d20 Dungeon Dwellers' Guild Games Depths of Ruin.pdf

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© 2007 Dungeon Dwellers’ Guild Games. All rights reserved.
The stat blocks and all other text directly relating to gameplay in this document are Open Gaming Content.
Storyline, flavor text, art, and layout, are all Product Identity and / or used with permission.
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CREDITS
PROLOGUE
When Mr. Muth and I set out to make Depths
of Ruin a reality, we embraced two objectives. First
was to maintain the acclaimed quality of our origi-
nal project with Matthew, Temple of the Scream-
ing Skull . Second was to use customer comments
to make this effort simultaneously “more of the
same” and “better than ever”.
Concept
Matthew Muth
John C. Walborn
Writing
Matthew Muth
John C. Walborn
A great deal of effort went into making these
goals a reality. We hope you find we have suc-
ceeded and this product exceeds your expectations.
Editing / Production
John C. Walborn
PRODUCTION NOTE
Art
John C. Walborn
We’re trying something new, for us, by putting
the main module text on all the primary pages and
adding the crunch, such as maps and stat blocks, in
the back of the document. We’ve tried to lay it out
so that absolutely every detail is as quick to refer-
ence as possible.
LPJ Design
(Image Portfolio Series)
V. Shane
(Arcane Publishers Edition Series)
Octavirate Entertainment
(Stock Art Collection)
Team Frog Studios
Please drop by our website and let us know if
you would like to see this format continued:
(Clip Art Collection)
Rick Hershey
(Publishers Assistant Series)
http://www.ddggames.com
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© 2007 Dungeon Dwellers’ Guild Games. All rights reserved.
The stat blocks and all other text directly relating to gameplay in this document are Open Gaming Content.
Storyline, flavor text, art, and layout, are all Product Identity and / or used with permission.
904914776.004.png
Because of the proximity of the evil forces to
their own homes, and because of the blasphemous
use of a dwarven artifact, the dwarves decided ac-
tion must be taken. They thereby resolved to attack
Hilraeth’s forces by surprise, coming up into the
heart of their lairs from below by way of the under-
ground lake, a plan which they executed perfectly
and took the evil forces, far greater in number than
expected, by surprise.
INTRODUCTION
A ruthless band of criminals has been raiding
merchant wagons for several months, causing great
anger and frustration for the nearby towns and
merchants. However, the true motives for the at-
tacks are as yet unknown and may prove to be far
more sinister than first expected. The mastermind
behind the attacks is certainly a figure to contend
with as his schemes have roots in an ancient arti-
fact. Will the PCs be able to stop him or will they
fall victim to his sinister machinations?
An adventure designed for four 7 th level charac-
ters, “ Depths of Ruin ” can be played in one or two
sessions with enough seeds for further adventure to
start off a small campaign.
BACKGROUND
Thirty years ago a small clan of dwarves living
in the caverns near the human settlements of
Renuad and Lashin made a startling discovery; a
minor artifact held sacred and thought lost had
fallen into the hands of a band of unscrupulous
dark elves lead by Hilraeth , a wicked priestess who
had recently occupied an old fortress ruin not far
from their subterranean lairs. The artifact was
Hammerrune , a dwarven warhammer enabling the
user to, among other things, craft and shape stone.
By the time they became aware of her presence,
Hilraeth had already established a small band of
henchmen and aberrations ready to assist her in
destroying the human villages and taking her first
steps to power over the region. Under the fort, Hil-
raeth she had begun using Hammerrune to carve the
earth and create a hidden series of lairs from
whence she could plan her attack in secret. She
found her efforts aided as the earthen walls of the
fort’s basement gave way to reveal large natural
caverns.
Armed conflict ensued as the dwarven raiders
and Hilraeth’s forces fought for supremacy. After a
full day of pitched battle, forces on both sides were
decimated or fled with a scarce few of Hilraeth’s
forces remaining. In the frenzy, Hammerrune was
lost, Hilraeth slain, and the few survivors were too
weak to pursue their foes. What remained of Hilra-
eth’s forces, now without a leader or cause, eventu-
ally looted the lairs and left the area. Those few
dwarves who survived and fled into the surround-
ing hills were not heard from again.
