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The Perils of Ophelia A city based adventure for characters of 4th to 8th level. The Perils of Ophelia is Copyright 2009 by Three Sages Games. the United States of America. Print outs of the electronic version and a copy of desired pages can be made for use in gaming. Other reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of a partner from Three Sages Games. Any similarity to actual people, organizations, places, or events by material in this publication is purely coincidental. Use of ancient Greek and Roman names does not imply any connection between the fictional character and the historic name source. Printed in the U.S.A. Artwork in this publication is used with permission and copyright to Three Sages Games, Faeding Light Studios, Fantasy Filler Artwork (copyright Rick Hershey), Corel corporation, Peter Szabo Gabor & Eastern Raider Games, and Cerberus Illustrations (illustrations by Joe Calkins). All rights reserved by the prospective parties. This product is subject to the 4E GSL and is not “Open Gaming” content. The following legal verbiage is in compliance with this Game System License. This material is protected under the copyright laws of Written By: David Wainio Map Sections: Steve Ong Editing: Jeff Walker & Matt Jennings TM Stone Bard Inn Adventure One Sample file

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Page 1: The Perils of Ophelia - DriveThruRPG.com · 2020. 11. 29. · PLA YER'S HANDBOOK, PLA YER'S HANDBOOK 2, DUNGEON MASTER'S GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER'S

The Perils of Ophelia

A city based adventure for characters of 4th to 8th level.

The Perils of Ophelia is Copyright 2009 by Three Sages Games.the United States of America. Print outs of the electronic version and a copy of desired pages can be made for use in gaming. Other reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of a partner from Three Sages Games. Any similarity to actual people, organizations, places, or events by material in this publication is purely coincidental. Use of ancient Greek and Roman names does not imply any connection between the fictional character and the historic name source. Printed in the U.S.A.

Artwork in this publication is used with permission and copyright to Three Sages Games, Faeding Light Studios, Fantasy Filler Artwork (copyright Rick Hershey), Corel corporation, Peter Szabo Gabor & Eastern Raider Games, and Cerberus Illustrations (illustrations by Joe Calkins). All rights reserved by the prospective parties.

This product is subject to the 4E GSL and is not “Open Gaming” content. The following legal verbiage is in compliance with this Game System License.

This material is protected under the copyright laws of

Written By: David Wainio Map Sections: Steve Ong

Editing: Jeff Walker & Matt Jennings

TMStone Bard Inn Adventure One

Sample

file

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Visit our website :

Special Thanks to Pacifcon Playtesters: Corbin Lucas, Rory Toma, Aaron Beagle, and Doug Friedman

www.ThreeSagesGames.com

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,PLAYER'S HANDBOOK, PLAYER'S HANDBOOK 2, DUNGEON MASTER'S GUIDE,MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER'S VAULT aretrademarks of Wizards of the Coast in the USA and other countries and are used withpermission. Certain materials, including 4E References in this publication, D&D core rulesmechanics, and all D&D characters and their distinctive likenesses, are property ofWizards of the Coast, and are used with permission under the Dungeons & Dragons 4thEdition Game System License. All 4E References are listed in the 4E System ReferenceDocument, available at www.wizards.com/d20.

DUNGEONS & DRAGONS 4th Edition PLAYER'S HANDBOOK, written by Rob Heinsoo,Andy Collins, and James Wyatt; DUNGEON MASTER'S GUIDE, written by James Wyatt;and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;PLAYER'S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer's Vault,D&D 4E Game System License ©2008, 2009 Wizards of the Coast page 3 of 7written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of theCoast. All rights reserved.

