1869 lines
86 KiB
Plaintext
1869 lines
86 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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Odnaar Keep
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by
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David M. Millstein
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Introduction
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Odnaar Keep is an adventure designed for the 2nd Edition
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Advanced Dungeons and Dragons Role-Playing Game. It has
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numerous extremely difficult opponents, and the party members
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should be of no less then twelfth level, with a suggested
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maximum of sixteenth. A good party would have around eighty
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combined levels or so. There should be at least two mages,
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two fighters, and a cleric is suggested.
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Dungeon Master's Background
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Approximately four centuries ago, there lived a rather
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famed (and later feared) barbarian fighter named Kyarr
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Battlewood. After a while, his renown was so great that
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people began following him, and he soon amassed an army.
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Kyarr erected a large keep to house it, naming it Odnaar
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after his barbarian clan.
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But power corrupted Kyarr. His army began pillaging
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nearby villages, then towns, and even launched a short-lived
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war against a neighboring country until it was apparent
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Battlewood would be defeated.
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As an addition to his army, Battlewood reputedly
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attempted capturing a young red dragon. They managed to
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bring it back to the keep, but it escaped, causing great
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havoc. And then something happened.
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A terrifying shriek was heard, and a furious storm raged
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across the countryside. Legend says that the dragon summoned
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some...Thing from another world, and that It decimated Kyarr
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and his army.
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All give Odnaar Keep a safe distance. Only a very small
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number of either stupid or brave adventurers have dared
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enter, and as expected, haven't been heard from since.
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What actually happened may be even worse. The dragon
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that Battlewood's army captured, Flameburst, was an
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intelligent one, and though fairly young, was well studied in
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Dark things. Flameburst had recently learned of rituals to
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contact the Outer Planes of Existence when he was captured.
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When he was captured, he burst free from his prison and
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entered Kyarr's tower. There, infuriated by the barbarian-
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general's attempt at imprisonment, summoned a Pit Fiend
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Baatezu from the Nine Hells.
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The Fiend immediately demolished Battlewood's army, and
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took up residence in his tower. Flameburst served as
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guardian and co-ruler of the empty Keep.
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Currently, the two are working on a dark ceremony that
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will free from Hell the Chromatic Dragon known as Tiamat, an
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evil being of great death and destruction. With the help of
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her cleric, Thewyar, they near the completion....
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Player's Background
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The PCs are assumed to be in the area perhaps as a rest
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between adventures, or maybe looking for work. Either way,
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they come to the small town of Turen. As they come to the
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town square, read the following:
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The monotony of the warm summer day is broken by a
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feminine voice shouting from Turen's town square. You follow
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it.
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The town square is filled with a large crowd of perhaps
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fifty people. In the center, on a raised dais, stands an
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elven woman dressed in brown leathers, a short sword at her
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waist and a large brown sack next to her.
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"But you must believe me!" she cries.
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"Ah, but we do believe ya," answers a villager. Shouts
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of agreement.
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"Look, we all saw the battle, it wasn't but two days
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ago, now. But we ain't never been to the Keep, and there
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ain't nothin' makin' us go, ya hear?"
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The woman sinks her face into her hand. When she looks
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up, you note she's been crying.
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"But there is an evil in that Keep, you all know that!
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And soon it'll be powerful enough to kill you all! We can
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still stop it! You know it's powerful, no dragon simply
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attacks another for spite!"
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A villager, angry, raises his hand in a fist.
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"How do ya know so much about Wyrms, eh? Maybe yer in
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league with 'em! Never can trust a pointear, that's what I
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say!"
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A few cries of approval, though no one else argues his
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remark, no one vocally agrees either.
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"Then I cannot help any of you. It saddens me to see
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there are no heroes left in this world? My work has
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apparently been for naught. Losing my companions on the
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dangerous journey here was worthless, too, I presume?
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Apparently so. I think I may give myself to the creatures in
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the Keep just to prove myself. You realize not what
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destruction your cowardice will bring."
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Now would be an opportune time for the PCs to offer
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their services. She will be flushed with happiness, and
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brings them to a local tavern, The Orc Princess. Read the
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following:
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The Orc Princess is a rowdy place, and the title fits as
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well. When first entering, your eyes are immediately drawn
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to the crude painting of an orc with flowing blond hair,
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wearing a long, blue gown. She carries several flowers in
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her hand and gives a toothless smile.
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The patrons are either guzzling beer, arm-wrestling,
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talking, or sleeping.
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The woman, who introduces herself as Salana Nightblade,
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tells the PCs to mingle while she finds a table and orders
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meals. The following are some encounters the PCs may have in
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the bar:
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Krugek the Undefeated: Krugek is an ugly-looking half-orc
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who's is sitting at a table, surrounded by onlookers. He is
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a rude man, and is the current champion of an arm-wrestling
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game that's been going on since last night.
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The Rules
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The rules of the game are simple. A contestant makes
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a wager, of at least 1 gold piece, and adds it to the purse,
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which is currently at 15gp. The contender then must arm-
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wrestle Krugek, and the winner gets the control of the purse.
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The loser must pay his wager. The following are the stats
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for Krugek. He will be angered if he loses, and insult the
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winner. If the winner responds, he'll attack for three
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rounds before deciding to leave.
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Krugek
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F2, S 18/78, D 11, C 14, I 8, W 7, CH 4; AC 10; THAC0
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19; armed with dagger; XP 15
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Rumors: The PCs may decide to listen for rumors. Roll 1D10
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and consult the following for rumors concerning the Keep.
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1- The Keep has become a nesting ground for orcs, who will
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guard it to the death. (False)
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2- It's protected by a powerful anti-magic spell, so
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powerful that mages are actually injured when they come near
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it. (False)
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3- An extremely evil monster has made it's home in the
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Tower. (True)
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4- That sneak attack by the red dragon on that gold last
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night was because the gold was going towards the Keep. (True)
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5- There is a gateway in the lower reaches of the Keep that
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leads to another dimension. (False)
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6- Kyarr Battlewood has managed to keep himself alive
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through dark magics, and is amassing an army of undead.
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(False)
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7- The entire treasure of the Keep is still there, untouched
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by anyone, for whoever dares to go in there. (True)
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8- The Keep is now the domain of a powerful lich named
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Saadir. He is transforming nearby orcs into undead
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soldiers for his army. (False, though Saadir is
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Flameburst's True Name.)
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9- A powerful high-priest of evil dragons is operating with
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an evil monster in the Keep Tower. (True)
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10- The Gods themselves have taken up residence at the Keep,
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as a way of spying on the mortal world. (False)
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Hey, You!: A thin, wiry man is standing in a corner, and
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calls over the character with the lowest Intelligence. He
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asks if that character would like to make some easy cash.
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The man explains that all he has to do is, when no one is
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looking, sneak behind the bar counter and get his ring, which
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is in a brown box.
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This is a trick. The man, whose name is Jolen, knows
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that box has the barkeeper's emergency funds, and is armed
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with a trap that fires a dart at whoever opens it, causing
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1d4 points of damage. A failure to Save vs. Paralyzation
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results in paralysis for 1d6 rounds, long enough for the
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innkeeper to throw the character out of the inn.
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After a little bit, Salana calls the characters over to
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the table, and says the following:
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"I suppose I should tell you my story. I am Salana
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Nightblade, of the Qui'arn Elves. I have made it my duty to
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protect the wilderness from corruption by the forces of evil.
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As a hobby, I also study dragons.
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"About a week ago, I first heard about Odnaar Keep. In
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case you don't know, let me tell you. Odnaar Keep was
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founded by a powerful barbarian named Battlewood about four
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hundred years ago. He amassed a huge army, that was the fear
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of the land. They attempted to imprison a red dragon, but it
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broke free, and apparently destroyed him and his army. Now
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legend says that there is a powerful evil that dwells in the
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tower at the Keep, possibly a force other then the red
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dragon, if that's even still there.
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"Now, when I heard of it, I cross-referenced the site of
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the red dragon's capture, and various sightings and other
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information, and have deduced hat it is the dragon known as
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Flameburst. I fought him once a number of years ago when
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staying at a village a few hundred miles from here.
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"I learned from Jhem, a gold dragon acquaintance of
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mine, that Flameburst was very intelligent, but was driven by
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severe megalomania. He is obsessed with power, and for
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decades had been trying to contact the Outer Worlds. I
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believe that he may of contacted...something when he escaped
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from Battlewood, and that THAT is what decimated his army and
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is the source of these legends.
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"If that is so, this force must be stopped. There's no
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telling what destruction will...may be unleashed if they
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aren't. Are you with me?"
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The PCs should agree. If they do, Salana allows them to
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ask any questions. Here's answers to one they might ask:
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Any way to help us?
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"Only this. This is a map I obtained from the body of a
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fairly powerful cleric that was found with his head torn off
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about a mile from here."
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Once the PCs get up to leave Turen, Salana says some
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more:
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"Now, last night a huge battle erupted. Although the
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townsfolk don't know, I know who and why it happened, as I
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was there. I was traveling here with some companions that
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I'd met along the way, and we'd made camp to await Jhem, who
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was going to help us convince the townsfolk to help us.
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"All of a sudden I saw her flying towards us, coming
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from the direction of the Keep. I tell you, never in all my
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years have I seen a dragon so frightened, and to see Jhem
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like that! She appeared to be flying stuttered, as if
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wounded already, but I saw no wounds.
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"Then, Flameburst appeared, who'd been in hot pursuit of
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Jhem. That beast breathed it's flame with Jhem's back
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turned. The poor girl never had a chance, as it caused great
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damage. I saw Jhem, burning, slam into the ground with
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mighty force, but before I could do anything, Flameburst
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swooped by, and breathed upon our party just out of spite. I
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do not believe he recognized me.
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"I was the only survivor, the others were killed. I
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think we should investigate Jhem's body first. There is
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something of.....ours that I need."
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Proceed with the journey.
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Soon you come to a clearing, obviously not natural in
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origin. Smashed trees lay everywhere, shattered into
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thousands of little splinters. At the middle of the clearing
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is a heart-breaking sight.
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A huge, hulking gold dragon -it can only be a dragon-
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lies still, it's back burned black. Tens of little insects
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swarm over it's body. Under it seeps out a gigantic puddle
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of drying gold dragonblood. It is turned so that it's rump
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is facing you, and you get a good view of the damage cause
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from Flameburst's breath.
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As the PCs begin to investigate, Salana walks around to
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the other side.
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As you come closer to the dead creature, you hear a loud
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shriek. The voice can only be Salana's. You run to the
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other side of the corpse, to find Salana's mouth wide open,
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and she is pointing downward.
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Jhem's head is gone. Hundreds of little maggots are
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thriving on the dragonmeat.
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Have the PCs make an Intelligence check at -1. Anyone
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succeeding notices the ending of several large cuts on the
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bottom of the dragon. You realize this shouldn't be, since
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Salana said that it was killed only by Flameburst's breath.
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The only way to get a better view of the cuts is to roll
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Jhem over. Salana will suggest this if the players don't. A
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combined Str of at least 50 is required to turn Jhem over.
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If they accomplish this feat, read:
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There is a loud "thump" as the dragon rolls onto it's
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back. The drying dragonblood sloshes off it's stomach
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slowly, like molasses.
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The entire bottom of Jhem is covered in two to three
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foot long gashes. Aside from the expected blood in the
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gashes, there is a strange, crusty purplish material around
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them.
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This is the dried poison of the Pit Fiend (see NPCs).
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Also, the entire stomach is brown, the results of the
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beginning of the disease that the Fiend gave to Jhem. If,
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for whatever reason, the crust comes into contact with a
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liquid (like water or the still-not dried dragonblood), it
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will become the poison that a Pit Fiend has. It can either
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be ingested through the mouth, or will take effect 1d10
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rounds if left on the person.
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Salana will be even more surprised. She kneels down
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next to the body, resting her head against it.
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"This is..this is horrible. I wanted to come to Jhem to
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take a magical necklace she wore, since she said I should
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take it if anything ever befell her. But why would her head
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be removed, and what caused these wounds? Those are not the
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wounds caused by a dragon's claws. We must make haste to the
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Keep."
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And they will do so. It is about a days' travel to
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Odnaar Keep, through a deep forest part of the day and plains
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for the rest. Salana will prefer to rest as little as
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possible, but will finally agree after about half a day's
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walking. Once they make camp, run Event 1.
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You are all about to settle in for the night, when you
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suddenly feel a large gust of wind from the west. Running up
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to the edge of the hill you are camping on, you see a
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gigantic silhouette of some, huge, winged, horned creature
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flying through the air.
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The shape swoops down above an herd of grazing cattle.
