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