First Printing: September 2009

ISBN: 978-0-9755167-9-9

Sample

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Table of ContentsRunning the Adventure

Adventure Layout Description............................................. A-2Adventure Location ............................................................. A-2Plot Overview...................................................................... A-2Arrest of Player Characters by City Watch......................... A-4Adventure Flow Chart ......................................................... A-5Experience Points and Treasure .......................................... A-6Magic Items Available ........................................................ A-7Stone Bard Inn TM Tile notes and configuration ............... A-8Name Directory and Dangling Plot Threads ...................... A-9

Role Play NodesRP 1: Looking for Adventure! (Adventure Start) ............... RP-1RP 2: Lovers United ........................................................... RP-8RP 3: Rage of Laomedon ................................................... RP-10RP 4: Dance Party .............................................................. RP-11RP 5: Let’s Finish This! ..................................................... RP-12RP 6: Resolution ................................................................ RP-14Quest XP Rewards ............................................................. RP-16

EncountersEncounter 1: Enter the Devil Dogs .................................... E-1Encounter 2: Jumped in the City ....................................... E-4Encounter 3: Raider’s Den Devils ..................................... E-6Encounter 4: Danger at the Docks ..................................... E-10Encounter 5: You wanted THIS book? .............................. E-12Encounter 6: A Deadly Dance ............................................ E-15Encounter 7: Siege of the Devil Dog Compound ............... E-18Encounter 8: Facing Down the Big Dog ............................. E-20Encounter 9: Viscount Down for the Count ........................ E-22Encounter 10: On Second Thought - Unhand that Girl!...... E-24

Random EncountersRE A: A dangerous Game of Knuckle-Bones ..................... RE-1RE B: Get Off My Turf! ...................................................... RE-3RE C: Letter of the Law ...................................................... RE-4RE D: Shaman Dragon .................. ..................................... RE-6RE E: Don’t Drink and Sacrifice .......... .............................. RE-7RE F: Undead Don’t Read ...... ............................................ RE-9RE G: More Devil Dogs ...................................... ............... RE-10RE H: Kaz Lizoid Squad ..................................................... RE-11Directory of Names, Places and Things............................... RE-12

Monsters and NPCSCity Watch ........................................................................... M-1Devils .................................................................................. M-2Devil Dogs Mercenaries ..................................................... M-3Blood Sharks (Gang) .......................................................... M-8Library Guards .................................................................... M-11Lizoids (Aran’Than) ........................................................... M-12Undead ................................................................................ M-17Veil Dancers ........................................................................ M-17Voodoo Cultists ................................................................... M-21

TMStone Bard Inn Staff ...................................................... M-23TMStone Bard Inn Dossier

History and Physical Properties ......................................... S-1Operation and Bill of Faire ................................................ S-3Staff ................................................................................... S-5

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Running the Adventure

Using this AdventureThis adventure module is set in a city and is

based around an inn. It is the first of three adventures that collectively usher the player characters out of the Heroic and into the Paragon Tier as they perform actions that will affect the future course of Ophelia's people. In this starting phase the players will be directly affecting the personal fates of those around her and setting the course for future adventures with the people of Aran.

Although it would be possible to run all three back to back, it is assumed that players will undertake other adventures between these three. This module stands alone as well if the players prove uninterested in the affairs of Ophelia’s folk.

The adventure is encounter based rather than location or time based. Elapsed “game time” could be two days or a week. Many encounters occur in generic “city” locations - usually the streets or a building. The tiles of the Art of Wor ™ Stone Bard Inn ™ gaming set can be used to stage the locations or a standard battle map or other system can be used. Interior maps match the Stone Bard Inn ™ tiles. They can also be drawn on a battle map.

Adventure OrganizationThis adventure is organized into six sections.

These are: Running the Adventure (this section), Encounters, Random Encounters, Role Play Nodes, Monsters & NPCs, and Inn Dossier sections. Encounter Descriptions

The Encounters drive the storyline. Each one has a different monster mix to match the number and level of the players involved. You can adjust to a higher or lower monster set to increase or decrease the difficulty.

The Encounters are not necessarily linear and the players can skip some of them depending on their choices and battle results. It is possible to lose several of them and still continue to the end-game encounters.

They are numbered One through Ten. Often a Role Play Node or Random Encounter will occur between them. The Flow Chart in this section shows the relationship between the Encounters and Role Play Nodes. Players may progress down this chart in a number of different paths and still progress to the end of the story.

Encounter results often direct the players to the next encounter.

Random Encounters Not all of them will be used to complete the

story line. The Random Encounters can be used to increase the number of encounters if players take the shortest course or simply to add some spice to the events by providing different opponents to battle.

