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[D&D3.5][VO][Scénario] J3 - Crucible Of Chaos, RPG (po angielsku)

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A 3.5/OGL ADVENTURE FOR LEVEL 8
J3
 CRUCIBLE OF CHAOS
Gamemastery module
J
3
J
ourney adventure
CREDITS
Design:
Wolfgang Baur
Development and Editing:
Jason Bulmahn, Mike McArtor, Jeremy Walker
Art Director:
Drew Pocza
Cover Artist:
James Zhang
Interior Artists:
Christian Pearce, Drew Pocza, Wayne Reynolds, Ben Wootten
Cartographer:
Christopher West
Managing Art Director:
James Davis
Vice President of Operations:
Jef Alvarez
Brand Manager:
Jason Bulmahn
Director of Sales & Marketing:
Joshua J. Frost
Sales & Marketing Assistant:
Carolyn Mull
Paizo CEO:
Lisa Stevens
Corporate Accountant:
Dave Erickson
Staf Accountant:
Chris Self
Technical Director:
Vic Wertz
Publisher:
Erik Mona
J3: Crucible of Chaos
is a GameMastery Module designed for four 8th-level characters. By the end of this module, characters should reach 10th
level. This module is designed for play in the Pathfinder Chronicles
tm
campaign setting but can easily be adapted for use with any world.
This module is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy roleplaying game.
The OGL can be found on page 31 of this product.
Paizo Publishing, LLC
2700 Richards Road, Suite 201
Bellevue, WA 98005
paizo.com
Product Identity:
The following items are hereby identiied as Product Identity, as deined in the Open Game License version 1.0a, Section 1(e), and are
not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language,
concepts, incidents, locations, characters, artwork, and trade dress.
Open Content:
Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game
Content, as deined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please
visit wizards.com/d20.
GameMastery Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. All other
trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
Printed in China.
CRUCIBLE OF CHAOS
the possibility of their existence cannot be entirely ruled out. Certainly, the
prevalence of Shory artifacts across much of the known world speaks to their
ability to travel, but the notion of lying cities still seems too fantastic to be real. Nevertheless,
the quest to discover one of these lost cities preoccupies many Pathinders even to this day. The
glory and prestige that would go with the discovery would certainly catapult the inder into
the illustrious annals of the Pathinder Chronicles, to say nothing of the untold riches that
doubtlessly lie within such a masterpiece of arcane power.
and untouched by previous explorers. While
it includes some notes and ideas to bring
the PCs to the valley, once they are there,
the low of the adventure depends on their
goals. Some groups might want to unearth
the mystery behind the fall of the Shory
and to investigate the many clues scattered
throughout the ruins. Others might be more
interested in restoring the lying city to
operation, claming it for themselves (or their
organizations). These groups must ind ways
to destroy the shoggoth inhabiting Ulduvai
and free the city from its clutches. Finally,
some groups likely just want to grab as much
loot as they can before escaping.
No matter the PCs’ goals, they must deal with
the valley’s dangerous denizens, beginning with
a hostile lizardfolk tribe and its dinosaur allies
and continuing with the city’s undead sorcerer-
princes and their fearsome minions. No journey
to Ulduvai could be complete, however, without
an encounter with the monster. While the PCs
likely cannot defeat the shoggoth in combat, the
key to its destruction is hidden in the crumbling
masonry and twisted plant life, waiting for the
right adventurer to discover the secret and bring
order to the Crucible of Chaos.
Adventure Background
Long ago, in the mysterious days of the Age
of Destiny, before the Ascension of Aroden or
the Cataclysm of Rovagug, the Shory people
lived, worked, and dreamed in a civilization
that existed far above the fear and despair that
plagued the rest of humanity in those dark
days. The magic of the Shory was akin to the
power wielded by the pharaohs of Osirion, and
like those legendary monarchs, it remains an
inscrutable mystery to modern scholars. Their
cities were marvels of arcane power at the peak
of human understanding; they lew across the
skies and brought wonder and delight—as
well as fear and terror—to the lands touched
by their swit-moving shadows.