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The cattle let out childish cries and whimpers, and begin
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running in all different directions.
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Suddenly, an enormous pillar of flame launches out from
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the shape, making the night seem like the morning. It also
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lets you see what the shape is.
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A dragon.
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A red dragon, to be exact, and a very large one. Salana
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whispers,
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"Flameburst! Get down! Get down or he'll see us!"
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As you duck down, the flame ends, and the remaining
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cattle, scared of the huge bonfire burning their fellows, run
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straight towards Flameburst. The dragon gives them a hellish
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grin, scoops about seven of them up, and swoops off to the
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west.
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You stay down for a full minute before the shape
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disappears, protected by the darkness of the night. Salana
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walks back to camp silently, and calls you over.
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Returning to the camp, you see that Salana has next to
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her a large sack, embroidered in gold.
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"I brought along some powerful magical items that will
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help us, but I was waiting to know if we'd definitely need
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them. Now I know that we do. It is a magical bag, larger on
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the inside then on the out."
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Salana reaches in, pulling out: A long, majestic two-
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handed sword, with an ivory hilt carved into the shape of
|
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winged, muscled men. It is covered with runes; a small
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shield, completely metallic and cool to the touch; a blue
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potion; a golden suit of plate mail, perfect in every way,
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and a single arrow with black feathers, covered in arcane
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runes.
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"These are powerful items that I've gathered. It's
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|||
|
taken me a long time to get them all, so please distribute
|
|||
|
them among those that can use them best. I do not know what
|
|||
|
they do, except for the potion. Imbibing it grants the
|
|||
|
drinker the breath of a blue dragon."
|
|||
|
Out of her bag of holding, Salana has produced the
|
|||
|
following, in order:
|
|||
|
* A sword +2, +4 versus evil creatures.
|
|||
|
* A small shield +3, +4 versus red dragon breath
|
|||
|
* A potion of blue dragon breath
|
|||
|
* A suit of plate mail +2
|
|||
|
* An arrow of evil dragon slaying (2d10 + hp dmg to one.)
|
|||
|
The party can now rest and continue on their way.
|
|||
|
|
|||
|
Odnaar Keep
|
|||
|
The PCs, along with Salana, now come to the entrance of
|
|||
|
Odnaar Keep. Once within sight, do not roll for random
|
|||
|
encounters, as Thewyar, Flameburst, and the Fiend have
|
|||
|
managed to scare or kill everything nearby. Read:
|
|||
|
You now come to what can only be the entrance to Odnaar
|
|||
|
Keep. It is surrounded with a twelve-foot stone circular
|
|||
|
wall, which surprisingly is crumbling in few places. Weeds
|
|||
|
creep over it though, like a mother's arms around her child.
|
|||
|
The only apparent entrance in is through a front gate,
|
|||
|
long since rusted to brittleness. Next to the gate is a
|
|||
|
large stone, engraved with the following in a form of Old
|
|||
|
Common:
|
|||
|
|
|||
|
Odnaar Keep
|
|||
|
Home Of
|
|||
|
The Army Of Lord Battlewood
|
|||
|
Bringer Of Death
|
|||
|
The gate can easily be smashed open by anyone with a
|
|||
|
Strength of 12 or more. Careful inspection shows that there
|
|||
|
are two skeletons near the gate, buried by centuries of dust
|
|||
|
and dirt.
|
|||
|
The following is the listing of areas for Odnaar Keep.
|
|||
|
Use the map of the Keep, each number corresponding with it's
|
|||
|
description here. If the PCs enter the Tower, skip to that
|
|||
|
section. Every ten minutes, there's a cumulative 10% chance
|
|||
|
they'll meet Thewyar and 1d10 gnoll followers.
|
|||
|
Area 1 - South Entrance
|
|||
|
You stand at the entrance to Odnaar Keep. On either
|
|||
|
sides of you for about thirty feet are buildings, caved in on
|
|||
|
many sides. Very far down, though, you see a large stone
|
|||
|
tower, in a state of disrepair. Right in front of the tower
|
|||
|
is a huge dark hole. A cold breeze runs through the air.
|
|||
|
Area 2 - Barracks
|
|||
|
These are the buildings to the left of the PCs. They
|
|||
|
used to house the soldiers.
|
|||
|
This is a large building, apparently used to house a
|
|||
|
great number of people. Most of the ceiling has caved in,
|
|||
|
and everything looks burned. Skeletons lie everywhere. You
|
|||
|
can make out a number of beds, some of which have burned
|
|||
|
skeletons in them.
|
|||
|
If the PCs decide to search the place, they may. Things
|
|||
|
of interest to be found are:
|
|||
|
* A chest holding a beautiful battle axe +1.
|
|||
|
* A large box under a bed, locked, containing 568 gp.
|
|||
|
* A large iron key (see Area 17, Pit Tunnel)
|
|||
|
Area 3 - Guard Outpost
|
|||
|
These were made to see if an advancing army was
|
|||
|
approaching. A skeleton lies in each. Anyone entering must
|
|||
|
make a Dexterity check, or smash through the rotted floor,
|
|||
|
taking 1d4 hit points of damage.
|
|||
|
Area 4 - Well
|
|||
|
It first looks like a small circular hole. When
|
|||
|
approached, read:
|
|||
|
This "hole" is apparently a well. As you bend down to
|
|||
|
look inside, you suddenly realize the odd slant of the ground
|
|||
|
here, and teeter over the edge.
|
|||
|
Anyone failing a Dexterity Check falls 20' to the bottom
|
|||
|
of the well. At the bottom is about two feet of water,
|
|||
|
coming in from a now defunct pipe that led to a since-dried
|
|||
|
up underground lake.
|
|||
|
The fall disturbs a zombie. The zombie was originally
|
|||
|
an adventurer killed by Thewyar, changed into a zombie, and
|
|||
|
thrown down here. He is a particularly rancid one, as he has
|
|||
|
become bloated and even more rotted from his constant
|
|||
|
exposure to water.
|
|||
|
Zombie (1): AC 8; MV 4 (smashed legs); HD 2; hp 16; # AT
|
|||
|
1; Dmg 1-8; AL N; THAC0 19; XP 65
|
|||
|
The zombie carries a short sword, rusted so that it has
|
|||
|
a -1 penalty. It wears a suit of ring mail, rusted to
|
|||
|
nothingness.
|
|||
|
The only way out of the well is either through three
|
|||
|
successful Dexterity checks at -1, or by a surface member
|
|||
|
throwing down a rope.
|
|||
|
Event 2 - A Disagreement
|
|||
|
Suddenly there is the sound of beating wings, and a loud
|
|||
|
rush of air. You recognize the huge shape of Flameburst
|
|||
|
emerge from the night sky, and swoop down to the roof of the
|
|||
|
Tower.
|
|||
|
A light goes on in the top of the room, sending yellow
|
|||
|
rays through the window holes. There is a low grumbling as
|
|||
|
the dragon whispers something.
|
|||
|
A loud, hellish voice responds. In fact, it sounds as
|
|||
|
if ten different people speak at once.
|
|||
|
"NO! No you worthless scum! I require more bejienroot,
|
|||
|
not hooves' grass! It will be too late by the time you
|
|||
|
figure out what to do!"
|
|||
|
The dragon's nostrils flare up.
|
|||
|
"Mock me not, Gathaur! You are but a pawn in the
|
|||
|
Queen's scheme! I shall get your damned bejienroot, only
|
|||
|
because I have the knowledge that she'll dine on you once we
|
|||
|
free her!"
|
|||
|
The voice replies, "Perhaps she'll find your scaled hide
|
|||
|
more to her liking."
|
|||
|
Flameburst let's out a "Bah!", and swoops away from the
|
|||
|
Tower, over your heads.
|
|||
|
"HE want ME to be his slave?! We'll see about that!"
|
|||
|
The dragon lets out a billowing blast of red fire, and
|
|||
|
it hits a nearby building, which explodes into fire. The
|
|||
|
dragon flies off into the night, and the light goes out in
|
|||
|
the tower.
|
|||
|
What just occurred is that Gathaur, the Pit Fiend, has
|
|||
|
been gathering ingredients for the summoning ritual.
|
|||
|
Flameburst has been out looking for bejienroot, an
|
|||
|
ingredient, but returned with the wrong one by accident.
|
|||
|
They argued, and in a fit of rage Flameburst set fire to the
|
|||
|
stables. The party has ten rounds to explore it before it
|
|||
|
burns to the ground.
|
|||
|
Area 5 - Stables
|
|||
|
This is where Kyarr kept the army's horses. It's in
|
|||
|
pretty good condition for a wooden building. IF they PCs
|
|||
|
enter after Saadir has burned it, keep a count for how many
|
|||
|
rounds it's been burning. At the end of the tenth round, it
|
|||
|
collapses to the ground, causing 2d10 points of damage.
|
|||
|
Otherwise, every round in here while it burns means a player
|
|||
|
must make a Dexterity check at -2 or be hit by burning wood
|
|||
|
for 2d4 points of damage.
|
|||
|
This building looks like it was used to hold something.
|
|||
|
A large, rotted wood fence surrounds it. There are a number
|
|||
|
of oddly shaped skeletons in front of it.
|
|||
|
Anyone making a Wisdom check recognizes them as horse
|
|||
|
skeletons. If they enter, read:
|
|||
|
Entering the building you find what appears to of once
|
|||
|
been horse stalls. It's quite possible you're in a stable.
|
|||
|
More skeletons lie around. In the stall immediately to your
|
|||
|
right, there is a large chest. It is badly burned, and a
|
|||
|
skeleton is draped over it, as if protecting it.
|
|||
|
This chest was used by a soldier to hide his belongings.
|
|||
|
Anyone opening it without disarming or checking for traps
|
|||
|
receives 1d6 points of damage from a noxious gas, and must
|
|||
|
Save vs. Breath Weapon or faint for 1d6 rounds.
|
|||
|
Inside the chest is:
|
|||
|
* 56 gp
|
|||
|
* A long sword +2, +5 vs. dragons
|
|||
|
* A suit of plate mail +1
|
|||
|
There is also a torn and battered brown book, written in
|
|||
|
Old Common. Anyone making a Wisdom check or with the Ancient
|
|||
|
Languages proficiency can read it. It is the journal of
|
|||
|
Yuarr Bladestrike, a high-ranking fighter\priest in Kyarr's
|
|||
|
army. Most of it is daily things, such as various holidays
|
|||
|
of his patron deity, Odin. The last entry is important.
|
|||
|
Read:
|
|||
|
Journal--
|
|||
|
I fear this is the last time I write to
|
|||
|
you. At this moment the huge red beast that we captured for
|
|||
|
Lord Battlewood, which had barricaded itself in the room we
|
|||
|
built for it, has flown out of the whole it created, and is
|
|||
|
killing our men. As for the chanting I'd heard earlier, it
|
|||
|
may be-
|
|||
|
Something just came out of the pit. It is a tall
|
|||
|
thing...it's horrible! Claws, wings, it's using magic! My
|
|||
|
god...we're all being slaughtered! Odin, save us! Please,
|
|||
|
All-Father, don't let it- it's coming this way. I must
|
|||
|
quickly hide you and arm the chest. I pray I will be able to
|
|||
|
return-it just broke the door down. My fate is surely
|
|||
|
sealed. I pray it doesn't find my father's weapon,
|
|||
|
Nightsbane...there may be a way to stop the beast. It's
|
|||
|
name! It's name was- run Event 3.
|
|||
|
Event 3 - Dragon's Fury
|
|||
|
Suddenly the familiar sound of beating wings returns,
|
|||
|
disrupting your reading. A loud bellow shakes the
|
|||
|
foundations of the building.
|
|||
|
"I think not, scum!"
|
|||
|
Suddenly the roof of the building tears away, and the
|
|||
|
starry night sky and moons shine down upon you. But blocking
|
|||
|
the light is Flameburst holding the roof in his hands. He
|
|||
|
flies lower.
|
|||
|
"Fools! You obviously haven't learned of what happens
|
|||
|
to those who enter the Keep uninvited!"
|
|||
|
Flameburst drops the roof onto the party, putting out
|
|||
|
the fire but causing 2D8 point of damage to anyone inside.
|
|||
|
Making a Dexterity check at -2 halves the damage.
|
|||
|
Flameburst now flies off and enters his lair.
|
|||
|
The diary is now lost in the rubble. Characters should
|
|||
|
search for it, so use the following to determine if it's
|
|||
|
found:
|
|||
|
Everyone has a base chance of 30%. Add 10% for every
|
|||
|
point of Dexterity above 13. Subtract 10% for every point
|
|||
|
below. Add 5% for every point of Intelligence for every
|
|||
|
point above 13, and subtract five for every point below. Add
|
|||
|
10% for those with infravision.
