Sample file - Dungeon Masters Guild
Transcription
Sample file - Dungeon Masters Guild
Elminster’s Letters #1 • The Plague Lab Start • The exact adventure location is up to you. Any Sword Coast or North forested area should fit well. • Adventure’s paragraphs are linked to Map’s sections through their numbers. This entrance is made of solid fir timber. It is not stuck, locked or barred, but it is protected by a magic trap. T hundering D oor Magic trap. This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical bolt of sonic force from the nearby door (the plate is marked with an ‘X’ on the map). The DC is 15 to spot the pressure plate, as well as faint wave-shaped marks on the ground. A spell or other effect that can sense the presence of magic, such as Detect magic, reveals an aura of evocation magic around the door. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the door to release a 30-foot cone of concussive sound. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful Dispel magic (DC 16) cast on the door destroys the trap. If the party manages to overcome the trap without activating it, a reward of 1,500 XPs can be split among the PCs. Sa m ple • No light sources are present in the complex. The elves inhabiting it rely on their darkvision almost exclusively. 1 • Main door file Dear DM, if you decide to use the adventure hook included in this product’s prop, the adventure simply starts just after the PCs are teleported near Eldreth Veluuthra’s laboratory (assume a Teleport spell with an “Associated object” familiarity level because Elminster’s letter contains, in its fabric, a large leaf of a tree located very near the den). Otherwise, different reasons for PCs involvement may surely exist: the revenge for a beloved person killed by the racist elves, for example, or the fruit of characters’ investigations related to the sinister secret society. Anyway, first of all PCs shall gain access to the small underground complex (built in a wooded hill) in which the Eldreth members are working on their biological weapon, probably through the Main Door. • Activating the trap alerts the Guards of area 2 making impossible surprising them. 2 • Guardroom Two skilled and robust wood elves (Varis and Silaqui) act as guards for the complex, defending Xanaphia Xiloscient (see below) during her work as laboratory “scientist”. • When not alarmed, the guards take regular cycles of Trance. The probability of finding one of them in such state is 1 out of 6. Dungeon dressing. As for the Appendix A of the DM Guide, this room has an Earthy odor with some Leaves and twigs on the ground. Besides a soft Carpet and a comfortable Sofa can be found here. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Davide Quatrini and Danilo Moretti and published under the Community Content Agreement for Dungeon Masters Guild. •2• Elminster’s Letters #1 • The Plague Lab 3 • Storage V aris & S ilaqui Medium humanoid (wood elf), neutral evil Armor Class 16 (studded leather) Hit Points 65 (10d8 + 20) Speed 35 ft. CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 14 (+2) Saving Throws Str +4, Dex +5, Wis +3 Skills Athletics +4, Deception +4, Perception +3 Senses darkvision 60 ft., passive Perception 11 Languages Elvish, Common Challenge 2 (450 XP) m A ctions 4 • The Lab ple Fey Ancestry. Varis & Silaqui have advantage on saving throws against being charmed, and magic can’t put them to sleep. Mask of the Wild. Varis & Silaqui can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena. The Eldreth Veluuthra complex in the hill is built using ancient elvish “ecologic” means: for this reason, the two wood elves can use this trait anywhere in the dungeon. Dungeon dressing. As for the Appendix A of the DM Guide, the air in this room is Clear but cold, with a Chlorine odor. Besides Sacks full of dried fruit and a Fountain can be found here. Trick. a little Glass sculpture depicting a money changer gnome lies in a corner of the room. If touched, it changes all the gold present in a 20-foot radius sphere centered on the figurine into copper. The transmutation is permanent and can be reverted only using a Wish spell. Instead, if the sculpture is hit by a wizard using her staff (no check needed), it crumbles into dust and the character can automatically add the Shatter spell to her spellbook. The figurine loses all its powers if ever removed from the storage room, and its peculiarities can be learned with a DC 20 History check. file STR DEX 15 (+2) 18 (+4) The members of the Eldreth store some useful things here. The chamber is closed by a simple wooden door (AC 15, 20 hp, break Strength check DC 13) with a standard lock (pick Dexterity check DC 15). Sa Multiattack. The wood elf makes three melee attacks: two with its shortsword and one with its dagger. Or the elf makes two ranged attacks with its daggers. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. R eactions Parry. The elf adds 2 to its AC against one melee attack that would hit it. To do so, the elf must see the attacker and be wielding a melee weapon. A cruel and beautiful arcanist called Xanaphia Xiloscient works here on the magical bacteria the conspirators want to use as a bio-weapon. The germ is not full developed at the moment and for this reason the moon elf is ready to fight until death for accomplishing her job. • When not alarmed, the mage takes regular cycles of Trance. The probability of finding her in such state is 1 out of 6. Dungeon dressing. as for the Appendix A of the DM Guide, the Alembics on the laboratory Desks emit Hissing noises, spreading a Moldy odor into the Steamy air. Behind a components’ rack leaning towards the north wall there is a concealed door leading to The Lake (area 5). T reasure Each guard has 4 pp. Silaqui has also the key of the Storage (area 3). •3• Elminster’s Letters #1 • The Plague Lab 5 • The Lake Medium humanoid (moon elf), neutral evil Armor Class 13 (16 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR DEX 9 (-1) 16 (+3) CON INT WIS CHA 11 (+0) 18 (+4) 12 (+1) 14 (+2) Saving Throws Int +7, Wis +4 Skills Arcana +7, History +7, Perception +4 Senses: darkvision 60 ft., passive Perception 11 Languages Elvish, Common, Draconic, Undercommon, Infernal Challenge 6 (2,300 XP) Fey Ancestry. Xanaphia Xiloscient has advantage on saving throws against being charmed, and magic can’t put her to sleep. Spellcasting. Xanaphia is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared: U nderdark S hark Huge beast, unaligned Armor Class 14 (natural armor) Hit Points 115 (10d12 + 50) Speed 0 ft., swim 50 ft. STR DEX 23 (+6) 11 (+0) CON 21 (+5) INT WIS CHA 1 (-5) 10 (+0) 5 (-3) Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 5 (1,800 XP) A ctions Sa m ple Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold The iron-banded chest in which the evil elves keep their monetary reserves lays on the center of this underground mere (the water depth is 20 feet there). The chest can be easily opened when retrieved, but the Eldreth put a terrible guard in the lake. Dungeon dressing. as for the Appendix A of the DM Guide, here the air is Hazy and humid and has a Putrid odor. On the east part of the shore a large 10-foot diameter hole can be easily noticed on the sandy ground: it leads to the Underdark (see “Aftermath”). file X anaphia X iloscient Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. T reasure Xanaphia carries a silver necklace with a white jade pendant worth 150 gp. Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Water Breathing. The shark can breathe only underwater, and specifically only soft water of the Underdark. A ctions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. The Underdark Shark is slightly smaller than its sea cousin, but it has a tougher skin due to a denser cartilage. T reasure The shark has not valuable items by itself, but the iron chest contains five black onyxes (50 gp each), 2,500 sp and two jars of Keoghtom’s Ointment in a waterproof leather casing. Aftermath CREDITS Concept, Design & Text: Davide Quatrini Layout, Graphics and Editing: Inspired Device English Language Check: Monica Rizzi At DM’s discretion some evidences related to Eldreth Veluuthra future activities can be found among Xanaphia belongings, leading the PCs towards further investigations about the secret society. Moreover, the hole near the lake (area 5) can be used for accessing the Underdark. Finally it must be noted that, obviously, Elminster magic does not bring back the PCs to their home base after the mission, so finding the right path for returning can also be an adventure by itself (the Sage legendary sense of humor...). •4• Sa m ple file Elminster’s Letters #1 • The Plague Lab •5•