One of the greatest of these lying cities
was the paradise of Ulduvai. Even during the
twilight of the Shory, when their cities fell
one by one to conquest, disease, monsters, or
other causes, Ulduvai remained, proud and
unconquered, symbolizing the majesty of the
Shory civilization. And then it disappeared.
Eventually, the wrecks of the other cities
were found and looted, their powerful
artifacts scattered across the lands. Most of
their relics were destroyed in the millennia
that followed, while others were collected in
dragon hoards or given in tribute to powerful
iends. Eventually, the stories of the lying
cities faded into legend, and then into myth,
and now most believe they never really lew at
all. Ulduvai itself was never located, and with
each passing century its legend grew as an
enlightened place of goodwill and prosperity
that would someday return. Dreamers and
poets still speak of it driting back to the
great cities on the western winds.
The truth of the city’s fall is less idyllic
and begins with the discovery of a powerful
artifact by a radical group of cultists. This
artifact, the
shoggoth stone
, is directly linked to
the mind-warping chaos beyond the spheres.
It was discovered in a massive crater by a
group of renegade sorcerers who brought it
back to Ulduvai and attempted to unlock its
secrets. The sorcerers found the mysteries
of the artifact were beyond even their ability
to understand, and they turned to a group
of cultists worshipping a god of secrets and
forbidden knowledge known as Azathoth—
the blind formless chaos that lies behind
the stars. One night, when the planets were
aligned, the cultists invoked the power of
the stone, opening a direct channel between
Ulduvai and Azathoth.
The results were not what they expected.
Instead of granting the cultists great
power and immortality, the
shoggoth stone
transformed almost every living creature
in the city into an immense, leshy mass, an
undulating pustule of fused viscera, rotting
loops of intestines, and a powerful baleful
stench. Only a few senior cultists were spared,
protected by their charms and amulets. Ever
since, the city has been abandoned, save for
those who dare to dabble in chaos magic,
and the nightmare creatures and lizardfolk
who have thus far avoided the worst of its
corruption. Ulduvai’s sorcery is forgotten,
and its people are forever trapped in a prison
of lesh.
Introduction
The vast stretches of wilderness that lie out-
side the realms claimed by mortal kingdoms
are rich with danger, excitement, and fabulous
rewards. Unfortunately, they are also rich with
harsh terrain, miserable weather, nagging ill-
ness, and genuine discomfort. When someone
goes “of the map” looking for treasure, it helps
to have some idea of the destination. Despite
its obvious practical use, the magical compass
still remains something of a mystery. There
is no question it points to a speciic destina-
tion, but as you have traveled, the terrain has
become more and more rugged, and you now
ind yourselves in the heart of unforgiving
mountains.
The adventure begins when the party inds
the lost city of Ulduvai high in the mountains.
This adventure deliberately avoids describing
the surrounding wilderness, allowing you to
place the lost city in almost any mountain
range far from civilization. The PCs are led to
the city by a magic item (the
unerring compass
),
which they might ind in a treasure hoard in a
prior adventure or they may gain from some
other source, such as an inheritance, or as a
Adventure Summary
Crucible of Chaos
is presented as a set-piece
adventure in a lost city far from civilization
2
module j3
W
hile the Flying Cities of the Age of Destiny are the stuf of myth and folklore,
VALLey RAndoM enCoUnteRS
d20 Roll
Result
Source
Average EL
Unerring Compass
Aura
faint divination;
CL
5th
Slot
amulet;
Price
10,000 gp
DeScriptiON
this gold and silver compass has a single
mithral needle that always points toward
the nearest lying city. these were common
items for lying city dwellers to take when
they went “below” to visit the groundlings,
as otherwise it could be diicult to return to
their homes.