|
|||
|
If found, they learn that 'The red beast's true name
|
|||
|
is...Saadir.' .
|
|||
|
Area 6 - Armory
|
|||
|
This stone building has stood fairly well over the last
|
|||
|
few centuries.
|
|||
|
It is easy to tell that this building was an armory of
|
|||
|
some sort. Crushed breastplates and wooden molds lie across
|
|||
|
the floor. In one part of the wall is what looks to be a
|
|||
|
forge, the door is shut. A loud, monotonous banging comes
|
|||
|
from inside.
|
|||
|
Inside of the forge is a slightly different form of
|
|||
|
zombie, originally a traveling mage assaulted by Thewyar, and
|
|||
|
shoved into this forge. His left foot is chained to the
|
|||
|
inside of the forge, so that he can never leave, though has a
|
|||
|
reach 4' outside of it.
|
|||
|
Mage Zombie (1): AC 10; MV 0 (chained to forge); HD 3;
|
|||
|
hp 17; #AT 1; Dmg 1-8 or spells (see below); AL CE; THAC0 20;
|
|||
|
automatically gains surprise when door is opened,
|
|||
|
subsequently has +2 to all Initiative rolls; XP 120; ML 20
|
|||
|
Spells (cast as 3rd level Wizard): magic missile (1d4+1
|
|||
|
x2) sleep, wizard lock (will cast on door, only way out)
|
|||
|
PCs will note a large pump next to the forge. Only
|
|||
|
someone with a Strength of 14 or more can operate it. If
|
|||
|
used, anything within the forge (including the zombie) will
|
|||
|
take 1d6+2 points of damage per round, increasing by 1d6
|
|||
|
every round. If the door is left open, anyone within three
|
|||
|
feet takes 1d4 damage.
|
|||
|
You slowly open the rusted doors of the forge, and
|
|||
|
reveal a horrid sight. The rotted body of a man appears to
|
|||
|
be stuck in the forge, it's left foot chained to the wall.
|
|||
|
It's still moving, even though it right arm is facing the
|
|||
|
wrong way, and constantly banging on the wall until you
|
|||
|
opened it. It looks up at you, lets out a load moan, and
|
|||
|
begins chanting something.
|
|||
|
It will cast it's wizard lock first, then attack with
|
|||
|
it's other spells. When lowered below 6 hp, he'll
|
|||
|
attack using his hands.
|
|||
|
If the PCs continue their search, they'll find:
|
|||
|
* 3 suits of chain mail
|
|||
|
* 10 suits of studded leather
|
|||
|
* 1 suit of full plate
|
|||
|
* 1 suit of full plate +3
|
|||
|
* an ordinary war hammer
|
|||
|
* 5 gp
|
|||
|
There is nothing else of interest in the building.
|
|||
|
Area 9 - Prison Entrance
|
|||
|
This wooden door, set in the ground, leads to the Keep
|
|||
|
prison. It is wizard locked. once opened, the PCs see a
|
|||
|
stairway leading down into darkness.
|
|||
|
Area 10 - Warden's Room
|
|||
|
This is where Iiaar Oldhammer, the warden lived. All
|
|||
|
rooms in the prison are devoid of any light, so the PCs will
|
|||
|
need torches or some other form of light.
|
|||
|
The stairway winds down into a large, once luxurious
|
|||
|
room. A large brown desk is near one side of the wall,
|
|||
|
various yellowed papers covering it. A bed is pushed up
|
|||
|
against another wall. There is a large wooden chest in the
|
|||
|
corner, but it was apparently smashed open, and everything
|
|||
|
taken out. There is a yellowed scroll pinned a northern door
|
|||
|
with a knife.
|
|||
|
Iiaar and the Keep's mage, Vtaar Firehand, knew of the
|
|||
|
slaughter going on upstairs, and did there best to prevent
|
|||
|
anything coming down here, and barricaded themselves in here
|
|||
|
with the prisoners. They succeeded. There are no
|
|||
|
encounters, including Thewyar here, accept for listed ones.
|
|||
|
Attempts to read the scroll should be handled as per the
|
|||
|
diary. It reads:
|
|||
|
If you are of Lord Battlewood's army, or are he, please
|
|||
|
forgive our cowardice. We are too fearful of the
|
|||
|
consequences of the beasts on the surface, and have decided
|
|||
|
to stay here until my magic detects no evil. The prisoners
|
|||
|
have agreed to our plan. Hopefully, our food and water
|
|||
|
supply will last us.
|
|||
|
Signed,
|
|||
|
Iiaar Oldhammer, Prison Warden
|
|||
|
Vtaar Firehand, Keep Mage
|
|||
|
The door is also wizard locked.
|
|||
|
Area 11 - Mage's Room
|
|||
|
This room is originally where Vtaar lived and worked,
|
|||
|
but later Iiaar moved in.
|
|||
|
You enter another room, similar to the previous. There
|
|||
|
is another northern door, wide open, with etched wording in
|
|||
|
the stone above it. Two beds are pushed next to each other
|
|||
|
here.
|
|||
|
A long, wooden table is in the middle of the room.
|
|||
|
Various potions line it. Also, laying on a red velvet pillow
|
|||
|
are two wands, one red, one blue, both covered in runes.
|
|||
|
There is a large porcelain bowl on the table, filled
|
|||
|
with gold pieces.
|
|||
|
Iiaar and Vtaar lived here after Flameburst's and
|
|||
|
Gathaur's attack. The wands belonged to Vtaar. The red wand
|
|||
|
is a wand of magic missiles, with 12 charges left. It fires
|
|||
|
four magic missiles per charge, each doing 1d4+1 points of
|
|||
|
damage. The command word is "Harm".
|
|||
|
The blue wand is a wand of healing, with 14 charges
|
|||
|
left. Each charge heals 1d8+1 points of damage. The command
|
|||
|
word is "Heal".
|
|||
|
The porcelain bowl contains 421 gp.
|
|||
|
Area 12 - Main Prison
|
|||
|
This rectangular stone room is very cold. Half of it is
|
|||
|
separated by a great number of iron bars, part of which are a
|
|||
|
door. The cell contains at least twenty skeletons, all
|
|||
|
huddled together, a few laid out on the other side of the
|
|||
|
cell, hands across their chests.
|
|||
|
Leaning against the bars is another skeleton, draped in
|
|||
|
torn purple robes. It's neck is broken. In the east side of
|
|||
|
the wall is an open door, leading into more darkness.
|
|||
|
This is the prison where criminals were held. The
|
|||
|
prisoners were given one ration daily of minimal food, as
|
|||
|
Iiaar and Vtaar wanted the food for themselves.
|
|||
|
One day, when Vtaar went to give them their food, they
|
|||
|
had already been driven mad, and they grabbed him and broke
|
|||
|
his neck.
|
|||
|
This angered Iiaar, who decided to kill them all. He
|
|||
|
first went into the solitary confinement room (Area 13), but
|
|||
|
fell into the pit and died of starvation and cold.
|
|||
|
The prisoners slowly died off, resulting in cannibalism.
|
|||
|
The skeleton of Vtaar wears a ring of protection +2. It
|
|||
|
holds a flask containing a potion of healing, a pouch with a
|
|||
|
gem worth 200 gp, and a long-dead mouse that died feeding on
|
|||
|
some of his herbs a century ago.
|
|||
|
Inside the cell, next to a skeleton, is Vtaar's
|
|||
|
quarterstaff +3.
|
|||
|
If the players enter the cell, a sudden transparent form
|
|||
|
appears over one of the skeletons. It is dressed in long,
|
|||
|
tattered garments, floats a few inches off the ground, and
|
|||
|
simply stares at the PCs unless they have Vtaar's wands, in
|
|||
|
which case it floats right up to them, staring the carrier in
|
|||
|
the eye.
|
|||
|
Spectre (1): AC 2; MV 15 Fl 30 (B); HD 7+3; hp 37; # AT
|
|||
|
1; Dmg 1-8; SA energy drain; SD +1 or better to hit; AL LE;
|
|||
|
THAC0 13; ML 15
|
|||
|
The spectre was one of the inmates, who murdered three
|
|||
|
soldiers and was imprisoned. Out of all of the inmates, he
|
|||
|
hated being here the most, and was "rewarded" with an undead
|
|||
|
life upon his death.
|
|||
|
If the PCs approach the other doorway, read:
|
|||
|
Suddenly, the spectre floats in front of the doorway,
|
|||
|
and says, in an ancient-sounding voice,
|
|||
|
"There is great treasure and emotion in that room. I've
|
|||
|
had a long time to brood over it; as long a time as I had to
|
|||
|
wait here. You won't enter without solving my riddle:
|
|||
|
I am a child, and I am an elder;
|
|||
|
I destroy mountains and Keeps, and I grant power to
|
|||
|
dragons;
|
|||
|
I am yearned after by some, hated by others;
|
|||
|
And none can escape my grasp."
|
|||
|
The correct answer is "Age". The spectre will allow
|
|||
|
any by if they answer correctly except for anyone with
|
|||
|
Vtaar's wands, saying he may only pass if the wands are
|
|||
|
thrown down the pit.
|
|||
|
Giving the wrong answer results in the spectre shouting
|
|||
|
"Join me!", and it lifts up the PC, dropping him into the
|
|||
|
cell, whose door is wizard locked.
|
|||
|
Area 13 - Solitary Confinement Hole
|
|||
|
This was where a highly dangerous criminal was kept.
|
|||
|
They were fed every two days, usually diseased dog meat or
|
|||
|
feces, and rancid water dropped to the floor.
|
|||
|
This room smells of death and decay, which is surprising
|
|||
|
considering the age of the Keep. There is no light at all,
|
|||
|
and even your own barely penetrates it.
|
|||
|
As you enter, you suddenly realize that there is a hole
|
|||
|
in the center of the floor, about four feet in diameter.
|
|||
|
All PCs must make a Dexterity check at +1 to avoid
|
|||
|
falling into the 30' pit. At the bottom of the pit are two
|
|||
|
skeletons, now intermingled with each other.
|
|||
|
One is of the last confined here, a crazy murderer
|
|||
|
sentenced to three months here.
|
|||
|
The other is Iiaar's who fell into the pit accidentally.
|
|||
|
Iiaar was armed with a sword, and quickly slew the madman,
|
|||
|
but eventually starved and froze to death.
|
|||
|
Anyone falling down here will be able to take Iiaar's
|
|||
|
short sword +1, his chain mail +1, and his cloak.
|
|||
|
Anyone falling down here will realize that the circular
|
|||
|
stone walls are perfectly smooth, and climbing out is
|
|||
|
impossible. The only way out is by using a rope. There is a
|
|||
|
rope in the far corner of the room, but it is only 20' long,
|
|||
|
as Iiaar was forced to cut some of it to tie up some
|
|||
|
prisoners once.
|
|||
|
Anyone in the pit must secretly make an Intelligence
|
|||
|
check at -2. If succeeding, the PC will find a number of
|
|||
|
loose bricks, revealing a narrow tunnel that leads to
|
|||
|
Flameburst's Lair.
|
|||
|
Also, as a note, every day spent in the pit lowers all
|
|||
|
ability scores, saving throws, armor class, and THAC0s by 1,
|
|||
|
due to the cramped quarters. Ability scores never go below
|
|||
|
one, and only physical ones plus Charisma are effected. It
|
|||
|
takes an equal amount of time to gain things back.
|
|||
|
Once the players attempt to leave, the spectre will fly
|
|||
|
in, attempting to shove a character into the pit. It will
|
|||
|
then fight until lowered to 10 or less hit points, in which
|
|||
|
case it will retreat into the shadows.
|
|||
|
Area 14- The Tower
|
|||
|
The outside of the crumbling, black-stoned tower is
|
|||
|
surrounded by an iron fence, rusting away. Large piles of
|
|||
|
dirt frequent the outside, and hiding behind a pile that is
|
|||
|
right near the two wooden doors is a zombie golem, programed
|
|||
|
to kill anyone not approved by Thewyar. Thewyar has approved
|
|||
|
his gnolls or himself. He didn't think of Flameburst or
|
|||
|
Gathaur, as they rarely touch ground. If the PCs can bring
|
|||
|
either here, the golem will attack those first, somehow
|
|||
|
sensing the greater danger.
|
|||
|
Zombie Golem (1): AC2; MV 6; HD 18; hp 60; #AT 2; Dmg
|
|||
|
3d6/3d6; AL N; THAC0 4; XP 17,000; ML 20
|
|||
|
If the PCs enter the Tower, skip ahead to The Tower.
