| Display a Printer Friendly Version Ancient Secrets [comments:(7),
views:(16858), rating:(8.9)] Author: Raphael Wanka Homepage: System: D&D Darksun Type: Campaign Category: Fantasy Requirements: This adventure was made for a party of 3-5 PCs of 4-6 . There must be a preserver (or, he may be a p The adventure begins in the streets of the city of Nibenay. There is the rumor that the House of M'ke is hiring mercenaries to protect a caravan that is going to Tyr. They are paying 5cp per day! So much for a simple trip to Tyr, AND, for those who agree, they give food for the entire trip and a kank that the person may keep after the voyage
Graphic: The Temple of the Moons Graphic: Obelisk of the Souls Graphic: Mech 1 Graphic: The Chamber of the Moons
| Your mother was a woman of much mysteries. She never talked so much
with you, and some nights, when she goes out, sometimes he only return
two or three days after. Your father is dead by now, as he was victim of
some mul who steal his bag of coins. As a child, you were raised by your
aunt when your mother goes out. Some day, he failed to return, and in the
other, your aunt came to talk to you. You already remember his words:
You are alone from now on. You must follow your mother's steps.
It was what she wishes for you to do. We, our family have always served
the preservation of Athas, and her last wish was that you followed her
steps. came with me, little child. You must learn the preserver ways before
you are ready to fight those who defiles our world.
And then she taught you. In time, you grow strong, and your aunt
grows too weak. In a shadowy night you both were fleeing from defilers
of the Sorcerer-King. They get your aunt. She was dying by the moment you
manage to slip into yours house. Her last words were:
Be strong child. From now on, you are truly alone. I wish I had
more time to taught to you some more things... Here, take this... (she
gets an amulet from inside her cloak) It will protect you. Guard it with
your life. It is highly powerful but it's true powers will only came to
you in right time. Do not let it falls into the Sorcerer Kings grasp. I...
I must go now... They claim for me... Goodbye my child... and... be strong...
|
It is extremely important that the character is human. The background
does not need to be exactly this. You may modify to adapt it to your campaign.
The important thing is that the PC have the amulet. This amulet is made
of ceramic, engraved with eight little spheres of iron. Of course you may
make them get this medallion from elsewhere, but... it would lose the felling,
believes me. If this adventure will take part of an ongoing campaign, then
you may put the medallion into their hands the way you wish.
Adventure I - The Fallen Star
Part 1 - Joining the Caravan:
*The adventure begins in the streets of the city of Nibenay. There is
the rumor that the House of M'ke is hiring mercenaries to protect a caravan
that is going to Tyr. They are paying 5cp per day! So much for a simple
trip to Tyr, AND, for those who agree, they give food for the entire trip
and a kank that the person may keep after the voyage. If the PCs join the
caravan, good. Proceed in the next *. If not, then proceed with point **
bellow.
**When they are walking thought the streets, somebody calls their attention:
It is Ernak, first son of the House (XXX). However, he is
disguised to appear a beggar, but he is not so much careful, and his iron
long sword appears behind his cloak. He also have a heave bag of money
that is also poorly disguised. The idea is to make his stupid enough to
get the players attention (the BAD attentions, it is). When they try to
steal from him, he will give them a fight to the death. If they kill him,
a templar came nearby and puts them under custody for killing the son of
the House (XXX). Now, if they wish to run, let them, and make sure they
escape. Perhaps now, with the templars searching for them, they may reconsider
the idea of going with the caravan. (Substitute XXX for any Merchant
House you desire)
*When they join the caravan, they notice they are the only mercenaries
in the caravan. This may seem strange, but the master of the caravan (Leamhnach)
say they are more than sufficient. He even says that, if they were to enter
in a battle, they would receive an additional of 5 cp per day after the
day the battle occurs. The caravan is formed by a pack of kanks. It is
more quick to travel this way, and it appears the House M'ke have some
hurry in the deliver of this goods. Salzor, the warrior master of this
caravan is the one who will give the orders to the PCs. He will command
the defensive tactics for walking in the desert. He have ten 2nd level
fighters under his control, warriors of the House M'ke.
*The PCs may meet the other crew of the caravan:
- Leamhnach (Human, 8th level Psionicist/3th
level Trader, LN) in fact the caravan master, have taken the preserver
vows some time ago, and now work as a contact for the VA in the House of
M'ke. He is a tall man, with blue eyes and gray hair. He is of some age
now (55) but still is a strong man (STR 15) although not all that he was.
He have two more middle level psinocists with him, to help in combat situations,
and to make travel more easy (they psionically put the kanks in order and
keep them in the way). These two are:
- Thoreor (Human, 6th level Psionicist, N)
- Yumalash (Human, 5th level Psionicist,
N)
- Salzor (Human, 4th level Fighter, LN)
is the master warrior of the caravan. He is the superior that will command
the PCs while they are in the desert, traveling. He is a tall man, with
a deep tan in his skin. His hair is of brown color, and he wear it short.
His eyes are gray. He is very strong (STR 17) and very build up (CON 18).
He may not be so intelligent (INT 9) but he has an incredible capacity
of evaluate danger situations and choose the best way out of it (WIS 14).
He has been working for House M'ke for over ten years now.
- Cadhla (Half-Elven, 2nd level thief, CG)
is the girl who makes the food for the entire caravan. She is a little
beautiful, have a long dark hair, and black eyes. If someone ever talks
with her, this person will sense her sorrow for the lost of his husband.
She talks of him sometimes, and possibly because of this lost, she have
a sad face almost ever time.
- Rahna (Human, 13th level Ranger/15th level
Preserver, NG) is the Veiled agent sent to keep one eye on the PCs.
She is seeking the Preserver PC, and will try to be his friend. She is
very beautiful, that is true. She have long, dark hair, and deep black
eyes, feline in appearance. She carry the Bracers of Feline Fury
. She knows about the prophecy, and will try to guard
the Preserver PC and his companions until the Arcane Stone falls from the
stars. If the PC who have the medallion shows it to Rahna, she will tell
him that she have seen this symbol before. She says that her sister in
Tyr wears the same symbol sometimes. The PC may get curious to meet her
sister, and Rahna will lead him to meet her sister if the PC ask for it.
Really, she will insist that the two meet. Anyway, she is going to Tyr
to meet her sister, and stay in her house for some time.
*There are other people in the caravan, of course, but these are the
most important. If this adventure is played immediately before The Master
of Illusions then there will be assassins paid by a templar of Nibenay
to kill them. These will be 10th level fighter / 13th level thieves. It
will be a group of 6 of them.
*The trip should be fairly calm. If you wish, you can put some gith
or some desert monsters to slow their movement, or only to make the trip
fell more... Athansian. Anyway, they must reach Shazlim.
Part 2 - The Arcane Stone:
*After the trip, the PCs reach the village of Shazlim to get some supplies
to continue the trip. They will spend one entire day at the village to
feed the kanks and let them rest.
*So, this set, the day they spent in the village will run normally.
