d20 Black Magic Games Nightfall in Eliador.pdf

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M AP 1: N ORTHERN R EYNARD B ARONY
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Nightfall In Eliador
(
C
)
Credits
Author
Kevin Lofton
Interior Art
Vebjorn Strommen, Kevin Lofton
Play-testers
Glenn Elliott, Kevin Bryan, Richard Duncan, Bruce
“Kick-it” Parsons, Mark “Don’t-Kick it” Layco
Editor
Richard Duncan, Kevin Bryan
Layout
Jennifer Myers
A special thank you to the following : To my
fellow Black Magic Games Wizards: working
with all of you has been a true pleasure and
inspiration. And to my family for putting up
with the long, laborious hours spent upon this
project!
Cartography
Chuck Cumbow, Kevin Bryan
Creative Consultants
Richard Duncan, Kevin Bryan
Cover Art
Vebjorn Strommen
This module is dedicated to gamers everywhere!
C) 2001 Kevin Lofton, Black Magic Games (ΤΜ) . All rights reserved. You are given permission to download and copy this
module for game use only. All characters names, places, items, art, and text herein are copyrighted by Black Magic
Games. All rights reserved. “D20 System” and the D20 System logo are trademarks owned by Wizards of the Coast and
are used under the terms of the D20 Trademark License contained in Part Six: Appendix. The mention of or reference to
any company or production in these pages is not a challenge to the trademark or copyright concerned. Dungeons and
Dragons (Ρ) and Wizards of the Coast (Ρ) are trademarks of Wizards of the Coast and are used in accordance with the Open
Game and D20 Trademark Licenses contained in the section marked Appendix.
(
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Introduction
Nightfall in Eliador (C)
Nightfall in Eliador is a module designed for four to six
good aligned characters levels 1-2. The adventure begins
in Penarduin, a bustling city in the northern reaches of the
Reynard Barony, where the party hears a fantastic tale of a
frightened child describing horrible undead creatures
attacking his hometown. From there the party travels to
Eliador, a small thorp ravaged by a horrible evil. Next the
party must journey to a nearby barrow where it discovers
the secret behind the attacks on Eliador. Here the party faces
the ultimate challenge where it must defeat the enemy and
put an end to the threat once and for all. Although the
module is set for introductory or low-level play, the
adventure is very challenging. The players must be prepared
for heavy combat with powerful foes, some of which are
undead; therefore, it is highly recommended for the party
to contain at least one cleric and/or paladin.
By
Kevin Lofton
To You, Our Much Appreciated Customer,
The creators at Black Magic Games are supremely pleased
that you have chosen our product, and we are certain that
you will not be disappointed. What you are about to discover
is a new paradigm in role-playing games.
Our product contains elements that we feel are missing from
most of the other third edition modules currently on the
market. While much attention has been paid to ease of use,
continuity, and game play, we have also done our best to
craft a module that you will enjoy and remember for its rich
plot, memorable characters, and dynamic balance of action
and problem-solving.
DM Notes and Information
Nightfall in Eliador is designed as a stand-alone adventure
that can easily be inserted into any campaign world. The
module requires the use of the Dungeons and Dragons (R)
Player’s Handbook, Third Edition . It is assumed that the
person acting as the DM is familiar with the concepts and
basic rules of the game. If not, it is highly recommended
that the DM become familiar with the game system, paying
particular attention to the section on combat. Though the
game is not only about fighting, a good deal of the action
surrounding the storyline is combat intensive; therefore,
the DM should be familiar enough to run the encounters
without compromising the flow and pace of the game. Prior
to running the game, the DM should take some time to
acquaint himself with the different parts of the module. One
should have a good understanding of the layout of the
important encounters as well as the personalities of some
of the major NPC’s that the party may encounter.
DM’s will find that this module’s unique story structure
provides maximum enjoyment with a minimal amount of
tedious preparation. For players, our adventures will offer
the substance that is lacking from many modules. Inside
each module you will find original and exciting concepts in
place of overwrought cliche’s.
Along with your purchase of our products, we value your
f eedback. Please visit our website at
www.blackmagicgames.com to let us know how we are
doing. Again, we thank you for your support, and we wish
you the best in your gaming.
The Wizards of BMG
(C) 2001 Kevin Lofton, Black Magic Games (TM) . All rights
reserved. Reproduction without written consent of the
publisher is expressly prohibited. All characters names,
places, items, art, and text herein are copyrighted by Black
Magic Games. All rights reserved. “D20 System” and the
D20 System logo are trademarks owned by Wizards of the
Coast and are used under the terms of the D20 Trademark
License contained in the appendix. The mention of or
reference to any company or production in these pages is
not a challenge to the trademark or copyright concerned.
Dungeons and Dragons (R) and Wizards of the Coast (R) are
trademarks of Wizards of the Coast and are used in
accordance with the Open Game and D20 Trademark
Licenses contained in the appendix.
Boxed text within the module should be read aloud to the
players. The DM should feel free to paraphrase or amend
this information as necessary. The remaining text contains
information for the DM, which details the aspects of the
encounter that should only be revealed to the players
gradually as they explore the area, such as when they
encounter a monster, trigger a trap, or discover a treasure.
