DDEN2 Princes of the Apocalypse (1-4).pdf

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Not for resale. Permission granted to print and photocopy this document for personal use only.
C
redits
Lead Designer:
Richard Baker
Designers:
Ed Greenwood, David Noonan, Thomas M. Reid,
Stephen Schubert, Steven Townshend, Jeff Ludwig,
Robert J. Schwalb
Editors:
Michele Carter, Stacy Janssen
Interior Illustrators:
John-Paul Balmet, Mark Behm, Eric Belisle,
Filip Burburan, Christopher Burdett, Anna Christenson,
Conceptopolis, Wayne England, Jason Engle, Jon Hodgson,
Justin Mayhew, Jim Nelson, Klaus Pillon, Claudio Pozas,
Ned Rogers, Lee Smith, Raymond Swanland, Matias Tapia,
Richard Whitters, Kieran Yanner
Cartographers:
Sean MacDonald, Mike Schley
Typesetter:
Nissa McCormack
d&d e
nCounters
Welcome to a special introductory edition of the
Princes
of the Apocalypse™
adventure, designed specifically for
D&D Encounters™ (an official in-store play program)
and the D&D Adventurers League™ (the official D&D
organized play system).
This edition of the adventure is designed for
1st-
through 4th-level characters,
and is divided up
into two parts, each of which contains a number of
adventure scenarios. Characters who finish both parts
of the adventure should reach 5th level at the end.
Characters of 5th level and above cannot play in this
D&D Encounters edition of the adventure, though they
can play the full adventure of
Princes of the Apocalypse.
Each part of the adventure should be played over
multiple sessions of play. For D&D Encounters, the
recommended session length is two hours. The full
adventure contains additional play beyond this edition
(see “Additional Play” at the end of the adventure).
Playing this adventure in store as a part of D&D
Encounters is fun and offers additional benefits to
enhance the experience. Folios connecting characters to
different factions in the world of the Forgotten Realms®
are provided for players, containing information and
accessories, along with exclusive rewards. Dungeon
Masters (DMs) receive a folio as well, themed to the
storyline season (for this season,
Elemental Evil™).
Check with your store for more details. If you received
this adventure and aren’t currently associated with a
store, you can find a nearby store by heading to our
Store and Event Locator.
Sasquatch Game Studio
Wizards of the Coast
D&D Encounters Edition:
Scott Fitzgerald Gray,
Chris Tulach
D&D Lead Designers:
Mike Mearls, Jeremy Crawford
Story Lead:
Christopher Perkins
Managing Editor:
Jeremy Crawford
Producer:
Greg Bilsland
Additional Design:
Rodney Thompson, Peter Lee,
Chris Sims, Matt Sernett
Art Directors:
Kate Irwin, Shauna Narciso
Cover Illustrator:
Raymond Swanland
Graphic Designers:
Emi Tanji, Bree Heiss
Proofreading:
Jennifer Clarke Wilkes
Project Management:
Neil Shinkle, John Hay
Production Services:
Cynda Callaway, Jefferson Dunlap,
David Gershman
Brand and Marketing:
Nathan Stewart, Liz Schuh,
Chris Lindsay, Shelly Mazzanoble, Hilary Ross, John Feil,
Laura Tommervik, Kim Lundstrom, Trevor Kidd
Playtesters:
Teos Abadia, Robert Alaniz, Rory Alexander, Jay
Anderson, Paul Baalham, Stacy Bermes, Joseph Bloch,
carlo bosticco, Ken Breese, Tim Eagon, Pierce Gaithe,
Richard Green, T. E. Hendrix, Sterling Hershey, Paul Hughes
Matthew Jording, Yan Lacharité, Shane Leahy, Ryan Leary,
Jonathan Longstaff, Jon Machnicz, Farrell Madden, Matt
Maranda, Paul Melamed, Shawn MerwinLou Michelli, Rob
Mickunas, Mike Mihalas, John Proudfoot, Rob Quillen II, Karl
Resch, Sam Sherry, Sam E Simpson Jr, Pieter Sleijpen
Disclaimer: Wizards of the Coast urges adventurers to remember that not all rock creatures
are earth elementals. A talking rock that controls boulders is a galeb duhr. A talking rock
wearing jewelry is a dao. A silent rock that’s resistant to non-adamantine weapons is a
stone golem. A rock with wings is a gargoyle. A rock without a K is a giant bird. A rock that
sits there and does nothing could be just a rock or a balor disguised by an illusion. In all
cases, proceed with caution.
t
he
d&d A
dventurers
L
eAgue
This adventure is official for D&D Adventurers League
play. The D&D Adventurers League is the official
organized play system for Dungeons & Dragons.
