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Lycan’s Bane Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a. Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.) dialogue, plots, storylines, locations, characters, artwork, legends and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Silver Crescent Publishing game product are Open Game Content as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Realms of Twilight Campaign Setting is published by Silver Crescent Publishing under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Silver Crescent Publishing, the Silver Crescent Logo, and Realms of Twilight are trademarks of Silver Crescent Publishing. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/ compatibility for more information on the compatibility license. Author: Daniel Marshall Editors: Ben Marshall, Larry Grierson Cartographer: Michael Arrington Interior and Cover Artist: Jocelyn Sarvida Sample file

Lycan’s BaneCore Rulebook and a copy of the Pathfinder Bestiary. To maximize the effectiveness of the pre-generated characters, a copy of the Advanced Player’s Guide would also

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Lycan’s Bane

Product Identity: The following items are hereby identifi ed as Product Identity, as defi ned in the Open Game License version 1.0a. Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.) dialogue, plots, storylines, locations, characters, artwork, legends and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Silver Crescent Publishing game product are Open Game Content as defi ned in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

Realms of Twilight Campaign Setting is published by Silver Crescent Publishing under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Silver Crescent Publishing, the Silver Crescent Logo, and Realms of Twilight are trademarks of Silver Crescent Publishing.

Compatibility with the Pathfi nder Roleplaying Game requires the Pathfi nder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfi nderRPG for more information on the Pathfi nder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfi nder is a registered trademark of Paizo Publishing, LLC, and the Pathfi nder Roleplaying Game and the Pathfi nder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfi nder Roleplaying Game Compatibility License. See http://paizo.com/pathfi nderRPG/compatibility for more information on the compatibility license.

Author: Daniel MarshallEditors: Ben Marshall, Larry Grierson

Cartographer: Michael ArringtonInterior and Cover Artist: Jocelyn SarvidaSa

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Introduction: This is the first published adventure fortheworld ofRelistan. As such, part of its purposeis to introduce players and GameMasters alike tothe twilightworld and show them just a few of itsidiosyncrasies. Lycan’s Bane takes place on thecontinentofKesuril.Readonandenjoy. Thisadventurewasdesignedforapartyof4-6charactersof5th-7thlevel.Forconveniencesixpre-generatedcharactershavebeenincludedinthebackoftheadventure.Shouldyouandyourplayerschoosetocreateyourowncharactersforthisadventure,youmustkeepinmindthemannerinwhichthePCsarecontactedforthejobandthegeneralplotlinewhenapprovingcharacters. In order to effectively play through thisadventure Game Masters must have the PathfinderCoreRulebookandacopyofthePathfinderBestiary.Tomaximize the effectiveness of the pre-generatedcharacters, a copy of theAdvanced Player’s Guidewould also be helpful. Players need only thePathfinderCoreRulebook.

AdventureBackground: For the past several years the PCs andseveral other groups like them have been takingsmall,underthetablejobsfromtheIllurianmilitary.Generally,thesejobswerethingsthatneededamoresubtle touch,or that themilitary itself couldnotbedirectly connected with. Some examples of thismight be undercover work in pursuit of criminalsthroughouttheIllurianEmpire,orinvestigationsintoassassinationplots. Ithasbeenafewmonthssincetheyhavebeencontactedforanotherjoblikethis,butnowtheassistanceofthegroupisneededonceagain. Tensions are high along the eastern borderof the Illurian Empire. The respectability of thepower of necromancy found in Illurian society hasplaced incredible strain on relations between theEmpireandthenationofValintotheeast.Valinisanation,primarilycomposedofhumans,thatworshipsnature above all, and believes lycanthropes to beholycreaturesblessedbytheirgoddess,Elvaril. Tothemnecromancyisanaberrationandsomethingtonotonlybeavoided,but tobedestroyed. It isan

