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GLORYA W A ~
Updated for 3.0 and 3.5
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ADVEnTURE I1
whether or not he believes in himself.
0 2004 Hderac Entertainment Group, Inc. All rights reserved.
INTRODIJCTION
LINE DEVELOPER
COMPILATION
jim pinto
Jeff Ibach
MANAGING EDITOR
WRITING
Jeff Ibach
A. A. Acevedo, Kat Figueroa, Marcel0 Figueroa,
Scott Fitzsimmons,Andrew Getting, Travis Heermann,
Sean Holland,Chris Hussey, Jeff Ibach, Lori Lane,
Mlke Meads, jim pinto, Ree Soesbee,Eric Steiger,
Douglas Sun, Ken Villars, Rich WuK John Zinser
DZO RULES MAVEN
Sean Holland
PLAYTESTING AND ADVICE
ART DIRECTION
Royce Groff, Sean Holland, Dawn Ibach, Rob Longmuir,
Mike Leader, Jen Ly, Zung Ly, Kevin Millard, Ed Morris,
Laura Moms, Darlene Rosero, Edgar Rosero,
Angelo Sargentini, Charlene Sharkey, James Sharkey,
Janet Thomas, Scott Thomas, Cheryl Van-Mater Miner,
Phil Van-Mater Miner
jim pinto
COVER DESIGN
Steve Hough and Mark Jelfo
COVER ILLUSTRATION
SPECIAL THANKS
William O’connor
INTERIOR DESIGN AND LAYOUT
Nate Barnes and Mark Jelfo
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Jeff Ibach, jim pinto, Katie Yates
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EDITING
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Liz Danforth, Cris Dornaus, Carl Frank, Darren M. A.
Calvert, Jonathan Hunt, Lisa Hunt, Amandine Labarre,
G. W McKee, Matt Morrow, Michael Phillippi,
Mike Sellers, Ethan Slayton, Jeff Wright
jim pinto would once again like to thank Jeff Ibach
and Sean Holland for all their efforts with this book.
1would also like to thank Erik Yaple for 6 years of hardwork at AEG. He moved on, but is missed everyday
If anyone sees him, sock him in the eye for us.
More thanks to Nate Barnes and Justin Lawler who put
up with all my #%$!. You guys should be dipped in that
Han Solo stuff for preservation.
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INTERIOR ILLUSTRATIONS
DEDICATION
Everyone else.
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INTRODUCTION
..........................................
4
Chapter 13: The Daisho and the Ninja .....................
City Adventures
.........................
DM Background ...................................................
The Adventure .....................................................
Adventure Hooks .................................................
Adventure Map
..........................................
.
IS
17
. . . . . . . . . . . .1 9
Adventure Hooks . . . . . . . . . . . . . . . . . .
NPCs ..........................
Adventure Map ..................
DM Background .......................
Show Me the Way . . . . . . . . . . . . . . . . . .
Adventure Hooks . . . . . . . . . . . . . . . . . .
NPCs .................
Adventure Map ........
7
8
........... 19
Chapter 2: The Caravan City of Azul
DM Background . . . . . . . . . . . . . . . . . . .
Chapter 3: The Ogre City of Drahk'Sul
7
............28
...............29
...............3 1
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33
. . . . . . . . . . . . . . 33
. . . . . . . . . . . . . . . .35
................39
....................... 40
....................... 41
Chapter 4: the Prison City of Hell's Deep ....................
DM Background ..................................................
Locations and Important Individuals ...............................
Current Situation and Developments .............
Adventure Hooks ........................................
Adventure Map., .................................
New Deities ....................................
Chapter 14: Treachery's Reward ..........................
d . , ...............................................
..................................................
..................................................
Angry Mob ......................................................
KyudenTara Mura ...............................................
Adventure Map ..................................................
141
141
144
149
151
151
152
152
153
154
157
Chapter 15: Blood on White Petals .......................
159
............................................ 159
............................................
Adventure Map ..................................................
.........................
................................
