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1 on 1 Adventures #9
Legacy of Darkness
By Creighton Broadhurst
1 on 1 Adventures #9: Legacy of Darkness
Sehvain Malual is renowned for his work in necromancy, using the dark art to destroy
the undead pestilence polluting the world. However every warrior must hang his
proverbial sword and retiring from adventuring life, the wizened elf settled down in
a nearby town purchasing a small townhouse. Here, he would inally ind the peace
he so craved, or such he hoped before he found The Black Lexicon . What dark intent
consumes Sehvain’s time is anyone’s guess, but only the PC can uncover the Legacy
of Darkness.
An adventure designed for 1 GM and
1 player (Level 8-10 Wizard)
WWW.XRPSHOP.CITYMAX.COM
This module includes 20 adventure-packed pages, complete with locations and maps,
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, Legacy of Darkness is suitable for use with four 6th level
player characters.
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 #9
Legacy of Darkness
by Creighton Broadhurst
An Adventure for One Wizard Level 8-10
CREDITS
Author: Creighton Broadhurst
Playtesters: James Ewins, Andy Glenn, and Andrew Lewis.
Cover Artist: David Esbri
Interior Artist: Claudio Pozas
Cartography: Suzi Yee
Editing and Layout: Suzi Yee
Introduction...............................................................................2
Adventure Background............................................................2
Scaling The Adventure.............................................................2
Adventure Synopsis .................................................................3
Character Hooks........................................................................3
Timeline......................................................................................3
Arriving At Sehvain’s...............................................................4
Features Of The Townhouse ...................................................4
Sehvain’s Manorhouse:............................................................4
H13: Sehvain’s Suite .........................................................8
H14: Servant’s Quarters...................................................8
H 15: Storage Areas...........................................................8
The Dark Crypts........................................................................8
Features Of The Dark Crypts ..........................................8
C1: The Dark Stair ............................................................9
C2: Chamber Of Veneration............................................9
C3: The Deep Crypts (El 5) ............................................10
C4: Incarceration Of The Damned (El Variable/0)....11
C5: Dark Library..............................................................12
C6: Dark Gate (El 6)........................................................13
Conclusion ...............................................................................15
Dramantis Persona..................................................................15
Gregor: Sehvain’s Manservant......................................15
Sehvain .............................................................................15
Other Staff........................................................................16
Guests ...............................................................................16
Sample Character: Aelmah Dhothus....................................17
Map of Sehvain’s House ........................................................18
Map of The Dark Crypts........................................................19
Open Game License Version 1.0a.........................................20
H1: Hallway.......................................................................4
H2: Reception Room.........................................................5
H3: Dining Room..............................................................5
H4: Library Room .............................................................5
H5: Kitchen ........................................................................6
H7: Cellar............................................................................6
H6: Storeroom....................................................................6
H8: Servant’s Stair.............................................................6
H9: Garden (El 5)...............................................................6
H10: Upper Hallway.........................................................7
H11: Guest Bedroom.........................................................7
H12: Gregor’s Chamber ...................................................7
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INTRODUCTION
This adventure takes place in a town or city and can be
dropped into a DM’s home campaign with little or no effort.
The adventure is designed speciically for a wizard character.
As such, the encounters encourage the use of a wizard’s
skills and abilities. Characters with ranks in Concentration,
Decipher Script, Knowledge (any), and Spellcraft will have
many opportunities to utilize their skills. Sorcerers could
also participate in this adventure but would probably need
to purchase scrolls and potions to make up for their reduced
spellcasting options.
The Black Lexicon also contains the bound spirit of a
necromancer from an elder age. Named Antharumer, he failed
in his bid to attain lichdon, slain during the inal moments of the
necessary ceremony his spirit led to the nearest item of power:
The Black Lexicon . There he languished for many centuries until
Sehvain recovered the book. Since then, Antharumer has been
slowly corrupting Sehvain, whispering black dreams of power
and rightful destiny into the half-elf’s mind. These whisperings
have awoken in Sehvain an obsession with ancient texts and
such like, Antharumer fostering the belief that the secrets of
ancient and awesome power over life and death were within
Sehvain’s grasp. Such was his compulsion that for a time,
Sehvain even sought and purchased several such books from
local guilds and collectors.
Eventually, however, his funds ran low and he began to
trade rare and ancient magical items so that he could continue
his research. Using a network of former companions, teachers,
apprentices, and others he uncovered many ancient objects of
power, selling them to the highest bidder. So apathetic had
Sehvain become, he did not care to what end the items he sold
furthered. (As the adventure begins, Sehvain has sold most of
his books to fund his research.)
