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Cliffhangers Presents: Hindsight
By Owen K.C. Stephens
Hindsight
Episode One: The Worms Turn
By Owen K.C. Stephens
"Hindsight" is a short adventure for four
15th-level characters that takes place in a
lightly inhabited, mountainous region. The
adventure has connections to the drow and
an underground network of caves, making it
particularly appropriate for the Forgotten
Realms campaign setting, but is easily
placed on almost any D&D world.
discovered what they wanted and left the
cave, never to return. The beholder was a
particularly territorial creature and was so
enraged by the invasion that its ghostly spirit
refused to leave this world, staying behind to
guard what had been the monster's home in
life. However, as long as the cave has been
undisturbed and sealed from the outside, the
ghost inside has made no effort to travel
beyond it.
It should go without saying that the following
information is intended for Dungeon Masters
-- if you'll be playing "Hindsight," read no
further!
This changed when local prospectors,
seeking access to the rich
gold veins found sporadically
throughout the mountain,
broke into the beholder's
chamber from the outside.
This shocked and angered the
spirit of the beholder, which
killed many of the miners.
This led directly to Zareph's
employment of the
adventurers who claimed they
destroyed the creature.
Based on the original Dungeons &
Dragons® game by E. Gary Gygax and
Dave Arneson and on the new edition of
the Dungeons & Dragons game
designed by Jonathan Tweet, Monte
Cook, Skip Williams, Richard Baker, and
Peter Adkison.
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This product is a work of fiction. Any
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Adventure Background: The Horror of
Havenfast
The mountain town of Havenfast has
suffered a great deal recently. A few months
ago a monster killed a number of local
miners. The sorcerer Zareph, self-
proclaimed "sorcerer of Havenfast," hired a
band of adventurers to deal with whatever
had slaughtered the men, and the group
reported the successful defeat of some sort
of mage beholder, the likely culprit. A few
weeks later, after the adventurers were long
gone, new problems arose: The dire bears
and dire wolves native to the mountains
began feeding in the more populated hills
near Havenfast. A pair of purple worms
appeared, eating livestock and attacking
caravans. The townsfolk near panic, and
though everyone turns to him, Zareph
doesn't know what to do about it.
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In truth the ghost beholder
threat cannot be ended until
its cave is once again closed
to the outside world. A few
weeks after the adventures
left town, the ghost recovered
from their attack. Still enraged
over the invasion of its home,
the ghost ventured out from
its lair, killing or driving away
nearly every living thing on, in
or around the mountain. This drove the dire
animals that dwelt there down into the
lowland hills, where they began to make
trouble for people near Havenfast. The lack
of prey forced subterranean purple worms
away from their natural environment in the
caves below the mountain, causing them to
attack any large group of living creatures in
search of food -- especially herds of animals
and large caravans. In time, the ghost
beholder itself will reach the town, which it
will no doubt feel compelled to destroy.
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What no one realizes is that the mage
beholder the adventuring band claims to
have destroyed was (and still is) in fact a
beholder ghost.
If the horror ever had a name, it has
forgotten it. The beholder had been
destroyed in its home, a cavern in the
mountainside, decades earlier while fighting
a party of drow. The dark elves broke into
the creature's home from tunnels below,
seeking some magic item the beholder had
taken. After killing the beholder, the drow
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Cliffhangers Presents: Hindsight
By Owen K.C. Stephens
When the heroes enter the lands near
Havenfast, they find a community in
desperate straits.
Two rounds after the first horse balks, a
purple worm bursts out of the ground and
attacks one of the lead wagon's mules. A
round later, a second worm shoots from the
earth and attacks another caravan animal
attached to the second wagon (roll 1d4 to
determine which mule is attacked on the first
wagon, and 1d6 to determine which animal
is targeted on the second wagon). These
creatures have been driven from their
natural habitat, and the lack of their natural
food sources has left them in a ravenous
frenzy. They are easily capable of
swallowing all the mules whole, and remain
even after that to eat chunks of whatever
creatures are left. If any characters attack
them, the worms fight to the death rather
than leave their newfound food supply.
Hooking the Characters
The easiest way to get player characters
involved in the adventure is for them to
simply pass through the area and witness a
pair of purple worms attack a small caravan.
For a little more personal motivation with
PCs who are well-known heroes, members
of an arcane society, or clerics of a
prominent local god, send them a message
from Zareph asking for their help. If the
characters have connections with other
bands of adventurers, the party that thought
they had destroyed the ghost beholder could
be allies of the PCs -- this gives Zareph or
the earlier party themselves the chance to
ask the heroes to look into claims of the
monster's reappearance.
Assuming the characters manage to save
the caravan, its owner, the merchant Aielle
Dell, thanks them and offers what little
money she has as a reward. She tells the
characters of the terrible troubles plaguing
the lands around Havenfast, and confesses
that she left before selling most of her wares
out of fear of losing her goods to dire wolves
or some other creature prowling the lowland
hills.
