d20 4e Expeditious Retreat Press Lands of Darkness 6 The Wild Hills.pdf

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Lands of Darkness 6: The Wild Hills
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Lands of Darkness
The Wild Hills
An adventure setting for 5 players levels 3-5
Credits
Table of Contents
Introduction.....................................................................................2
1. Waylaid!......................................................................................3
2. Oh What a Tangled Web We Weave...........................................5
3. Stone Rats...................................................................................6
4. Dust in the Wind.........................................................................7
5. Let Sleeping Bears Lie................................................................8
6. Food For Worms.........................................................................9
7. Last Refuge...............................................................................10
8. ....And the Dead Keep it............................................................12
9. The Wonders of Nature.............................................................13
10. Home Sweet Home.................................................................15
11. Home Sweet Home, Room 2...................................................17
12. Dust Wyrm..............................................................................18
Player Handouts............................................................................20
Authors: Suzi Yee and Joseph Browning
Cartographer: Joseph Browning
Cover Artist: Ash Jackson
Internal Artists: Scott Purdy, Jeremy McHugh, Joe Calkins
Editor: Joseph Browning
Layout: Suzi Yee
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Introduction
Hooks
If the party needs some incentive to explore the Wild Hills,
here are three potential adventure hooks. If used, they are
treated as Quests with token treasure if they are successful.
(Party Level 3 - 150 Experience, 50 gp; Party Level 4 - 175
Experience, 75 gp; Party Level 5 - 200 Experience, 100gp).
Lands of Darkness #6: The Wild Hills is designed for a
party of 5, levels 3-5. While this work details 12 encounters,
the hills themselves are quite large. GM’s are encouraged
to drag and drop this location in their campaign and create
more encounters for party exploration or future story arcs.
However, a general history and adventure hooks are provided
for GM’s on the go.
• A up and coming naturalist is working on a theory of
evolutionary adaptation, and while he has been able to support
his theory in the laboratory, he wants samples from nature. He
hires the party to search through the wild hills for a rare breed
of rat rumored to pass through stone. (area 3)
How to Use Lands of Darkness
Lands of Darkness have encounters within a larger area. They
are easily dropped into a pre-existing campaigns with plenty
of room for GMs to expand more detail speciic to their world
and story arcs.
Encounters are tailored for each level within range. For
example, The Wild Hills is designed for parties levels 3-5,
so each encounter will have monsters, treasures, quests, and
starting position maps for a party level 3, party level 4, and
party level 5. If a party completes each encounter, they should
have acquired enough experience to gain 1 level.
GMs should take note of which monsters are in the area,
as the monster lists and starting locations are dependent on
party level. For example in area 5, the adolescent mountain
bear is only present for Party Level 5 and is not present for
Party Levels 3 and 4. Also note the addition of more monsters
of the same type. For example in area 1, a Party Level 5
encounters 4 footpads denoted on the map as (F) (F 4 ) (F 5 ).
• Renowned anthropologist Alfred Dire hires the party to
explore and map the cave complexes of the past civilizations
of the wild hills. (area 11)
• A wizened master of the arcane requires a unique
component: the ashes of a Large dust elemental. Such
creatures are rumored to haunt the wild hills and the party will
be handsomely rewarded should they obtain a vial’s worth.
(area 12)
Features of the Wild Hills
Terrain: The area is rocky and hilly with large stone features
dotting the landscape, the larger ones riddled with caves.
Road: Once a river bed, a lone road winds through the
wild hills following the lay of the land. The southern entrance
is the low ground.
Overview Map : The encounters detailed in this
supplement are labeled with numbers and white while other
structures are illed in grey. GM’s are encouraged to adapt the
map to suit their needs and create more encounters germane to
their particular campaigns and story arcs.
History
The wild hills are an ecological buffer between a point of light
and the true barbarism that lies beyond. Dotted throughout the
hills are large tufa deposits covered with basalt, spires of rock
dotted with caves both natural and engineered. Once home
to a thriving civilization when water was more bountiful,
decades of drought caused the people to lee their stony
homes, leaving the arid canyons to those who can eek out an
existence in the wild hills.
Random Encounters in the Wild Hills
While life in general is scarcer in the wild hills, that makes
potential prey all the more desirable. Roll on the following
table every 6 hours during the day and every 4 hours at night
for random encounters.
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS
Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON
MASTER’S GUIDE, and MONSTER MANUAL are trademarks of
Wizards of the Coast, Inc. in the USA and other countries and are
used with permission. Certain materials, including 4E References in
this publication, D&D core rules mechanics, and all D&D characters
and their distinctive likenesses, are property of Wizards of the Coast,
Inc., and are used with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed in the 4E
System Reference Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt;
DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen
Schubert and James Wyatt © 2008 Wizards of the Coast, Inc. All rights reserved.
