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8/11/2019 The Great Northern Elf City Dungeons and Dragons 4.0 Adventure
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The Great Nor thern Elf City
Background
The City of Amontum known for its great library and being generally open to all intelligent
humanoids is the second oldest city in the elf kingdom, while many more were been built
between Amontum and the Oldest Elven City Gundthas, Amontum has outlasted them. This isthanks to three unique properties of Amontum, its location, where many drifting Icebergs sink
unprepared ships, Amontums great wall standing at 50ft tall and connects to the sides of the
cliff the city is built on. The third unique property is the overhanging land above the city
protecting it from air raids. Because of the Icebergs only ships with a well trained magic user
onboard are able to enter the great walls lock, any ship that tries unprepared is sunk by the ice.
Once inside the city a magical spell keeps the inside at a perfect temperature for most
humanoids (72F) those who require hotter temperatures for rest are able to request rooms at
inns at their preferred temperature. Because of the warm temperate water ways, grass, trees,
and shrubs line the streets in a decorative fashion. At night magical lanterns are lit to illuminate
the walkways in a blueish light. The city has been well known to be open to all intelligenthumanoids however the last few weeks a series of books have gone missing from the great
library and all common non-elves have been put into a state of lockdown unable to leave their
homes. The common citizens do not understand why such measures have been taken over a
few book, but a look of worry and concern can been seen on many of the elves as well as the
non-elven heroes not part of the city lockdown.
ADVENTURE SYNOPSIS
The PCs arrive aboard an elven ship that has been sailing north, they arrive during the
lockdown due to a few missing books, the PCs must make their way to the library after clearing
themselves of suspicion by either being in an recognized registered guild, or showing they are
not commoners. Once the PCs reach the library they must find out what was taken and figureout how it was taken, chase the culprit down, and recover the stolen books.
What the PCs do not know is that these books were protected by the most powerful protection
magic the elves could create. The books themselves hold dark secrets that can be used in
necromancy and the dark arts. The only reason the books still exist in the first place is they are
required to create counterspells to the practices inside, they are the only known copy to exist in
the world. The books were taken through a hidden tunnel under a tapestry on the second floor
of the great library, a DC 15 detect magic, or trap check will show that the wall is actually a
removable column that can be pulled out with 10 mages using mage hand.
ADVENTURE HOOKS
As DM, you know best how to involve your PCs in an adventure. In this case, the simplest hook
is that the PCs are not allowed to leave the city until the books have been found for fear of them
being smugglers. Other options include a formal guild request, or the books hold a grave threat
to the world and their PCs are in great danger unless the books are found.
THE SHIP
The adventure begins here unless they arrived in the city by some other means.
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It has been almost two weeks since the ship left port, each day the air on deck seems to get
colder as you continue to sail north, Each morning the deck is covered with ICE. Captain Jack
says there is nothing to worry about and he has done this trip countless times. The ships elf
mage Suiauthon is down stairs studying his spell book in preparations to move or destroy the
ICE as your ship continues to sail north. The crew says you will arrive in Amontum by daybreak.
This is the players chance to gather information about the city (none of the crew knows about
the lockdown or the missing books) study their spells for the day, eat, heal, etc. perhaps even
give them work aboard the ship before reaching the city. Give the Players plenty of time to
explore the ship and find out information about the city. When ready read the S2 portion to the
PCs.
GATHERABLE INFORMATION
The city is made up of three tiers, the lowest or tier 1 is home to many of the residents,
as well as basic supply shops, inns, and the farmers market.
Tier 2 is home to the weapons shops as well as the weapon smiths homes.
Tier 3 is home to the magic users, many magic shops can be found there, it is also
home to Amontums city leaders as well as the cities great library.
The City has a counsel of six leaders, each tier of the city has two representatives.
As you look off into the distance you see a blueish light reflecting off the ice around it making
the light source look almost like a magical crystal among a sea of ice. The Crew or the Ship
begin to work with a new vigor that was lost sometime ago during the voyage. Suiauthon
relieves the night mage who is capable to dealing with the smaller ICE but is not ready to guide
the ship into Amontum great wall lock. As the ship nears Amontum the sun begins to risecasting dim glow across the ships deck, the ice built up on deck begins to sparkle.
The PCs may now do as they wish to 2 turns.
The ship is now close enough to see Amontums great 50ft wall, you can see the cities tiers as it
climbs the cliff side. Birds not native to this part of the world can be seen flying about around the
wall. As the ship enters the lock the giant lock door shut with a loud gong, above the birds circle
around the vines growing down from the natural overhanging ceiling eating the berries they
produce. As the lock begins to fill with water the air around the ship seems to grow warmer as it
rises. When the ship finally stops rising and enters the port and blast of warm air sweeps across
the deck many of the crew take off their thick coats and enjoy the warm weather. Several patrol
boats are dispatched from shore and escort your ship to the docks.
At this point it is up to the DM to decide if the guards recognize them and let them move freely
or if they are escorted to an INN as the crews of all recently arrived ships have been. If they are
moved to an INN find a way to make their weapons not useable.
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If the PCs go to a Inn go to E1, if the players go to the Library go to E2.
E1
As you are escorted through the city to the only INN with an opening you notice that many of the
cities Flora have not been maintained and have begun to overgrow from their usual trimmedshape.
