d20 Bastion Press Where Dark Elves Rule.pdf

(1787 KB) Pobierz
Villians
Where Dark Elves Rule
Table of Contents
Credits
Lead Designer
Steven Creech
Cartographer
Andrew Baker
Editor
John Todd
Typesetter
Josh Gilchrist
Art Director
Todd Morasch
Creative Director
Jim Butler
Artwork
Andrew Baker
Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment ( www.osseum.com) and regional distributors.
Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned
by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. Dungeons & Dragons and Wizards of the Coast
are registered trademarks of Wizards of the Coast, Inc. and are used with permission. A copy of this License can be found at www.wizards.com .
© 2001 Bastion Press, Inc. All Rights Reserved. Printed in the U.S.A. by Walsworth Publishing Company of Marceline, MO.
1
714399503.005.png 714399503.006.png 714399503.007.png
Introduction
This adventure is the first in an ongoing series
that can be played individually or as part of a
campaign. It is designed to challenge high-
level characters using the d20 system of role-
playing. This module is designed for use with
standard races, but it can easily be altered to
accommodate non-standard races or monster
class characters. However, the adventure
directly involves Drow Elves, and this race
should not be used for player characters due to
game balance issues.
The adventuring party should consist of five to
seven characters that are single classed and from
13 th to 15 th level. Multiclass characters should have
a total character class level of from 16 th to 18 th level.
The party should consist of a diverse mix of
character classes. At least one cleric, a rogue, and
a mage are recommended. Characters with pow-
erful combat abilities are strongly suggested; this
is a fast paced adventure filled with battle and the
need for split second decision-making. However,
there will be a few opportunities for the characters
to rest and recover during this adventure.
The characters travel to an alternate world to
obtain a unique item for a sorcerer. Although the
alternate world is very similar to their current
world, here the Dark Elves rule the surface world.
(See the Background History section below.)
A thousand years ago, the land was lush and
plentiful. All nations prospered in relative peace and
harmony except for the “Dark Ones” that lurked in the
darkness below. The Dark Ones made war upon the
surface dwellers, but their greatest enemy was the
brightness of the sun.
One day, the skies filled with storms and
darkness the like of which none had ever seen. The
world trembled and quaked, causing great devastation.
It truly seemed that the end of the world had come.
Clerics and priests seeking solace fom their deities were
the first to learn about the war among the gods.
The goddess of the Dark Ones had carefully
plotted and conspired to seize control of the Elven
pantheon and destroy any who stood in her way. As the
Queen of Treachery took control of the remaining Elven
gods, her children, the Dark Ones rose up from the
depths to wage total war upon the surface dwellers. To
ensure her children’s success, the new Queen of Treach-
ery darkened the sunshine to a purple color that could
not stop them from conquest of the entire world.
The Good deities at first attempted to resist the
Queen of Treachery’s efforts at total conquest and rule.
But as the Gods War continued to rage, it became clear
that Evil was winning. Many gods saw wisdom in
retreating, only to return another eon. The ones that
stayed behind subtly altered the very weave of magic
that encompasses the world. It lessened the powers of
mages (and the abilities of those with innate spell
abilities) to call forth magical spells. This effectively
prevented the Dark Queen from making changes to
benefit her children even more.
Casting Spells
This world allows non-natives to be extremely
strong in magic. Sorcerers and wizards will find
out that any spell cast is magnified by a factor of
four. All spells will function as though they are
four levels higher, have four times the range, four
times the duration, and cause four times the
damage. Spell save DC checks are also given a
+4 bonus for each spell level. This feature only
applies to characters casting normal arcane
spells (clerical spells function as usual). Magic
items (weapon, scroll, potion, wand, etc.) func-
tion normally. Beings native to this world merely
cast spells under the normal rules, as the magical
weave of this world was altered in such a
manner as to allow only beings from other planes
or worlds to tap into the weave with greater
effectiveness. (See Background History next.)
With the departure of nearly all of the Good-
aligned gods came the extinction of the earthbound
races that followed these deities. Gone are the faerie
folk, the mer-folk, the sea Elves, most of the half-folk, and
nearly all of the fey Elves. Humans have managed to
avoid extermination, but their numbers are nowhere
near as plentiful as they once were.