*As the night falls, a strange object falls from the sky. Read this
to the Preserver PC. Note that when this occurs, Rahna will be with him:
| You are walking in the night, looking to the sky, gazing at the
beautiness of the twin moons of Athas. You stay this way a little, when
you spot something strange on the sky. A fallen star! And it is going to
fall somewhere near! Your necklace glows with a little red light. After
one second, the light vanishes. |
Ask for a direction sense check and then continue only if the player
is successful:
| The star fell somewhere into the north of this village. It has fallen
into the great depression called Dragon's Bowl. |
Even if the player does not pass the check, read this:
| Rahna gazes at you
Have you seen that? What do you think it is? Could it be one of
those rocks that sometimes fell from the skies and that sometimes are made
of iron? They say the iron of these stones is very strong, and can be shaped
into very powerful weapons. I think it falls to the north, into the Dragon's
Bowl. Are you wanting to go there and see what it is really? I can join
you if you go there. May we go? Ah, and don't forget the others. They must
be with us too. Who knows? There may be monsters in the way. Don't you
agree?
|
*So, if the PCs went to investigate, they can go. When they get into
the place where it fell (somewhere in the middle of the Dragon's Bowl,
but not much near the oasis) they see:
| You see a strange rock, glowing with a red light just there. When
you get closer, you can see it is as black as obsidian. It has a rugged
surface. |
This rock is the Arcane Stone. It weights some 40 kilos (humm... 80
pounds?) and is very hot to carry immediately. So hot that it delivers
1d3 points of damage if someone touch it. If a water cleric have some spell
to create some water or ice, perhaps he (or she) can down the temperature.
The size of the stone is some 1 feet diameter, and 3 feet in length.
*Now the PCs have the stone. The stone is rugged and have a lot of little
holes. One cannot penetrate those holes with nothing, cuz the holes take
the form of a spiral, and one cannot see into those holes. The texture
of the rock is like those of volcanic magma stone, with some black marble.
OK. This time I will reveal the plot early, cuz you must know it to
conduct the adventure. You must know this story (do NOT read
it to your players!!!)
| The ancient Society of the Moons hold the key to a great treasure.
The Chrono Rod. This rod is a powerful artifact that can change the time
flow and modify the very weave of time. It may send someone in the future
or in the past. The only problem is that the user never know WHERE in the
future or in the past he may arrive. The Society planed to use it to go
back in time and kill Rajat before he created magic, but Hammanu discover
this plot, and wanted the rod for himself. He located the society and proceed
to kill all the members himself. By this time, the leaders of the society
were warned that Hammanu were coming to kill them, and capture the rod.
They could not let this happen. Invoking their last powers of moon magic
and psionicism, they created a carapace to protect the "key"
to the location of the rod. They created the Arcane Stone and send it to
the protection of the moons. This way, when Hammanu reached the place,
he looked for the key. The last words of Keletar, the Leader of the Council
of Eight of the Society of the Moons, were:
You will never get the key, Hammanu. Now, the secret dies with
us, and the key is under the protection of the moons. They won't let it
fall in your hands.
In that moment, Hammanu, angered by those words, and seeing the truth
on them, imprisoned the soul of the lords of the council in a magical urn,
and sealed it deep into the earth. He made a obelisk to mark the place,
and set traps in the way down the chamber were he placed the urn. Hammanu
knows that he needed the key to find the way to the Chambers of the Moons,
and he also knows that only a descendant of the Council can use the magical
Sword of the Moons to open the door of the Chamber. Even his magic cannot
locate the temple, protected by a very powerful spell. Now that 2000 years
have passed, the stone will fall in Athas again. Hammanu will search the
key furiously. He knows WHERE the stone fall. And he will try to lure the
PCs to go to the Moons Chamber, and get the rod. After that, he will get
the rod from them... but let the history play and see how the PCs manage
to get out from this.
|
*Seeing the rock, Rahna speaks:
| Rahna gazes at the rock, and start talking:
This is a strange rock. Perhaps this rock hides some secret? If
someone could open this rock, perhaps we may see what is hides. I think
it does hide something important. What do you think, guys?
|
*The rest of the trip is not calm. There were also some Hammanu’s
assassins at the caravan. These warriors are going to try to steal the
rock from them. The thief will try to steal the rock when they are not
looking. The statistics for these NPCs are in the end of this file. It
is a mul thief, so he will not be hindered by the weight of the rock. His
chances to move silent and hide in shadows are 60% each. When they are
sleeping, he will try to steal the rock. Second, if this fail, then they
will try to kill them. The Bard will poison their food with poison type
J (1-4 minutes, death or 20 damage). Third, if all fail, they will follow
them into Tyr.
Part 3 - The Shadows of the Past:
*If the PCs reach the city of Tyr (alive that is) Rahna will insist
that the Preserver PC meet her sister, for her sister may aid him with
some spells and with some info on the medallion he wears. (Remember that
Tyr is a free city now)
*Sylvia (Human, 12th level Preserver, CG)
is Rahna’s sister that lives in Tyr. She lives in the Preserver District,
in a big house (See the map in the file Map1.jpg)
*When they reach Sylvia’s house, they will meet Pharina, the majordomo
of Sylvia (she is a noble, so she can afford such things). Pharina will
say that her patron is not at home, but that they may wait in the living
room (5) if they want.
| Thirteen minutes latter, Sylvia comes to them.
Hello my sister. How many time we don’t see? Perhaps one year?
That is too much uh? Come here, give me a hug. The two womans meet and
embrace themselves on a long hug. Now, would you tell me who are your friends?
Sylvia does not even end her phrase when a great man dressed on black
leather armor jumps inside the room from the window, shattering the glass.
Then, another two appear in the room, simply materializing near you! Caught
by surprise in a possible pre armed ambush you draw your weapons and feels
the adrenaline urge for the combat.
|
*These are three followers of Hammanu, trying to kill the PCs and recover
the rock. The one who jumped from the window is Freeke, a mul fighter.
The other two are dual classed humans, fighter/psionic, and a fighter/defiler.
| Freeke mul fighter of 10th level
STR: 18 CON: 17 DEX: 16 INT: 12 WIS: 14
CHA: 10
HP: 94 AC: 4 (Dexterity 16 and Leather Armor) THAC0:
11 (10 with bone carrikal)
# Att: 2 Damage/Attack: 1d6+4/1d6+4
XP: 2000
|
| AAkenar human fighter/psionicist of 5/6th level
STR: 16 CON: 14 DEX: 13
INT: 16 WIS: 17 CHA: 13
HP: 34 AC: 6 (Leather Armor)
THAC0: 16 (16 with bone sword)
# Att: 1/2 Damage/Attack: 1d8+2
XP: 1400
|
PSPs: 45 MTHAC0: 14 MAC: 7 (3 with Mental
Armor)
Sciences: Teleport, Teleport Other, Telekinesis
Devotions: Dimensional Door, Dream Travel, Shadow Walk,
Spatial Distortion, Teleport Trigger, Wrench, Ballistic Attack,
Control Body, Control Sound, Soften, Molecular Agitation.
|
| Laren human fighter/defiler of 5/6th level
STR: 15 CON: 16 DEX: 15 INT: 17 WIS: 13
CHA: 10
HP: 34 AC: 6 (Leather Armor) THAC0: 16 (16
with bone sword)
# Att: 1/2 Damage/Attack: 1d8+2
XP: 1400
|
*If the PCs does not get out of this alive, then Hammanu gets the Arcane
Stone and proceeds to lure someone good to approach the door and get the
Chrono Rod for him.
*If they kill their enemies, then their bodies dissolves in clouds of
black smoke (Hammanu is watching, and if they die, he teleports them away).
*Sylvia is grateful for that they have kill the intruders:
| Sylvia looks at you after the battle, and start speaking:
That was lucky that we escaped from that surprise attack. Do you
have any enemies? Someone who wants your heads? Then you may wish to reconsider
your training, cause that guys were not joking. Those were experts in their
arts, and know very well what they were doing, they were no street rats.