affronttonatureandalloftheirclosestbeliefs.ThecitizensoftheIllurianEmpireseenecromancyasthesimplepoweroverlifeanddeath.Itisthispowerthatallows thecuringofwoundsordisease through theuseofdivinemagic.Itisthemagicalpowerthatissacred to the churchofSteelightShadowborn (LN)the principle deity of theEmpire, and it is a belieftheywillneverbeswayedfrom. This fundamental conflict in belief systemshas opened a rift in the relations between the twonations.Nowbothsidesarepreparingforwar.Eachsideseemstobewaitingfortheothertomakethefirstmove.Illuriaisrestoringanumberoffortressesthathadbeenabandonedalongtheeasternborderinordertodefendagainstwhattheybelieveisanimpendingattack.ThelycanthropesofValinaregearingupforbattle.TheyawaitonlythelunarcycleofAlhara,theredmoon,togivethempower.Throughthetrainingof the druids they have learned to control theirlycanthropic abilities so long as the redmoon is inthesky.Onceitrises,theywillhavetwoweekswhentheirabilitiesareat theirpeakbeforeAlharapassesbeyondthehorizononceagain. Illurian spies have reported sightings of thebeastswithevergreaterfrequencyalongtheborder.Theirwizardsknowmuchabouthowthelunarcyclesaffectsuchcreatures,buttheycannotknowthelevelof control the lycanthropes have attained. In anefforttoreducetheeffectivenessofthelycanthropes,Illurianmageshavecreatedaweaponintheformofafistsizedgarnet. Thisgemhasbeenenchantedtoreturnanyshapeshifterwithina30-footradiustotheirnaturalform. Inthecaseoflycanthropes, itreturnsthemtotheirhumanform.Theybelievethatbydoingthistheycanseverelyweakenthelycanthropes,andthusreducethelosses,inbothlivesandresources,totheirownarmy.Thegem,knownastheLycan’sBane,iscurrentlybeingkeptinthevaultsoftheEmperor’sPalaceintheIlluriancapital. The Lycan’s Bane must get to the HighCommand of the eastern city of Bevaris, and fromtheretotheborderfortwhereitwillbebestutilized.Thismustbedoneinsecret,asValinitespiesarelikelyabout,andifwordofthisweaponreachedValintheywouldsparenoresourceincapturingittopreventitsuse.

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EnterthePCs: Thepartyhasproventheirabilities,andtheirdiscretion, in the pursuit of numerous tasks in thepast.SotheyarecontactedtocarrytheLycan’sBanethrough the wasteland and to Bevaris. From theretheywill receive their instructionsanddirections toCaerGorinith,aborderforttothesouthofBevaris. Duetotheimpendingwar,thePCsmustmakehasteintheirjourney.Foradditionaleffect,theGameMaster canperiodicallymention the positionof themoonsinordertospurthePCson.ThewhitemoonCeline is in theskyfor twoweeks, followedby theredmoonAlhara.Whentheadventurebegins,Celinehasbeenintheskyfor1day,givingthePCs13daysto reach theirdestinationbefore the fearedattack isexpectedtooccur. Theroadthroughthewastelandsisprotectedbyaseriesofpyramid-totems,rumoredtobecraftedbytheEmperor.Thesetotemsnotonlyprovidesafeand sheltered camp sites, but their magic protectstravelers on the road from the shadows and otherundeadcreaturesthatnowwanderthewastelandsduetothenegativeenergythathastaintedtheplacefromancienttimes.Thiswouldbethesaferroad,howeveritismuchlonger.Duetothewindingroutetheroadtakes throughthewastelands, itwould take thePCs6days(thedistanceisalmost100miles)totraveltotheedgeof thewastes. Traveling inastraight line,throughthewastelandsthemselvesisthemuchmoredangerousroute,butismuchfaster. Thislegofthejourneycouldbecompletedinalittleover3days(itis50milesstraightacross). OncethePCsgetclearofthewastelanditisa5daymarch (assumingno forcedmarches, andadistanceof80miles)tothecityofBevarisiftheydon’thaveanydelays.ThereaftertheymustmeetwiththeHighCommandandjourneytoCaerGorinith.Thislastbranchofthejourneywilltake3days(48miles). Pleasenotethatalltraveltimesareassuminga20 footmovement rate. Ifyouhavecreatedyourowncharactersinsteadofusingthosethathavebeenpre-generated,youwillhavetoadjustthetimetabletoaccountforthefastermovementspeed.InthiscaseCelinewillhavebeenintheskyfor5days,givingthepartyonly9daystogettoCaerGorinith.Thereareotherthingsthatcanfurtheraltertheamountoftimeitshould takethePCstoaccomplish theirgoal. As

