d20 Devil's Workshop Cold Visitor.pdf
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Cold Visitor
Written by
Lee Hammock
Additional Development
Louis Porter Jr.
Editing
Chris Negelein
Graphic Design, Layout & Logo:
Louis Porter, Jr Design
Cover
Jason Walton & Louis Porter, Jr Design
Interior Art
Jason Walton
Devil’s Workshop D20 gaming line created by
Louis Porter, Jr.
Louis Porter, Jr Design, Inc.
350 NW 87th Terrace
Plantation, FL 33324
HavenGod@lpjdesign.com
www.lpjdesign.com
Devil’s Workshop, Cold Visitor, Devil’s Workshop
Logo, Cold Visitor and Louis Porter, Jr. Design
Logo are Trademarks of Louis Porter, Jr. Design.
Copyright 2002 Louis Porter, Jr. Design, Inc. All
Rights Reserved.
All text material starting from Appendix A on
Page 24 to the end of the book is consider to be
“Open Content” and usable under the the Open
gaming License.
PAGE 3
DEVIL’S WORKSHOP
Cold Visitor is a D&D adventure for a party of 4-6 PCs of levels
6-8. All character classes will be useful in the adventure but
wizards, sorcerers, clerics and druids will be especially useful.
Someone who can read Draconic or has a high Decipher Script
skill is essential to this adventure. A Masterwork sword and a
moderate level magic item is also needed to guarantee success.
This adventure can be used any time the characters undertake
any type of dimensional travel, such as portals or teleport spells.
The assumed introduction is that the characters are traveling
through a portal from Arcanis, a campaign setting by Paradigm
Concepts, where things are very much in the gray, intrigue is
more common than oxygen, the world is always on the brink of
world-shattering events and heroes are truly heroes. The PCs trip
is sidetracked onto the planar bubble called Praegelidus.
snow on which no mortal creature could survive for long. In
preparation for the trap, the wizards surrounded Praegelidus with
wards and binding spells that prevented the interference of
divine, celestial or infernal creatures and blocked all dimensional
travel once Pah’tharsus was trapped, sealing the wizards in with
the beast they sought to contain. The wizards gave their lives
luring Pah’tharsus onto Praegelidus where he could not escape
and Pah’tharsus was forced into a hibernating state by the
intense cold after he had driven them all mad. The eternal
swirling storms patterns that patrol the plane eventually buried
the demon into deep layers of snow and ancient ice.
Pah’tharsus remained trapped for an unknown amount of time on
Praegelidus and all records of the existence of Pah’tharsus and
his prison were wiped from the annuals of history.
Unfortunately eventually the wards on Praegelidus began to
break down as Pah’tharsus struggled against them, weakly trying
to escape his frozen prison. A hole appeared in the wards,
allowing dimensional travelers to enter Praegelidus once every
five days but only for a half hour span beginning at noon, a
period of time that has come to be called the entry cycle. As a
signal to indicate the failing wards, Praegelidus began pulling in
planar travelers if any were nearby when the entry cycle was
allowing visitors. The intent was that anyone yanked into
Praegelidus would repair the wards. So far, the few unlucky
souls trapped there were clueless as to their purpose on the plane
as well as unprepared for the harsh conditions. They all froze to
death.
The module is divided into several sections. The GM
Preparation section contains a summary of the adventure back-
ground, synopsis, character hooks, suggested atmosphere and the
players’ introduction to the adventure. Lay Of The Land is the
collection of descriptions for the environmental conditions of
Praegelidus and adventure locations. Death Marches On is the
tense and dangerous timeline of how the encampment will
slowly lose its members to murder, insanity and a death never
ending. The Appendixes at the end of the module have statistics
for the featured monster, the NPC cast, and new magic items,
spells and equipment. Since various actions are based on either
location, time or the motivation of NPC’s, it is vitally important
that so the DM should read the entire adventure carefully before
running it. Much of this adventure happens on a schedule so
DM also keep track of what time it is in the game. An abbrevi-
ated list all the scheduled events can be found at the end of the
Death Marches On section.