No, street rats does not simply materialize inside your house or jumps
from your window. I advise you to take a better look over your shoulders
now when you walk on the streets. Anyway, I am grateful for that you have
aided me in making the welcoming for those unexpected guests. I invite
you to make your self at home. Pharina will make sure the guest’s room,
upstairs are ready for you. Sylvia rings a iron bell, and after some minutes,
Pharina appears in the room. Pharina, make sure the guest’s room are ready
for the friends of my sister, and her own room. Pharina leaves the room.
Sylvia looks at you again. Now, please relax, take it easy. I will be at
my office, should you need me. Pharina will came and tell you when your
rooms are ready.
|
*Pharina will came, after some minutes to tell the PCs their home is
ready. They may go upstairs to sleep for the night, or may enjoy the fire
of the fireplace in the Living Room. For those PCs who like to read, Sylvia
have a minor library. There is no spell books or anything like that there.
*The PC may decide to show Sylvia the amulet:
| When Sylvia sees the medallion she stands up and looks at you amazed.
Do you know what this symbol means? It means you are descendant
of the Society of the Moons. Do you know about the Society? No? Well...
that is not a problem that cannot be solved. I will tell you the history
I know. In ancient times, when Athas was green, and the Sorcerer Kings
were still growing in power, the members of the Society fought against
them, trying to stop their mad quest for power over everything and everyone.
I know this is true and have been trying to track the last actions of the
society. It appears to me that the society found some very powerful item.
I don’t know what, exactly, but it was something really powerful. They
hide it somewhere, because they were afraid that someone or something would
steal it from them. The legends were not too much specific about what,
where, who, and this things, cause that every fragment of text I encounter
were too much destroyed and write in an ancient language. However, I recently
read some text that says that there is some ruins somewhere in the Sand
Wastes, some 30 miles north of the village of Kled. I was wanting to go
there myself, but unfortunately, my job at the Council of Tyr gives me
no free time for such a huge enterprise of myself. Would you like to go
there and investigate the location? Remember you are not in this only to
make a favor for me. You are on this to make a favor for yourself and your
family! Anyway, if you don’t want to go, I can’t force you.
|
*If they show the Arcane Stone to Sylvia, he says:
| An interesting stone. It fall from the sky you say? Humm... If
you leave it with me, I can see what I come up with. It appears that it
hides more than it meets to the eyes. I am really wanting to test it with
some spells, and see if I can found something in my books. Will you please,
leave it with me? |
The objective here is that the PCs leave it with Sylvia. It is important
to the story. You can try to convince them saying the stone is too heavy
to carry around, and it will only damper them in their advance to the temple.
*Sylvia will try to convince the PCs to go. If they really does not
want to go there, then the campaign ends here. However, if they are cooperative
and want to go there, then proceed with the second adventure.
New Magical Item:
Bracers of Feline Fury
This itens are always found in pairs. Each bracer is a well done item,
make of Tigone's furred skin, fixed to the wrists by two iron rings. They
don't magicaly adjust themselves to the user, so a bracer for a feminine
wrist won't fit in the wrist of a mul. One of the bracers have magical
powers. The other have psionic powers. One doesn't function if it is kept
far away from the other.
Magical Bracer: This bracer gives these permanent magic abilities:
Jump, Speak with the Animals (cats), Infravision. Aditionaly, it also gives
two points in the user's Dexterity.
Psionic Bracer: It have 100 PSP, MTHAC0 of 15, and have the following
psionical powers: Animal Afinity (Tigone), Cat's Falling, Danger Sense.
Adventure II- The Temple of
the Moons
Part 1 - The trip:
*This adventures starts with the PCs making sure their things are ready
to start a trip to the sand wastes 30 miles north of the village of Kled.
*The trip should not be calm. Some minor monsters or even some of Hammanu’s
warriors may be following them. You may choose to use the stats for Hammanu’s
warrior presented in the Appendix I or you may want to make your own customized
encounters. If they survive the trip, then continue bellow.
Part 2 - The Temple:
*When the trip ends, they encounter a great temple, build of black marble.
The door to the temple only opens if the wearer of the medallion (the guy
from the early background) shows it in front of the door. The amulet will
shine and the door will open.
When the roof paints in red,
And the stone is gone asleep,
Give the teeth back to the cat,
And his brother will give you a reward.
This inscription is engraved in the entrance of the temple, but only
someone with Ancient Languages can translate that. If there is nobody with
that proficiency in the party, they will have to figure out what to do,
without any help.
(Map #1, see below)
Locations on the Map:
1) Bedrooms of the Worshipers: This ancient bedroom have seen
better days. Each one have a bed, a little altar. In this altar, there
is two spheres, one bigger than the other. These spheres are made of white
marble and are there to represent the moons, Ral and Guthay. There is an
inscription engraved in the altar. To someone with ancient languages this
reads: "Worshiper of the Moons - Be your power measured by your
faith, and that your faith be eternal." There is also a white
robe with the Moons embroidered in the chest.
2) Kitchen: This great room have a caldron in one of the corners
of the room. There is also a central table, and great boxes were left in
one side of the room. A fool smell comes from this boxes. There is a box
with covers left in the central table. There are empty barrels along one
of the corners. If someone search on the boxes, he found lots of putrid
food and lots of Athansian Rats:
| 12 Athansian Rats
HPs: 27 (cada) AC: 5 THAC0: 15
# of Attacks: 3 Damage: 2d6/1d4/1d4
Special: psionics
XP: 500 (each)
|
Psionic Wild Talent:
MTHAC0: 19 MAC: 5 PSP: 40
Detonation: MAC: 5 Cost: 15/5
|
3) Dinning Room: This great hall has great tapestries by the
walls. In this tapestries are woven the moons, and some warriors. These
warriors are wearing some black leather armor and wielding swords. Others
are dressed in black, wielding puckis on their hands, and covering their
faces with black clothing. In the center of the room there is a great table
with 12 places.
4) Avanger’s Bedrooms: These great bedroom obviously belonged
to more important people than those that you encountered near the entrance
of this place. There is a great bed, that appears to be very comfortable.
A great cupboard is near the wall, and there are either black leather armors
with the moons embroidered, or black clothes with the moon embroidered.
There is a little altar on the other side of the room, with runes engraved
around the marbled spheres that represent the moons. With Ancient Languages
one can read these inscriptions: "Glory and Power to those who
worship the moons. Fall the kings from their positions and be the liberty
reached in this day." With this spheres are the weapons form those
that one day worshipped the moons.
5) Armory: In this room, there are many bladed weapons. Long
swords, short swords, boomerangs, puchiks, and others. There are no iron
weapons by here. If someone make a secret passages verification an is successful,
then he discover a little button. If pressed, then they hear stone moving
somewhere in the temple. The passage to 6 is open now.
6) Magical Weapon’s Room: This room may only be open by the mechanism
in room 5. In this room PCs will encounter a long sword +1 and a puchik
+1. Ancient magic make this bone weapons more strong than common bone weapons.
These weapons only break if a 1 is rolled when checking for weapon breakage
chance. (Note: In my campaign, this is a very useful quality
cause I use a different rule for weapons breakage. In my campaign, the
rule is: you break a weapon when you roll maximum damage on the dice damage
of your weapon. Then you roll 1d20. The chance for your weapon to break
is 1 + your strength damage bonus. So, if your character have +5 of damage
bonus cause of high strength then if you roll a number from 1-6 in 1d20,
the weapon will break. For weapons made of wood, you add +2 to the damage
bonus of strength.)
