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1 on 1 Adventures #10
Vengeance of Olindor
By Matthew J. Hanson
1 on 1 Adventures #10: Vengeance of Olindor
Thail Donnodol has committed no crime, yet he inds himself in Granite’s End, an
island prison run by a harsh warden and ripe with factions and conlict. Thail’s son,
asks the PC to venture into Granite’s End and discover what led this elven historian
to such perilous locales—the fabled relic referred only as the Vengeance of Olindor.
An adventure designed for 1 GM and
1 player (Level 8-10 Rogue)
Vengeance of Olindor can be played as a stand alone adventure or as the inal
installment in an adventure path centered on the relics of Olindor with Star of Olindor
and Shroud of Olindor .
WWW.XRPSHOP.CITYMAX.COM
This module includes 20 adventure-packed pages, complete with locations and maps,
forming a ready-made adventure. It has been crafted for one player and one GM so even
the smallest gaming group has adventures suitable to their needs with minimal preparation
time. With some minor scaling, Vengeance of Olindor is suitable for use with four 6th level
player characters.
If you enjoy this module, look for future releases in the One on One Adventures line from
Expeditious Retreat Press
Expeditious Retreat Press
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One on One Adventures #10
Vengeance of Olindor
by Matthew J. Hanson
An Adventure for One Rogue Level 8-10
Adventure Background....................................................2
Prologue: Imprisoned.......................................................2
The Judge ...................................................................2
Other Way onto the Island ......................................3
Stowaway...................................................................3
Join Them...................................................................3
Part I: Granite’s End .........................................................3
Encounters at Granite’s End..................................10
Entering the Prison.........................................10
Finding Thail....................................................11
Joining a Faction..............................................12
Entering the Ruins ..........................................12
Part II: The Ancient Ground..........................................14
Features ....................................................................14
The Vault of the Sword ..........................................14
V1. Entrance (EL 4) .........................................14
V2. Hall of Ups and Downs (EL 8)...............14
V3. Ant Hill Entrance (EL 4)..........................15
V4. Hall of Fire and Ice (EL 7).......................15
V5. The Trapped Hallway (EL 8)..................16
V6. The False Sword (EL 8)............................16
V7. The Pit (EL 9) ............................................17
V8. The Keeper of the Sword (EL 9).............17
Escape ....................................................................18
Concluding the Adventure............................................19
Epilogue: Return of Olindor..........................................19
OPEN GAME LICENSE Version 1.0a..........................20
Granite’s End Overview...........................................3
Defenses..............................................................3
Walls ...................................................................3
Magical Wards...................................................4
Inhabitants of Granite’s End....................................4
Guard Complex Overview ..............................4
The Factions.......................................................5
The Feral Kin..............................................5
Hammers and Bows .................................6
Shadow Strikers.........................................8
Independents.....................................................9
Claud Deshar.............................................9
Caiph Pherod...........................................10
Murdon the One-Handed......................10
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Thail Donnodol, an eleven scholar, has been imprisoned for
crimes he did not commit. The law is no refuge. Only by
breaking into the fortress prison of Granite’s End can the
player character save Thail from a lifetime of misery. There’s
only one problem: Thail Donnodol does not want to be saved.
At least not until he inds the Vengeance of Olindor .
The Vengeance of Olindor is an adventure designed for one
player and one GM. It was created with a single 8-10th level
rogue, but can be easily adapted to larger parties or other
characters who enjoy problem solving.
navigate deadly traps and ierce guardians, including a dark
naga who guards a false sword. The true sword is hidden
behind a secret passage branching off of a pit trap. It is here that
the Keeper of Vengeance resides with the Vengeance of Olindor
bound inside her. Through words, force, or a combination of
the two the PC can win the sword from its keeper, then ind a
way out of Granite’s End.
Adventure Hooks
If player character has completed the Shroud of Olindor she
has probably met Thail Donnodol, an elven historian who
specializes in the study of Olindor. Thail hoped to meet the
PC after she obtained the Shroud . Unfortunately when the
PC attempts to contact Thail, the historian cannot be found.
Instead she inds Thail’s son Servian Donnodol.
If the PC did not play through The Shroud of Olindor ,
Servian Donnodol can still serve as the impetus that push the
character to Granite’s End.
Either way Servian inds the PC and informs her that his
father was wrongfully imprisoned on trumped up charges. The
judge in the case is known to be corrupt, and Servian believes
that somebody bribed the judge to have his father incarcerated.
If appealing to the character’s better nature is not enough,
Servian offers a diamond pendant worth 1,500 gp. This is his
departed mother’s engagement jewelry, and a character who
succeeds a DC 20 Appraisal or Knowledge (local) check (+5
bonus if the PC is an elf) identiies it as such.
