d20 Dire Kobold Ice Mithril Bay.pdf

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Ice Mithril Bay
Written by : S.A.L. Janke
Art : Leah K Evans-Janke, Jesse Mohn
Cartography : Clayton Bunce copyright 2003
Copy Editor : Elizabeth Richey
Chief Editor : Ross Richey
Traps Count Towards Total Treasure: No
Adventure Background : The Chatwa Archipelago
provides very little in the way of resources, but it does
occupy a large part of a minor trade route. The
archipelago offers shelter and provisions to cargo
vessels traveling the storm-buffetted sea route to more
lucrative ports. The hundreds of small islands are difficult
to navigate, even for the natives. This has led to the
creation of less savory settlements which prey upon the
trade. Piracy is rampant and only the very foolish sail in
the archipelago without a significant show of arms.
Open Game Content Declaration : Dire Kobold(TM),
DireKobold.com(TM), Xenogenic Adventure(TM) and
Xenogenic Publishing System(TM) and all variations of
these names are hereby declared Product Identity. With
the exception of the aforementioned Product Identity the
remainder of "Ice Mithril Bay" is declared as Open Game
Content.
The Confederate Union of Chatwa Merchants would like
to stop that. They believe Chatwa could be a major
player on what they term the "Mithril Road" if the pirate
menace could be eliminated or reduced. The incentive
has become much greater since a new discovery on one
of the Chatwa Islands. Secreted away in an undisclosed
location, a group of dwarven forgers have introduced a
unique metal that is rumored to be infused with the
essence of the island storms themselves. It is hoped that
the money made from the trade of this metal will change
the Confederation's fortune.
It has been nearly a hundred years since the spring
tempests have been as fierce and unrelenting. Sea
serpents, which frequent the isles during the storm
season, have arrived in greater numbers and been more
aggressive both towards ships and each other. Islanders
speak of a time long prophesied when the sea will rise
up and reclaim the land in punishment for their hubris.
The sea is not the only force bent on destruction. Worse
than even the storms are the pirates who have been
raiding both ships and settlements alike. It is a cold,
dangerous time in the Chatwa Archipelago...
But trade with the hidden tribe of dwarves is difficult.
Known by the Chatwas as Ice Mithril Bay, little is known
about the the hidden island, save its general direction
and that it has three peaks. The dwarves have not come
to trade this season and many fear it is because the
pirate activity has been so vicious and the storms so
terrible. Moreover, the merchant's union worries that it is
only a matter of time before the pirates find the forge and
use its magic to take over the sea lane, and eventually,
the entire archipelago.
Preparation : The characters may be of any race or
class, though dwarven characters might derive particular
enjoyment from this adventure. This adventure requires
the use of the Dungeons & Dragons(R), Third Edition
Core Books, published by Wizards of the Coast(R).
Summary : This particular version of "Ice Mithril Bay"
was generated with the following options:
Adventure Synopsis : As the characters sail through the
frozen northern reaches of the world they must navigate
the Chatwa Archipelago. Hidden within is the secret
island of the Ice Mithral dwarves. Either through design
or providence the party will eventually be forced to
explore this island. Encountering both pirates and the
former dwarves, now undead guardians of the secrets of
Ice Mithral.
General Options:
Average Character Level: 6
Number of Characters: 6
Statistics Format: Sheet
Image Options: High Resolution
DM's Background : This adventure is originally designed
with four 6th level characters in mind. The order of
events can be adjusted to suit a party's choices. The
constant storms subject the characters to the elements
and exposure. (See chapter XX of the DMG.) Balance
checks will often be required on the rolling shipdecks for
any action more complicated than a five-foot adjustment.
Magic Options:
Magic Item Value Cap: 10000
General Monster Options:
Attribute Level: High
Percentage of Possible Hit Points: 80%
Percentage of Recommended Treasure: 50%
The Chatwa Archipelago can be any group of islands
that offer a natural but dangerous route from one port to
another. The process for creating Cold Mithril is not
really something newly discovered. Rather, the last time
it was made was long before most of the residents of
Chatwa were born. The small dwarvish clan that creates
the items can only do so every ninety-nine years, as the
process depends on the sea serpents' spawning cycle.
