DoD - Cryptic Entry.indd
Transcription
DoD - Cryptic Entry.indd
ple m Sa file Dungeons On Demand Sa m ple file Cryptic Entry Tips for the Game Master Cryptic Entry • • This is your dungeon adventure. If you don’t like how something works, change it. If you think an item or NPC from your campaign world works better than an item or NPC presented here, make the switch. If a puzzle is too hard or an encounter is too easy, drop some hints or add some monsters - do whatever is best for your game. You’re the master of your gaming world, this packet is just a guide to help you. It will present hints and opportunities for you to customize, but ultimately everything is up to you. You don’t need permission to break the mold. The encounters listed within this packet were designed by the book - but by the book isn’t always the most practical for every party of adventurers. You may need to give a monster fewer hit points, fudge some dice rolls, or just plain ignore some of the rules if you think an encounter is a risk of killing the entire party. • This adventure will work best when you take the time to read through the packet first, so you’re familiar with everything that’s going on. Sometimes the monsters that lie in wait to ambush the party, traps that are hidden from sight, or the clues to a puzzle may be glossed over if you’re not prepared. • The goal of each adventure is to give the party enough experience points to advance one level. This depends on a lot of things however - the party needs to complete most of the encounters and be of the appropriate size and level for that to work out. Ultimately, you might want to go without experience points altogether, and simply allow the players to advance to the next level once they’re finished the dungeon. This means a lot less record-keeping on you part! • The ultimate goal is to have fun! If you’re having fun while playing, then you’re playing correctly. Copyright © 2016 Dan Coleman. This Dungeons on Demand product is published through the Open Gaming License. See the License section for complete details. 2 file ple m Sa Contents Introduction........................................................................................................................................................ 4 Adventure Hooks................................................................................................................................................ 5 Dungeon Overview Map................................................................................................................................... 6 Prelude................................................................................................................................................................. 7 Encounters........................................................................................................................................................... 8 Wrapping Up....................................................................................................................................................... 20 Appendix A: New Monsters & NPCs............................................................................................................... 21 License................................................................................................................................................................. 22 3 Dungeons On Demand Dungeons On Demand are designed with Game Masters in mind, created to be instant adventure sites a GM can wholly customize to fit his or her campaign. Unlike lengthy, full scale published adventures, Dungeons On Demand can often be played in a single gaming session, requires little planning beforehand aside from reading the packet, and gives plenty of options to make the dungeon fit seamlessly within the owner’s campaign. Each dungeon has enough encounters and challenges to advance the party playing through it by one level. When Nera came of age, she was bequeathed the journal Reslin had kept with the details of his secret vault. The young girl had her father’s drive for adventure, and she soon found herself seeking out the secret place. Cryptic Entry is designed for a party of 4 to 5 1st-level adventurers. If your game has more or fewer players, you can adjust the number of monsters present in each encounter to fit the proper difficulty. Dungeon Background & Information Unfortunately, the rest of his life would come too soon. It was only a week after he learned his wife was with child that Reslin fell ill to the malady which would ultimately lead to his death. He’d be denied the chance at being a father, but he’d be damned if anyone would deny his son his inheritance. Sa m ple In the few short months before his passing, Reslin spent his remaining energy, and plenty of gold constructing an elaborate, underground vault. The vault was secured in the mountain Skysplinter, its entrance hidden behind Razorfall, one of the mountain’s three water falls. The entire thing was created in secret, and Reslin spared no expense in its making. He employed the talents of skilled dwarves to carve out the vault, and the magic of wizards to secure its treasures. Upon its completion, Reslin ordered the majority of his wealth, including a sryix (sree – ex) – a magic relic of beauty and the crown jewel of Reslin’s finds – to be moved there. The vault was sealed with a magic ward thereafter. Cryptic Entry Reslin kept a journal throughout the vault’s development, addressing each entry to Nero, his unborn son. The journal contained many of the instructions Nero would need to find the vault, enter undeterred, and claim his inheritance. Reslin entrusted the journal to his wife to give to their son when he came of age, passing away days after the vault was sealed. The following developments have occurred leading up to the events of Cryptic Entry, and should be kept secret from the players at this time. Developments No Son of Mine Nero would turn out to be Nera, for Reslin’s wife bore him a daughter instead of the son he had hoped for. While there was little doubt Reslin would have loved his daughter, the matter of her inheritance was more complicated. 