Adventure Background
Thousands of years ago the elven city of Olindor was the
center of art and culture, but the city-state’s highest advisors,
the Arcane Council, saw dark omens on the horizon. Fearing
the safety of their greatest treasures, the Star , the Shroud , and
the Vengeance of Olindor , they decided hide these treasures
throughout their territories. As the greatest of their treasures,
the Vengeance of Olindor required the greatest protection. They
crafted an elaborate vault illed with deadly traps beneath a
one-time military outpost turned penal colony. Still they
desired another layer of protection, so they sought a volunteer
to undergo a ritual that would hide the sword within a living
creature, binding it to her body and spirit. They found such
a volunteer in the form of a promising apprentice wizard
whose name has long been forgotten. After the ritual, the
new Keeper of Vengeance was sealed within the vault, and
remains there to this day.
Not long after the treasures departed, the city of Olindor
fell to decadence and barbarian invasion. Now, millennia
later, any artifact that once belonged to Olindor has become
a prized item among collectors and historians, but none is as
sought after as the three treasures that were hidden long ago.
Recently two the treasures—the Star and the Shroud —have
resurfaced, leading to speculation that the Vengeance of Olindor
may soon be discovered as well. For there is a prophecy that
the city of Olindor will return when the three treasures are
again gathered together.
In fact, Thail Donnodol, a historian who focuses on
Olindor thinks he may have discovered the location of the
Vengeance . The problem is that site lies beneath Granite’s End,
an infamous prison complex from which no ones has ever
escaped. As he could never enter on a scientiic expedition,
Thail entered the prison the only way he could—in chains.
Prologue: Imprisoned
It is likely the player character will start by investigating
the crime that convicted Thail Donnodol, a dubious claim
of conspiring with demons to open a permanent portal to
the mortal realm. Any investigation, including inspecting
his apartment or interviewing neighbors inds that there is
absolutely no evidence to support the charges.
However a DC 20 Search check of Thail’s abode inds an
ancient tome written in an obscure language. Between the
pages, on loose paper, are translations (to elven) in Thail’s
hand. One passage is prominently circled and states, “…so
Vengeance was taken to the vault on the Island of Stone.”
Additionally a DC 15 Gather Information check can
determine that the Judge who sentenced Thail has long been
rumored to be corrupt and open to bribes.
The Judge
The easiest way to get to the heart of the matter is talk to the
judge who convicted Thail Donnodol, a man that Servian
identiies as Magistrate Jonnovus Templus.
It is easy arrange an appointment with Magistrate
Templus, though the PC might have to wait a day or two. It
is also simple for the PC to sneak into the Magistrate’s house.
While he has guards, they are mostly irst level warriors, and
should not challenge the PC.
When the PC has a chance to talk to Jonnovus Templus,
he discusses the case, and points out that nature of the crime
make it dificult to prove that Thail was wrongly committed.
If it has not already occurred to the PC, Magistrate Templus
mentions that about the only way to get Thail out of Granite’s
End is for the PC to go there and break him out.
Magistrate Templus’s attitude is initially indifferent
unless the PC broke into his house or took other provocative
measures, in which case he is unfriendly. If his attitude can be
shifted to friendly, he admits that he was bribed to send Thail
to prison, by none other than Thail himself. He did not ask
why, and he does not care.
Adventure Synopsis
The adventure begins as the player character is contacted by
Thail Donnodol’s son, Servian Donnodol, who begs the PC to
free his father from false imprisonment.
Assuming that the PC agrees to help, she is likely to
investigate Thail’s supposed crime. Of course she inds no
evidence to suggest Thail’s guilt, and may convince the judge
to admit that Thail wanted to be sent to prison. The only
choice to free Thail is to venture into Granite’s End.
Not surprisingly life within Granite’s end is far from
easy. The prison is run by a harsh warden, and the inmates
are broken up into three factions who via for control of the
few resources present. The PC may join one of these factions
or remain independent, but the next step is to ind Thail. Thail
reveals that the Vengeance of Olindor is hidden someplace
below, and that a prison faction called the Feral Kin controls
an entrance to the elven ruins.
There are several ways to access the Feral Kin’s base,
including stealth and force. However the PC manages, she
inds her way through the ruins to the vault. Here she must
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If the PC wants to follow in Thail’s footsteps, Magistrate
Templus can arrange a stint in Granite’s End in exchange for a
500-gp bribe.
The prison is ringed by a double set of walls with a
spike-illed pit between them (see defenses page 4), and
guard towers placed intermittently around the walls. At the
northern end of the compound, a stone complex serves as the
headquarters for the warden and his guards. When it was irst
built Granite’s End contained basic wooden structures that
served to house the prisoners at various points within the
large courtyard. Over the years these buildings have fallen
into disrepair, and have mostly been torn down and rebuilt by
the prison population.
Other Way onto the Island
If the PC does not wish to bribe a magistrate to send her to
Granite’s End, there are other ways to reach the prison.
Stowaway
One option for the PC is to stowaway in one the weekly
shipments of food and other necessities that travel to Granite’s
End. The shipments are thoroughly searched (guards take 20),
but the PC may be able to remain hidden if she succeeds a DC
28 Hide check. If successful in stowing away, she ends up in the
storage facility, area A8 of the guard compound (see page 4).
