d20 Huge Ogre Publishing Forgotten Honor.pdf

(208 KB) Pobierz
Forgotten
INTRODUCTION
This short adventure is designed for four characters
of 2nd level, or a solo character such as a fi ghter, paladin,
or cleric of higher level. It was intentionally made generic
in setting content so that it could be inserted into any
campaign setting. Many years ago, when humans were still
new in the area, a noble family of warriors strove to protect
the countryside, bringing justice and safety to those who
had none. Far and wide their name was known. In time
however their name faded from memory. With that passing
eventually came the passing of the knowledge of the clan’s
burial chambers.
Now their long forgotten tomb lies undiscovered amidst
a small glade in the forest, its once honorable occupants
changed into horrible undead creatures by the power of a
passing evil artifact.
Honor
A short adventure for four 2nd-level
player characters
CREDITS
PREPARATION
This adventure is designed to stand alone, but you
may fi nd a copy of each of the three core rulebooks to
be useful when running this adventure. Paragraphs of
text that are bold are player information. You may read it
aloud or alter it to better fi t what your players are doing.
Everything else is important information for you, including
special information about how to run the adventure. Full
monster statistics are included with each encounter for your
convenience.
The DM only text is red and Italics. It generally contains
background information, secret information, or trap
statistics. It could be anything pertinant to describing the
area or running the encounter.
Author:
Eric Price
Editing:
Eric Price
Layout:
Jennifer Price
Cartography:
Eric Price / Jennifer Price
Artwork:
Jennifer Price and VShane
CHARACTER HOOKS
The DM is free to contrive any means necessary to
get the characters out to investigate this old crypt. Some
possible ideas include:
1.)A young scholarly man researching his family’s history
uncovers information about such a tomb and after some
additional research, actually determines its location. He
sends the PCs to investigate.
2.)It is near one of the PCs homeland, but was only recently
discovered by a group of wandering children. Now the
town folk want it investigated.
3.)The PCs stumble upon the cave entrance while trekking
overland, perhaps during a thunderstorm.
Open Game Content
The entire text of this adventure, including the title and
starting with “Introduction” is Open Game Content and
may be used pursuant to the Open Game License.
Product Identity
The name Huge Ogre Publishing, its logos and trade dress,
and the illustrations that appear herein are all product
identity.
904960293.025.png
THE UPPER LEVEL
SCALING THE ADVENTURE
“Forgotten Honor” is designed for 2nd-level PCs, but
it can be adapted for parties of different levels. We offer
these suggestions:
1st-level PCs: Run the adventure as written but make the
following changes:
Reduce the number of skeletons in area 1 and area 6 to
three to make an EL1 encounter.
Reduce the number of zombies in area 3 to two to make
an EL1 encounter.
Remove the shadow in area 4 entirely.
Fill the fountain in area 7 with water and give a clue to the
PCs about its magical powers.
Change the ghast in area 8 to a ghoul.
3rd to 4th-level PCs: Run the adventure as written but
with the following changes.
Change the skeletons in area 1 and area 6 to zombies to
raise the encounter to EL 3.
Raise the number of zombie in area 3 to 6 and equip them
with a heavy steel shield to make them harder to hit.
Change the glyph to discharge when the fi rst non-lawful
good PC passes by (or something similar to challenge the
party).
Have the shadow take refuge in stone between attacks
when possible.
Change the pit trap to be 40 ft deep with spikes at the
bottom (EL 3).
Add a ghoul or some other lesser undead attendants to area
8 to increase the encounter level.
5th and higher level PCs : The adventure isn’t really
recommended for these levels, but some suggestions
include:
Use all of the suggestions for 3rd and 4th-level PCs
above.
Change the skeletons in area 1 to large zombies. Give one
of them a missile weapon. Equip them with banded mail.
Change the zombies to ghouls.
Increase the complexity and damage on the trap in the
hallway of the lower level.
Armor and equip the ghast in area 8 with magical arms and
armor. Add lesser undead to the encounter.
Remember that altering the Encounter Levels in this
adventure should change the amount of treasure
proportionally. Consult the DMG to determine an
appropriate amount of treasure for the changes.
2
4
3
s
=5 feet
1
1. common crypt
Your light burns away the darkness of a rough hewn
cavern and exposes a sight unseen by human eyes for
a long time. The fl oor is smooth but unworked stone.
