DragonLance - Spectre Of Sorrows.pdf
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Spectre of Sorrows
Spectre of Sorrows
Designer
: Cam Banks
Additional Design
: Christopher Coyle, Sean Macdonald, Clark Valentine
Editing
: Christoffer Trossen, Amanda Valentine
Proofreading
: Jessica Banks, Margaret Weis
Project Manager
: Sean Everette
Typesetter
: Jamie Chambers
Art Director
: Renae Chambers
Cover Artist
: Jeff Easley
Cartography
: Sean Macdonald
Interior Artists
: Attila Adorjany, Stephen Daniele, Larry Elmore, Emily Fiegenschuh,
Dax Gordine, Eric Kim, David Martin, Ramon Perez
Cover Graphic Designer
: Ken Whitman
Interior Graphic Designer
: Kevin T. Stein
Special Thanks
: Neil Burton, Richard Connery, Jonathan David, Matt Haag, Harry Kaiserian, André La Roche,
Ed LeClear, Joe Mashuga, Tobin Melroy, Luis De Pippo, Trampas Whiteman, UDON Entertainment, Scott Williams
This d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons® game by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This Wizards of the Coast® Official Licensed 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.
Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, the Dragonlance Logo, d20, the d20 System Logo,
Wizards of the Coast, and the Wizards of the Coast Logo are registered trademarks of Wizards of the Coast, Inc., a
subsidiary of Hasbro, Inc. © 2005 Wizards of the Coast, Inc. Used with permission. All rights reserved.
Second Printing—2005. Printed in the United States. © 2005 Sovereign Press, Inc. Sovereign Press and the
Sovereign Press Logo are trademarks owned by Sovereign Press, Inc. All rights reserved.
Additional information and content available at
www.dragonlance.com.
Written & Published by
Sovereign Press, Inc.
253 Center Street #126
Lake Geneva, WI 53147-1982
United States
www.sovpress.com
Table of Contents
Introduction ................................3
Wherein the stage is set and the players are assembled.
Chapter One:
Clash of Fire & Darkness
.......8
Wherein the heroes learn of the quest of the Tears of Mishakal and flee the Desolation.
Chapter Two:
Flotsam & Jetsam
..............28
Wherein the heroes may strike a bargain with Lord Toede in order to acquire valuable
information.
Chapter Three:
The Blood Sea
...............46
Wherein the heroes journey north and run afoul of the Goddess of the Storm
and her various minions.
Chapter Four:
The Ogre Dirk
...............80
Wherein the heroes must choose sides in a civil war in order to recover another
piece of the puzzle.
Chapter Five:
Plague & Redemption
..........110
Wherein a community of wild gnomes offers the heroes a chance to purify the
Tears of Mishakal and redeem a dark heart.
Chapter Six:
Ghosts of the Past
.............130
Wherein an old foe returns to strike at the heroes, and the path to the Dragons’
Graveyard is laid bare by a fallen champion.
Chapter Seven:
The Dragons’ Graveyard
....150
Wherein the heroes undertake a grueling set of tasks in order to restore the last
resting place of the good dragons.
Appendix One:
Monsters & Magic
..........166
Wherein new monsters are described, and new magic is uncovered.
Appendix Two:
Characters & Creatures
.....172
Wherein vital statistics for all the personalities in the adventure are revealed.
S
pectre
of Sorrows
is the second part of a heroic
Introduction
DRAGONLANCE adventure campaign that ranges
across Ansalon. The world is still readjusting to the
death of three Dragon Overlords and the return of the
gods, leaving much of the world in confusion and chaos.
In this chaotic time, the characters are embroiled in events
that will shape the world to come. And it all began with a
tiny, unassuming music box.
Encounter Levels:
Spectre of Sorrows
is designed for a
party of four characters of 7th-8th level. By the end of the
adventure, the characters will have overcome a number
of major milestones which should be enough to advance
them to approximately 14th level.
Preparation
In order to run this adventure, you will need a copy of
the
Player’s Handbook
,
Dungeon Master’s Guide
,
Monster
Manual
and the
DRAGONLANCE Campaign Setting
.
These books are all that are absolutely necessary to run
this adventure, although there are a number of other
supplemental books that will aid in fleshing out the
campaign (as described below).
Spectre of Sorrows
is the follow-on to the
Key of Destiny
adventure, and thus it is assumed the player characters
have taken part in many of the exploits described in that
adventure. If this is not the case, or if you would rather
the characters become embroiled in the events of this
adventure without having them get involved in the events
of
Key of Destiny
, please refer
Getting Started
on page 5
for suggestions on how to incorporate this adventure into
your campaign.
