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Demons and Devils
Epic Quests
Epic Quests
by Clark Peterson and Bill Webb
The dungeons contained in
Demons and Devils
deserve to be the final pinnacle of epic and legendary quests. Such quests re-
quire lengthy overland travel and encounters with various fearsome foes. Here, then, are some suggestions for the overland
travel and monster encounters that you as the DM can use for the various adventures contained
Demons and Devils
to make
them truly the epic quests they deserve to be.
If you enjoy this supplement, look for more releases under the D20 System by Necromancer Games.
Necromancer Games
“Third Edition Rules, First Edition Feel”
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Demons and Devils
Demons and Devils: Epic Quests
Demons and Devils
Epic Quests
Epic Quests
Credits
Credits
Authors
Clark Peterson and Bill Webb
C.J. Land, David Peterson, John Ackerman, Mike
Weber, Chip Schweiger, Christopher Laurent,
Conrad Claus, Timothy Laurent, Karl Harden, Nico-
las Laurent, Dale Haines, John Murdoch, Ian
Thompson, Pearson Keyes, J.P. Johnston, Jeremy
Foglesong, Stephanie Christianson, Jon Bursch,
Kristine Bryan, Rick Bulpin, Scott Harlen, Garrett
Mercier, Zeb Corey, Karl Johnson, Louis Roberts,
Jesse Briggs, Sean Jones, Jennifer Chalfan, Betty
and Kobe the Kitty.
Cover and Interior Art
Brian LeBlanc (a cool pencil work-in-progress of
the final encounter from the
Pit of Despair
on the
cover and similar pencils for the interior work.)
Cartography
Clark Peterson
ut and Design
Clark Peterson
Scott Greene for his
Creature Catalog
web site
(
www.rpgplanet.com/dnd3e/creaturecatalog
). Jamis
Buck for his generators (
www.rpgplanet.com/dnd3e/
generators
). Our wives and girlfriends for tolerating
our late nights and long weekends. And, of course,
the fans!
Additional Monster Conversions
Scott Greene from the
Creature Catalog
Introduction
Sorcerer'''s Citadel
s Citadel
Demons and Devils
includes three short dungeons that
make the perfect culmination of epic quests for power-
ful items of legend. Though you may want to allow the
PCs to
teleport
to the “front door” of the dungeons if
you are running them as “one shot” adventures, it
would be a shame to allow the PCs to arrive at the
dungeons in this fashion if you are incorporating the
adventures into your home campaign. Rather, these
dungeons deserve to be the final pinnacle of epic and
legendary quests. Such quests require lengthy overland
travel and encounters with various fearsome foes.
Here, then, are some suggestions for the overland
travel and monster encounters that you as the DM can
use for the various adventures contained
Demons and
Devils
. Of course, you should feel free to add or sub-
stitute encounters to reflect your home campaign
world and the unique locations you select for the vari-
ous dungeons.
The following list of suggested encounters details the
trials and hazards that a party of PCs might endure
during its journey to the remote location of Crane’s
Tower. Feel free to create lairs for these monsters and
to add or substitute encounters to reflect the world and
unique location selected for Crane’s Tower.
As the PCs enter the wild plains leading to the distant
mountain range that holds Crane’s Tower, the charac-
ters stumble upon
6 dire lions
. Next,
Shr’arda the
ogre magess
and her
5 ogre servants
ambush the
characters as they trek over the rolling hills approach-
ing the mountains. The foothills of the mountains
serve as the lair of
2 chimeras
, which the PCs may
encounter as they make camp. When they enter the
lower, forested regions of the mountains, the charac-
ters meet
6 trolls
on a hunting expedition. Then, as the
characters continue their ascent into the mountains and
pass through the most densely forested areas,
4 phase
spiders
hamper their progress. Finally, once the PCs
break through the treeline onto higher ground, the
Enjoy!
Clark Peterson and Bill Webb
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Page 2
Demons and Devils
Epic Quests
Authors
Playtesters
Cover and Interior Art
Cartography
Layout and Design
Layo
ut and Design
Special Thanks
Additional Monster Conversions
ntroduction
Sorcerer
Demons and Devils: Epic Quests
characters enter the territory of a
6-headed cryohydra
as they begin their ascent of the mountains in earnest.
Following these encounters, you should pick up with
the encounters detailed in the module.
and a journal also in Giant. A small locked wooden
chest in Shr’arda’s room (1 in. thick; Hardness 5; hp
1; Break (DC 17); Open Lock (DC 20)) contains:
1,100 gp, an emerald (1,100 gp), a
scroll of two ar-
cane spells (caster level 9, summon monster I, cat’s
grace)
, a
potion of enlarge
, a
potion of cure moderate
wounds
, and a
potion of wisdom
, in addition to the
gold, gems and items that Shr’arda carries on her per-
son.
