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Page 1: D&D Free Adventures

D&D AdventureThe Hallow OnesLast updated 8/08/2008

Set in the world of Terramater (Earth Mother)

World Era

This campaign is set in the era of Necoterramater (Death to mother earth)The world is in a state of decay. The undead scourge have ravaged the lands. Cities only exist as Oasis’s within the sea of death known as the dead-lands. Barely managing to hold onto the remains of humanity as the undead tirelessly trudge forward, conquering cities upon cities. The beautiful Elvin cities are no more, there race now fragmented within human populace within the safety of the strong holds. There prolonged lifespan suiting them well for the role of advisors amongst the monarchy, as they are able to serve literally hundreds of human generations. The great stone temples and buildings that once belonged to the surface dwelling dwarfs are little more than a myth, now employed as labor men and soldiers, while halflings work as merchants and thieves within the strongholds. Orc’s are only found within the most remote areas of the wastelands, gnomes and subterranean dwarfs have burrowed deeper into Terramater to avoid the scourge. Yet, despite everyone’s efforts, the impending doom is only too obvious. With each mortal death, the undead legions grow stronger. Defeat is merely a matter of time – another thing the undead have all to much off.

The Hallow Ones

This is to go before the Hidden Treasure adventures.

I hope to outline the beginning and end. The bigger picture so to speak

Legend has it that many upon many of millions of years ago, there existed a race off man far superior to there former decadence today known only amongst the most learned scholars as the Archons. This breed of man lived beyond the seasons, beyond the passing of time. Having existed well before any other species, the Archons spent a great deal of there believed existence, shaping what is as we know it today.

Wizard, Fighter, Cleric

The three chosen ones are set out on a mission to stop a great evil. If they do not stop said evil by said time, a horrible fate will come to town/region/kingdom/world

Need to find a reason the chosen one are indeed chosen

Plot summary

Father/King is assassinated.Players are sent out to safety.Players seek revenge on the criminal who assassinated their king/father.Players track criminal to a large thieves guild.Players find out that they were hired by a passing travelerPlayers must track down travelerTraveler turns out to be the slave off an evil NecromancerNecromancer is working for the Illithids providing them with slaves, while the illithids reward him by prolonging his life.

Becoming Adventurers

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D&D AdventureThe Hallow OnesLast updated 8/08/2008 The beginning

Players begin in the city of Chardun within the province of Benok, going about there daily chores off everyday life. The breeze from the south is cold and crisp as the weeks progress deeper into the season of Fireseek.

King Ballard seems to be unsettled for some reason today.

An unexpected meat merchant arrives at the kingdom. He is granted a two day passage into the kingdom. (Gather Information DC10) The strangest thing, when the merchant arrived there were no signs of an escort. There’s no way he could have made it across the dead-lands without protection alive.

Weakening in the aura emission of from the last tower of light has been reported. King Ballard commands his three sons to speak to General Akramor to arrange a fleet of 20 troops to escort Magi Amer to the tower for examination. The tower is half a days travel east of the castle.Amer says that he will be several hours and for his escort to wait. On the second hour, strange small black specs can be seen on the horizon. On the third hour, the specs seem to be getting larger, they apart to be moving towards Chardun.

(Spot Check DC 15) An eerie green glow is spotted on the horizon

On sunset, the town is raided by flying Ghouls, sweeping, tearing, and ripping everyone to shreds as they flee the streets. Guards attempt to fight them off, achieving little but to slow them down.

(Note to DM: That night, amongst the chaos, an assassin creeps into the king’s quarter and kills him.)

Kings Scout delivers message to his sons that there father has been attacked and for them to come to his quarters immediately.

Upon arrival there father is lying in his bed with three Clerics attending to his wounds. His face pale and leathery covered with sweat. “My Sons” he says as they approach his bed. “I’m sorry I let this happen. Speak to Lisantallis, he will know what to do”– And with that, he dies.

Lisantallis face is riddled with sorrow at the death of King Ballard, taking a deep breath he speaks - “Times are dark, Sons of Chardun. The undead have broken through out defences, and our city is under siege. But, there is hope. Here take this map and your fathers seal. Travel to Vendal where you shal meet Dwarf Durgmor, the last standing general of the first undead invasion. He will know what to do.” –Players are issued a map and kings seal

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D&D AdventureThe Hallow OnesLast updated 8/08/2008 TOWN INFOCHARDUNTown Specs

Population: 40,000 peopleGP Limit: 40,000Trade Exports: Fur, Wood Import: Grain, Meat

Alignment: Lawful GoodPower Centre: MonarchGuards: 10,000Buildings: (any standard buildings found in major city) Blinding light Tavern, Grain Silo

Town Description – Chardun, the capital off Benok, the last major foothold for humanity. Protected by the great towers of holy might which emanate a blanket of powerful magic that covers and protect the city from the undead scourge.