7) The Planetary: This great hall have huge columns along the
wall. These columns connect the ground to the ceiling. Along this columns,
there are ancient drawings that denotes the moon’s phases. Someone with
Astrology may discover that in the first two columns the phases of the
moons are the same as those in the last night of the year. The second columns
denotes the phases for the moons of the middle of the year. The third columns
denotes a strange phase of the moons. This phase is not important to the
peoples of Athas, but they are VERY important to the Society of the Moons.
These are the phase of the moons when the Great Obelisk will come from
beneath the Silt Sea. They may discover it searching into the Library (12).
There is two great spheres of marble floating near the ceiling of the room.
These spheres represent the moons. They move in the same way as the moons
outside. When it is day, the spheres are very near the ground.
8) The Training Room: in this room there are many straw dummies.
There are various shelves along the walls, where one can see many wood
weapons. A fool smell of death surround the place. There are Lunar Zombies
guarding this room. They wield metal weapons, but these weapons evaporates
with them when they die.
| 7 Lunar Zombie
HPs: 40 (each) HD: 5 AC: 3 THAC0: 12
# of Attacks: 2 Damage / Attack: 1d8+1/1d8+1
Special: Nothing
XP: 1500
|
9) The Moons: intact, in this room, there is a glass ceiling.
One can see the sky from here. It appears to be a very strange room, with
no true purpose related to it. There is a strange pedestal that is hollow.
There is space to put something square into it. There are two great tigers
guarding the entrance of the room by inside. They are facing the pedestal.
Here is were the enigma of the entrance fits. When the stone of location
13 is placed in the pedestal, and the teeth of location 12 is inserted
in the mouth of the cat in the right (note: when then first enter in the
room, if someone looks at the right tiger, this person will see that there
is a canine teeth missing in the great marbled cat), and the sky is red
(in the morning) and the black veil encountered with the teeth is placed
upon the stone in the pedestal (putting it to sleep) the left tiger will
open its mouth, revealing a wand that will open location 10 when someone
approaches the door (the door is marked by a beautiful engrave of a marvelous
sword, with the moons as background).
10) The Guardian of the Moons: In this room, there is a Guardian
Spirit watching the entrance. He can only be damaged by magical weapons
and magic attacks (like Magic Missile, Magical Stone, or other magic attacks).
Remember that there are magical weapons in the room 6.
| Guardian Spirit
HPs: 80 AC: -5 THAC0: 9
# of Attacks: 2 Damage / Attack: 1d10+5/1d10+5
Special: Immunity to telepaty, and any magic/psionic that affect physical
bodies. Remember that when fighting incorporeal beings, strength bonus
for damage does not apply.
XP: 12000
|
If they kill the spirit, they can take the Sword of the Moons.
A sacred magical item of the Avengers of the Moons. This sword is made
of an alloy of silver and iron, making a very strange, but strong metal.
In the blade, there are some ancient runes, that say: "Guardian
of the Moons - Your eternal quest will be glorious!". This sword
is +3, and have some secret powers, that were lost in time. If magic is
detected, it only shows very little magic, and if identified, it appears
like a sword +1.
11) The Treasure’s Room: In this rooms is stored the treasures
of the temple. Nothing of very much value to a common person. Necklaces
of marble, made for the worshipers of the moons (the most close thing athansians
ever had to a rosary). There are two ivory boxes, protected by a Fire Trap
(1d4+12 of damage). This boxes have 50 silver pieces on each. They also
guard a +1 ring of protection and a ring with the moons depicted on it.
This ring has a magic, but no identify spell can reveal what the magic
does. In this rooms there are also a cloak of protection +2, and a wand
of lighting (15 charges).
12) The Library: In this room, there are shelves, full of books.
There are books talking about prayers, and songs to the moons. There are
also books of magic (the avengers see those as sacred books, not as grimoires).
To a preserver, who does not know about the techniques of self-defiling,
this appears to be a defiler’s book of magic. There is a secret door, hidden
by a shelf, that is opened by a false book on that shelf. This hidden door
leads to location 13. If someone searches hardly, he encounter a stone
teeth wrapped in a black veil.
13) The Stone of the Moons: One can only reach this room if he
wears the strange ring encountered on 11. That ring activates the teleport
(seen in the map). In the other side, there is the stone designed to fit
in the pedestal in location 9. When someone touches the stone, this person
will be affected by an ancient spell of protection cast in the stone. If
the person does not save vs magic with a -5, then the person loses one
level. This person forgot everything new he has learned in the last level
(including recent techs and spells). He does not forget what he was doing
when he came to this room, nor why he is here, and who is his friends.
This effect is permanent, but can de dispelled by a Heal spell.
Part 3 - The news never end?
*This adventure ends when the PCs get the Sword of the Moons. This sword
can open the door of the Chamber of the Moons. Of course the PCs does not
know that. They will discover it in adventure 3.
*When the PCs get back to Sylvia’s house, she will be on her office:
| When you reach Sylvia’s house, Pharina opens the door. She says
that Sylvia is in her office and asked to not be interrupted. Pharina lead
you to the Living Room (location 5 on the map), and
ask if you wishes to eat or drink something. (Pharina will be back
in 15 minutes if they ask something. If not, then she will only be back
in 30 minutes, when she say)
You are waiting for about 30 minutes, when Pharina enters the room.
She says that Miss Sylvia is waiting in her office, and leaves the room.
When you opens the door to the office, Sylvia is dressed in a long,
white dress, that she uses to work. Her dress is blackened by something,
and she is seated in a chair, There are pieces of the Arcane Stone all
around, When she notes the door opening, she stands up and greets you with
a smile. Then she start talking:
Well, it appears like I really found something about this stone.
It was only a protective case for this: (She shows a crystal ball, with
a faint blue energy inside it). I does not know what this really means,
but I think I can found some information if I stay with it some more time.
Now, what you have found in the north of Kled? There was really something
there or no?
|
*When they show the Sword they get in the temple:
| Sylvia looks at it, impressed:
I have never seen such a sword. I think it is magical? Have you
checked if this have magical properties? Humm... You know... I cannot help
you with swords... My field of study is ancient history. I can, however,
see if there is something about a sword like this in my books. Of course,
I does not need to keep it with me to search information about it. I would
only keep it if it were for me to try to discover its powers... Anyway,
I already have something to work on. I will have to study this sphere.
Keep the sword, but does not let it slip out of your hands! I think this
sword is very important, and is somewhat related to the history of the
society, although I does not know how. I know of someone who can tell you
more about weapons than I can. This person is a sage, named Mourn, and
he is easily encountered in the Tavern of the Red Kank. You will recognize
the tavern by the painting of a Red Kank in the walls outside it. It is
located in the Shadow Square. Be careful. That square is full of street
rats ready to kill to steal! You will recognize the sage by his green clothes
and red cloak. He is always dressed on those. I does not know why, but
it seems like that old inix (this saying is like "that old
fox") does not have other clothing to wear! He is always there
by night. I think you may go now.
|
*When they reach the Tavern of the Red Kank, continue in adventure 3.
Adventure III- The Obelisk
of the Souls
Part 1 - The Tavern of the Red Kank:
*When the players reach this tavern, and they meet the barman:
| As you approach the barman, he looks at you, and question you:
Are you <name of the character who bears the amulet>?
