters before starting. This review enables you
November 2008 | DUNGEON 160
16
PREPARING FOR
436783470.008.png 436783470.009.png
Den of the Destroyer
Using Tactical Encounters
Each encounter includes several common elements.
Monster Statistics
Encounters include stat blocks for each monster type
present in the encounter. If more than one monster
of a particular kind is present, the stat block indicates
how many creatures can be found.
Features of the Area
This section describes special features noted on the
map. If the location has items or areas of interest with
which the characters can interact, those features are
described here. Look here to see if a door is out of the
ordinary, if an altar has a secret compartment, or if
the area includes treasure.
Encounter Level
Each tactical encounter assumes a group of five player
characters. An encounter of average difficulty is one
where the encounter level is equal to the level of the
party. Encounters that are 1 or 2 levels lower than the
party are easy encounters, while encounters that are
a higher level than the party are difficult encounters.
For overcoming an encounter, a group earns the
XP value noted beside the encounter level. This
amount should be divided by the number of group
members, and an equal amount should be awarded
to each character.
Tactics
This entry describes special actions the monsters take
to defeat the adventurers. Sometimes this means the
monsters take advantage of special features of the
area or make use of special powers or equipment.
Treasure Preparation
As with the previous installments of the Scales of
War adventure path, this adventure makes use of the
parcel system of treasure rewards described in the
Dungeon Master’s Guide . The characters should accu-
mulate fifteen parcels by the end of the adventure.
You can supply these treasures in whatever way you
wish, but the sidebar presents the most likely areas to
feature treasure. During your preparation, assign
parcels to the areas in the spaces provided.
Map
Each encounter includes a map keyed with the initial
locations of each monster. The map also indicates the
location of any special features of the area.
Setup
This section of a tactical encounter provides you with
the basic parameters of the encounter. First, it pro-
vides a key to the monsters in the encounter so you
can locate them on the tactical map. Next, it provides
context or background information for the encounter.
The map of each encounter area indicates where the
monsters are located when the encounter begins. The
setup section also describes what the monsters are
doing and how they react when the PCs arrive.
TREASURE PARCELS
Parcel A: _____________________________ , Temple of Pelor.
Parcel B: ___________________________ , Hall of Great Valor.
Parcel C: __________________________________ , The Stairs.
Parcel D: __________________________, Githzerai Mind Trap.
Parcel E: __________________________________ , The Cells.
Parcel F: ___________________________ , Training Chamber.
Parcel G: _________________________ , Meditation Chamber.
Parcel H: ____________________________ , Marshaling Point.
Parcel I: Parcel 14, Marshaling Point.
Parcel J: ______________________________ , Ritual Chamber.
Parcel K: _____________________________ , Ritual Chamber.
Parcel L: ______________________________ , Thorn’s Attack.
Parcel M: Parcel 15, Thorn’s Attack.
Parcel N : Parcel 16, Thorn’s Attack.
Read Aloud Text
Read aloud text provides information detailing what the
characters can see and are aware of. You do not have to
read it word for word; feel free to paraphrase and use
your own words when describing this information.
Use read aloud text wisely. It is written for the
most common approach to a particular situation, but
what your player characters do might require you to
alter the information in any number of ways.
Based on the guidelines in the Dungeon Master’s Guide , the following parcels can go in the spaces above. Rely on the wish lists your
players gave you for the first four parcels.
Parcel 1: Magic item, level 11
Parcel 2: Magic item, level 11
Parcel 3: Magic item, level 9
Parcel 4: Magic item, level 8
Parcel 5: 1,500 gp art object + 400 gp
Parcel 6: Three 500 gp gems + 200 gp
Parcel 7: 500 gp gem + 800 gp
Parcel 8: 1,100 gp
Parcel 9: Eleven 100 gp gems
Parcel 10: Three 250 gp art objects + two potions of healing
Parcel 11: 600 gp
Parcel 12: Four 100 gp gems
Parcel 13: One 250 gp art object + 50 gp
Parcel 14: Wicked Fang *
Parcel 15: Figurine of wondrous power: elderwood falcon *
Parcel 16: Figurine of wondrous power: ironwood hound *
* See “Appendix II, New Items,” page 96.