Knowledge (Local) – (DC12) The blinding light tavern is where all the experienced warriors drink. (DC20) The thieves guild can be located under a secret trapdoor somewhere near the Grain silo.

Knowledge (History) - (DC10) The great towers were built by an ancient race of surface dwelling dwarfs. Ledged has it, they had only half built the last tower when the undead made there first attack against Chardun. Both human and dwarf combined there armies and fought side by side against the scourge. Many days passed, the Chardunian armies could not hold the undead off for much longer, on the final day just before the last line of soldiers had been slain, the tower was finally erected, a bright white light stretched across the province and enveloped the city, victory was Chardun’s.

(DC 16) Approximately 15 years ago Queen Leona fell ill, King Ballard summoned the best clerics throughout the land, yet none of them could heal her. Fearing for his Queens life, King Ballard left Chardun leaving his chief advisor Lisantellis in charge.Having served the Chardunian monarchy for several generations everything ran smoothly. Towards the coming of the new year King Ballard returned with a small elixir vial, luckily the Clerics were able to retard Queen Leona’s death. King Ballard administered the elixir to his wife, and within a few days she recovered from the illness which had bedridden her for so long. Some say that King Ballard sold his soul for the elixir, others say that travelling through dead-lands is enough to do that to a man alone. As far fetched as the rumours are, there’s one thing for certain, the glint of joy that once inhabited his eyes each time he looked out across his people, was no more.

NPCsAmer: apprentice Wizard of the magic guild in ChardunHendric: head soldier of the Chundarian armyCaptian Simmons: Captian of the Chundarian armyLisantallis: King Ballards advisor

King Ballard: King of Chardun, and father to the princes.Timmy: Troublesome commoner boyMysterious traveller: Assasian

MONSTOR INFOSPRAWLING’S (Flying Ghoul)Hit Dice: 1d6Initiative: +2 dexSpeed: Land 30ft, Flying 60ftAC: 13 (+2 dex, +1 natural)Attacks: Bite +2 meleeDamage: Bite 1d4Face/Reach: 5ft by 5ftSpecial Attacks: NoneSpecial Qualities: UndeadSaves: Fort +0, Ref +2, Will +3

Abilities: Str 10, Dex 15, Con --, Int 10, Wis, 12, Cha 14Skills: Hide +5, Intuit direction +3, Jump +6, Search +3, Spot + 4, Listen +6, Feats: Multiattack, Weapon Finesse (Bite)Climate/Terrain: Any land and AirOrganization: Solitary, Gang (2-4), Pack (7-12)Challenge Rating: 2Treasure: NoneAlignment: Chaotic EvilAdvancment Range: 1-2HD (medium size)

Stench: The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed a fortitude check (DC13) or be racked with nausea, suffering a -2 moral penalty to all attacks,

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D&D AdventureThe Hallow OnesLast updated 8/08/2008 saves and skill checks for 1D4 rounds.

Long Road AheadInitiation

The Towers of Light have been sabotaged and Chardun is under assault from the undead. The princes are fleeing for a nearby town named Vendal, where a dwarven fighter by the name of Boramack, once renowned for his skill and prowess on the battlefield is lodging. It is he who holds the secret to repairing the Towers of Light.

But before they reach them, they must survive the vial and treacherous Deadlands.With them travel Captian Simmons and his leading soldier Hendric.

Vendal is approximately three weeks journey northeast of Chardun (Note to DM: two and a half weeks if a character with intuit direction leads, and two seeks if they have both intuit direction and Wilderness Lore) First the princes must travel through the Deadland plains, where steam can be seen at night from the decomposing grass and shrubs that reek of the vial stench of death. The eerie green glow can still be seen on the horizon to the west. Skeletons rise from the earth in the night, while the occasional Sprawling can be seen high in the sky in early morning and at dusk.(Knowledge Nature check DC 15) You feel as if it’s almost as if the Deadlands can sense your presence.

On the seventh day (Note to DM: sixth day with intuit direction, fourth day with both Intuit Direction and Wilderness Lore) the party can see the silhouette of leafless tree trunks, that once formed the Tilithian forest, now known as the Forest of Whispers. The forest is believed to inhabit the souls of dead children who have become lost and died within it.

(Knowledge History check DC: 15) The Tilithian forest was once home to a Clan of Wood elves who were renowned for there wood crafting skills throughout Benok. It is said that they once held the key to forging weapons from wood, but with the strength of steel.

