adventure - sword & sorcery - the bonegarden (lvl 12-14).pdf

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by Lance Hawvermale and Rob Mason
NECROMANCER GAMES
THIRD EDITION RULES, FIRST EDITION FEEL
www.necromancergames.com
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THE BONEGARDEN
Credits
Design:
Lance Hawvermale and Rob Mason
Managing Editor:
Andrew Bates
Art Director:
Mike Chaney
Written by:
Lance Hawvermale and Rob Mason, with Travis
Hawvermale, Chad Coulter, and Rachel Mason
Layout and Typesetting:
Mike Chaney
Developer:
Bill Webb
Interior Art:
Brian LeBlanc & Mike Chaney
Producer:
Clark Peterson
Front Cover Art:
Rick Sardinha
Editor:
Kevin Walker
Cartography:
Jason Walton &Ed Bourelle
D20 Content Editor:
Erica Balsley
Front & Back Cover Design:
Mike Chaney
Assistant Editors:
Shannon Bennett and Josh Rensch
Playtesters:
Lee W. Burdett (gamemaster) with John Brown,
Anthony Gilley, Asa McCurry, and Joshua Mires
Product Update Password for The Bonegarden: Hawkmoon
This product requires the use of the Dungeons and Dragons® Player’s Handbook ,
Edition 3.5 published by Wizards of the Coast®
©2004 Necromancer Games, Inc . All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the
Necromancer Games logo, The Bonegarden, Tome of Horrors, A Lamentation of Thieves, What Evil
Lurks and other Necromancer Games product names are trademarks of Necromancer Games, Inc. All
characters, names, places, items, art and text herein are copyrighted by Necromancer Games, Inc. Sword
& Sorcery Studio, the Sword & Sorcery Studio logo, Relics & Rituals and all Sword & Sorcery Studio
product names are trademarks of White Wolf Publishing, Inc and are used by permission. “D20 System”
and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms
of the D20 Trademark License contained in the Legal Appendix. The mention of or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons
and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in
accordance with the Open Game and D20 Trademark Licenses contained in the Legal Appendix.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural
elements are fiction and intended for entertainment purposes only. Reader discretion is advised.
Check out Necromancer Games online at
http://www.necromancergames.com
TM
NECROMANCER
GAMES
THIRD EDITION RULES,
FIRST EDITION FEEL
PRINTED IN CANADA.
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Introduction
“Men fear death as children fear to go in the dark; and
as that natural fear in children is increased with tales, so
is the other.”
—Francis Bacon
INTRODUCTION
The Containment Field
Getting into the Bonegarden is as simple as
passing through the gate or climbing over the
wall. However, the complex matrix of warding
magic placed upon the site is so powerful that no
person, living or dead, can find egress without
divine assistance. This assistance is relatively
minor; all that is required is for a cleric in good
standing with his deity to place a hand upon the
gate or wall and invoke one of the deity’s many
names. At that point, the cleric may pass without
restriction from the Bonegarden, along with any
other living creatures who are physically touch-
ing him. Any cleric may so affect the containment
field, as long as they are currently in good stand-
ing in the eyes of their god, regardless of that god’s
alignment.
Even spirits find no easy release. Even with the
assistance of a living cleric, no “soul” may pass
beyond the barrier, including souls that once
inhabited living bodies but were killed and “raised”
as undead. Likewise, no incorporeal form may
exit the Bonegarden, such as a ghost or someone
traveling via the spell gaseous form , nor do trans-
portation spells function unless the caster is the
cleric who is touching the wall and calling upon
his deity. In other words, though a wizard couldn’t
escape with teleport, a cleric following the guide-
lines above could make use of any transportation
magic at his disposal. Remember: The contain-
ment field forms a sphere around the Bonegarden,
extending one half mile into the air and one half
mile below ground. Anyone attempting to fly out
of the Bonegarden or dig underneath it encoun-
ters an impenetrable, invisible barrier much like
a wall of force . The field cannot be seen with any
sort of vision.
Adventure Background
The Bonegarden is a vast arena of death. Quite
simply, it is a circular cemetery one mile in diameter,
circumscribed by a 9-foot wall of fire-blackened stone.
Beyond the gate lies one of the true blights of the
Domain, a scorched and pock-marked graveyard that
serves as the prison for the restive spirits of thousands
of history’s most awful criminals.
