pathfinder bp-3 tpr-final · like when talking and does not take a moral stand or chose sides in a...

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Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. The Prophecy Revealed, The Dark Veil, the Blackbyrne Publishing logos and all intellectual property not belonging to Paizo Publishing are exclusively owned by Blackbyrne Publishing 2011 Sample file

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Page 1: Pathfinder BP-3 TPR-Final · like when talking and does not take a moral stand or chose sides in a disagreement, remaining truely neutral. Most common magical items can be found for

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying GameCompatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. Seehttp://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on materialby E. Gary Gygax and Dave Arneson.Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, MonteCook, and Skip Williams.The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, CaseyChristofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Prophecy Revealed, The Dark Veil, the Blackbyrne Publishing logos and all intellectual property not belonging to Paizo Publishing are exclusivelyowned by Blackbyrne Publishing 2011

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VRINN’S PARADISE––––––––––––>

THE TEMPLE OF TRUTH MOONSCALE TRIBE CAMP

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“Are the Spider Islands dangerous? If I were you, lad, I wouldmake sure you never get the answer to that in person.” -Morodin, Dwarven First Mate of the Screaming Anvil cargoship.

BP3- The Prophecy Revealed is an adventure forplayers of 3rd level compatible with PathfinderRoleplaying Game. The Prophecy Revealed is writtenas a continuation of the campaign whichbegan in BP1- The Hidden Current, but can easily beadapted for single use or as part of your existingcampaign. There are 1” square battle maps suitable forprinting and using with miniatures located at the backof the book. You will need the Pathfinder RoleplayingCore Rule Book and Pathfinder Beastiary supplementto successfully run this adventure.

The Prophecy Revealed begins in the coastal townof Gull’s Port and picks up the story line from BP2-The Manor of Deceit, but can easily be adapted to anyexisting adventure or setting with little or no effort.The adventurers have been asked to escort theMoonscale lizardfolk, who were captured slaves, backto their native home on the Spider Islands, but you canuse the included hooks, or one of your own, toincorporate the players into the adventure. Thelizardfolk have been ill-treated and because of this,even once they are on their home island, they wouldnot survive the journey to back their camp. Since theydo not trust the locals, or have built up trust of theplayers (from The Manor of Deceit) they will onlytrust the players to get them home. Leaving fromGull’s Port, the players will cross the southern sectionof the Abolate Sea to the port of Vrinn’s Paradise onthe northern shores of the main island of the SpiderIslands. From there, they will travel into the jungle fortwo days to return the former slaves to their tribe.Once in the jungle, events will unfold that directlyinvolve the players deep within a new conspiracyAsked to investigate the strange “sky lights” that occuron the three nights leading up to the Full Moon, theplayers will discover they are part of a prophecyspanning thousands of years. If you are not using the

campaign arc, you can change the prophecyto match your existing campaign, or leave itintentionally vague for a future tie in.

Year 463 Time of Light- Lord John Ashtron IIcommissions multiple explorations into the AbolateSea with the intention to expand his territories and findexotic items for trade. Within three years, CaptainRenalt of the Lord’s Navy finds a small cluster ofislands that, when surveyed and mapped out, form thevague shape of a spider. The islands were actuallygiven their name by ancient explorers who came incontact with the islands most notorious native: the RedBelly Spider. Some of the first explorers came incontact with the islands most notorious native, the RedBelly Spider. The poison from even the smallestspecimen can render a fully grown man paralyzed forseveral minutes, with the larger versions causingalmost instantaneous death. Upon learning of theIsland’s discovery, Lord John Ashtron II claimed theisland as part of his territories and proceeded to sendeager settlers to the islands to establish tradesettlements and cultivation of some of the localvegetation, which became prized among the wealthy ofThallorand. Over the next several years, settlers led by ThomasVrinn built villages along the northern side of mainisland, leaving the smaller islands to the tribes oflizardfolk that live on them, and began expansion intothe surrounding jungle. The settlers found resistancein the tribes of Snake-Folk that claimed territory in thedeep jungle and on the southern end of the mainisland. They fought with religious zeal, claiming to bethe only guardians of The Prophecy. Turning the tidesagainst the settlers, the Snake-Folk began to press theoffensive against the villages along the coastlineworking their way toward Vrinn’s Paradise. With amassive show of force, Lord John Astron II sent athird of his armed forces to the island and, not onlypushed the Snake-Folk back, but continued south,wiping out not only the Snake-Folk, but several otherraces of intelligent beings such as the Lizardfolk andNaga that also called the jungle home. However, thecolonists had become reluctant to settle in the jungleand only sent in small caravans to cultivate theindigenous crops of fruits and vegetables for trade.

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Year 778 War of Lords- Unable to maintainmultiple front lines of combat on Thallorand, as wellas an uprising by the colonists who were no longerreceiving the full value of their goods, Lord AlmontAshtron grants the Spider Island colony sovereigntywith the condition that it would trade exclusively withGull’s Port. The colonists agreed to the terms andquickly established a local government centered inVrinn’s Paradise. However, due to the size of theisland compared to so few colonists, they were contentto not branch out across the island and simply governthe immediate area and some of the coastal villagesalong the northern shores. This unfortunately allowedthe increasing number of pirates in the area to establishhidden settlements on the smaller islands. Thisresulted in forcing the Lizardfolk off the smallerislands and back onto the main island. Once there,they began re-forming tribes to inhabit the southernend of the island. The tribes refused to venture intothe deep parts of the jungle the Snake-Folk oncecontrolled out of superstition that it is haunted withtheir vengeful spirits. The Snake-Folk were notcompletely wiped out and the occasional sighting oftheir scattered members fueled the superstition.

