[Adventure] [9485] The Secret of Spiderhaunt.pdf
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The Secret of Spiderhaunt
The Secret of
Spiderhaunt
by Jim Butler
Table of Contents
Welcome to Spiderhaunt
............................ 2
Final Battle
............................................24
What Happened Before............................ 2 Wrapping It Up
..........................................25
DM Notes ......................................................
3
Monsters
Starting the Adventure
..........................4
.....................................................
4
Arch-Shadow
...........................................
26
Demi-Shade
...............................................27
Dream Visions
................................................. 6
Darkenbeast
..............................................
28
Sweet Dreams
.............................................
6
Magical Items and Spells
Trailbound !
....................................................
7
The Sword of the DaLes
.....................
... 29
.............................. 11
The Village of Stormpemhauder ....... 11
Dreamglobe ...............................................
29
............................................
Teleport Ring
30
Fearful Night
.............................................
13
Create Darkenbeast
..............................
30
Aftermath Dreams
................................. 13
Shadowshield ...........................................
30
Dream Tower
................................................
18
Encounters Appendix
..................................31
Approach
.....................................................
18
Credits
Design: Jim Butler
Editing: Allison Lassieur
Project Coordinator: David Wise
Cover Art: Bruce Eagle
Interior Art: David Day
Typesetting: Nancy J. Kerkstra
Cartography: Dave Sutherland III
Graphic Design: Dee Barnett and Renee Ciske
Playtesters: Eran Edwards, Dennis Johnson, Leonard McGillis,
Deneen Olsen, Brandy Stevens, Deb Turner
TSR, Inc.
201 Sheridan Springs Rd.
Lake Geneva,
WI 53147
U.S.A.
9485XXX1501
TSR Ltd.
120 Church End,
Cherry Hinton
Cambridge CB1 3LB
United Kingdom
ADVANCED DUNGEONS & DRAGONS and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR. This is a work of fiction. Any semblance to any real person, living
or dead, is purely coincidental. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Dis-
tributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.
This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of TSR, Inc.
©1995 by TSR, Inc. All rights reserved. Printed in the U.S.A.
ISBN1-56076-848-7
Heirlooms
Forest Gnome Exodus
Welcome to
Spiderhaunt
There is more to adventurers worth than the sharpness of their blades and the pureness of
their hearts. I measure them by their gold.
Kimal Rax, Jeweler of Arabel
Campaign Set-
ting adventure for six characters of 1st through 4th levels. It is
essential that there be at least one cleric in the party to battle the
variety of undead the PCs will face. All party members should be
at least 2nd level as well, unless most of them are 4th level, in
which case a 1st-level character or two is acceptable.
This is the second installment of the Sword of the Dales trilogy. It is important
that the DM thoroughly read this module before beginning play, because the Sword
of the Dales has additional powers that were not revealed in the first adventure. In
addition, the arch-shadow Gothyl begins to take a more active interest in the char-
acters in this adventure. Specific information regarding both the Sword and the
arch-shadow Gothyl can be found at the end of this module.
What Happened Before
n The Sword of the Dales, the characters were hired by Lhaeo, scribe to Elmin-
ster of Shadowdale, to rescue Randal Morn. Lhaeo explained the situation sur-
rounding Randal Morns disappearance and all known information about the
wizard Shraevyn.
According to local legend, Shraevyn created a sword of tremendous power hun-
dreds of years ago, just before his death. His secret hideaway had been lost in his-
tory until a recent landslide uncovered his tomb in the valley of the Giants Craw.
Lord Randal Morn, a local rebel leader who battles against the Zhentarim occupa-
tion, learned that the crypt had been accidentally discovered. He immediately
pulled together a search party and rushed to the tomb to recover the weapon. No
sooner had he successfully retrieved the sword than Zhentarim forces attacked his
band outside Shraevyns tomb. A bloody fight ensued, and Randals party pum-
meled the Zhents into retreat.
Then events at the tomb turned to terror. Randal and his group were mysteri-
ously attacked by a horde of undead, and the rebelsincluding Randal himself
vanished. Only one of his men escaped alive. Ariton, the lone Dalesman survivor,
staggered to Elminsters tower seeking help, and Lhaeo tended the mans wounds
and listened to his story. In payment, Ariton gave him a long sword +1 he found in
the crypt. The scribe then decided to round up some recruits and send them to res-
cue Randal Morn.