theGMyoushouldchangetheamountoftimethePCshave soas tomaintain theurgent feelof theirmission.

Setup: This adventure begins when the party iscontactedbyanundercoveroperativeoftheIllurianmilitary.ThePCswillreceivealetterfromamemberof the clergy in the High Temple of Shadows inIlluria. Their potential employer obviously wishesto remain relativelyanonymous,andhas takencarenottomentionnamesinhiscommunicationwiththeparty. The name of the tavern or inn inwhich thePCsarecurrentlystayingcanbeanythingthatfitsintoyourcampaign.

Youandyourcompanionsareenjoyingawelldeservedandrelaxingeveningatthelocaltavern.Theale is good, the foodbetter. For entertainment thisnight,apairofmummersdancethroughouttheroomtothetunesplayedbytheirinstrumentalcompatriots,theircolorfulveilsswirlinginintricatepatternstotherhythmofthemusic. Midwaythroughtheperformanceaboycomesuptoyou,pullingonyoursleevetogetyourattention.Heleansinandhandsyouarolledparchment.Thereisnosealonit,butthescriptis thatofaneducatedman. Havingdeliveredhismessagetheboydisappearsintothecrowd.Youglimpsehimafewmomentslaterleavingthroughthetaverndoor.

Provide the selected PC with a copy ofHandout#1.Assumingthepartyacceptsthejob,thepartymustmakeatriptotheHighTempletoretrievetheLycan’sBane.Whentheydo,readthefollowingtotheplayers:

Thealcoveisilluminatedonlybythecandlesofthepetitioners.ThestatueofElarii,theTrickster,standsbeforeyou,hisarmsouttohissideandaslyandknowinggrinacrosshisface.Youkneelbeforethegodofdeceitandbowasiftopray.Yourminddoesnot seek guidance from the gods this day however.Youseektheobjectofwhichthemessagespoke.Afewmomentsofsearchingrevealsahiddencatch.Afterchecking toensure thatnoone ispaying

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youanyattention,youactivatethecatchandahiddencompartmentatthefootofthestatueopens.

Within, you find theweapon themessage spoke ofandaletteridentifyingyouasagentsofIlluriatothegarrisoncommanderatBevaris.a This so called weapon seems nothingmorethanasmallboxofpolishedebonybandedwith runeetched iron. It seemsheavier thanonemightexpect given its small size, and there is a rathercomplexlocksealingtheboxfrompryingeyes. Your quest has begun. And time is of theessence.Warisbrewing,andthisitem,whateveritis,couldsavemanylives.

ThesmallchestholdingtheLycan’sBaneisprotectedbyaverycomplexphysicallock(DC:30toopen),awizard lockspell(CL:9),afi re trap(CL:10)andaglyph of warding (CL:10).Eachspellmustbedispelledseparately. At this point you should give the players afewmomentstopurchaseanylastminuteprovisionsand ready themselves for their journey. Declare tothemthetimelinetheyareonandCeline’spositionin the twilightsky. Inorder tomaintain the feelingof urgency it is important for you to keep track ofthe days as they pass. Thiswill not only help youkeeptrackofeventsastheyhappen,butitwillmakeiteasierforyoutohavetheinformationonhandwhentheplayersaskforit. The party now has two options. They canattempttotaketheroadthroughthewasteland,orbravethewastelands themselveswithout theprotectionoftheEmperor’spyramid-totems. There are a few other notable things aboutIlluriathatcouldaffectthePCs.Becauseofthelackoflandtofeedandmaintainhorses,theyarealmostcompletelyunavailableinthecity(costingasmuchas3timesormorethepricelistedinthePathfinderCoreRulebookiftheycanbefoundforsaleatall).Somenoblehousesmaintaintheirownstables,andthereisastableoutsideofthecityfortravelers.Also,magiciswidelyavailableinthecity,thoughwellregulated.Potions and scrolls of 3rd-level or lower can bepurchasedat10%belowthenormalcost.Therearemany other items that could likely be found, butavailabilityandcostareleftinthehandsoftheGM.

