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Fane of the Witch King
Credits
Author: Steven Montano
Cartography: Ed Bourelle
Front & Back Cover Design: Stephen Chenault
Playtesters: Mike Crowl, Rob Mill, Damien
Prescott, Wes Robinson, Andy Van Hoesen
Special Thanks: Thanks to Liberty for listening
to all of my ridiculous ideas (and offering quite a
few good ones of her own), and to Takenya and
Samuel, the two greatest kids in the world.
Thanks to the Riders Seven, the BloodDawn
crew and the Kaldrak Iyres adventurers for the
best role-playing a guy could ever wish for. And,
last but certainly not least, thanks to the Necro-
mancer crew for believing in this insane little
project…
Developer: Bill Webb
Producer: Clark Peterson
Editor: Lance Halvermale
Managing Editor: Kevin Walker
D20 Editor: Skeeter Green
Assistant Editors: Erica Balsley, Scott
Green
Art Director: Bill Webb
Layout and Typesetting: Troll Lord Games
Interior Art: Marcin Rudnicki
Front Cover Art: Rick Sardinha
Product Update Password for Fane of the Witch King: Jar’rod
This product requires the use of the Dungeons and Dragons® Player’s Handbook, published by
Wizards of the Coast®
©2004 Necromancer Games, Inc. All rights reserved. Reproduction without the
written permission of the publisher is expressly forbidden. Necromancer Games,
Necromancer Games, Inc., the Necromancer Games logo, Fane of the Witch King,
are trademarks of Necromancer Games, Inc. All rights reserved. All characters,
names, places, items, art and text herein are copyrighted by Necromancer Games,
Inc. Creature Collection, Creature Collection 2, Tome of Horrors and Relics and
Rituals are trademarks of Sword and Sorcery Studio, and are used by permission.
“D20 System” and the D20 System logo are trademarks owned by Wizards of the
Coast and are used under the terms of the D20 Trademark License. Dungeons and
Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and
are used in accordance with the Open Game License contained in the Legal
Appendix.The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and
supernatural elements are fiction and intended for entertainment purposes only.
Reader discretion is advised.
Necromancer
Games
Check out Necromancer Games online at
http://www.necromancergames.com
Third Edition
Rules, First Edi-
tion Feel
And the Troll Lords at
http://www.trolllord.com
PRINTED IN THE USA.
Introduction
An ancient temple in a long-destroyed evil city has
been discovered. While many adventurers see the dis-
covery of this city as an opportunity for exploration
and adventure, they are not the only ones who want in:
a small but powerful army of evil creatures also de-
sires to plunder the remnants of the dreaded City of
Skull & Shadow, and through their actions they might
unleash evil forces that even they cannot imagine. Ul-
timately, it is up to the PCs to stop them.
In the Fane of the Witch King, Player Characters
(PCs) have the chance to explore ancient and lost un-
derground depths, battle an evil crime lord bent on ex-
ploiting a source of evil magic, and prevent corrupted
creatures from opening a gate to the Abyss.
This module is an epic D20 fantasy adventure de-
signed for a party of 4-6 PCs of 4th to 6th level. If
played in its entirety, Fane of the Witch King should
take PCs from 4th to 10th level.
ties of dark knowledge and terrible power. From the
dreaded City of Skull & Shadow, as Krezzel Dul would
later come to be known, the followers of the Witch King
waged terrible wars on the surrounding lands. In the
center of the evil city stood a powerful temple devoted
to their deity: the Ebon Fane. In this dark citadel was
spilled the blood and cries of hundreds of innocents
subjected to horrifying rites and dark rituals that en-
sured they not pass into the afterlife without knowing
the full extents of pain, suffering and humiliation. The
foul priests of this temple found no deed too horrify-
ing and no taboo so inviolate that it could not be bro-
ken: such was the black love they showed for their King.
Eventually, with the aid of the Gods of Good, the evil
centers of power on the world began to fall. Powerful
armies led by celestials and gold dragons slowly re-
claimed the world, inch by inch – though many died in
this series of terrible conflicts, the forces of darkness
were eventually routed. The Doomspires were toppled,
and the various necromantic armies and chaotic cult-
ists were forced into hiding once more. Though it would
take centuries before the land and its people were re-
stored to a normal state, the renaissance had begun.
