d20 Devil's Workshop Sidetrek Adventure Weekly 12 - An Uncertain Jungle Extraction.pdf

(982 KB) Pobierz
S I D E T R E K A D V E N T U R E W E E K L Y # 1 2
AN UNCERTAIN JUNGLE EXTRACTION
WRITTEN BY LOU AGRESTA WITH GREG OPPEDISANO
On the Trodoon home world, atop a snow covered
peak, in the isolated outpost of a fallen civilization,
our heroes repaired the portal key that will take
them home – only to trigger an avalanche! Can
they escape the tsunami of snow and rock, survive
the primordial jungle below, traverse the void sepa-
rating time and space, and reach home?
Welcome to Sidetrek Adventure Weekly -- all
the heart-pounding, adrenaline-pumping action
your players can handle! Each Sidetrek Adventure
Weekly episode throws characters into an action-
packed encounter designed to electrify your game.
Drop any Sidetrek Adventure Weekly directly into
your adventure as a stand-alone combat. Or, if
you dare, link all 12 into one pulse-racing, white-
knuckle sidetrek adventure series. Jump aboard
Sidetrek Adventure Weekly tonight!
LPJ9657
ADVENTURE
LEVEL:
LOW
NPC
INTERACTION:
LOW
THREATS &
TRAPS:
HIGH
MAGIC
REWARDS:
MEDIUM
ADVENTURE
LOCATION:
WILDERNESS
PLAYERS
NEEDED:
4 TO 6
REQUIRES THE USE OF THE DUNGEONS & DRAGONS PLAYER'S HANDBOOK, THIRD EDITION, PUBLISHED BY WIZARDS OF THE COAST, INC. THIS PRODUCT UTILIZES UPDATED MATERIAL FROM THE V.3.5 REVISION.
904911580.049.png 904911580.059.png 904911580.061.png 904911580.062.png 904911580.001.png 904911580.002.png 904911580.003.png 904911580.004.png 904911580.005.png 904911580.006.png
SIDETREK ADVENTURE WEEKLY RATING SYSTEM
These following icons have been development to make it easier for GMs and players to understand what type
of adventure they will be playing in, what perils that might exist; as they may be either physical, mental or even
political dangers; and the rewards that await them during and at the completion of this adventure. Each icon is
broken down by color and text information which determine the intensity of the adventure.
This Adventure Level is for expert level game-
play and adventureing normally reserved for
character from 16th level or higher.
ADVENTURE
LEVEL:
EXTREME
THREATS &
TRAPS:
MEDIUM
The Threats & Traps at this level are danger-
ous and may cause a loss of up to 25% of the
party members.
MAGIC
REWARDS:
MEDIUM
The Magic Rewards at this level are com-
mon and PCs will have reasonable chances to
acquire and use magic and magical items.
This NPC Interaction means the PCs will
have to deal with an tremendous amount of
non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
EXTREME
ADVENTURE
LEVEL:
LOW
This Adventure Level is for beginner game-
play and adventureing normally reserved for
character from 1st to 5th level.
THREATS &
TRAPS:
EXTREME
The Threats & Traps at this level are the most
lethal available and can easely result in a TPK
( Total Party Kill ).
NPC
INTERACTION:
LOW
This NPC Interaction means the PCs will
have very little non-combat interaction in
this adventure.
The Magic Rewards at this level are the high-
est magic and magical items available with
several chances for PCs to acquire and use
them.
MAGIC
REWARDS:
EXTREME
THREATS &
TRAPS:
LOW
The Threats & Traps at this level are intimi-
dating and may cause a loss of up to 10% of
the party members.
ADVENTURE
LEVEL:
HIGH
This Adventure Level is for advanced game-
play and adventureing normally reserved for
character from 11th to 15th level.
MAGIC
REWARDS:
LOW
The Magic Rewards at this level are few and
far between. Rarely will PCs see or use a
magic or magical items.
This NPC Interaction means the PCs will
have to deal with an above average amount
of non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
HIGH
ADVENTURE
LOCATION:
DUNGEON
This Adventure Location will take place in
an underground location such as a dungeon
or cavern.