The only major race that has consistently stood
strong against the Dark Elves is the Dwarven nations.
Deep within their mountain strongholds, they refuse to
fall to the conquering Dark Ones. Their numbers have
dwindled to the point where they cannot launch an
effective offensive and gain the upper hand. They only
wait for each new attack upon their soil to defend what
is theirs.
Background History
According to the ancient tome the “Gods War” by
Greymalkyn the Sage:
The only hope for the oppressed races of this
world is the fulfillment of an ancient prophecy. This
prophecy tells of a group of powerful beings that come
from beyond to lead this world into a new age by
defeating the Dark Elves and casting their goddess from
her throne. It speaks of a great war that will unite all of
the remaining races against the vileness of the Dark
Ones, driving them back into their underground realm.
2
714399503.008.png
The Sorcerer Eridian
Eridian is the 20 th level sorcerer who created the
magical dimensional mirror that acts as a gateway
to other realms. During his journeys into the many
worlds that the mirror revealed, he sustained severe
injuries. He survived only because of intervention
by the mirror itself. The results of his injuries have
left him crippled and unable to continue adventur-
ing. He is confined to a wheelchair and must hire
adventurers to fulfill his quests for rare and unique
items that are of interest to him. Despite his handi-
cap, Eridian is formidable and can hold his own
against almost anything that threatens him.
Special Abilities (Familiar): Alertness, Improved
Evasion, Share Spells, Empathic Link, Touch,
Speak with Master, Speak with Animals of its
Type, Spell Resistance 25, Scry on Familiar
Alignment: Neutral
The Summons and an Offer
You each arrive alone at a rather modest
looking keep following a personalized invitation to
examine an opportunity for wealth and adventure. You
are met at the castle gate by two guards who examine
your invitation and then direct you to a central
courtyard. There, a well-dressed man escorts you to a
large hall that seems to serve as a dining area. A
large table waits, covered with dozens of dishes of
food. The aroma of the food makes your mouth water
and your stomach growls in protest. Placed around
the table, are seven chairs (make this the exact number
of adventurers in the party). Servants stand ready to
dish out servings of the cuisine onto fine plates. The
gentleman who escorted you into the hall asks that you
be seated, get to know each other, and enjoy the meal.
He informs you that the master of the keep will be here
momentarily.
Eridian Vulcanis, 20 th level Human
Sorcerer
Abilities: STR 16, DEX 14, CON 10, INT 18, WIS 15,
CHA 13
Hit Points: 68 hp
Initiative: +2 (DEX)
AC: 24 (+2 DEX, +5 Ring of Protection, +5 Robe of
the Archmagi, +2 Luck)
Speed: 20 ft. (Wheelchair)
Base Attack Bonus: +10/+5
Saves: Fort +7, Ref +7, Will +13
Skills: Alchemy +20, Concentration +20, Diplomacy
+7, Gather Information +5, Hide +5, Intuit
Direction +5, Knowledge (arcana) +20, Listen
+10, Move Silently +5, Scry +20, Search +5, Sense
Motive +5, Spellcraft +20
Languages: Common, Elven, Gnome, Dwarven,
Draconic, Undercommon, Orc
Feats: Combat Casting, Craft Staff, Craft Wand,
Craft Wondrous Item, Empower Spell, Silent
Spell, Still Spell
Special Abilities: SR 17, Summon Familiar
Alignment: Neutral Good
Spells per day: 8/8/7/7/7/7/7/6/6/6
Spells known: 9/5/5/4/4/4/3/3/3/3
Magic Items: Ring of Protection +5, Glove of Storing
(x2), Robe of the Archmagi, Staff of the Magi,
Staff of Power, Amulet of Proof against Detection
and Location, Cube of Force, Orb of Storms, Ring
of Spell Turning
The food is the best you’ve ever eaten. The
meat is extremely tender and full of flavor, the veg-
etables crisp and the fruit succulent. The servants
cater to your needs, making sure your drinks and
plates remain full until you can simply bear no more.
Satiated, you sit back and discuss the possible reason
for the summons you all carry.