Meanwhile, the city of Krezzel Dul was torn from
within by internal strife. While the city was gripped in
the tight control of the Brotherhood of the Black Sun –
a powerful cult wholly devoted to the Witch King –
many of its citizens detested their dark lord, and se-
cretly desired that he be destroyed. A small, militant
group of monks called the Veiled Ones thus began act-
ing in secret against the Brotherhood’s seat of power:
the Veiled Ones sabotaged the Brotherhood’s necro-
mantic experiments and quietly freed many of the
order’s condemned prisoners. As the move against evil
began in other parts of the world, the Veiled Ones took
this as a sign, and launched a full revolt upon the lead-
ership of Krezzel Dul.
Whether or not their coup would have been success-
ful will never be known. The Witch King, outraged that
any of his followers could turn against his “benevo-
lent” rule, released a horde of fiends upon the city. In
less than a day, Krezzel Dul was reduced to a lifeless
shell, its inhabitants slaughtered by the demonic armies
of the Witch King. Still not content with his revenge,
Osenkej released a wave of necromantic gas crafted
by the Brotherhood’s twisted imaginations – soon, the
City of Skull & Shadow truly earned its name, for its
inhabitants were twisted undead monstrosities.
When the armies of good & light arrived to sack
Krezzel Dul, they found it a much more formidable
target than they ever would have imagined. Soldiers
captured by the dark city’s inhabitants were subjected
to horrifying experiments, only to return to haunt their
former comrades as undead horrors. Aided by the fiends
PREPARATION
The Dungeon Master (DM) needs copies of all three
Core Rulebooks, published by Wizards of the Coast,
in order to run this adventure.
Bolded text is to be read aloud or paraphrased to the
players. Monster and Non-Player Character (NPC) sta-
tistics are provided in the body of the adventure, while
the full statistics for new magic items are detailed in
the Appendix.
ADVENTURE BACK-
GROUND
THE CITY OF SKULL &
SHADOW
Ages ago, in a time so lost that even the eldest elves
have no recollection of it, the world was a much darker
place. Armies of fiends and hordes of undead swept
across the landscape in unending waves. Dark gener-
als, many of whom claimed to be direct descendants of
terrible Gods, ruled from the Doomspires — towering
fortresses of burning skulls and calcified human re-
mains. The good people of the world held up inside of
fortified fortress-towns, ever ready to repel the next
wave of dark attackers.
In a time when little of the world was good, the dark
city of Krezzel Dul was the worst. A metropolis of fear
and pain, Krezzel Dul was erected to honor Osenkej, a
powerful and twisted fiend prince who was the result
of crossbreeding – his father was a balor, his mother a
terrifyingly powerful red wyrm. Osenkej, also known
as the Witch King, granted his followers vast quanti-
2
Fane of the Witch King
that faithfully served the Witch King, the undead le-
gions of Krezzel Dul seemed unstoppable. At the last,
the forces of good called upon the power of their dei-
ties, and wiped the black city from the face of the earth
in an enormous maelstrom of holy power. Not even
dust remained.
attempted to stop them; many dwarves were trapped
inside of the collapsed and cursed place, among them
the bearer of a magic key that could open the inner
vault doors themselves. The Kothian dwarves placed
powerful enchantments and runes about the entire area,
hoping to keep out foolish intruders. But the dwarves
of Koth thought the best defense for this foul place
was secrecy: if no one knew of the Ebon Fane, none
would come to disturb it.
And, for several hundred years, they were right.
THE DWARVES OF KOTH
Centuries later, when the dark war had faded into
legend and myth, the enterprising dwarves of the Koth
clan were expanding their already formidable under-
ground city of Tarec Non. The dwarves of Koth, whom
had been entrusted by their God, Crugas, to protect a
number of holy relics, scouted out isolated areas, far
away from their grand city, in which to bury both these
relics and other items of great import to their clan
(mainly their finely crafted weapons). These weapons
storage facilities and reliquaries were to be placed in
scatted, sealed vaults, each with a full dwarf garrison
stationed nearby to defend it.
