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1 on 1 Adventures #5
Vale of the Sepulcher
By Suzi Yee
1 on 1 Adventures #5: Vale of the Sepulcher
Something is amiss in the remote mountain town of Zuria. The head priest has not i led
a report in months, and traders following the winding road into the high-altitude valley
do not i nd their way back home. The Church of Palnor, benefactor and watchers of the
Tomb of Kings, are greatly concerned. Can the PC discover what has happened in this
isolated mountain town before events turn disasterous?
An adventure designed for 1 GM and
1 player (Level 9-11 Cleric)
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
This module includes 20 adventure-packed pages, complete with detailed maps and descriptions,
forming a ready-made adventure. It has been crafted for one player and one GM so even the
smallest gaming group has adventures suitable to their needs with minimal preparation time. With
some minor scaling, Vale of the Sepulcher is suitable for use with a traditional four-player party.
WWW.XRPSHOP.CITYMAX.COM
If you enjoy this module, look for future releases in the One on One Adventures line from
Expeditious Retreat Press.
Expeditious Retreat Press
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One on One Adventures #5
Vale of the Sepulcher
by Suzi Yee
An Adventure for One Cleric level 9-11
Something is amiss in the remote mountain town of Zuria. The head priest has not iled a report in months,
and traders following the winding road into the high-altitude valley do not ind their way back home. The Church
of Palnor, benefactor and watchers of the Tomb of Kings, are greatly concerned. Can the PC discover what has
happened in this isolated mountain town before events turn disasterous?
Credits
Table of Contents
Adventure Synopsis...............................................2
The Tomb of Kings and Zuria...............................2
Traveling to Zuria...................................................3
Ambush Outside of Zuria......................................3
Entering Zuria.........................................................4
Wandering Encounters in Zuria...........................5
The Church...............................................................6
Silvery Moon Inn.....................................................8
Kargol, Greater Barghest........................................9
Harold the Addled................................................11
Tomb of Kings.......................................................12
It’s the end of the world as we know it..............17
Wrapping up the Adventure...............................17
Sample PC..............................................................18
Author: Suzi Yee
Cover Artist: Claudio Pozas
Interal Artist: Claudio Pozas
Editing: Joseph Browning
Layout: Suzi Yee
One on One Adventures are for one player and one
GM. However, they are easily modiied for a traditional
party of four players and one GM. There are many One
on One Adventures available so look for more of them
at a FLGS near you!
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Adventure Synopsis
Something is amiss in the remote mountain town of
Zuria. The head priest has not iled a report in months,
and traders following the winding road into the high-
altitude valley do not ind their way back home. The
Church of Palnor, benefactor and watchers of the Tomb
of Kings, are greatly concerned. They have sent the PC
to investigate the matter, giving him a wide latitude
within the parameters of faith to discover what has
happened and to contain problems.
Integrating the Adventure
This adventure is designed for 1 Game Master and 1
player, cleric level 9-11. The PC may be a cleric from
the Church of Palnor, a cleric of a sympathetic cause
or church, or a hired professional cleric that “solves
problems.” There is a sample PC provided, and it is
highly recommended that the PC be a cleric that chooses
to turn undead rather than control undead. While a
background is provided, this adventure can take place
in any world, so long as the city is in a remote area in
the mountains. Vale of the Sepulcher is episode-based,
where places, events, and creatures are presented with
options for PC interaction, depending on the choices the
PC makes.
The Tomb of Kings and Zuria
An ancient civilization once ruled these remote peaks, a
civilization that has long since faded from memory. They
chose this sacred vale to hold their fallen elite deep within
the mountain. While eternal kings lay in their eternal
sleep, treachery from within brought this civilization
down to its knees. A budding master of the planes who
had a penchant for the dark arts went deep into the earth,
conducting experiments that tested the very boundaries
between realms. During one such experiment, the wizard
opened a doorway into the Abyss.