The PCs and Crew Arrive at the Morkotum Inn, a small inn near the great wall, it is neither the
most expensive nor the cheapest inn in the city. (This is also the DMs chance to describe how
he pictures the INN) Inside waiter gnomes are busy trying to be good hosts to the crews of
ships that have been put into lockdown, however most of the ships crews are angry at not being
able to leave. It is also notable that none of the ships mages have been put into lockdown.
Inside the INN lanterns line the walls emitting a soft warm glow across the INN, a large fire is
burning in the fireplace and many irritated sailors sit at tables making demands for food and
drink. A guard shoves you through the main door and you hear it lock behind you.
This is another chance for PCs to gather information.
GATHERABLE INFORMATION
This lockdown has been going on for weeks, there's not enough food in this INN to keep
feeding every new ship that arrives.
None of the Ships Elf Mages have been moved to the inns but allowed to go to their
homes
Many of the non-elven sailors have homes in the city they are not allowed to return to
If you can prove you are in a guild or are a hero they will let you move about the cityescorted.
The lockdown is because a few books are missing from the library.
It is now up to the DM to decide how the time in the INN will proceed and how the PC will prove
they are in a recognized guild or are heros. When they have gained the ability to move around
the city and reach the library go to E2.
E2
The PC stand outside the great library.
the library is the home to many last of their kind books, if they were lost the information inside
would be gone forever. The front of the building has a central courtyard and two roofed areas to
each side, the building itself is massive and has a stone face with many stone support pillars
going up all four floors. The middle of the building has a set of two massive oak doors that lead
to the inside of the building.
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Typically the courtyard would be filled with many different humanoid races but right now it is
deserted. Read the next part after the PC have entered the building.
You enter the great libraries main door on the other side is a massive circular room with 4 floors
balconies that circle the room, you see shelves and shelves of books on each balcony. If you
look up you see a large stained glass ceiling that depicts the history of the city and the elvesthat built it. At the back of the room their is a large archway that leads to the rest of the library.
Many guards stand on each floor.
A PC can get knowledge that the books were taken from a restricted wing on the second floor
that the back of the library but talking to a guard and getting a Diplomacy DC10.
You walk up the stairs to the second floor, there are many guards here, you can see the
restricted area at the back of the floor, it has metal bars surrounding it and an iron gate that has
the word restricted on it.
Once on the second floor they can gain access to the restricted wing by talking with the guard
captain and convincing him they are here to help. The guard captain will show them where the
books were and explains that this area usually is only accessible by console members and is
protected by magic. Using a DC 15 detect magic, or trap check will show that a hidden tunnel is
under a tapestry, the wall is actually a removable column that can be pulled out with 10 mages
using mage hand but is otherwise immovable. When the PCs get the column out go to E3.
E3
With the column removed you find a hole that goes down at a steep angle, it would require
climbing gear to climb up but you should be able to slide down no problem.
Read after PCs have reached the bottom
You come crashing into a room carrying
more speed than expected and knock
over a table with a metal cauldron on it,
the loud clang draws the attention of two
hooded figures who appear to have been
standing guard.
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1. This room is
very bare, it
appears to be
the only way
back to the
library (climbinggear needed) by
the size of it you
would say
whoever built
this place has
been here for a
while. Monsters:
2 Dwarf Mages
2. You reach
the end of the
hallway, to your
left is a prayer
altar, to your
right appears to
be a large room
down a short
hall.
Monsters:1
Cult ist Mage
3. This rooms
seems to be
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some kind of room where worship is lead, three columns of benches sit behind an altar and two
statues. there also appears to be doors on either side of the room.
Monsters:12
Cult ist: 11
Cult ist Berserker:1
4. Someone has been exhuming bodies and bringing them here, but from where or to what end
you have no idea, there appears to be 4 bodies, one has already been removed from its casket,
a cultist mage is attempting to pry open a second when he spots you.
Monsters:1
Cult ist Mage:1
5. A pool is in the center of the room, it appears to have an unknown mark at the bottom in it
floats a dead body that appears to have been exhumed. Two more of the statues seen in the
worship chamber are also found in this room. A few cultists see you
Monsters:5
Cult ist:5
6. This appears to be an office or a research area of some kind, many documents and book are
on the desk. A dwarf mage is sitting at the desk upon your arrival reading something he may not
have noticed you yet.
On Desk
Protective Ward Breaking Book
Sealing Spells Scroll
Stolen Book from Library
Letter from Traevus Key to Locked Room
Letter From Traevus Reads: I have the Skull, some adventures found out about it but they
shouldnt be a problem, Master wants you to get the information from the books before I arrive,
we can not delay any longer.
7. (locked room make sure they have the key) The key taken from the dwarf mages desk slides
easily into the iron door three cult mages are casting some kind of spell surrounded by magic
circles, you can see the last library book on the floor, climbing equipment is sticking out of two
crates, there also seems to be a collapsed tunnel on the far side of the room. suddenly all three
cult mages stab themselves. The spell they were casting suddenly sends them flying to the
center of the room and they fuse into a Zombie Abomination. A magic wall seals you into the
room, this cult clearly intend to kill you.
Monsters:1
Zombie Abom ination
E4.
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You climb back up the hole with the books in hand using the climbing gear, the mages and
guards look very pleased.
Grand Mage:
I am the grand elf mage, I am very grateful that you retrieved these books, however the
protective ward that was used to seal the books has been broken. These books are two of themost dangerous books to ever be created, whatever information they wanted from them they
got. You can take as much time as you need in our city to resupply, then I would like you to go
after this cult, I would go myself but without me here these books could fall into the wrong hands
again
Thanks for Playing, its up to you how you proceed from here.
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