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Treasure of Talon Pass
T REASURE OF T ALON P ASS
An ADvEnturE For 2 nD -LEvEL ChArACtErs
David noonan
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INTRODUCTION
In Treasure of Talon Pass , the player characters explore
an ancient mountain garrison in search of a jade chalice
reputed to be worth a small fortune. But the path to
the jade chalice isn’t easy. A dragon and its kobold
minions have taken up residence in the garrison, and
some undead soldiers from long ago still haunt its halls
as well.
Nor are the PCs the only ones seeking the jade chalice.
A band of orc mercenaries known as the Nightfists are
after the chalice . . . and they arrived at the dungeon only
minutes before the PCs.
Treasure of Talon Pass is designed to take 2nd-level
characters to 3rd level. It is full of familiar features of the
D & D ® game, including traps, tricky
kobolds, an evil wizard, and of course, a dragon.
There’s also plenty of room for a DM to alter and expand
Treasure of Talon Pass to fit into an ongoing campaign.
pass. But barbarians sacked it shortly before the empire
fell, and today only shards of brick remain to hint at its
former glory.
However, set into a cliff near a waterfall on the edge
of the meadow, a stone stairway leads downward into
the stronghold’s basement. About six months ago, a black
dragon named Skatharilarn found the subterranean
section and decided that it would make a comfortable
lair—even if it was higher in the mountains than black
dragons usually live. Arriving with a train of kobold ser-
vants and a mercenary human mage, Skatharilarn cleared
out most of the dungeon, leaving only a few undead sol-
diers undisturbed (and a few secret passageways he hasn’t
discovered yet).
When the adventure begins, the PCs have just arrived
in Talon Pass and discovered the entrance to the tower’s
basement. The Nightfist orc mercenaries, following the
same information, arrived less than an hour earlier. Now
they’re pinned down in room 3, getting ready to make
another assault on the kobolds in room 4.
BACKGROUND
Treasure hunters across the region have long sought a
piece of jewelry known simply as the Jade Chalice. The
chalice is the missing part of a finely carved set that many
local lords would pay handsomely to be able to display on
the mantel in their grand hall.
Recently, information has surfaced indicating that the
chalice was last seen centuries ago in the Tower of Talon
Pass, once a stronghold of an ancient human empire. In its
heyday, it housed soldiers guarding the nearby mountain
ADVENTURE HOOKS
Any adventure hook that gets the PCs to the dungeon
entrance and clues them in to the presence of the Nightfist
orcs will work. For example:
The PCs come across the aftermath of a battle between
the Nightfist orcs and a caravan heading up the road
to Talon Pass. The sole survivor from the caravan tells
CREDITS
David Noonan
Design
Rob Lazzaretti
Cartographer
Andy Collins
Development and Editing
Erin Dorries
Publishing Production Specialist
Kim Mohan
Managing Editing
Cynda Callaway
Production Manager
Stacy Longstreet
D&D Senior Art Director
D & D , D&D, W C , Player’s
Handbook, Dungeon Master’s Guide, Monster Manual, Treasure of
Talon Pass, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc. in
the U.S.A. and other countries. All Wizards characters, character
names, and the distinctive likenesses thereof are property of
Wizards of the Coast, Inc. This material is protected under the
copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of Wizards
of the Coast, Inc. Any similarity to actual people, organizations,
places, or events included herein is purely coincidental. Printed in
the U.S.A. ©2008 Wizards
Chris Seaman
Cover Illustration
Lars Grant-West
David Griffith
Ralph Horsley
Zoltan Boros & Gabor Szikszai
Doug Kovacs
William O’Connor
Steve Prescott
Interior Illustrations
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First Printing: May 2008
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them the story of the Jade Chalice before expiring in
classic pulp fashion.
A local lord hires the PCs to retrieve the Jade Chalice,
warning them that a rival lord has hired orc mercenar-
ies to snatch it first.
The ghost of the jade carver who made the chalice
appears to the PCs in a dream, telling them to retrieve
the Jade Chalice, warning of dire consequences if the
orcs get their hands on it.
Treasure of Talon Pass employs the “parcel” technique
of treasure distribution described in the Dungeon Master’s
Guide ® . You’ll need nine treasure parcels in addition
to the Jade Chalice, which is an art item worth 260 gp.
You can use the list of parcels below, or you can create
your own using the rules in Chapter 7 of the Dungeon
Master’s Guide.
If you’re using the “wish list” suggestion in the Dungeon
Master’s Guide, you can assign magic items based on those
lists. Otherwise, select magic items from the Player’s Hand-
book ® appropriate for your characters and the adventure.