Granite’s End Overview
A. Entrance & Guard Compounds
B. Guard Towers: One guard each.
C. Feral Kin territory
D. The Wolf’s Den
E. Hammer and Bow territory
F. The Forge
G. Shadow Striker territory
H. Dark Halls
I. No Man’s Land
J. Claud Deshar’s Shop
K. Murdon’s tower
Join Them
Guard duty at Granite’s End is far from glamorous, and the
high burnout rate means Warden Zarial is always looking
for new guards. Applicants are put through a series of tests,
which may be simulated by DC 20 Search, Sense Motive, and
Spot checks. If two out of three of theses succeed, the PC must
interview with warden Zarial, and pass a DC 18 Bluff check to
hide her true intentions.
Defenses
Granite’s End has a number of defenses, both mundane and
magical that prevent prisoners from escaping.
Part I: Granite’s End
Granite’s End is a built on a small island several miles off
the mainland coast. The island is almost completely barren
rock; nearly all materials are brought from the mainland. In
addition to the prison, a small hamlet exists outside its walls.
The hamlet is little more than a bar, a temple, and housing for
the support staff needed to run the prison.
Walls
A double wall structure surrounds the prison of Granite’s End.
Each wall has an inward facing overhang, making it still more
dificult to climb. Halfway up the inner wall is a permanent
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alarm spell that alerts guards of any climb attempt. Guards
posted on the towers have orders to shoot to kill any prisoner
scaling the walls. The outer wall has a catwalk that connects
the guard towers. Any character who falls between the walls
takes typically falling damage (1d6 per 10 feet), and is attacked
by 1d4 spikes (Atk +10 melee for 1d4+5 each).
Inner Wall (Superior Masonry): 3 ft thick, 40 ft high;
hardness 8; hp 270; Break DC 45; Climb DC 25 (35 overhang).
Outer Wall (Reinforced Masonry): 5 ft thick, 60 ft high;
hardness 8; hp 900; Break DC 65; Climb DC 15 (25 overhang).
put down rebellions. There is also an elite squad of six highly
trained guards who deal with the most powerful of prisoners.
The primary method of controlling the prison population is by
playing the prisoners against each other.
Zarial and his guards spend most of their time in the
guard complex at the northern end of the prison, though
during their off hours guards often leave the complex to drink
at the tavern or visit their family in the hamlet nearby.
Guard Complex Overview
Unless otherwise noted, all walls are reinforced masonry, and
all doors are strong wooden doors with good locks (Open
Lock DC 30).
Magical Wards
Granite’s End is protected by several magical wards. The most
important is a permanent effect similar to dimensional anchor
that prevents teleportation or dimensional travel into or out
of the prison.
Any inmate of Granite’s End who is capable of casting
spells or using powerful spell-like abilities is itted with a
special bracelet, which prevents its wearer from using magic.
They are forged of adamantine and magically sealed in order
to prevent removal. (Minor spell-like abilities, such as the
gnome’s racial abilities generally do not require bracelets.)
These wards are not actually created by the latest
residents of Granite’s End, but remain from the days when
Olindor maintained a prison on the island.
Bracelet: 1/2 in. thick; hardness 22; 22 hp; break DC 35.
Any attempt to damage the bracelet also damages the wearer.
A1. Outer Gate: Iron portcullis and strong wooden door with
good lock (DC 30). Two guards posted outside.
A2. Gate Courtyard
A3. Inner Gate: Iron portcullis and strong wooden door. Two
guards (page 5) posted on prison side.
A4. Barracks: Twelve guards (page 5) resting at any time (each
room).
A5. Break Room: Six guards (page 5) on call.
A6. Guard Mess: Guards eat meals in three one-hour shifts.
A7. Check station
A8. General Storage
A9. Kitchen: Four cooks (human commoner 1) during daytime.
A10. Prisoner Mess: Outdoors beneath tents. Prisoners eat in
three shifts by faction, supervised by elite guard and three
guards.
A11. Stairs to Outer Wall Catwalk
A12. Armory
A13. Courtyard Balcony
A14. Zarial’s Ofice: Door arcane locked. Iron safe (hardness
10; 90 hp; break DC 30; Open Lock DC 40) with spell book
and 1,200 gp. Zarial during daytime.
A15. Zarial’s Quarters: Door arcane locked. Zarial during
evening.
A16. Elite guards quarters: Two elite guards resting.
A17. Commode
Inhabitants of Granite’s End
Granite’s End is run under the powerful hand of an aasimar
diviner named Zarial. While he generally upholds the
principles that are considered “good,” he is decidedly not
“nice.” Zarial is shrewd, cold, and calculating. He believes
that the ends justify the means, and has no problem using
deceit and manipulation. Nor is he above allowing innocents
die, provided it saves more lives in the end.
Zarial maintains a large force of veteran guards, who are
primarily used to monitor the prisoners and occasionally to
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