If you decide to give the PCs previous
knowledge of the ghost beholder, it could
spoil some of the surprise factor, so choose
carefully how to bring the party into the
action and how much information to give
them beforehand.
Hunger Strike
The Cliffhanger
On a cool autumn morning, as the
characters travel the road either towards
Havenfast or past it, they see a caravan
coming towards them. This is small group of
three wagons, each pulled by two horses
and four mules. The town of Havenfast itself
is visible in the distance, a collection of small
wooden buildings and a single tall stone
tower in the center of town. Beyond that a
majestic mountain rises from the morning
mist, looming over everything within miles.
While the characters are speaking to Aielle a
voice appears in one of the character's
heads (via a sending spell). The voice
intones, "I am Zareph, sorcerer of
Havenfast. Great danger surrounds you all.
Come to my tower, and we shall speak of
tremendous troubles and risky rewards."
The first sign of trouble is the snort of the
lead caravan horse, followed quickly by
other animals balking and refusing to move
any further. A Listen check (DC 20) allows a
character to realize the ground is rumbling
very slightly, as if an extremely light
earthquake were occurring. A truly
remarkable Listen check (DC 35) allows a
character to realize the sound is coming
from deep beneath the earth and is moving
quickly toward the caravan.
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Cliffhangers Presents: Hindsight
By Owen K.C. Stephens
Hindsight
Episode Two: Havenfast
By Owen K.C. Stephens
"Hindsight" is a short adventure for four
15th-level characters that takes place in a
lightly inhabited, mountainous region. The
adventure has connections to the drow and
an underground network of caves, making it
particularly appropriate for the Forgotten
Realms campaign setting, but is easily
placed on almost any D&D world.
seems to want to send another group into
the mountains, rather than deal with the
problem himself -- the town pays the
sorcerer a reasonable stipend to protect
them, and he doesn't seem to be holding up
his end of things. The locals are not
talkative, on this subject, but PCs that make
a Gather Information or Intimidate check
(either at DC 35) can learn the reasons for
the locals' disdain.
Adventure Background: The Sorcerer's
Call
Zareph's tower is the largest building in
Havenfast, located in the center of the town
square. None of the townsfolk come within
twenty feet of it as the characters approach,
but a small crowd gathers at the edges of
the town square, watching as the characters
enter the tower.
In the first episode, the characters witnessed
an attack by two purple worms on a small
caravan, and were told by Aielle Dell, the
caravan's leader, that the local area is rife
with dire beasts and other monsters. As they
spoke with Aielle, one of the characters was
contacted by the sorcerer Zareph by a
sending spell, and told to come to his tower.
Within the tower Zareph awaits the
characters. He is an elderly man, and has
become quite rotund over the years. Once
an adventurer in his own right, Zareph
reached 9th level before settling in
Havenfast to retire. Although he is most
interested in divination and communication
magic and lacks many offensive spells,
Zareph has acted as a guardian of the town
many times over the years. Recently,
however, he has felt it wiser to reserve his
resources to defend the town against direct
threats and contract others for more
dangerous problems.
The Sorcerer
Zareph spends most of his time these days
watching the lands around Havenfast with a
spyglass, trying to spot threats to the town
before they arrive and, hopefully, discover
the source of the recent problems. He
spotted the characters fighting the purple
worms through the spyglass, and decided to
enlist their aid. Since he could see the
characters, he was able to use a sending to
contact them. Zareph conforms to the 9th-
level human sorcerer in Chapter 2:
Characters of the Dungeon Master 's Guide.
Zareph explains the recent problems to the
characters, beginning with the death of the
miners some months ago. He doesn't realize
that the horror that killed the prospectors
and was later "destroyed" by his hired band
of adventurers is the same one that is
driving beasts and monsters away from the
mountain, but he's sure that something is
causing trouble up on the mountainside. He
tells the PCs that the previous adventurers
claimed to have killed a mage beholder --
but that some woodsmen have claimed to
have seen a glowing "Evil Eye" floating on
the mountainside at night.
When the characters approach Havenfast
the locals seem agitated. A Sense Motive
check (DC 15) made against any commoner
tells the characters that most of the locals
are scared, and their fear is beginning to
blend with anger. The townsfolk don't seem
to trust the PCs. Since the last band of
adventurers to come through town only
made matters worse by angering the ghost
beholder, the townsfolk are afraid the
characters will only make further trouble.
Similarly, they're not happy that Zareph
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Cliffhangers Presents: Hindsight
By Owen K.C. Stephens
If at all possible, he hires the characters to
go find whatever is driving away the other
creatures and destroy it. If the characters
aren't willing to undertake that, he asks them
to at least try to find out what is on the
mountain, so he can arrange for other
adventurers to deal with it.