Parcel 1: Magic item, level 6
Parcel 2: Magic item, level 5
Parcel 3: Magic item, level 4
Parcel 4: Talon amulet (new magic item; see page xx)
Parcel 5: Two 100 gp gems + 90 gp
Parcel 6: Two potions of healing + 70 gp
Parcel 7: 150 gp + 200 sp
Parcel 8: Potion of healing + 40 gp
Parcel 9: 30 gp + 300 sp
Level 2 Major Quest: If the PCs successfully recover
the Jade Chalice from Hareel Vaar, award each character
an extra 125 XP.
If the PCs were hired to recover the chalice, their
employer pays them 260 gp for its return. Otherwise, they
can sell it for that price, or perhaps hold onto it . . . which
you can encourage them to do if you want it to become a
significant item in your campaign.
MINOR CHARACTER HOOKS
In addition to implementing one of the adventure hooks
listed above, consider using either or both of the minor
character hooks below. Adding a personal investment to
an adventure makes it more meaningful for the charac-
ters, and can draw their attention more effectively than
any monetary reward.
An ominous vision has appeared to many servants of a
deity affiliated with one of the characters in the party.
In this vision, undead beings beneath Talon Pass, long
forgotten to the world, have recently been awakened.
Level 2 Minor Quest: If the PCs defeat all the
undead creatures in rooms 2 and 9, award each PC an
extra 25 XP.
An evil mage named Hareel Vaar is wanted in connec-
tion with several thefts over the past few months. One
of the PCs has accepted a commission to hunt this man
down and return him, alive, to civilization.
Level 2 Minor Quest: If the PCs return Hareel
Vaar to any town or city without killing him, award
each PC an extra 25 XP.
Once you’ve assigned magic items, apportion the treasure
parcels to rooms as given below:
Room 5: One parcel
Room 6: Two parcels
Room 8: Three parcels
Room 9: Two parcels
Room 11: The Jade Chalice and one other parcel
ROOM SUMMARIES
See the encounters on the following pages for more
detailed descriptions of each room and its inhabitants.
1. Entry: This chamber is empty, but holds potential
clues for the PCs.
2. Infirmary: This room holds several undead rem-
nants of the dungeon’s former inhabitants.
3. Prison Chamber: Most of the surviving orc merce-
naries are here, readying to attack the kobolds in room 4.
4. Pillared Hall: The kobolds have pinned down a lone
orc in this room.
5. Sacrifice Chamber: This secret room holds a trap,
as well as a shaft leading down to room 8.
6. Kobold Sanctuary: The kobold leaders lair here,
guarding the stairs down to room 7.
7. Statue Room: This room holds a nest of spiretop
drakes and two guardian constructs.
8. Dragon’s Lair: The leader of the dungeon’s current
denizens lives in this natural cavern.
9. Officer Quarters: Three more undead lair here,
lying in wait for living prey.
10. Hall of Champions: This antechamber is guarded
by an imp and three iron defenders.
11. Test of Valor: The final chamber of the dungeon
holds a small gladiator pit, overseen by the cruel mage
Hareel Vaar.
GETTING READY TO PLAY
Other than spending a little time looking at the monster
and trap stat blocks, and reviewing the maps on the inside
covers of this booklet, you don’t need any special prepara-
tion before running Treasure of Talon Pass.
If you’re using Treasure of Talon Pass as a stand-alone
adventure, you can give the players the character sheets in
the back of this booklet. Each two-page sheet describes a
pregenerated 2nd-level character.
If you’re using Treasure of Talon Pass to start a new cam-
paign, tell the players to make 2nd-level characters. They
can have any reasonable amount of ordinary equipment,
plus one 2nd-level magic item and one 1st-level magic item
per character. Each character also has 20 gp in cash.
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ROOM 1: ENTRY
SETUP
This room doesn’t have monsters.
When the PCs first descend the stairs, read:
This stone chamber has an intact set of double doors in the east wall
and a set of double doors hanging precariously from a single hinge on
the west wall. There’s a weird mix of stone and jagged metal debris in
the southwest corner.
TACTICS
There’s nothing to fight here, but the PCs can gain some
clues that will help them in later rooms. It’s also pos-
sible that the PCs will retreat here if the battle in room 3
doesn’t go their way.
This room is also a good place to establish the common
pieces of “dungeon dressing” that the PCs will be dealing
with throughout the adventure. See the Common Dun-
geon Elements section below.
COMMON DUNGEON ELEMENTS
The following elements are present in room 1 and
throughout the dungeon, unless otherwise noted.
Floor: The f loors are f lagstone tiles—a mix of 1-foot-
square stones and 1-foot-by-2-foot rectangles.
Wa l ls: The walls are masonry facing with a mix of
dirt and stone behind them. Unless otherwise noted, it
requires a DC 20 Athletics check to climb a wall.
Ceiling: All ceilings are 15 feet high, with stone but-
tresses supporting wooden planks. In a few places on the
upper level, the planks have rotted away, revealing a mix
of dirt and stone above.
Doors: The iron-bound wooden doors require a DC 18
Strength check to force open. They are hinged to swing in
both directions.
