[Adventure] [9531] Four from Cormyr.pdf

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Four From Cormyr
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Four from Cormyr
Four FORGOTTEN REALMS® Adventures
for Characters of Levels 9-12
by John Terra
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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . .3
Bad Neighbor Policy . . . . . . . . . . . . . .56
A village, a search, and the discovery of just how
inconvenient it can be to have Sembia as your
neighbor.
The Border Crossing . . . . . . . . . . . . . .6
In which our intrepid adventurers experience first-hand
the efficiency and order of the nation of Cormyr.
Redemption . . . . . . . . . . . . . . . . . . . .96
A tale of Gondegals legacy, undead, treasure hunting,
and a second chance at salvation.
The Bibliophile . . . . . . . . . . . . . . . . . .9
Where we learn that all is indeed newer as it seems,
and that some passions can transcend even death itself.
Magical Items . . . . . . . . . . . . . . . . .126
Murder Most Magical . . . . . . . . . . . .22
In which Azouns birthday becomes someones death-
day, and our heroes realize that combat is not always
the best solution.
Random Encounter Tables . . . . . . .127
Dedication: Dedicated to my daughter Adrienne Terra, my son John Terra III, and my buddy Hunter
Wells, three kids who are becoming part of the next up-and-coming generation of role-playing gamers!
Credits
Design: John Terra
Development and Editing: Kim Mohan
Project Coordinator: Thomas M. Reid
Cover Illustration: Ciruelo Cabral
Interior Illustrations: Ned Dameron
Cartography: David C. Sutherland III
Typesetting: Tracey L. Isler
Graphic Design: Dee Barnett and Don Danowski
Electronic Prepress Coordination: Dave Conant
Special Thanks: Ed Greenwood, Steven Schend, Thomas Reid
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Inc. All rights reserved. Made in the U.S.A. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada
Ltd. Distributed in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This product is protected under the copyright
laws of the United States of America. Any reproduction or unlawful use of the material or artwork contained herein is prohibited without the express written per-
mission of TSR, Inc.
TSR, Inc.
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9531
ISBN 0-7869-0646-4
2
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Introduction
Cormyr? Please, Im not interested in such a place. Who wants, or needs, a place that has
been so tamed by good agents of law? Really, now, theyve driven out all of the elements that
made life so interesting, and replaced them with a pack of boring, predictable, and yes, arrogant
and self-righteous, cattle. Give me someplace where I can be free to be who I am, and life has
some of that delicious uncertainty that makes it worth living.
Mendryll Belarod, bard extraordinaire
Anyone who thinks that Cormyr no longer has any challenges left either is a fool or has not
looked hard enough. Perhaps both.
Elminster of Shadowdale
Cormyr is a nation of the North, located on the northwest coast of the Sea of Fallen
Stars. For neighbors, Cormyr has Sembia to the east, the desert kingdom of Anauroch to
the north, and the Lake of Dragons to the south.
A civilized nation, Cormyr is ruled by King Azoun IV, a champion of law and good.
The kings ethos has contributed much to his desire to make Cormyr a place of justice,
safety, and peace, and to keep it that way.
Yet despite Azouns apparent successes, there is no way for one mortal, regardless of his
power, to drive out all evil from his borders. Certainly, there may be less corruption, less
overt abuse of power, and less random violence, but evil hearts beat just as strongly here
as they do in Zhentil Keep, Waterdeep, or the Moonsea.
Four from Cormyr is a series of four adventures set in the kingdom of Cormyr, exposing
the adventurers to a range of challenges and opponents, some obvious, some a lot more
subtle. All four adventures are recommended for six to eight characters of levels 9-12.
DMs Information
Four from Cormyr can be played either as four separate stand-alone adventures, or as part
of an interlocking campaign. If the latter is being done, there is no set order for the ad-
ventures to happen, except that the section called The Border Crossing should happen
first, and Redemption should happen last. Every so often, special information is fea-
tured, giving the DM directions for linking all four adventures together.
The unifying theme for the four adventures involves a series of four magic items of his-
torical significance, which also create a single item of great power. Even if the four ad-
ventures are not run as a continuity-based campaign, the items can still be used.
DMs should have access to the F ORGOTTEN R EALMS ® Campaign Setting boxed set and
Volos Guide to Cormyr in order to better run these adventures. Having the Cormyr ac-
cessory, the Tome of Magic, the F ORGOTTEN R EALMS Adventures hardcover book, and
Faiths & Avatars will also come in handy, but is not necessary.
The Four Adventures
The adventures must first begin with The Border Crossing, which introduces the PCs
to Cormyr by having them encounter a Purple Dragon border station. It will be neces-
sary for the PCs to register as an adventuring company. The encounter serves to give the
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