This trade brought Sehvain to the attention of Gregor,
an acolyte of the Death God who correctly suspected that
Sehvain’s house stood on the site of an old temple. He
murdered Sehvain’s previous manservant and took his place,
quickly discovering the ruins in the garden.
While relaxing in the house’s garden at Gregor’s behest,
Sehvain uncovered several partially ruined walls scribed with
strange symbols. His research, and Antharumer’s whisperings,
quickly led to the discovery of an extensive network of
catacombs beneath the house. Exploration ensued. Sehvain
slowly cleared much of the catacombs and as Antharumer’s
inluence over him grew, Sehvain spent more and more time
below ground searching the catacombs for Antharumer knew
this place of old and hinted of dark mysteries and a powerful
gate hidden in the deepest reaches of the place. Eventually,
Sehvain discovered the ancient ceremonial gate of the Death
God in the very lowest portions of the tunnels. At one time,
the gate acted as a one-way portal to the Death God’s domain
ADVENTURE BACKGROUND
The half-elf wizard Sehvain Malual was an oddity among
the elves with whom he grew up. While almost all his fellow
students learned traditional elven magical arts, he turned
to the dark art of necromancy. Sehvain was no traditional
necromancer, however; his heart and goals were pure. He
sought to use the power of death to destroy the undead
pestilence polluting the world.
While young and idealistic, he zealously used his
abilities for just that purpose. As he grew older, however, the
seemingly endless battles, searching, and travelling wore him
down. Eventually he became apathetic, even inured against
the suffering, damnation, and death he so often encountered.
One day, about a century ago, he simply gave up. Retiring
from adventuring life, he settled down in a nearby town
purchasing a small townhouse. Here, he inally found the
peace he so craved.
At irst, he chronicled his exploits and catalogued the vast
library of ancient writings and spellbooks he had recovered
during his adventures. Because he had spent so much of his
career ighting undead, he had explored many ancient tombs,
catacombs, and dungeons. Consequently, he had discovered
a goodly amount of ancient texts and writings over which he
incessantly pored. One of these tomes, The Black Lexicon , held
many dark and ancient secrets pertaining to the necromantic
arts. As well as extensive notes on undead of all forms, the book
includes a detailed process for making a lich’s phylactery.
Scaling the Adventure
Legacy of Darkness is designed to challenge a single character of 8th-10th level. However, you can easily run the
adventure for a group of 6th-level characters by making minor changes and preparations before play.
For a Single Character of 11th – 13th level: To run Legacy of Darkness with characters of these levels, consider making
the following changes:
• Advance the lions to 8 HD for an 11th-level PC adding an additional lion for each additional level of the PC.
• Give the wight in area C3 one level of ighter, for every level the PC is above 9th-level.
• Advance Gregor by one level for every level the PC is above 9th-level alternating levels of ighter with cleric.
• Advance Sehvain by one level, for every level the PC is above 9th-level and equip him appropriately. Do not
allow him access to spells or magic items that can end the ight if the PC fails one saving throw.
• For an 11th-level character, make the animated statues Large instead of Medium. For every level the PC has
beyond 11th, add two additional statues. Expand the scaffolding to 10 ft. wide so that the statues are not
squeezing during combat.
For Multiple Characters: For a group of 6th-level characters, consider making the following changes:
• Add additional beds to one or more of the guest rooms
• Add an additional wight to area C3, for every three members of the party.
• Add an additional animated devil statue, for every three members of the party.
• Advance Gregor by one level for every two members of the party, alternating levels of ighter with cleric.
• Advance Sehvain by one level of wizard, for every two members of the party
• If Manator inds the secret door for the PCs on day two he does not offer to participate in exploring the
catacombs.
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but is now dormant. Sehvain, prompted by Antharumer,
immediately began researching the gate and its abilities,
believing that its powers could, in some way, be harnessed
to produce other affects. Antharumer, of course, hopes that
this research will culminate in Sehvain inding a way to set
him free from the book that has for so long held him prisoner.
Sehvain, so morally bankrupt has he become, desires the
power of the gate so that he can dominate and control access
to the Death God’s realm.
plot. What is important, however, is that within the letter
Coralain asks to borrow several of Sehvain’s ancient texts.
The PC is charged with getting Sehvain’s agreement and then
transporting the books safely back to his patron.
• The PC could be seeking some kind of information
that Sehvain, with his extensive library and knowledge, is well
placed to provide. The PC could be acting on his own behalf or
for a client.
• The PC could be acting as a broker for a friend or
client who wishes to secure a certain rare magical item.
ADVENTURE SYNOPSIS
The PC arrives at Sehvain’s townhouse and is admitted
by Gregor, Sehvain’s manservant and assistant, after a
short discussion. The PC learns that Sehvain is currently
unavailable and will likely remain that way for several days.