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Overview Map of the Wild Hills
10/11/12
2
3
9
4
6
1
5
7/8
Scale=1 mile
Random Encounters (1d6)
Party Level 4 (900 XP)
1 Thaumaturge (175 XP) ( T )
2 Thugs (175 XP each) ( H )
3 Footpads (125 XP each) ( F ) ( F 4 )
1 5 Hyenas
2 1 Giant Mound Worm
3 2 Dust Cats
4 5 Stormclaw Scorpions
5 No Encounters
6 No Encounters
Party Level 5 (1,025 XP)
1 Thaumaturge (175 XP) ( T )
2 Thugs (175 XP each) ( H )
4 Footpads (125 XP each) ( F ) ( F 4 ) ( F 5 )
1. Waylaid!
Features
Hidden amongst the caves and rocks of the lowland, a band
of brigands have taken to ambushing the few travelers and
traders that pass through the wild hills.
Boulders: The brigands hide behind the large boulders
previously fallen from the surrounding cliff side. Most are 3-5
feet tall while the largest are up to 7 feet tall.
Camp Fire: During the evening, the camp ire is lit for
warmth and cooking, but during the day, the ire is unlit.
Cliffs: On the sides of this clearing are steep cliffs,
requiring a DC 25 Athletics check to climb.
Hidden Stash: Underneath a small boulder nearest the
campire is a hidden cache (see Treasure).
Monsters
Party Level 3 (775 XP)
1 Thaumaturge (175 XP) ( T )
2 Thugs (175 XP each) ( H )
2 Footpads (125 XP each) ( F )
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T
F 4
Thaumaturge
Level 4 Artillery
Medium natural humanoid
XP 175
F 5
F
Initiative +4
Senses Perception +5
+40
F
H
HP 42; Bloodied 21
AC 17; Fortitude 13, Relex 14, Will 15
Speed 6
M Quarterstaff (standard; at-will) • Weapon
+3 vs. AC; 1d8 damage.
R Energy Blast (standard; at-will) • Force
Ranged 20; +8 vs. Relex; 2d4 + 4 force damage.
r Tri-icicle (standard; encounter) • Cold
The thaumaturge makes a separate attack against 3
different targets; ranged 10; +6 vs. Relex; 1d6 + 4
cold damage.
a Arcane Slap (standard; encounter) • Force
Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 2 force
damage, and the target is dazed (save ends).
Alignment Evil Languages Common
Skills Arcana +10
Str 11 (+2) Dex 15 (+4) Wis 16 (+5)
Con 13 (+3) Int 19 (+6) Cha 13 (+3)
Equipment robes, quarterstaff, wand
H
+40
Footpad
Level 2 Skirmisher
Tactics
Medium natural humanoid
XP 125
Their tactics are simple yet effective. The thaumaturge starts
the combat with arcane slap , the thugs and footpads get 1
round of ranged attacks off before switching to melee. The
thaumaturge hangs back using his tri-icicle and then his energy
blast , the thugs used pissed off , and the footpads maneuver for
combat advantage and use dazing lurry on any opponents that
were not dazed by the initial arcane slap .
Initiative +7
Senses Perception +2
HP 37; Bloodied 18
AC 16; Fortitude 12, Relex 14, Will 12
Speed 6
M Scimitar (standard; at-will) • Weapon
+4 vs. AC; 1d8 + 1 damage, and the footpad shifts 1 square.
R Dagger (standard; at-will) • Weapon
Ranged 5/10; +5 vs. AC; 1d4 + 3 damage.
m Dazing Flurry (standard; encounter) • Weapon
Requires scimitar; +5 vs. AC; 1d8 + 1 damage, the
target is dazed until the end of the footpad’s next turn,
and the footpad shifts 1 square.
Combat Advantage
The footpad deals an extra 1d6 damage on melee
and ranged attacks against any target it has combat
advantage against.
Alignment Evil Languages Common
Str 13 (+2) Dex 16 (+4) Wis 10 (+1)
Con 12 (+2) Int 11 (+1) Cha 13 (+2)
Equipment leather armor, 4 daggers, scimitar
Treasure
Party Level 3
Potion of Healing , golden chain (20 gp), ornate silver broach
with lock of hair (25 gp), turtle shell combs with ivory inlay
(100 gp), 20 gp, 50 sp, 100 cp
Party Level 4
Potion of Healing , golden chain (25 gp), ornate silver broach
with lock of hair (35 gp), turtle shell combs with ivory inlay
(100 gp), 30 gp, 100 sp, 200 cp
Party Level 5
Potion of Healing , golden chain (25 gp), ornate silver broach
with lock of hair (35 gp), turtle shell combs with ivory inlay
(100 gp), coral and pearl earrings (200 gp), 50 gp, 100 sp,
200 cp
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