You can pick which one to insert or use the Flow Chart. When the player’s path runs through a Random Encounter point roll 1d6. On a 5 or 6 apply one of the encounters. (Your choice or randomize).

Note that one Random Encounter description doubles as an optional solution for the problem presented in a plot Encounter. It is noted in the Encounter should this occur.

Role Play NodesHopefully at least some role playing occurs in

all encounters. These points in the adventure are key places where interaction and information is exchanged to keep the plot moving. You can think of them as cut scenes from a computer based game in a way.

These are excellent places for old fashioned, non-dice related role play or you can simply provide the key plot information and set up the next encounter if you prefer.

LocationThe official guide to the Stone Bard Inn ™

places it within the city of Wake in the world of Alia-wor. However it can be anyplace you need it to be. It is assumed that the city is fairly large (at least 5,000 or more people), has a sizable urban core, some type of water front area (lake, river or ocean, doesn't matter), and is mainly human with a sizable number of dwarves and a scattering of other races mixed in. Whatever name this city has for your game session, the locals refer to it as “The City” and that is how it is referenced in this adventure.

Plot Over-viewAt the base elements, this adventure is about

the players being hired to bodyguard Viscount Laomedon and his niece Ophelia from his arch foe and political rival Viscount Remus. Laomedon has lost his personal guard in an attack by Remus' forces but cannot leave the City as he is waiting for a library search for a tome that he feels could bring a permanent end to the feud between the people of the two Viscounts. More guards are on the way so the characters only need to hold out for a few days.

A-2

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Complicating the situation is that both Viscounts and their respective followers look something like the Lizardfolk. They suffer from a centuries old curse similar to the Teifling bodily changes that has made the Viscounts' bloodlines into bipedal lizard people. Officially they call their racial branch the Aran'thad - which literally means descendants of Aran in an ancient tongue. Aran was a county in a now fallen kingdom to which all the Aran'thad trace their lineage. Viscount Laomedon's faction is the Gandri while Viscount Remus' is called the Kaz. Those living near the Aran'thad's two half counties as well as the locals of the City have taken to calling the human lizard people the “Lizoids”. Not particularly flattering but easier to remember than 'Aran'thad' one supposes.

What the characters do not start knowing is that Ophelia has a secret relationship with Viscount Remus' nephew Antigone. In fact, neither Viscount knows this either. As the encounters unfold Ophelia and Antigone attempt to link up and the players will have to decide to either assist or interfere with the young lovers. Antigone will eventually challenge his uncle for power but that is later in the series - and assumes that the players don't kill him. Hopefully they can be persuaded from doing so by the DM; or at least make sure that Antigone's body goes unaccounted for so he can show up later in the series.

Either Viscount getting killed (a distinct possibility) is not a big plot problem as both have others “off screen” to take over for them in the following adventures. Ophelia is expendable as well but hopefully she'll live through the adventure to see use as an NPC on another day.

Viscount Laomedon has traveled to the City in search of a book that might have a ritual that will remove the curse on the Aran'thad and return them to pure humans. However he has kept the nature of the information he seeks secret so that his rival Remus only knows that Laomedon is seeking a book that will “end the feud between Kaz and Gandri once and for all”. Remus assumes it must be a magical weapon of some sort, perhaps a great spell or a ritual to make enchanted warriors or such. Even if Remus learns the truth he would be unswayed as his goal is to dominate the Aran and build an empire. However Antigone (the nephew of Remus) is not interested in empire building and would make peace with the Gandri if he could. Being essentially selfish, Antigone would be willing to run away with

Running the Adventure

Ophelia and leave the old men to their feud rather than break a sweat trying for peace though.

Remus has few fellow “Lizoids” in the city with him so he has hired a small mercenary company called the Devil Dogs to do his dirty work for him. He has filed an official declaration of war against the Viscount Laomedon with City Lords which means that the official representatives of either side can legally slaughter each other within the City as long as they don't endanger the locals or damage property. Laomedon does not know this when the adventure starts and still thinks that other than a few local thugs he has little to fear while in the City.