In a cruel irony, the doorway deep within the
Tomb of Kings opened into an Abyssal graveyard in
whose heart stood a massive, ebon crystal column
radiating malicious, unholy power. The dark energy
lowed through the sepulcher, returning life to things
that should no longer be. One by one, the rulers of the
kingdom rose from death, and in their evil rebirth,
cut down the descendents of their once-realm. The
mountain fell fallow, and monstrous events of the past
became little more than horror stories whispered on
cold blustery evenings around the hearth.
Until one day, when the Church of Palnor entered
the realm and saw it sullied by the grip of undeath. The
church began a regimen of cleansing until they found
the true source of evil deep within the earth. Unable to
close the doorway into the Abyss, the Church of Palnor
magically created a white crystal radiating positive
energy, mirroring and countering the negative energy
emanating from the ebon crystal of the Abyss. The
white crystal pierced through the upper layers of the
sepulcher, and its domed top soars through the roof
of the church. The church also placed protective runes
on the entrances of the sepulcher’s top levels, the most
powerful ward on the stairwell leading beyond the
white crystal, warding off undead creatures.
The priests of Palnor then founded the town of
Zuria in the high-altitude valley. The settlement grew
as people saw the power of Palnor and the safety Zuria
offered. This haven in the heart of the mountains became
a prospering town while the priests of Palnor keep close
watch on the Tomb of Kings.
Today, the Church of Palnor sits in the heart of
Zuria, and its radiant crystal gives the small town a
permanent soft glow. Zuria is covered in soft light even
on moonless nights. Most of the buildings are made
of wood due to the verdant valley below, although
important structures are often plastered or made of
stone. There are 1,300 inhabitants in Zuria, and the
much of the town’s population revolves around the
operation of the church.
Story arc for the GM
The Church of Palnor had all its bases covered until
a new creature pierced through the ward: the abyssal
wight. Although it looks undead, it is actually aligned
with the Abyss and technically an outsider.
On one of his cleaning ventures, Father Nichols was
ambushed by the abyssal wight deep in the sepulcher.
After draining Father Nichols’ life force, the abyssal
wight corrupted this servant of Palnor with its abyssal
touch, aligning Father Nichols with the Abyss. After
his transformation, Father Nichols discovered three
things. First, the white crystal repels him with its holy
energy, and he is incapable of coming within 200 feet
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• The Church of Palnor in Zuria sits on the Tomb of
Kings, a vast sepulcher that was the root of an undead
infestation in the past.
• There is a massive magical crystal around which
the church in Zuria was built. It radiates positive energy
and a soft white glow.
• Due to the massive size and magical nature, the
white crystal disrupts the normal functioning of certain
spells, especially higher level spells and spells that
transport objects, people, and information. Any spell
6 th level of higher simply does not function within ive
miles of the crystal. Any spell transporting knowledge,
people, or objects ( dimension door , sending , teleport , etc.)
does not function properly within ive miles of the
crystal. If a caster tries to cast such spells within ive
miles of the crystal, the spell simply izzles and the spell
slot is spent. Effects of such spells stop working when
the recipient of the spell enters within ive miles of the
white crystal of Palnor.
• Father Nichols, the head priest of the church in
Zuria, has not iled a report in months.
• Recent supply trains headed toward Zuria have
gone missing, and communications from Zuria have
ceased altogether.
The Church of Palnor
Palnor, the god of light, is neutral good. His titles
are the Bringer of Light, the Argent Defender, and
to those who violate his will, the Searing Dawn.
Palnor stands for that which is good and protects
all from evil forces. His domains are Good, Healing,
Protection, and Sun. His favored weapon is the
morningstar. His holy symbol is a depiction of the
sun or a dome of light.
of the crystal. Second, to his surprise (and the abyssal
wight’s), undead formed by the ebon crystal can no
longer hurt him. Third, the ebon crystal speaks to him
telepathically, making its wishes known and supplying
certain information.