|
|||
|
Area 15- North Entrance
|
|||
|
This entrance was used by the many merchants and
|
|||
|
soldiers entering and leaving the city.
|
|||
|
As you come to this section of the northern wall, you
|
|||
|
can make out at least ten eleven or human skeletons, and
|
|||
|
several demihuman ones.
|
|||
|
Blocking the iron gates from closing is a lone covered
|
|||
|
wagon, it's cloth torn and flapping in the wind. Blocking
|
|||
|
your view inside is a large flap of cloth.
|
|||
|
If the PCs enter the wagon, read:
|
|||
|
Hundreds of rusted items are strewn across the rotting
|
|||
|
wood. The skeletons of two humans are here, along with a
|
|||
|
fresher corpse of apparently a bandit. There is a look of
|
|||
|
terror frozen on his face, and his entire chest has been torn
|
|||
|
out. He lies in a dried pool of blood. Various insects are
|
|||
|
feeding on him.
|
|||
|
The merchants who owned this wagon were attempting to
|
|||
|
leave when Flameburst and Gathaur rampaged, but some angered
|
|||
|
soldiers killed them first. The bandit is a week dead and
|
|||
|
came to the Keep unknowing of it's legends, seeking easy
|
|||
|
loot. Gathaur was out on a rare midnight excursion, found
|
|||
|
him, killed him, and threw him in the wagon.
|
|||
|
A search by the PCs will reveal:
|
|||
|
* 367 gp
|
|||
|
* 2 gems worth 400 gp each
|
|||
|
* 3 daggers
|
|||
|
* a shield +2
|
|||
|
* a suit of chain mail +3
|
|||
|
Everything else is worthless. Now run Event 4.
|
|||
|
Event 4- Recognition and Death
|
|||
|
The now-familiar sound of Flameburst's wings breaks the
|
|||
|
sound of the breeze blowing, and you all huddle closer inside
|
|||
|
the wagon so as to avoid his evil eyes.
|
|||
|
But suddenly, the beast's terrifying face, dripping
|
|||
|
greenish saliva unto the ground appears in front of the back
|
|||
|
entrance of the wagon, grinning with it's long, yellowed
|
|||
|
fangs.
|
|||
|
"I thought I'd recognized you, pointear! Your cursed
|
|||
|
tree-luck may of saved you and your companions, but your
|
|||
|
death is now unpreventable. Die, foolish one!"
|
|||
|
Flameburst breathes his weapon, blowing the wagon apart
|
|||
|
and hitting Salana straight-on. Players may make a Dexterity
|
|||
|
roll at -2 to avoid it, but regardless take 1d6+2 damage from
|
|||
|
debris.
|
|||
|
The red dragon swoops into the huge pit in the ground,
|
|||
|
not caring whether the others live or die.
|
|||
|
Salana's cries can be heard, as she still lives, though
|
|||
|
mortally wounded. Her face is badly burned, as is the rest
|
|||
|
of her.
|
|||
|
"Th-thank you f-for what you've done....I can't express
|
|||
|
my gratitude. But may the Gods forgive me for my deceit....I
|
|||
|
am a ranger.....on a mission from my Order to stop the
|
|||
|
Infernal Being that dwells here...it's name is Gathaur.
|
|||
|
Gathaur, Flameburst...and a shaman are working to
|
|||
|
summon....the Chromatic Dragon....the Evil Queen.....I'm
|
|||
|
sorry for my lies.....please..stop it...stop it"
|
|||
|
Salana dies. The players can take anything of Salana's
|
|||
|
(see NPC roster) except her armor-it is melted beyond repair.
|
|||
|
Area 16 -Outside The Pit
|
|||
|
Originally there was a large door here, leading to the
|
|||
|
small room where Flameburst would of lived. But he smashed
|
|||
|
out, and has since enlarged the room to fit his hoard.
|
|||
|
The huge hole in the ground is at least thirty feet in
|
|||
|
diameter. Thousands of tiny splinters of wood and rock
|
|||
|
surround it.
|
|||
|
There is a tiny ladder leading down into darkness.
|
|||
|
This ladder leads to Area 17. Thewyar uses it when
|
|||
|
going to talk to Flameburst.
|
|||
|
If PCs don't use the ladder, it is a 20' drop.
|
|||
|
Area 17 - Pit Tunnel
|
|||
|
The ladder leads down to a long tunnel, about
|
|||
|
twenty feet high. It was not man-made, but rather smashed
|
|||
|
through. About fifty feet ahead you see a large opening into
|
|||
|
a room that gives off golden light.
|
|||
|
Flameburst has made this bigger over the years
|
|||
|
to accommodate his size. He has also set up a number of
|
|||
|
traps to stop any one from continuing.
|
|||
|
If the PCs continue down the tunnel, they will
|
|||
|
see a statue about thirty feet from the opening, of a large,
|
|||
|
insectoid creature wielding swords in each hand. Do not
|
|||
|
reveal it is a statue yet. The PCs activate a magic mouth
|
|||
|
spell, which says,
|
|||
|
"Halt, intruders! You are entering the Tomb
|
|||
|
of Lord Battlewood, and to continue will bring the wrath of
|
|||
|
I, his faithful guardian. I demand you turn back and leave."
|
|||
|
If the PCs continue, the statue keeps
|
|||
|
repeating the message.
|
|||
|
About 20' from the entrance there is a trap
|
|||
|
rigged to bring a stone part of the ceiling upon the party.
|
|||
|
The wall originally would of crushed the entire party, but
|
|||
|
age has weakened it. Anyone not disarming the trap or making
|
|||
|
a Dexterity check at -1 is hit for 3d6+1 points of damage.
|
|||
|
Finally, directly outside of the entrance, a
|
|||
|
stone door will suddenly slam shut. The door is specially
|
|||
|
wizard locked, but will open for Flameburst or the iron key
|
|||
|
found in the barracks.
|
|||
|
Area 18 - Flameburst's Lair
|
|||
|
This is where Flameburst dwells. There is only a 25%
|
|||
|
chance that he'll be here, otherwise a cumulative 5% chance
|
|||
|
per minute that he arrives after an errand for Gathaur.
|
|||
|
The first noticeable thing is, simply enough, the ten-
|
|||
|
foot mountain of gold pieces, which has an indentation in the
|
|||
|
center, from some great weight.
|
|||
|
It is lit by at least a hundred torches, casting bright
|
|||
|
light upon the loot. You also see other items sticking out
|
|||
|
of it.
|
|||
|
Then you notice something. Far above you, suspended in
|
|||
|
a metal cage, is a robed man staring down at you.
|
|||
|
"Oh, thank the Gods! Adventurers! Please, help me
|
|||
|
down! Help me down before he returns!"
|
|||
|
The man is Thixtwana Maakara, an evil mage captured by
|
|||
|
Flameburst because of his knowledge of the Outer Planes.
|
|||
|
Little does anyone know, but he still has a few spells
|
|||
|
memorized, which have been like so for the past three months
|
|||
|
he's been held captive.
|
|||
|
His cage is tied to a large chain connected to a winch
|
|||
|
on the east wall. The winch can only be turned by a combined
|
|||
|
Strength of 50.
|
|||
|
Thixtwana can also be released from his cage by making a
|
|||
|
Called Shot on the chain holding him. The chain takes 15 hit
|
|||
|
points of damage before it breaks. Thixtwana will take 5 hit
|
|||
|
points of damage if he falls.
|
|||
|
Thixtwana will tell the party everything necessary for
|
|||
|
them to leave, so he can hide until Flameburst returns, kill
|
|||
|
him, take some loot and run.
|
|||
|
Thixtwana Maakara: AC 10; MV 12; M 15; THAC0 16; #AT 1;
|
|||
|
Dmg 1-2 (unarmed combat); AL CE; Str 9, Dex 12, Con 12, Int
|
|||
|
16, Wis 17, Cha 10.
|
|||
|
Spells: flesh to stone, contact outer plane (x2)
|
|||
|
Thixtwana will attempt to cast flesh to stone on
|
|||
|
Flameburst, but if forced will use it on the PCs and make a
|
|||
|
hasty retreat. He will cast contact outer plane for the PCs
|
|||
|
if he feels that will make them leave.
|
|||
|
He will say the following if freed:
|
|||
|
"Oh, many thanks, adventurers. The cur imprisoned me
|
|||
|
here to make me use my magic for him. I will kill him now.
|
|||
|
I suggest you leave, for he may hurt or kill you all."
|
|||
|
Thixtwana has information on Gathaur. He explains that
|
|||
|
Gathaur is a powerful Baatezu Pit Fiend from the Nine Hells,
|
|||
|
and that he in conjunction with Thewyar and Flameburst are
|
|||
|
going to summon Tiamat, The Chromatic One.
|
|||
|
Also present is Flameburst's great hoard. It contains:
|
|||
|
* 7 paintings of Theusea, a beautiful princess, now dead for
|
|||
|
three hundred years. Each is worth 2,000 gp.
|
|||
|
* a potion of vitality, a potion of growth, a potion of
|
|||
|
extra-healing, and a potion of super-heroism.
|
|||
|
* a scroll of protection from air elementals, a scroll of
|
|||
|
protection from possession, a scroll containing polymorph any
|
|||
|
object, permanency (x2), and transmute dust to water; a
|
|||
|
scroll containing legend lore (x3); a scroll of protection
|
|||
|
from dragon breath.
|
|||
|
* 9,000 gp; 6,000sp; 10,000cp.
|
|||
|
Thixtwana objects to the PCs taking any magical loot, as
|
|||
|
most of it is his. He won't attack, but merely say that it's
|
|||
|
all magically cursed, and will turn on it's user.
|
|||
|
Unless said so in the module, there is a 35% chance
|
|||
|
Flameburst is in his lair. If he is, there's a 5% chance
|
|||
|
he's resting, and a 95% chance he's either eating or
|
|||
|
preparing some components for the summoning.
|
|||
|
Anyone entering the lair through the tunnel in Area 13
|
|||
|
can surprise Flameburst. The tunnel leads to a removable
|
|||
|
grate in the wall, located about 20' from the ground, though
|
|||
|
any falling character takes damage as if falling 10' since he
|
|||
|
is party cushioned by the hoard.
|
|||
|
If encountered, Flameburst will not fight in his lair.
|
|||
|
Although not accessible by anyone, high up there is a large
|
|||
|
removable block of stone that Flameburst puts all the various
|
|||
|
things needed for the summoning. He doesn't want these,
|
|||
|
Thixtwana, or his hoard damaged, so he will attempt to lead
|
|||
|
the PCs out of his lair.
|
|||
|
There is a 45% percent chance Flameburst activates one
|
|||
|
of his traps, as he won't be slowly flying through the tunnel
|
|||
|
but hastily swooping out.
|
|||
|
If the PCs take any loot without releasing Thixtwana,
|
|||
|
the mage will tell Flameburst when he returns, in hopes of
|
|||
|
being released.
|
|||
|
Event 4 - The Sacrifice
|
|||
|
At some time after the PCs explore the Keep, preferably
|
|||
|
after exploring the Lair, the following occurs:
|
|||
|
|
|||
|
|
|||
|
|
|||
|
The sound of Flameburst's wings is heard, and you now-
|
|||
|
instinctively take cover.
|
|||
|
The dragon disappears down the large pit in front of the
|
|||
|
Tower.
|
|||
|
Clanking noises are heard. You hear a faint voice, from
|
|||
|
deep underground scream.
|
|||
|
"What are you doing? Am I free to go?"
|
|||
|
There is a thunderous rumble as the dragon speaks.
|
|||
|
"Silence, mage! We appreciate your help in the matter
|
|||
|
conjuring Her, but we have a new job for you."
|
|||
|
"What?! I should be free! Please, just let me gather
|
|||
|
my things..and I shall tell no one! I beg of you, I can do
|
|||
|
no more with the being you wish to summon."
|
|||
|
"SHE IS NO BEING! SHE IS MY QUEEN! AND YOU WILL SERVE
|
|||
|
AS HER AVATAR WHEN WE ENTER THIS WORLD!"
|
|||
|
Flameburst swoops out of the hole, and you can see a
|
|||
|
robed man in his claw, trying his best to break free of the
|
|||
|
dragon's mighty grasp.
|
|||
|
"No, no, no! Damn you! DAMN YOU!"
|
|||
|
Flameburst flies up to the top of the Tower, and the
|
|||
|
light goes on again. The horrid, indescribably voices speak.
|
|||
|
"Ah, perfect timing, Saadir. Thixtwana, I assure you
|
|||
|
your knowledge has been most helpful. The Chromatic One will
|
|||
|
appreciate having such a suitable Avatar. Now, to Thewyar
|
|||
|
with you! The Summoning begins now! Mankind dies soon!"