What neither Ariton nor Lhaeo knows is that the undead were commanded by
a being whose very existence depends on the Sword. Gothyl, an arch-shadow,
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he Secret of Spiderhaunt is a F
ORGOTTEN
R
EALMS
®
emerged from the Sword itself, captured Randal, and
killed all in his party.
Gothyl was once a wizardess of tremendous power
who sought to achieve lichdom some 150 years past.
The process failed, and she was instead changed into
her current form, a powerful arch-shadow.
Gothyl plans to trick the PCs into believing she is a
good spirit bound to the Sword. By leading them to
long-lost treasures, Gothyl hopes to gain their trust.
The Zhents know Randal is missing and believe
him to be held somewhere as a prisoner, but they have
no idea of Gothyls involvement. If they can take Ran-
dal before a meddling band of do-gooders frees him,
the Zhentarim hold on Daggerdale will be complete.
the vision meant for the PCs. She decides to kill the
gnome, and undead attack the village of Storm-
pemhauder shortly after midnight. The PCs have the
chance to save Telimass life as well as kill more
undead creatures.
The journey with Madarn through the forest is
fraught with danger, but the party finally arrives at
Gothyls tower. As they approach, the PCs succumb to
the magic of another dream vision sent by Gothyl.
Madarn has no intention of venturing into the dark
recesses of the tower, but he agrees to guard the camp
while the PCs explore. The characters go through an
apparently deserted keep, but undead are hiding
behind wall panels and secret doors.
Gothyl actually placed the undead here to attack
the Zhent force that is closing in on the tower even as
the PCs enter. The Zhents are led by Ilthond, the
Zhent mage who nearly died at the hands of Shandril
in the novel Spellfire. This force is determined to cap-
ture both Randal Morn and the Sword of the Dales as
well as to find out who interfered with their plans.
The PCs reach Gothyls laboratory just as the
Zhents enter the tower, and a battle royale erupts
between the hidden undead and the Zhents. The PCs
see Randal Morn trapped in a dreamglobe, and
Gothylpretending to be a trapped spirit of the Sword
of the Dales reveals herself to the party.
Gothyl tries to convince the PCs that they were set up by
the Zhents from the beginning. She also explains that the
only way to release Randal is by uttering a certain phrase as
they touch a set of skeletons in another room.
If the PCs do this, they find themselves under a spiritual
attack by Gothyls apprentices. If they refuse, the Zhents enter
and try to touch the skeletons themselves. Suddenly, the PCs
find themselves face-to-face with Zhent warriors as well as a
very angry Ilthond.
The adventure concludes when Ilthond threatens the PCs
by name. The wizard then breaks the glass dreamglobe, releases
Randal Morn, then throws the unconscious warrior over his
shoulder and tries to take possession of the skulls and the
Sword of the Dales. Lightning leaps from the blade and strikes
Ilthond, who then vanishes with both Randal and the skulls.
Gothyl is furious. Not only has she lost her apprentices,
but she must now put her fate in the hands of the same
adventurers whom she planned to use as possessed puppets.
However, she puts on a good show of benevolence by casting
a shadowshield spell on the party.
The Sword of the Dales trilogy concludes in The
Return of Randal Morn.
DM Notes
othyls goal is to transfer the spirits of her disem-
bodied apprentices into the living bodies of the
PCs. She cares virtually nothing about the heroes save
for their presence at her tower.
The arch-shadow is striving to ultimately achieve
the status of a demi-shade (see page 27). In order to
accomplish this, she needs to drain life energy from
someone powerful. Randal Morn will do just fine, but
she must keep him alive as bait until the PCs arrive
and are possessed by her apprentices. With this
accomplished, she plans to drain Randal Morn of his
life force and have her minions carry out her will.
This adventure begins when Gothyl sends the
heroes a dream of a tower in Spiderhaunt Wood, the
place where Randal Morn is held. Characters who
completed The Sword of the Dales know that Randal is
imprisoned somewhere in the dark wood but have no
idea exactly where he isuntil now.
As the PCs venture deeper into Spiderhaunt, they
meet Madarn, a gnome fighter from the forest village
of Stormpemhauder. If they tell him about the dreams,
he recognizes the tower from their descriptions. He
agrees to lead them to the tower if they first accom-
pany him to Stormpemhauder and tell their story to
Telimas Dreamweaver, the village elder.
Telimas is the elder priest of the village, and he has
been plagued by numerous dream visions of latethe
same ones the characters are having. Once the PCs
talk with Telimas, he gives Madarn his blessing and
permission to lead the party to the tower.
Unfortunately, Gothyl discovers that Telimas saw
3
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