November 2008 | DUNGEON 160
17
436783470.010.png
Den of the Destroyer
STARTING THE
ADVENTURE
When the players are ready to begin, read
the following.
The Death Squad
In “Siege of Bordrin’s Watch,” the PCs might have
tussled with a murderous group featuring two dop-
pelgangers. In the aftermath, they likely discovered
a note with the names of a number of adventurers,
including four of the party. These death squads are
actually agents hired by Sarshan with a specific goal:
hunting down and slaying professional adventurers
that might interfere with his plans. Following his
encounter with the PCs in the Shadowfell, Sarshan
dispatched one of his most powerful death squads
to hunt down and slay them. Thus far, the PCs have
eluded them, but should the party fail the following
skill challenge, they must face both the Lost Ones and
the death squad simultaneously.
If the PCs do face the death squad in the temple of
Pelor, they find another list among the doppelgangers’
belongings, this time with detailed descriptions of
the PCs, sketches, and extensive notes on the party’s
exploits. Though this does not tell them who hired the
death squad, the note combined with the news of the
bounty on their heads should be a strong indicator
that someone is out to get them.
ADVENTURE
The adventure begins after the PCs return to
Overlook following the events of “The Lost Mines of
Karak.” Though a sense of urgency should prevail
once things get underway, there is no set time
frame for the messenger to arrive from Brindol. In
particular, if the PCs are behind their expected XP
totals (each character should be at about the mid-
point of 7th level going into this adventure), feel free
to run a side trek adventure to get them to where
they need to be.
The day is dreary, the sky threatening rain. Suddenly a voice
calls out behind you, and you turn to see a familiar face.
While the PCs are out in the city, they run into either
Kalad (the dwarf paladin from “Siege of Bordrin’s
Watch” and “Lost Mines of Karak”) or Reniss
(the half-elf ranger they met in “Shadow Rift of
Umbraforge”). After initial greetings, the NPC passes
on the following information.
“Word on the street is that someone’s looking for you. A
messenger from Brindol. She was in the market, asking
everyone in earshot if they knew you. She said her name
was Alys, sounded desperate.”
MESSAGE FROM
BRINDOL
BRINDOL
Settling Old Scores
If the PCs tussled with the Lost Ones in “Siege of
Bordrin’s Watch,” the kidnapping marks the party’s
third encounter with the members of that underworld
guild. Those previous encounters (and the drub-
bing the Lost Ones likely received at the PCs hands)
have left them hungry for revenge. One of the guild’s
underbosses, a human named Szagyn, assumes that
Alys is a compatriot of the PCs, and hopes to use what
she knows to gain the advantage.
If the PCs’ previous skirmishes with the Lost Ones
were particularly memorable (and especially if you
added additional run-ins between the party and the
guild), feel free to play up this encounter as a kind of
final showdown. If the PCs are unlucky in the skill
challenge below, the Lost Ones gain unexpected
allies—a group of mysterious killers targeting the PCs.
The adventure begins when a messenger from
Brindol arrives in Overlook searching for the PCs.
The messenger, a young human woman named Alys,
arrived in Overlook a day before. Unfortunately, when
she sought the PCs out through the city watch, her
queries also reached the ears of the Lost Ones (see
“Siege of Bordrin’s Watch,” page 15, and “Shadow
Rift of Umbraforge,” page 9).
Alys’s arrival was unfortunately timed. Mere days
ago, a bounty was placed on the PCs by Sarshan, the
shadar-kai arms dealer the party dealt with in “The
Shadow Rift of Umbraforge.” Sensing opportunity, the
Lost Ones have kidnapped the messenger, hoping to
glean information from her that might allow them to
get the advantage over the PCs.
November 2008 | DUNGEON 160
18
STARTING THE
MESSAGE FROM
436783470.011.png 436783470.012.png
Zgłoś jeśli naruszono regulamin