Then I have something for you. This. Some friend of you left it. I does
not know what it is. Anyway, would you want some drink or something for
eat?
|
*The barman is called Tressman (Human, 5th
level Fighter, N) and he says that the box was delivered by a tall
person, in a black robe. He could not see his face, but the voice was quite
strong, almost powerful. The person was all wrapped in old, black, desert
rags. He can say nothing more about the person.
*In the box, there is a gold ring. There are inscriptions in the ring.
If someone with ancient languages try to decipher it, he will read the
words "open door". There are more things, but the player
can translate nothing more. If they try to sell it, the ring will bring
them some 1000 cp.
*Mourn (Human, 10th level preserver, NG)is
seated in a chair in the back:
| As you enter the tavern, you see a person in old green clothes and
a red cloak. This person is probably Mourn, the sage that Sylvia said you
could ask about the Sword you got in the temple. As you aproach him, he
looks to you inquisitively. He talks to you in a strong, old voice:
Yes? What can do for ye?
(Let the players show him the sword)
Ah, indeed a very powerful weapon you bear here uh? Do you know
what is this symbol in it's grip? It is ancient hope. A hope for a better
society. The mens and womens who forjed this sword and the ideals it was
meant to fight for are long dead, but I see that this sword has resisted
the time. I only wished that hope could be so strong as this sword... <sigh>
anyway, this is the sacred Sword of the Moons. Is this what you are looking
for uh? An explaniation about it's powers... Unfortunately, I am afraid
it's powers have no easy explanations. Even I, with all my knowledge know
very little about this sword. I do know, however, of an ancient legend,
that said that only a true son of the moons could bear it, and brand it
to open the doors to true power, the doors that conceal the power to change
the society arround you! That is all I can remember... I am sorry if I
was not the great help you were waiting for...
And then, he slowly turns away, looking arround, drinking his beer...
|
*In the same time, they hear some rumors (this can reach the players,
any way you want, be it Sylvia who told them or any other way. In the actual
campaign, the bard was told by one of his contacts when he asked for the
news rumors running around)
*The rumors says that the winds of the deserts uncovered some strange
ruins around the region of the city of Yaramuke. It is said it was an obelisk.
A strange obelisk. One that has the color of the Moons and is engraved
with inscriptions no person has ever seen! They say it is magical inscriptions!
What could it be? What does that mean?
*Whoever this person that tell them is, this person will also tell them,
more or less the exact location (25 miles north of the city of Yaramuke).
*Continue on part 2.
Part 2 - The Obelisk of the Souls:
*When the players reach the obelisk, let them make their actions. When
one of them try to search for something, then read this:
| Cautiously, you approach the obelisk, and search for something special.
After some time only seeing these strange markings on the stone, you realize
that there is the draw of something like a door here. It is a thin line,
engraved on the stone of the obelisk, but you see it clearly. It delineates
the huge shape of a rectangle. You also find, near the obelisk, a protuberance
in the stone, that reminds you of a finger, pointing at you... You wonder...
How could you open this door? |
*If any of them try to read the strange inscriptions on the stone of
the obelisk, ask for a check of Spellcraft. If the spell caster pass the
check, then reveal to him:
| You try to read this strange engravings, but all you could reveal
is that this is some sort of magical device, used to hold something. You
know not what it is supposed to hold, or watch, but you are sure that it
is something very important! |
*The door opens when someone puts the gold ring on the finger. If they
remove it, the door closes, instantly. Read this:
| You put the ring on the finger, and instantly you hear the sound
of a huge stone moving. Then you realize that the huge shape of the stone
is moving, going deep into the obelisk, leaving a slope behind. It moves
quickly, making the loud noise of stone sliding over stone.
|
*The players enter in the obelisk in location 1. The picture of the
Obelisk on the map, show this.
*The slope in location 1 is very slippery, and they won’t be able to
only walk to the end of the slope. They will only be able to slide until
they meet the "door" in the end of the slope. However, almost
in the end of the slope, there is a Trap. This trap will be activated if
they slide over it. If they dodge it, nothing happens. To dodge the trap,
ask for a saving troll against death. If they pass, they live and nothing
happens. If they does not pass, then they will be impaled on the spikes
that will growth in the end of the slope, in the surface of the "door".
If you does not want to kill a PC, then assumes that the spikes deliver
5d6 damage.
*However, if your PCs are clever enough to bring a rope and tie it to
a inix, that they have to serve as mounts, then they can go down easily.
Give them additional XP if they have this idea. Remember that a thief can
try to walk down with his Climbing walls maneuver. Adjust the chance for
a slippery surface and have the thief make the check. *The door to location
two, is heavily barred. Only someone with strength 19 or more can try to
make a open door check to open these. Alternatively, the door is made by
stone. Creative minds can think on nice use to spells to make the door
cooperate. Stone Shape, as for example, can easily make the door open.
*The tunnel that follow is still inclined in the same degree of inclination
shown in the map. Curiously enough, the PCs are able to walk normally in
this passage.
*In the end of the passage, there is another slope. It appears to them
like a hole in the ground. The map shows it quite clear how it should appear
to the PCs.
*The slope on location three is also trapped, although now the trap
is on the two sides of the slope. It is difficult to avoid this trap, so
the saving troll against death is made with a -2 negative modifier in this
time. If they don’t pass the check, either they die impaled in the spikes
or they take 5d6 damage.
*This was the last slope. Location 4, now, is another inclined corridor.
In the end of the corridor, there is a huge door, with the two moons engraved
on it.
*Again, this door is made of stone, and the same means they used on
the door that leaded to location two would fit here.
*Location 5 is a huge, immense spherical chamber. In the center of the
chamber, there is a huge column that connects the roof to the ground of
the chamber. This column is thinner in the center and larger in the edges,
and is more or less cylindrical in shape. The chamber is lightened by the
glowing of several runes in the wall. Those are ancient runes, and even
the spell caster of the group cannot reveal anything from them (truth is
that they are runes for a 10th level spell, so the character will never
know nothing of it)
*A detailed search in this column reveals that there is a mechanism
somewhere to open a little door engraved on the stone (much like the first
one)
*A second inspection of the room reveal a mechanism like the one pictured
bellow:
*It would be nice if you actually make three bigger circles of paper,
cut them apart and give to your PCs to try to solve this puzzle. The places
pictured on the drawn are actually the puzzle solved. Someone with Ancient
History will know that those are the runes for Beginning of the year (north)
Ending of the year (south) Ral (right) and Guthay (left). The positions
of the moons they can try by a check of Astrology, or by guessing. Remember
that the two stones (the one with the runes and the other with the moons
move, so they can have various combinations, since each stone can be placed
in eight different positions.
*After they solve this puzzle, they hear the sound of stone moving and
the little door open, revealing a box of ivory. When they touch it, The
runes glow even brighter, and a powerfull, dangerous Greater Guardian Yugoloth
appears on the Chamber. This monster is described on page 371 of the Monstrous
Manual.
| 1 Yugoloth, Guardian (greater)
HP: 60 HD: 10 AC: -1 THAC0: 11
# of Attacks: 3 Damage / Attack: 1d10/1d12/1d12
Special: 25% of magical resistance, immune to two attack forms, and
can make a suggestion once per round, even if engaged in battle
XP: 11000
|
This demon will try to kill every one, and will fight until it is dead
or there are no more enemies, or the box is safe in its place again.
