d20 Alderac Entertainment Group Tomb of the Overseers.pdf

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how to Use This Product
how to Use This Product
This adventure is designed to be easily dropped into your existing 3rd edition D&D campaign. It can be run in
a single session, and makes for an excellent evening’s gaming. To prepare yourself to run it, you should read it
completely at least once to familiarize yourself with the material, and you may wish to photocopy the map in the center
of the book for ease of use as well. The text on the back of the book can be read to your players in order to introduce
them to the adventure. After that, you’re ready to begin. Good luck!
Dungeons and Dragons
Dungeons and Dragons ®
This module requires the use of the Dungeons and Dragons ® Player’s Handbook, Third Edition, published by
Wizards of the Coast ® . You won’t be able to run this adventure without it.
Adventure Boosters by AEG
Adventure Boosters by AEG
8301 Castle Zadrian by Rich Wulf
8302 Sundered Faith by Kevin Wilson
8303 Tomb of the Overseers by Ken Villars & John Zinser
8304 Against the Barrow King by Steve Houg.
8305 Jerimond’s Orb by Ree Soesbee
8306 Out of Body, Out of Mind by Patrkk Kapera
8307 Crypt of St. Bethesda by James Macduff
8308 Kurishan’s Garden by Ken Carpenter
8309 The Last Gods by Kevin Wilson
8310 Bring him Back Alive! by Matt Forbeck
8311 The heart of Amun Khonshu by Marcelo & Kat Figueroa
8312 The Murder of the Seven Points by Erik Yaple
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Tomb of the Overseers
Tomb of the Overseers
by Ken Villars & John Zinser
DM Background
DM Background
This adventure is intended for four to six characters of levels 3-5. Although the final battle with the shadow
demon may seem quite difficult for such a low level party, several powerful magic items have been placed in the temple
to help them accomplish the task.
It is important to note that all items from the temple — the sword, shield, helm, keys, scroll, and so on —
phase out and return to their original location within the mountain if the heroes attempt to leave with any of them before
summoning Eriador. This is why the monsters have not been able to remove or destroy these items.
The adventure starts with the heroes just outside the entrance to the Holy Mountain of Anduin, burial place of
the previous two overseers. You may choose to make the journey to the mountain as eventful as you like, but the heroes
should be close to full strength before venturing into the mountain.
About the Monsters
About the Monsters
Several of the monsters in this adventure may be familiar to you, even though they have yet to appear in an
official d20 tome elsewhere. For most of these, we’ve simply provided quick-reference stat blocks. These should be
plenty for you to work with.
The Entrance
The Entrance
The entrance to the tomb is carved into the mountain itself. A simple arched stone passageway leads to the
altar chamber (#1). Two gigantic stone warriors (20 feet tall) stand vigil over it. As the heroes enter each location
described below, read the boxed text to them aloud.
1. The Altar Chamber
1. The Altar Chamber
You push through the cobwebs covering the entrance to the tomb and find yourselves in a large room mostly filled by
three rows of broken pews. One row lines the left side of the chamber, with another to the right, and a third running
straight down the middle. Directly in front of the middle row, at the far side of the room, stands a stone altar. A mass of
webs covers the left, rear corner of the room, and there is an archway on the right wall.
The altar is made of solid stone. If examined (Search, DC 10), a small button is found on the underside of the
altar’s top slab. If the button is pushed by a good-aligned character, a magic mouth appears on the back wall and says:
“It helps us, it warms us, it gives us sight. It is a symbol of good, but sometimes it bites.”
If the party answers out loud: “Sun,” a scroll with the divine spells bless , cure light wounds , and protection
from evil appears on the altar. If the button is pushed again, whether or not the riddle is answered, a gold key appears
atop the altar. This key can open any door in the mountain temple, as well as the chest of displacement at #13.
The webs in corner are the home of five monstrous spiders. This secret door can easily be found if looked for
(Search, DC 15). It is locked (Open Lock, DC 30).
Monstrous Spiders: CR 1/2; SZ S (vermin); HD 1d8; hp 7, 6 (x3), 4; Init +3; Spd 30, climb 20; AC 14 (+1 size, +3
Dex), Atk bite +4 (1d4-2, plus poison), Face 5 ft. by 5 ft.; Reach 5 ft.; SA poison (DC 11, 1d3 Str), web (Escape DC 18,
Break DC 24, hp 4); SQ vermin; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2; AL N.