Players can create characters and participate in any
adventure allowed as a part of the D&D Adventurers
League. As they adventure, players track their
characters’ experience, treasure, and other rewards,
and can take those characters through other adventures
that will continue their story.
D&D Adventurers League play is broken up into
storyline seasons. When players create characters, they
attach those characters to a storyline season, which
determines what rules they’re allowed to use to create
and advance their characters. Players can continue
S
eaSon
L
ength
DUNGEONS & DRAGONS, D&D,
Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Princes of the Apocalypse, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, 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.
Sasquatch Game Studio and the Sasquatch Game Studio logo are trademarks of
Sasquatch Game Studio LLC.
©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
The
Elemental Evil
storyline season for D&D Encounters
runs from Wednesday, March 18, 2015, through Wednesday,
August 12, 2015. This D&D Encounters edition of the
adventure contains enough play for 9 to 13 sessions. If you
start the adventure the first week and play the sessions in
the recommended two-hour weekly increments, you will
finish this edition well before the end of the D&D Encounters
season. To fill out the rest of the season, see “Additional
Play” at the end of this adventure.
D&D encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
2
to play their characters after the storyline season has
finished, possibly participating in a second or third
storyline with those same characters. A character’s level
is the only limitation for adventure play. A player cannot
use a character of a level higher or lower than the level
range of a D&D Adventurers League adventure.
For more information on playing, running games as
a Dungeon Master, and organizing games for the D&D
Adventurers League, please visit the
D&D Adventurers
League home.
t
abLe of
C
ontentS
D&D Encounters
Introduction
Background
Overview
Red Larch and the Dessarin Valley
Red Larch
Map:
Red Larch
The Dessarin Valley
Random Encounters
Map:
The Dessarin Valley
Valley Sites
Part 1: Alarums and Excursions
Trouble in Red Larch
Into the Wilderness
Bears and Bows
Designing D&D Encounters Sessions
Haunted Tomb
Lance Rock/Necromancer’s Cave
Tomb of Moving Stones
Rewards
Developments
Part 2: Secret of the Sumber Hills
The Missing Delegation
Adventure Start
Beginning the Search
Designing D&D Encounters Sessions
Feathergale Spire
Skyriders
Spire Features
Map:
Feathergale Spire
Knights’ Quest
Manticore Hunt
Sighing Valley
Rewards
Rivergard Keep
Reaver Ambush
Investigating Rivergard
Keep Features
Map:
Rivergard Keep
Rewards
Developments
Additional Play
Appendix: Cultists and Magic
2
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P
rePAring the
A
dventure
You don’t need to prepare this entire adventure for the
first session. Simply get to know the different scenarios
in the adventure prior to playing each scenario (but
remember that the first short scenarios in part 1 can
be played in any order). As you do so, spend some time
familiarizing yourself with the adventure’s locations,
events, and characters—including the sites in Red Larch
for part 1 of the adventure, and the select locations in
the Dessarin Valley for part 2 of the adventure. You’ll
also want to review the relevant statistics for any
monsters or nonplayer characters (NPCs).
Each part of the adventure contains a “Designing
D&D Encounters Sessions” sidebar that talks about
how to divide that part of the adventure up into two-
hour sessions for D&D Encounters play. This adventure
features a wide-open play style that means you will most
often be creating sessions based on the characters’
goals and the players’ choices during the game, rather
than forcing the characters to adhere to a fixed roster of
events and locations.
In order to DM the game as a part of the D&D
Adventurers League, you’ll need a
DCI number.
The
DCI number is your official Wizards of the Coast
organized play identifier. If you don’t have a number,
you can obtain one at a store event. Check with your
organizer for details.
This adventure is designed for
three to seven 1st-
to 4th-level characters,
and is optimized for four
characters. Players that have characters outside that
level range cannot participate in the adventure with
those characters. Players with ineligible characters can
make a new 1st-level character or use a
pregenerated
character.
Players can play an adventure they previously
played or ran as a DM, but not with the same character
(if applicable).
Ensure that all players have official
Adventure Log-
sheets
for their characters. Each player will fill out
the adventure name, session number, date, and your
name and DCI number. In addition, the player also fills
in his or her character’s starting values for XP, gold,
downtime, renown, and number of permanent magic
items. Players will fill in the other values and write
notes at the conclusion of the session. Each player is
responsible for maintaining an accurate logsheet.
B
efore
e
ACh
P
LAy
s
ession
You can do a quick scan of a player’s character
sheet to ensure that nothing appears out of order.