4 Introduction Staking a Claim Nera was heartbroken. It seems her father had only intended the inheritance to be claimed by a male heir; she could not claim what was hers. Not alone, at least. It would seem Nera needed a man to bypass the wards which secured the vault, and she was determined to find one she could trust. And so she did. Nera’s mood was lifted by Creed, a wily and muscular man a mere two months her elder. Nera and Creed were cut from the same cloth, sharing a passion for life and adventure. The two became lovers, and before long Nera entrusted Creed with her father’s secrets. The two left together for the vault hidden in Skysplinter for another chance to stake a claim at its treasures within. file The intrepid Reslin Kine spent many of his years as an adventurer. A life of exploring ruins and fighting monsters garnered Reslin a modest reputation and a modest fortune, enough so that he could retire young from the dangerous career to live out the rest of his life on his plunder. Nera made her way right to the vault’s doorstep, ready to claim what was hers, but was unable to enter. No matter what she said to appease it, the magic ward which sealed its entrance would not allow her to pass. “No son of mine would speak as such” a magic voice replied to each of her attempts. An Undying Mistake Nera and Creed were the first two to step foot into Reslin’s vault in over two decades. There they found the wealth that was promised from her father’s journal – racks of swords and other weapons, impeccable suits of armor, chests filled with coins and gems, and treasures collected from around the region. None of its splendor, however, compared to the sryix. Reslin had dedicated an entire room of his vault for its display. Such was its beauty that Nera reached to touch it, forgetting to dispel the magic wards that protected it. In one awful moment, Nera fell victim to the magic placed upon the relic; her hair fell from her head, her skin withered and tightened, and she retched bile on the vault’s stony floor. Terrified, Creed fled from the place, taking Reslin’s journal and sealing the door behind him. Nera was cursed to become a ghoul. The vault, promised to hide her treasures, her eternal prison Making a Breath Through Nera has wandered aimlessly throughout the vault’s halls over the years, driven mad with regret and hunger, and bereft of any remaining ounce of humanity. Creed never dared to return to rescue his love or put her out of her misery, and as the years passed both faded from memory. In recent years, portions of Reslin’s vault have come crashing down, the result of an ankheg burrowing through the area. The tumbled walls have exposed the vault’s northern section to the caverns within Skysplinter, along with the creatures that make such places their home. Slowly, many such creatures have crept into the vault. Most have fallen victim to the vault’s magic defenses, or been slain and eaten by the ravenous Nera. Those that have been able to survive, come and go as they please, giving the vault and adjoining caverns their own ecology. In the event you need a random encounter anywhere, you can use the following monsters: Random Encounter: flying swords 2 flying swords (MM pg. 20) 100 XP Adding Cryptic Entry to Your Campaign Structured Progression The entrance to Reslin’s vault is located beneath the waterfall Razorfall, and once inside, the party is presented a fairly linear path. The party can explore the available areas in the vault before heading north through the caverns and finding Nera in the vault’s Grand Chamber. No Light There is no light in Reslin’s vault or the cavernous expanse beneath Skysplinter. Player characters will need a light source if they are unable to see in the dark. The read aloud text of this adventures assumes the party has such a light source. Magic Detection A few magical treasures are squirreled away in Reslin’s vault. However, a player casting detect magic cannot perceive their auras from anywhere but the encounter areas they are located in. Reslin’s Journal Pages Hook 1: A Fated Find The party discovers the journal pages among some other find; perhaps included with treasure from a different adventure. The journal pages suggest that treasure is hidden in the location, which is enough to direct the party’s attention to finding it. Hook 2: Relic Recovery The sryix hidden in Reslin’s vault is of great importance to an NPC; perhaps as a religious relic or archaeologic find. The NPC hires the party to recover the sryix, offering a reward of 200 gold pieces for its safe return. In return for agreeing to take on the quest, the NPC gives the party the journal pages. Hook 3: Family Secrets One of the party members is actually a descendant of Creed (and perhaps Nera as well, if you like the idea of the couple having children before going to claim the vault’s treasures). The journal pages have been passed down the family line to the party member, who intends to finally unearth the family’s secret. Sa The Sryix m ple Entries from Reslin’s journal play a central role in completing the adventure and navigating the vault. These entries are provided in a player handout. Cryptic Entry assumes the players begin with this handout. If you’re unable to come up with a reason why the party would be at the adventure site, consider using one or more of these hooks: file Exploration The sryix is never given a full description; it is a plot device you can modify to suit the game world. You can decide what the sryix looks like, and what purpose it serves, if any. The text of this adventure treats it as a beautifully crafted object; you can treat it as an art object worth 100 gold pieces. Optional Encounter Cryptic Entries Some locations and events throughout the adventure are hinted at (or told directly) in the Journal Pages handout provided to the players. At these adventure scenes, a sidebar similar to this one will call out a particular entry’s relevance to the environment or scenario. The ankheg responsible the vault’s dilapidated portions occasionally burrows through the mountain. The party can encounter it in the cavern’s east expanse as an optional event. You can use this encounter if the party has stopped to rest in this area, you’re in need of an additional encounter for XP, or are simply looking to challenge the party. Adventure Branches The branches of Skysplinter Caverns extend up and out to other locations beyond the map provided. The adventure treats these areas as inaccessible when the party first encounters them, but they may lead to new adventures if the party returns better prepared. You can use these undefined routes as the way to a new location for the party to explore! Random Patrol Reslin’s vault bears many old wards and enchantments made to punish those that would steel from the old adventurer. Intruders would find swords flying from weapon racks on their own, swinging madly at any would-be thieves. Introduction 5 Dungeons On Demand Plot Driver Trap Treasure NPC Cryptic Entry Sa m ple file Hostile Creature(s) 1 square = 5 feet S Indicates the location of a secret door. 6 Introduction Puzzle