*When the PCs kill the monster, they can have the box. The box is made
of ivory, and engraved with runes. With ancient languages, one can read
the words "Dangerous entity, do not broke this seal".
*On truth, this obelisk is the one in witch Hammanu imprisoned the souls
of the Council of Eight of the Society of the Moons. If anyway, they broke
the box, then read this:
| When you cast the box in the ground, it smashes, doing very much
noise. Immediately, ghostly shapes swirls out of the box, encircling you
in what appears to be a deadly embrace. You draw your weapons, but the
shapes make you no harm. Instead, they become calm, and start to take eight
distinct human forms. After some seconds, you can discern the forms of
a very old man, leading other seven. Their figurine is tall, impressive
and awesome. They are dressed on long robes that bear the moons in the
chest. The taller and more defined of the forms start speaking:
Thank ye mortals. Ye have done a good think releasing us from
that prison. We have been imprisoned for various king ages. Ask mortals,
and we shall answer thy questions.
|
*What follows here is some sort of FAQ. However, these are the questions
the players can probably do to Keletar, and these are the answers he will
give when questioned. Of course players can ask other things, and you will
have to create answers for those questions.
Q: What is your name?
A: My name is Keletar, Leader of the ancient Council of Eight of
the Society of the Moons.
Q: What was the Society of the Moons?
A: The society was the most powerful force against the slavery of
the Sorcerer Kings. We were an ancient group of warriors that fought for
the ideals of the goodness for all. Unfortunately, we were defeated.
Q: Who imprisoned you?
A: King Hammanu, the Lion of Urik, Ruler of the World. It was he
who discovered our plot and imprisoned us here.
Q: What was your plot?
A: Well, in ancient times we discovered a very powerful artifact,
called the Chrono Rod. This rod have amazing powers, it could change the
flow of time and alter the reality! We wished we could use it to go back
in time and kill the one who create magic, so Athas would be restored to
his former splendor of a green world, thriving with life!
Q: Who was the creator of magic?
A: He who was know as the Warbringer, the First Sorcerer, whose name
was Rajaat. He was evil in bone and flesh, with powers beyond any mortal
ever dream. However, if we could fulfill my plan, and go back in history
before he created magic, then e had a chance to kill him.
Q: What you can tell us about this sword?
A: This is the Moons Sword. It is a very powerful weapon, use it
wisely. It was created by the original founder of the Society, very much
time ago. The blade is made of a special alloy, reflecting the shining
of the moons. Isn’t it beautiful the way it shines under the moonlight?
The full powers of this blade, however, may only be used by an Avenger,
the elite warriors of our Society. But... I see there is someone of my
blood among you. Ah, there. You (he points to the PC who bears the necklace)
is my descendant. Beware child. Hammanu will come for you. He is sending
his serves to kill you and your friends. But have the right to wields the
Moons Sword against him. Do it child, do it and honor our ancient goals
of liberty for all!
Q: What are, exactly, the powers of the sword?
A: To this question I cannot answer. The powers that this sword wields
are immense. I have no doubt ye will use them for a just cause, but I cannot
risk that ye are defeated and the secrets fall in the hands of those who
would use those powers with evil intentions.
*When they finish their questions, Keletar will give his last words:
| I have not much more time, however, I must ask ye a favor. I
see ye have the Moons Sword in your hands, and that my descendant are among
ye. Please, find the Chrono Rod and destroy it. Such power can only brings
more destruction if it falls in the wrong hands. In my life I have not
the time to detsroy it, only to hide it. Please, use the sphere to guide
you, and the sword to open the way. When you find the rod, troll it in
the nexus of the realities of the past and the realities of the future.
Bye my friends... that the moons protects you!
With this final words, the ghostly forms disappears in the air, leaving
behind only a glow in the air that soon disappears too. When you realize,
you are glowing too. All the extension of your body are glowing with a
silver light. After some seconds, this light also disappears.
|
*On truth, this light gives each of them, one additional point in his
prime requisites. However, if this will take the score beyond racial limit,
then the person gains 3 more hit dices to roll for his hit points. First,
only tell the PC to roll the appropriated dices, but does not reveal what
it was for. Identically, does not reveal to the PCs who gained the point
that his score was boosted. Only tell them that their character never felt
as he is now (in the case of a mage, he never felt so intelligent, in the
case of a fighter, he never felt so powerful, etc etc). When it seems to
you that it is appropriated, reveal to them what was really that light.
If you does not desire to give points of attributes or hit points, then
give some XP, like some 10% additional to what each one will receive in
the end of the adventure.
Part 3 - Ending this adventure:
*This adventure end when they return to Sylvia’s house. When there,
Sylvia will be waiting for them, and will reveal to them that she found
that the orb was some sort of tracker. She does not know what this artifact
was supposed to track, but it is pointing northeast.
*This apparatus is pointing to the Chamber of the Moons, where the Chrono
Rod is hidden. Now that they have the sword and the device to track the
Chamber, they will easily found the way to it.
*The campaign now continue in adventure 4 when this campaign meets its
end.
Adventure IV- The Chamber of
the Moons
Part 1 - Tracking the Chamber:
*In the first part of this adventure, the players are tracking the Chamber
of the Moons.
*The Chamber actually is located 10 miles southwest of the unnamed mountain
island situated southwest of the Isle of Bones. Yeah! In the middle of
the Sea of Silt.
*You should put the strongest Hammanu’s followers in the way of the
PCs. This tracking voyage should not be calm!
*When they come near the shore, the track device will start to glow
more intensely. Then, it will explode in a burst of magical, blue energy
and the Chamber of the Moons will come out of the silt, extending a bridge
for them to pass. The chamber is a strange building, high, and depicted
bellow. It may appear that the temple is red. However, this is not true.
The temple is made of black marble, but in the picture it is painted of
red because it is how it looks like in dawn (washed in the red light of
the dying sun).
*When they came across the bridge, there is another thing to do: open
the doors to the chamber. This can be accomplished by showing the sword
to the door, lifting it high with your right hand. The door will open.
Part 2 - Inside the Chamber of the Moons:
*Remember that all of the rooms of the temple have 6x6x6 (meters) of
area. However, the map is not drawn exactly, and perhaps it may appear
that one room is larger than others. This is not true. Note that they will
not explore the entire chamber of the moons, only level 1. This create
hooks to other adventures, when they will have to return here for some
reason, or if you wish, the exploration to the chamber can end with this
adventure.
*The Entrance Hall (1): This is a huge hall. It is very beautiful,
made of black marble, doted with little white points, making the impression
you are floating on the sky of the night. The two great circles of white
marble, fixed in the wall, in the opposite direction of the entrance door,
have inscriptions on them, and complements the impression of being floating
in the night sky. For someone with Ancient Languages, the inscriptions
read: "If you are not prepared for the perils beyond, take the right
door."
*The Hall of the Beginners (3) : This hall is also made of the
same black marble, and have the same dimensions of the other rooms. There
are an altar in this room, with three distinct things to do. There are
three stone steps until you reach the altar. When you reach the altar,
there is a bowl with water in it. There is a clean towel and there is a
silver knife. There is a rite engraved in the moon’s panels behind the
altar (the panel is a circle of white marble, symbolizing the moons). To
someone with Ancient Languages, this read:
If you wish to get to the moons
Let the Silver touch your flesh
Let your hands be washed by the red life
This means that the person must cut himself with the silver knife, and
let the blood spill in the water bowl, and then wash his hands in the red
water that results. The person can dry his hands in the towel in the altar,
but in no other towel. When this person dry his hands, and complete the
ritual successfully, then the water will clean itself, there will be no
blood on the knife and the towel will be clean again. And this will repeat
until the last person in the group do the ritual. This ritual energize
the hands of the persons, to be able to open the door to location 2.