THREATS &
TRAPS:
HIGH
The Threats & Traps at this level are very
dangerous and may cause a loss of up to
50% of the party members.
ADVENTURE
LOCATION:
EVENT
This Adventure Location will take place
based on particular occurrence or incident
inclucing a raid, assassination or trial.
MAGIC
REWARDS:
HIGH
The Magic Rewards at this level are very
common and PCs will get several chances to
acquire and use magic and magical items.
ADVENTURE
LOCATION:
JOURNEY
This Adventure Location will take place
during the events of traveling from location
to another.
ADVENTURE
LEVEL:
MEDIUM
This Adventure Level is for experienced
gameplay and adventureing normally reserved
for character from 6th to 10th level.
ADVENTURE
LOCATION:
URBAN
This Adventure Location will take place in a
civilized based population center or location
as a city, village or town.
This NPC Interaction means the PCs will
have to deal with an average amount of
non-combat interaction with NPCs in this
adventure.
NPC
INTERACTION:
MEDIUM
ADVENTURE
LOCATION:
WILDERNESS
This Adventure Location will take place in
an uncivilized based location as a forest,
desert or jungle.
904911580.007.png 904911580.008.png 904911580.009.png 904911580.010.png 904911580.011.png 904911580.012.png 904911580.013.png 904911580.014.png 904911580.015.png 904911580.016.png 904911580.017.png 904911580.018.png 904911580.019.png 904911580.020.png 904911580.021.png 904911580.022.png 904911580.023.png 904911580.024.png 904911580.025.png 904911580.026.png 904911580.027.png 904911580.028.png 904911580.029.png 904911580.030.png 904911580.031.png 904911580.032.png 904911580.033.png 904911580.034.png 904911580.035.png 904911580.036.png 904911580.037.png 904911580.038.png 904911580.039.png 904911580.040.png 904911580.041.png 904911580.042.png
 
SIDETREK ADVENTURE WEEKLY: AN UNCERTAIN JUNGLE EXTRACTION
EPISODE BACKGROUND
At the end of Chapter 11: Secrets of Trodoon
Mountain, our heroes successfully repaired
the Key of Trodoon using the ancient mech-
anisms of a remote Trodoon installation,
but they also triggered an avalanche above
the station. Fleeing certain destruction, the
adventurers must escape nature’s wrath then
battle dinosaurs across ice, water, and jungle
to reach the portal that takes them home.
RULES REFRESHER
To prep for this adventure, consider
reviewing the swimming ( PHB pg84 ) and
water and drowning rules ( DMG pg304 ), the
rules for spell casting under adverse condi-
tions ( PHB pg69-70 ), rules for navigating
tough terrain ( PHB pg148 ), and the rules
for avalanches ( DMG pg90 ). For simplicity
and to maintain momentum, we suggest not
using strict movement rules to map out the
chase. Rather, consider a more cinematic
approach using the simplified chase rules
later in this episode.
NOTES:
USE THIS ENCOUNTER TONIGHT:
AS A STAND ALONE TREK
Tonight’s Hook: Tonight’s adventure is a
wilderness exploit, and its basic premises
are the chase and the running fight. This is
not a treasure grab. Initiated by an avalanche
the adventurers cannot possibly combat,
their flight catapults them into successively
more danger, keeping them constantly on the
move. The adventure’s challenges call on
the players to recognize what they shouldn’t
fight; as well as demand they improvise out-
of-the box tactics to defeat mechanically
superior foes.
START THE S.A.W.
A bass rumble so low it must herald death,
a subsonic wrongness draws the eye up.
Above, confirming your nightmares, the
avalanche floods down, almost in slow
motion. An inexorable descent of rock and
icy death. Impartial Nature has decided to
get personal – and she’s coming for you.