|
|||
|
The entire tower lights up, and Flameburst lowers down
|
|||
|
into top of the Tower.
|
|||
|
|
|||
|
|
|||
|
The Tower
|
|||
|
After the PCs defeat the zombie golem, they
|
|||
|
may enter the tower. The two front doors are wizard locked,
|
|||
|
however.
|
|||
|
Area 19 - First Floor Hallway
|
|||
|
You step into the Tower, entering a long stone hallway.
|
|||
|
The walls have many cracks running through the, and the
|
|||
|
structure obviously isn't stable. Torches lined along the
|
|||
|
walls flicker light upon you.
|
|||
|
There is a horrible stench coming from the door to the
|
|||
|
left of you.
|
|||
|
Area 20 - Gnoll's Room
|
|||
|
This is where Thewyar's gnoll guardsmen live.
|
|||
|
As you walk in, you first think you have entered a
|
|||
|
latrine. In a sense, you have.
|
|||
|
Ten different piles of straw are around the room. On a
|
|||
|
wooden table lie various axes and swords. Reddish hair is
|
|||
|
apparent around the room, especially on the straw.
|
|||
|
The smell of dried urine and feces is everywhere, and if
|
|||
|
you stay much longer it will stick to your clothes for a day.
|
|||
|
On the wall directly in front of you is a large, rusty metal
|
|||
|
carving, a large circle with five tubes running out of it.
|
|||
|
Anyone making a Wisdom check recognizes it as a symbol
|
|||
|
of Tiamat, the Five-Headed Dragon.
|
|||
|
There is a 50% chance 1d4 of Thewyar's gnolls are here.
|
|||
|
There is a 50% chance for each one that they'll either be
|
|||
|
sleeping, or awake, most likely fighting with each other.
|
|||
|
See the NPC roster for their stats.
|
|||
|
Area 21 - Trapped Room
|
|||
|
This room was set up by Thewyar with the reluctant help
|
|||
|
of Thixtwana to take care of looters.
|
|||
|
A permanent illusion has been set up, making it look
|
|||
|
like the room is filled with gold pieces. In actuality,
|
|||
|
these are worthless wood chips found in one of the ruins that
|
|||
|
were put here. Further, in the center of the room is a large
|
|||
|
stone, with a glass covering on top. Inside the covering
|
|||
|
appears to be a huge, red ruby, part of the illusion.
|
|||
|
Your mouths drop open in surprise when you enter this
|
|||
|
room. Though small, there are large piles of gold pieces
|
|||
|
everywhere. But most striking is the large stone in the
|
|||
|
center of the room.
|
|||
|
On top of it is a glass case. Inside the case sits the
|
|||
|
largest, most perfect ruby you've ever seen. The case is
|
|||
|
engraved in Common. It reads:
|
|||
|
The Ruby Of Hcoutton Od
|
|||
|
Captured by Lord Battlewood
|
|||
|
If the glass case is touched, the PCs are actually
|
|||
|
pushing down on the stone. This causes the entire floor to
|
|||
|
give way, dropping the characters 10' into Area 26.
|
|||
|
Area 23- Stairway
|
|||
|
These stairs lead up to Level 2.
|
|||
|
Area 24 - Elevator
|
|||
|
You open the door, and enter a very small room, about
|
|||
|
10' high, and big enough to fit about six people, only if
|
|||
|
they squish together.
|
|||
|
There is a lever built into the wall, in the up
|
|||
|
position.
|
|||
|
This room is actually an "elevator" that leads to the
|
|||
|
Sub-Level, Area 25. It is activated by depressing the lever,
|
|||
|
which puts into motion a series of hidden pulleys and chains.
|
|||
|
A magic mouth has been placed on the lever, and anyone
|
|||
|
touching it activates it:
|
|||
|
"Stop! How do we know you should continue? Answer this
|
|||
|
question!
|
|||
|
"What stands perfectly still, yet takes the lives of
|
|||
|
many; what can have pieces broken off and not be harmed; what
|
|||
|
reaches for the heavens above; what is an obstacle to every
|
|||
|
traveler?"
|
|||
|
The correct answer is "A mountain.". If not given the
|
|||
|
correct answer, a stinking cloud spell is activated. When
|
|||
|
the Keep wasn't abandoned, a bell also rang in the Guard's
|
|||
|
Room (Gnoll's Room), but this was broken long ago.
|
|||
|
Sub-Level
|
|||
|
This is the bottom level of the Tower.
|
|||
|
Area 25 - Keep Treasury
|
|||
|
This room is where the treasury of the Keep was once
|
|||
|
help. Flameburst took much of it for himself, but there is
|
|||
|
still some left.
|
|||
|
This room is very dark, and the smell of stagnant water
|
|||
|
attacks your nostrils.
|
|||
|
Pools of the aforementioned water are everywhere, and it
|
|||
|
drips down from the stone ceiling. Various weeds and fungi
|
|||
|
grow in the corners.
|
|||
|
The floor here is cracked, as if some great weight was
|
|||
|
here long ago. A door is in the east wall.
|
|||
|
Several piles of coins lie here, though looking nothing
|
|||
|
like the treasure they are due to the surroundings. You
|
|||
|
notice a few other objects in the piles.
|
|||
|
What's left of the treasury is 987 gp, three potions of
|
|||
|
extra-healing, a two-handed sword +2, and a golden circlet
|
|||
|
laced with six rubies worth 2,100 gp.
|
|||
|
Lurking in the corner is Krudd, a gnoll who did not want
|
|||
|
to serve Thewyar with his friends. When they came to the
|
|||
|
Keep, he made a run for it and found his way down here. He
|
|||
|
is terrified of Thewyar, Flameburst and Gathaur, and made no
|
|||
|
attempt to call for help when the elevator accidentally was
|
|||
|
set to go back up.
|
|||
|
He's managed to survive off rats and bugs, but is going
|
|||
|
insane. He will leap onto a PC, screaming "Home! Home!",
|
|||
|
and stay with the PC until he is brought "home", which is a
|
|||
|
forest fifty miles from here. If a PC makes a Charisma
|
|||
|
check, Krudd will calm down and explain what's happened.
|
|||
|
He'll join the party, and gladly fight Thewyar and his gnoll
|
|||
|
comrades, but will be paralyzed in fear at the sight of
|
|||
|
either Flameburst or Gathaur.
|
|||
|
Krudd the Gnoll: AC 5; MV 9; HD 2; hp 14; THAC0 19; #AT
|
|||
|
1; Dmg 2-8 (2d4) axe; AL CN; Size L; XP 35; ML 11
|
|||
|
If the PCs took the elevator here, the ancient chains
|
|||
|
suddenly snap on the way down, causing no damage, but making
|
|||
|
the elevator unusable until the chains are repaired (which
|
|||
|
would take supplies and a few days).
|
|||
|
Area 26 - Siege Room
|
|||
|
This room was used to store food and water in the event
|
|||
|
of a siege. Flameburst ate all the food long ago, but simply
|
|||
|
smashed apart the water jugs. The climate has prevented them
|
|||
|
from ever evaporating. The party can also enter from A 21.
|
|||
|
This is an yet another large stone room, but the signs
|
|||
|
of a possible struggle are evident.
|
|||
|
The entire floor is covered with water, in which
|
|||
|
numerous plant life has taken up residence. The room is very
|
|||
|
humid and moist, and insects bite at your flesh. Thousands
|
|||
|
of shards of glass lie in the water. In the back of the room
|
|||
|
are what looked like might off once been wooden shelves,
|
|||
|
though they have all fallen over each other, and are rotted
|
|||
|
and moss-covered. A door is in the north wall.
|
|||
|
A large part of the water in the northwestern corner is
|
|||
|
purely black. As your boots touch the water, sending ripples
|
|||
|
through it, it hits the black substance, causing it to race
|
|||
|
towards you, just as you realize what it is.
|
|||
|
A black pudding.
|
|||
|
The black pudding has gained surprise, and is allowed
|
|||
|
one attack, then roll for initiative.
|
|||
|
Black Pudding (1): AC 6; MV 6; HD 10; hp 56; THAC0 11;
|
|||
|
#AT 1; Dmg 3-24; AL Nil; Size L (8'); ML 20; SA dissolves
|
|||
|
chain mail in one round, plate in two, each plus adds a
|
|||
|
round; SD immune to acid, cold, and poison, lightning bolts
|
|||
|
and weapons make new puddings. XP 5,000
|
|||
|
Area 25 - Sewage Disposal Room
|
|||
|
This is the room where the sewage from Lord Battlewood's
|
|||
|
lavatory ended up, courtesy of a large metallic pipe in the
|
|||
|
ceiling. A large drain in the floor empties it into an
|
|||
|
underground cavern, where it was absorbed. Though sewage is
|
|||
|
long gone, the odor has not left. PCs smaller then 5' and
|
|||
|
succeeding in four successful Dexterity or climbing
|
|||
|
proficiency checks can enter Area 30. Somewhere in the drain
|
|||
|
is a zombie, originally an adventurer seeking treasure. The
|
|||
|
adventurer was a very clean elf, and Thewyar placed him here
|
|||
|
for irony, as the elf would be doomed to be forever dirty.
|
|||
|
Use the stats from Area 4. The zombie carries a dagger.
|
|||
|
You enter this tiny room, and momentarily fall to your
|
|||
|
knees from the stench. It is perhaps the worst odor any of
|
|||
|
you have ever experienced in your lives, and you recognize it
|
|||
|
for what it is- bodily waste.
|
|||
|
After your eyes stop tearing, you notice the various
|
|||
|
piles of what must of been waste, now whitish-gray dust.
|
|||
|
The stone walls are stained an odd blackish color. In
|
|||
|
the middle of the ceiling is a medium-sized round hole, the
|
|||
|
end of a metallic pipe or something. In the middle of the
|
|||
|
floor, directly below the pipe, is a rusted metal grate. The
|
|||
|
entire room is slanted so as to give you the impression the
|
|||
|
grate is a drain of some sort.
|
|||
|
As you walk farther into the room, you notice that the
|
|||
|
doorway isn't built for a door, but rather a large metal
|
|||
|
slab, which is currently raised up. A metal crowbar is lying
|
|||
|
next to the doorway.
|
|||
|
Event 5 - The Ritual Commences
|
|||
|
Run this after the PCs explore Area 25. Gathaur,
|
|||
|
Flameburst, and Thewyar now begin the foul ceremony to summon
|
|||
|
Tiamat. From now on, the aforementioned three will be
|
|||
|
located in Area , chanting and casting. Along with them is
|
|||
|
Thixtwana and five of Thewyar's gnolls. Any remaining ones
|
|||
|
are assigned to guard the Keep. Also, from now on hellish
|
|||
|
chanting, noises, and screams can be heard, coming from the
|
|||
|
top of the Tower.
|
|||
|
Suddenly, the infernal voices you'd heard before speak,
|
|||
|
rattling the tower as they do so.
|
|||
|
"We hath gathered here, upon this tower to commence the
|
|||
|
summoning of you, the Dark Queen, the Chromatic Dragon,
|
|||
|
Tiamat! Astorium kith-tsorius, mokerium asmodeusi, malbolge
|
|||
|
dis, nikari!"
|
|||
|
The thunderous voice of Flameburst joins in.
|
|||
|
"My Queen, I summon thee from thine Stygian prison! My
|
|||
|
Queen, I give you a mortal shell to inhabit! My Queen,
|
|||
|
freedom shall be yours once again! Mis Queenius, doth
|
|||
|
summonis prisonis Stygian!"
|
|||
|
The voice of an orc is the final to join the unholy
|
|||
|
chanting.
|
|||
|
"O Great and Powerful Mother! Rampage the world,
|
|||
|
destroy human and demihuman alike! Release yourself and your
|
|||
|
anger! Gret un Powirful Mothe! Rampige un Kogoth! Hruggek
|
|||
|
makkarit shag!"
|
|||
|
You hear a great wind pick up from outside as the
|
|||
|
chanting continues....
|
|||
|
Level Two
|
|||
|
This is the second level of the Tower.
|
|||
|
Area 26 - Thewyar's Room
|
|||
|
This was originally the Keep's second-in-command-'s
|
|||
|
room, but now the orc High Priest Thewyar dwells here. If
|
|||
|
the DM wishes it so, and Event 5 has not yet occurred, there
|
|||
|
is a 20% chance he'll be here, getting ready for the
|
|||
|
summoning. 1d4 gnoll guards will be outside his door.
|
|||
|
You enter the room, and a smell like the one from
|
|||
|
downstairs is recognized, though less potent.
