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Remember the Fallen
1
Remember The Fallen
Tales from Undermountain
Introduction: Many dream of becoming heroes and adventurers. But more often than not,
these dreams end in disaster. In Undermountain there are no winners or losers, only
survivors and the dead.
A 2hour adventure for 1st4th level characters
by Eduardo Cavalcanti
Art By Tobias Lynn
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 980570707, USA. Manufactured by Hasbro SA, Rue EmileBoéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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Remember the Fallen
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Adjusting the
Encounters
Throughout the adventure, you will see
sidebars to help you make adjustments to the
combat encounter for smaller/larger groups
and lower/higher level characters.
Feel free to make further adjustments beyond
those recommended. If for example you are
playing with an inexperienced group, you may
want to lower the difficulty. If by contrast you
are playing with an expired group seeking a
challenge, feel free to increase the difficulty. Or
if Gary is fudging his dice rolls again, feel free
to drop a Terrasque in the middle of the
dungeon. I won't judge.
This adventure is optimized for five 2nd level
characters. To find out if you need to adjust
the adventure do the following:
Add up the total levels of the characters
Divide the total by the number of
characters
Round fractions of .5 or greater up;
Round fractions of .5 or less down
Average party strength indicates no
adjustments must be made to the adventure.
Monsters
All of the listed monsters can be found in the
Monster Manual.
You have now determined the average party
level (APL) for the adventure. To figure out
party strength for the adventure, consult the
following table.
Determining Party Strength
Party Composition
Party Strength
34 characters, APL less than Very Weak
34 characters, APL equivalent Weak
34 characters, APL greater than Average
5 characters, APL less than Weak
5 characters, APL equivalent Average
5 characters, APL greater than Strong
67 characters, APL less than Average
67 characters, APL equivalent Strong
67 characters, APL greater than Very Strong
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Remember the Fallen
3
Part 1: Knight 'n
Shadow
"She had always dreamed of adventure, but now
those dreams have become waking nightmares.
The daughter I knew died in those tunnels, her
sprit broken by what she saw."
— Adrian Stonegrasp
order to recover the bodies of the fallen so
that they may know peace.
The Restless Bones
After the characters arrive at the Knight 'n
Shadow, read or paraphrase the following:
Suddenly you hear a loud crash coming from bellow
you, and a few moments later see several terrified
patrons rush from up the staircase and out through the
door.
Background
An ambitious and talented student at the
prestigious Radryn mage academy, Zadril
was expelled for practicing the forbidden art of
necromancy. Before he left however, he
managed to steal a very powerful and
dangerous magical artifact from the schools
vaults before fleeing into the depths of
Undermountain.
Upon discovering the theft, the academy
called upon the aid of a crew of trusted
adventures to recover the artifact and kill the
renegade Zadril. While making plans for their
expedition, the group was approached by the
daughter of a wealthy merchant, Eshala
Stonegrasp. She offered to fund their
expedition into Zadril's lair, on the condition
that she could come along with them into
Undermountain. Although hesitant about
bringing a total novice along with them, the
group ultimately decided to take her with them
as they could not afford to turn down that kind
of gold.
Things went disastrously, with all but Eshala
being massacred by Zadril's traps. Bloodied
and frightened, Eshala was chased by undead
horrors until she reached the Knight 'n
Shadow, where the adventure begins.
When the characters go to investigate the
commotion downstairs, read or paraphrase
the following:
You see several tables flipped on their side and a long
streak of blood smeared across the floor. Face down on
the ground, a young woman in tattered leather armor
struggles to drag herself away from the hulking skeletal
abominations.
The creatures standing over the woman are a
Minotaur Skeleton and two Skeletons. Once
they notice the characters they will shift their
attention from the prone woman to them. They
will fight until destroyed.
Adjusting the Encounter
Here are recommendations for adjusting this combat
encounter. These are not cumulative.
Very Weak Party: Replace the Minotaur Skeleton
with a Skeleton.
Weak Party: Replace the Minotaur Skeleton with two
Skeletons.
Strong Party: Add two Skeletons.
Very Strong Party: Add a Minotaur Skeleton and two
Skeletons.
Overview
The adventure begins in the Knight 'n
Shadow, a seedy bar that serves as a
gateway between Waterdeep and
Undermountain, when a bloodied woman
staggers from one of the tunnels chased by a
group of skeletons. After the characters
dispatch this foe, the woman Eshala will offer
them a substantial reward if they can recover
the bodies of her dead comrades.
Once the characters reach Zadril's lair, they
must traverse its many obstacles and traps in
Once the characters have defeated the
skeletons, they will find the woman bloodied
and unconscious on the wooden floor. If the
players do not try to stabilize her, the barkeep,
Remember the Fallen
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4
an elderly halfling man name Preston, will
suture her wounds.
expedition. I'm sure he will ppay for
the return of my friends."
How will we recognize your friends?
"Ulfgar has had a thick red beard and
ccarried a shield with the insignia of
Kelemvor. Bryn had llong blonde hair
and ggreen eyes. Vani had the most
beautiful lute, yyou can't miss it.
Rowan, ye ggods Rowan, poor sweet
Rowan. She hhad the most lovely s
smile. They all carried a ccopper pin,
a rising sun."
The Offer
Once the woman regains consciousness, she
will introduce herself as Eshala Stonegrasp.
After thanking them for saving her from the
skeletons, she will explain that she was a part
of a group of adventurers who had gone into
Undermountain to recover a stolen artifact
from a wizard named Zadril. She offers to pay
them 100 gp to recover the bodies of her four
fallen companions.
Roleplaying Eshala
Eshala is a blonde, fair skinned woman of average
height and build. Since her expedition to
Undermountain, she walks with a limp and speaks
with a slight stutter. She is skittish and fearful of
darkness or cramped spaces.
Eshala will answer any questions the
characters have:
Where did the skeletons come
from? "I ttook a wrong turn in the
dark. I was trying to ffind my way back
to the surface when I came across a
room full of bones. They rrose up and
attacked mme."
How do you reach Zadril's lair?
Eshala will give directions to reach
Zadril's lair in a shaking and halting
voice.
What can we expect in his lair? Any
questions about what happened or
what to expect down there will cause
Eshala to experience a panic attack.
Eshala will remain unresponsive
unless a character makes a DC 10
Persuasion check.
Where are you getting the money to
pay us? "My ffather is a wine
merchant, he helped ppay for the
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Remember the Fallen
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