The adventure is set more than six months following
the return of the gods at the end of the
War of Souls
trilogy.
Age of Mortals
provides in-depth detail on the state
of the world following the return of the gods, as well as
introduces a new core class (the mariner) and new prestige
classes, spells, and magic items of the era. Several NPCs
in this adventure use core classes or prestige classes that
can be found in other books, but all pertinent abilities and
statistics are included within the NPC entries in
Appendix
Two
.
Text that appears in shaded boxes is information for
the players, which you may read aloud or paraphrase
as appropriate. Any text found in sidebars contains
information pertinent to running the adventure, such as
background information or things for you, the Dungeon
Master, to keep in mind.
Monster and NPC statistics are presented in
abbreviated form in the encounter entries. For
standard monsters, full statistics can be found in the
DRAGONLANCE Campaign Setting
or the
Monster
Manual
. Some monsters have also been taken from the
Age
of Mortals
and the
Bestiary of Krynn
sourcebooks, though
all pertinent abilities and statistics for these monsters are
included in
Appendix Two
, along with any statistics for
unique monsters.
Details on new monsters introduced in
this adventure are presented in
Appendix One
.
Before you start the adventure, you should completely
read through the adventure from beginning to end,
including the Appendices, in order to familiarize yourself
with the book.
Adventure Background
As far as most people believe, it all began with a tiny music
box.
In many ways, they are correct, for the music box
known as the
Key of Quinari
does play an important part
in the events to come. However, the music box does not
appear until near the end of the story.
During the War of the Lance, the Silvanesti Forest
became twisted by the magic of the
dragon orb
that
brought the nightmares of the elven Speaker Lorac into
a horrifying reality. Following the War of the Lance,
the Silvanesti elves returned to their homeland to try to
cleanse the forest of the darkness that tainted it. It was
not a task for the faint of heart, or weak of spirit, for even
following Lorac’s death and the disappearance of the
dragon orb
, the land still resonated with the foul echo of
Lorac’s unending terror.
One group that traveled through the twisted forest,
working together to try to heal the land, was led by a
powerful member of House Cleric, a priest of Quenesti-
Pah (the name the elves give to Mishakal) known as
Lothian Shadowbrow. Lothian was accompanied by
Kayleigh Starfinder, a maiden of House Royal, whose
skill with magic was said to have been surpassed, only by
her beauty. Prior to the War of the Lance, Kayleigh and
Lothian had been betrothed to each other in a prearranged
marriage. At first this arrangement was just a simple
formality, an agreement between families, but for Lothian
it was soon to become much more.
For many months, Lothian and Kayleigh worked
together with the kirath warriors to drive away the
nightmare. A friendship swiftly grew between them, a
camaraderie forged in trials and tribulations. However,
something else also began to develop—a growing lust in
Lothian for his noble companion.
It became clear to Lothian that Kayleigh’s feelings were
not the same as his own. He would bring attention to their
relationship, only to hear from her that it was friendship
and companionship, and nothing more. At first in denial
about her comments, he started to wonder whether any of
the other male elves in the kirath were the true target of
his beloved’s affections. This suspicion gnawed away at his
soul.
Despite there never being any true vows of love
between himself and Kayleigh, Lothian’s mind finally
seized upon the notion that his beloved had been seduced
away from him by another. As bitterness and hatred grew
in his heart, his connection to the goddess of healing and
Introduction
3
love began to wane, but the cleric paid little attention to
that for he had other, more pressing matters upon his
mind—how to make Kayleigh his own.
As weeks passed, the group drove deeper into the midst
of the Nightmare, stumbling eventually upon a band of
skeletal warriors led by an elven death knight. Unprepared
and overpowered, the elves fought to escape, but in the
process of protecting her warrior companions from the
death knight’s magic, Kayleigh was struck down. The
kirath went berserk, tearing through the skeletal warriors
while Lothian rushed over to the fallen maiden. Gathering
her up in his arms, Lothian tried to heal her, but Quenesti-
Pah did not answer his prayers. In desperation, Lothian
called out to any god who would answer him—and his call
was answered by an unexpected source.
The death knight felled the other elven warriors with
blow after blow. He approached Lothian last, and made
the grief-stricken elf a bargain—agree to serve Chemosh,
the Lord of the Dead, and Kayleigh would be bound to
Lothian for eternity. Blinded by grief and rage, Lothian
agreed. The death knight called upon his magic to take the
priest, the fallen maiden, and the bodies of the fallen kirath
away from the forest.
