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Lands of Darkness 5.5: The Home for Wayward Minions
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Lands of Darkness
The Home for wayward Minions
An adventure setting for 5 players levels 1-3
Credits
Table of Contents
Introduction..........................................................................2
Overview Map.....................................................................3
1. Bridge Over Muddy Waters.............................................3
2. Two Heads Are Better Than One.....................................4
3. Guards! Guards!...............................................................5
4. Common Room................................................................6
5. Training Room.................................................................7
6. Deacon’s Demesne...........................................................9
7. Lord Vaxlor’s quarters...................................................10
Player Handouts.................................................................12
Authors: Suzi Yee and Joseph Browning
Cartographer: Joseph Browning
Cover Artist: Ash Jackson
Internal Artists: Joe Calkins, Scott Purdy
Editor: Joseph Browning
Layout: Suzi Yee
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Introduction
• A distraught mother hires the party to ind her son whom
she suspects has run away to the complex in the swamp. “Sure
he was a little different from the other kids, but that’s no
reason to worry one’s mother!”
Welcome to the April Fools’ Edition of Lands of Darkness!
Traditionally, Lands of Darkness are 12 encounters within a
larger area, easily dropped into a pre-existing campaign with a
general history and adventure hooks are provided for GM’s on
the go. Designed for a party of 5 within a 3-level range, each
of the 12 encounters is tailored for each level within range,
and if a party completes all 12 encounters, they should have
acquired enough experience to gain 1 level.
The April Fools’ Edition is a slight departure from the
typical Lands of Darkness in the name of humor and to offer
you a look into the world of the humble minion with a visit to
Lord Vaxlor’s Home for Wayward Minion.
• The party has been hired by a local oficial to clear out the
complex of the “undesirable dregs.”
• An anthropologist studying the local tribes of the swamp
hires the party to investigate a deep seated legend of the area:
the process of advancing minions!
Features of the Home for Wayward
Minions
Overview Map : The encounters detailed in this supplement
are white and labeled with numbers other structures are illed
in gray.
Rope Bridge : Connecting the large huts are 5-foot wide
rope bridges suspended 2 feet over the water, which is 10 feet
deep around the area of the huts.
Something in the Water : The waters are home to giant
electric eels, and creatures that lands in the water will be
attacked by at least 3 giant electric eels in 2 rounds and 3 more
will arrive once blood is shed in the water.
Walkway : Around each large hut is a 5-foot wide
walkway circled by a rope rail.
How to Use Lands of Darkness
Encounters are tailored for each level within range. For
example, The Home for Wayward Minions is designed for
parties levels 1-3, so each encounter will have monsters,
treasure, and starting position maps for a party level 1, party
level 2, and party level 3.
GMs should take note of which monsters are in the area,
as the monster lists and starting locations are dependent on
party level. Note the addition of more monsters of the same
type. For example in area 1, a Party Level 3 encounters 5 log
horrors denoted on the map as L, L 2 and L 3 .
Giant Electric Eel Level 1 Brute
Medium natural beast XP 100
Initiative +2 Senses Perception +5; low-light vision
History
Buried deep in the heart of the swamp rising out of the murky
waters on stilts stands a string of large huts. Little is known
of what goes on at the complex, but among society’s lowliest
members, such words as “sanctuary” are whispered, braving
the dangers of the swamp for the promise of a better future at
Lord Vaxlor’s Home for Wayward Minions.
HP 38; Bloodied 19
AC 15; Fortitude 15, Relex 13, Will 11
Immune lightning
Speed swim 6
M Bite (standard; at-will)
+4 vs. AC; 1d6 damage.
c Shockwave (standard; recharge 4 5 6 ) • Lightning
Close blast 3; +4 vs. Fortitude; 2d6 lightning damage
Alignment Unaligned Languages
Skills Stealth +7
Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
Con 18 (+4) Int 3 (-4) Cha 6 (-2)
Hooks
If the party needs some incentive to explore the Home for
Wayward Minions, here are three potential adventure hooks.
If used, they are treated as Quests with token treasure if
they are successful. (Party Level 1 - 100 Experience, 50 gp;
Party Level 2 - 125 Experience, 60 gp; Party Level 3 - 150
Experience, 75gp).
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS
Compatibility Logo, D&D, PLAYER’S HANDBOOK,
DUNGEON MASTER’S GUIDE, and MONSTER
MANUAL are trademarks of Wizards of the Coast, Inc. in
the USA and other countries and are used with permission.