1.TheWastelands The wastelands of Illuria were createdcenturiesbeforetheEmpirewascreated.Anancientpeople known as theMystaca combinedmysticismand mental power to destroy an artifact known astheDragon’sEyeandsave theircityand their race.In their desperation, they sought power to fuel theceremonyfromwhateversourcepossible.Suchwasthepowertheysummonedthatitdrainedalllifefromthe landwithin 50miles of their home, imbuing itwiththetaintofnegativeenergyintheprocess. TheDragon’sEyewasdestroyed,butitdidnotsavetheircivilization.Thecityfellwithinhoursandthelastof theirkindwasdestroyed. Centurieslaterthecapitalcityof the IllurianEmpire,appropriatelycalledIlluria,wasbuiltontheruins.

WhenthePCsfirststepoutofthegatesofthecityofIlluriareadthefollowingtothem:

Thegatesclosebehindyouandthelocksfallintoplacewith a resoundingbang. ThewastelandsofIllurianowliebeforeyou.TheselandshavebeenasourceoffearsincethefoundingoftheEmpire.Itisinhabitedbywraiths,shadowsandthesavagelittlecreaturesknownasnightlings.ThenumberofIlluriancitizens that fellvictimto thewastelandsbefore theEmperorcompletedtheconstructionofthepyramid-totemsisbeyondcounting. Afewmilesdistant,downthewindingroad,youseetheclosestofthoseverypyramids,standingitseternalvigilovertheroads,andprotectingtravelersfromtheundeadcreaturesofthewastes. The white moon, Celine, rides high in thesky above you, floating amidst the stars, a constantreminder of the urgency of your journey and theweightofmanylivesonyourshoulders.

Regardless of the path they choose the firstdaypasseswithlittleofinterestoccurring.Thepartywill hear the occasional cries of something in theshadows dying, or the whispers of movement theycannotsee.Butnothingwillattackthemonthefirstday. For every day they spend in thewastelands(exceptthefirstandthedaythatEvent1occurs)rollonthefollowingtabletodetermineifanysignificanteventsoccur:

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Table 1: Wasteland EventsDie Roll Event

01-30 Nothing Happens31-50 Thunderstorm51-65 High winds66-75 Encounter 176-85 Encounter 286-00 Signs of Pursuit

Nothing Happens: ThePCsmakeitthroughthedaywithoutanythingeventfulhappening.

Thunderstorm:Cloudsrollin,blockingthelight of themoons. The only ambient illuminationthatremainsis thatoftherelativelyfrequentflashesofintenselightning.Characterswithlow-lightvisionmustmakeanAcrobaticsskillcheckeverytenminutesto avoid falling and twisting an ankle (-2 to Dexand1/2movementratefor48hoursoruntilhealed)

unlesstheyprovidesomelightsource.Creatureswithdarkvisiondonotsufferthispenalty,thoughtheyareblindedforaninstanteverytimethelightningflashes,astheireyescannotadjustfastenoughtofilteroutthelight.

High Winds: Thewinds that sweep acrossthewastelands are especially strong today. See thePathfinder Core Rulebook for rules and effects ofSevereWind.

Encounter 1 (CR 6):Ifthepartyistravellingthroughthewastelandsthemselves,thisencounterisintheformof2wraiths.SeethePathfinderBestiaryforstatistics.Iftheyareattemptingtotravelalongtheroadtheyareattackedby2d4worgsinsearchoffood.