EPISODE OVERVIEW
A rolling wave of snowy death hurtles down,
but luckily the defeated yeti’s ( see Episode
11: Secrets of Trodoon Mountain ) crude
hunting skids make excellent toboggans, and
the PCs launch into a madcap slalom down
the mountain to the jungle below. Their
rapid, downhill pace forces the players to
select the icy terrain over which they slalom,
haphazardly. Those choices determine their
speed, if they wipe out, and ultimately,
whether the avalanche buries them.
Uses for This Encounter: Use this episode
to galvanize a campaign; catapult your party
onto a new trajectory; or in any circumstance
wherein they recover a valuable object from
a mountain dungeon and now smugly believe
they have but to saunter back home to cash
in. It merely requires a chase from some-
place to someplace to work for you.
EPISODE SYNOPSIS: FOR THE FULL TREK
Repaired Key in hand, the adventurers have
secured their passage home. They must
return to the statue of the Timeless One,
place the key into its hands, and activate the
portal. However, they have also triggered an
avalanche must first escape its fury.
However, the snow slide also disturbs a den
of pterodactyls, and the slavering predators
add to the suspense by chasing after the
sledders, diving from above. Evading the
flying dinosaurs takes the party over an icy
cliff and into raging whitewater, where they
attract an elasmosaurus. The beast snatches
a young pterodactyl out of the air, swallows
it whole, then turns on the players. This
gives them both a head start and warns them
PAGE 3 OR 14
904911580.043.png 904911580.044.png 904911580.045.png 904911580.046.png 904911580.047.png 904911580.048.png
 
SIDETREK ADVENTURE WEEKLY: AN UNCERTAIN JUNGLE EXTRACTION
against casting fly to escape their predica-
ment.
ening to bury the station beneath a mountain
of ice and rock. A stack of the yeti’s rope
handled, hauling boards sit nearby ( Spot
DC 10 ). If the PCs do not recognize these
for the toboggans they are ( Int DC 15 ),
allow them to ride the backs of their plate
armored companions or on the insides of
shields. Either way, slaloming away from
the avalanche is their only real chance of
escaping it. Any attempt to run down the
mountain is doomed.
NOTES:
The party soon realizes that cutting across the
current for shore slows them enough for the
elasmosaurus to attack. However, sticking
to the central current keeps them ahead of
the pursuing monster. Hurtling downriver in
the dangerous rapids, the adventurers fight a
running battle against the beast; meanwhile,
the pterodactyls haunt the skies, ready to
pounce on any who leave the water.
This part of the adventure takes 10 rounds.
At stake is whether the fleeing PCs choose
terrain that slows or accelerates their escape
– and whether they Wipeout. If the PCs flee
quickly enough, they escape the avalanche
and hurl over an ice cliff into raging rapids.
If the PCs are too slow, the avalanche’s
Slide Zone strikes them, inflicting modest
damage and hurling them over an ice cliff
into rapids. If poor judgment makes them
really slow, the Burial Zone strikes them,
carries them over the edge of the ice cliff,
and buries them beneath ice, snow, rocks
and frigid river water.
Soon the river slows beneath a jungle
canopy. In the calmer, warmer waters, the
elasmosaurus closes, but the PCs decorative
archways, dripping with flowers and vines,
marked with the sign of the Timeless One
and bridging the right half of the river. If
the PCs travel through them, the dinosaur
sticks in the first like a cork, wounding and
stranding itself.
Tied to the second arch, the adventurers find
a strange boat, also bearing the Timeless
One’s mark. The elasmosaurus’ screeches
fade as the party passes beneath successive
arches, but a giant, multi-colored snake falls
into their laps from the third archway and
attacks. After the fourth arch, they reach a
trio of reflecting pools connected by small,
gentle waterfalls. When the fourth and final
waterfall proves neither small nor gentle,
the PCs must operate the boat’s strange
mechanism to release a parachute and float
to safety on the lake below.
In round 5 of their flight, the avalanche
disturbs a nest of pterodactyls. These starving
dinosaurs chase the PCs, riding the wall of
air generated by the avalanche and attacking
from above, hoping to snag a meal.
