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.
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• No light sources are present in the complex. The elves
inhabiting it rely on their darkvision almost exclusively.
1 • Main door
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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)
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A ctions
4 • The Lab
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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.
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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
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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”).
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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...).
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Elminster’s Letters #1 • The Plague Lab
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