|
|||
|
The room is fairly large, but whoever uses it has not,
|
|||
|
or doesn't need to, taken advantage of the all the space.
|
|||
|
There is a large bed against one wall, unmade and
|
|||
|
soiled. A window hole is in one of the walls, giving you a
|
|||
|
good view of the Keep and it's environs.
|
|||
|
Hanging on the wall is a large metallic carving, of a
|
|||
|
round circle with five tubes coming out of it. It is
|
|||
|
slightly rusted, and there is a brownish stain on it.
|
|||
|
On a night table next to the bed are two books, on top of
|
|||
|
each other. The bottom one is large, about 18 inches long,
|
|||
|
and obviously read often. The second is a much smaller-
|
|||
|
leather bound book, well worn. As you examine that book, you
|
|||
|
notice the carving is represented on the cover of the larger
|
|||
|
book.
|
|||
|
PCs have the same chance to recognize the carving as a
|
|||
|
symbol of Tiamat as for the one in Area 20.
|
|||
|
The large book is a prayer book to Tiamat, written in
|
|||
|
Orcish. It is worth 500 gp to any sage, simply out of
|
|||
|
interest. It's worth 800 gp to anyone interested in Tiamat
|
|||
|
(a sage would want it for knowledge). Any worshipper of
|
|||
|
Tiamat would most probably attack the holder on sight if the
|
|||
|
holder didn't worship her. A paladin gains 200 XP for
|
|||
|
destroying the book, which adds to the evil in this world.
|
|||
|
The small book is Thewyar's journal, also in Orcish.
|
|||
|
After reading it, the PC will realize Thewyar is an Orcish
|
|||
|
High Priest of Tiamat, the Chromatic Dragon, and feared and
|
|||
|
followed by many humanoid races. The last few entries are
|
|||
|
the only ones giving vital information. They are undated:
|
|||
|
Today is day that will be important. Today big dragon
|
|||
|
came to village, and even killed a few of us, including
|
|||
|
Ugthuk, my frend. Dragon's name is Sad Ear. Sad Ear told me
|
|||
|
my powers are needed cuz he'z doin somethin with my mother
|
|||
|
Tiamat. He will tayk me to an old humanplace toonyt to meat
|
|||
|
hiz frend.
|
|||
|
|
|||
|
Last nyt I came hear to Owed Nar Keap. I took some
|
|||
|
nolz wit me. Sad Earz frend is a horrible monster naymed Cat
|
|||
|
Hour. Cat Hour wants to bring Mother Tiamat here to kill
|
|||
|
everythin. I think thatz good becuz then I kan tell her eye
|
|||
|
luv her. Dere iz also a majik-yooser who we ar goin to work
|
|||
|
wit. I am very mad too becuz win we got hear a nol hooz naym
|
|||
|
is Krudd got skahred an ran away. We lookd for him for en
|
|||
|
howr but Sad Ear sayz he will di anyway. I hope so.
|
|||
|
I think dat Sad Ear iz supost to con troll Cat Hour an
|
|||
|
Cat Hour bosses him a rownd. Dey are not good fendz like me
|
|||
|
an my nolz.
|
|||
|
|
|||
|
Toodey Cat Hour sed itz good i dear for me to mayk
|
|||
|
zomieez from adventurerz dat we capchur. I like dat idear.
|
|||
|
Also, now da majik-yooser is a prizner. I hope dese guyz don
|
|||
|
mayk me wun.
|
|||
|
|
|||
|
Dis iz da big day. Today we sumin Mother Tiamat. We
|
|||
|
will be preparin all dey. I will also go round da Keep wit
|
|||
|
my nolz to mayk shor everythin is sayf for Her. Sad Ear wuz
|
|||
|
tellin me never to say hiz name, only call him Flaymburrst,
|
|||
|
cuz if yoo say hiz naym when Mother Tiamat comes, she will
|
|||
|
judge him for sinz, and that is Bad. I hope I will remehmbr.
|
|||
|
Area 27 - Temple Of Tiamat
|
|||
|
This room was originally used for the worship of Odin,
|
|||
|
the patron deity of Lord Battlewood and his army. Thewyar
|
|||
|
has made it into a temple of Tiamat. There is a 45% chance a
|
|||
|
gnoll will be here, praying.
|
|||
|
Anyone making an Intelligence check will notice the
|
|||
|
words 'Temple Of Odin' carved above the doors.
|
|||
|
You notice the door to this room has an odd symbol
|
|||
|
carved on it, of a large circle with five tubes growing out
|
|||
|
of it.
|
|||
|
Entering, you are shocked.
|
|||
|
The same symbol is here, except in the form of a 6' tall
|
|||
|
tinted glass sculpture, of crude make.
|
|||
|
Twelve red velvet pillows lie in rows on the stone
|
|||
|
floor, directly in front of the symbol. There is a small
|
|||
|
fire flickering in the fireplace, heating a metal pot, which
|
|||
|
contains a bright red liquid, in which is floating a red
|
|||
|
object, flat as a piece of paper.
|
|||
|
You note that above the sculpture, however, there are
|
|||
|
the words "Odin - Our Father, Our Guidance, Our Sword".
|
|||
|
Anyone breaking the sculpture open will find five
|
|||
|
basketball-sized eggs. They are dragon eggs, of white, red,
|
|||
|
black, blue, and green great wyrms. Each donated an egg to
|
|||
|
make the sculpture, fairly typical to Tiamat prayer-
|
|||
|
sculptures. Each egg has had a power word kill cast on it,
|
|||
|
sacrificing the unborn dragons inside. Each is worth 6,000
|
|||
|
gp. The sculpture, if somehow removed, is worth 9,000 gp.
|
|||
|
If it is somehow shown that dragon eggs are inside, it is
|
|||
|
worth 15,000 gp. The sculpture weighs 300 pounds.
|
|||
|
Area 28 - Summoning Room
|
|||
|
This was originally a guest room. It was used to summon
|
|||
|
Gathaur. Any wizard making a Wisdom check recognizes that a
|
|||
|
powerful summoning spell was cast here. If his Wisdom is
|
|||
|
above 16, no check is needed.
|
|||
|
Your hearts skip a beat when you enter this room. A
|
|||
|
single torch casts flickering light upon it.
|
|||
|
The walls are covered in blue runes, top to bottom,
|
|||
|
floor and ceiling.
|
|||
|
In the center is a large pile of skulls, from various
|
|||
|
creatures. You can make out ones belonging to minotaurs,
|
|||
|
gnolls, umber hulks, trolls, dwarves, humans, and even a hill
|
|||
|
giant. A good number of them have been crushed, as if
|
|||
|
stepped on, and the ones on top, like some of the floor, are
|
|||
|
severely charred.
|
|||
|
Burnt scraps of paper lie in a flutter around the room.
|
|||
|
Bloodstains are horrifying apparent on some of the walls and
|
|||
|
several skulls.
|
|||
|
Any good PCs feel a headache in this room. It goes away
|
|||
|
once they leave, and is a result of the temporary connection
|
|||
|
with the Nine Hells that was here, and the leftover evil
|
|||
|
residue still sticks to the walls.
|
|||
|
Area 29 - Stairway
|
|||
|
This leads to Area 30.
|
|||
|
Level Three
|
|||
|
This is the last floor of the Tower, and where Tiamat
|
|||
|
will be summoned.
|
|||
|
Area 30 - The Dark Ritual
|
|||
|
This was originally Lord Battlewood's chambers,
|
|||
|
lavatory, and office. The walls were long ago destroyed,
|
|||
|
along with the ceiling.
|
|||
|
Gathaur has been dwelling here for the past few days,
|
|||
|
preparing the Summoning, mixing ingredients, and plotting.
|
|||
|
The Pit Fiend plans for Tiamat to arrive, using Thixtwana as
|
|||
|
Her Avatar. He also plans to kill Flameburst soon, as he is
|
|||
|
angry for being controlled by him in the first place. After
|
|||
|
Tiamat takes her Avatar and begins rampaging, he will plane
|
|||
|
shift back to the Nine Hells.
|
|||
|
If a PC sneaks up here before the Summoning has started
|
|||
|
by way of the pipe in Area 25, the PC will get one surprise
|
|||
|
attack. Gathaur will then quickly slay the PC, assuming it's
|
|||
|
just another mettlesome looter, and continue. If the PCs
|
|||
|
come up by way of stairs, he will attack, but first taking
|
|||
|
time to call Flameburst, who will arrive in 1d6 rounds if at
|
|||
|
the Keep, 2d10 if elsewhere.
|
|||
|
If a PC interrupts once the ceremony has started, the
|
|||
|
gnolls, all of whom will be present, will attack, along with
|
|||
|
Flameburst.
|
|||
|
The following is the description for the room. The
|
|||
|
first is before the ritual starts, the second after.
|
|||
|
#1
|
|||
|
This was probably once a large series of rooms, but now
|
|||
|
nothing then the top of the Tower. The walls have been
|
|||
|
shattered, all now at different heights. The tallest section
|
|||
|
is only ten feet high. The entire "room" is circular, about
|
|||
|
fifty feet in diameter. You have a wonderful view for miles
|
|||
|
around, but something takes away any enjoyment you'd get from
|
|||
|
it.
|
|||
|
Sitting with it's back to you, legs crossed, is a 12'
|
|||
|
monstrosity. It has two huge, black wings growing from it's
|
|||
|
back, along with a long 6' red warty tail, slowly swinging
|
|||
|
from behind it. It's body is a fiery red, more so then
|
|||
|
Flameburst, and tiny scales pervert the reflecting light into
|
|||
|
a reddish beam. Though you can't see it's assuredly horrid
|
|||
|
face, something vile and green is dripping onto the floor in
|
|||
|
front of it.
|
|||
|
The Thing is apparently reading what looks like an
|
|||
|
enormous book, it's pages made of black metal with silver
|
|||
|
scribing, and each page about 9' long.
|
|||
|
Thousands of white candles, unlit, surround It. A 10'
|
|||
|
granite sculpture of a five-headed dragon is next to your
|
|||
|
opposing wall. The walls are covered in blue runes.
|
|||
|
You hear the Thing slowly mumbling under it's breath,
|
|||
|
and by it's terrible voice you relive that it was making the
|
|||
|
multi-voiced noises from before.
|
|||
|
#2 (use the basic room description as above)
|
|||
|
Destroying any peace of mind you may of had are the
|
|||
|
things you see here.
|
|||
|
The most apparent is a 12' monstrosity, holding a large
|
|||
|
9' long metallic book with black pages and white scribing.
|
|||
|
It is an atrocious, baneful, menacing Thing, with hellish red
|
|||
|
skin covered with thousands of tiny fetid scales. A long, 6'
|
|||
|
atrocious tail drags along the floor, and two 9' long black
|
|||
|
ghastly wings protrude from it's back. It is drunkenly
|
|||
|
hobbling around the 20' raging fire in the center of the
|
|||
|
area, chanting unutterable words in it's abysmal multi-
|
|||
|
sounding voice.
|
|||
|
Then there is Flameburst, standing on his hind legs near
|
|||
|
the sculpture, uttering words in some unknown language. His
|
|||
|
loathsome eyes look glazed over as he peers into the huge
|
|||
|
fire.
|
|||
|
Then there is a fairly tall hideous-looking orc, wearing
|
|||
|
a long, red robe with black specks across it. He is waving
|
|||
|
his arms up in down, almost worshipping the fire.
|
|||
|
Several gnolls, each wearing a white robe with red
|
|||
|
specks all stand guard along the walls, each obviously
|
|||
|
terrified at the unholy goings-on.
|
|||
|
Next to the billowing flame is a large 10' tall marble
|
|||
|
slab. Tied to it is Thixtwana, naked, his body is covered in
|
|||
|
bluish runes. He is frantically trying to break free, though
|
|||
|
it's futile.
|
|||
|
The Battle
|
|||
|
Note that Thewyar and the gnoll's Armor Classes are
|
|||
|
currently 10 due to the robes. Each gnoll has a 50% chance
|
|||
|
of noticing the PCs, in which case he'll immediately shout so
|
|||
|
and attack. They are scared enough of the consequences to
|
|||
|
fight to the death.
|
|||
|
Flameburst will also attack right away, as he is not
|
|||
|
crucial to the actual summoning, though he wants to make a
|
|||
|
good impression on his Queen when she appears. He will make
|
|||
|
sure Thewyar and Thixtwana are not hurt, and that the bonfire
|
|||
|
is not put out.
|
|||
|
Gathaur will attempt to continue with the ceremony as
|
|||
|
long as he can.
|
|||
|
Thewyar will simply chant and conduct the ceremony, as
|
|||
|
he is one who will actually bring her into this world.