The princes reach the forest by the Tenth day, (Note to DM: eighth day with intuit direction, sixth day with both Intuit Direction and Wilderness Lore)

The rations are getting low.

The trees are the corpses of dead Sylvania pine trees that extend twenty there bonelike branches reach for the sky. A discordant whistling sound is generated as the cold winters breeze weaves through the forest. Rotting pine needles blanket the ground, making the path hard to see, and sixty feet into the forest a shroud of darkness completely engulfs it.

The forest takes ten days to travel through (nine days with intuit direction, sight days with intuit direction and wilderness lore) and one days travel to get to Vendal

NPCs

Hendric: head soldier of the Chundarian armyCaptian Simmons: Captian of the Chundarian army

Page 4/9By [email protected]

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D&D AdventureThe Hallow OnesLast updated 8/08/2008 MONSTOR INFO

SKELETON

Hit Dice: 1d6Initiative: +5 (+1 dex, +4 improved initiative)Speed: Land 30ftAC: 13 (+1 dex, +2 natural)Attacks: 2 claws +0 meleeDamage: 1d4Face/Reach: 5ft by 5ftSpecial Attacks: NoneSpecial Qualities: UndeadSaves: Fort +0, Ref +1, Will +2

Abilities: Str 8, Dex 12, Con --, Int --, Wis, 10, Cha 11Feats: Improved initiativeClimate/Terrain: Any land and undergroundOrganization: Solitary, Gang (2-4), Pack (7-12)Challenge Rating: 1Treasure: NoneAlignment: Always NeutralAdvancement Range: 1-2HD (medium size)

Skeletons are the animated bones of the dead, mindless automatons they obey the orders of their evil masters.

SPRAWLING’S (Flying Ghoul)Hit Dice: 1d6Initiative: +2 dexSpeed: Land 30ft, Flying 60ftAC: 13 (+2 dex, +1 natural)Attacks: Bite +2 meleeDamage: Bite 1d4Face/Reach: 5ft by 5ftSpecial Attacks: NoneSpecial Qualities: UndeadSaves: Fort +0, Ref +2, Will +3

Abilities: Str 10, Dex 15, Con --, Int 10, Wis, 12, Cha 14Skills: Hide +5, Intuit direction +3, Jump +6, Search +3, Spot + 4, Listen +6, Feats: Multiattack, Weapon Finesse (Bite)Climate/Terrain: Any land and AirOrganization: Solitary, Gang (2-4), Pack (7-12)Challenge Rating: 2Treasure: NoneAlignment: Chaotic EvilAdvancement Range: 1-2HD (medium size)

Stench: The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed a fortitude check (DC13) or be racked with nausea, suffering a -2 moral penalty to all attacks, saves and skill checks for 1D4 rounds.

MINOR WISP

Hit Dice: 1d4Initiative: +7 (+3 dex, +4 improved initiative)Speed: Land 50ftAC: 15 (+3 dex, +2 natural)Attacks: SpecialDamage: SpecialFace/Reach: 5ft by 5ftSpecial Attacks: Twist soulSpecial Qualities: IncorperalSaves: Fort +0, Ref +3, Will +5

Abilities: Str 8, Dex 12, Con --, Int --, Wis, 10, Cha 11Feats: Improved initiativeClimate/Terrain: Any land and undergroundOrganization: Solitary, Gang (2-4), Pack (7-12)Challenge Rating: 3Treasure: NoneAlignment: Always NeutralAdvancment Range: 1-2HD (medium size)

Wisps are the souls of dead children. Appear at dusk to midnight.

Twist soul; the wisp twists and contorts the very essence from a persons being, causing them 1d4 physical, no save, and 1d4 temporary Wisdom damage (Will save DC13 negates). If a character fails the Will save he/she will suffer from random fits of psychosis and paranoia lasting for approximately 1d4 hours at a time (at the DMs wish) for 1d4 days per point of damage taken.

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D&D AdventureThe Hallow OnesLast updated 8/08/2008

Old WoundsInitiation Continued

Having traveled across the Deadlands, and passing through the cursed Forest of Whispers, the princes arrive at the boarders of Vendal feeling hungry, and tired. What now appears to be a ghost-town lye the remains of a former battle. Ruins of walls, houses and weapon racks are scattered across its boarders within the Deadlands. Yet despite its bleak appearance, a source of light can be seen in the distance.

Hendric (who’s skin now looks pale) informs the princes that he is feeling ill “My apologies your hyenas, but I fear *cough* that I have fallen ill *cough* these curse ad Deadlands are sapping the life out of me as we speak *cough* May we venture onward to find an inn where I can rest?”