The dwarves became aware of her presence,
and of the artifact, when she and her forces entered
and settled into these caverns. While the dwarves
had not been using these specific caverns, they were
aware of them as these caverns connect to their own
through an underground lake.
Now the old fort has become a focal point of
evil again. One of Hilraeth’s underlings from the
original force has returned to enact his own evil
scheme. Quareth , a cowardly but exceptionally
clever drider with a taste for human hearts, formed
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© 2007 Dungeon Dwellers’ Guild Games. All rights reserved.
The stat blocks and all other text directly relating to gameplay in this document are Open Gaming Content.
Storyline, flavor text, art, and layout, are all Product Identity and / or used with permission.
904914776.005.png 904914776.006.png
his own consortium and returned to the fort.
Quareth did very little during the dwarven assault,
aside from save his own hide and make his escape
with a small trove of treasure, leaving the rest of his
compatriots to deal with the enemy. Upon his re-
turn, years later, he found things essentially as he
left them and felt this would be an excellent loca-
tion to form a base of operations for himself. Since
the fortress was ruined, forgotten, and since un-
touched, it proved the perfect headquarters for his
sniveling plans.
best… Or the PCs, at least. It is entirely pos-
sible the group is summoned to the area by
one of many individuals paid to spread the
word far and wide on the premise of help-
ing the villages and making a good profit at
the same time, potentially up to 500 gold
pieces per PC depending on their qualifica-
tions, reputation, and ability to sell them-
selves.
• It is possible one of the captives taken by
Quareth’s minions was a friend or relative
of one of the PCs. If it suits the setting and
one of the PCs could be from the selected
area, this is a solid possibility. Even in this
case, though, the official quest taking is
likely to happen through the mayor of
Renaud .
• Perhaps the PCs have previous or current
business with a merchant directly affected
by the raids. If so, this merchant will urge
them to speak to the mayor of Renaud about
the situation as a personal favor to him. In
this case, the merchant will help negotiate
with the mayor to get the best payment
possible.
• Alternatively, the PCs could be drawn in
for reasons unrelated to the villages or mer-
chants. They could potentially be hunting
for the artifact based on something they
heard in a legend or bards song. They could
even stumble into the story by accident,
traveling through the area to get some-
where else or simply exploring.
It did not take long for Quareth, a powerful be-
ing despite his selfish cowardice, to collect a small
band of rogues, underlings, and creatures to serve
him. He immediately put to use the talents and loy-
alty of these new followers to make raids on mer-
chant caravans traveling on the road between
Lashin and Renaud . Given the element of surprise,
his initial efforts met with resounding success and
prime loot, including captives to sate Quareth’s
grisly appetite.
However, their activities have recently caused
the officials in the two human villages to take ac-
tion. The towns are now seeking brave adventurers
to deal with what they believe to be a band of des-
perate and disorganized criminals camped in the
wilderness, probably keeping the captives as slaves
or hostages for eventual ransom.
GETTING STARTED
The adventure can be placed in just about any
campaign world with a heavily forested, remote
area that could contain natural caves and a river.
This should fit just about any standard fantasy
world, though the Game Master should feel free to
play around with the adventure details to fit their
setting as needed.
When the PCs are engaged and ready to inter-
vene, some general facts they will be able to glean
from simple conversations with whomever they
speak to about the quest:
• Attacks on trade caravans to, from, and
around the villages have been relentless for
the past four months. Several merchants
refuse to do business with the villages until
the problem is resolved.
• The locals commonly believe, given the at-
tacks have been indiscriminate and seem-
ingly unrelated to cargo type or value or
the merchant to which the cargo belongs,
the menace is a disorganized and desperate
criminal band, probably displaced merce-
naries or deserted militia with little or no
leadership.
Once a suitable location is selected, there are
many ways to draw the PCs into the adventure:
• The most likely method is for the PCs to be
drawn in by the mayor of Renaud or a
prominent merchant with an urgent need
for the situation to be resolved. Security
details previously sent with the caravans
have proven insufficient, so the individuals
involved are now ready to pay for the
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© 2007 Dungeon Dwellers’ Guild Games. All rights reserved.
