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Opus Operandi: Chains in the Dark
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CHAINS in the Dark
Adventure Module 1
A d20 dungeon adventure by Steve Dean
for 4 to 8 characters of levels 5 to 8 Challenge Rating 5/6
Written by Steve Dean, Illustrated by David Sharrock
Maps and icons by Wyn F Dawkins
Opus Cartography by David Sharrock
Based on an original idea by Suzanna Hope
This document is protected by UK and international copyright laws
All rights reserved © Forever People Digital Press 2007
PDF format Opus Operandi ~ Chains in the Dark, First Edition
Distributable in pdf format only. No alterations, No redistribution.
No unauthorised use of images and/or text. Copyright infringements may lead to prosecution.
visit us on the web
www.foreverpeoplerpg.com
enquiry@foreverpeoplerpg.com
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Introduction
Contents
Opus Operandi is a fantasy campaign setting for the
d20™ sysem, but and expored enrey hrough
adventure modules. The setting has been designed in
this piece-meal fashion in order to avoid the usual
overload of information placed upon GMs and players
when introducing a game group to a new fantasy
world. An explanation of the world in brief is provided
at the end of each adventure, for the GM to print and
keep handy behind his/her GM screen. This single
page reference sheet is all the GM needs in order to run
an Opus Operandi game. Everything else the GM
needs can be ound n he d20™ sysem reerence
document.
Introduction
4
Author's Foreword
4
Pantheon Series
4
Player Introduction
5
Adventure Overview
6
The Sect of Jetava
6
The Secret of the Mine
7
Jetavite Weapons
7
The Farmlands of Paravelly
8
Settlements
8
Map of Paravelly
9
Some Notable Farms
9
Rumours Abound
11
There are no limits or set order in which to play the
Opus Operandi adventure modules, however some
adventures will be more suited to certain experience
levels than others. Where applicable, challenge ratings
are supplied.
Author's Foreword
Using Rumours
12
Rumours in Brief
12
Player Printout
13
Map of North Opus
14
The North Opus Grasslands
14
Adventure in Greenrush
15
Map of Greenrush
16
Beyond the Secret Door
16
Traps
17
Random Traps Table
18
Trap Descriptions
18
Key Features & Map
18
The Abandoned Village
18
Welcome to Chains in the Dark , to be used either as a
standalone adventure or as part of the on-going Opus
Operandi campaign setting. Everything needed to run
this adventure is included within. Some of the details
may conflict or not fit in with your own campaign if
you are playing in an alternative setting. Named places
and histories have been kept to a minimum and are
easily changed.
Key Features & Map
19
The Mines - Main Cavern
20
Key Features & Map
21
The Mines - Lower Cave
23
Key Features & Map
23
The Mines - Barracks/Workshop
24
Key Features & Map
24
The Mines - Priests' Quarters
25
Key Features & Map
25
NPC Details
28
Yanoona
28
Steve Dean
Pantheon Series
Thadissmarl
29
Wollos
30
Cadael
31
Tay
32
Hilap
33
Soldiers
34
Miners
35
Each Opus adventure highlights and introduces a
different aspect of the Opus world. Chains in the Dark
is the first adventure of the Pantheon series,
introducing one of the Opus gods into your game, in
this case Jetava, goddess of the air, the wind and the
light.
Edec
36
Tekresa
37
Bestiary
38
Continuing From Here
43
Printable Version
44
Map of Opus
60
Printable Map of Opus
61
The Realm of Opus
62
OGL License
63
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Player Introduction
several throwing daggers and a heavy wooden club.
The priests are wearing layered green robes that equate
to leather armour. Apart from the weapons on view,
the priests have a pair of concealed throwing daggers
with normal steel blades and iron banded clubs at their
belts.
As the party travel along a narrow valley, they hear
muffled screams and dull thuds in the near distance.
They are able to get close enough to observe the scene
being played out in the wide clearing. An older man
and two young men, all farmers by the look of them,
have been fastened to large archery butts by their wrists
and ankles. The older man and one of the others
already have several arrows and quarrels protruding
from their arms, and the younger of the two men has a
spear through his thigh.
Both priests and all eight guards will fight to the death
whout hesaon, and wont aempt o escape,
surrender or parley. If knocked unconscious or
captured, both the priests and the soldiers will attempt
to kill themselves at the first available opportunity,
either by drinking the poison from the vial hidden in
their holy symbols, or attacking one of the fighters, or
in the case of the priests, by an inflict moderate wounds
spell cast on themselves.
Two soldier priests (see NPC Descriptions), one male
and one female, are standing about thirty yards from
their victims, taking aim with large crossbows at the
uninjured man. It is he who is screaming, a muffled cry
for help through the dirty rag tied over his mouth.
Once the fighting is over, the three farmers can be
released and tended to. The old man is in a bad way
and will die if not given immediate magical healing.
The priest and priestess are twenty yards from the
parys vanage pon, behnd he nearest press et
shoulder. If theparyarequetheywontbenoced.
The man with a spear in his leg has lost a lot of blood
but is a lot stronger, only dying if the party take too
long over the fight. The third man is in severe pain but
in little danger.
At this point the priests shoot at the man, each hitting
an arm. The victim cries out, his face a rictus of agony.
The players may notice that the quarrels have
penetrated up to the fletchings, pinning the man to the
straw target.
When the PCs are ready to take stock of what has
happened, they may discover the following:
The three men are farmers from the next valley, they were
looking for missing sheep when they were ambushed by the
priests and guards. They are father and son Tash and Geb
Bantakol and TahsyoungetbroherInda.
Casually, the robed priests prepare to shoot again,
talking in low voices and gesturing at the selection of
ranged weapons arrayed in front of them. Each of them
leans down and selects a bolt, loads and takes aim.
Each of the dead men is wearing a stylised holy symbol, (a
at dk wh a mng ace and our ghy S’ haped
rays, two above two below, reminiscent of a sun) which
hang around their necks on a finely wrought silver chain.
A hollow in the back holds a vial of fast acting poison,
killing anyone drinking it in seconds. The six guards are
also carrying water skins and some dry rations.
If the party do nothing the priests will continue to
shoot at the farmers, occasionally inspecting the results.
Their aim is to test the various types of missile on living
flesh, so they are keeping the men alive for as long as
possbe. If aowed, he press’ nal act wl be to
hrow spears hrough he vcms hears, rereve he
weapons then head off home.
All of the quarrel, arrow and spear heads have penetrated
far more than would normally be expected. When
examned, hey dont ook any derent n degn o
normal equivalents, but are made of a hard and shiny
metal. The heads are slightly lighter than usual and the
edges incredibly sharp.
If the party intercede, the priests will turn the weapons
on them with the same studied patience they have
previously shown. The players will soon realise the
bolts are more accurate and more penetrative than
ordinary ones, punching through all but the thickest
armour. (see Special Weapons).
A large wagon and two oxen are tethered beyond the trees.
The same holy symbol is burned into the wood on the side.
The wagon is empty aside from a large open chest and
some stalks of straw.
If he PCs havent scoued hey wl come under
crossbow fire from the tree line opposite their position.
Eight soldiers, (see NPC Descriptions) with normal
weapons and quarrels, open fire immediately. They are
lightly armoured but are treated as being Concealed.
Each has a heavy crossbow and plenty of quarrels,
Those weapons that have come into contact with blood
have crumbled to sharp granules. The rest will do so
over the next few days. Luckily for the farmers, all of
the missiles that hit them went straight through and
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