Certain materials, including 4E References in this publication,
D&D core rules mechanics, and all D&D characters and their
distinctive likenesses, are property of Wizards of the Coast,
Inc., and are used with permission under the Dungeons &
Dragons 4th Edition Game System License. All 4E References
are listed in the 4E System Reference Document, available at
www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S
HANDBOOK, written by Rob Heinsoo, Andy Collins, and
James Wyatt; DUNGEON MASTER’S GUIDE, written by
James Wyatt; and MONSTER MANUAL, written by Mike
Mearls, Stephen Schubert and James Wyatt © 2008 Wizards
of the Coast, Inc. All rights reserved.
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Overview Map of the home for wayward minions
5
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2
3
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6-7
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Scale=100 feet
1. Bridge Over Muddy Waters
The guardians of the bridge are a clutch of log horrors.
Those familiar to Lord Vaxlor’s complex need only speak the
password (breeyark) and safely gain entry on the rope bridge.
However, those that attempt to cross without speaking the
password are attacked and thrown in the water for the giant
electric eels to feast upon.
L
L 3
Monsters
Party Level 1 (450 XP)
3 Log Horror (150 XP each) ( L )
Party Level 2 (600 XP)
4 Log Horror (150 XP each) ( L ) ( L 2 )
Party Level 3 (750 XP)
5 Log Horror (150 XP each) ( L ) ( L 2 ) ( L 3 )
L 2
L
Features
-10
-10
Water : The water is 10 feet deep. An Athletics check DC 10
allows the PC to swim through the water and an Athletics check
DC 15 allows a PC to climb one of the piers of the rope bridge.
Tactics
L
The irst log horror asks in a raspy voice, “Password?!” and
gives the person 2 rounds to answer before denying them entry.
If someone tries to go across the rope bridge without saying
the password, the log horrors attack. Log horrors prefer to grab
opponents with their tentacle and chomp on their prey before
dropping them in the water.
Treasure
None
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Log Horror
Level 3 Controller
To Area 3
Small natural magical beast XP 150
Initiative +3 Senses Perception +2; darkvision
HP 46; Bloodied 23
AC 17; Fortitude 14, Relex 15, Will 16
Resist lightning 10
Speed 4, climb 4 (spider climb), swim 4
M Tentacle (standard; at-will)
Reach 2; +7 vs. Relex; 1d6 + 1 damage and the target
is grabbed until escape or until the tentacle is hit (see
chomp ). While the target is grabbed, it is also dazed.
m Chomp (standard; at-will)
The log horror pulls a grabbed target 1 square and makes
a bite attack; +8 vs. AC; 1d6+1 damage.
Alignment Unaligned Languages Common
Str 16 (+4) Dex 15 (+3) Wis 13 (+2)
Con 14 (+3) Int 9 (+0) Cha 12 (+2)
-10
D
D
D 2
D 2
D
D
D 3
D
2. Two Heads are Better Than One
This irst hut is home to a group of minions shunned from their
community for their abnormal two heads. Once a moniker of
shame given to them in their native tongue, they referred to
themselves as “dirak” (roughly translated in Common as “four
eyes”). The dirak proudly bear the name as they have found a
new sense of purpose and community at the complex as guards.
-10
To Area 1
Dirak
Level 8 Minion
Monsters
Medium natural humanoid XP 88
Initiative +7 Senses Perception +4; low-light
vision
HP 1; a missed attack never damages a minion
AC 22; Fortitude 20, Relex 18, Will 18
Speed 6
M Spiked Bone Club (standard; at-will) • Weapon
+7 vs. AC; 5 damage.
Luck of the Gods (immediate interrupt, when a dirak is hit
by an attack; encounter)
When a dirak is hit by an attack, his club is cut in
twain, reducing its damage to 3 but the dirak suffers no
damage.
Alignment Evil Languages Common
Str 19 (+7) Dex 14 (+5) Wis 14 (+5)
Con 15 (+5) Int 11 (+3) Cha 10 (+3)
Equipment spiked bone club
Party Level 1 (567 XP)
5 Dirak (88 XP each) ( D )
Party Level 2 (616 XP)
7 Dirak (88 XP each) ( D ) ( D 2 )
Party Level 3 (704 XP)
8 Dirak (88 XP each) ( D ) ( D 2 ) ( D 3 )
Features
Bunk Beds : Along the perimeter of the hut are 4 bunk beds
and 1 chest. The chest is packed full of more spiked bone
clubs, but a Perception check DC 15 reveals a false bottom
containing treasure (see treasure).
Doors : The bottom door (closest to shore) are open while
the top door is closed but not locked or trapped.
Lighting : Lanterns beside the beds give a soft light
throughout the hut.
Tactics
Treasure
The dirak wade into battle attacking with their spike bone
clubs; diraks have learned that life is brutish and short, even
when bears the Luck of the Gods.
Party Level 1/2/3
Finely decorated beaded bracelet (5 gp/10 gp/15 gp)
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