The walls are rough hewn. Small mounds of debris lay
in small niches in the walls and on the fl oor throughout
the room.
First Things First (EL 2)
The debris is the skeletal remains of warriors originally
buried in the crypt. Only a few were animated by the passing
artifact. After any of the PCs have entered the cavern
proper (20 feet from the southern edge) the skeletal debris
from the fl oor rises up to meet them.
Human Warrior Skeleton (5): CR 1/3; Medium Undead (5
ft. 7 in. tall); HD 1d12; hp 6; Init +5; Spd 30 ft. (6 squares);
AC 15 (+1 Dex, +2 Natural, +2 heavy steel shield), touch
11, fl atfooted 14; Atk: shortsword +1 melee (1d6+1/19-20)
or claw +1 melee (1d4+1); Full Atk: shortsword +1 melee
(1d6+1/19-20) or 2 claws +1 melee (1d4+1); SQ DR 5/
bludgeon, darkvision 60 ft., immunity to cold, undead traits;
AL NE; SV Fort +0, Ref +1, Will +2
Str 13 Dex 13 Con - Int - Wis 10 Cha 1.
Feats: Improved Initiative
Undead Traits: Immune to mind-infl uencing effects,
poison, sleep, paralysis, stunning, and disease. Not subject
to critical hits, subdual damage, ability damage, energy
drain, or death from massive damage.
904960293.026.png 904960293.027.png 904960293.028.png 904960293.001.png 904960293.002.png 904960293.003.png 904960293.004.png 904960293.005.png 904960293.006.png 904960293.007.png 904960293.008.png 904960293.009.png 904960293.010.png 904960293.011.png 904960293.012.png
What Else?
A stone sarcophagus rests in an alcove decorated with
murals. The coffi n has ornate runes carved on it and seems
to depict the rise and fall of some family. It is empty. There
is an inscription written in an ancient dialect of the common
on the lid of the sarcophagi. A successful Decipher Script
check (DC 10) reveals the message:
“When I move to greet the morning sun my greatest secret shall
be revealed.”
There are murals on the three walls of the small alcove
where the sarcophagus is located.
An Intelligence check (DC 10) reveals they seems to depict
an entire day, starting at sunrise (east wall), detailing the
middle of the day (north wall), and fi nally the end of the
day (west wall). The east and west walls are identical.
glyph is designed to discharge a searing light spell on the fi rst
evil being to pass through the doorway. Read Magic combined
with a Spellcraft check (DC 13) reveals the glyph’s purpose.
Glyph of warding: searing light (3d8 points of damage
(normal) or 6d6 points of damage (undead)); No save; Search
(DC 28); Disable Device (DC 28).
The globe of magical light ceases to function if removed from
the chain it hangs on.
3. desecrated tombs
The light from the other room quickly fades away as
you move through the archway and in to this narrow
hall. The hallway continues away from you another
30 feet. Three small arched alcoves open up off the
hallway on either side. The stench of death is heavy
here.
DM Only
Moving the sarcophagus requires a Strength check (DC
20). No more than two other people may assist. Moving the
sarcophagi west sets off a trap.
First Things First (EL 2)
The remains of the forgotten heroes have been animated
into zombies. They move to attack the PCs as soon as they
move through the archway from area 2 and pursue the PCs
until they are slain.
Zombies (4): CR 1/2; Medium Undead (6 ft. tall); HD
2d12+3; hp 16; Init -1 (Dex); Spd 30 ft. (6 squares; cant
run); AC 11 (-1 Dex, +2 Natural) touch 9, fl at footed 11;
Atk: Slam +2 melee (1d6+1); SQ DR 5/slashing, darkvision
60 ft., single actions only, undead traits; AL NE; SV Fort
+0, Ref +1, Will +3
Str 12 Dex 8 Con - Int - Wis 10 Cha 1.
Feats: Toughness
Single Actions Only (Ex): Zombies have poor refl exes
and can perform only a single move action or attack action
each round. A zombie can move up to its speed and attack
in the same round, but only if it attempts a charge.
Undead Traits: Immune to mind-infl uencing effects,
poison, sleep, paralysis, stunning, and disease. Not subject
to critical hits, subdual damage, ability damage, energy
drain, or death from massive damage
What Else?
A Search check (DC 15) of the alcoves reveals the treasure
the zombies left behind
The gas billows out to cover all within 10 feet of the alcove.