The players should start with a connection to the Stone Bard Inn ™ of some type. Tell them they stayed there in the past, or perhaps a few of them were childhood friends with someone that works there. Thus they will decide to stay at that inn and the innkeeper will introduce them to Viscount Laomedon as persons of note that might be available for hire as his bodyguards. This is where RP 1 (Role Play 1) is read and the adventure begins.

From this point on the story will play out based on the player’s actions and choices. Encounter One is unavoidable as it sets up the adventure. Devil Dog soldiers will try to snatch Ophelia.

If the players save Ophelia then they will move on to Encounter Two the next day (with perhaps a Random Encounter on the way). If they lose the fight or let her get taken away they must pursue the clues left behind and will go to Encounter Three.

If the players must conduct a rescue, while they are doing so Ophelia will attempt to run away to meet Antigone. If she is successful the characters will likely end up at Encounter Four where they find her with Antigone and must defend the two of them from local thugs. If she failed to run away in Encounter three she will plead with the players to escort her to Antigone and they end up at Encounter Four again.

If they drag Ophelia back to her uncle from the rescue operation (or the dock fight, or there never was one required) OR saved her in Encounter One then the following day they will be sent to the Library of Hazzak to see if the book has been found yet. The players should feel safe leaving the Gandri Lizoids for half a day as the inn is hosting a private party for the district Watch Commander that day so the inn will be full of police making it nearly impossible for Remus to try anything. A-3

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Parole: The basic idea is that the players pay a Bond amount that is returned to them when they show up for court. If they don’t show up they are declared outlaws. An outlaw is not protected by the city laws at all - anyone can rob or kill them without penalty. Also, if they are dragged in by someone either dead or alive that person can claim a bounty of half the bond.

Below is a list of common crimes and the Bond cost and the jail time if they are found guilty.

Bond Jail TimeMinor Property Damage (<30 gp) 40 gp 2 weeksMajor Property Damage ½ damage cost 2 monthsPublic Brawling 20 gp 1 weekAccidental Killing 200 gp 5 yearsMurder 1,000 gp DeathKidnaping 500 gp 10 years

Arrests for the deaths of citizens are usually booked as accidental deaths unless there is evidence is was a purposeful killing. Killing in Self defense is legal, but proving it in court will be required. Court dates are usually 1d4 weeks from arrest.

Running the Adventure

As the players are out on the town a good chance for several of the random encounters is presented. They then arrive at the Library and face a skill challenge (Encounter Five) to get the book released to them as the Library is not generally a “lending” one. Or they will have to steal it, bribe the staff, or think of something.

From here on how things play out will depend entirely on what the party has done about Ophelia. Either way, next stop is Encounter Six.

If the party has allowed Ophelia to run off with Antigone then Antigone will share the information that assassins have been hired to kill Laomedon at the inn soon. However Laomedon may well fire them for “losing” Ophelia to the Kaz faction. Having been warned of attack they might ferret out the assassins (which is the dance troop itself) and take measures to save Laomedon, which will put them partially back into his good graces.

However, if the party kept Ophelia away from Antigone she is still with her uncle and it is likely that the players will be taken unawares by the assassins who will kill Viscount Laomedon. But play it out - they might get lucky.

If the assassins kill Laomedon then Ophelia will be heartbroken and angrily demand that the players

destroy Viscount Remus and his mercenaries - and prove that Antigone had nothing to do with it if possible. Laomedon's reinforcements arrive the next day so there is protection for her allowing the players to act. Through one of several possible means the players will have discovered the location of the mercenary base and Remus' hideout so they can deal with things as they wish.

Should Laomedon survive, he will decide that enough is enough and Remus has crossed the line and send the characters off to settle matters once and for all.

After the players deal with the Devil Dogs (Encounters 7 and 8) and Viscount Remus (Encounter 9) they move to the resolution phase. At this point it is possible that Ophelia has run off with Antigone either with or without the players permission. If they decide to try to chase her down and make her return to her uncle then Encounter Ten is offered to wrap up that part of the tale.

What finally happens to the NPCs will determine the starting options in the next installment of the Aran'than's Destiny series. But that is a story for another time …..