Ice Mithral Bay, the island they hide themselves away in,
is legendary. The dwarvish clan is small in number,
secretive, and has resisted all attempts at detection,
though most accounts agree on two key facts: the forge
is underground, and their storm-shrouded island has
three peaks. Unfortunately, that description fits most of
Named Monster Options:
Attribute Level: High
Percentage of Possible Hit Points: 100%
Percentage of Recommended Treasure: 75%
Trap Options:
Modifier for Save DC: +0
Modifier for Search DC: +0
Modifier for Disable DC: +0
2
the Chatwa islands. The dwarves travel in seagoing
canoes and all attempts to follow them have ended with
the would-be trackers lost at sea in the storms.
d20
Encounter
1-2
Quiet Traveling
3
Pirates Spotted
4-5
Tempest
Pirates pose a threat, not only to merchants and their
ships, but also to the Islander's supply of Cold Mithril.
The serpents pose a dual threat. They are the primary
predator of these seas, and rightly feared by all
seagoers. They are also the source of the tempests,
which they magically create as part of their spawning
and breeding cycle.
6-7
Landing Island
8
Wounded vessel
9-10
Pirates Spotted
11-12
Quiet Traveling
13
Pirate spotted
14-15
Tempest
Possible Hooks : This adventure can begin in a number
of ways, including one of the following hooks:
16
Landing island
17-18
Wounded vessel
19-20
Pirate Spotted
--An artificer has learned of the existence of Cold Mithril.
She will pay handsomely for 50 pounds of the rare metal
for use in her next project.
--The merchants and people of the Chatwa islands have
offered an uninhabited island of his or her choice to the
person who can discover what has happened to halt the
trade of cold mithral or to the person who can cause a
significant decrease in the pirate activity.
--While pursuing other interests, the party discovers an
old map with a skull and crossbones and a brightly
colored "X." Their research has led them to the Chatwa
Islands.
--As either hired guards or passengers, the party is on a
ship bound for the north and become victims of a pirate
attack. A party member or valued item of the party's
might be taken as "booty."
--Traveling to the next adventure simply requires the
party do some sailing.
21+
Serpent Attacks
Several of these will require a "sailing roll." In a
campaign with established sailing rules, or for a
character with seafaring background, additional or
individual rolls can be added for sea knowledge,
wilderness lore, sailing profession, rope use, intuit
direction, etc. But for the sake of simplicity, a sailing roll
is a Wisdom check.
Regardless of the encounter rolled, the weather is never
truly clement. It will be raining, windy, or both the entire
trip.
Quiet Traveling : This does not necessarily mean good
weather, but it does mean that neither the sea nor the
pirates threaten the ship that day. Feel free to embellish
the day with pirates, storm funnels, or serpent coils
visible in the distance. Any captain familiar with the
archipelago can use two of these in a row to find their
location and navigate accordingly.
Days at Sea
The adventure begins with the party at sea. The
channels and straits in the archipelago vary in depth
from a few feet to several hundred. Thus, the PC's will
likely be in a something similar to a Viking longship: of
shallow draft but fairly long. These sorts of ships are the
only ones capable of navigating the archipelago, but
they also leave the party more vulnerable to the storms
and sea serpents.
Pirates Spotted (EL 9): Make four "sailing checks" (DC
13). Three successful checks are enough for the captain
to outmaneuver or outrun the pirates. Players may aid
this with spells or their own sailing skills (+2 assistance
bonus), if they wish. If at least two checks are
unsuccessful, the party's ship will be boarded on the
fourth round. The pirate boarding party consists of one
leader, two seconds and 2d8 other pirates. The leader
and his seconds will head directly for the ship's wheel
and her captain. The other pirates will be occupied with
the ship's crew or work on dismantling the rigging. If the
pirate captain is defeated, all the pirates will abandon the
attack.
Each day at sea there is a 65% chance of stormy
weather. The storms are severe enough that navigation
is difficult, and after two consecutive stormy days the
ship is blown off course and becomes effectively lost.
Being lost means very little if the party does not have a
known destination. However, the ship has only enough
provisions for 4 weeks. Use the encounter table below
for the day's sailing adventures. Roll a d20 every day
and add one for each day at sea beyond the first. Each
time the ship returns to port the number of days at sea
resets to zero.
