d20 Dire Kobold Treasure Hunters - Crypt of the Beast Lord.pdf

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Treasure Hunters:
Crypt of the Beast Lord
Percentage of Recommended Treasure: 100%
Trap Options:
Modifier for Save DC: +0
Modifier for Search DC: +0
Modifier for Disable DC: +0
Traps Count Towards Total Treasure: Yes
Written by : Jeffrey Quinn
Art : John "Kip the Bold" O'Connor
Cartography : Jeffrey Quinn
Treasure Hunters Series : This module is the first in the
Treasure Hunters series of modules. They are written so
that they can be used as single adventures dropped into
your campaign or as the backbone for a Treasure
Hunters' campaign. This first module, "Crypt of the Beast
Lord," introduces the Treasure Hunters' Guild and
background information that will be relevant during the
ongoing campaign. Information and equipment gained
from this adventure could prove useful in future modules
and in the ongoing war against evil.
Copy Editor : Elizabeth Richey
Chief Editor : Ross Richey
Playtesters : Arthur "DSL" Gardiner, Brian "Little B" Mellem,
Susie Quinn, Shaun Rattigan, Cassandra "Grapenuts" Roma,
and Alexandra "Sparky" Sloan.
Open Game Content Declaration : Dire Kobold(TM),
DireKobold.com(TM), Xenogenic Adventure(TM) and
Xenogenic Publishing System(TM) and all variations of
these names are hereby declared Product Identity. With
the exception of the aforementioned Product Identity the
remainder of "Crypt of the Beast Lord" is declared as
Open Game Content.
Adventure Background : Over two hundred years ago,
one of the world's great kingdoms, Tennin, dissolved into
civil war and was split into territories that were ruled by
powerful hereditary warlords. Of those warlords, Krennin
Vorst was the cruelest and most hideously vile. He hated
anything that was not his own. He especially despised
the elves of Shanlock Forest, later to be called the Beast
Wood, and the dwarves of Darvin's Cairn that
surrounded his small territory, land-locking him away
from the other warlords and their lush lands.
Preparation : This adventure was originally intended for
four 3rd level characters, of any good alignment. While
having a priest or paladin is not required to play this
adventure, both classes would bring added security with
their ability to turn undead. A rogue would also be helpful
to disarm the numerous traps placed in the dungeon.
This adventure requires the use of the Dungeons &
Dragons(R), Third Edition Core Books, published by
Wizards of the Coast(R).
This hate and anger towards all non-humans led Warlord
Vorst to commit his small army of mercenaries and
brigands against the combined forces of the elves and
dwarves. During the bloody war that lasted six years,
Krennin committed such horrifying acts of human
depravity against his enemies that he earned the name
"The Beast Lord," for disemboweling his enemies and
posting their torn flesh on standards at the corners of his
territory.
Summary : This particular version of "Crypt of the Beast
Lord" was generated with the following options:
General Options:
Average Character Level: 1
Number of Characters: 4
Statistics Format: Sheet
Image Options: High Resolution
The elves and dwarves despaired and threw prayers of
anguish to the heavens, asking their gods for guidance
against this vicious foe. Their answer came in a single
arrow that fell from the heavens, imbedding itself into a
large boulder. A message appeared in that boulder, "The
foe of both elf and dwarf shall be cast into the shadows
of his own heart with the striking of this arrow. Be it
known, only one of both elven and dwarven blood shall
cause this fatal strike to the Beast Lord."
Magic Options:
Magic Item Value Cap: 25000
One such hero came forth, a half-elven archer from a
land far across the mountains. His blood ran with songs
of both dwarven stone and elven steel. He pulled the
arrow from the boulder, cracking it into thousands of
pieces. He left to go find his quarry, the Beast Lord
Krennin Vorst, on the field of battle. On that battlefield,
the archer loosed his enchanted arrow and struck Vorst
in the heart, felling him from his horse.