|
|||
|
Gathaur simply helps to bring her to the point of entering
|
|||
|
our world.
|
|||
|
Thixtwana will scream to be released, as he knows darn
|
|||
|
well what his purpose is. If released, he will attempt to
|
|||
|
escape down the stairs. If blocked, he will give up and
|
|||
|
commit suicide, leaping off the Tower.
|
|||
|
The Summoning
|
|||
|
The entire purpose of this ritual is to summon Tiamat
|
|||
|
the Chromatic Dragon, so that she can rampage and cause
|
|||
|
unknowable death and destruction to the world.
|
|||
|
It takes 20 rounds to summon Tiamat. Every round they
|
|||
|
are interrupted, they lose that round of chanting and must
|
|||
|
re-do it, in addition to the next round. Use the following
|
|||
|
chart to keep track:
|
|||
|
Round 1 o Round 6 o Round 11 o Round 16 o
|
|||
|
Round 2 o Round 7 o Round 12 o Round 17 o
|
|||
|
Round 3 o Round 8 o Round 13 o Round 18 o
|
|||
|
Round 4 o Round 9 o Round 14 o Round 19 o
|
|||
|
Round 5 o Round 10 o Round 15 o Round 20 o
|
|||
|
Unless the PCs take especially long, 2 rounds will of
|
|||
|
been completed by the time they come up here.
|
|||
|
At the end of the 20th round, Thewyar will fall to his
|
|||
|
knees, and the fire will suddenly turn white-hot, reaching
|
|||
|
hundreds of feet into the sky. Read the following:
|
|||
|
Suddenly, the chanting reaches an enormous climax. The
|
|||
|
fire turns white-hot, and shoots up hundreds of feet into the
|
|||
|
air. But you can see something inside the fire.
|
|||
|
The middle of it gives you a vision of another place.
|
|||
|
You see a long, seemingly endless plain of cracked and dusty
|
|||
|
ground. Then, on the horizon, something slowly appears, and
|
|||
|
walks towards you.
|
|||
|
It is a dragon. A five-headed dragon, each representing
|
|||
|
a different color, and each with it's own corrupt grin of
|
|||
|
triumph. And it's coming closer.
|
|||
|
Over the image of the dragon you see the face of a
|
|||
|
woman. The most beautiful woman you've ever seen. She has
|
|||
|
deep black hair and eyes, and black lips. There is a wry
|
|||
|
smile on her lips. She holds out her arms, and the nails are
|
|||
|
also black. She and the dragon-heads speak at the same time,
|
|||
|
creating a vile obscene sound, that makes you unconsciously
|
|||
|
quiver, mesmerized by the diabolical power before you.
|
|||
|
"Complete the ritual."
|
|||
|
Flameburst immediately swoops next to the fire, and bows
|
|||
|
down, the dragon looking horribly human for a moment.
|
|||
|
"My Queen."
|
|||
|
Gathaur lets out a dreadful malevolent laugh, raising
|
|||
|
his bloated arms in pleasure.
|
|||
|
Thewyar begins an abominable dance, pointing to
|
|||
|
Thixtwana and the fire, loudly chanting.
|
|||
|
If Thewyar is not stopped, Thixtwana and the stone slab
|
|||
|
will explode in one round, and Tiamat will be in it's place.
|
|||
|
Her sheer weight will destroy the Tower, and she will first
|
|||
|
slay Thewyar, the gnolls, and Gathaur; then the PCs.
|
|||
|
Flameburst will act as her page, announcing the Chromatic One
|
|||
|
has come to the world. A time of great death and destruction
|
|||
|
will follow.
|
|||
|
Make it apparent Thewyar is the key to the summoning.
|
|||
|
If he is stopped, read the following:
|
|||
|
As Thewyar is at the end of his chant, dousing Thixtwana
|
|||
|
in a strange liquid, you hit (kill/punch/whatever) him, and
|
|||
|
he falls into the flames, shrieking.
|
|||
|
The woman's face contorts. Her perfect teeth grow
|
|||
|
yellow, additional fiery eyes appear on her face, and she
|
|||
|
melds into the dragon behind her. It screams.
|
|||
|
"NO! NO! Not again! You have failed me! You have all
|
|||
|
failed me! Nooooooo!!!!"
|
|||
|
One of the woman's arms actually reaches out of the
|
|||
|
fire! It is at least fifteen feet thick, but transparent.
|
|||
|
It grasps Thixtwana...rather it would, but it's apparently
|
|||
|
un-corporeal, too.
|
|||
|
Nonetheless, Thixtwana lets out a scream. A scream
|
|||
|
filled of more pain then you can ever imagine. Then the
|
|||
|
stone slab suddenly explodes in blast of flame, sending
|
|||
|
Thixtwana halfway across the area, slamming into a wall.
|
|||
|
Gathaur leaps into the air, landing in front of the
|
|||
|
wavering fire, and shattering part of the stone floor in the
|
|||
|
process.
|
|||
|
"Wait," he says calmly, in a voice filled with evil.
|
|||
|
He raises a deformed arm, and simply points at
|
|||
|
Flameburst, who looks evilly at him.
|
|||
|
"Saadir."
|
|||
|
Flameburst's face suddenly turns to one of shock. The
|
|||
|
woman raises an eyebrow slightly, her face still furious.
|
|||
|
"Saadir. You will be judged."
|
|||
|
Flameburst begins to fly off.
|
|||
|
"Gathaur! Why did you--"
|
|||
|
Suddenly a thousand tiny eyeballs encircle the dragon.
|
|||
|
They disappear as soon as they came.
|
|||
|
"Unworthy."
|
|||
|
Flameburst lets out a childish yelp, and is enveloped in
|
|||
|
a black light. His body rockets forward, landing with a
|
|||
|
thunderclap onto the ground below. He is still.
|
|||
|
The flame goes out in a flash, and the last thing you
|
|||
|
see is the five-headed dragon, smiling oddly.
|
|||
|
Then it is gone, leaving only the smoking skulls the
|
|||
|
fire was set upon, and Thewyar's charred body.
|
|||
|
Gathaur lets out a hideous bellow.
|
|||
|
"I have other plans! Tiamat is not crucial to the ways
|
|||
|
of a Baatezu. She can stay in her prison for all I care."
|
|||
|
He will then slay any remaining gnolls, and attack the
|
|||
|
PCs for one more round, chuckling the whole time. He does
|
|||
|
this simply for sport. The next round, he steps backward,
|
|||
|
and with a slight bow and smile, says:
|
|||
|
"You narrowly averted your destruction, mortals. There
|
|||
|
is no point in my being here any longer. Rest assured the
|
|||
|
Blood War will have the Baatezu as it's victors. Remember
|
|||
|
that. Remember in the cold, dark hours of the night, in
|
|||
|
another world my people may of one an eternal war. A war
|
|||
|
in which the victors will be able to freely come here. Think
|
|||
|
of it as a dog begins barking at something outside."
|
|||
|
It folds it's arms across it's chest, and disappears in
|
|||
|
a sudden burst of fire. The smell of brimstone hangs in the
|
|||
|
air, and the stone is charred where he once stood.
|
|||
|
Gathaur has plane shifted back home. But all isn't
|
|||
|
over.
|
|||
|
Tiamat managed to leave some of her essence in
|
|||
|
Thixtwana's body. She gets up, surrounded by a blue-white
|
|||
|
light, and attacks the PCs with everything she has. If the
|
|||
|
body is destroyed, there is a blue-white explosion, and it
|
|||
|
falls, dead.
|
|||
|
Tiamat's Avatar: AC 4; MV 16; hp 90; THAC0 9; #AT 2; Dmg
|
|||
|
2-12 +Str bonus (see below); Str (see below), Con 17, Dex 18,
|
|||
|
Int 24, Wis 24, Cha -1; SA spells, possession (see below); SD
|
|||
|
45% MR, saves as 13th lvl fighter. XP 10,000
|
|||
|
Spells (cast as 15th level wizard): magic missile (5
|
|||
|
missiles, 1d4+1 dmg, x4), protection from good, detect
|
|||
|
invisibility, invisibility, fireball (10d6 dmg), polymorph
|
|||
|
other.
|
|||
|
This is but a tiny fraction of Tiamat's power. If
|
|||
|
slain, it will not rise again, nor will Tiamat actually be
|
|||
|
killed.
|
|||
|
The avatar starts off with 18/00 Strength. Every 3
|
|||
|
rounds it grows 5 feet, and gains a point of Strength, with a
|
|||
|
maximum of 25. As it grows, it becomes increasingly more
|
|||
|
dragon-like, but will not actually become a dragon.
|
|||
|
In addition, Tiamat can attempt to possess a PCs' body.
|
|||
|
To do so, she must make a successful attack roll, though it
|
|||
|
won't cause damage. Then there is a 65% chance she'll
|
|||
|
succeed, minus 1% for every level of the intended victim. If
|
|||
|
successful, the victim dies, his/her soul destroyed,
|
|||
|
preventing any possibility of raising.
|
|||
|
The new avatar will have all the powers of the old,
|
|||
|
though spells are not renewed. It will have the body's hit
|
|||
|
points, plus an additional 2d10 more.
|
|||
|
In addition, no matter what avatar she has, it will
|
|||
|
slowly deteriorate. After it operates for 30 rounds, it
|
|||
|
starts losing 1d3 points off every ability score every round.
|
|||
|
When something hits zero, the avatar dies. Thus, Tiamat's
|
|||
|
avatar will be in constant need of fresh bodies for
|
|||
|
possession.
|
|||
|
If it somehow escapes, the avatar will roam the
|
|||
|
countryside, causing as much death and destruction as
|
|||
|
possible, selecting a new body, and so on. It will probably
|
|||
|
be stopped within a week by an elite unit of soldiers or
|
|||
|
possibly some adventurers. Even if it's not, it will
|
|||
|
gradually fade in power, and cannot exist more than a month.
|
|||
|
Aftermath
|
|||
|
The PCs will no doubt want to rest up and heal after the
|
|||
|
battle. There will be no encounters whatsoever for the next
|
|||
|
two days, as everyone and thing is scared to death that
|
|||
|
something evil still dwells at the Keep.
|
|||
|
Although not apparent during the battle there are some
|
|||
|
things of note here.
|
|||
|
Carved into a wall is the following:
|
|||
|
To Any Follower Of Lord Battlewood--
|
|||
|
We are three of his most devoted followers, and
|
|||
|
have managed to sneak up here to write this message.
|
|||
|
Know that after we survived the dragon and Fiend's
|
|||
|
attack, we took Lord Battlewood's body, and with the help of
|
|||
|
Uiaar, his mage, we are building a great tomb for him. We
|
|||
|
cannot reveal the location, but suffice that it is close
|
|||
|
enough to this Keep.
|
|||
|
Be wary, it will be protected from those who would
|
|||
|
do harm. Therefore, various clues have been left in the
|
|||
|
------
|
|||
|
The message was burned in the battle. This is an
|
|||
|
adventure hook, no doubt any PCs looking for riches would be
|
|||
|
eager to get any treasures buried with Kyarr.
|
|||
|
The metallic book used by Gathaur is from the Nine
|
|||
|
Hells, written by a powerful being there who discovered how
|
|||
|
to summon Tiamat. The only way PCs can understand it's
|
|||
|
contents is by asking a Baatezu or one versed in their
|
|||
|
languages (these people are few and far between, if not
|
|||
|
unique), as it is 100% magic resistant. Any Baatezu
|
|||
|
presented with it would most likely kill the person who had
|
|||
|
it, and then return it in hopes of a "promotion".
|
|||
|
A paladin who destroys the book gains 800 XP for ridding
|
|||
|
the world of it. It is metallic, however, and only a great
|
|||
|
heat would destroy it. In addition, any good person touching
|
|||
|
it takes 3d6 points of damage and is feebleminded for 1d10
|
|||
|
rounds. Any neutral is simply feebleminded, and an evil
|
|||
|
person may touch it.
|
|||
|
The book weighs five hundred pounds, and is worth 9,000
|
|||
|
gp, though only someone evil and knowledgeable in what it is
|
|||
|
would buy it. Someone of a different alignment might, but
|
|||
|
for a totally different reason or the wouldn't take the risk
|
|||
|
of possibly touching it.
|
|||
|
The statue of Tiamat is worth 5,000 gp.
|
|||
|
Also, there is Flameburst's corpse to consider. PCs can
|
|||
|
try making armor out of it, selling it (it's worth about
|
|||
|
20,000 gp to the right buyer), getting spell components from
|
|||
|
it, or even cooking and eating it!
|
|||
|
Also, after a while nearby people, especially the
|
|||
|
townsfolk of Turen, will sense the vanquished evil. A large
|
|||
|
band of them (a hundred or more) will come up to the Keep.
|
|||
|
Once they see that the PCs are indeed heroes, no doubt they
|
|||
|
will be adequately rewarded. The PCs may even want to stay
|
|||
|
and re-build the Keep, using it as a base of operations!