Skills: Climb +10, Hide +14, Jump -2, Spot +7. Feats: Weapon Finesse (bite).
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2. Font Room
2. Font Room
This small room is empty except for a small marble font filled with crystal clear water.
The font is magical and contains holy water. There are six flasks worth of water in the font. Water placed in
this font automatically becomes holy water in 24 hours.
The font emanates good and cannot be removed from the room. The monsters infesting the temple avoid this
room, as attempts to destroy the font have failed.
3. Skeletons
3. Skeletons
This room has three helmets in glass boxes on the back wall. They are golden in color and rest on red velvet pillows.
Before you can do more than glance at them, three skeletons attack!
Three skeletons immediately attack the heroes when they open this door. The skeletons fight until one side or
the other is destroyed or the heroes are run off. Because the helmets created them, the skeletons cannot flee if turned.
The helmets have had the necromantic armor spell placed on them. (See “New Spell” at the end of this adventure for
the details.) The skeletons immediately attack anyone within 30 feet of the helmets.
Skeletons (3): CR 1/3, SZ M (undead), HD 1d12, hp 6 each; Init + 5 (+1 Dex, +4 improved initiative); Spd 30; AC 13
(+1 Dex, +2 natural); Atk: 2 claws +0 (1d4); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ undead, immunities; SV Fort +0, Ref +1,
Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11, AL N. Feats: Improved Initiative.
4. Wood Golem
4. Wood Golem
This small room is empty save for a crude, human-shaped, wooden statue in the corner. There are two glass vials to one
side of its feet.
This is no statue. In fact, it’s a special kind of golem made from wood. As golems go, it’s fairly small and
weak, although still a threat. It animates and attacks as soon as anyone enters the room. The golem cannot leave the
room.
Each of the vials contains a magical potion. The first is a potion of cure moderate wounds . The second is a
potion of heroism .
Wood Golem (1): CR 4; SZ M (construct); HD 4d10; hp 27; Init -1; Spd 30 (can’t run); AC 14 (-1 Dex, +5 natural);
Atk: 2 slams +6 (2d6+4); Face 5 ft. x 5 ft.; Reach 5 ft.; SA berserk; SQ construct, magic immunity damage reduction
10/+1, fire does +1 damage per die; SV Fort +3, Ref +2, Will +3; Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1; AL N.
5. Me
5. Memorial to the Overseers
morial to the Overseers
The wall to this circular, domed room is ornately carved and painted with murals. Several continual flame spells have
been cast around the dome’s rim, brilliantly lighting the room. Two statues flank the doorway through which you
entered the room, arms outstretched towards two other, much larger, statues directly opposite you on the other side of
the room. The larger statues are dressed in the official robes of the overseer.
The shadows cast by the two larger statues are quite sharp and black. If players are looking for trouble they
may notice this (Spot, DC 20).
Shadows (2): CR 3; SZ M (undead, incorporeal); HD 3d12; hp 17 each; Init +2; Spd 30, fly 40; AC 13 (+2 Dex, +1
deflection), Atk incorporeal touch +3 (1d6, plus Str damage); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Str damage (victim loses
1d6 Str; if Str is 0 or less, victim dies), create spawn (humanoid killed by Str damage becomes a shadow under killer’s
control in 1d4 rounds); SQ undead, incorporeal; SV Fort +1, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12,
Cha 13; AL CE. Skills: Hide +8, Intuit Direction + 5, Listen + 7, Spot + 7. Feats: Dodge.
Umbrae (1): CR 3; SZ M (undead, incorporeal); HD 3d12; hp 20; Init +2; Spd 30, fly 40; AC 13 (+2 Dex, +1
deflection); Atk: shadow longsword +3 (1d8+4, incorporeal); Face 5 ft. x 5 ft.; Reach 5 ft.; SA shadow longsword; SQ
undead, incorporeal, only hit by shadows (the visible shadow of any weapon, magical or not, can hurt an umbrae; -4 to
attack rolls of foes, even if they realize this, except for monks, who are only penalized -2); SV Fort +3, Ref +3, Will +3;
Str —, Dex 14, Con —, Int 10, Wis 12, Cha 11; AL CE. Skills: Hide +10, Intuit Direction +5, Listen + 7, Spot + 7.
