Scales of War - [Lvl 6] - The Lost Mines of Karak.pdf

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“This is a mission for
heroes who have shown
their mettle in the
defense of others.
If the evidence you have
uncovered is true, the
Siege of Bordrin’s Watch
was but the fi rst sortie
in a larger campaign,
against which Overlook
and Elsir Vale cannot
stand for long. I will tell
you of the Karak Lode,
and of lost wealth with
which we might defend
our land against the war
that is coming.”
The Lost Mines
of Karak
by Greg A. Vaughan
with James Larrison
illustrations by Wayne Reynolds,
Rob Alexander, and Ryan Barger
cartography by Mike Schley
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
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The Lost Mines of Karak
“The Lost Mines of Karak” is an adventure for five
6th-level characters. Characters should be midway
through 7th level by the adventure’s end. This
adventure is the sequel to “The Shadow Rift of the
Umbraforge” and the fourth part of the Scales of War
adventure path. However, with a little modification, it
can be played as a standalone adventure or integrated
into any existing wilderness campaign in an area
where a dwarven kingdom might once have stood.
Dwarves hold their secrets close, and their grip
is doubly tight where wealth is concerned. So it was
that Karak’s secrecy eventually became its downfall.
Under the pressure of monstrous marauders, famine,
and migrant human tribes, the dwarf kingdom of
Elsir Vale declined. As its resources were taxed past
the breaking point, the kingdom’s borders began to
contract until little more than the territory imme-
diately surrounding Overlook was left. In time,
sandstorms struck the southern wastes and the Karak
supply depot was abandoned. Soon, all contact with
the mine was lost, and the Karak Lode was consigned
to history.
wind of Bram’s discovery. They also encounter a wan-
derer named Mag Blackthorn, from whom they can
seek guidance through the treacherous wastes.
Beyond the Thornwaste, the PCs come to
Dunesend—a small village at the edge of the desert,
controlled by a cruel gnoll called the Warden. After
defeating the Warden and his allies, the PCs learn
that the village is held in thrall by a mysterious desert
despot calling herself Shephatiah, Queen of the
Drylands.
The Warden’s path through the desert follows a
forgotten track to Shephatiah’s lair in a lost mine—the
ADVENTURE
BACKGROUND
BACKGROUND
The city of Overlook stands at the base of the Stone-
home Mountains at the farthest western reaches of
the Elsir Vale. This age-old redoubt was the center of
the ancient dwarf-kingdom that once dominated the
vale, but which faded into obscurity generations ago.
Though little is remembered of this lost kingdom,
its folk ventured far and wide in their day. One dwarf
clan—the Ironfell—made forays in search of mineral
wealth in the deserts beyond the Thornwaste to the
southwest of Elsir Vale. There, they established a
mine they called the Karak Lode, after the first dwarf
of Clan Ironfell to fall in its defense.
Over long years, Karak became a legendary source
of wealth as its folk pulled rich deposits of gold, silver,
and other precious metals from beneath the desert
sands. A supply depot was established at the desert’s
edge to service the caravans traveling between the
mine and Elsir Vale, but the location of the Karak
Lode was kept a closely guarded secret. Only oath-
sworn members of Clan Ironfell ever made the final
leg of the journey across the sands.
ADVENTURE SYNOPSIS
QUESTS
“Lost Mines of Karak” offers the opportunity for
PCs to earn quest XP in a couple of places. Pro-
vided here is the list of quests, and their rewards,
in the adventure.
Major Quest—Lost Karak: The PCs undertake
an arduous journey across wasteland and desert
in an attempt to locate the lost mines of the
Karak Lode. They complete this quest upon their
successful return to Overlook, having secured
the mines against the depredations of Queen
Shephatiah and her followers.
Reward: 1,250 XP.
Minor Quest—Saving Dunesend: The folk
of the tiny village of Dunesend have become
unwitting vassals of the Queen of the Drylands.
By overcoming the immediate threat of Shepha-
tiah’s lieutenant (the Warden) and routing her
in Karak, the PCs free the village from further
threats and earn the gratitude of its people.