Avalanche Chase
When the adventurers leave the Trodoon
station and succeed in Spotting the yeti
boards, read the following:
Now on a serene caldera lake, its surface
broken only by the rounded stones of a
Trodoonic water garden, the adventurers
catch their breath and, from their perch atop
the caldera, spot their Gate amidst distant
jungle. At the Gate they learn a sleeping
tyrannosaurus rex lies between them and
home!
Water drips from the lintel as you exit the,
slicking the snow with ice. Nearby lie stacks
of yeti crafted, rope handled boards stained
dark with old blood. The ground shakes, the
sky rumbles. Above you a cloud – no, a wall
– of ice, stone, snow, and trees rushes down
with the inexorability of a sunset. Behind
you a twisted, icy landscape of ramps and
moguls, tunnels and shifting snow stretches
as far as you can see.
Part I: The Avalanche
and the Pterodactyls
As the players exit theTrodoonic station, an
avalanche roars down from above, threat-
Typical avalanches advance at 500’ per
round and run up to 600’ along their Slide
Zone. This makes playing them a challenge
PAGE 4 OR 14
904911580.050.png 904911580.051.png 904911580.052.png
 
SIDETREK ADVENTURE WEEKLY: AN UNCERTAIN JUNGLE EXTRACTION
for most gaming groups. The following
Chase Point rules help you referee fleeing an
avalanche without a battle mat. Throughout,
consider keeping up the pressure by
demanding rapid choices and denying your
players time to plan.
Sledding over: Slam! You hit the first
mogul, bump and twist. Wham! The second.
Wham! Slam! WHAM!
NOTES:
Careening madly, you leave the icy hillocks
behind.
Ice Ramp:
For the first time: Rising from the snow,
green-thick and coated in frost, an ice wedge
points to the sky like a finger.
Avalanche Chase:
Slide Don’t Walk
To escape, the players must slide down the
mountain. If they try to walk ( -2 Chase
Points / round ) the avalanche will overtake
and bury them. Most likely, they will head
down the mountain on the yeti’s boards or
the backs of their plate armored compan-
ions. One player per board or on a fellow
player’s back. For simplicity, and to avoid a
TPK, assume no player ever misplaces their
board ( or someone’s back ) while escaping.
Sledding over: Rocked backwards, you
careen toward the vast sky. The rattle grind
of ice and snow a reassurance beneath you.
Then nothing. The silent whistle of air, and
the ground no longer supports you. You
begin to wobble.
Snowy Flats:
For the first time: An expanse of powdery
snow, flat and smooth, angled slightly down-
hill.
When the players first flee down the moun-
tain, inform them the icy slope affords five
different trajectories. They may head for ( 1 )
a frozen straightaway, ( 2 ) a field of moguls,
( 3 ) an icy ramp, ( 4 ) a snowy flat patch, or ( 5 )
a tunnel through a snow bank. On request,
read the following descriptions, then imme-
diately press them for a choice.
Sledding over: You careen headlong into
thick snow and your descent slows. Damp
slush grips you, robbing your momentum in
a spray of white powder.
Tunnel:
For the first time: Rivulets of water once
cut through the snow and later refroze.
Fresh snow piled on, until tunnels formed
and tubes of pale green ice slant sharply
down the mountain. Daylight shines beyond
them.
*rumble rumble* The avalanche waits for
no one!
Straightaway:
For the first time: A flat, icy plateau stretches
wide, white, and slightly downhill. You
wouldn’t want to walk it.
Sledding over: You enter the icy tube and
the wind whistles past your ears. It only
takes a minute shifting of weight, uncon-
scious, unpreventable – you slide up one
side of the tunnel. Throw your weight back
– too much! Up the other side. Back again,
a swinging pendulum, rushing downward
ever faster.
Sledding over: You crash onto the frozen
expanse, momentum propelling you.
Shards of ice kick up behind as you rocket
forward.
Moguls:
For the first time: An expanse of low bumps
and irregular mounds of ice, angling down
the mountain.
PAGE 5 OR 14
904911580.053.png 904911580.054.png 904911580.055.png 904911580.056.png 904911580.057.png 904911580.058.png 904911580.060.png
 
Zgłoś jeśli naruszono regulamin