“I trust you find the meal satisfactory,” a
resonant voice echoes through the hall. Moments
later, a man sitting in a wooden chair with wheels to
each side appears at the head of the table, seemingly
condensing from the air. At first glance, he appears
nothing more than an ordinary nobleman. But closer
inspection shows this man to be much more than what
meets the eye. He is dressed in colored robes of rich
fabric, and appears to be middle-aged. His hair is
black, with gray highlights at the temples and more
flecks of gray throughout his closely trimmed beard.
His handsome face possesses the ruggedness of a man
who has seen much in his life. His steel blue gaze
seems to peer right through your soul.
Familiar: “Nevermore” the Raven
Hit Dice: 20d8 (34 hp)
Initiative: +2 (DEX)
Speed: 10 ft., Fly 40 ft. (Average)
AC: 24 (+2 Size, +2 DEX, +10 Natural)
Attacks: Claws (+10/+5 melee)
Damage: Claws 1d2-5
Face/Reach: 2-1/2 ft. by 2-1/2 ft./0 ft.
Special Qualities: SR 25, Speaks Elven
Saves: Fort +6, Ref +6, Will +12
Abilities: STR 1, DEX 15, CON 10, INT 15, WIS 14,
CHA 6
Skills: Listen +6, Spot +6
Feats: Weapon Finesse (Claws)
“My name is Eridian,” he says with a warm
heartfelt smile. “Welcome to my home. I trust your
journeys were without incident.” Everyone murmurs
in agreement. He continues, “Let us get down to
business since many of you have made long treks to get
here.” He takes a wheel into each hand and rolls
himself toward the great fireplace along the wall. He
stops a few feet away, pulls out a smoking pipe from a
pocket, and lights it from a brand.
3
“Before I deliver my business proposition, I
want to give you a little information so you will have
an understanding of what I expect of you. I am a
714399503.001.png
sorcerer, as you may have surmised. There was a
time in the not-so distant past when I traveled the
lands and adventured much like you. But my heart
has always been set on researching new spells and
creating wondrous magical items. Many years
ago, I created my masterpiece and legacy; a mirror
that allowed me to not only to view other realms
and planes, but also travel there and back effort-
lessly.
you agree to my terms, you will sign it and seal it with a
drop of your blood. The contracts will then be safely
stored away.
“My terms are quite simple. For one year, you
will serve as specialists acting under my orders. You
will be sent on missions to acquire specific items or
perform various other duties, such as serving as my
bodyguards. At the end of the one-year period, each of
you will be paid handsomely: 10,000 pieces of gold for
your services.
“Exploring these new worlds, I was able to
learn new forms of magic and acquire important
items for study. Eventually, I found myself in a land
that was far from hospitable. While I managed to
escape with my life, you can see it wasn’t without a
price. My injuries were quite severe and some of
them were permanent. No amount of healing or
restoration has been able to bring me back to what I
was before that day. I no longer have the use of my
legs and must be content to use this wheeled
chair for everyday movement.
“This castle will serve as your home and our
base of operations while you are under contract. Each
of you will have a room of fit for a noble and all the
food and drink you desire. You will have access to my
libraries for study and research. You may train with my
soldiers so that your combat skills are honed to a
razor’s edge. The woodlands that surround this keep
are open to hunting
“I can no longer adventure, but I
have found there to be an ample supply of
adventuring companies and individu-
als looking to make their mark on
the world and find riches and
wealth untold. I hire these to go
on missions for me into other
worlds. Usually, the quest is
simply to bring back items of
little practical value to anyone
but myself. However, on occa-
sion, I must send them on more
dangerous quests for objects of
power.
“This is why I have
summoned you here. I am in need
of individuals with some experi-
ence. Individuals who possess
the powers and abilities to meet
my challenge without getting
themselves mere minutes after
arriving in the other world.”
Eridian scrutinizes
each of you, as though he
were taking measure of
something unseen. Seem-
ingly satisfied, he nods to
one of his servants. The
servant brings a long box to
the table, opens it, and
hands each of you a vellum
scroll.
4
“Before you,”
Eridian begins, “is a
formal legal document
outlining the terms of
your charter with me. If
714399503.002.png 714399503.003.png
if you so desire. You may come and go as you please–
provided you remain within the boundaries of my
lands.”
mirror and the windows. Placed decoratively
throughout the entire room are exquisite statues and
other statuary. At last, you notice Eridian sitting
behind the desk with a look of bemusement on his
face.