If The Players Get Arrested It is possible that the players might end up on the wrong end of the law while adventuring in the city. A “kill them all and let the gods sort them out; forget the collateral damage - set fireballs on full spread” approach common to dungeons and the wild places won’t fly where “civilization” holds sway. If the players deserve arrest, you the DM have two basic options. (1) Slap them in jail and give up on this adventure, hoping they will learn an object lesson.(2) Hang the threat of jail time over them by letting them out on Parole so you can finish the adventure with them. The parole option is not meant to represent a post trial function of a fantasy world legal system, but rather as a explainable way to allow the players to run free for a while after doing something that should have landed them in jail.

A-4

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Adventure Flow - RP 1 Start -BodyguardJob Offer

Encounter One -Enter the Devil Dogs

Encounter Two -Jumped in City

RP 2 -Antigone tells of his relationship with Ophelia and warnsof the assassins

RP 3 -Laomedon angry about loss of Ophelia

RP 5 -Laomedon’s reinforcementsarrive. Info on Merc base received

RP 6 -Resolution

Encounter Five -You wanted THIS book?

RP 4 -Party for return of Opheliaand recovery of library materials

Encounter Nine -Viscount Down for the Count

Encounter Ten -On Second Thought - Unhandthat Girl !

Encounter Seven and Eight -siege of the Devil Dog Compound and Facing Down the Big Dog

Encounter Six -A Deadly Dance

Encounter Four -Danger at the Docks

Encounter Three -Raider’s Den Devils

Mercs win & take Ophelia

Mercs get Ophelia or Take Ophelia back from 3

Oph

elia

lea

ves

wit

h A

ntig

one

Role Play / Plot Point

Combat Encounter or Skill Challenge

Places to check for RandomEncounters

Ophelia Flees

Ophelia Flees

Ophelia Flees after denied leaving with Antigone

Assassins stopped

Let Ophelia Go

Gadri Leader Killed

Players stop Mercs

A-5

Running the Adventure

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Experience Points and TreasureExperience Points

The encounter experience values are based on the suggested XP values by level from the DUNGEON MASTER’S GUIDE. This adventure is arranged so that 8 to 10 of the encounters will be enough to take a character a full level. Those already advanced into their current level will require fewer encounters. The DM will have to decide about allowing leveling up mid-adventure.

All encounters are detailed with a different monster set depending on level and number of characters. There are tables cross-referenced with the player’s level and party size. So a party of 4 fifth level characters will face different foes than one of 6 eighth level ones. All the foes will be from the same “group” so that the story flow is not interrupted yet each encounter will be scaled to the players. If the players lose a character or two the DM can scale down easily if desired.

Should the party be of mixed level, simply add the levels and divide by the number of players. Round up if there is a decimal of .6 or higher, down otherwise. For example, four characters of levels 7,6,5 and 5 adds up to 23. Divided by four is 5.75. So use a level 6, four person encounter from the charts. However if they were 6,6,5 and 5 (22 / 4 = 5.5) we suggest you round down and go with level 5 rather than level 6 for this adventure. If your players have many magic items you might want to use higher level encounters to increase the challenge.

At the end of the Role Play Nodes section is a table for Quest Awards - experience points for finishing the story arc depending on the outcome.

TreasureThe treasure total for the entire adventure is

based on DUNGEON MASTER’S GUIDE’s formula. It is distributed in the following fashion. Part of it is reflected in the pay for taking on a bodyguard contract and the rest is available for capture from the encounters. Depending on the characters choices they might end up slightly above or slightly below the baseline. Magic items are handled the same way - some are payment for the job and others for capture. Any random encounters added will increase the total treasure haul a small amount and are not included in the table calculations.

The “baseline” is a 5 person party. Average the party level as suggested in the Experience section. The base pay reflects a per character amount. The remainder is “group” money the players must divide. The contract will reflect a group bonus per fight entered on the employer’s behalf.

The assumption is five paying fights on the employer’s behalf. Players might have more or fewer depending on their actions and any random encounters they can convince the employer was directly related to the job of body guarding. It is likely they will have encounters they cannot collect money for from the employer.