The Cliffhanger
After the commotion, one of the characters
discovers a small note slipped into one of
his pockets. It reads: "I know where to find
the "Evil Eye." Come to the North gate, after
midnight, and I shall meet you." It is
unsigned.
The Mob
After Zareph has explained the situation to
the characters, a loud commotion is heard
from outside. Townsfolk are yelling and
shouting and a Listen check (DC 20) allows
characters to hear cries of "Zareph, send
them home!" and "Adventure somewhere
else!" mixed in with far fewer cries of "Stay
calm!" and "Don't start trouble!"
As it happens, several of the town folk have
decided that what Havenfast needs Zareph
to take care of this problem himself -- the
PCs had better keep out of it, in their
opinion. The mob of around 40 individuals
begins to throw clods of dirt and rotten food
at a smaller group of 15 townsfolk who trust
Zareph's judgment and have surrounded his
tower to protect it. Zareph insists on going
out to speak to the mob, but is greeted with
catcalls and more rotten fruit by the angry
mob.
If the player characters attempt to calm the
crowd, it can be considered unfriendly to
them. A Diplomacy or Charisma check might
allow the PCs to convince the mob to let
them investigate (see NPC Attitudes in
Chapter 5: Campaigns of the Dungeon
Master 's Guide), or a bard might be able to
calm the fearful crowd.
Of course the characters could easily attack
and defeat the mob -- most of them are just
commoners -- but doing so in a violent way
earns the distrust of Zareph and all the
people of Havenfast. If the characters use
sleep or similar nonviolent means to
disperse the crowd, the townsfolk can
eventually forgive them and Zareph will be
grateful.
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Cliffhangers Presents: Hindsight
By Owen K.C. Stephens
Hindsight
Episode Three: Pack Attack
By Owen K.C. Stephens
"Hindsight" is a short adventure for four
15th-level characters that takes place in a
lightly inhabited, mountainous region. The
adventure has connections to the drow and
an underground network of caves, making it
particularly appropriate for the Forgotten
Realms campaign setting, but is easily
placed on almost any D&D world.
Seirenn hides by the north gate one hour
before midnight (Hide skill +15) and waits for
the characters to show up. She takes 10 on
the check, so a Spot check (DC 25) must be
succeeded to locate the rogue if she doesn't
want to be seen. Seirenn is a punctual
woman, and will hide from any PCs that try
to scout the rendezvous point ahead of time.
Adventure Background: Looking into the
"Evil Eye"
Once the PCs arrive, she reveals herself
and explains her association with the earlier
band of adventurers. When asking around
for them, she has discovered that many
decades ago a beholder was spotted on the
mountain, though some local heroes went to
confront it and couldn't find it. She told this
to the adventurers that went up more
recently, and they were convinced that the
creature was a beholder mage of some sort.
After they came back from "defeating" it they
were even more convinced, and claimed the
monster was capable of becoming invisible
and traveling to other planes.
In the first two episodes, the characters
witnessed an attack by two purple worms on
a small caravan, and learned that the local
area around the town of Havenfast is rife
with dire beasts and other monsters. The
PCs then spoke with the sorcerer Zareph,
who asked them to look into rumors of a
creature locals call the "Evil Eye." This
monster, whatever it is, seems to be driving
every living creature off the nearby
mountain. The characters had to deal with a
mob of townsfolk who didn't appreciate their
presence, and someone slipped one of the
PCs a note claiming to know where the "Evil
Eye" can be found. The note instructs the
heroes to be at the north gate of Havenfast
at midnight to learn more.
Two weeks after they left, Seirenn began
hearing the rumors surrounding the creature
the locals called the "evil eye," a vaguely
described creature that was occasionally
visible up on the mountainside at night.
The Informant
Seirenn knows where the earlier party faced
their "beholder mage," and it is very near
where the "Evil Eye" has been spotted.
Seirenn doesn't know if the "Evil Eye" is a
second beholder come to see what
happened to the first, or if the first creature
somehow survived, but she can direct them
to a path that leads to the cave where the
first beholder mage faced Seirenn's former
employers.
The note was slipped to one of the
characters by Seirenn, a 10th-level half-elf
rogue (use the generic NPC from Chapter 2:
Characters of the Dungeon Master 's Guide)
who the previous band of adventurers had
hired to gather information on the local
situation for them. Seirenn dwells in
Havenfast, and has found the current
problems bad for business -- she only steals
from merchants who come through town,
never locals, and with the troubles fewer
outsiders are coming through. She
considers it to be in her own best interest to
help the characters put a stop to whatever is
happening on the mountain.
The Pack
On the way up the mountain path to the
cave of the "Evil Eye," the characters are
jumped by a group of 5 dire wolves in hiding
(Hide +11, Move Silently +11). These are
the last dire wolves left on the mountain, and
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