Those inside must make a Fortitude save (DC 13) or fall
asleep for 1d20+10 minutes.
Moving the sarcophagus east activates the secret door leading
to area 2. The secret door can be detected (DC 20) without
moving the sarcophagus, but cannot be opened.
2. inner sanctum
The room beyond the secret door is lit with a single
ball of magical light, suspended from the ceiling in
the center of the chamber. The walls, covered in ivy
in some places, are decorated with murals depicting
warriors battling against monsters in the wilderness.
A stout iron banded door sits in the west wall. An
archway leads away to the east. Two large couches
squat in the room, dry-rotted and ruined by the hands
of time. There is nothing else apparent in the room.
What Else?
The door in the west wall is locked.
Iron-bound wooden door: hardness 5; 20 hp; Break DC
25
There is nothing of interest or value in the couches.
Treasure
4 large steel shields, worth 10 gp each. The shields are
adorned with a symbol.
A Knowledge – History (DC 15) reveals the symbol belongs
to a noble family long since dead. The family was known
for its many acts of heroism and justice.
DM Only
The west door has a glyph of warding set around its edge. The
LOWER LEVEL
4. eternal guardian
The [remains of the] door swing inward to reveal a
hallway leading away into the darkness. The light
from behind you glints off metal ahead of you in the
darkness, casting an eerie shadow throughout the
hall.
5
s
6
6
First Things First (EL 3)
A shadow has sensed the life forces of the PCs who
have entered the tomb. He now waits patiently within
the confi nes of the statue and metal armor, waiting for
someone to approach. Once they do, the shadow attacks
relentlessly.
Shadow: CR 3; Medium Incorporeal Undead; HD 3d12;
hp 19; Init +2; Spd Fly (good) 40 ft. (8 squares); AC 13
(+2 Dex, +1 Defl ection), touch 13, fl at footed 11; Atk:
incorporeal touch +3 melee (1d6 Strength); SA create
spawn, strength damage; SQ darkvision 60 ft., incorporeal
traits, +2 turn resistance, undead traits; AL CE; SV Fort +1,
Ref +3, Will +4
Str - Dex 14 Con - Int 6 Wis 12 Cha 13.
Skills: Hide +8*, Listen +7, Search +4, Spot +7 ; Feats:
Alertness, Dodge
Create Spawn (Su): Any humanoid reduced to Strength
0 by a shadow becomes a shadow under the control of its
killer within 1d4 rounds.
Incorporeal Trait: Can be harmed only by other incorporeal
creatures, +1 or better magic weapons, or magic, with a
50% chance to ignore any damage from a corporeal source.
Can pass through solid objects at will, and own attacks pass
through armor. Always moves silently.
Strength Damage (Su): The touch of a shadow deals
1d6 points of Strength damage to a living foe. A creature
reduced to Strength 0 by a shadow dies. This is a negative
energy effect.
Undead Trait: Immune to mind-infl uencing effects, poison,
sleep, paralysis, stunning, and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain, or death
from massive damage
7
10
s
8
9
c
= 5 feet
5. trapped hallway
You have descended the stairs deeper into the earth.
Your light now casts a long light down the hallway
to the south before dissipating beyond your range
of vision. Perhaps 15 feet ahead the hall comes to an
intersection.
DM Only
Five feet past the intersection is a trapped section of fl oor.
Walking on it causes the fl oor to drop open, dumping the PCs
into a 20 ft deep pit. Pressing a special stone near the stairs
causes the fl oor to lock in place for 3 rounds.
DM Only
The shadow does not know of the glyph, and pursues the PCs
through the door if they fl ee. Doing so activates the glyph of
warding set there (assuming the PCs haven’t already) and
likely kills the creature.
Treasure
One suit of masterwork breastplate armor, fi tted on a stone
statue, worth 175 gp.
Pit Trap (20 ft. deep): CR 1; no attack roll necessary
(2d6); Refl ex save (DC 20) avoids; Search (DC 20) detects;
Disable Device (DC 20).
6. lower crypts
First Things First (EL 2)
Each of the lower crypts section (east and west) has the
same undead lurking in it. The artifact instructed them to
904960293.013.png 904960293.014.png 904960293.015.png 904960293.016.png 904960293.017.png 904960293.018.png 904960293.019.png 904960293.020.png 904960293.021.png 904960293.022.png 904960293.023.png 904960293.024.png
attack any who enter their tomb. The undead attack any
PCs who pass through the archways to their crypts and
pursue until destroyed.
