d20 Amalara Dungeon Dive 5 Eye of the Storm.pdf

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AMA1005A
Eye of the Storm
by David Garrett
Requires the use of the Dungeons & Dragons Player's Handbook,
Third Edition, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
a m a l a r a
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Dungeon Dive 5:
Eye of the Storm
by David Garrett
A pre-populated adventure location appropriate for parties of 12th to 20th level.
Additional Credits
Cartography: David Garrett
Interior Art: V Shane
Special Thanks: Russell Morrissey
Dungeon Dive 5: Eye of the Storm is © 2006 Amalara. All rights reserved. Reference to other
copyrighted material in no way constitutes a challenge to the respective copyright holders.
Dungeon Dive , Amalara , and their associated logos are trademarks of Amalara.
Amalara
4903 Yorkshire Rd. Parma, OH 44134
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and
other countries and are used with permission.
"d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this License can be found at http://www.wizards.com/d20.
Art by V Shane from Arcane Publishers Edition vol 8
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Dungeon Dive 5
Using This Product
Running the Dungeon
Unlike typical "adventures," this product
is designed to be used by a GM who has
already designed a plot, NPCs, and a big,
bad, boss creature. Unlike typical "maps,"
this product is designed to be used with very
little preparation. In addition to the layout of a
dungeon, this product includes traps, hazards,
creatures, and treasure.
The storm detailed below is both a chaotic
environment where air elementals and air-
aligned creatures have taken up residence, and
a fortiied sanctuary for an NPC known as the
Lord of the Storm.
The Lord of the Storm
The NPC known as the Lord of the Storm can
take many forms. It might be an advanced
storm giant, an ancient blue or white dragon,
an elementalist wizard, or an ultra-powerful
djinn.
Each Dungeon Dive product is also adaptable
to a wide range of power levels, and each
encounter area contains a section with
information targeted toward low, medium and
high-level parties. The Target Level for each
option is as follows:
Cloud 1: The Outer Storm
Low: 12th
The outer storm is an environment inhospitable
to most creatures. It is illed with high winds,
environmental hazards, and nasty creatures.
In general, it is a non-reactive environment.
Each Encounter Area is separated by a great
distance, and the creatures in each area are
unlikely to pursue the PCs into other areas.
Medium: 16th
High: 20th
As you read through the product, simply refer
to the power level appropriate to your party.
Most entries stand alone, but, to save space,
some entries refer to other power levels within
the same encounter. For example, a high level
entry may refer to the medium entry, with
instructions to increase the number of creatures
or hazards in order to bring the encounter up to
the proper challenge level.
Cloud 2: The Inner Storm
The inner storm marks the beginning of the
Lord of the Storm's fortiied environment.
It is surrounded by a mineield, guarded by
archers, and protected by a wall of air cannons
and elemental ropers. If the PCs manage
to penetrate those defenses, the Lord of the
Storm's captain of the guard will rouse her
gargoyle troops, and send them after the PCs.
At this point, the scenario becomes reactive.
The remaining defenses will be aware of the
PCs presence, and will move to intercept.
Additionally, DCs for certain skill checks may
have multiple values, for example (Search DC
20/25/30). This should be read as the DCs for
Low/Medium/High level parties.
For easy reference, the full stat blocks for
traps, hazards, and creatures are included
directly in the description of each Encounter
Area.
Cloud 3: The Eye
If the PCs manage to defeat all of the perimeter
defenses, the Lord of the Storm will retreat to
his quarters in the center of the eye, and will
rely on his remaining troops and environmental
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Eye of the Storm
hazards to whittle down the PCs. He will
use this time to prepare for their arrival by
bufing, preparing his quarters, summoning
reinforcement, or leeing, depending on his
temperament.
perfect or good maneuverability gains a +4
stability bonus to this check.
If the character concentrates solely on lying
(either by forgoing any other actions, by
making a double move, or by utilizing the
run action), he gains a bonus to the Balance
check equal to his ly speed. For example, if
the character has a ly speed of 60, and does
nothing but ly, he gains a +60 to his Balance
check.
The Storm
The Storm itself is a vast thunderhead that rises
12 miles high and stretches 30 miles long. The
air itself quivers and vibrates in the presence of
the storm; thunderclaps ill the air and lighting
lickers and lashes within the cloud.
Direction
If a character travels in the direction of the
wind, he adds the wind speed modiier to his
overall movement rate. If he travels against
the wind, he subtracts it from his overall
movement rate. If he moves perpendicular to
the wind, he maintains his forward momentum,
but he also drifts in the direction of the wind a
distance equal to the wind speed modiier.
High Winds
In various areas within the storm, the
characters may encounter high winds. Flying
in high winds can be dificult and dangerous.
Wind Speed
Wind speed is normally expressed in miles per
hour. The speed expressed in feet per round
is approximately ten times this number. A
character lying in high winds also suffers a
modiier to movement of one tenth the wind
speed. Effectively, this means that the wind
speed modiier, in feet per round, is equal
to the wind speed when expressed in miles
per hour. For example, a 10 MPH wind is
equivalent to 100 feet per round, and has a
wind speed modiier of 10.
If the character moves at a 45 degree angle
to the wind, then he applies half of the wind
speed modiier to his forward momentum
(either as a bonus or penalty, depending on the
direction of travel) and also suffers a drift of
half the wind speed modiier, in the direction
of the wind.
As mentioned in the previous section, if the
wind speed penalty surpasses the character's
base lying speed, he must make a Balance
check or be knocked prone. A prone character
is at the mercy of the wind, and, until he rights
himself, he is automatically carried in the
direction of the wind at the indicated wind
speed modiier.
A lying character applies the wind speed
modiier to his movement rate, which may
increase or decrease his effective movement
rate each round (see the following section
for details). However, maneuvering in these
conditions can be dangerous. If the wind
speed modiier exceeds the character's natural
movement rate, he must make a Balance check
(DC 10 plus the wind speed modiier), or be
knocked prone (and thus must take a standard
action to right himself). A character with
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Dungeon Dive 5
Cloud 1: The Outer Storm
Enter
1
4
2
3
5
6
1
4
2
5
The Lord of the Storm’s
Route
To Inner
Cloud
1 inch = 1 mile
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