DDEX3-9 The Waydown (5-10).pdf

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The Waydown
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord
of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call “The
Waydown.” You have been charged with escorting an emissary back to his home in the Underdark without alerting the
Red Plumes. A four-hour adventure for 5th-10th level characters.
Adventure Code: DDEX3-9
Credits
Adventure Design:
Cole Kronewitter
Development and Editing:
Claire Hoffman, Chris Tulach, Travis Woodall
D&D Adventurers League Wizards Team:
Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators:
Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
Debut: October 23, 2015
Release: November 1, 2015
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon
Master’s Guide,
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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.
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Not for resale. Permission granted to print or photocopy this document for personal use only.
Introduction
Welcome to
The Waydown,
a D&D Expeditions
TM
adventure, part of the official D&D Adventurers League
TM
organized play system and the Rage of Demons
TM
storyline season.
This adventure consists of five mini-adventures, and is
designed for
three to seven 5th-10th level characters
,
and is optimized for
five 8th level characters
. Players
with 4th level characters may spend twenty downtime
days to level up to 5th level. Characters outside this level
range cannot participate in this adventure.
The adventure is set in the Moonsea region of the
Forgotten Realms, near the city of Hillsfar.
Preparing the Adventure
Before you show up to Dungeon Master this adventure for
a group of players, you should do the following to prepare.
Make sure to have a copy of the most current version
of the
D&D basic rules
or the
Player’s Handbook
TM
.
Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself while
running the adventure, such as a way you’d like to
portray an NPC or a tactic you’d like to use in a
combat.
Get familiar with the monster statistics in the
Appendix.
Gather together any resources you’d like to use to aid
you in Dungeon Mastering, such as notecards, a DM
screen, miniatures, battlemaps, etc.
If you know the composition of the group beforehand,
you can make adjustments as noted throughout the
adventure.
The D&D Adventurers
League
This adventure is official for D&D Adventurers League
play. The D&D Adventurers League is the official
organized play system for D
UNGEONS
& D
RAGONS
®.
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 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.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a
DCI number.
This 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.
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.
Before Play at the Table
Ask the players to provide you with relevant character
information. This includes:
Character name and level
Character race and class
Passive Wisdom (Perception)—the most common
passive ability check
Anything notable as specified by the adventure (such
as backgrounds, traits, flaws, and so on)
Players that have characters outside the adventure’s level
range
cannot participate in the adventure with those
characters
. Players can play an adventure they previously
played or ran as a Dungeon Master, but not with the same
character (if applicable).
Ensure that each player has an
official adventure
logsheet
for his or her character (if not, get one from the
organizer). The player will fill out the adventure name,
session number, date, and your name and DCI number. In
addition, the player also fills in the starting values for XP,
gold, downtime, renown, and number of permanent magic
items. He or she will fill in the other values and write
notes at the conclusion of the session. Each player is
responsible for maintaining an accurate logsheet.
The Waydown
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2
If you have time, you can do a quick scan of a player’s
character sheet to ensure that nothing looks out of order.
If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide
documentation for the irregularities. If they cannot, feel
free to restrict item use or ask them to use a standard
ability score array. Point players to the
D&D Adventurers
League Player’s Guide
for reference.
If players wish to spend downtime days and it’s the
beginning of an adventure or episode, they can declare
their activity and spend the days now, or they can do so at
the end of the adventure or episode.
Players should select their characters’ spells and other
daily options prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread the
adventure description to help give players hints about
what they might face.
Determining Party Strength
Party Composition
3-4 characters, APL less than
3-4 characters, APL equivalent
3-4 characters, APL greater than
5 characters, APL less than
5 characters, APL equivalent
5 characters, APL greater than
6-7 characters, APL less than
6-7 characters, APL equivalent
6-7 characters, APL greater than
Party Strength
Very weak
Weak
Average
Weak
Average
Strong
Average
Strong
Very strong
Average party strength
indicates no recommended
adjustments to the adventure. Each sidebar may or may
not offer suggestions for certain party strengths. If a
particular recommendation is not offered for your group,
you don’t have to make adjustments.
Adjusting the Adventure
Throughout this adventure, you may see sidebars to help
you make adjustments to this adventure for smaller/larger
groups and characters, of higher/lower levels that the
optimized group size. Most of the time, this is used for
combat encounters.
You may adjust the adventure beyond the guidelines
given in the adventure, or for other reasons. For example,
if you’re playing with a group of inexperienced players,
you might want to make the adventure a little easier; for
very experienced players, you might want to make it a
little harder. Therefore, five categories of party strength
have been created for you to use as a guide. Use these as
a guide, and feel free to use a different adjustment during
the adventure if the recommended party strength feels off
for the group.
This adventure is
optimized for a party of five 8th
level characters.
To figure out whether you need to
adjust the adventure, do the following:
Add up the total levels of all the characters
Divide the total by the number of characters
Round fractions of .5 or greater up; round frations of
less than .5 down
Dungeon Mastering the
Adventure
As the DM of the session, 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 DM for a
group:
Make decisions and adjudications that enhance the fun
of the adventure when possible.
To reinforce this golden rule, keep in mind the following:
You are empowered to make adjustments to the
adventure and make decisions about how the group
interacts with the world of this adventure. This is
especially important and applicable outside of
combat, but feel free to adjust the adventure for
groups that are having too easy or too hard of a time.
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 of the
players (not the characters) with the game, try to feel
out (or ask) what they like in a game, and attempt to
give each of them the experience they’re after when
they play D&D. Give everyone a chance to shine.
You’ve now determined the
average party level (APL)
for
the adventure. To figure out the
party strength
for the
adventure, consult the following table.
The Waydown
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3
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, make sure that the players don’t finish
too early; provide them with a full play experience.