Father Nichols delved deeper into the sepulcher,
fearing he was trapped in the tomb. Fortunately, Harold
the Addled inadvertently left Father Nichols the path
to the surface, bypassing the white crystal and all the
wards. Now Father Nichols has a new mission. He
wants to join the ebon crystal and the white crystal in
an unholy rite and turn the white crystal into an ebon
crystal, opening the gateway to the abyssal graveyard
and bringing life to unlife.
Zuria is home to 1,300 souls, and Father Nichols
is uncertain how many souls he needs to complete his
unholy ritual. He thought he would have enough when
he loosed a barghest upon the unsuspecting populace.
Unfortunately, Father Nichols did not realize the
barghest fed on souls, and all those souls did not enter
the ebon crystal as he planned. Having lost favor with
the fallen father, the now greater barghest is hiding in
the city, leeing the undead minions who serve the ebon
crystal and its new agent. After the barghest’s slaughter,
the undead in the city have regrouped in the eastern
section, centered upon the Silvery Moon Inn. Father
Nichols’ created undead have been keeping traders at
bay and refugees from informing the outside world.
Despite being short on souls, Father Nichols
managed to capture a pure creature who will serve as
the inal sacriice to the ebon crystal-a unicorn magically
caged in the basement of the Silvery Moon Inn. Now
all he needs is the instrument of sacriice, the Dagger of
Juren, buried deep in the sepulcher. Upon investigation,
Father Nichols now believes the dagger is in Harold the
Addled’s possession, but how do you steal a dagger
from a master thief, even if he is insane?
Traveling to Zuria
Assuming the PC is traveling by horse, it takes him six
days of travel to reach Zuria. If the PC does not have a
steed of his own, the Church of Palnor will requisition a
heavy horse for him. If the PC decides to travel by foot,
the journey will take 10 days. Much of mountain travel
is navigating up and down on curved switchbacks
that wind and writhe along the rocky slopes. If the PC
decides to use magic to expedite travel, keep in mind the
nature of the crystal and the lay of the terrain. Although
the area of magical interference is only a ive mile radius
from the crystal, that is roughly a day’s travel on foot to
leave the area of magical interference due to the terrain.
Ambush Outside of Zuria
When the PC is within a day’s travel from Zuria, he will
be ambushed. Father Nichols has been creating undead
with the aid of the ebon crystal’s negative energy. These
undead have been ambushing travelers heading out
and toward Zuria for sport with a little guidance from
Father Nichols.
The winding road takes another curve, bringing you
higher up the mountain. You chance a look over the
ledge and see the patches of the sprawling landscape
below through the clouds and fog rising up from the
valley. The path ahead levels as you make your way
around massive rock, and your nostrils ill with the
familiar stench of unnatural death.
Background for the PC
The adventure begins in a village in the foothills of the
mountains. Zuria is six days travel from the village, and
the village is equipped with basic supplies for travelers.
Before embarking into the mountains, the PC will have
some background knowledge concerning the Tomb of
Kings and Zuria.
• Zuria is a Small Town situated in a remote area in
the mountains.
• The town of Zuria was founded by the Church of
Palnor in one of its expansionistic phases.
The PC can smell the ghasts from around the corner
and is therefore not considered surprised. The road is 10
feet wide. To the left and right are cliffs requiring a DC
20 Climb Skill check to scale. When the combat begins,
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Skills and Feats : Balance +7, Climb +9, Hide +8, Jump
+9, Move Silently +8, Spot +8; Multiattack, Toughness
Language : Common
Ghoul Fever (Su): Disease—bite, Fortitude DC 15,
incubation period 1 day, damage 1d3 Con and 1d3 Dex.