Though they may be spotted many times, the party's
ship should be boarded no more than twice. Two
separate groups of pirates are described below:
3
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4
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Pirates(2d8), Ftr1
Male Human (CE)
Pirate Captain
Scrag (CE)
CR:
1
STR:
13
+1
CR:
5
STR:
28
+9
Medium Humanoid
FORT:
+4
DEX:
16
+3
Large
FORT:
+13
DEX:
16
+3
Initiative: +3
REFL:
+5
CON:
15
+2
Initiative: +3
REFL:
+5
CON:
26
+8
30 ft
WILL:
-1
INT:
10
+0
20 ft, swim 40 ft
WILL:
+3
INT:
6
-2
HD:
1d10+2
HP:
9
WIS:
9
-1
HD:
6d8+48
HP:
96
WIS:
9
-1
ARMOR:
10 +3 armor, +3 dex
AC:
16
CHA:
8
-1
ARMOR:
10 +3 dex, +7 natural, -1 size
AC:
19
CHA:
7
-2
TYPE
WEAPON
TO-HIT
DAM
TYPE
WEAPON
TO-HIT
DAM
Melee
Rapier
+4
1d6+1
Natural
claws
+12/+12
1d6+9
Crit: 18-20/x2
Face: 5 Ft. by 5 Ft. / 10 Ft.
Ranged
Shortbow
+5
1d6
Natural
bite
+7
1d6+4
Range: 60, Crit: 20/x3
Face: 5 Ft. by 5 Ft. / 10 Ft.
Skills: Profession (sailor) +1, Spot +1, Wilderness Lore
+1
SA: Rend 2d6+9.
SQ: Scent, Darkvision:90, Regeneration:5.
Feats: Weapon Focus Shortbow, Weapon Finesse
Rapier, Lightning Reflexes
Skills: Listen +4, Profession (sailing) +2, Spot +4
Possessions : Rapier, Shortbow, Masterwork Studded
Leather.
Feats: Alertness, Iron Will
See the Troll entry in the MM for a complete description.
See the Human entry in the PHB for a complete
description.
The captain of this band of pirates is actually a scrag.
Part of a group of scrags leading the band of pirates that
has made their base on Ice Mithral Bay. They have
taken full advantage of the stormy weather, keeping
them soaked in seawater even while on board, and the
fact that few sailors believe acid and fire are good things
to carry on a wooden ship.
Pirate Seconds(4), Ftr3
Male Human (CE)
CR:
3
STR:
13
+1
Medium Humanoid
FORT:
+5
DEX:
16
+3
Initiative: +7
REFL:
+6
CON:
15
+2
30 ft
WILL:
+0
INT:
10
+0
HD:
3d10+6
HP:
28
WIS:
9
-1
The second group of pirates is identical to the first with
the exception of the captain, who is described below:
ARMOR:
10 +3 armor, +3 dex
AC:
16
CHA:
8
-1
TYPE
WEAPON
TO-HIT
DAM
Melee
Masterwork Rapier
+7
1d6+1
Pirate Captain, Ftr5
Male Half-Orc (N)
Crit: 18-20/x2
Ranged
Masterwork Shortbow
+8
1d6
CR:
5
STR:
18
+4
Range: 60, Crit: 20/x3
Medium Humanoid
FORT:
+7
DEX:
13
+1
Initiative: +1
REFL:
+2
CON:
16
+3
Skills: Profession (sailor) +2, Spot +2, Wilderness Lore
+2
30 ft
WILL:
+1
INT:
8
-1
HD:
5d10+15
HP:
65
WIS:
10
+0
ARMOR:
10 +4 armor, +1 dex
AC:
15
CHA:
6
-2
Feats: Weapon Focus Shortbow, Weapon Finesse
Rapier, Lightning Reflexes, Combat Reflexes, Improved
Initiative
TYPE
WEAPON
TO-HIT
DAM
Melee
Masterwork Orcish Double Axe
+9/+9
1d8+4
Crit: 20/x3
Possessions : Masterwork Rapier, Masterwork Shortbow,
Studded Leather.
SQ: Darkvision 60 ft..
Skills: Climb +7, Jump +7, Ride +3
See the Human entry in the PHB for a complete
description.
Feats: Exotic Weapon Orc Double Axe, Weapon Focus
Orcdoubleaxe, Ambidexterity, Two Weapon, Fighting
Possessions : Masterwork Orcish Double Axe, Studded
Leather +1 .
See the Half-Orc entry in the PHB for a complete
description.
Tempest : This is a day when the storms are so bad that
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