You approach the town, on the left hand side of the worn dirt path lie’s residential houses and an Inn with a sign overhanging the door reading “Golden Brew Tavern”. Most of the buildings in Vendal are made from yellow clay bricks with the exception of the tavern and grain silo which are made from wood.On the right you can see a small wooden notice board with a few pieces of paper attached to it, a small general store, and what appears to be a town hall.

Upon questioning anyone on the whereabouts of Boramak no one seems to know anyone by that name. A gather information check will reveal that a Dwarf named Kamarob runs a Blacksmith a few hundred feet north of the General Store.

Kamarob is a stout burley, dwarf who’s skin is covered in black soot from the furnace.

When mentioning that King Ballard has been poisoned, the towers have been sabotaged and that Chardun may fall, Kamarob will reveal his true identity as Boramak.

Boramak is the last standing general from the great war of the Towers of Light, after which he was appointed lordship and given a plot of land Northeast of Chardun. That night following a feast held in Boramaks name, Boramak and King Ballard were seen in a confrontation. The next morning, Boramak left Chardun for his plot of land never to return to Chardun.

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D&D AdventureThe Hallow OnesLast updated 8/08/2008

VENDALTown SpecsPopulation: 400 peopleGP Limit: 1,000Trade Exports: Pottery, MetalsImport: Fur

Alignment: Neutral GoodPower Centre: ConventionalGuards: 100Buildings: Tavern, Inn, General store, Grain Silo, Potter, and Blacksmith

Town Description – On the left hand side of the worn dirt path lie’s residential houses and an Inn with a sign overhanging the door (the sign reads “Golden Brew Tavern”). Most of the buildings in Vendal are made from wood with the exception of the tavern and grain silo.On the right you can see a small wooden notice board with a few pieces of paper attached, a general store, and the town hall

Knowledge (Local) – (DC12) Vendal is a quiet small, simple farming town consisting of approximately one hundred and twenty residential houses. The towns services include Tavern, Inn, General store, Grain Silo, Bakery, Mills, and a BlacksmithTrade consists of wheat, grain, bread and other pastries.Vendal is known for its laid back, carefree attitude.During the day the town folk go about medial chores such tending to their crops, house cleaning, and maintaining the buildings as the children play in the open fields.

Knowledge (History) - (DC15) Vandal was foundered in the early 400’s C.Y, by a great Half-Elvin adventurer named Aranil. Reason for choosing this particular location is unknown. Not even 30 years after Aranil settled in he went mysteriously missing. The last person who saw him said he was traveling northeast carrying a good length of rope.

Town Message Board

Missing GoodsUpon inquiring about missing goods James replies, “Well, the strangest thing has been happening lately. I may be getting a little forgetful in my old age, but I swear someone has been stealing rations from the shelf over there (James points to the shelf that lines the back wall of the general store) And just yesterday a most valuable possession of mine has gone missing” James sighs then continues “Id be willing to reward you with this spy glass” James reaches under the counter and places an old spyglass on the bench.

- Upon questioning valuable possession “Ahh, well, it was 50ft of my famous spider silk rope. I used to be quite the rope maker in my younger days”

- Upon questioning spider silk rope “Its like silk rope, but only half the weight, 3lbs to be exact. People used to pay good coin for it too”Just as party are about to leave the store “Oh, before you leave, I found this broach on the floor yesterday under the back shelf. If you could return it to its owner I would be most appreciative” {Broach belongs to Fendrik, the young lad who stole the rations and rope}

Want Herb!Upon inquiring about herbs Rourg replies “Me need ginger root to be putten in da famous root beer. You bring Rourg ginger, Rourg give 2 gold coin”Upon inquiring about ginger root, “Me used to get root ½ day northwest from Vendal near large Oak tree. Rourg not go there any more because there be lots of gray nasties around these days”

Nasties in Rourgs cellarUpon inquiring about furry nasties Rourg replies, “Rourg business not go good no more cuz me not able to be getten da drinks from da cellar cuz of da furry nasties dat be bitten, and scratchen da peoples who go down dea. Me be given 10gp to who ever be getting rid of da nasties”

Page 7/9By [email protected]

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D&D AdventureThe Hallow OnesLast updated 8/08/2008 MONSTOR INFO

LARGE RATS

Hit Dice: 1d6Initiative: +4 (+4 dex)Speed: Land 20ftAC: 15 (+4 dex, +1 natural)Attacks: BiteDamage: Bite 1d4+1 (+1 str) Face/Reach: 5ft by 5ftSpecial Attacks: Infectious biteSpecial Qualities: Undead

