d20 Amalara Dungeon Dive 7 Spawning Pits of the Tomb Bats.pdf

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AMA1007A
Spawning Pits of the Tomb Bats
by Morgan Davie
Requires the use of the Dungeons & Dragons Player's Handbook,
Third Edition, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
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Dungeon Dive 7:
Spawning Pits of the Tomb Bats
by Morgan Davie
A pre-populated adventure location appropriate for adventuring parties of 3rd to 11th level.
Additional Credits
Cartography: David Garrett
Interior Art: Pawel Dobosz, V Shane, Jason Walton, Maciej Zagorski
Dungeon Dive 7: Spawning Pits of the Tomb Bats is © 2006 Amalara. All rights reserved.
Reference to other copyrighted material in no way constitutes a challenge to the respective
copyright holders.
Dungeon Dive , Amalara , and their associated logos are trademarks of Amalara.
Amalara
4903 Yorkshire Rd. Parma, OH 44134
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and
other countries and are used with permission.
"d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this License can be found at http://www.wizards.com/d20.
Art by V Shane from Arcane Publishers Edition vol 8
Art by Jason Walton from Image Portfolio © Louis Porter, Jr. Design, All Rights Reserved
Art by Pawel Dobosz and Maciej Zagorski from The Forge: Skulls and Bones
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Dungeon Dive 7
Using this Product
ly out into the world and animate dead
in cemeteries and on battleields. If your
antagonist is a necromancer, or is working with
necromantic magic and the undead, then this
asset is an easy it with your campaign.
Unlike typical “adventures,” this product
is designed to be used by a GM who has
already designed a plot, NPCs, and a big,
bad, boss creature. Unlike typical “maps,”
this product is designed to be used with very
little preparation. In addition to the layout of a
dungeon, this product includes traps, hazards,
creatures, and treasure.
It is possible to use this dungeon with other
kinds of antagonist, as well. The tomb bats
could perform some other function, one that
serves the needs of the antagonist better
– perhaps they spread plague, or they function
as spies, or they hunt out magical items or
worshippers of a particular god. Perhaps they
are not bats at all – perhaps the process creates
specters or lesh golems instead of tomb bats,
or some other kind of creature. Perhaps the
process creates a new kind of poison, or a
new precious metal, or a special kind of food
that can be used to turn humans into half-
iends. The tomb bats can be adjusted to serve
whatever far-reaching goal your antagonist has.
This dungeon assumes only that the process
relies on a heavily researched technique and
that the vivisection of dire bats is required.
Each Dungeon Dive product is also adaptable
to a wide range of power levels, and each
encounter area contains a section with
information targeted toward low, medium and
high-level parties. The Target Level for each
option is as follows:
Low: 3rd
Medium: 7th
High: 11th
As you read through the product, simply refer
to the power level appropriate to your party.
This setting is not designed as a primary base
of operations for your campaign’s primary
antagonist. Instead, this outpost is intended as
one of their secondary bases. The antagonist
maintains permanent rooms here, and
presumably visits on some regular or irregular
schedule. Depending on your campaign, the
chief antagonist could be visiting when the
characters arrive at the fortress, providing an
early brush with the arch-enemy that should
prove inconclusive for both sides. In this case,
ensure the antagonist has a means of escape
(the ability to ly is very convenient, as it
allows escape through the shaft, the quickest
and most direct route out of the facility). The
antagonist should be able to get away while
the outpost falls – a grievous loss that will
no doubt deepen their enmity towards the
character group.
Additionally, DCs for certain skill checks may
have multiple values, for example (Search DC
20/25/30). This should be read as the DCs for
Low/Medium/High level parties.
The full stat blocks for all monsters are found
at the end of the product. Each power level has
a separate appendix. Statistics for hazards and
traps are included directly in the entry for each
power level, for ease of reference.
Running the Spawning
Pits
In Your Campaign
The spawning pits dungeon assumes that
the primary antagonist in your campaign is
creating tomb bats. These small creatures
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Spawning Pits of the Tomb Bats
Location
runs this operation. Living quarters, a
receiving room, and storage space are
all here, as is a set of quarters for the
antagonist’s use during visits.
The spawning pits are located in isolated hills
or mountains. The entire dungeon is located
underground, accessible by a tunnel from the
surface, a tunnel from the underworld, and an
access shaft for those with light capability.
Coming in the front door will make things very
dificult for the characters; if they can ind the
other ways in, they will have a much easier
time of it.