Eridian pauses to puff on his pipe. “In
addition to the 10,000 gold pieces, any monetary
treasure acquired during the quests you are sent on is
yours to keep unless I tell you otherwise. All other
objects brought back will be turned over to me. If I
have no use for them, they will be returned for you to
use as you wish. Any attempt at deceit or treachery will
be met with swift and harsh punishment. If you break
the terms of this charter, you will at the least forfeit the
10,000 pieces of gold and be promptly removed from my
domain.”
“This room is quite striking, isn’t it? I spend
much of my time here so I endeavor to make it as
pleasing as possible. Besides, Mira has a fondness for
fine art. Isn’t that right my dear?”
A rich and lovely feminine voice fills the room,
“Yes, that is quite true. I do enjoy gazing upon
exquisite things.”
He pulls the pipe from his mouth and smiles
widely. “I know some of these terms seem rather harsh,
but I can assure you that when the year is over you will
see wealth far above the 10,000 gold pieces.”
Eridian chuckles as he wheels himself in front
of the mirror and gestures toward it. “My good
associates,” he says, “Let me introduce you to my
legacy and my dearest companion, Mira the Magnifi-
cent.”
Wheeling his chair back to the table, Eridian
says, “If any of you do not want to be a part of this offer,
then I wish you well in your journeys ahead. One of my
servants will see that your mount is readied and that
you have sufficient supplies for the road.
“Well met brave adventurers. Eridian has
informed me that you will be traveling to the
Otherlands.”
“The Otherlands is how Mira refers to all
worlds other than this one.”
I will take my leave of you now so that you may
discuss my offer and its terms amongst yourselves. Once
the charter is signed, a servant will bring you to me.”
In the blink of an eye, he once again vanishes from your
sight.
He then makes a more personal introduction
of each of you to Mira, startling each of you with the
depth of his knowledge about your past and abilities.
Clearly, this man has done research on you. It isn’t
very long after you converse with Mira before you
realize how truly unique she is. It also doesn’t take
long to realize that there is much more going on
between her and Eridian than is being said.
The characters are free to discuss the charter. DMs
should use this opportunity to encourage role-play
interaction and discussion among party members (es-
pecially if there are new players in the group). The
remaining servants in the room provide no informa-
tion other than that Eridian is a good master to serve
and that many other adventurers have signed char-
ters through the years, some coming back repeatedly.
Eventually, the PCs should sign the agreement and
commit themselves to one year of service to Eridian.
Once they have done that, a servant guides them to a
room in a different part of the castle. There he opens a
door and ushers the party in.
DMs can choose to role-play out the social-
izations between the group, Eridian and Mira, or
quickly move on.
After a brief period of socializing, Eridian
changes the subject to the upcoming assignment.
“Your first mission is to enter an ancient
temple ruins and retrieve a gem known as ‘The Heart
of the Goddess’. This is a diamond the size of a man’s
head, imbedded in a statue dedicated to an evil
goddess. The room where the gem lies has been empty
of life every time it has been Scryed, but those ruins
themselves are home to many monsters and traps long
forgotten.
Master Study/Mirror Room
As you step through the doorway into this
room, you are awestruck over what you see. The room
is immense. On the other side of the room, about 40 feet
away, is the curved outer wall of the castle. Huge glass
windows present a magnificent and stunning view of
the forest and the mountains beyond. Centered on the
wall to your left is a mirror at least ten feet tall and
eight feet wide. The wall on the right is filled with
shelves that exhibit numerous works of art. There are
enormous bookshelves filled with all manner of tomes
that run right and left from the doorway you are
standing in. A large desk sits near the corner where
the windows and the shelves full of art objects meet. A
marble table about 12 feet long stands between the
Mira will open a gate near where the temple
entrance lies. It will be up to you to locate the two
stone statues that mark the entrance. Once you have
found and retrieved the gem, you must return to the
exact place where you first stepped through. When you
have arrived, Mira will reopen the gateway home.
5
Eridian is actually testing the party. Mira is
capable of opening a gate next to the ruins but Eridian
wants to observe how resourceful the PCs are. If any
714399503.004.png
Zgłoś jeśli naruszono regulamin