General Monster Options:
Attribute Level: Medium
Percentage of Possible Hit Points: 60%
Percentage of Recommended Treasure: 100%
Named Monster Options:
Attribute Level: Medium
Percentage of Possible Hit Points: 60%
Percentage of Recommended Treasure: 100%
Vorst's loyal guards, including a seer that foretold the
doom this arrow would cause, spirited him away to a
secret underground vault while his chest was filled with
its final breath. In this hidden vault, the seer warped the
divine curse to keep his master alive, even after death
had raked its icy fingers across his breast. Vorst rose
NPC Options:
Attribute Level: Medium
Percentage of Possible Hit Points: 60%
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from the dead, filled with vengeance and hate, but the
gods of dwarves and elves saw this. With their divine
power, they caused the vault's great stone door to roll
close and lock, sealing Vorst and his loyal servants in
this crypt of evil forever.
for his ability to control animals (which was minimal), but
for his cruelty to his captured enemies.
Roll of 15 : A divine arrow was driven into the heart of the
Beast Lord and left on the battlefield, which is now part
of the elven forest, north of the Crypt of the Beast Lord.
Adventure Synopsis : While the journey to the front
door of the crypt is not described, the Game Master is
free to design an adventure to coincide with the journey
to find it.
Roll of 20 : The archer that shot Vorst with the divine
arrow was from a village to the far east of the current
ruling kingdom. He is one of the rare half- elf/half-dwarf
kollini race.
The crypt is littered with the remnants of Krennin Vorst's
fanatical soldiers, now turned undead by the powerful
divine curse placed on the crypt after Vorst's seer turned
him into a wight (Room 10). Vorst's seer, Korrvat Morton,
was turned into a ghast (Room 11) by the divine power
of the elven and dwarven deities as punishment for
interfering with their work.
Roll of 25 : The character knows all of the background
history from the Adventure Background.
Roll of 30 : It is rumored that the ritual used to bring Vorst
back from the dead was performed using the life's blood
of the captured Princess of the elves and the powdered
thighbone of a dwarven king. Both of these components
were acquired with the aid of elven and dwarven traitors
loyal to Vorst. The seer that conducted the ritual was a
half-orc named Korrvat Morton.
If the characters are working for the Treasure Hunters'
Guild, they will be required to bring back a locked strong
box from Vorst's vault that contains a number of Vorst's
personal effects and magical items. They are primarily
concerned with Vorst's ring of animal friendship that
looks like a viper made of gold swallowing its own tail.
Character Hooks : Because of this lost tomb's remote
location in the otherwise peaceful wooded foothills near
a tall mountain range, the characters may begin their
quest to find the Crypt of the Beast Lord in any of the
following manners:
--Treasure Hunters' Guild: One of the characters has
either been approached by a member of the Treasure
Hunters' Guild or seeks to join the guild. Before granting
membership, the Guild requires the character to go on a
mission to find and plunder the Crypt of the Beast Lord.
--The Map: A character finds a map to a remote location
while staying at an inn. It has the mark of the Treasure
Hunters' Guild.
--Accident: The characters are wandering through the
wilderness looking for adventure when they stumble on
the vine covered sealed door of Special Location A (see
below).
Whatever hook brings them to the crypt; the players
begin this adventure at Special Location A on the Crypt
of the Beast Lord map.
Notes on Knowledge Checks : The skill Knowledge
(history) and the class ability Bardic Knowledge have
important points in this adventure that can lead into
further adventures created by the Game Master.
Characters with either (or both) of these can make a roll
to determine how much information they know about the
Crypt of the Beast Lord. Use the following list to
determine just what information can be gleaned from
either roll:
Knowledge (history) and Bardic Knowledge Checks
Roll of 10 : Krennin Vorst was named the Beast Lord, not
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Special Locations
Disable Device (DC 20).
Location D - Eyes That Deceive (EL 2)
An open pit, 10 feet to a side, takes up the corridor here.
The pit is covered by an illusion that makes it appear to
be a normal part of the floor. If poles are used to prod
the floor ahead of the characters, the illusion will be
instantly negated for all those who witness the pole
disappear into the floor.
The adventure begins with the players standing outside
the main door to the crypt (Special Location A).