*The Way of the Moons (2, 4, 5, 6, 7, 8): Each of this locations
is described bellow in high details. This way must be followed by the PCs
to get into the chamber. To those who think they are smart and try to phase
thought the walls, or use any other spell or psionics to do so, they will
discover a sad fact. The walls cannot be walked trough. Anyone who tries
will get 3d6 of damage, and the spell/psionic will fail. They get a lightning
shock in their bodies and cannot pass.
Location 2 - The door to this room will only open if the
PCs have passed on the ritual of room 3. If not, the first to touch the
door will be struck by a bright bean of light. This has the same effect
of a Blind spell (wizard spell of 2nd level). The way to open this door
is only touch it with your energized hand. The spell on the door will open
the door. If they pass, and are inside the chamber, they will see two great
statues. These are statues of demons (Vrocs actually) if there is someone
with them that is not good or neutral aligned (evil aligned) then these
Vrocs attack. If not, they are only true statues and they may pass.
Location 4 - In this room there is a pool. The water falls
from marbled heads in the shape of a lizard, placed on the walls, and mysteriously
disappears (on truth, there is a hole that cannot be seen just from looking
though. It is fixed on the walls, inside the pool). This pool is 4x6x2
(meters) just as shown in the map. To pass thought this room, they must
swim, or fly above the pool. In this room, however, no spell functions,
except those related to water, like Water Breathing, Airy Water, and such
and such. If they get into the pool, two water elementals appear.
| 2 Water Elementals
HP: 50, 47 HD: 8 AC: 2 THAC0: 12
# of Attacks: 1 Damage / Attack: 5d6
Special: +2 or better weapon to hit
XP: 2000
|
In ancient times, this was a place for purification of the body,
but since that time, the chamber of the moons was corrupted and nothing
more functions as it should.
Location 5 - In this room, there is a huge fireball guarding
the door to continue (The circle in the front of the door). This is actually,
an illusion (Who could have cast it? Sertan? Ehehehhe) and the first person
to step thought it will be well and undamaged, however this person will
still fell the hot of the illusion, and will take 1d3 of damage per round.
The door is stuck, and they must try a strength check to open the door.
Remember that each round they spend without success will deliver on then
1d3 damage.
In ancient times, this was the place to commune with the fire, to
clean your soul. The worshipers of the moons does not take the damage as
painful, but instead, they think the hot fire were cleaning them of any
impurities of the world they were leaving behind them.
Location 6 - Now this is the place to get rid of this
+3 sword they are carrying. In this room, there are 8 sharp, transparent,
pointed crystals, each one in each corner of the room. There is a pedestal
in the center, with a crack of the exact size to insert a sword’s blade.
Each sword they put that is not the Sword of the Moons, will disintegrate.
When they put the sword in it’s place, it will shoot eight beans of light,
that will reflect in the eight crystals, and open the door. If they take
the sword out of it’s place again, then the door will close.
Location 7 - This room emanates strong winds. When they
enter, they will see that the wall in the opposite side of the door will
grow spikes. They will have to make two strength check to leave the room
with their lives. This check has no modifiers and the failure is 3d6 of
damage, and they will have to start again, having to make two checks. The
door is opened as soon as they enter in this room.
This was a test of courage and strength. Only the strong and brave
of heart may survive the winds of fury and enter the Hall of the Moons.
Location 8 - This is a black room, marbled exactly as
the others. The black marble, however, appears to be alive within this
room. The white spots glows as stars in the sky, and the room more than
gives the impression of being floating in the night sky. You are TRULY
floating! The persons can no more fell the ground behind their feet, and
two cosmic elementals attack.
| 2 Cosmic Elementals
HP: 73, 64 HD: 12 AC: 2 THAC0: 8
# of Attacks: 1 Damage / Attack: 5d8
Special: +2 or better weapon to hit
XP: 2000
|
If you are wondering WHERE are these cosmic elementals fully described,
be warned that they aren’t! I created these monsters to use specially in
this campaign. However, nothing say that you cannot use it in your own
campaign. The full status of this monster is in the end of this module,
in Appendix II: New Monsters.
*The Hall of the Moons: after accomplishing the Way of the Moons
and passing all the tests, the PCs may enter in the Hall. Continue on part
3, that describes the Hall in full details.
Part 3 - The Hall of the Moons:
*Being the center of the Chamber, the Hall of the Moons is where the
Chrono Rod have been hidden for the last centuries. Now that it have
returned, Hammanu cannot let it fall on the PC’s hands.
*The room is immense. It appears larger than it really is (perhaps by
the touch of infinity given by the black marble). In the center of the
room, after a three steps white marbled ladder, there is a column of blue
energy, guarding the Rod.
*To get the rod, they only must touch the barrier. The energy kept on
their hand from the ritual in room 3 will let them dispell the energy barrier
and let the Rod fall on their hands. In this moment, Hammanu appears:
| As you touch the barrier of light, there are a strong wind in the
room. The wind is so chill that it freezes you to the bones. You can barely
move when there is a loud noise of thunder and a strong, deep voice is
heard:
Idiots! You can never understand
the powers of the Rod! Give it to me, or I will get it myself from your
hands!
Now you recognize the voice of Hammanu himself! The lion of Urik
is here! You see his lion form walink in your direction! In this moment,
you realize that the Rod is glowing in your hand. You hear an almost dying
sound in your mind and remember that it is the voice of the Leader of the
Society, guiding you! He says:
No! Time has not come yet for you to confront him! You have not
enough power to try to fight him. But you must not give him the Rod, or
everything will be ruined. Now, use the rod, open the portal for the past
that leads to the future! Now!
|
*Ask for a wisdom check. If the player that is holding the Rod pass
(remember that anyone could have the rod, since everyone washed their hands
on room 3 and anyone had the power to broke the seal) then a shimmering,
black portal appears in the room.
| Immediately, you lift the Rod and concentrates. Strong winds storms
the room, impeding the movement of Hammanu. The King of the World is thrown
back in the wall of the room, while a really loud, deafening, sharp sound
strike your ears as a glowing, shimmering portal appears. You again, hear
the voice of Keletar speaking in your mind:
Yes! That is right, but the battle is not won yet. Hammanu is
recovering, and soon will came for you. You must act quickly. Broke the
Rod! Cast it into this nexus and it all will end! Do it! Do it now!
|
*This is very important. This decides if the PC will live or will die
now! Ask for a strength and a dexterity checks. If the PC pass in both,
then read the text marked in ** bellow. If he does not pass in any of them,
read the text in ***. If he pass on strength but not in dexterity, read
the text marked with ****. If he pass on dexterity only then read the text
marked *****.
** (Complete success)
| Quickly, with the strength and dexterity needed, you broke the rod
in two with a quick snap sound, as the rod shatters against your knee.
Then you throw it in the black hole. Immediately, the portal closes, and
a very bright light blinds everyone in the room. The last thing you hear
are the mad shouts of Hammanu... You now hear a faint, feminine voice...
Hello? Are you ok? Wake up, wake up!
You open your eyes and realize that you are in Tyr, in the house
of Sylvia. Pharina is treating your wounds with a hot compress of water.