By sheer happenstance, one party was carrying enough supplies
to survive the conditions on Praegelidus until the next entry
cycle and managed to escape, but not before their wizard, Silas
Fedders learned of the unusual properties of Praegelidus and
discovered the trove of magical lore left there by the magicians
who built the wards. Free from the interference of divine or
infernal beings, divination magic and most dimensional trav-
elers, Praegelidus seemed an excellent spot for those looking for
some privacy, even if it was inhospitable. Seeing an excellent
place to build a research library and a chance to make some
money by helping criminals hide on Praegelidus, Silas arranged
a return trip to Praegelidus on the next entry cycle to set up an
encampment and begin surveying the area.
GM PREPARATION
Background:
Long ago there was a horrible creature of immense power
named Pah’tharsus that was cast out of a forgotten infernal
realm by his demonic fellows for trying to overthrow the power
structure of their plane. Pah’tharsus began his exile upon a
human world and began subjugating the local human population
almost immediately in a bid to create an army with which to
conquer his home realm and get revenge on his enemies. The
humans soldiers could not defeat Pah’tharsus in battle for he
could not be truly slain, so instead they worked to trap him.
Unfortunately for Pah’tharsus, the human magicians proved both
powerful and crafty. Using the lure of a vast trove of magical
lore, the wizards lured Pah’tharsus through a magical portal to a
small planar bubble they called Praegelidus.
Silas’s actions caused Pah’tharsus to stir in his frozen grave and
using the scraps of his power still available he sent messages to
Silas through Silas’s dreams, leading the wizard to where
Pah’tharsus was buried. Curious to a fault, Silas followed these
amazing dreams and dug part of Pah’tharsus up. He dragged the
ice-encased fragment of the great beast back to the encampment.
As the ancient evil prepares to reawaken, the players enter the
scene unaware that all hell is about to break loose.
Adventure Synopsis:
The PCs arrive on Praegelidus in the midst of the storm that
coincides with each entry cycle. The PCs appear at the portal
stone, the epicenter of the wards encasing Praegelidus, and are
This dimension was nothing but a frigid wasteland that had frag-
mented off the elemental plane of water during some immense
prehistoric cataclysm. Lost in multivese, Praegelidus rapidly
froze into nothing but mindless stretches of hostile wind, ice and
COLD VISITOR
PAGE 4
soon discovered by Silas’s men. As long as the PCs are polite,
they are shown about most of the camp and treated well since
the settlement doesn’t get much in the way of visitors. They are
not allowed to inspect the portal stone too closely or wander into
the wizard’s section of the camp. The PCs will be told the
basics of the situation on Praegelidus, including:
camp, or even each other at times. Between the frail sanity of
some of the people on Praegelidus and the possibility they may
be part of Pah’tharsus, the PCs should be wary of trusting
anyone who leaves their line of sight for more than few minutes.
This is an excellent opportunity to play mind tricks on the PCs;
roll dice at random and then look disapprovingly at the result or
pass lots of notes to the PCs to make them unsure as to who has
turned and who hasn’t. If the PCs split up try to get the players
into different rooms, heightening the feeling that anyone who
goes off alone will surely be turned into some type of
monstrosity.
•
They cannot leave for five days
•
Divine spells cannot be regained on Praegelidus
•
Divination spells do not function on Praegelidus
After the PCs have had some time to explore the camp, one of
the camp’s guards is murdered and another goes missing. The
portion of Pah’tharsus removed from the ice disappears as well
but Silas keeps this secret. Soon the Captain is killed as the
Pah’tharsus Shard begins attacking the camp and creating soul
shells. Silas tries to avoid telling the PCs the truth but soon
factions begin to form in the camp as the Green Griffon merce-
nary company turns against the wizard and his apprentices.
While they begin to blame each other for the slowly mounting
death toll, the PCs must try to avoid falling victim themselves
and find out what is going on. Unfortunately Pah’tharsus has
the ability to create a replica of any soul he consumes, causing
confusion as to who is still alive and who is a pawn of the
monster.