................................
........................
43
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43
46
160
167
169
169
170
174
175
Tomb Adventures
Chapter 17: Tomb
rseers
.......................
......................................
DM Background
Adventure Map ..................................................
177
177
185
Chapter 18: The Temple of Eternal Flame ..................187
Dragon Adventures
................................
DM Background
.......................................
The Fall of Osell
.......................................
Adventure Map., .................................................
Chapter 6: I n Cold Blood ................................
DM Background ...............
.....................
A Prophet .............
............................
The Church of Slavation ...........................................
............................................
dness.............................
............................................
............................................
The Way to the Lair ...............................................
Adventure Map ...................................................
Chapter 8: The Harbinger ................................
.......................................
...................................
...................................
DM Background .................................................
No Choice But One ..............................................
Adventure Map ..................................................
55
55
56
63
ron Codex .....................
Ch
........................................
on Codex ...............................
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Chapter 5: Bitter Waters
DM Background .................................................
The Investigation ................................................
Adventure Map ........................................
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Chapter 1: The Caravan City of k u l
65
65
67
68
75
Chapter 20: The Heart of Amun Khonshu
77
78
79
85
87
87
88
95
DM Background ..................................................
97
Adventure Map ......................................
r's Dagger.......
......... 107
............. 107
............. 108
............................... I 1 5
Chapter 1I: Fall From Grace ............................
I17
DM Background .................................................
117
The Divine Tragedy ...................................
The Hunt Is On...........................
........ 120
The Temple of the God-King
Adventure Map . . . . . . . . . . . .
....................... 127
.................................
DM Background .............................................
Beginning the Adventure . . . . . . . . . . . . . . . . . .
Adventure Map ...
.................................
129
139
199
199
200
207
209
211
217
Undead Adventures
Chapter 21: That Which Does Not Die
.....................
DM Background .......................
The Adventure ..............................
Message In the Dark ......................
Bailan's Maze .............................
Adventure Map ...........................
Chapter 22: Covenent H i l l
97
187
188
197
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77
Evil Adventures
Chapter 9: The Gauntlet .................................
Chapter 12: No Mercy
Oriental Adventures
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Introduction
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. . . . . . . . . . 221
. . . . . . . . . . 224
. . . . . . . . . . 227
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DM Background ............................
Player Introduction .........................
Adventure Map ........................
229
......... 229
......... 230
............ 239
Chapter 23: The Flesh i s Weak...........................
DM Background ....................................
The Town of Alstand
219
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Chapter 24: Gottheit ..................................
241
242
249
DM Background ................................
Running the Adventure . . . . . . . . . . . .
. . . . . . . . . . . . . . . .251
................................ 258
AppendixA Magic ....................................
261
Appendix B Monsters
269
OGL
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...........................................
288
New Spells ..........................................
... 261
.................... 264
New Magic Items ...................
INTRODUCTION
I NTRODUCTIO N
Welcome to Adventure 11, a collection of d20 Fantasy
scenarios from Alderac Entertainment Group. These
modules were first released at the dawn of the d20
movement under the ‘Adventure Keep” title, providing
Dungeon Masters with ready-to-play adventures:
one-shot stories or links to home grown campaigns.
For this collection, we retooled all of the game rules to
comply with the new 3.5 Edition of the d20 System.
In addition, we added dozens of options for running the
adventures, expanded advice for the DM, created random
encounter charts, helped with PC knowledge and information regarding the adventure, made bardic knowledge
more useful, and added (new) improved encounters that
are sure to make the adventures stellar. In some cases,
the plots themselves are reworked to get the most drama
out of your game and to keep internal logic consistent.
ADVENTURE CONDITIONS
RANDOM ENCOUNTERS
Nearly every adventure has a random encounter table.
These encounters are to extend the adventure by providing
encounters the PCs would have en route to the adventure.
Very rarely are these to be used while actually partaking in
the adventure itself They can represent hunting creatures,
NPCs with information, or encounters with creatures
with clues as to what the adventure has in store. Unless
otherwise instructed, don’t use them once the actual
adventureplot is underway;use them for the journey there.
