The Speaker In Dreams.pdf

(2296 KB) Pobierz
The Speaker in Dreams
714612343.002.png
The S peaker in D reams
James Wyatt
Credits
Editor: Roger E. Moore
Creative Director: Ed Stark
Art Director: Dawn Murin
Cover Illustration: Jeff Easley
Interior Illustrations: Dennis Cramer
Cartography: Todd Gamble
Typography: Erin Dorries
Production Manager: Chas DeLong
Project Manager: Josh Fischer
Graphic Design: Sherry Floyd
Playtesters: Julia Martin, Bill Baumann, Eric Haddock, Jason Iha, Gwendolyn F. M. Kestrel, Brooks Peck,
Pat Ryan, Dave Gross, Rob Stewart, Bryan Kinsella, Barbara Walker, Christopher Perkins and Matthew Sernett.
Resources: Based on the original D UNGEONS & D RAGONS ® rules created by E. Gary Gygax and Dave Arneson,
and the new D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison. Other sources include The Castle Guide , Cities of Mystery , City System ,
City of Splendors , The Illithiad , P LAYER S O PTION ™ Spells & Magic , and The Gates of Firestorm Peak .
Table of Contents
Maps:
The Bell Tower ..........................inside front cover
The Reality Wrinkle ...................inside front cover
The Temple of Pelor..................inside back cover
The Manor House ....................inside back cover
Maze of Alleys ...........................inside back cover
Heironeous’s Shrine .................inside back cover
U.S., CANADA,
EUROPEAN HEADQUARTERS
ASIA, PACIFIC, & LATIN AMERICA
Wizards of the Coast, Belgium
Wizards of the Coast, Inc.
P.B. 2031
P.O. Box 707
2600 Berchem
Renton WA 98057-0707
®
Belgium
(Questions?) 1-800-324-6496
+32-70-23-32-77
620-WTC11830
D UNGEONS & D RAGONS , D UNGEON M ASTER , and the Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc.
The d20 system logo and P LAYER S O PTION are trademarks owned by Wizards of the Coast, Inc.
All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by St. Martin’s Press.
Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors.
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.
This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
©2001 Wizards of the Coast, Inc. Made in the U.S.A.
Visit our website at www.wizards.com/dnd
1
714612343.004.png
INTRODUCTION
I ntrOductiOn
Immense power is acquired by assuring yourself in your secret
reveries that you were born to control affairs.
—Andrew Carnegie
who summoned a devil into the heart of Ilkkool Rrem.
The gelugon broke its magical bonds, slaughtered the
beholder, and went on a wild rampage through the
illithid city. Although Ghaerleth Axom’s involvement in
the plot was never proven, remaining in the city became
increasingly dangerous for him. Shortly after that inci-
dent, he fled, an outcast from his kind.
He wandered the Underdark for many years, until he
set his sights on a great challenge: the infiltration of a
human town on the world’s surface. Ghaerleth Axom
strode out of the Underdark and into Brindinford.
Under cover of darkness, he moved through the town,
gathering allies and thralls around him as he had done
in numerous subterranean cities before. With their help,
he plants the seeds of a new illithid empire.
The Speaker in Dreams is a D UNGEONS & D RAGONS ® adven-
ture featuring a mind flayer’s attempt to establish a slave
empire, starting from a town called Brindinford.
Encounter Levels: The Speaker in Dreams is suitable
for four 5th-level player characters. Player characters
could reach 7th level by the adventure’s conclusion.
In a city adventure, it is relatively easy for player
characters to rest in safety, regain hit points, and find
curative magic. As a result, encounters in this adven-
ture are skewed toward slightly greater challenges,
assuming that the characters can meet each one rela-
tively fresh.
ADVENTURE SYNOPSIS
The Speaker in Dreams brings the player characters to
Brindinford, a town besieged by evil forces within its
walls. Ghaerleth Axom has amassed great power during
his stay here; he and his gangs are a force to be reckoned
with in every part of the town. Grimlocks terrorize the
lower-class neighborhood of Southspur. A cabal of mad
sorcerers, called Those Who Hear, has taken root in
West Hill, the middle-class buffer zone between South-
spur and well-to-do Silver Hill. A diabolical cult draws
its members from Silver Hill and threatens the estab-
lished temple of Pelor in Ford North, the temple dis-
trict. A pack of wererats extorts protection money from
the merchants of Chatterstreet Market. All these vil-
lains report to Ghaerleth Axom. Only the baron’s keep
seems free of his influence—for now. As the annual
street fair begins, promoted by wandering halflings
who make Brindinford a regular stop, Ghaerleth Axom
moves to solidify his power and seize control of the
town—from the top.