The “Encounters” amount is spread out through the encounters as “loot”, “booty”, “swag”, etc. Each encounter lists the amount, adjusted for different levels as required.

Note: The monetary amount is the same for 4 or 6 players. The Magic Items number changes depending on if there are 4,5 or 6 players.

Four Players Five Players Six Players

Level 4 less one Lvel 6 item Base Pay 80 gp each. 100 gp per fight (group) add one level 5 itemEncounter Treasure about 780 gp (group)

Level 5 Less one Lvel 7 item Base Pay 100 gp each, 100 gp per fight (group) add one level 6 itemEncounter Treasure about 1,000 gp (group)

Level 6 Less one Level 8 item Base Pay 120 each, 150 gp per fight (group) add one level 7 itemEncounter Treasure about 2,250 gp (group)

Level 7 Less one level 9 item Base Pay 140 gp each, 200 gp per fight (group) add one level 8 itemencounter Treasure about 3,500 gp (group)

Level 8 Less one level 10 item Base Pay 200 gp each, 300 gp per fight (group) add one level 9 itemEncounter Treasure about 4,800 gp (group)

A-6

Running the Adventure

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Magic Item TableBelow are the magic items given out through the adventure, based on 5 players. The DM can change

any or all of them as they have no direct role in the story line nor are any required for clearing any specific encounter. Two items are part of the “base pay” (only one if there are four party members). The “Extra” item is only found if there are 6 players. Remove the item marked <4 from the total treasure if there are only four characters.

If the DM wishes, the players can bargain for use of the base pay items before they complete their mission. However if they lose the contract for any reason they will be asked to return them. The remaining item or items are noted with an Item Number that is referenced in the encounter where they can be captured. The Extra item is noted in the encounters as well and is only available if there are six players. This allows the DM to easily change items to better reflect campaign needs. If an armor does not have a type (chain, leather, etc.) then assign one that some of the players can use.

Base Pay Items Encounter ItemsLevel 4 +1 Bloodthread Armor (Lvl 5) [Item 1] +2 Curseforged scale armor (Lvl 8)

(<4) +2 Amulet of Protection (Lvl 6) [Item 2] +2 staff of Fiery Might (Lvl 7)[Extra] Orb of Sanguinary Repercussions (L 5)

Level 5 +2 Amulet of Protection (Lvl 6) [Item 1] +2 Black Iron scale armor (Lvl 9)(<4) +2 staff of Fiery Might (Lvl 7) [Item 2] +2 Safewing Amulet (Lvl 8)

[Extra] Shadowfell Gloves (Lvl 6)

Level 6 Bracers of Defense (Lvl 7) [Item 1] +2 Barkskin scale armor (Lvl 10)(<4) +2 Safewing Amulet (Lvl 8) [Item 2] +2 amulet of False Life (Lvl 9)

[Extra] Cloak of Resistance (Lvl 7)

Level 7 +2 Safewing Amulet (Lvl 8) [Item 1] +3 Magic scale armor (Lvl 11)(<4) +2 Staff of Winter (Lvl 9) [Item 2] Symbol of Battle +2 (Lvl 10)

[Extra] +2 wand of Eldritch Rain (Lvl 8)

Level 8 +2 Staff of Winter [Item 1] +3 Dwarven scale armor (Lvl 11)(<4) Rope of Climbing (Lvl 10) [Item 2] Elven Boots (Lvl 11)

[Extra] +2 amulet of False Life (Lvl 9)

Base Pay Item Notes: Laomedon is not carrying everything listed in the Base Pay column. He will only have what is appropriate for the level and number of characters in his possession. (Either one or two items).

Item 1 Notes: Mercenary leader Tiberius is literally magic item 1 (as a consciousness and soul attached to magical armor). If it is replaced with something else then change Tiberius to be normal armor. If he is captured but not “killed” he will offer a ransom equal to the item value of a level 11 magic item. This is detailed in Encounter Eight.