City and town adventures are a different matter,
however. Frequently the adventure begins with the PCs
already in the adventure setting, and there is no set path
of action as there is in a dungeon setting. In this case the
random encounters are more like incidental mishaps the
PCs will naturally run into throughout the adventure,
as the city won’t sleep or cooperate with the PCs for
convenience’ssake!
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Naming conventions are universal. If the adventures are
worked into an ongoing campaign, replace any NPC or
settlement name with one suitable to your campaign
environment. Replacing an important NPC in the
adventure with one the PCs have a relation with adds
verisimhtude to the adventure and raises the interest level
quite a bit.
Throughout these adventures, some items are standard.
All doors, for example, unless specifically noted in the
text have the following statistics:
and royalty) when dealing with kings, lords, and nobles,
and Knowledge (arcana) when magical lore would be
in question.)
These were specifically written in order to detail what
lore would be readily available, what would be told
to other passing bards, or what could be known within
reason. Just because a bard can take 20 on his Bardic
Knowledge check doesn’t mean he gains access to
knowledge that simply has never been relayed. Telling
him “thesecret of the adventure”takes a lot of the mystery
away from game play, which would effectively make
this book useless, the monster stats aside.
Basic Wooden Door: hardness 5;hit points 10; break DC 13;
locked DC 15.
Not all doors may be locked. Make individual determinations depending on the circumstances or simply roll 1d20
(1-10 it’s locked, 11-20 it’s open).
For lighting conditions, ifthere is constant activity with
creatures capable of producing their own light (either with
torches or lanterns), consider the lighting normal. Some
kind of light is still required for creatures with low-light
vision. On less-traveled pathways or personal rooms, the
PCs should produce their own light-sources.
BARDIC KNOWLEDGE
A majority of the adventures have sidebars included
specifically for the Bardic Knowledge special ability.
This presents DCs for bards using their special class ability to gain information or obscure knowledge relating to
the adventure at hand, giving PCs helpful information
once they have a basic idea of what is involved.These also
double as Information Gathering skill checks, or other “in
the know” skill DCs at the DMs discretion (Knowledge
(local) for rural town information, Knowledge (nobility
SCALING THE ADVENTURES
Every adventure is intended for a level range of PC
participating, and gives basic advice on the types of skills
or classes that will be useful. In each case there is a 3-level
spread of suggested PC levels. This is intentional. Take
this example from the adventure Covenant Hill:
“This adventure is designed for four to six PCs of levels 5 to 7.
Wilderness skills are invaluable in this adventure.”
If you have four or five PCs, the optimal level of the PCs
participating is 6th. If you have fewer than four PCs, the
ideal level for the party is 7th. If they have more than five
PCs, the ideal level should be 5th. A cleric or any PC with
skills and powers to combat the undead will be a worthy
addition to any party tackling this adventure.
Noting a cleric or any PC with skills and powers to
combat the undead should clue you in that rangers,
druids, clerics and paladins would be a benefit to a party
undertaking the adventure. These aren’t strict requirements, and not having a cleric or paladin for this adventure does not make it impossible for a party not so
INTRODUCTION
equipped to complete it, although many times undead are
a special situation. A party tackling an adventure featuring a majority of undead without any special way of combating them will have a tougher time in general, and you
may need to make minor adjustments in the encounters.
If your PCs are of a level simply unsuitable for the level
range suggested,there are s d ways to retool the adventures.
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Combat Variety: These types of adventures feature an
array of encounters with classic D&D monsters of all
types. Without rewriting the adventure or spending
hours reworking stats, there are some easy fixes you can
implement. If your group is having an easy time of
the adventure, add an additional creature or two to
the encounter. Don’t do this abstractly, simply consult
the DMG for the consequencesof adding creatures with
differing CRs to an encounter and the overall effect it has
on the challenge to a group of Pcs. At its most basic,
taking I or 2 creatures away makes a combat easier,
while adding I or 2 could make it nearly impossible.