Saves: Fort +2, Ref +4, Will +2Abilities: Str 12, Dex 16, Con 10, Int 3, Wis, 10, Cha 3Climate/Terrain: Any populated areaOrganization: Solitary, Gang (2-4), Pack (7-12)Challenge Rating: 1Treasure: NoneAlignment: Always NeutralAdvancement Range: 1-2HD (medium size)

Infectious bite: Player rolls a fortitude check DC 10 {1D20 + fortitude}. Player must make a fortitude check each day or suffer –1 constitution until a successful fortitude check is made. Heal skill {need Garlic, or Echinacea} and Cure Disease spells negate effect

UNDEAD GOBLINS

Hit Dice: 2d6Initiative: +7 (+4 dex, +4 improved initiative)Speed: Land 30ftAC: 16 (+4 dex, +2 natural)Attacks: Slash, Steel-wood Short sword and Short SpearDamage: Melee 1d6+1 (+1 str) Ranged: 1d6Face/Reach: 5ft by 5ftSpecial Attacks: Stinking BreathSpecial Qualities: UndeadSaves: Fort +0, Ref +4, Will +5

Abilities: Str 12, Dex 18, Con 10, Int 10, Wis, 10, Cha 10Skills: Hide +5, Intuit direction +3, Jump +6, Search +3, Spot + 4, Listen +6Feats: Improved initiativeClimate/Terrain: Any land and forestOrganization: Solitary, Gang (2-4), Pack (7-12)Challenge Rating: 4Treasure: NoneAlignment: Always NeutralAdvancement Range: 1-2HD (medium size)

Stinking breath: The undead Elves may exhale a cloud of stinking gas (Fort DC10 to save) as a full action supernatural ability that causes an attack of opportunity, that causes a -2 moral penalty to the players saves and attack

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D&D AdventureThe Hallow OnesLast updated 8/08/2008

KENSHINGTown Specs

Population: 800 peopleGP Limit: 2,000Trade Exports: Fur, Wood Import: Grain, Meat Alignment: Lawful Good

Power Centre: MagicalGuards: 10,000Buildings: Where House, Residential, Wandering Halfling Tavern, Silver Snake Inn, General Store, Weapons Smith, Leather Worker, Flower Town hall, Adventurers Guild and Strong Arm Temple (Order of Kord).

Town DescriptionMost of the buildings within Kenshing are made from stone, the roads are also paved. Drain holes covered by steal plates are evidence of an underground waste disposal system.

Knowledge (Local)Weekly wrestling matches are held on Freeday, the winner is awarded 10gp a free meal, all the grog he/she can drink, and stay at the Silver Snake Inn. David the great is the undefeated champion of the Freeday wrestling match

Knowledge (History)Kenshing is the oldest and most established town of Vendal and Morath. Foundered by the Order of Kord, the citizens of Kenshing hold strength and freedom in high regard.for so long. Some say that King Ballard sold his soul for the elixir, others say that travelling through dead-lands is enough to do that to a man alone. As far fetched as the rumours are, there’s one thing for certain, the glint of joy that once inhabited his eyes each time he looked out across his people, was no more.

Town Message Board (Language Common)

Wrestler wanted for this weeks match, sign up at the town hall.Rewards Given for Goblin ears, see Jorak at the Adventurers Guild Waste disposal problem, see Slick northeast alley behind the town hall.

Wrestlers (Male only event)Once per month on freeday, the people of Misenbell shire all travel to Kenshing to see David the great in the ring fighting for the values of Kord.

Upon approaching the town hall, the hustle and bustle of men standing in line boasting about their latest wrestling moves they will bring them fame in this months wrestling match. Once the players get in line, it takes approximately 30mins for them to approach the registration table. Once they do, they are greeted by the beautiful Sarah, barmaid of the Blue Toothed Dragon in Morath “My, you’re a handsome fellow aren’t you? You men seem to get stronger and better looking every year. So what be your name?” She then writes the name into a log-book. “Ok, all done, see ya in the ring this afternoon”

Gray Goblin earsUpon inquiring about the goblins ears at the Adventurers guild, “aah, so ya want to hunt ye some goblins eh? Good, good, just write ya name in the log book and be on ya way. I be rewarden ya 1gp for each goblins ear ya bring back. You’ll find them ½ a days travel Northwest of here, if you see a large oak tree, you know you’ve gone to far. Good luck Adventures”

Waste disposalThe alley way is dank, a foul gas wafts out from under the sewer plate. Adjacent from the gas is a weather beaten door, stained a dark bluish green by the bacteria that’s taken up residence on it. {Listen check DC10} You can hear someone muttering to them selves

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