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
NPC ROSTER
|
|||
|
The following is a roster of the important NPCs in
|
|||
|
Odnaar Keep. You may wish to adjust them to suit the
|
|||
|
strengths and weaknesses of your party.
|
|||
|
|
|||
|
|
|||
|
Salana Nightblade
|
|||
|
13th Level Elven Ranger
|
|||
|
Str: 14 HP: 77 AL: NG
|
|||
|
Dex: 16 AC: 5 (leather armor +1 + Dex bonus)
|
|||
|
Con: 15 2 Attacks per round
|
|||
|
Int: 13 Weapons:
|
|||
|
Wis: 15 short sword +2 (1d6/1d8), dagger (1d4/1d3)
|
|||
|
Cha: 15 THAC0: 8
|
|||
|
Ranger Abilities: Hide in Shadows 85%, Move Silently 99%
|
|||
|
Casting Level: 6
|
|||
|
Spells: 1st: cure light wounds (x2), remove fear; 2nd:
|
|||
|
hold person, charm person; 3rd: dispel magic
|
|||
|
Salana is a member of the Order of the Leaves, an elven
|
|||
|
society of rangers sworn to protect the world from
|
|||
|
extraplanar evils. Any sage can tell the PCs this.
|
|||
|
Her order was alerted to the presence of Gathaur the
|
|||
|
Baatezu by the gold dragon Jhem. She also learned that
|
|||
|
Flameburst was involved.
|
|||
|
She fought Flameburst long ago when he was attacking an
|
|||
|
elven village for food. She removed one of his eyes. He
|
|||
|
managed to heal it years later, but his enmity never
|
|||
|
vanished.
|
|||
|
|
|||
|
Thewyar
|
|||
|
11th Level Orc Shaman of Tiamat ("High-Priest")
|
|||
|
Str: 9 HP: 36
|
|||
|
Con: 11 AC: 3 (ring mail +2)
|
|||
|
Dex: 10 Weapon: flail +1 (1d4+1)
|
|||
|
Int: 8 THAC0: 12
|
|||
|
Wis: 14 XP: 130
|
|||
|
Cha: 6 (15 to humanoids)
|
|||
|
Spells: 5 4 4 3 2 1
|
|||
|
1st: detect good, dark, pass without trace, protection
|
|||
|
from good, cause fear
|
|||
|
2nd: charm person (x2), hold person (x2)
|
|||
|
3rd: continual darkness, cause blindness, stone shape,
|
|||
|
dispel magic
|
|||
|
4th: cause serious wounds (x2), cure serious wounds
|
|||
|
5th: transmute rock to mud, cure critical wounds
|
|||
|
6th: harm
|
|||
|
Thewyar learned of Tiamat through campfire stories at
|
|||
|
his orc village. Being very intelligent for an orc, he
|
|||
|
decided that he should be on her side, in case she ever came
|
|||
|
to this world to kill. Also very charismatic, he led his
|
|||
|
fellow orcs to capture travelers and interrogate him. He
|
|||
|
slowly learned about her, and became a shaman devoted to her.
|
|||
|
Tiamat was amused at this, and out of sheer whim decided
|
|||
|
to allow him to worship her, letting him grow in power and
|
|||
|
knowledge.
|
|||
|
Thewyar became a very powerful shaman (he thinks he's a
|
|||
|
High-Priest), and was greatly feared and respected by all
|
|||
|
humanoids near him.
|
|||
|
One day, Flameburst, who was searching for someone
|
|||
|
knowledgeable in the ritual to summon Tiamat, learned of Thewyar
|
|||
|
by sheer chance- he landed in an orc village for a quick
|
|||
|
snack, and saw Tiamat's symbol on everyone.
|
|||
|
Thewyar knew of the ritual as Tiamat saw him growing in
|
|||
|
power, and taught it to him in hopes she'd one day be
|
|||
|
summoned to again ravage the world. Thewyar has been living
|
|||
|
at the Keep the last few weeks, preparing for the spell. Out
|
|||
|
of boredom, he's been creating zombies from killed explorers,
|
|||
|
and putting them in places that are horrible to spend all of
|
|||
|
eternity.
|
|||
|
Thewyar is never without the gnolls he brought with him
|
|||
|
to the keep. They serve him faithfully, and will fight to
|
|||
|
the death. There are ten in all, and 1d8 are always with
|
|||
|
him.
|
|||
|
Thewyar acts egotistic around most people, since he is
|
|||
|
the 'High-Priest' of Tiamat, after all. He is fairly sure of
|
|||
|
his power, but she wouldn't mind if he got killed by a kobold
|
|||
|
if he wasn't the key to her freedom. Therefore, Thewyar will
|
|||
|
most likely survive to the Summoning Ritual, though his gnoll
|
|||
|
guards may not. The following are the stats for his gnolls:
|
|||
|
Gnolls (10 at highest possible encounter): AC 4; MV 9;
|
|||
|
HD 2; hp 14, 10, 18, 11, 19, 12, 17, 13, 12, 5; THAC0 14; #AT
|
|||
|
1; Dmg 2-8+1 (enchanted swords); AL LE; Size L; XP 35; ML 19;
|
|||
|
SA none; SD none
|
|||
|
As can be seen in their stats, they are very tough (for
|
|||
|
gnolls!).
|
|||
|
|
|||
|
Flameburst
|
|||
|
Mature Adult Red Dragon
|
|||
|
Body Length: 117' MR: 40%
|
|||
|
Tail Length 87' XP: 12,000
|
|||
|
AC: -6 MV:
|
|||
|
HD: 16
|
|||
|
hp: 128
|
|||
|
Breath Weapon:
|
|||
|
Cone of fire 90' long, 5' wide at mouth, 30' at base.
|
|||
|
14d10+7 damage.
|
|||
|
Spells (9th level of casting): 2 2
|
|||
|
1st: magic missile (9 missiles, 1d4+1 dmg), protection
|
|||
|
from good
|
|||
|
2nd: detect good, web
|
|||
|
Flameburst, who's true name was Saadir, was being raised
|
|||
|
by his father, a very evil red dragon, when a powerful
|
|||
|
baatezu slew him. Orphaned, Saadir decided to learn as much
|
|||
|
as he could about the Outer Planes, so he could protect
|
|||
|
himself.
|
|||
|
Then he was captured while sleeping in his lair by fifty
|
|||
|
of Lord Battlewood's elite soldiers. He was brought to a
|
|||
|
special underground room, but broke free from his chains
|
|||
|
secretly. When some guards went to feed him, he captured
|
|||
|
them, beginning a 'hostage' situation that lasted for a day.
|
|||
|
During this time, Saadir summoned the baatezu pit fiend known
|
|||
|
as Gathaur.
|
|||
|
With the help of Gathaur, Saadir destroyed the army and
|
|||
|
much of the Keep. The two made a pact to come together once
|
|||
|
again hundreds of years later, during the Time of Many
|
|||
|
Colors, when the realm of Tiamat and the Prime Material Plane
|
|||
|
were closest.
|
|||
|
They did, and with the help of Thewyar and Thixtwana,
|
|||
|
the are ready to summon the Chromatic Dragon.
|
|||
|
|
|||
|
Gathaur
|
|||
|
Greater Baatezu - Pit Fiend
|
|||
|
AC: -5
|
|||
|
MV: 15, Fl 24 (C)
|
|||
|
HD: 13 XP: 57,500
|
|||
|
hp: 68 ML: 19
|
|||
|
THAC0: 7
|
|||
|
# of AT: 6
|
|||
|
DAMAGE/ATTACK: 1-4/1-4/1-6/1-6/2-12/2-8 or weapon +6
|
|||
|
(Strength bonus) (wing buffet) (claw) (bite + poison)
|
|||
|
(tail)
|
|||
|
SA: Radiates fear aura in a 20' radius (save vs. rod,
|
|||
|
staff, or wand at a -3 penalty or flee for 1-10 rounds).
|
|||
|
Successful bite injects poison (save vs. poison or
|
|||
|
die in 1-4 rounds, even if made victim is 100% likely to get
|
|||
|
a disease)
|
|||
|
Can use tail to constrict victim for automatic
|
|||
|
damage every round unlit victim makes Str. check on a
|
|||
|
successful attack.
|
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Once per round can use these spell-like abilities:
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* advanced illusion
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* animate dead
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* charm person
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* infravision
|
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* know alignment, always active
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* suggestion
|
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* teleport without error
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* detect magic
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* detect invisibility
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|
* fireball
|
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* hold person
|
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* improved invisibility
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|
* polymorph self
|
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* produce flame
|
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|
* pyrotechnics
|
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|
* wall of fire
|
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|
Once per year can cast a wish spell. Gathaur also has
|
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|
the ability to gate in lesser baatezu, but will not out of
|
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|
his own dignity.
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SD: Regenerates 2 hit points per round.
|
|||
|
+3 or better weapon required to hit.
|
|||
|
Gathaur has been a pit fiend for almost five hundred
|
|||
|
years now, and has risen to a fairly high rank. He has used
|
|||
|
his wish to grant him many things, including a large palace,
|
|||
|
servants, and other things to make his 'life' easier.
|
|||
|
Gathaur is constantly plotting against the tanar'ri, and
|
|||
|
even more so the destruction of mankind.
|
|||
|
He was summoned by Flameburst to help destroy the Keep.
|
|||
|
Angry enough at this, he was secretly infuriated to be used
|
|||
|
as a mere weapon. He vowed to get his revenge against
|
|||
|
Saadir. However, the dragon was somewhat intelligent in his
|
|||
|
mind, as Flameburst recommended they meet again centuries
|
|||
|
later to summon Tiamat.
|
|||
|
Gathaur has been in the upper part of the Tower for a
|
|||
|
full week now, preparing for the ceremony. He brought with
|
|||
|
him from the Nine Hells a book translated into Common as 'Of
|
|||
|
Summoning Dark Ones'. It is known of by only a select few
|
|||
|
powerful arch-Necromancers, and perhaps a dozen or so
|
|||
|
Baatezu. It tells of the summoning rituals for tens of
|
|||
|
horrible, utterly evil creatures imprisoned in the Outer
|
|||
|
Planes. Gathaur stole it from a tanar'ri he killed, and many
|
|||
|
baatezu would do anything to get it.
|
|||
|
Gathaur plan to kill Flameburst. He could care less for
|
|||
|
Thewyar, but realizes his safety most be insured until he
|
|||
|
summons Tiamat. He also cares little about Tiamat, except
|
|||
|
for the fact she will cause untold death and destruction to
|
|||
|
mankind. In any event, Gathaur plans to plane shift, an
|
|||
|
ability he gained through a wish spell, back to his native
|
|||
|
plane for a possible promotion.
|
|||
|
Gathaur, being a baatezu, is unaffected by fire, whether
|
|||
|
magical or from a dragon; iron weapons, or poison. He takes
|
|||
|
half damage from gas, silver weapons, and cold.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
About the Author
|
|||
|
David Millstein is a thirteen-year born and raised in
|
|||
|
Brooklyn, New York. He has been involved with role-playing
|
|||
|
games since the second grade, and has been writing stories
|
|||
|
for almost as long. This is his first completed module.
|
|||
|
|
|||
|
Dedications
|
|||
|
To Chris- for being my best friend for all these years,
|
|||
|
and for introducing me to RPGs in second grade with that
|
|||
|
DRAGONLANCE story and Lone Wolf books.
|
|||
|
To Mom & Dad- for buying me the word processor this was
|
|||
|
written on, the computers I've always had, and supplying the
|
|||
|
cash for most of my RPG stuff.
|
|||
|
To Gary Gygax & TSR- for creating a wonderful game that
|
|||
|
has changed my, and many other's, life.
|
|||
|
To anyone who's ever written an adventure- Whether you
|
|||
|
know it or not, you've helped me by showing me what good
|
|||
|
adventures are made of, interesting plots, and fun ways to
|
|||
|
kill PCs. Just kidding!
|
|||
|
To anyone I forgot- Thanks! You'll be in the next one!
|
|||
|
|
|||
|
David can be reached on the PRODIGY Network at ID NMKW57B
|
|||
|
until, most probably July 1st.
|
|||
|
Please E-mail me with comments, reviews, questions, etc.
|
|||
|
Copyright (c) 1993 David Millstein
|
|||
|
|