d20 Vanishing Goblin Betrayal at Shadewood Keep.pdf

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An adventure taking chara ers from 8th to 10th level.
By Andrew J. Luther
Requires the use of the Dungeons & Dragons® Player’s Handbook,
ird Edition, published by Wizards of the Coa ®
Additional Credits
Editing, Layout and Production: Pamela Ellis
Proofreading: Daniel Temple, Mark Wojtowicz
Cover and Interior Illustrations and Page Design: A ila Adorjany
Cartography: Andrew J. Luther
Playte ers: Pamela Ellis, Je Laughlin, Daniel Temple, Mark Wojtowicz
“d20” System and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License
Version 3.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons®, Dungeon Master®, and Wizards of the Coast® are
Registered Trademarks of Wizards of the Coast, and are used with Permission. All content is ©2004 Vanishing Goblin Inc. All rights reserved.
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Vanishing Goblin logo is a trademark owned by Vanishing Goblin Inc. All rights reserved.
e mention of or reference to any company or product in these
pages is not a challenge to the trademark or copyright concerned.
is edition of Betrayal at Shadewood Keep is produced under version 1.0, 1.0a, and/or dra version of the Open Game License, the d20 System
Trademark Logo Guide, and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate
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Designation of Product Identity: e following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game
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names including but not limited to Betrayal at Shadewood Keep, is Vision of Darkness, Operation: Detox, Island of Fire, e Mainframe Collective,
e Tribes of Toreth, e Arrowhead Merger, All the Pe y Warlords, Chaos eory, e Rose and the Rapier, Rooms with a View, any eci c charac-
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Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Betrayal at Shadewood Keep are
designated as Open Game Content: all names and statistics of NPCs; all names, statistics, and descriptions of gods that appear in the Gods Appendix; the
name, statistics, and description of the ritual that appears in Section 5: e Swamp and Section 6: A ermath; all statistics and descriptions for magic items
that appear in sidebars throughout the book; and anything else contained herein which is already Open Game Content by virtue of appearing in the System
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Some portions of this book which are OGC originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc.
e remainder of these OGC portions of this book are herby added to Open Game Content and if so used, should bear the copyright notice “Betrayal
at Shadewood Keep ©2004, Vanishing Goblin Inc.” is material is protected under the copyright laws of Canada. Any reproduction, retransmission, or
unauthorized use of the artwork or non-Open Game Content herein is prohibited without express wri en permission from Andrew Luther, except for
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1
is document is a work of ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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Table of Contents
Introduction
Preparation
Part Five: The Swamp
Summary
3
45
Encounter Levels
3
Introduction
45
Adventure Background
3
Key to the Swamp
45
Adventure Summary
4
Sidebar: Elywyn
46
Sidebar: Major NPCs
4
Sidebar: Amulet of Greater Invisibility
47
Chara er Hooks
4
Area Map: Swamp Area
47
Divination Spells
5
Sidebar: Sywyn (Annis Hag)
50
Regional Map
5
Sidebar: Isymir (Green Hag)
51
Sidebar: Anandir (Sea Hag)
52
Part One: Kewin Town
Introduction
Defeating the
reat
52
7
Part Six: Aftermath
Sidebar: Calith Giwyr
7
Sidebar: Kewin Town
7
e Ritual
53
Key to Kewin Town
7
e Reward
53
Area Map: Kewin Town
8
Sidebar: Reversing the Ritual
53
e Future
53
Part Two: Meeting
the Mayor
Summary 11
Ge ing Hired 11
Troubleshooti ng 1 2
Part Three: The Shadewood
Summary 13
Sidebar: e Shadewood 13
Introduction 13
Area Map: e Shadewood 14
Key to the Shadewood 15
Sidebar: Kudish 20
Sidebar: Gunak 25
Sidebar: Hamak 29
Conclusion 30
Part Four: Shadewood Keep
Summary
Appendix A: Deities
Appe ndix B: Monst e rs
Upcoming Products
Open Game License Version 1.0a
31
Introduction
32
Sidebar: Shadewood Keep
32
Key to Shadewood Keep
32
Sidebar: Galier
35
Sidebar: Beluril Lotholdan the Just
36
Sidebar: Galefax
38
Sidebar:
rolith
41
Sidebar: Elder Elemental Gem
42
Sidebar: Beluril Lotholdan the Dark
43
Leaving the Keep
44
Conclusion
44
2
Introduction
Welcome to Vanishing Goblin’s rst Drop-In™, an adven-
ture that can t into almost any existing campaign.
Drop-In™ books give busy DMs the ability to run a fully
eshed out adventure without a large amount of prepara-
tory work.
Betrayal at Shadewood Keep
plan to destroy the good people of Kewin Town and the
surrounding villages.
First, the hags sent Elywyn Taranduil, their ranger min-
ion, into the mountains to gather a force of evil humanoids
to do their bidding. Elywyn made contact with bands of
ogres, e ins, and hill giants, and convinced them that they
would pro t greatly from an alliance with her mistresses.
e giant humanoids made their way into the Shadewood,
and Elywyn helped them set up their camps.