Location A - The Entrance to the Tomb
Set into the side of the hill is a round stone door with a
carved beast of mythic proportions. The jam around the
large door is also made of stone, carved with a
scrollwork pattern.
If the pit has been detected, a successful Jump skill
check (DC 12) is all that is needed to make the jump
from the north-south portion of the hallway into the
east-west portion.
The center of the beast's mouth is hollow and empty; its
maw appears to be waiting for something to eat.
If the characters roll a Knowledge (arcana) or a
Knowledge (nature) skill check (DC 15 for either), they
will be able to determine that the beast carved into the
door never existed and is purely the fabrication of the
stonemason that carved it.
The illusion is in constant effect and does not give off a
magic dweomer if detect magic spells are used.
Illusion over Pit (20 Ft. deep): CR 2; no attack roll
required (2d6); Reflex save (DC 20) negates; Search
(DC 20); Disable Device (DC 20).
If the characters Search the mouth of the beast (DC 12),
they will discover that hidden in the depths of the hollow
is a keyhole. Since the key is currently in the possession
of the ghast, Korrvat Morton (see Room 11 below), the
lock will either need to be picked (Open Locks, DC 19)
or broken down. Once the door is bypassed, read or
paraphrase the following:
Location E - A Shocking Turn Of Events (EL 1)
At this point on the map is a lightning blast trap (see
below). The lightning fires from a one-inch square metal
plate that has been embedded into the western wall. The
blast will fire down the hallway, going east to the extent
of its range, damaging only the first creature it comes
into contact with.
Beyond the stale air of the door lies a set of long stairs
descending 20 feet into darkness. If the door was any
indication, whatever lies down here is meant to be
locked away from the world.
The trap is triggered by stepping into the 10-foot block
that is marked by the symbol (not actually on the floor of
the hallway) or if a Disable Device skill check fails. In the
advent of a failed skill roll, the blast will strike the
character that attempted to disarm it first.
Locked magically reinforced stone door : 6 inches
thick; Hardness 8; 120 hp; Break DC (Locked) 28.
This trap does not reset and does show off a magic
dweomer if detect magic spells are employed.
Location B - Trapped Intersection (EL 1)
At the "T-junction" south of Room 4 is a pressure plate
trap that releases a large net (see below) onto those that
walk below it.
Lightning Blast: CR 1; 5-ft.-wide, 50-ft.-long blast (1d6);
Reflex save (DC 12) avoids; Search (DC 24); Disable
Device (DC 23).
This trap does not reset.
Location F - Deep Trouble (EL 1)
Against the east wall of Room 10 is a hidden pit trap.
Vorst knows of this and the illusion-covered spiked pit
(Location G) and attempts to use them against his
opponents in battle. A successful Intelligence check (DC
15) alerts the character to Vorst avoiding these two
areas during a combat.
Large Net Trap: CR 1; +4 melee (see note); Search (DC
18); Disable Device (DC 23). Note: Characters in 10-ft.
square are grappled by net (Str 18) if they fail a Reflex
save (DC 13).
Location C - A Sharp Corner (EL 1)
A lidded pit, 10 feet to a side, takes up the corridor here.
If the pit has been detected, a successful Jump skill
check (DC 12) is all that is needed to make the jump
from the north-south portion of the hallway into the
east-west portion.
Once a character falls into this pit, the lid snaps shut
again, trapping the creature within in total darkness. The
pit's lid will need to be pried open with a successful
Strength check (DC 17) in order for a rescue attempt to
be successful. If the pit is disabled with a successful
Disable Device skill check, it can have up to 200 pounds
of weight placed on it before it collapses, forcing the
Reflex save.
This trap, once fallen into, stays open. If the Disable
Device skill check is successful, the pit's lid is wedged
shut and can have up to 200 pounds of weight applied
before the lid collapses inwards, forcing the Reflex save.
The bottom of this pit has numerous broken skeletons
and pieces of ancient and broken equipment.
Pit Trap (20 Ft. Deep): CR 1; no attack roll necessary
(2d6); Reflex save (DC 20) avoids; Search (DC 20);
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