Reward: 250 XP.
After their successes in “Siege of Bordrin’s Watch”
and “Shadow Rift of the Umbraforge,” the PCs have
established something of a reputation for themselves
within Overlook. The party is introduced to a wealthy
dwarf named Bram Ironfell, a member of the Elsir
Consortium and scion of Clan Ironfell.
Bram takes the PCs into his confidence as he tells
them of the recent discovery of a parchment con-
nected to the shadar-kai arms dealer Sarshan. Bram
believes that the parchment details the location of the
Karak Lode—a mine belonging to his clan that has
been lost for generations. Bram hopes that if the mine
is found, its wealth can be used to defend Overlook
and the Elsir Vale against the brewing conf lict that
the PCs saw hints of in the Shadowfell.
Following the directions on the ancient scroll, the
party heads south past the Westdeep and into the dry
lands known as the Thornwaste. There, they are beset
by dwarf warriors from a rival clan who have caught
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ADVENTURE
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The Lost Mines of Karak
Karak Lode. However, the PCs find the ancient dwar-
ven ruins occupied and defended by desert raiders
and foul subterranean creatures led by an evil dryad.
However, though the PCs make short work of the
queen and her followers, they can find no trace of the
mines.
As they wait out a sandstorm, the PCs find them-
selves beset by a band of cavern choker assassins led
by a troglodyte curse chanter. Only by retracing the
steps of these marauders do the characters locate the
previously hidden entrance to the mines. There, the
true Queen Shephatiah holds court.
Exploring the ancient dwarven caverns, the PCs
battle Shephatiah’s followers before confronting the
real Queen of the Drylands—a powerful naga. Having
discovered a rift linking the mines with the Elemental
Chaos, Shephatiah has made the Karak Lode her lair.
However, after defeating the naga and her servants,
the PCs uncover evidence that Karak’s wealth is now
controlled by an unknown group from another plane.
The PCs return to Overlook and recount their
findings to Bram Ironfell, who tells them he will leave
the mine sealed. However, the forces responsible for
shipping the mine’s wealth through the Elemental
Chaos have a long reach and dark plans.
side a rift leading to the Elemental Chaos. If you are
pressed for time before beginning the adventure, read
the adventure background and synopsis, “Part 1: The
Road to Karak,” “Through the Thornwaste,” and the
first two encounters. This gets the PCs caught up in
the adventure and into the village of Dunesend—an
action-packed first session of play.
Setup
This section of a tactical encounter provides you with
the basic parameters of the encounter. First, it pro-
vides a key to the monsters in the encounter so you
can locate them on the tactical map. Next, it provides
context or background information for the encounter.
The map of each encounter area indicates where the
monsters are located when the encounter begins. The
setup section also describes what the monsters are
doing and how they react when the PCs arrive.
What You Need to Play
This adventure contains everything you need to
play, including background information, setup,
and encounters (including tactical maps). Reading
through the DUNGEONS & DRAGONS 4th Edition rules
is your first best step to understanding and prepar-
ing to run the adventure. As mentioned above, read
through at least the opening sections and initial
encounters before starting. This review enables you
to become familiar with the material and the style of
presentation. The sections below describe the adven-
ture format.
Read Aloud Text
Read aloud text provides information detailing what
the characters can see and are aware of. You do
not have to read it word for word; feel free to para-
phrase and use your own words when describing this
information.
Use read aloud text wisely. It is written for the
most common approach to a particular situation, but
what your player characters do might require you to
alter the information in any number of ways.
Using Tactical Encounters
Each encounter includes several common elements.
Monster Statistics
Encounters include stat blocks for each monster type
present in the encounter. If more than one monster
of a particular kind is present, the stat block indicates
how many creatures can be found.
Encounter Level
Each tactical encounter assumes a group of five player
characters. An encounter of average difficulty is one
where the encounter level is equal to the level of the
party. Encounters that are 1 or 2 levels lower than the
party are easy encounters, while encounters that are a
higher level than the party are difficult encounters.