Grudgingly, Gregor allows the PC to remain, even providing
him with a bedchamber.
The PC can explore the house and much of the grounds if
he wishes or can wander about the town (as the DM sees it).
The PC can also explore the public parts of the house – library,
drawing room, garden, and so on. The PC may also meet one or
more of the other guests currently waiting to see Sehvain.
Eventually, Gregor summons the PC to dinner. The other
guests also attend and the PC can learn more about why they
wait for Sehvain. If the PC explores the gardens after dinner, the
guardian lions attack them. During the night, mufled screams
from downstairs wake the PC. If he investigates, he inds no
signs of wrongdoing. If questioned, Manator reveal that he has
not heard such screaming before. Much later, a particularly
alert PC may hear someone softly walk past his chamber door
muttering to himself. (This is Sehvain returning to bed).
The next morning the PCs discovers that Morrim has left.
Sehvain is again missing, embroiled in his research. Later in
the day, the PC hears mufled thuds and rumblings seemingly
from underground.
Sehvain attends dinner on the second day of the PC’s
visit. He is uncommunicative and distant, excusing himself
early. That night, the PC hears Gregor creeping about the
house. If he follows the manservant, he discovers the secret
door leading to the catacombs. Exploring the catacombs, the
PC battles a number of foul creatures, including skeletons
and a wight, and makes a number of disturbing discoveries
before inally discovering Sehvain’s dark library. Beyond the
library, the PC discovers the oldest part of the catacombs and
an ancient ceremonial prayer gate which Sehvain is trying
to reactivate. After defeating Sehvain and the gate’s inal
guardians the PC can retrieve Sehvain’s notes and uncover his
slow descent into madness and darkness.
TIMELINE
This section presents a suggested timeline of events for
this adventure. Use these notes to guide play. PC action, or
inaction, however, will likely modify the course of events.
Day 1: The PC arrives at Sehvain’s house and is admitted
by Gregor. Gregor monitors the PC for the rest of the day,
making sure he does not enter the private areas of the house
and so on. The other guests may make an appearance if the
DM deems appropriate. Sehvain joins his guests for dinner but
retires early, avoiding or delecting questions of note. Morrim
enjoys dinner but Manator is obviously agitated and ill at ease.
During the night, mufled screams from downstairs wake
the PC. If he investigates, he inds no signs of wrongdoing.
Manator also investigates and, if questioned, reveals that
has not have not heard such screaming before. Much later,
a particularly alert PC may hear Sehvain softly walk past his
chamber door muttering to himself.
Day 2: The PC is left to his own devices during the day
but Gregor is always hovering nearby. He dismisses the PC’s
questions about the strange sounds in the night, afirming
that it was simply a mugging on the street outside (or some
such event). In the afternoon, the PC hears mufled thuds and
rumblings seemingly coming from underground. Sehvain
attends dinner but is uncommunicative and distant, excusing
himself early. That night, the PC hears Gregor creeping about
the house. If he follows the manservant, he discovers the secret
door leading to the catacombs.
Troubleshooting: If the PC does not ind the secret door to
the catacombs, either by inding it himself or by seeing Gregor
use it, Manator inds it after dinner on day two who reveals
his discovery to the PC. (If the PC is particularly unsuited for
combat, Manator accompanies him). Gregor overhears this
conversation and follows anyone descending the stairs. He
awaits them on the stair, ambushing anyone emerging from
the catacombs.
If the PC has to break off his exploration of the Dark
Crypts for more than three hours, but slew Gregor before
retiring, Sehvain discovers his manservant’s corpse and lays
a trap for the intruder. When the PC inally confronts him, he
is fully prepared having cast all the spells listed in the Combat
Preparation section of his stat block.
Going to Town: This adventure takes place in a town
and as such the PC can access more resources than if he was
exploring a wilderness or dungeon area. In particular, he
can seek aid and healing from nearby temples. For example,
a PC faring badly against the wight in area C3 of the Dark
Crypts who visits a nearby temple and reveals the presence
of the catacombs and the undead will be healed for free. (This
includes a single casting of restoration – required to remove
any negative levels gained in battle against the wight). Do not
allow the PC to abuse this access; a single visit to the temple
is ine but repeat visits after every battle quickly irks the
incumbent priests.
CHARACTER HOOKS
There are many reasons why a character could visit Sehvain’s
townhouse. Central to the adventure plot, however, is that
the character be able to spend several days poking around
Sehvain’s townhouse.
• The PC and Sehvain belong to the same wizard guild.
Several of the guild’s ruling council, old friends of Sehvain’s,
have grown alarmed at his withdrawal from public life. Thus,
they have sent the PC to check on his general wellbeing and
state of mind.