Module Layout: The module is divided into four acts. Act
I: The Story of a Child sets the stage of the adventure as the
party meets Trevor Weylin and hears his story. Act II:
Nightfall in Eliador begins with the party’s journey to the
besieged town of Eliador. Here the party will meet the
town’s remaining inhabitants, learn more of the undead
attacks, and participate in repelling another undead raid
upon the besieged town. Act III: The Catacombs of
Kethmere Field is the climax of the adventure. During Act
III, the party will fight its way through a warren of catacombs
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History
in order to find and defeat Karayan Nishan, an evil cleric of
Balor, who is behind the undead attacks. Act IV: The Wrap Up
details methods for ending the adventure, as well as some
potential scenarios for continuing the storyline. The Appendix
section details the stat blocks for monsters and NPC’s, as well
as a new magic item and prestige class. The Appendix section
also contains a brief biographical description of this module’s
main villain.
tribe. Duke Archibald poured money into the small
community as well as a contingent of armed troops for
protection, providing motivation for other families to
come to settle in Eliador.
The Duke’s interests in Eliador were purely political and
economical. Archibald viewed the relationship between
the settlement and the Tribe of the Wolverine as a
potential vehicle for territory expansion, wealth and
conquest. The Duke wanted to find a safe pass through
the Highland Mountains, where he could open further
trade with the other tribes in the Painted Plains beyond
the mountains. He needed the Tribe of the Wolverine as
allies and protectors who could guide his men through
the Highland range and assist him in arranging trade
agreements with the other barbarians. In return,
Archibald would pledge military support to the Tribe of
the Wolverine to help eliminate any rivals or enemies
that threatened them. Once he had the trust of the
barbarians, he planned to claim the lands as his own,
and either enslave the savages or destroy them.
As mentioned above, encounters in Nightfall in Eliador can be
quite deadly. In fact, the players should be prepared for the
death of a character or two. However, if things go too badly for
the PC’s the DM should feel free to adjust the difficulty of an
encounter, or modify it to fit the appropriate challenge level for
the party. Adventures lose their luster and appeal if the
encounters are too easy or too difficult, and finding that balance
initially can be a challenge for a new DM. With a bit of practice
and preparation, however, the DM will find that balance and
be able to run a successful game session.
History
Many years ago, the settlement of Eliador was founded by a
group of farming families seeking an area to stake their claim
and establish their households. Since the families were poor
with very little money or assets, Duke Archibald the Second
granted them land in the far northern reaches of the Reynard
Barony near the Highland Mountains. The land was rocky, the
soil poor for crops, and the environment hostile with bitter cold
winters and the threat of the savage barbarian tribes that made
their homes to the north of the mountains. The settlers, however,
couldn’t be happier; they had land to call their own.
The plotting duke never had a chance to set his scheme
into motion. In an unfortunate turn of events, a terrible
disease ran a destructive course through the sheep of
Eliador, killing them horribly. Before the residents
realized what had happened, several head of infected
sheep were accidentally traded to the barbarians. The
Tribe of the Wolverine was nearly decimated as the
disease spread rapidly through its people. Similarly,
many settlers in Eliador died from the disease. Elias
Brody, however, called upon the powers of Belenos and
was able to cure most of the diseased people in the town.
The bodies of the dead - both human and sheep - were
burned and the remains buried in a mass grave in a field
west of town.
The settlement took its name from the man who was
instrumental in its establishment: Elias Brody. Brody, a priest,
was a strong man of courage and faith, and he blessed the land
in the name of his god, Belenos. A likeable and respectable
man of strong moral character and values, Elias Brody was the
natural choice as the town leader. Eliador prospered under his
guidance for many years.
The Tribe of the Wolverine thought that the settlers had
tricked them purposefully. As a result, the remainder of
the tribe began assaulting the town of Eliador. The
barbarians conducted swift raids on the outlying farms
and homesteads of the settlement, killing the families
and burning their homes. Despite Brody’s call for a
peaceful resolution to the conflict, Duke Archibald saw
this disaster as the death knell to his plans for expansion.
Angered by the unexpected adversity, he declared war
on the barbarians and moved more troops to Eliador to
fight off the savages.
Despite the inhospitable climate and conditions, the community
had a natural food and water supply nearby known as Loch
Venetia. The settlers built their town on the western banks of
the lake and honed their skills at fishing. The lake yielded a
seemingly inexhaustible supply of various fish, which gave the
residents of Eliador an export for trade.
Brody was able to bolster the settlement by arranging a peaceful
trading agreement with the Tribe of The Wolverine, a barbarian
tribe that resided in the foothills of the mountains to the north.
The barbarians traded valuable game pelts and gemstones with
the settlement of Eliador, who in return provided the barbarians
with mutton, clothing, and fish fresh from the waters of Loch
Venetia. Commerce prospered between the diverse
communities, and Brody was awarded the respect and attentions
of the Duke for his progress in diplomacy with the barbarian
The war raged on for several months with the barbarians
conducting guerilla strikes against the small town. The
Duke’s militia, however, was quite a formidable force
and succeeded in driving the tribe back into the
mountains. Winter came, and the raids stopped.
When the spring thaw came, so did the barbarians. The
Tribe of the Wolverine had not sat idle during the winter.
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