For overcoming an encounter, a group earns the
XP value noted beside the encounter level. This
amount should be divided by the number of group
members, and an equal amount should be awarded to
each character.
PREPARING FOR
ADVENTURE
ADVENTURE
Tactics
This entry describes special actions the monsters take
to defeat the adventurers. Sometimes this means the
monsters take advantage of special features of the
area or make use of special powers or equipment.
“Lost Mines of Karak” takes the PCs across the arid
badlands known as the Thornwaste, then into the
desert beyond in search of the Karak Lode. On their
journey of exploration, the PCs find themselves under
assault by Queen Shephatiah’s forces aboveground
and below, culminating in a deadly showdown along-
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PREPARING FOR
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The Lost Mines of Karak
Map
Each encounter includes a map keyed with the initial
locations of each monster. The map also indicates the
location of any special features of the area.
Treasure Preparation
As with the previous installments of the Scales of
War adventure path, this adventure makes use of
the parcel system of treasure rewards described in
the Dungeon Master’s Guide . The characters should
accumulate 14 parcels by the end of the adventure.
You can supply these treasures in whatever way you
wish, but the following sidebar presents the most
likely areas to feature treasure. During your prepara-
tion, assign parcels from those that follow to the areas
in the spaces provided. Use the players’ wish lists to
come up with magic items for the first six parcels.
PART 1:
THE ROAD TO KARAK
THE ROAD TO KARAK
The adventure begins in the city of Overlook, where
the PCs were left at the end of “Shadow Rift of the
Umbraforge.” However, if the PCs have traveled
elsewhere since the end of that adventure, the initial
setup below can take place in Brindol or any other
settlement between Elsir Vale and the mountains.
Features of the Area
This section describes special features noted on the
map. If the location has items or areas of interest with
which the characters can interact, those features are
described here. Look here to see if a door is out of the
ordinary, if an altar has a secret compartment, or if
the area includes treasure.
Sarshan’s Plots
As a result of saving the city not once but twice, the
PCs have become well known in Overlook. This
notoriety sees them approached by Kalad, the dwarf
paladin they rescued in “Siege of Bordrin’s Watch.” In
the aftermath of the thwarted raid, Kalad has taken
up a position as a sergeant in the Overlook watch. It
is official business that brings him to the PCs, where
he asks them to meet with a member of the Elsir Con-
sortium (see “Siege of Bordrin’s Watch,” page 19). If
Kalad did not survive the previous adventure, some
other emissary of the guard seeks the party out.
At a time of the PCs’ choosing, Kalad escorts them
to a private room in an upscale Elftown tavern. There,
he introduces them to a well-dressed dwarf wearing
the rich robes of a successful merchant, his golden
beard braided with silver bands.
TREASURE PARCELS
Parcel A: _________________________________ , Clan Rivals.
Parcel B: ________________________________ , The Warden.
Parcel C: ________________________________ , The Warden.
Parcel D: _______________________________ , Desert Patrol.
Parcel E: __________________________________ , Courtyard.
Parcel F: ____________________________________ , Area 10.
Parcel G: _________________________________ , Guard Hall.
Parcel H: __________________________________, Great Hall.
Parcel I: ___________________________________, Great Hall.
Parcel J: ______________________________________, Crypts.
Parcel K: ______________________________ , Mine Entrance.
Parcel L: ________________________________ , Chaos Mines.
Parcel M: ____________________________ , Queen’s Retinue.
Parcel N: ____________________________ , Queen’s Retinue.
Based on the guidelines in the Dungeon Master’s Guide , the following parcels can go in the spaces above. Rely on the wish lists your
players gave you for the first four parcels.
Parcel 1: Magic item, level 10
Parcel 2: Magic item, level 9
Parcel 3: Magic item, level 9
Parcel 4: Magic item, level 8
Parcel 5: Magic item, level 7
Parcel 6: Magic item, level 7
Parcel 7: Two 250 gp art objects + 500 gp
Parcel 8: 900 gp
Parcel 9: Four 100 gp gems + 400 gp
Parcel 10: One 250 gp art object + two potions of healing + 250 gp
Parcel 11: 600 gp
Parcel 12: Three 100 gp gems
Parcel 13: One potion of healing + two 100 gp gems + 50 gp
Parcel 14: Two potions of healing + 100 gp
“Greetings, Heroes of Overlook. I am Bram Ironfell of the
Clan Ironfell and representative of the Elsir Consortium.