Human Warrior Skeleton (5): CR 1/3; Medium Undead (5
ft. 7 in. tall); HD 1d12; hp 6; Init +5; Spd 30 ft. (6 squares);
AC 14 (+1 Dex, +2 Natural, +1 light steel shield), touch
11, fl atfooted 13; Atk: shortsword +1 melee (1d6+1/19-20)
or claw +1 melee (1d4+1); Full Atk: shortsword +1 melee
(1d6+1/19-20) or 2 claws +1 melee (1d4+1); SQ DR 5/
bludgeon, darkvision 60 ft., immunity to cold, undead traits;
AL NE; SV Fort +0, Ref +1, Will +2
Str 13 Dex 13 Con - Int - Wis 10 Cha 1.
Feats: Improved Initiative
Undead Traits: Immune to mind-infl uencing effects,
poison, sleep, paralysis, stunning, and disease. Not subject
to critical hits, subdual damage, ability damage, energy
drain, or death from massive damage
DM Only
The key in the fountain unlocks the door.
The font is long dry, but its magical effects are still present. If
suffi cient water is placed in the font (such as with create water)
the font begins to work again. Anyone who drinks from the
font gains the effects of an aid spell. The spell acts as if cast
by a 5th-level cleric.
8. desecrated chapel
DM Only
IF there are no demihumans in the party you should adjust the
box text below.
The room beyond the iron bound door is much larger
than the domed room you just came from. The
darkness prevents many of you from seeing to the far
side of the room. Several rotten and rent tapestries line
the walls and at the far end lays a small table or altar.
Two large sarcophagi squat on either side of the altar.
Otherwise, the room appears vacant.
Alcoves fl ank either side of the narrow passage here.
Each is fi lled with several niches containing the bones
of those long dead. Mostly tattered burial shrouds
hang from the niches, but in a few spots the glint of
metal suggests something potentially more valuable.
First Things First (EL 4)
Here lies the greatest of the warriors. Cursed in death by
an ancient artifact of evil, he lives out his eternal existence
as a ghast. The locked door has prevented him from leaving
these many long years. He has heard the PCs as they
fi ddled with the door and is currently crouched behind a
sarcophagus.
What Else?
A Search check (DC 20) reveals some small piece of jewelry.
There are six such pieces in each set of alcoves.
Treasure
6 small pieces of jewelry, worth 20 gp each and 5 light steel
shields, worth 5 gp each.
DM Only
Roll a hide check for the ghast, giving it a +4 circumstance
bonus because it is crouched behind the coffi n. Compare it to
spot checks made by PCs as they enter the room. The ghast
attacks whoever comes close to the sarcophagi fi rst. Once he has
paralyzed a foe he moves to attack another.
7. dry font
The hallway opens up here into a circular chamber. The
ceiling above is domed, and frescoes similar to those
in the lit room above decorate both it and the walls. A
small fountain of a comely looking man pouring water
out of an Urn around a group of eager children stands
dry and silent, dominating the center of the room. A
single iron door on the far side of the room is the only
other visible exit.
Ghast: CR 3 ; Medium Undead (6 ft. tall); HD 4d12+3;
hp 29; Init +3; Spd 30 ft. (6 squares); AC 17 (+3 Dex,
+4 Natural), touch 12, fl at footed 14; Atk: bite +5 melee
(1d8+3 plus paralysis); Full atk: bite +5 melee (1d8+3 plus
paralysis) and 2 claws +3 melee (1d4+1 plus paralysis); SA
goul fever, stench, paralysis; SQ darkvision 60 ft., undead
traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will
+6
Str 17 Dex 17 Con - Int 13 Wis 14 Cha 16.
Skills: balance +7, climb +9, hide +8, jump +9, move
silently +8, spot +8; Feats: multiattack, toughness.
Ghoul Fever (Su): Disease – bite, Fortitude DC 15,
incubation period one day, damage 1d3 Con and 1d3 Dex.
What Else?
The iron door in the south wall is locked.
A Spot check (DC 15) or a Search check (DC 10) reveals a
key in the dry fountain.
Ancient writing circles the lip of the fountain. A Decipher
Script (DC 10) reveals the phrase.
“From the glorious lord of the Sun did we all receive aid. So
shall you too, if you but drink as we did.”
Zgłoś jeśli naruszono regulamin