One month ago, when the hags’ preparations were com-
plete, the force of giants emerged from the Shadewood and
a acked Kewin Town. ey killed a few town guards, and
then stole live ock and valuables before retreating back
into the dense forest. Elywyn used her skills to cover their
tracks and the raid was considered a success.
Beluril was noti ed of the raid immediately, and he
began patrolling the edge of the wood, searching for signs
of the giants. He didn’t know that Elywyn was watching
his movements from within the forest, waiting for him to
move on before sending out the giants for another raid.
e second raid, executed six days later on the village
auloth, was another resounding success. By the time
Beluril arrived, the giants had again retreated into the
cover of the Shadewood. Taking a couple of days to ponder
the situation, Beluril decided to enter the Shadewood to
hunt down the raiding monsters. He didn’t realize that he
was walking into a trap.
Elywyn gave Beluril a “trail” to follow, which led him
directly to the swamp lair of the hags. Between the evil
ranger, the hags, and their troll servants, Beluril didn’t
stand a chance. A er a erce ba le, the hags’ minions cap-
tured Beluril and he became the hags’ newest plaything.
Beluril was tortured for fun for a few days before the
hags moved forward with their plan (see the NPC sidebars
in
is designed for playing groups
who enjoy a mixture of dungeon and wilderness se ings.
We sincerely hope that your gaming group gets all the
enjoyment out of playing this adventure that we experi-
enced while creating it.
Preparation
In order to run this adventure, you (as the DM) need a copy
of the three core D&D™ rulebooks: the
Player’s Handbook,
the
MM.
is adventure was designed to require a minimum of
preparation on your part. e DM should read through
the entire adventure once. Otherwise, you need to be only
somewhat familiar with each particular section as you play
it. Once you are familiar with the layout of the book, you
will require no more than a second quick glance through a
particular section before running it.
Information that you may read or paraphrase to your
players appears in shaded boxes. Sidebars contain other
pertinent information for you. All major NPCs are
described fully the rst time they appear in the adven-
ture. If they appear in any other locations as well, they
are described in an abbreviated format within the text.
Monsters are described brie y within the text, and full
stat blocks appear in Appendix B.
DMG,
and the
Encounter Levels
Betrayal at Shadewood Keep
is designed for a party of four
8th-level chara ers. Parties may also begin the adventure
at either 7th- or 9th-level. Each encounter has its Encounter
Level (EL) listed to help the DM be er gauge its suitability
to the party. You can, of course, alter the encounters in any
manner you choose. However, the treasure should also be
adjusted in order to keep it consistent with the challenges
the party has faced.
for full descriptions of the hags’ moti-
vations). Every being has both good and evil in it, even the
holiest paladin. Using an ancient ritual they had discovered
many years ago, the hags physically extra ed the evil side
of Beluril from his good side. An anti-paladin emerged; he
took the name Beluril Lotholdan the Dark.
Note: is adventure uses the term “anti-paladin”
instead of the prestige class “blackguard” to describe
Beluril Lotholdan the Dark. is is a non-standard class
that is used simply to “mirror” the abilities of a paladin
with an evil focus. Beluril Lotholdan the Dark is not a
fallen paladin (i.e., blackguard), but rather a twisted copy
of Beluril Lotholdan the Just.
e hags continued to use their dark magics to siphon
the life force from the good Beluril into his evil self, a
process that took many days. Shortly before the process
was complete, the paladin’s followers discovered the hags’
lair and launched a rescue a empt. Almost every one of
Beluril’s men was killed. e few who survived managed
rescue him from the swamp and returned to Shadewood
Keep, hotly pursued by the hags’ minions.
During the rescue, it was discovered that if the paladin
and the anti-paladin were separated by more than one
Part 5:
e Swamp
Adve nture Backg round
For twenty years, Beluril Lotholdan the Just has been a
paladin of Isil-Garion (God of Justice and Protection—see
Appendix A). ree years ago, as reward for his outstand-
ing service, he assumed command of Shadewood Keep. He
has protected the people of Kewin Town and the surround-
ing villages against bandits and monsters since that time.
About six months ago, a covey of hags moved into the
swamp area within the Shadewood. ey were a ra ed to
the almost sentient evil aura within the area, the lingering
result of a great evil presence that lived in the Shadewood
thousands of years ago.
e hags immediately set about a
3
905054767.720.png
Introduction
mile, both would be wracked with incapacitating pain. e
anti-paladin was carried to Shadewood Keep by a band of
mercenaries hired by Elywyn.
No longer disabled by pain, the anti-paladin took com-
mand of the mercenaries and launched an a ack on the
paladin’s forces. e paladin, barely hanging on to his
remaining life force, barricaded himself and his remain-
ing followers within the keep’s barracks.
Shadewood Keep. If the chara ers return to Kewin Town,
the mayor sends them to confront the paladin and nd out
why he has allied himself with the evil giant races.