• The PC could be delivering a letter or missive to
the reclusive wizard from one of his old childhood friends,
Coralain, a politically powerful elven wizard. Much of the
letter, full of trivia and suchlike, is not important to the
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Gathering Information: A PC can learn more
information about Sehvain by either asking about town to
gather information or by making a successful Knowledge
(arcana) check. Provide the PC with the information gained
by the relevant check DC. A successful check also reveals all
knowledge revealed by a lesser check.
DC 15 Gather Information or Knowledge (arcana):
The reclusive Sehvain is well known as a purveyor or ancient
and esoteric texts. Primarily he sells unwanted items he found
during his adventuring career. He has a network of contacts
in many far-off lands and for a fee uses them to buy and sell
other items.
DC 20 Gather Information or Knowledge (arcana):
Sehvain normally deals in necromantic spellbooks and tomes
of the knowledge. He is a necromancer but is not evil. During
his adventuring career Sehvain used his powers to destroy,
not to create or control, undead.
DC 30 Gather Information or Knowledge (arcana):
Sehvain has recently been making very discreet enquiries into
the early history of the town and in particularly the religious
practices at the time.
A PC can make these Knowledge (arcana) checks at any time
during the adventure, but if he wishes to gather information
about Sehvain, he must spend 1d4+1 hours in the local taverns
and hostelries and spend 5 gp on drinks and minor bribes.
ARRIVING AT SEHVAIN’S
When you and the player are ready, read:
FEATURES OF THE TOWNHOUSE
Sehvain’s townhouse stands adjacent to the street. At the rear,
a capacious walled garden provides leafy shade and areas
of cool relaxation. The townhouse has the following generic
features unless an encounter description speciies otherwise.
External Walls: The townhouse’s external walls are made
of dressed stone (2 ft. thick, hardness 8, hp 360; Break DC 45,
Climb DC 15).
Internal Walls: The internal walls (hardness 8, hp 90,
Break DC 35, Climb DC 25) of the townhouse are 1 ft. thick
External Doors: The front doors are made from oak and of
solid build (hardness 5, hp 20; Break DC 25, Open Locks DC 30).
Internal Doors: Internal doors are of good quality
(hardness 5, hp 15, Break DC 16). Guest rooms can be locked
(DC 25 Open Locks) as can Gregor’s and Sehvain’s rooms.
Doors to the public parts of the house do not lock.
Keys: Both Gregor and Sehvain have a full set of keys to
all the locks in the house. Gregor carries his keys with him.
Sehvain leaves his set in his room.
Shuttered Windows: All of the townhouse’s windows
(hardness 1, hp 1) have stout (hardness 5, hp 20) wooden
shutters. At night they are closed and barred (Break DC 23).
During the day most are lung open to admit light.
Sehvain’s two-storey townhouse stands in the prosperous
part of town and is lanked by other houses of similar
design and appearance. It is of sturdy stone construction
and has many windows, the shutters of which are thrown
open to admit the soft afternoon light.
The road is shady – several large oaks provide shade
over much of the thoroughfare – and there is little trafic
on this quiet, cobblestone street.
When the PC knocks on the door, he gets no response for
several minutes. Eventually, Gregor opens the door and in
lofty tones enquires as to the PC’s business. Initially, he is
very standofish and obstructive toward the PC. If the PC
persists, however, he eventually relents and allows the PC to
enter. Once the PC explains his business with Sehvain, Gregor
realizes that he will not be able to get rid of this (unwelcome)
visitor without arousing suspicion. Thus, Gregor allows him
to stay and wait with Sehvain’s other guests.
Gregor explains that Sehvain is engaged in some critical
research and that he cannot be disturbed at the moment.
Additionally, several other guests have also arrived seeking
his wisdom and knowledge. He emphasizes that Sehvain
often engages in long research and that two other petitioners
have already arrived. A DC 20 Sense Motive check reveals that
Gregor is holding something back.
Once Gregor has escorted the PC to his room on the
second loor, he leaves him alone claiming that he has many
chores to complete. The PC is free to wander about the public
parts of the house (in practice this means the irst loor and the
garden). Gregor councils the PC to stay out of the garden after
dark as several guardians patrol the area at night. (Gregor
does not tell the PC exactly what lurks in the garden; he enjoys
keeping the PC in the dark).
SEHVAIN’S MANORHOUSE
The irst loor is a public area, while the guest bedrooms and
Gregor’s bedroom are on the second loor. The third loor is
dedicated to Sehvain’s suite, while a modest attic houses the
servants as well as extra storage.
H1: Hallway
This wide, dark hallway has several doors opening off
from it. A smaller corridor pierces the right-hand wall
while ahead of you a staircase rises to the next loor.
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