Lord” Davis Hawat- Lord Hawat, as he prefers to becalled, is the Council Leader of Vrinn’s Paradise andthe outlying territories. Since the Leader is an electedofficial, chosen by the Council from their ownmembers, he cannot officially claim “Lord” status, butthat does not prevent him from trying. Despite hisdelusions of grandeur, Davis is an honest businessmanand a true diplomat, capable of quelling any dispute,usually with mulled wine from his personal collection.Davis speaks in a lofty, but not snobbish, manner andrarely turns anyone away from a conversation. Heowns the Hawat Trade and Shipping Company, one ofthe largest in Vrinn’s Paradise, and has contracts withseveral ship captains.

The Council- The Council is made up of a total of ninebusiness owners, with one chosen to act as Leaderuntil removed by either a Council vote, or naturalcauses. To get on The Council, however, is achallenge all on its own since the existing Council getsto appoint any new members if a seat is spontaneouslyvacated, otherwise it’s by general election. Due to thecloseness of the business community, most electionsare a formality and are manipulated by the other

Council members. The only time a seat is vacated iseither by that member’s business failing, voluntaryretirement, by vote of The Council or natural causes.The Council is, for the most part, a fair governingbody, but also made up of merchants who will almostalways vote in favor of commerce (specifically theirs)over community issues.

Doregard Crossaxe- Doregard is the dwarven DockMaster in Vrinn’s Paradise and the first person anyvisitor comes in contact with. His personal policy is toenforce a mandatory quarantine on any inbound shipnot already established with the commonwealth ofVrinn’s Paradise. Doregard has several “enforcers”loyal to him and uses them to his advantage bycollecting “docking fees” from the many merchantships that trades in the port town. His hygiene isquestionable, but not grotesque, and he speaks in aguttural, slang version of Common.

Torren Dorshmear- Torren is a tiefling sorcerer whohas been sent by his Master to the Spider Islands inorder to seek the Temple of Truth: a ziggurat built bythe Snake-Folk over 10,000 years ago. The templewas said to contain a prophecy of vague origin aboutthe rise and fall of a powerful evil being. Torren haslocated the temple and has spent the last three monthsexploring the tunnels within trying to find anything

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that resembles a prophecy. There is only one roomthat has not been explored, and it is sealed by anunknown magic that has prevented Torren fromopening the door. Thinking that it must be opened byone of the native reptilian magic users, Torren has senthis henchmen and some of the Onyxscale lizardfolk onnighttime raids to kidnap shamans of various tribes.Using an elemental bound airship that Torren stole inGull’s Port six months prior, the henchmen use themagic “spotlights” to disorientate the creatures andthen trap them with the cargo nets. These are the “skylights” that the Moonscale tribe tells the players aboutwhen they arrive in the camp. Playing to thesuperstitious nature of the locals, Torren plans theseraids on the three nights leading up to the full moonfor the three months just prior to the players’ arrival,and then spends the time in between using thekidnapped creatures to try and open the door.Unknown to the players or Torren, his “Master” is thelich previously encountered in Borland Falls, known tothe players as Xalander Darkchanter. (see BP-1 TheHidden Current)

Ixmiel- Ixmiel is the only merchant of magical goodsas a business front, but specializes in stolen orscavenged artifacts from the depths of Spider Island’sjungles. He also deals in contraband substances andsupplied the Red Death Pirates with not only thevenom from the Red Belly Spider, but also the

alchemical products used in Dalacore Smythe’sexperiments. (see The Manor of Deceit for moredetails) Ixmeil is a dark elf that was exiled from hisunderground home on the mainland, and sought refugefrom society as a whole. He is very cold and business-like when talking and does not take a moral stand orchose sides in a disagreement, remaining truelyneutral. Most common magical items can be found forsale at Dark Art Goods, but it is the GM’s discretion asto what the players may have access to. Of course, dueto the remote location, the goods found should be 15-25% higher than those found in a larger, mainlandsettlement. Use skill checks to barter with Ixmiel todetermine the final price.Diplomacy or Bluff: Likeable DC 15, Indifferent DC17, Hostile DC 20

Taq’pek- Shaman and leader of the Moonscale tribe.Taq’pek does not trust outsiders and prefers the shootfirst approach to those who venture too near the camp.When the players get close enough while transportingthe slaves back to their home, Taq’pek will reluctantlywelcome them for returning the slaves. Taq’pek doesnot always speak directly with outsiders, preferring touse a telepathic link to one of his apprentices.

Moonscale Lizardfolk- The Moonscale tribe tries tolive in peace, avoiding conflict as often as possible.It’s because of this that the people of Vrinn’s Paradisetolerate the tribe when they venture into town to tradegoods. Having no need for gold, they have sense ofvalue so the “treasures” they find in the jungle andbring to town are rewarded with basic, commonfoodstuffs that are a pale comparison to the actualvalue of these items. Their primary merchant for thesetrades is Ixmiel who constantly defrauds them on thevalue of the items brought to him, this is his mainsource for reselling items to adventurers. Being almostcomplete opposites of the Onyxscale Lizardfolk, theMoonscales don’t interact at all with them, and flee onsight.

Onyxscale_Lizardfolk- Onyxscale lizardfolk live onthe southwest corner of the island and are bothintelligent and brutal. Until recently, they had beenliving in caves along the coast, keeping to themselvesand occasionally attacking ships that wandered tooclose to the island. Onyxscale lizard folk stand aroundseven feet tall with deep blue scales and fins.Vulnerable to any bright light, especially sunlight, theOnyxscale lizardfolk are mostly nocturnal, but canventure out in the daylight at a severe disadvantage.

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