If you see magic items of very high rarity or strange
arrays of ability scores, you can ask a player to provide
documentation for the irregularities. If a player cannot,
feel free to restrict item use or ask the player to use a
standard ability score array. Point the player to the
D&D
Adventurers League Player’s Guide
as a reference.
d
owntime And
L
ifestyLe
At the beginning of each play session, players must
declare whether or not they are spending any days of
downtime. The player records the downtime spent
on the adventure logsheet. The following options are
available to players during downtime (see the
D&D
Basic Rules
or the
D&D Adventurers League Player’s
Guide
for more information):
• Crafting (exception: multiple characters cannot
commit to crafting a single item)
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
3
• Practicing a profession
• Recuperating
• Training
Other downtime options might be available during
adventures or unlocked through play, including faction-
specific activities.
In addition, whenever a character spends downtime
days, that character also spends the requisite expense
for his or her lifestyle. Costs are per day, so that a
character who spends ten days of downtime also spends
ten days of expenses maintaining his or her lifestyle.
Some downtime activities help with lifestyle expenses
or add lifestyle expenses.
e
LementaL
C
ryStaL
This season provides one special certificate that is valid
throughout the duration of
Elemental Evil.
The
elemental
crystal
is a single-use item found in the D&D Encounters kit.
A
wArding
C
ertifiCAtes
The D&D Encounters kit contains certificates for all
permanent magic items and any rare or higher rarity
consumable items found in an adventure. Whenever
a character records such a magic item on his or her
logsheet, ask the organizer for a certificate from the
kit to award to that player. Certificates can be awarded
while supplies last.
Certified magic items are a fun reminder of play,
but they also serve an important purpose: most
unlock the ability to trade a magic item to another
D&D Adventurers League character. Magic items
earned without certificates cannot be traded to other
characters.
Other items in the adventure might also be certified,
including special rewards. If a special item or other
reward has a certificate, it is noted in the adventure.
P
LAyer And
dm f
oLios
At your first session, check with your store organizer to
see if faction-specific player and story-specific DM folios
are available. These are complimentary, and contain
great game accessories and rewards for DMs and
players. Whenever a new player shows up, check with
the organizer to see if any more folios are available.
A
fter
e
ACh
P
LAy
s
ession
As the characters progress through the adventure,
they can earn treasure in the form of valuables such as
gold, jewelry, and art objects, as well as magic items.
In addition, there might be special rewards that are
story focused or intangible. Since a group’s composition
might change from one play session to the next, you’ll
want to have players update their logsheets before
leaving the table.
Players are responsible for maintaining their own
adventure logsheets. At the end of each session, you
should give out rewards earned and each player should
record that information on his or her logsheet.
Experience points (XP)
are given out to each
player. Divide XP by the number of characters, unless
otherwise specified in the adventure.
Coin, nonmagical treasure, and other wealth
rewards are totaled up in value. That total is then
divided by the number of characters, unless otherwise
specified in the adventure.
Consumable magic items
are awarded at the end of
each session. Potions, scrolls, and other consumable
magic items are divided among the characters. A player
notes the item obtained by recording it on his or her
logsheet. Players should attempt to ensure an equitable
distribution of consumable items.
Permanent magic items
are awarded at the end of
each session. Permanent magic items are rare, and do
not appear often. A player notes each item obtained by
recording it on his or her logsheet. See the sidebar for
guidelines on how to distribute permanent magic items.
Other special rewards
are awarded when noted in
the adventure, usually at the end of a session.
C
hArACter
A
dvAnCement
A character who earns enough XP to advance a level can
do so at the end of a long rest or at the end of a session.
A character who earns enough renown to advance a
rank in his or her faction can do so at the end of either
part of the adventure.
d
owntime And
r
enown
At different points during the adventure, additional
awards might need to be given out.
Downtime days and renown
are awarded twice
during each part of this D&D Encounters edition of
Princes of the Apocalypse.
In part 1, characters are
awarded downtime and renown after the completion
of the initial short scenarios, then after the completion
of the Tomb of Moving stones scenario. In part 2 of
the adventure, characters are awarded downtime and
renown after the completion of the Feathergale Spire
scenario and of the Rivergard Keep scenario.
At each of these award points, each character is
awarded 10 downtime days, which can be spent
immediately or saved for later use.
d
ungeon
m
Astering
t
iPs
As the DM running this adventure, you have the most
important role in facilitating the enjoyment of the game
for the players. You help guide the narrative and bring
the words on these pages to life. The outcome of a fun
game session often creates stories that live well beyond
the play at the table. Always follow this golden rule when
you run an adventure for a group:
Make decisions and adjudications that enhance the
fun of the adventure whenever possible.
To reinforce this rule, keep the following points in mind:
e
xperienCe and
m
iLeStoneS
D&D Adventurers League play does not use the milestone
experience rule. Characters track experience individually and
level up when reaching the appropriate amount of XP.