His dedication ritual to Chemosh complete, Lothian
was granted the ability to anchor Kayleigh’s spirit to him
forever, tying her to his side through undeath and magic.
However, this was a pale shadow of what Lothian believed
he deserved. As the years passed, Lothian grew more and
more dissatisfied with the bargain he had struck with the
Lord of Bones, yet were he to turn from Chemosh, the god
would take Kayleigh from him.
In the aftermath of the Chaos War, with the absence
of the gods, Lothian exulted. No longer was he as bound
to Chemosh as Kayleigh was bound to him. It was then
that Lothian began to research ancient lore, seeking a way
to return Kayleigh to his side. In the ancient manuscripts
that he uncovered, he found reference to a mysterious
relic called the
Shroud of Soul’s Calling.
It was said that the
shroud could bring a spirit back from the afterlife. It lay
within Quinari’s Tomb, where it could be used to bring
the ancient queen back from the realms of the dead so she
could serve her people once again.
Delving further and further into his research,
unworried by the passage of decades, Lothian learned
that Quinari’s Tomb was said to lay somewhere within
the Dragons’ Graveyard, the portal to which could only
be opened by the song of a dragon of Light or by the key
given to Quinari during the First Dragon War. For years,
Lothian searched for clues about the whereabouts of the
Key of Quinari
, calling upon the powers of mysticism
he had gladly embraced over his lost clerical magics. Yet
no matter what powers he called upon or how hard he
worked, he could find no clues to its location. He did not
despair, however, for he knew that if he were patient, the
answer would come to him.
During the War of Souls, only the strength of Lothian’s
magic and the force of his will kept Kayleigh by his side,
preventing her from being lost to the so-called One God.
When the War of Souls ended, however, the true gods
returned and Lothian felt the first stirrings of doubt—
Chemosh would want Lothian to obey him once more,
something the dark elf had no desire to do.
Six months after the War of Souls, a tiny music box was
brought from the protective sanctuary of the Silvanesti
Forest, triggering a powerful vision that came to Lothian’s
mind. Finally, he would be able to gain access to the
Dragon Graveyard, retrieve the
Shroud of Soul’s Calling
,
and return Kayleigh to life. But if he left the protection of
his fortress, Chemosh would surely strike out at him. So,
greatly daring, Lothian used his beloved’s bound spirit to
find a group of hapless individuals who could bring the
Key
to where it needed to be, along with a few other items
that could be used against Chemosh and his servants. The
stage was set, the players in place, and Lothian sat back
to watch the play unfold, little realizing his own part in
the unfolding events was yet to come or that his efforts to
locate the Dragons’ Graveyard had not gone unnoticed.
Adventure Synopsis
In Chapter One, the characters escape the Peak of
Malystryx, in the process escorting a group of freed
kender to the relative safety of Port Balifor. Unfortunately,
they find themselves caught between a horde of red
dragonspawn from the east and an army of Dark Knights
from the west. Avoiding capture, the PCs are rescued
by a group of phaethons who provide much-needed
assistance. The phaethons reveal that the heroes are still
bound by fate, but that a pair of artifacts known as the
Tears of Mishakal
might help them. The phaethons have
one of the
Tears
, with the second being in the clutches of
the Knights of Neraka at Darkhaven. Parting ways with
the refugee kender, the heroes journey to Darkhaven with
the phaethons’
Tear
and attempt to liberate the other one
from the Dark Knight dungeons.
Chapter Two
finds the characters in Flotsam, where
they must investigate the means of ridding one of the
Tears of Mishakal
of its corruption. Lord Toede has the
information, but he also has his eyes on the
Tears
. Armed
with the knowledge provided by Toede, the heroes set out
for Nordmaar, either by ship or by traveling overland along
the Rugged Coast.
In
Chapter Three
, the heroes confront numerous
hazards and dangers at sea and on land, leading ultimately
to a shipwreck and becoming prisoners of the Dargonesti.
The heroes discover that the sea elves are under the thrall
of an aquatic ogre priest of Zeboim, and must liberate
them before they themselves can escape.
In
Chapter Four
, the characters must cross the Kern
peninsula, where a war is being waged between the hags
and the ogre titans for control over the ogre nations.
In order to get to Nordmaar, the characters must either
strike a bargain with the hags or titans, or they must risk
being on their own as they cross a land caught in the grip
of a terrible civil war. At the northern coast of Kern, the
characters must unravel the mystery of the Clocktower
of Miremier in order to find the
Scroll of Stellar Path
, an
important key to completing their journey, along the way
potentially making a gnome very happy indeed.
4
Introduction
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