It fells nice. Sylvia appears to be happy. By her side, you see Rahna,
the girl that accompanied you all the way.
You don’t need to tell me what happened. Rahna told me everything.
I am proud of you. I think that you have done a great thing for our world.
I have no means to thank you enough. But please, accept this gift of mine.
She handles to you a ivory box. I hope this helps you. I will be downstairs.
If you need anything, please, call me. But I would advise you to rest some
more. You are tired, and I believe that the force of the long teleport,
have played its tool on you. Have no hurry. Now, relax brave heroes.
|
The contens of the box is you who decide. There is at least one reward
for each one. Perhaps a powerful spell unknown to the mage, a psionic bracer
for the psionicist, a gem that gives the cleric one more spell per level
to cast, a sword +2 for the fighter, or anything you would like to give
to them. If the reward is too big, then say that she points to a chest
in the room and that they would be welcome to take everything on there.
*** (Complete Failure)
| You are still wondering about the words of the Leader of the Society.
What the hell does he mean? you think.
You couldn’t broke the Rod. It is too strong for you. Also, you don’t
see why to cast it into the hole. You could use it against Hammanu if you
know how... While you think, Hammanu is again standing on his feet. As
he walks toward you, terror overwhelm all your body. He come closer and
only looks at you. You fell your body tingling with arcane energy, and
the voice of Keletar again speaks on your head.
NO! It could not be! NOOOO!!!!
These are the last things you hear in your life, as your body explodes
in a ball of burning blood and bones. Hammanu wraps his claws in the Rod.
He turns to the rest of you and speaks:
Yes! Now I got it! After all
those years it is mine. You cannot imagine how much time I spend searching
for this thing! Now it is mine! All mine! And all thanks to YOU! I have
no words to thank you enough! I will give you the most high reward one
can gain from me. A quick, and painless death!
As he ends the phrase, you all are dying of a quick and painful drought.
Water forms on your lungs and you cannot cough it in time. You are dead,
and the world of Athas condemned.
|
****(Partial failure)
| You broke the Rod, felling the wood of the artifact shatter against
your knee, with an audible snap. You try to cast it into the hole, but
you are too late. When you realize, it, the portal is closing, and it will
never open again since the Rod is broken. The winds stop and Hammanu is
again standing on his feet, with a mad looking in his face. He does not
appear to be happy, and his form is emanating a hot, flaming aura.
NO! NOOOOOOOOOO! Look at what
you have done! It is broken! I cannot forgive you for what you have done
here! You... you... YOU WILL DIE NOW!
As he ends his phrase, an inferno rages the room. Flames are everywhere,
and you cannot escape this painful, hot death. Your bodies are burning
in the very hot of hell. It is impossible to think in any mean to flee.
The only thing you can do is let this fire burn you until the sacred light
come to relive you from this life...
|
*****(Partial success)
| You cannot broke the Rod, being not the person to hold the strength
to do that, but you have at least the dexterity to throw it in the portal
before it closes. As you cast it, you hear a loud shout of "NO"
from Hammanu. A bright light blinds everyone in the room... You now hear
a faint, feminine voice...
Hello? Are you ok? Wake up, wake up!
You open your eyes and realize that you are in Tyr, in the house
of Sylvia. Pharina is treating your wounds with a hot compress of water.
It fells nice. Sylvia appears to be happy. By her side, you see Rahna,
the girl that accompanied you all the way.
You don’t need to tell me what happened. Rahna told me everything.
I am proud of you. I think that you have done a great thing for our world.
I have no means to thank you enough. But please, accept this gift of mine.
She handles to you a ivory box. I hope this helps you. I will be downstairs.
If you need anything, please, call me. But I would advise you to rest some
more. You are tired, and I believe that the force of the long teleport,
have played its tool on you. Have no hurry. Now, relax brave heroes.
|
This is almost the same ending as before, but you should give them a
little less powerful treasure than you would give if they have done everything
right. No, not as a form to punish them because they does not follow your
line, but because they don’t truly destroyed the artifact. As it is an
artifact, it will return some day, somewhere... perhaps in the future...
*Well... the adventure ends here. The following pages are the two appendixes
I mentioned in the text. Appendix I talks about the pre-generated followers
of Hammanu that you can put anywhere in the adventure to slow down the
PCs, or to annoy them. Appendix II have the New Monsters I created for
this adventure, in the case of this adventure, only one monster is shown,
the Cosmic Elemental.
Appendix I - Followers of The
Lion of Urik
| Mul Warriors of level 3
HP: 27 (each) HD: 2 AC: 8 (Leather) THAC0: 18
# of Attacks: 1 Damage / Attack: by weapon
Special: +1 to damage
XP: 75 (each)
|
| Psionicists of level 4
HP: 20 (each) HD: 4 AC: 8 (Leather) THAC0: 19
# of Attacks: 1 Damage / Attack: by weapon
Special: psionics
XP: 150
|
PSPs: 32 MTHAC0: 16 MAC: 8 (6 with Mental Armor)
Sciences: Animal Affinity (Lion), Telekinesis
Devotions: Animate Object, Ballistic Attack, Control
Body, Soften, Levitation, Molecular Manipulation,
Adrenaline Control, Aging, Biofeedback.
|
| Defilers of level 5
HP: 12 (each) HD: 5 AC: 8 (Leather) THAC0: 19
# of Attacks: 1 Damage / Attack: by weapon
Special: magic
XP: 200
|
Usage of Spells: 4/2/1 (may vary.)
1st level: Magic Missile/Charm Person/Grease/Shield
2nd level: Levitate/Acid Arrow
3rd level: Haste
|
| Templars of level 5
HP: 35 (each) HD: 5 AC: 7 (Leather) THAC0: 18
# of Attacks: 1 Damage / Attack: by weapon
Special: magic
XP: 150
|
Usage of Spells: 3/2 (may vary.)
1st level: Command/Magical Stone/Cure Light Wounds
2nd level: Produce Flame/Silence 15’ Radius
|
*Note that the race of the templars, defilers and psionicists vary wildly.
You can even throw against them some Half Drakes. This would make a great
surprise for them!
Appendix II - New Monsters
Climate/Terrain: Any dark space
Frequency: Very rare
Organization: Solitary
__________________________
Activity Cycle: Any
Diet: Cosmic energy
Intelligence: Low (5)
__________________________
Treasure: nil
Alignment: neutral
__________________________
No of appearing: 1-4
Armor Class: 2
Movement: 24 flying(A)
__________________________
Hit Dice: 8/12/16
THAC0: 12/8/4
No of Attacks: 1
__________________________
Damage/Attack: 3d8
Special Attack: Cosmic Energy Bolt
Special Defenses: can only be hit by +2 weapons
__________________________
Magic Resistance: none
Size: L
Morale: Champion (15)
XP Value: 2000
_____________________________________________________________________
Appearance: The Monster appear to be no more than a vaguely shaped human
with black skin, with small white points on it symbolizing stars. It is
incorporeal, and cannot be hit by common weapons. It has two great white
stars as his eyes. _____________________________________________________________________
Combat: In combat, this elemental strikes with a huge fist made of little
stars, that deliver electrical damage, for a great discharge of 5d8. If
the target is immune to lightning, then it get only half of the damage.
It can also attack with a powerful Cosmic Energy Bolt. This bolt deliver
5d8x2 points of damage, and can be completely avoided if the target is
immune to electrical damage.
_____________________________________________________________________
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