According to legend, the Bonegarden was created
centuries ago, back when the region was first being
rid of the marauders and brigands who sought succor
in the Domain. All manner of thieves and killers were
buried here, many the victims of execution—usually
by hanging or protracted torture—others the unfor-
tunate criminals who were killed while trying to
escape incarceration. Sometimes the authorities of
the day would rout an entire bandit gang, round up
the survivors, and kill them on the spot in order to
save the fledgling judicial system an unnecessary
burden. Dozens of bodies were dragged to the
Bonegarden in wagons, at times buried in individual
boxes of thin pine, at other times simply heaped into
mass graves and left to the worms. Many famous
outlaws were interred here. In some cases, friends of
the deceased paid for expensive vaults, the corpses
placed on catafalques inside, the doors sealed for
eternity. The more common criminals, however, rarely
rated more than a shallow ditch and an unadorned
wooden marker. The Bonegarden, then, is a jumbled,
chaotic place, with a few dozen tall marble vaults,
hundreds of tombstones, a few thousand plain wooden
stakes, and countless unmarked graves, all arrayed in
no order whatsoever, making the graveyard into a
horrifying labyrinth, a dark and weather-blasted
monument to the gods of the dead.
The Bonegarden has not been formally used for
nearly a century. No bodies have been sunk into the
sterile soil, no coffins lowered into pits. In fact, no
sane person dares venture within a quarter-mile of
the place, afraid that the tortured souls bound within
the black wall might one day find a way to escape.
Such beliefs are not entirely unfounded. When the
mighty graveyard was first seeing use, those in charge
of its upkeep grew increasingly superstitious. What if
the dead did not rest easy? What if the souls of those
criminals returned from beyond and slipped through
the copper gate like smoke? To safeguard themselves
against such a grim fate, the custodians of the cem-
etery placed upon it a series of highly involved and
potent incantations, ensuring that no spirit—no
matter how powerful—would ever be able to leave
the perimeter described by the wall. Within that one-
mile diameter, the souls could roam freely, but they
would be unable to penetrate the magical barrier
placed upon the wall itself. In essence, they erected a
wall of force that cannot be breached by practically
any means.
However, their warding spells proved more effec-
tive than they anticipated. Not only did their magic
prevent souls from escaping the Bonegarden, it barred
them from leaving the mortal realm altogether. In
other words, the layers of spells were so confining
that they prohibited any spirit from passing on to the
afterlife. By trying to keep the dead villains confined
inside the wall, the spellcasters of that bygone age
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THE BONEGARDEN
Breaki ng the Field
The question that every trapped soul in the
Bonegarden wants to answer is this: How
does one escape? If the PCs find themselves
without a cleric—perhaps their party’s cleric
is killed, or they simply entered the cemetery
without one—then they are hard pressed to
get out. They may be trapped for all time,
each day bringing the renewal of life-and-
death combat. However, through years of
research and thought experiments, several
individuals have suggested at least the theo-
retical possibility of breaking the field to
varying extents.
Sages have surmised that a potent dispel magic
spell could release the spirits of the Bonegarden.
The spell has a very difficult Dispel check (DC 60),
with failure likely resulting in a backlash of nega-
tive energy that would utterly destroy all living
things within sight of the cemetery walls. Some
have suggested that an enormous magical disrup-
tion, such as the destruction of an artifact or relic,
would have similar results. See Area 10 for details
of this possibility.
A devilish young woman calling herself
Odelia believes that the field could be col-
lapsed and the undead set free if priests of evil
alignment held hands and formed a ring around
the cemetery wall and simultaneously directed
their will toward such an end. However, tak-
ing into account the size of the average human,
it would take at least 3,000 priests to accom-
plish this task. Though bent on a seemingly
impossible mission, Odelia is currently mak-
ing preparations to attempt it, a most
appropriate path for a priestess of Orcus.
Finally, a more satisfactory method for the
people of the surrounding Domain has been
offered by the wizard Calamus. He has opined
that any force able to destroy all of the undead
denizens in a single night would break the
enchantment. Theory suggests that if all of
the souls were laid to rest at the same time,
they would remain that way forever. This too
is an impossible task, though some have tried
and paid dearly for their failure.
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INTRODUCTION
also succeeded in trapping their spirits for all eternity
within the confines of the Bonegarden. Now every-
thing inside belongs to the undead. It has become a
war zone of the damned.