Little did the Kothian dwarves realize that one such
vault was built directly over the last remains of Krezzel
Dul, an area protected from destruction and detection
by powerful magic. It was only too late that the Kothian
dwarves discovered they had built a vault directly over
the Ebon Fane – the only vestige of the City of Skull &
Shadow to have survived the wrath of the holy armies.
Soon, after the dwarves breached the Fane during
the vault’s construction, malign spirits and entrapped
demons began to pour out and prey upon the dwarf
workers and soldiers. Kothians disappeared in the dark
caverns, only to return as undead hunters and fiendish
monstrosities.
But worse was what the dwarves discovered even
deeper, beneath the Ebon Fane: the Black Vault. Be-
fore they were destroyed by the Witch King’s wrath,
the elder members of the Brotherhood of the Black Sun
crafted a vault that contained their most powerful rel-
ics, weapons and items of foul presence, including such
horrifying items as the Hungerstone, the Blood Grail,
the Bone Cross and the Soulflame. Also located in this
Vault were the key and the door to a place called the
Kiss of Doom, a magical gate that led directly to a re-
gion of the Abyss controlled by the Witch King. The
Brotherhood had never opened this gate: even they
feared what might come out. Though the gate had been
opened when the Witch King punished the city of
Krezzel Dul, it had been sealed upon the city’s destruc-
tion.
Desperate to seal the place up again, the Kothian
dwarves used magic and engineering to collapse the
mine shafts about the weapons vault, and therefore the
entrance into the last temple of the City of Skull &
Shadow. The undead and trapped fiends that guarded
the temple sensed what the Kothians were up to, and
THE GHUL LEGION
A powerful, secret army known as the Ghul Legion
recently discovered the Kothian weapons vault. The
Ghul Legion is a formidable group of dark elves, gnolls,
and powerful monsters that have all bound together
beneath the common banner of a cadre of evil stone
giants called the Ravagers and their black dragon leader,
Ghul Lacronus. This group ultimately seeks to launch
a full invasion of the surface world for plunder and
conquest; since that goal is a long-time off, the Legion
currently occupies itself with searching for ways to
increase its influence and power, all in secret.
Recently, the Legion has made a number of surface-
world contacts willing to aid them, among them a pow-
erful wizard crime lord named Crithian Raine. Raine,
who has been forced away from his native city of Tanith
due to one too many indiscretions in regards to other
organized crime figures, has found that the deal suits
him nicely: in exchange for providing information and
magic to the Legion, he has been rewarded with a great
deal of money and authority within their ranks. It was
the Ghul soldiers under his command that uncovered
the Kothian vault, and it was under his authority that
the exploration of the full area has begun. Raine is well
aware of the history of Krezzel Dul, just as he knows
of the Brotherhood of the Black Sun and the great ad-
vances they made in the fields of magic and magic item
creation. Raine specifically would like to recover the
Blood Grail (an item that bequeaths the powers of
undeath without an actual undead state) or the Bone
Cross (which is rumored to be useful is slaying beings
of celestial blood).
To facilitate exploration, the Legion has helped Raine
convert an old Kothian watchtower located near the
vault into a fortified stronghold. From here, Raine and
his forces continue to explore the area. As of yet, the
Legion has not managed to penetrate very far into the
vault, due to the formidable traps and an unbreakable
door that seals the way forward. Raine correctly sus-
pects that the key to unlock the door is located some-
where in the area surrounding the vault, but he has thus
far not been able to retrieve it.
The Ghul Legion shall remain a constant thorn over
the course of this adventure. Their symbol is a flam-
3
Introduction
ing, horned skull, which all members wear upon their
person, usually as a brand, scar or tattoo in a promi-
nent area (such as the forehead).
Of course, the PCs in your game may choose a com-
pletely different path – despite its site-based orienta-
tion, there are any number of outcomes to Fane of the
Witch King.