In either case, simply adjusting the stats on the fly can
make all the difference in combat. Each creature or NPC
with weapons, armor or tools has them listed in their stat
blocks. Replacing a guards chain mail with leather
armor and retrofitting him with a short sword instead of
a battleaxe can make a difference. A creature could be
wounded, having just fought a battle with another
monster not in the adventure. In this case, it confronts
the PCs with less hit points, perhaps one-third or even
more off its total. And for spellcasting encounters, not
every monster with spell-like abilities or NPC sorcerer
will have saved all its powers especially for the PCs.. .
For monsters,there is excellent, easy advice in Chapter 4
of the Monster Manual detaihg how to “levelup”monsters
to make them more challenging.
Do not try to equip NPCs with magic items outside of
their range just to get an edge on the PCs. Every magic item
you introduce for your foes is generally going to find its way
into your PCs’ hands, eventually. Don’t equip an NPC with
anything you don’t want your players to take advantage of.
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Mostly Roleplaying: In this instance the adventure
features a healthy mix of roleplaying and investigative
skills. There is usually one specific threat monster and
it’s not encountered often. In this case it would be wise
to simply replace the major creature with another
monster of the appropriate challenge rating to your
group. For example,the medusa in the adventure Dawn
of the Serpent is a CR 7 creature. If you have a group of
3rd to 4th level PCs, replace the medusa with another
stone-making creature, a basilisk, which is CR 5. If you
have a group of loth level PCs you could instead use
a greater abyssal basilisk, which is CR 12.
encounter. Don’t do this abstractly, simply consult the
DMG for the consequences of adding creatures with
dlffering CRs to an encounter and the overall effect it
has on the challenge to a group of PCs. At it’s most basic,
taking 1 or 2 creatures away makes a combat easier,
while adding 1or 2 could make it more difficult indeed.
Mostly Roleplaying: In this instance the adventure
features a healthy mix of roleplaying and investigative
skills. There is usually one specific threat monster and it
is not encountered often. In this case it would be wise to
simply replace the major creature with another monster
of the appropriate challenge rating to your group.
For example, the necromancer in the adventure
Covenant Hill is a CR 8 creature. If you have a group of
3rd to 4th level PCs, take three levels off the necromancer
and even consider doing away with his familiar. If you
have a group of loth level PCSyou could instead add 3
levels of necromancer of consider if he qualifies for a
prestige class to really give the PCs a run for their money.
Combat variety: These types of adventures feature an
array of encounters with classic D&D monsters of all
types. Without rewriting the adventure or spending
hours reworking stats, there is some easy fixes you can
implement. If your group is having an easy time of the
adventure, add an additional creature or two to the
NEW MAGIC ITEMS AND MONSTERS
Each of the adventures features a new magic item or spell
and a new monster. These have been collected for handy
reference in the appendices (magic in appendix A and
new monsters in appendix B). An abbreviated stat block
of the monster’s abilities are in the adventure where it
appears, but for a full description, refer to the appendix.
DIVINATION AND MAGICAL ANSWERS
For adventures of 5th level on, take the time to be aware of
the possibilities (and limitations) of various divinatory
spells in your game. In particular, the spells arcane sight and
gveater avcane sight, auguq commune, contact other plane, detect
chaos/evil/good/law, detect thoughts, discern lies, discern location,
legend lore, scrying and greatev scyying, true seeing, vision, and
zone oftmth can wreak havoc with mystery and suspense if
your PC spellcasters are of high enough level to cast them.
Taking a little time to brush up on exactly how they work
can save lots of headaches when running the game.
At the same time, these powers are a part of the game.
Just finding the spell or ability that foils the spell and
equipping an NPC thus makes the PC spellcaster feel
useless (especially if divination is a specialty). Find
mundane reasons to avoid relying on the spells. How
a specific NPC is portrayed goes a long way towards who
PCs to target with divination spells.