Magic Items Available

A-7

Running the Adventure

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Running the AdventureTM

Using the Stone Bard Inn City Tiles.As noted in the start of this section, this

adventure assumes that the DM has a set of the Art TM TMof Wor-City Tiles for the Stone Bard Inn on

hand. While only a few of the Encounters happen at the inn, many of them reuse the tile pieces to represent other buildings in the city.

If you do not have them, buy a set! They’re really nifty. Or you can use the small maps in the Encounter sections to draw out the area on a battle map.

Starting the AdventureRole Play Node 1 (page RP-1) has adventure

hooks and the introductory information therein. That is where you will start the adventure for your players.

Have fun !

A-8

TM Stone Bard Inn Configuration

Front entrance (large street out front)

2nd Floor over the inn common sleepingroom

&

; Y

TM. This is the full layout for the Stone Bard Inn . You might want to lay out tiles for the Role Play Nodes that happen in the inn and for the nights so they players won’t be tipped off an encounter is coming by the fact you put tiles down on the table.

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Running the Adventure

A-9

Name Directory

Alphonse - See TiberiusAntigone - (Male Kaz Lizoid, Elite Soldier 6) Antigone is secretly Ophelia's lover and is

Plotting against his uncle Remus. However he is also plotting against Laomedon.He's on the bad guy side but might help the party and betray his uncle.

Aran: County Of (location south of the City) Once a county of the now defunct Kingdom Auldlund. The people of this area were cursed to become lizard people.Aran: Count (Male Human) Dead some 400 years now. He was the Count of Aras when the curse began. Follower and compatriot of the fallen angel Gandriel.Aran'than (Race) What the Lizoids call themselves. “Descendants of Aran” in an old language. Split into two factions - the Kaz (mostly evil) and Gandri (mostly good)Auldlund, Kingdom (location) The area around the City was once a Kingdom. But it fell

several centuries ago. The (unnamed in the adventure) City was once the capitol.Blood Sharks (Various races and levels) A street gang with control of the dock area the players

might find themselves in conflict with.Cassandra - see DressardDevil Dogs - (Mercenary Company) This small group of mercs is of mixed races and has been

trained by Tiberius (who is their leader). Bad guysTM

Dressard, Casandra (Female Human, Controller 4) Hostess at the Stone Bard InnGandriel (Male, Fallen Angel) An angel of Bahamut that worked with the devil Kazandra to stop a treat to Aran County. Fell in love with her and defied the gods. Cursed to mortality. Brought the lizard curse upon the people of Aran.Geoff (Male, Human, Minion 2) Librarian at Haslet's Library. Players will probably need to get the diary from him somehow in a skill challenge.Greene's Theory Stick A puzzle equation device on display in Haslet's Library at the Hall of Wisdom. Opening it is one way to get the book Laomedon seeks.Hari, “Dame” (Female Human, level varies on players) The leader of the dance troop that doubles as assassins that will try to kill Laomedon. “Dame” rhymes with ‘Maim’ (silent 'e') and is an old language way of saying the title “Lady”. Hilton, Paulette (Human, Female) An NPC the characters can save from being sacrificed by devil worshipers in Random Encounter E. An upper class party girl of the City.Haslet (Male Cleric) Once the Head Priest of the City Temples. Now dead. Only important because the book Laomedon wants is in the library named for him.Kazandra (Female Devil) An devil of Asmodeus that worked with the angel Gandriel to stop a treat to Aran County. Fell in love with him and defied the gods. Cursed

to mortality. Brought the lizard curse upon the people of Aran.Knot of Gordia A puzzle knot in the Haslet Library. Contains a secret useful to the clerics of the city. Opening it is one way to get the book Laomedon seeks.Laomedon - (Male Gandri Lizoid, Soldier 5) Viscount and leader of the Gandri faction of

Lizoids. The person offering to hire the party. Targeted by Remus.Mallek - see Star-DanceMarcien - See OpuntisOphelia - (Female Gandri Lizoid, Skirmisher 2) Niece to Viscount Laomedon. Most likely a

person the party has been hired to protect in the adventure. Opuntis, Marcien (Male Human Minion 5) Chief Librarian of the Hall of Wisdom. The Haslet collection with the book Laomedon wants is under his jurisdiction. Players might

have to negotiate with him.

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