Feats: Dodge, Weapon Finesses (shadow longsword).
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There are two shadows and one umbrae (a shadow-like creature) in this room. They wait until the heroes are
close enough, then make a surprise attack.
Between the two statues of the overseers is a concealed door (Search, DC 15) which leads to the tomb of the
overseers (#6).
6. Tomb of the Overseers
6. Tomb of the Overseers
Within this room, there are two identical mausoleums. There are pillars supporting the ceiling, and carvings, paintings,
and mosaic murals of the overseers’ deeds line the walls.
Both sets of doors are locked (Open Lock, DC 30), and the ornate tombs are each protected by a glyph of
warding . These blast glyphs each do 4d8 points of fire damage when set off.
There is a guardian naga here that greets or attacks the heroes, depending on which door they enter through.
If the heroes enter through the concealed door using the gold key from the altar room, the naga greets them in a
friendly manner, believing them to be emissaries from the overseer. If the heroes enter though the concealed door, but
without the key, the naga issues the warning below without spitting first. If the heroes enter through the blocked
corridor, the naga spits first and then issues the challenge.
Naga (1): CR10; SZ L (aberration); HD 11d8+44; hp 80; Init +2; Spd 40; AC 18 (-1 size, +2 Dex, +7 natural); Atk bite
+12 (2d6+7, plus poison); Face 5 ft. x 5 ft. (coiled); Reach 10 ft.; SA poison (Fort save, DC 19, 2d8 Con), spit (30 ft,
ignores armor, poison), spells (9th level sorcerer); SV Fort +7, Ref +7, Will +11; Str 21, Dex 14, Con 19, Int 16, Wis
19, Cha 18; AL LG. Skills: Bluff +12, Concentration +15, Listen +13, Sense Motive +13, Spellcraft +11, Spot +13.
Feats: Alertness, Combat Casting, Dodge, Lightning Reflexes, Spell Focus (abjuration). Spells: arcane lock , create food
and water , continual flame , cure light wounds , cure moderate wounds , cure serious wounds , darkvision , daze , death
ward , detect magic , dispel magic , divine favor , helping hand , holy smite , light , mage armor , mage hand , minor globe of
invulnerability , nondetection , protection from chaos , protection from elements , protection from evil , read magic , resist
elements , remove curse , resistance , shield , zone of truth .
The naga’s challenge is: “Who dares enter the sacred tomb of the overseers? Identify yourselves, or be
prepared to face the wrath of their guardian!”
If the heroes enter this room in any way other than through the concealed door with the gold key, it takes
careful negotiation to gain the naga’s good faith.
Once the heroes have the naga’s good will and take the time to explain their quest, the guardian allows them to
pass through freely. He also offers any help that he can provide. He is unfortunately bound to stay in this room, but he is
willing to use his spells to aid the party in any way possible.
If the PCs attack the guardian of this good temple, they should get what they deserve.
7. Brown Mold
7. Brown Mold
At the end of this corridor, a natural cavern begins. The air grows colder as you move deeper into the tomb.
In this area, brown mold covers the walls, floor, and roof. As the heroes approach, they should notice the
temperature decreasing well before they get too close to the mold. Heroes coming within 5 feet of the mold suffer 3d6
cold subdual damage. Fire brought within 5 feet of the mold causes it to immediately double in size, extinguishing the
fire in the process. Cold damage destroys the mold instantly.
The heroes must find a way past the brown mold or return to the altar chamber (#1) and find the secret door
there.
If the heroes spend more than 20 minutes trying to figure out a way past the brown mold, the blue musk
zombie (see #8) walks past the mold (he is unaffected by the cold) and attacks the players as stated in “The Zombie’s
Post” (#8). This time, however, his attack may be even more deadly, since he carries any victim back through the area
affected by the brown mold.
8. The Zombie’s Post
8. The Zombie’s Post
The cavern ahead is empty except for a humanoid male with pale-blue skin and blank, glazed eyes. He wears tattered
chainmail.
When the blue musk zombie comes with 20 feet of the heroes, they may notice (Spot, DC 10) that it appears to
have vegetable matter (vines, leaves, and buds) tangled in its hair. It slowly approaches the parts and when it gets within
15 feet, it rushes forward and attacks the smallest hero. If both of the zombie’s attacks hit the same character, it has
grabbed its victim by the throat. In this case, the victim suffers from suffocation.
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