Even to this day the dead rail against the walls of
their prison, opening wide holes or flattening entire
sections; yet still they cannot escape. Graffiti tells
the story of years of tortured existence and the future
of the citizens of the Domain should the magic wards
ever fail. Though the wall is chipped and crumbling
in places, its magic remains strong, preventing all
attempts at escape by anyone not accompanied by a
priest of a living god (see The Containment Field
sidebar for details). Even the living are affected by
the wards, so that any creature venturing inside can
only pass back through the gate or over the wall if in
the presence of a cleric.
ruin, driven by madness, bloodlust, or an unquench-
able thirst for revenge. Many of these creatures roam
about mindlessly, shuffling through the maze of bro-
ken granite like rats looking for carrion, while others
have formed semi-organized factions with the sole
intention of wiping out their enemies and taking
control of the cemetery. Though quite a few of the
undead are active regardless of the hour, nightfall
always brings the periods of heaviest fighting. Literal
swarms of undead move through the Bonegarden
with the setting of the sun.
To make matters worse, these armies have a never-
ending supply of soldiers, thanks to a special side
effect of the warding magic. When one of the undead
is “killed,” its body falls quiescent until the next
night, at which point its spirit is forced back into the
corpse, whereupon it reanimates, fully invigorated. If
the body proves too mutilated for further use, the
spirit prowls the graveyard until a suitable replace-
ment is found. Remember: Slain undead always
return fully invigorated the next night. This holds
true for PCs who perish within the wall. The soul of
any mortal who dies in the Bonegarden is not permit-
ted access to the afterlife. Certain undead, such as
shadows, transform their victims into shadows by
reducing them to 0 hit points. But even if a PC is slain
by a creature without this spawn-creation special
ability, he or she nonetheless becomes an undead the
following night when their tortured spirit is forced
back into their body. This usually results in the hero
becoming a wight, as per the Dead Heroes sidebar.
Always keep this effect in mind during the PCs’ stay in the
Bonegarden .
Furthermore, the concentration of negative energy
is so pervasive that all undead benefit from a +2 turn
resistance, in addition to any turn resistance they
already possess. A cleric’s ability to turn undead
works normally in that undead successfully turned
flee the scene for 10 rounds (1 minute) , but only for 1
minute , after which time they immediately turn around
and hunt down the person responsible for their turn-
ing. Even if the cleric’s turning attempt is sufficient
to destroy a certain number of undead, they only rise
again upon the next nightfall, completely restored.
Finally, the Bonegarden is very resistant to all
attempts to use consecrate and similar magic. Con-
sider the cemetery to have spell resistance (27) that
a PC must overcome in order to cast consecrate inside
the wall.
The war of the dead is thus a perpetual one. The
soldiers are destroyed only to return the following
evening, and the fight goes on. The two largest and
most capable factions are under the tenuous com-
mand of a pair of old enemies named Ristiko and
Karthe. Years ago, Ristiko and Karthe were allies, co-
leaders of a successful robber band. However, the love
of a woman drove an eternal wedge between the two
Adventure Summary
This adventure defies a cohesive summary. The
heroes have come to the Bonegarden in search of
something—a certain wondrous item, the lure of
treasure, a missing friend, the answer to a lost riddle,
a rare spell component, or anything else you can
devise. The Bonegarden is a completely free-form
adventure, unique in the fact that it has no over-
arching storyline. The framework of the plot is yours
to construct. You should view the various sites de-
scribed in this book as “mini plots,” a network of
NPCs and perilous locations around which you can
formulate a larger tale. The section entitled Adven-
ture Hooks suggests several possibilities for this larger
storyline, though you are encouraged to invent one of
your own.
Whatever their ultimate reason for coming here,
the PCs soon find themselves in a continuous battle
for survival. As the undead inhabitants can never be
truly destroyed, each night sees renewed fighting,
forcing the PCs to combat the very undead they
defeated the night before. The PCs soon learn that
the cemetery is a place of attrition, where they are
persistently rampaged by legions of undead. The na-
ture of the Bonegarden is such that it transforms any
master plotline into a punishing battle for survival. If
refereed correctly, the relentlessness of the
Bonegarden should quickly be apparent to the play-
ers; the party’s goal is likely to be supplanted by the
simple need to stay alive.
The Status Quo
Inside the Wall
The tortured earth inside the wall is a battle-
ground. At least half of the bodies interred here have
transformed into one kind of undead or another.
Almost every type of undead imaginable roams this
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