In addition to the threat of Pah’tharsus, most of the other people
on Praegelidus will probably be of little assistance to the PCs.
Most are not mentally prepared for what befalls them and these
poor souls will soon be seeing threats behind every random
noise or strange shadow and since all this trouble started with
the arrival of the PCs that means the PCs will probably receive a
sizeable dose of suspicion.
It is suggested the DM use the encumbrance rules on this adven-
ture. This is a survival horror style game where what the charac-
ters can carry becomes very important. There is also a lot of
possible loot in the encampment, but its unlikely the PCs will be
able to transport all of it off Praegelidus and still manage to
survive.
Pah’tharsus also gets stronger as he gains more souls and the
rest of his body begins breaking free of its icy prison. The PCs
learn the true history of Praegelidus from the tomes left by the
original wizards who trapped Pah’tharsus as well as find out
what must be done to restore the wards. If the wards are not
restored before the next entry cycle, Pah’tharsus may be strong
enough to break free and renter the material plane.
Introduction:
The adventure begins when the PCs are pulled into Praegelidus
from any dimensional jaunt they happen to be on. The default
assumption is that the PCs are heading from a portal located in
the lands of Arcanis.
To succeed, the PCs must find and destroy the fragments of
Pah’tharsus, save as many lives as possible and perform the
rituals to restore the binding magics on Praegelidus all while
dodging paranoid wizards and soldiers who are scared out of
their wits.
Girding yourself for another trip through the wondrous path-
ways of the planes you step into the portal, feeling an odd
feeling of non-existence as you teeter for a split second
between worlds. Normally this would be followed by a
sudden jolt, a loud popping noise and the pungent odors of
your target destination, but not this time.
Character Hooks:
Cold Visitor is a very easy adventure to introduce to the
characters because they are essentially hijacked onto
Praegelidus while undertaking some form of dimensional
travel. This can be anything from teleport to using estab-
lished portals. The default situation is that of entering a
portal in a city in the lands of Arcanis.
You sense a sudden pull on your side. This pull quickly
becomes an insistent yank, followed a blast of cold so
strong you blood freezes in your veins. Then the wind hits
you; a cold gale filled with ice chips that strike you like a
hail of needles. Wherever your destination was, this isnt it.
Suggested Atmosphere:
The theme for Cold Visitor is one of extreme paranoia. The PCs
are stuck in a frozen wasteland with a bunch of people they do
not know, a horrible monster that can assume any humanoid
shape, and they cannot leave for five days to boot. Soon after
arriving the PCs should feel like they cannot trust anyone in the
As the PCs travel to Praegelidus each must make a Fortitude
check, DC 20, or pass out for one minute for each point they fail
the check by. The shock of traveling to Praegelidus is not
pleasant. For those who remain conscious read the following.
PAGE 5
DEVIL’S WORKSHOP
and night each last thirteen hours. There is no sun or moon to be
seen on Praegelidus, making daylight more like twilight and
nighttime pitch black. The only weather types present are over-
cast clouds or snow storms. Snowstorms occur regularly every
few days and are very intense. The most powerful snowstorms
occur with each entry cycle.
All your companions seem to have traveled with you to this
unknown, frigid place. The ongoing snowstorm limits your
vision to only a few paces before you and the lonely howl of
the wind makes it difficult to hear. The only landmark you
can see is a pair of stone pedestals right next to you. The
two pillars, each fifteen feet tall and at least five feet wide
at the base, curve slightly toward each other at the top of
their height, creating an arch-like structure with a space in
the middle. Both pillars are covered with carvings of some
type, but inspecting them is difficult at best under these
hostile conditions.
When outside on Praegelidus, characters must make a Fortitude
save every ten minutes of exposure, DC 15, with a +1 for each
previous save, or take 1d6 subdual damage. Characters in cold
weather gear need only check once an hour and those with the
heavy cold weather gear Silas’s people use gain a +2 bonus to
their Fortitude saves. Unfortunately, heavy cold weather gear
inflicts a -1 armor penalty on the wearer, has a Maximum Dex
Bonus of +3 and weighs 20 lbs.