Stairs: They’re all steep enough to constitute difficult
terrain when moving up.
Ambient Sound: The waterfall outside the entrance
can be heard as dull noise throughout the dungeon,
although it’s loud enough in room 1 that PCs will have to
speak clearly to be heard.
Moisture and Temperature: Enough mist from the
waterfall blows in that the upper rooms (1 through 6) feel
damp and have occasional patches of condensation on the
walls and f loor. The downstairs is noticeably drier, except
for room 8, which has its own water source. All the rooms
are a little chilly—about 50 degrees Fahrenheit.
FEATURES OF THE AREA
Illumination: None, other than what the PCs bring
with them.
Western Doors: You don’t have to be a forensic genius
to realize that someone busted these doors open from
inside this room. They’re hanging outward, so the damage
was done by someone trying to get out of room 1, not into
it. A character who makes a DC 15 Perception check
notices that the splintering on the doors is fresh—someone
broke these doors down less than an hour ago.
Eastern Doors: These ironbound wooden doors are
still intact. Judging from the darkness visible at the bottom
crack of the door, there’s nothing illuminating the room
beyond. And no sound either. In crude Draconic char-
acters, painted across the door in red, is a single word:
“Don’t.” (The kobolds want to make sure they don’t wind
up fighting the undead.)
Wreckage: The rubble in the southwest corner con-
sists of two of the spinning blades pillars found in room
5—except the kobolds “disabled” these pillars when they
arrived. If PCs spend time sifting through the wreckage,
they learn the following:
Many of the stone pieces have a gently carved, curved
surface.
The metal parts appear to be some sort of hinged and
jointed armature.
There are pieces of a metal blade amid the wreckage.
If the PCs examine the wreckage, they gain bonuses when
they have to deal with the intact spinning blades trap in
room 5.
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ROOM 2: INFIRMARY
Encounter Level 2 (660 XP)
When all PCs are in the room, or when a brave PC
walks more than 20 feet into the room, read:
The door closes and locks of its own volition. And you hear shuff ling
footsteps coming from the southeast. Lots of shuff ling footsteps.
SETUP
The undead here, once soldiers wounded in battle, wait for
further orders that will never come. They do not leave the
infirmary willingly but will defend it to the death—strictly
interpreting the last orders given them.
This encounter includes the following creatures.
2 deathlock wights (D)
10 pack zombies (Z)
If the PCs first open the secret door from room 3,
read:
Two corpselike creatures stand at attention next to a high table in the
center of the room. Two stairways in the eastern wall lead upward,
and a door is set in the northern wall.
Unless the characters loudly converse or make other obvi-
ous noise, all monsters are distracted at the start of the
encounter. The pack zombies have a passive Perception
score of 10, and the wights have a passive Perception score
of 11.
2 Deathlock Wights
Level 4 Controller
Medium natural humanoid (undead)
XP 175 each
Initiative +4
Senses Perception +1; darkvision
HP 54; Bloodied 27
AC 18; Fortitude 15, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
m Claw (standard; at-will) Necrotic
+9 vs. AC; 1d6 necrotic damage, and the target loses 1 healing
surge.
R Grave Bolt (standard; at-will) Necrotic
Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and the
target is immobilized (save ends).
R Reanimate (minor; encounter) Healing , Necrotic
Ranged 10; affects a destroyed undead creature of a level no
higher than the deathlock wight’s level + 2; the target stands as
a free action with a number of hit points equal to one-half its
bloodied value. This power does not affect minions.
C Horrific Visage (standard; recharge ⚃ ⚄ ⚅ ) Fear
Close blast 5; +7 vs. Will; 1d6 damage, and the target is pushed 3
squares.
Alignment Evil Languages Common
Skills Arcana +10, Religion +10
Str 10 (+2)
If the PCs first open the door from room 1, read:
Remnants of wood-and-canvas frameworks are scattered across the
f loor. The chamber continues to the east, turning south beyond your
sight line. There’s also a downward stairway in the southern wall.
Dex 14 (+4)
Wis 9 (+1)
Con 14 (+4)
Int 16 (+5)
Cha 18 (+6)
10 Pack Zombies
Level 2 Minion
Medium natural animate (undead)
XP 31 each
Initiative +3 Senses Perception +0; darkvision
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 14, Reflex 10, Will 11
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+7 vs. AC; 4 damage.
Pack Attack
A pack zombie gains a +2 bonus to its attack roll if it is adjacent to
at least one other pack zombie.
m Lurching Sacrifice (immediate interrupt; encounter)
This power triggers automatically when a nonminion ally adjacent
to a pack zombie is hit by a melee attack. The pack zombie is
destroyed, and the damage dealt to the ally is reduced by 5.
Alignment Unaligned
Languages
Str 14 (+3)
Dex 6 (–1)
Wis 8 (+0)
Con 10 (+1)
Int 1 (–4)
Cha 3 (–3)
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