Encountering Inhabitants
Elsewhere
If characters can ind an inhabitant of the
facility off-site, they can try to capture
or follow it. Success could make the task
of getting inside substantially easier. The
following inhabitants might be encountered in
this way:
Dungeon Overview
The dungeon is divided into four small areas,
each separated from the others by tunnels. The
four areas are:
Grimlocks: Grimlocks from area A
occasionally venture out to the surrounding
hillside to hunt for fresh meat.
The Secure Gate: Here, the main
tunnel in from the surface is met with a
fearsome gauntlet of security. A series
of barriers force visitors through an
extremely vulnerable entry corridor,
where the security forces are well able
to pick them off. Subterfuge, deceit
or careful planning will probably be
needed to force in this way.
Troglodytes and Veck: These inhabitants make
regular trips into the deeps. If found, they can
lead the way back to the lowermost entrance to
the facility.
Maastricht: Maastricht regularly leaves the
facility at night via the shaft to hunt for prey.
These are the only inhabitants who might be
found outside the facility. Grisantilus is never
outside the facility, and Loxus Dyne would
only be found there in unusual circumstances.
Caves of the Hunters: Here, a group
of hunters base themselves between
expeditions into the underworld to
capture Dire Bats for the process.
The area contains the hunters’ living
quarters and the cage in which they
keep captured bats until they are
needed.
Entering the Facility
There are three access ways into the facility,
providing a choice for adventurers who realize
this:
The Foul Laboratory: Here, the
process to transform Dire Bats into
Tomb Bats is researched, perfected and
carried out by the demented Grisantilus.
The spawning pits themselves are also
here.
The main entrance: This entrance is concealed
in a rocky hillside (Search DC 20). It leads to
a 200 ft.-long passageway that culminates in
the door described at A0. The entrance and the
passageway are unremarkable.
Halls of the Master: From here
Maastricht, the antagonist’s deputy,
The shaft from above: At the top of that same
hillside is a 10 ft. hole in the ground (Search
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Dungeon Dive 7
DC 25). This is the top of a long shaft that
stretches down about 100 ft to the spawning
pits themselves at C2. The shaft is not directly
vertical, with plenty of jags and bends along its
length. One of these jags conceals a side shaft
which itself culminates in area D5. Due to the
bends and corners, someone falling in the shaft
will fall anywhere from 10 ft. to 70 ft. (2d4-1 x
10 ft.).
way to the door to B3, ensuring it is locked,
and posting a guard on the other side. The
defenders will hope that the intruders will, if
they survive the cave of the hunters, proceed
through the door-and-portcullis and down the
tunnel into the deeps, out of the facility.
If characters surrender, Maastricht will strip
them of their possessions and lock them in the
dire bat cage while determining what to do
with them. If the campaign’s chief antagonist is
already hunting the characters, Maastricht will
probably learn who they are and either deliver
them to its master or kill them outright. If they
are unknown to Maastricht, attempts will be
made to learn why they have come and what
they know, and unless something particularly
interesting emerges from this interrogation
they will be killed.
The tunnel from below: There is a tunnel up to
the facility from the deeps beneath the earth. If
the right path could be found in this network of
tunnels, it will lead to the door and portcullis
described at B3. The details of inding this
tunnel are left to the DM.
Response to Intruders
The defenders of this facility are not static.
They will react to the actions of the intruding
characters, and set about defending their
territory as effectively as they can.
Note that the hunters in area B are not
particularly loyal to the rest of the facility, but
they will meet any incursion into their territory
with aggression. Veck will prove nearly
impossible to pacify, but diplomatic characters
may be able to convince the troglodytes to
allow free passage to the group.
Loxus Dyne and the grimlocks in area A are
the most reliable inhabitants of the facility. If
they detect intruders, or if intruders coming in
the secure gate entrance are proving dificult
to repel, they will send one of their number
to notify Maastricht as a matter of priority.
Maastricht will come to aid in the defense.
(This combination of opponents should be
enough to overwhelm most adventuring
groups, so make sure the players are well
aware of whatever options there are to lee or
to surrender.)
Grisantilus is only loyal to the facility because
he has no choice in the matter, but his natural
tendency towards chaos and evil means that he
will not ally with the characters.
If repelling the intruders outright proves
impossible, they will try and steer them down
into area B, the caves of the hunters. The
hunters will either inish them off or slow them
down.
Meanwhile, Loxus Dyne and the grimlocks
will redeploy and attempt to seal off area
C from area B. This means traveling all the
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