cONStructiON
Requirements
crat Wondrous item,
locate
object
;
Cost
5,000 gp, 400 Xp
1–2
1d3 ankhegs
MM 14
5
3
Spider eater
MM 234
5
4
Flying ape
See Appendix
6
5–6
Bulette
MM 30
7
7–9
Elephant
MM 272
7
10
3d4 iendish baboons
See page 9
7
11
2d3 zothians
See page 7
7
12–13
2d4 wights
MM 255
8
14
Hishtag the Cruel
See below
10
15–20
Lizardfolk patrol
See page 4
10
reward from a patron, with a note claiming
something like, “This is said to be a guide to a
great treasure, but that sounds too good to be
entirely true. Nevertheless, its magical power
is undeniable, so do with it as you will.”
determine what the PCs ind on their journey.
There is a 20% chance of a random encounter
for every hour spent traveling though the
valley and a 5% chance for every hour spent
resting in the valley.
PArt 1: the VAlley of
UldUVAI
The valley and its city are warmed by
geothermal heat. The ice of the Mirrshock
Glacier in the north melts very quickly when
it reaches the ields. For this reason, a layer of
warm mists and fogs oten hovers low over
the valley loor. All this permits a subtropical
year-round growing season in the valley, and
the lizardfolk, dinosaurs, and other creatures
survive quite comfortably.
Outside the city, a tribe of lizardfolk, who
managed to domesticate some of the local
dinosaur population, dominates most of
the valley. A unique race of lizardfolk called
zothians rules over their brethren. Zothians
vaguely resemble centaurs, with four-legged
lower bodies and normal lizardfolk torsos.
Their scaly skin is identical to that of lizard-
folk, but both the males and females sport a
beard of tentacles. Originally created by the
chaotic energies released ater the city crashed
into the valley loor, they have since bred true.
Occasionally, the zothians venture into the
ruins to hunt and devour chaos-creatures and
small animals. The lizardfolk take advantage
of underbrush, stones, tree trunks, and rough
terrain of the surrounding valley to evade the
shoggoth on the rare occasions it ventures out-
side the city, but they face competition from
powerful elephants, triceratops, and ankhegs
that also live in the valley.
In addition to the numbered locations,
when the party travels through the valley,
you can use the random encounter table to
hishtag the Cruel (el 10)
The largest and most ferocious predator in the
valley is a wyvern known as Hishtag the Cruel.
While not particularly bright as wyverns go,
Hishtag’s raw physical power still makes him
more than a match for any single creature in
the valley, with the exception of the shoggoth.
Years ago, when he irst arrived in the valley,
Hishtag spent several decades as the charmed
servant of one of the undead sorcerers who
rule the city. Having no wish to repeat the
experience, he now gives the city and its
sorcerer rulers a wide berth.
Hishtag spends most of his time
hunting the large herbivores that graze in
the southern half of the valley; he consumes
the fruits of his labor in his lair near the
source of the waterfall in the western range.
He has diiculty moving through the forest
to the north, and generally avoids it, but he
does occasionally venture there in search
of lizardfolk, which he considers a delicacy.
For their part, the lizardfolk fear and hate
Hishtag, but they cannot reach his lair or
drive him from the valley.
While the chances of the PCs encountering
Hishtag in the forest are small, if they spend
any large amount of time lying over the valley
they will almost certainly run into him sooner
or later. Hishtag considers the air above the
valley to be his personal demesne, and tirelessly
pursues any trespassers.
N Gargantuan dragon
MM 259
Init
+0;
Senses
darkvision 60 t., low-light
vision, scent; Listen +17, Spot +20
DefeNSe
AC
21, touch 6, lat-footed 21
(+15 natural, –4 size)
hp
148 (11d12+77)
Fort
+14,
Ref
+7,
Will
+8
Immune
paralysis, sleep
OffeNSe
Spd
20 t., ly 60 t. (poor)
Melee
sting +19 (2d6+12 plus poison) and
bite +17 (4d8+12) and
2 wings +17 (3d6+6) and
2 talons +17 (4d6+6)
Space
20 t.
Reach
15 t.
Hishtag the Cruel
CR 10
Advanced male wyvern
3
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