The adventurers arrive here during the street fair. The
fair is disrupted, however, by a wererat attack that serves
twin purposes: distracting the town guard while Ghaer-
leth Axom enters the baron’s keep, and thinning out the
ranks of the guards. The player characters are near this
disturbance and can help dispatch the wererats.
Investigating the wererats leads the party into a web of
secret allegiances. Evidence appears to show the wererats’
leaders are the sorcerers of West Hill. These sorcerers
babble about an alien master who speaks in their dreams,
but no indication exists of an actual, corporeal master. In
defeating the cabal and its apparent minions, the charac-
ters have every reason to believe that they have success-
fully completed the adventure. The townsfolk believe so,
too, and give a feast in the characters’ honor.
After the celebration, the characters discover that
the threat to Brindinford has not been abolished, when
they become the targets of an assassination attempt.
The baron then declares martial law to crack down on
lawlessness within the town. He announces that the
diabolists will be the enforcers of this new order, insti-
tuting a reign of fear and mistrust. The town guards
and the baron turn against the characters, who must
PREPARATION
You, the Dungeon Master (DM), need a copy of the
Player ’s Handbook , the D UNGEON M ASTER ’s Guide , and the
Monster Manual to use this adventure.
Text that appears in shaded boxes is player informa-
tion, which you may read aloud or paraphrase as appro-
priate. Text in sidebars contains important DM notes, for
you, offering insight into issues peculiar to city adven-
turing. Monster and nonplayer character (NPC) statis-
tics are provided with each encounter in abbreviated
form. Full monster statistics for standard monsters are in
the Monster Manual , while statistics for citizens, unusual
monsters, and unique individuals are provided in the
Appendix at the end of this booklet. You should review
all of these statistics before the game starts to refresh
your memory of the creatures’ abilities. Each encounter
is given an encounter level (EL) to let you know how
challenging it should be for the adventurers.
2
ADVENTURE BACKGROUND
Far below the surface of the earth, in the lightless cav-
erns of the Underdark, a weird and alien city broods on
memories of ancient glory. Long ago, the mind flayers
ruled a mighty empire that spanned hundreds of worlds
until it met its downfall in a slave rebellion. Every mind
flayer in the underground city of Ilkkool Rrem dreams,
plans, and schemes for the restoration of the illithid
empire, the crowning achievement of their kind.
Ghaerleth Axom is one such mind flayer. His
dreams are grand indeed: In his vision, the hub of the
reborn empire will be none other than himself,
Emperor Ghaerleth Axom, Ruler of Worlds. Not only
human thralls, but illithids too will bow and grovel
before him. He will report to no god, no illithid Elder
Brain—all will report to him. He will be a god, and
even devils will serve him.
This dreaming frequently bears dangerous fruit, such
as Axom’s ill-considered alliance with a beholder mage
714612343.005.png
INTRODUCTION
find unlikely allies as they strive to overcome the cult
and its infernal cohorts. At last, the characters con-
front Ghaerleth Axom, the true mastermind, freeing
the baron from Axom’s influence and returning order
to Brindinford.
The Speaker in Dreams is a combination of event-based
and site-based adventuring. The primary “map” of the
adventure is a flowchart that allows you to track the char-
acters’ actions and their repercussions; the party’s physical
location is less important. Certain actions lead the charac-
ters to key sites within (or below) Brindinford, detailed on
separate maps and keyed in the same way a site-based
adventure would be.
kBrindinford is famous for its annual street fair. The fair
originated when a large clan of nomadic halflings
made the town a regular stop in their travels. Now the
halflings are settled around the town, but the fair
offers a healthy dose of halfling culture at its finest.
Halfling characters may be particularly drawn to the
fair, but any character will find it worth visiting.
kOne of the characters is originally from Brindinford
and has friends or relatives there. The character
could be returning home to rest, bringing compan-
ions along, or coming for the funeral of a relative.
Perhaps a young sibling has gotten involved with
shady characters and needs help. (The sibling could
be an infected wererat, a mad sorcerer, a diabolist,
or a member of a gang of thieves—later instrumen-
tal in winning the gang’s assistance for the party in
Part Two.)
kA mentor of one of the characters lives in Brindin-
ford, but has not been heard from in an unusually
long time. As Ghaerleth Axom prepares to cement
his hold on the town, he has eliminated a number of
higher-level characters who could muster significant
opposition to his rule. The mentor could be one of
his victims, or one of Axom’s controlled allies.
CHARACTER HOOKS
The player characters need not arrive looking for adven-
ture in Brindinford. One advantage of the setting is that
adventure can find the characters while they are busy
doing other things. Each character may have a different
reason to visit the town, they may be united in a
common purpose, or the group may follow one charac-
ter with a compelling reason to travel here. Consider the
following motivations for going to Brindinford.
3
714612343.001.png
Zgłoś jeśli naruszono regulamin