Your reputations precede you, and for your actions, you
have my personal thanks in addition to that of the city. I
have a tale I wish to share with you, over dinner and drinks
of course.”
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PART 1:
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The Lost Mines of Karak
the name of Clan Ironfell. I had never seen this parchment
before. However, at the watch’s request, I undertook a bit
of research into my family’s archives. If what I discovered
there holds true, this parchment holds the directions to the
Karak Lode.”
Bram Ironfell’s Secret
The parchment is genuine, but there is more to Bram
Ironfell’s story than he lets on. For more than a year,
the dwarf has been one of Sarshan’s agents in the city,
using his position on the Elsir Consortium to aid the
shadar-kai’s operations.
Bram’s story of how the directions to Karak were
found in one of Sarshan’s warehouses is the truth.
However, it was the dwarf who originally sent them
to Sarshan after discovering them in a cache of family
records months before. Bram was in the process of
seeking the shadar-kai’s aid in locating and clearing
out the mine. With Sarshan’s operations shut down,
the dwarf now needs a new set of agents to find the
Karak Lode and overcome whatever defenses might
be found there.
The PCs can make Sense Motive checks against
Bram, but the dwarf ’s stated intention in using the
wealth of the mines to defend Overlook and Elsir
Vale is entirely truthful. If the PCs have previously
heard of the consortium’s secret plots to replace the
ruling council with a hand-picked body loyal to the
merchants’ own interests, Kalad confirms that Bram
is known to be opposed to that group. (In truth, the
canny dwarf opposes them because he plans to one
day rule the council single-handedly.)
Kalad is familiar with the Ironfell clan and
vouches for Bram’s good character. However, his
duties with the watch prevent him from accompany-
ing the party on their mission.
Although Bram Ironfell obviously has a personal
stake in the search for the lost mines, he downplays
his own self-interest. If the information the PCs dis-
covered in “Shadow Rift of the Umbraforge” has not
yet become common knowledge in Overlook, Bram
has already guessed correctly that the siege of Bor-
drin’s Watch represents a larger threat to Elsir Vale.
Bram relates the information found in the “Adventure
Background” section, which you can read or para-
phrase as you see fit. Then read the following.
“Discovering what became of my kin would end a sad
chapter in Ironfell history, but that is not my primary
motive in seeking your aid. If the Karak Lode can be found,
its wealth offers the means to shore up the defenses of
Overlook and the Elsir Vale. However, it is anyone’s guess
what manner of creatures might lair there, or what defenses
the last of the clan left to guard the mines. This is not a job
for the city watch, I fear.”
Bram offers the PCs 1,000 gp (half in gold, half in
gems) as an upfront payment for undertaking the
search for the Karak Lode. In addition, the PCs can
claim any other treasure they recover along the way.
Following the directions to the Karak Lode, the
PCs first head south across the Thornwaste that
stretches between Elsir Vale and the Stonehome
Mountains. (On the area map in “Rescue at Riven-
roar,” the Thornwaste is the area directly west of the
Wyvernwatch Mountains.) A four-day journey takes
the PCs to a location Bram believes was once the
ancient supply depot for the mines. From there, the
PCs must head south into the heart of the desert.
“The location of the Karak Lode was known to few even
within the clan, and it was thought that all who had such
knowledge were lost when the mines were reclaimed by
the desert. Even within the clan, Karak is all but forgotten.
However, recent events might change that.
“The destruction of Sarshan’s operations in Overlook
saw the shadar-kai’s many warehouses and transit
points raided. In one of those raids, the watch uncovered
documents connected to Sarshan’s operations, including
an ancient fragment of parchment. On it was written a
list of landmarks and bearings for a journey, along with
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