The stat blocks and all other text directly relating to gameplay in this document are Open Gaming Content.
Storyline, flavor text, art, and layout, are all Product Identity and / or used with permission.
904914776.001.png
• No bodies have been left behind in any of
the attacks., though a great deal of blood
has been found at several of the scenes.
This is commonly thought to be a feeble
attempt to eliminate any potential wit-
nesses on the odd chance a victim survives.
• The wagons are generally left behind, but
always picked clean. Greed definitely
seems to be one of the motives, though that
scarcely explains why shipments of such
invaluable cargos as textiles or lumber have
been taken. (These are attacked more for the
human bounty than for the goods, though the
goods are taken anyway because Quareth’s
forces are under specific orders to loot absolutely
everything. Quareth doesn’t trust their ability
to judge value.)
• Some rumors tie a mysterious hermit, liv-
ing northeast of Renaud in a series of natu-
ral caves beyond the river, to the calamity,
saying no one lives in secret unless they
have something to hide. One of the wilder
stories claims the hermit is an old merce-
nary captain and the bandits are his former
men.
caves, but it is a strong theory among many of
the townsfolk and merchants.)
• (DC 18) There may be an abandoned for-
tress ruin to the west of the main road and
south of Lashin , though it’s likely to be
nothing more than a pile of stones now.
(This detail would have to be relayed by an older
person or loremaster who could potentially re-
member the events of many years ago, and even
then it’s told as a distant and unsure memory.)
THE PROFESSOR
(optional encounter)
Note: As one of the more popular features from
Temple of the Screaming Skull , some optional encoun-
ters have been included in this adventure. These can be
implemented or not at the GM’s whim, or even taken on
their own and ported into an entirely different scenario.
A roaming professor, Adderly Finch , has been
exploring the forests near Lashin and Renaud , look-
ing for new flora and fauna for his studies. Prof.
Finch is oblivious to any sinister activities in the
area and is primarily interested in wildlife. Cur-
rently he has a large knapsack filled with botanical
clippings, animal droppings, and other curiosities
he has found. His journals are filled with sketches
and random notes.
More clues, these not so public, are potentially
available through use of a Gather Information
check. These clues are listed below, each one begin-
ning with the DC needed to discover the informa-
tion:
The characters can stumble across him easily
enough as Prof. Finch is perceptive as a rock to any-
thing other than the nature surrounding him. He
may well seem suspicious, rather than a random
and unrelated encounter, since the PCs are expect-
ing the GM to throw enemies and monsters at them.
Perhaps mistaking him for an evil wizard or sor-
cerer may make for an amusing derailment.
• (DC 12) The security details on certain of
the trade caravans have been both numer-
ous and competent, yet there were no sur-
vivors from any of the attacks. This, com-
bined with evidence of a mob combat at the
scene, suggests a large, mostly untrained
force with more quantity than quality.
• (DC 13) Based on tracks and other evidence
at the scene, the attackers are believed to be
human or strongly humanoid.
• (DC 15) Tracking the attackers to and from
the combat scene, they seem to be coming
from and returning to the forest to the west
of the road.
• (DC 16) The caves to the northeast, in the
hills beyond the river, have long been sus-
pected to contain bandits or evil beings, as
other people have been rumored to disap-
pear in that area in the past. (This is mislead-
ing, as the bandits are setup nowhere near the
Finch is open to meeting new people so long as
they do not threaten him or step on any of the inter-
esting plants he is examining. (More than likely, no
matter which way the characters walk, they will
step on something the professor finds important
and as such will begin lecturing them.)
No matter how bloody, beaten, sinister or
armed the characters appear, Finch will be oblivious
to potential danger (once again, unless overtly
threatened). He will begin talking endlessly on na-
ture and how important it is to preserve the rarely
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© 2007 Dungeon Dwellers’ Guild Games. All rights reserved.
The stat blocks and all other text directly relating to gameplay in this document are Open Gaming Content.
Storyline, flavor text, art, and layout, are all Product Identity and / or used with permission.
904914776.002.png
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