Encounter 2 (CR Variable): If theparty istravelling through the wastelands themselves, thisencounter is in the form of 2d4 shadows. Seethe Pathfinder Bestiary for statistics. If they

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areattempting to travel along the road, treat thisencounter as if a result ofNothingHappens had

beenrolled.

Signs of Pursuit: ThePCspickupsometracethat theyarebeingfollowed. Oneofthemmayseeashadowoutof thecornerof theireye,orhear thehooting of the nightlings, commonly mistaken foranimalsounds.Ifinvestigated,thesesignsrevealnosignofthenightlingsoranythingelse.

Event1(CR8): Thiseventshouldoccuronthelastdayoftravelthrough thewastelands. Unbeknownst to theparty,theroutetheyhavechosenhastakenthemthroughtheterritoryofarathernastytribeofnightlings. Thesesavagehalflingshavelearnedthatfoodisscarceinthewastelands,andwillnotpassupsotemptingameal.Thehuntingpartyconsistsofsevennightlinghuntersandashaman.

NightlingHunters: 23/_____ 23/_____ 23/_____ 23/_____ 23/_____ 23/_____ 23/_____

NightlingShaman: 27/_____ 0-Level: Create Water, Guidance, Purify Food & Drink; 1st-Level: Burning Hands, Cure Light Wounds, Obscuring Mist; 2nd-Level: Scorching Ray

Seetheendofthisadventureforfullstatistics.

To begin this event, each should roll aPerceptioncheck,DC23. Alternately,youcan rollone secretly for each character. If any charactersucceedsthischeckreadthefollowing:

Thewindmoanssoftlyasitblowsacrossthebarrenlands.Youcanhearthecreakofthefewdeadtrees,wavingbranchesinitsthrall.Onceagainyouhearthehowlofsomethingdyingbeyondyoursight...but thenyouseesomething. Didthoserocksaheadjustmove?

Thenightlingshavehiddenthemselvesaround

theparty,preparinganambush.Someoftheirnumberaredisguisedasrocksaheadoftheparty,othershavebeenslippingthroughtheshadowsbehindsmallhillstoeithersideofthegroup.Inaninstanttheysurroundthegroup.AnyPCwhonoticedthemovementaheadgetstoactinthesurpriseround.

Tactics: Surprise Round: Each nightling includingthe shaman shoots a poisoned blow dart at a partymember. Eachpartymemberwillbe targetedbyatleastonedart,withtheremainingnightlingstargetinglarge, physically threatening PCs. These darts arecoatedinpoison: Type: Poison, Injury Save: Fortitude DC 14 Effect: 1d2 Str Cure: 1 save Frequency: 1/round for 4 roundsRound 1: Four of the nightling hunters will rageand rush in to melee combat, attacking with theirstone axes. The remainder of the hunters continuelaunchingpoisoneddartsatthePCs.Theshamanwillcastscorching rayatanyonewhorevealsthemselvestobeaspellcaster. Barringthat,hetargetsthemostpotentwarrior.

Round 2 and after: Thenightlingswillcontinuetofightuntilsixoftheirnumberlaydead.Nomorewilljoininthemelee..ThethreehuntersnotinmeleewillcontinuetopepperthePCswiththeirpoisoneddarts,andtheshamanwillusehisspellswherevertheycanhavethegreatesteffect.

Note: Either on round 5 orwhen only 4 nightlings(includingtheshaman)remainmovetoevent2.

Event2(CR7): OncethiseventbeginsreadthefollowingtothePCs:

A blood curdling shriek pierces the din ofbattle.Everyeffortofattackstopsforabriefsecondascombatantsonbothsidesglancearoundsearchingforthesourceofthesound. Inonlyamomentitssourceisevident.Oneofthenightlingsthathasbeenfiringdartsatyousincetheattackbeganstandsrigidattheedgeofthebattle,screaminginagony.Abriefglanceathimtellsnothing

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