ADVENTURE SYNOPSIS
This is a site-based adventure. At their own whim,
or at the behest of outside authorities, the PCs investi-
gate the remote Kothian excavation site, only to dis-
cover that some sort of organized force of creatures
has taken control of the area. This force is obviously
intent on penetrating the Kothian vault. It won’t take
much investigation for the PCs to discover that these
creatures are members of the Ghul Legion, and that the
item they need to accomplish this task – a key – has
been taken by a powerful red dragon that lairs in an
area near the vault.
Eventually, either the PCs or the Legion get their
hands on the key, and the full weapons vault can be
explored. The vault is protected by powerful dwarven
traps, and is populated by a few of minions of Krezzel
Dul.
Either the PCs or the Ghul Legion are likely to move
past the vault and into the Ebon Fane itself. The Ebon
Fane proves to be a most dangerous place, filled with
undead, dangerous traps, and a few of the Witch King’s
more diabolic servants. By this point, the PCs are bat-
tling not only with Raine’s soldiers of the Ghul Le-
gion, but they must also contend with more powerful
agents sent by the Ravagers, who through their actions
may inadvertently open the way to the Kiss of Doom.
With careful investigation, the PCs might learn of ex-
actly where they are, and of why it is so important that
the Fane be sealed once more.
At some point, the PCs likely take the fight to
Crithian Raine and assault the Ghul Keep. A danger-
ous proposition, at best, this course of events not only
remove the major enemy from the scope of the adven-
ture, but also places in the PCs hands a number of use-
ful items that could potentially help them survive their
time in the Black Vault.
Once the PCs are able to reach the Black Vault, they
must face the terrifying traps and guardians placed there
by the Witch King and his bride, Kytarra Bane. The
last confrontation with the Ravagers should occur here,
and, with any luck, the PCs can even learn how to seal
the Ebon Fane forever, using the defensive magic left
behind by the Brotherhood of the Black Sun.
Things could go wrong, however. If they’re not care-
ful, the PCs may find that the Kiss of Doom has been
opened (either by themselves or the Ravagers), and the
only way to stop a horde of fiendish enemies from
swarming the world is to pass through to a place called
the Stone of Fears and seal the gate. To do this, they
must face Kytarra Bane, the Witch Queen.
HO OKS
The easiest way to involve the PCs in Fane of the
Witch King is to place the excavation site directly in
the PCs path. If your PCs are already partaking in an
adventure in underground ruins or the like, the excava-
tion area could literally be uncovered over the course
of another adventure. Once the PCs investigate the area
and learn of the Ghul Legions involvement, they likely
are sufficiently motivated to undertake the events de-
tailed in the adventure.
Alternatively, the DM could present an item of some
value or important to the PCs, and then reveal it to be
either in the hands of Crithian Raine or else buried
somewhere deep inside of the Ebon Fane.
The PCs might already be enemies of the Ghul Le-
gion or Crithian Raine, and, through investigation or a
short introductory adventure, they learn of their en-
emies’ interest in the remains of Krezzel Dul.
Finally, the PCs might know the story of Krezzel
Dul. A powerful Good-aligned Church or a similar or-
ganization may have seen telling signs that a great evil
is going to be released if events in and around the Ebon
Fane are allowed to unfold at their present course. The
PCs, as recognized agents of good, could be hired to
investigate and to ensure that no such evil is released.
(It would be particularly ironic if, through such a mis-
sion, the PCs are the ones who actually open the Kiss
of Doom – a self-fulfilling prophecy, of sorts, could
come to pass.)
Naturally, an evil party may be drawn into Krezzel
Dul’s remains by the promise of wealth, power and
magical secrets, just as Crithian Raine has been. Evil
PCs may also be enemies of Crithian Raine – he is not
known for his ability to win friends, but for his ability
to kill them off…
RUNNING THE ADVEN-
TURE
This adventure is a mixture of site-based, “dungeon
crawl” elements mixed with floating encounters. While
site-based areas wait for the PCs (or NPCs) to happen
along, the floating encounters can occur whenever the
DM wishes within the framework of the adventure.
Each chapter details an event or area that the PCs could
potentially explore or undertake; specific events to
occur within the framework of an area are detailed near
the beginning of each chapter.
This adventure should not be run in a linear manner.
4
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