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
4
• You are empowered to make adjustments to the
adventure and make decisions about how the
characters interact with the world of the adventure.
This is especially important and applicable outside of
combat, but feel free to also use the guidelines in the
“Adjusting the Adventure” section (below) for groups
that are having too easy or too hard of a time in an
adventure.
• Don’t make the adventure too easy or too difficult for
a group. Never being challenged makes for a boring
game, and being overwhelmed makes for a frustrating
game. Gauge the experience that the players (not
the characters) have with the game. Try to get a
sense of what each player likes in a game session (or
simply ask the players), and try to give all players the
experience they’re after when they play D&D. Give
everyone a chance to shine.
• Be mindful of pacing, and keep the game session
moving along appropriately. Watch for stalling,
since play loses momentum when this happens. At
the same time, try to provide the players with a full
play experience that doesn’t finish too early. D&D
Encounters sessions are about two hours long, so
try to be aware of when you are running long or
short. Adjust the pacing accordingly. Each part of the
adventure provides guidelines for breaking the action
up into D&D Encounters sessions.
• Give the players appropriate hints so they can make
informed choices about how to proceed. Players
should be given clues when necessary so they can
tackle puzzles, combat, and interactions without
getting frustrated over lack of information. This helps
to encourage immersion in the adventure and gives
players “little victories” for figuring out good choices
from clues.
In short, being the DM isn’t about following the
adventure’s text word for word. It’s about helping
to create a fun, challenging game environment for
the players. The
Dungeon Master’s Guide
has more
information on the art of running a D&D game.
p
ermanent
m
agiC
i
tem
d
iStribution
D&D Adventurers League has a system in place to determine
who is awarded permanent magic items at the end of a
session. Each character’s logsheet contains a column to
record permanent magic items for ease of reference.
If all the players at the table agree on one character taking
possession of a permanent magic item, that character
gets the item.
• In the event that one or more characters indicate an
interest in possessing a permanent magic item, the
character who possesses the fewest permanent magic
items gets the item. If there is a tie in the total number of
permanent magic items owned by contesting characters,
the item’s owner is determined randomly by the DM.
C
hArACter
d
iseAse
, d
eAth
,
And
r
eCovery
Bad things sometimes happen even to the heroes, and
characters might be poisoned, diseased, or killed during
an adventure. The following rules can help you manage
such events during a D&D Encounters season.
d
iseAse
, P
oison
,
And
o
ther
d
eBiLitAting
e
ffeCts
A character affected by disease, poison, and other
similar effects can recuperate during downtime to help
resolve those effects. (See “Downtime Activities” in
the D&D
Basic Rules).
If a character doesn’t resolve an
effect between game sessions, that character begins the
next session still affected by the debilitating effect.
Party Magic.
If a character in the party has access
to a
raise dead
spell, a
revivify
spell, or similar magic,
he or she can choose to raise a dead character. If
raise
dead
is used, the dead character’s soul must be free
and willing to be returned to life. A character subject
to a
raise dead
spell also takes a penalty to attack rolls,
saving throws, and ability checks that is normally
reduced each time the character takes a long rest. In
addition, each downtime day spent after a character is
subject to
raise dead
can reduce this penalty by 1, over
and above any other benefit the downtime provides.
Dead Character Pays for Raise Dead.
If a dead
character’s body is recoverable and his or her soul is
willing to be returned to life, the party can take the body
back to civilization and use the dead character’s funds to
pay for a
raise dead
spell. A
raise dead
spell cast in this
manner costs the character 1,000 gp.
Character’s Party Pays for Raise Dead.
As above,
except that some or all of the 1,000 gp cost of the
raise
dead
spell is paid for by the party at the end of the
session. Other party members are under no obligation to
spend their funds to bring a dead character back to life.
Faction Charity.
If the dead character is 1st to 4th
level and a member of a faction, the character’s body
can be returned to civilization, where a patron from
the faction ensures that the character receives a
raise
dead
spell. However, any character invoking this charity
forfeits all XP and rewards from the session in which he
or she died (even those earned prior to dying during that
session), and cannot replay that portion of the adventure
with that character again. Once a character reaches 5th
level, this option is no longer available.
Create a New Character.
If a character cannot be
brought back from the dead, a player can create a new
character. The new character does not have any items
or rewards possessed by the dead character. A dead
character keeps all his or her items and rewards, in case
the player decides to raise the character later. Other
characters cannot take a dead character’s treasure or
magic items, and can use a dead character’s money only
to pay for a
raise dead
spell for that character.
d
eAth
A character who dies during the course of an adventure
has a few different options.
D&D Encounters
Not for resale. Permission granted to print and photocopy this document for personal use only.
5
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