While still trying to get your bearings you barely hear the
sound of trudging footsteps breaking through the snow and
coming slowly closer to you. Soon, a light accompanies the
noise and three heavily clothed figures step out from the
storm illuminated by a blue-green torch that burns without
paying heed to the whipping winds all around. The first
figure pulls a thick scarf down from his face, revealing a
thick black beard beneath a red nose. Welcome to
Praegelidus, the man says. I hope you can cope with
boredom.
If a character is carrying a hot stone they receive a +5 bonus to
their Fortitude saves. Characters who take subdual damage from
the cold have hypothermia or frostbite and are considered
fatigued. The presence of snow everywhere on Praegelidus cuts
all movement rates in half unless the character is wearing snow-
shoes.
If caught out in a snowstorm characters suffer a -4 penalty to all
ranged attack rolls, Spot checks, Search checks and Listen
checks. Also the high winds associated with the storms will
blow out most ordinary flames.
These three men are Lieutenant Orgun and two of his men.
They just escorted one of Silas’s apprentices to the portal and
watched him travel to another plane using a Coldshift scroll in
Appendix C. With visitors being so rare on Praegelidus the
soldiers are happy to the see the PCs, hoping they can provide
something different from the monotonous life they have found
on Praegelidus. Lieutenant Orgun will introduce himself to the
PCs, tell them of the nearby encampment and invite them to
visit; noting that staying at the portal stone is suicide.
Lieutenant Orgun will avoid questions about why the encamp-
ment is here at all, instead saying Captain Penser and Silas
should answer such questions. Lieutenant Orgun knows that
some discussions are best left to your superior officer. Despite
this, he will be polite to the PCs and will be very concerned
about their well being considering it is unlikely they have suffi-
cient cold weather gear to be comfortable on Praegelidus.
If a PC stays out in the snow during daylight for more than an
hour without eye protection, such as snow blinders, the PC must
make a Fortitude save, DC 15, or fall victim to snow blindness.
The character will suffer a -2 penalty to all attack rolls, Spot and
Search checks until their vision recovers. Another roll must be
made for each hour of exposure and the penalties are cumulative.
If the character reaches a -10 penalty they go completely blind.
One hour indoors will remove 2 points of the penalty and the
remove blindness spell will remove the penalty completely.
Snow blindness is not a factor at night. While wearing snow
blinders characters suffer a -2 penalty to Spot checks.
While on Praegelidus, the PCs cannot use and spells, magic
items or abilities that involves travel to another plane or
summoning. This includes all the summon monster and summon
nature’s ally spells in addition to spells such as ethereal jaunt.
This also means bags of holding and portable holes cannot be
accessed on Praegelidus. Also all divination spells, magic items
or abilities provide no information when cast on Praegelidus.
Lastly divine spells and turning attempts may not be regained
while on Praegelidus, meaning characters will have to conserve
their resources.
The encampment is only half a mile from the portal stone so it
will not take long for the PCs to reach it. The path is marked
every 100 ft. by a continual flame torch making it possible to
navigate the path even during a snowstorm. The Lieutenant will
allow the PCs a few minutes to investigate the portal stone but
he will want to report back to camp soon. He knows the portal
stone is important so he won’t let the PCs damage it or cast
spells on it, saying they need Silas’s permission to do something
like that.
The Portal Stone:
The Portal Stone is the center of the wards and spells cast on
Praegelidus to keep Pah’tharsus trapped. It is a powerful artifact
but has no effect other than to keep the wards on Praegelidus
active. It is slightly warm to the touch and is completely
covered in runes. Anyone who succeeds at a Decipher Script
check, DC 30 can make out the following text:
LAY OF THE LAND
Conditions on Praegelidus:
The average temperature on Praegelidus is approximately thirty
degrees below zero and there are no seasons to speak of. Day
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