The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghast’s bite or claw
attack must succeed on a DC 15 Fortitude save or be
paralyzed for 1d4+1 rounds. Even elves can be affected
by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption
surrounding these creatures is overwhelming. Living
creatures within 10 feet must succeed on a DC 15
Fortitude save or be sickened for 1d6+4 minutes. A
creature that successfully saves cannot be affected
again by the same ghast’s stench for 24 hours. A delay
poison or neutralize poison spell removes the effect from
a sickened creature. Creatures with immunity to poison
are unaffected, and creatures resistant to poison receive
their normal bonus on their saving throws. The save DC
is Charisma-based.
Treasure: Beyond the ambush point is the ghasts’ stash
of treasures, sundries the ghasts kept after the bodies of
the newly dead were delivered to Father Nichols. A DC
15 Spot check draws the PC’s attention to an indention in
the rock’s face behind one the crates. Read the following
text when the PC rounds the corner of the ambush.
the ghouls and ghasts are 40 feet away from the PC. The
ghouls are the irst wave of attackers, closely followed
by the ghasts.
Ghoul (16): CR 1; Medium Undead ; HD 2d12; hp
13; Init +2; Spd 30 ft.; AC 14, touch 12, lat-footed 12;
Base Atk +1; Grp +2; Atk or Full Atk Bite +2 melee
(1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus
paralysis); SA: Ghoul fever, paralysis; SQ: Darkvision 60
ft., undead traits, +2 turn resistance; SV Fort +0, Ref +2,
Will +5; Abilities Str 13, Dex 15, Con —, Int 13, Wis 14,
Cha 12; AL CE
Skills and Feats : Balance +6, Climb +5, Hide +6, Jump
+5, Move Silently +6, Spot +7; Multiattack
Languages : Common
Ghoul Fever (Su): Disease—bite, Fortitude DC 12,
incubation period 1 day, damage 1d3 Con and 1d3 Dex.
The save DC is Charisma-based.
An aflicted humanoid who dies of ghoul fever
rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities
it possessed in life. It is not under the control of any other
ghouls, but it hungers for the lesh of the living and
behaves like a normal ghoul in all respects. A humanoid
of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw
attack must succeed on a DC 12 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves have immunity to
this paralysis. The save DC is Charisma-based.
You ind a collection of four crates, the sort used
for shipping bulk goods. Each one is roughly four
feet long, two feet wide, and two feet high. The lids
are torn, and their contents have been tossed and
handled, no doubt sorted by the foul ghasts in order
of importance.
There is a crate of grains and dried foodstuffs (25 gp),
a crate of rotting fresh fruit and vegetables, and a crate
with three bolts of ine linen (50 gp a bolt) and a bolt of
red silk (300 gp). The inal crate is illed with gems, coins,
decorative pieces, and other shiny objects valuing 500
gp. Within a small carved niche is a gold ring (50 gp) and
a string of pearls (2,000 gp). If the PC rummages through
the crate of rotting vegetation, he will ind various papers
and journals from travelers and merchants, including a
discarded holy symbol of Palnor.
Entering Zuria
Read the text below as the PC enters Zuria.
The streets of Zuria are barren, and debris dancing
in the wind is all that stirs. Many houses bear the
signs of fear and violence with boarded shutters and
busted doors. However, there are no bodies on the
streets. The gleaming dome of the church casts a
glow across the city, but in the gloom of the empty
streets, you only seem to catch the shadow it casts in
the narrow alleyways. Nearby, the squeak of slow
wheels breaks the silence.
Ghast (4): CR 3; Medium Undead ; HD 4d12+3; hp
29; Init +3; Spd 30 ft.; AC 17, touch 12, lat-footed 14;
Base Atk +2; Grp +5; Atk or Full Atk: Bite +5 melee
(1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1
plus paralysis); SA: Ghoul fever, paralyis, stench; SQ:
Darkvision 60 ft., undead traits, +2 turn resistance; SV
Fort +1, Ref +4, Will +6; Abilities Str 17, Dex 17, Con —,
Int 13, Wis 14, Cha 16 AL CE
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