Try to be aware of running long or short. Adjust the
pacing accordingly.
Read-aloud text is just a suggestion; feel free to
modify the text as you see fit, especially when
dialogue is present.
Give the players appropriate hints so they can make
informed choices about how to proceed. Players
should be given clues and hints when appropriate 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.
expenses maintaining his or her lifestyle. Some downtime
activities help with lifestyle expenses or add lifestyle
expenses.
Spellcasting Services
Any settlement the size of a town or larger can provide
some spellcasting services. Characters need to be able to
travel to the settlement to obtain these services.
Alternatively, if the party finishes an adventure, they can
be assumed to return to the settlement closest to the
adventure location.
Spell services generally available include healing and
recovery spells, as well as information-gathering spells.
Other spell services might be available as specified in the
adventure. The number of spells available to be cast as a
service is limited to a
maximum of three per day total,
unless otherwise noted.
In short, being the DM isn’t about following the
adventure’s text word-for-word; it’s about facilitating a
fun, challenging game environment for the players. The
Dungeon Master’s Guide
TM
has more information on the
art of running a D&D game.
Spellcasting Services
Spell
Cure wounds
(1st level)
Identify
Lesser restoration
Prayer of healing
(2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Downtime and Lifestyle
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):
Catching up
Crafting (exception: multiple characters cannot
commit to crafting a single item)
Practicing a profession
Recuperating
Spellcasting services (end of the adventure only)
Training
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may request
one spell per day
from the Spellcasting Services table for free.
The only cost paid for the spell is the base price for the
consumed material component, if any.
Faiths that can call upon spellcasting services in and around
Hillsfar include the following: Chauntea, Lliira, Mielikki, and
Tempus.
Character Disease,
Death, and Recovery
Sometimes bad things happen, and characters get
poisoned, diseased, or die. Since you might not have the
same characters return from session to session, here are
the rules when bad things happen to characters.
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 a character that
spends ten days of downtime also spends ten days of
The Waydown
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4
Disease, Poison, and Other Debilitating
Effects
A character still affected by diseases, poisons, and other
similar effects at the conclusion of an adventure can
spend downtime days recuperating until such time as he
or she resolves the effect to its conclusion (see the
recuperating activity in the D&D basic rules).
If a character doesn’t resolve the effect between sessions,
that character begins the next session still affected by the
debilitating effect.
Adventure Background
About a half-day’s travel from Hillsfar is a hundred-foot-
deep sinkhole caused by rainfall and geographical
anomalies stemming from the recent events in
Mulmaster. Called the Waydown by locals, this sinkhole
raised alarm among surface dwellers after soggy horrors
began creeping up from its subterranean depths. To allay
fears of inhuman invasion, the First Lord of Hillsfar
recently ordered a Garrison built around the Waydown to
secure it.
Unbeknownst to most citizens of Hillsfar, the troubles
of the surface world are mere hints at the horrendous
evils occurring in the depths of the Underdark. Spurred
on by the demon lord Graz’zt, a horde of demonic fire
giants besieged and captured the drow city of Szith
Morcane. Beleaguered by this relentless assault, the drow
quickly dispatched emissaries to the surface world in
search of aid. Among these was the drow smuggler
Arrizz, who was able to procure a shipment of supplies
from the Zhentarim and now seeks a way to safely deliver
them to the Underdark. His main hope lies in getting the
supplies through the Red Garrison at the Waydown and
shipping them downriver.
Of course, this plan hinges on finding a way through the
Garrison, and a corrupt Red Plume Captain named
Maggarl Helck who has replaced Guard Commandant
Vuhm Yestral as commander of the garrison. Over the
last thirty days, Helck has taken to allowing smugglers in
and out of the Waydown. The movement of illicit goods
has made him quite rich. He is beginning to re-think this
plan, however, as eight days ago a giant octopus attacked
a river expedition and drug away two mercenaries.
This attack was orchestrated by twin cambions named
Gattash and Rashara. Originally members of Graz’zt’s
court, the twins were recently expelled for a minor slight
and placed in charge of a backwater region of the
Underdark as punishment. Since that time, they have
managed to infiltrate a tribe of primitive kuo-toa and
install themselves as twin gods of sinful excess. After
moving their tribe to the comfort of an ancient kuo-toa
temple, the twins now plot to overthrow the Red Plumes
Garrison and regain Graz’zt’s favor.
Death
A character who dies during the course of the adventure
has a few options at the end of the session (or whenever
arriving back in civilization) if no one in the adventuring
party has immediate access to a
raise dead
or
revivify
spell, or similar magic. A character subject to a
raise dead
spell is affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after
raise dead
reduces the penalty
to attack rolls, saving throws, and ability checks by 1, in
addition to any other benefits the downtime activity might
provide.
Create a New 1st-Level Character.
If the dead
character is unwilling or unable to exercise any of the
other options, the player creates a new character. The
new character does not have any items or rewards
possessed by the dead character.
Dead Character Pays for Raise Dead.
If the
character’s body is recoverable (it’s not missing any vital
organs and is mostly whole) and the player would like the
character 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 1,250 gp.
Character’s Party Pays for Raise Dead.
As above,
except that some or all of the 1,250 gp for the
raise dead
spell is paid for by the party at the end of the session.
Other characters are under no obligation to spend their
funds to bring back a dead party member.
Faction Charity.
If the character is of level 1 to 4 and a
member of a faction, the dead character’s body can be
returned to civilization and a patron from the faction
ensures that he or she receives a
raise dead
spell.
However, any character invoking this charity forfeits all
XP and rewards from that session (even those earned
prior to death during that session), and cannot replay that
episode or adventure with that character again. Once a
character reaches 5th level, this option is not available.
The Waydown
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