Anauroch-The Empire of Shade.pdf

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Anauroch: The Empire of Shade
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ing sands of Anauroch, the very fabric of
magic itself vanishes. Spells no longer work,
once-powerful weapons lie inert, and even the haunted halls of
long-forgotten ruins shudder as the ghosts and wraiths of their
former denizens simply vanish. The Princes of Shade are prepar-
ing to march across the breadth of the land—and with the help
of Shar’s clergy, annihilate the Weave once and for all.
With magic silenced all across the Great Sand Sea, the Shado-
vars seem impregnable in their fl oating city. But someone must
fi nd a way to put a stop to their fell schemes, even if it means
taking the battle into the scorching desert and confronting the
shades on their own doorstep—without magical aid.
Anauroch: The Empire of Shade is a D UNGEONS & D RAG -
ONS ® adventure designed for four 13th-level characters. Player
characters will advance through 14th level and into 15th level
during the course of the adventure, and perhaps reach 16th or
17th level by its conclusion.
III (MM3), Monster Manual IV (MM4), Monsters of Faerûn
(Mon), Player’s Guide to Faerûn (PG), Races of Faerûn (Rac),
Sandstorm (San), and Underdark (Und).
Although this adventure is a sequel to the previous two ad-
ventures in a series— Cormyr: The Tearing of the Weave and
Shadowdale: The Scouring of the Land —you don’t need to play
through those adventures before running this one. Anauroch: The
Empire of Shade works just fi ne as a stand-alone adventure.
We recommend that you review the information presented on
Anauroch and the shades in the F ORGOTTEN R EALMS Campaign
Setting ( pages 99 and 280, respectively) before running this adven-
ture. You’ll also fi nd more detailed information about Anauroch
in the appendix of this adventure.
This adventure uses a tactical format to describe encounters
that are likely to result in combat. The adventure is divided into
a narrative (the start of each chapter), in which encounters and
location descriptions are presented in the traditional manner, and
tactical encounters at the end of each chapter, in which specifi c
battles are laid out in an easy-to-run format.
Preparation
You need four books to run this adventure: the Player’s Hand-
book ( PH ), the Dungeon Master’s Guide ( DMG ), the Monster
Manual ( MM ), and the F ORGOTTEN R EALMS Campaign Setting
( FR ). Also, much of the information on hazards of the desert is
based on rules introduced in Sandstorm. You don’t have to have
that book to enjoy the plot, but it’s a good resource for desert-
themed adventuring.
Throughout this book, abbreviations (often in superscript type)
are used to denote game elements and other materials that appear
in certain supplements. Those supplements and their abbreviations
are as follows: Complete Warrior (CW), Magic of Faerûn (Mag),
Epic Level Handbook (ELH), Expanded Psionics Handbook
(EPH), Fiend Folio (FF), Libris Mortis (LM), Lost Empires of
Faerûn (LE), Monster Manual II (MM2), Monster Manual
Get More at D&d Insider!
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A s scorching breezes swirl across the hot, burn-
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I NTRODUCTION
Tactıcal Format
The keyed entries in the text present, in essence, a fl owchart of
the adventure. Locations or event-based encounters that result
in a fi ght have a corresponding tactical encounter at the end of
the chapter in question.
When the adventure narrative directs you to refer to a tacti-
cal encounter, simply turn to the indicated page.
The most obvious feature of each tactical encounter is the map
of the room or area where the encounter occurs. A variety of text
entries accompany each map: a Setup section, information to be
read aloud to the players, and other details specifying features of
the tactical area. Begin with the Setup section fi rst, which describes
the initial creature positions and circumstances of the battle. The
remaining sections include creature descriptions and statistics,
creature tactics, traps (if any), and other related information.
The encounters in this adventure are designed for use with
D UNGEONS & D RAGONS ® Miniatures. In some cases, a miniature
you own might represent a character or creature perfectly. If you
don’t have the exact miniature, just substitute another miniature
of the same size and tell the players what the miniature you’re
using represents.
square. If it covers less than half of a square, it doesn’t extend
into that square.
For example, if an area of light undergrowth skirts around the
edges of a square, but the rest of the square is clear, then there’s
no extra movement cost to enter that square. If the undergrowth
reaches past the middle of the square, the square costs 2 squares
to move into.
Adventure Background
In –700 DR, while she was contributing to the Roll of Years, the
seer known as Augathra the Mad began having dark visions. The
Book of the Black was the result of those horrifying prophesies.
Tormented by the Black Chronology she saw woven between the
years, Augathra began wandering Faerûn, slowly being driven
insane and earning her moniker.
After years of being lost, the Book of the Black came into
the possession of the Dark Diviners of Windsong Tower, who
retrieved it from the Fane of Shadows in 684 DR. Inspired by
the Book of the Black and their own ability to see the future, the
Dark Diviners of Windsong Tower deduced a coming weakness of
Shar and penned their observations in a second tome, the Leaves
of One Night.
Shar immediately cursed the Diviners’ writings, and shortly
thereafter, thieves in the employ of the Church of Shar stole the
Diviners’ copy of the Book of the Black, as well as the only copy
of the Leaves of One Night. In the hope of recreating their work
H OW TO U SE T ACTICAL M APS
As described on DMG 59, if a map feature covers more than half
of a given square, the feature is considered to extend into that
Coming from Shadowdale
Groups who played through the adventure previous to this
one— Shadowdale: The Scouring of the Land —might need
an additional trail of bread crumbs to follow to reach the
beginning of this plot. Here are some guidelines and advice
on how to best achieve the transition between the two
adventures.
First off, a number of clues point to the involvement of the
Shadovars in the Shadowdale adventure. The most telltale of
these is Esvele’s letter from Prince Yder Tanthul. It not only
clearly states the shades’ involvement but also provides numer-
ous clues to the next destination for the PCs—the remains
of Windsong Tower in Myth Drannor. If the characters did
not fi nd the letter but managed to collect Eregul’s Windsong
To w e r k i n r i n g , it shouldn’t be too hard to fi nd a sage who can
identify its origins.
If the group was unable to acquire either of these pieces
of evidence, there are still obvious clues pointing to the Sha-
dovars. The emissary Irphiina inhabits the lair of Alokkair
the lich as his guest. If the characters managed to parlay with
her rather than merely slaughtering her, she readily admitted
to being a citizen of the City of Shade and in the service of
Lord Telamont. If the PCs succeeded in driving off the shadow
simulacrum of Prince Yder Tanthul, they might have acquired
additional evidence of Shadovar meddling.
Even if the characters were unable to interact with either
of these individuals, authority fi gures in Shadowdale ought to
be able to recognize a shade corpse and deduce the complicity
of the Shadovars.
What would remain at that point, then, would be an ad-
ditional nudge in the direction of Windsong Tower rather
than directly toward the desert. Simply arrange for the letter
and ring from that adventure to fall into the characters’
hands—either they fi nd the items on another body (with the
addressee’s name changed on the letter) or some minor offi -
cial (perhaps a military offi cer helping to clean up the town
in the aftermath of the fi ghting) brings the items to the PCs
as “fi ndings of interest.” If they still don’t deduce where to
go next, any of the remaining members of the leadership in
Shadowdale can take a look at the clues and suggest that a
journey to the tower is in order.
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How To Use the
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