When the chara ers approach Shadewood Keep, they
nd it held by two separate forces. e chara ers discover
the plot by the hags to replace the good paladin with the
evil anti-paladin. e paladin’s followers ask the chara ers
to either capture or kill the anti-paladin. e chara ers
then proceed into the other half of the keep to defeat the
anti-paladin and his forces.
If the chara ers slay the anti-paladin, the paladin
becomes a pure force of goodness. In order to maintain the
balance between good and evil, he must leave the Prime
Material plane.
If the chara ers capture the anti-paladin, they must
proceed into the swamp to slay the hags, retrieve the ritual,
and return to the keep to join the two halves of the paladin
back together again.
e chara ers delve into the swamp to nd the lair of
the hags. A er ba ling the evil ranger who serves the hags,
the chara ers must ght o undead and troll servants
before eliminating the hags in a nal confrontation with
evil.
e anti-paladin’s
forces took over the rest of the keep.
A stalemate ensued. e anti-paladin’s mercenaries
could not break into the barracks without taking unac-
ceptable losses, and the paladin’s followers could not get a
message to Kewin Town for help. is is the situation when
the chara ers arrive in Kewin Town.
Just two days ago, Elywyn’s giants conducted a raid on
the village of Dreri. is raid was far more violent than the
previous a acks, and most of the village was destroyed.
e giants know there will be one nal raid on Kewin
Town, during which they will be free to destroy the town
and take however many prisoners they wish.
ey simply
wait for the command from the hags.
e hags intend to destroy Shadewood Keep as well. A
week ago, they sent one of their mercenaries, Shadry, to
acquire an
from a wizard in a nearby
city. Shadry delivers the gem to the anti-paladin just a er
the PCs enter the Shadewood. When the hags give the
order, the anti-paladin and the rest of the mercenaries
will leave the keep. e anti-paladin will crush the gem
to release the elder elemental, order-
ing it to bring down the keep and slay
everyone inside.
elder elemental gem
Charact e r Hooks
is adventure assumes that chara ers are basically good.
Evil chara ers can still be motivated by treasure and expe-
rience, of course, but will
get li le satisfa ion out of
helping the local towns and
villages.
ere are many ways
to get chara ers to pass
through this area, or to visit
Kewin Town eci cally.
Here are just a few:
• Perhaps they need to
go to Kewin Town to meet a
traveling merchant who has
an item the chara ers need/
want. e town is the closest
part of the merchant’s route
to the chara ers’ current
location, so they must travel
there if they want to catch
up with him.
• e town’s wizard
Febrinder Galowyn collects
history books. Perhaps the
chara ers need historical
information about a particu-
lar place or item and they
hear that Febrinder has the
only copy of a book on the
subject.
Major NPCs
ere are a number of NPCs in this
adventure, each with his or her own his-
tory and motivations. When preparing
to run a particular section of
Adve nture
Summary
e chara ers are hired by the mayor
of a small town to discreetly investi-
gate recent raids by ogres, e ins, and
hill giants. e local paladin protector
hasn’t been able to do anything about
the raids, so the chara ers are hired to
enter the Shadewood in order to remove
the threat to the town and villages in
the area.
While in the Shadewood, the charac-
ters discover an encampment of ogres.
Investigation of the camp provides a
link to a nearby band of e ins, current-
ly dwelling within a cave. A powerful
e in leader holds the normally solitary
e ins together. Venturing from the
e in caves, the chara ers discover the
location of a hill giant campground.
Finally, a er vanquishing the hill
giant forces, the chara ers discover
a link that indicates the giant forces
have been working with the paladin of
Betrayal at
Shadewood Keep,
you can check the NPC
description to nd out how to accurately
portray these chara ers to your players.
NPC/Page Number
Calith Giwyr (mayor of Kewin Town) 7
Kudish (leader of ogre tribe)
20
Gunak (leader of e in tribe)
25
Hamak (leader of hill giant tribe)
29
Galier (cohort of Beluril
Lotholdan—paladin)
35
Beluril Lotholdan the Just (paladin
of Shadewood Keep)
36
Galefax (cohort of Beluril
Lotholdan—anti-paladin)
38
rolith (leader of mercenary band)
41
Beluril Lotholdan the Dark (anti-
paladin of Shadewood Keep)
43
Elywyn (ranger serving the hags)
46
Sywyn (annis hag)
50
Isymir (green hag)
51
Anandir (sea hag)
52
4
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Introduction
Divination Spells
Parts of this adventure are designed to be a mystery. e
chara ers do not know who is behind the raids by the
• Perhaps the chara ers are merely traveling through
the area to another location. Kewin Town is a great
place to stop and rest, and stock up on rations or
other supplies.
Shadewood Keep
Kewin Town
Thauloth
Lariader
Feragord
Borenn
Dreri
2
4
6
8
10
12
14
16
18
20
5
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Zgłoś jeśli naruszono regulamin