Dire Lions (6):
CR 5; SZ H Animal; HD 8d8+24;
hp 60; Init +2; Spd 40 ft.; AC 14; Atk +12/+12 melee
(1d6+7 [x2], claws) and +7 melee (1d8+3, bite), +12
melee (2d6+6, rake); SA pounce, improved grab, rake;
SQ scent; AL N; SV Fort +9, Ref +8, Will +7; Str 25,
Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Skills:
Hide +5, Jump +10, Listen +4, Move Si-
lently +9, Spot +4. Dire lions receive a +4 to Hide and
Move Silently checks. In areas of tall grass or heavy
undergrowth, the dire lion’s Hide bonus rises to +8.
Feats:
Multiattack.
Chimeras (2):
CR 7; SZ L Magical Beast; HD
9d10+27; hp 95, 81; Init +1; Spd 30 ft., fly 50 ft.
(poor); AC 16; Atk +12 melee (2d6+4, bite), +10 me-
lee (1d8+2, bite), +10 melee (1d8+2, butt) and +10
melee (1d6+2 [x2], claws); Face 5 ft. x 10 ft.; SA
breath weapon; SQ scent; AL CE; SV Fort +9, Ref +7,
Will +4; Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha
10.
Lair:
Their nearby cave lair can be found with a suc-
cessful Track check (Wilderness Lore DC 25). In it
are the corpses of several animals as well as 2 young
female dire lions suckling 6 dire lion cubs.
Skills:
Hide +4, Listen +9, Spot +9.
Feats:
Alert-
ness, Multiattack.
Shr’arda the Ogre Magess:
CR 8; SZ L Giant;
HD 5d8+15, hp 45; Init +4, Spd 30 ft., fly 40 ft.
(good); AC 18; Atk +9 melee (2d8+9,
+1 huge
greatsword
) or +2 ranged (2d6, huge longbow); Reach
10 ft.; SA spell-like abilities; SQ flight, regeneration
(2), spell resistance (18); AL LE; SV Fort +7, Ref +1,
Will +3; Str 22, Dex 10, Con 17, Int 16, Wis 14, Cha
17.
Lair:
In a desolate and isolated cave in the foothills,
which can only be reached by a creature with flight, is
the lair of these two foul creatures. In their urine and
refuse filled lair are the corpses of several recent kills.
Strewn about with the corpses and bones are 336 gp,
12,731 sp, a divine scroll of 3 spells (caster level 7,
doom, magic fang, detect snares and pits), an arcane
scroll (caster level 5, mirror image), a potion of blur,
and a +1 light emitting dwarven war axe.
Skills:
Concentration +6, Listen +5, Spellcraft +4,
Spot +5.
Feats:
Improved Initiative.
Possessions: +1 huge greatsword
,
2 potions of
cure critical wounds
, elaborate robes of silk (in her
humanoid form which she prefers), purse contianing
10d10 gp and 2d10 gems (of 1d10x25 gp each).
Trolls (6):
CR 5; SZ L Giant; HD 6d8+36; hp 68;
Init +6; Spd 40 ft.; AC 18; Atk +9/+9 melee (1d6+6
[x2], claws) and +4 melee (1d6+3, bite); Reach 10 ft.;
SA rend; SQ regeneration (5 hp/round), darkvision (90
ft.), scent; AL CE; SV Fort +11, Ref +2, Will +4; Str
23, Dex 14, Con 23, Int 6, Wis 10, Cha 6.
Skills:
Jump +8, Listen +5, Spot +5.
Feats:
Alert-
ness, Improved Initiative, Iron Will, Multiattack.
Ogre Servants (5):
CR 2; SZ L Giant; HD
4d8+8; hp 28; Init –1; Spd 30 ft.; AC 16; Atk +8 me-
lee (2d6+7, huge greatclub) or +1 ranged (2d6+7,
huge longspear); Reach 10 ft. (15-20 ft. with long-
spear); AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills:
Climb +4, Listen +2, Spot +2.
Feats:
Weapon Focus (greatclub).
Possessions:
Huge greatclub, hide armor, sack
with 3d12 gp, 4d20 sp.
Lair:
These trolls are on a hunting expedition and are
far from their lair. The PCs should not be able to track
the trolls to their lair. If they do, however, another 2d6
of the creatures are at the lair. It is devoid of treasure
other than a
+1 greatsword
and 259 gp.
Phase Spiders (4):
CR 5; SZ L Magical Beast;
HD 5d10+15; hp 49; Init +7; Spd 40 ft., climb 20 ft.;
AC 15; Atk +7 melee (1d6+4, bite plus poison); Face
10 ft. x 10 ft.; SA ethereal jaunt, poison (2d6/2d6 Con,
Fort save DC 15); AL N; SV Fort +7, Ref +7, Will +2;
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10.
Skills:
Climb +12, Move Silently +11, Spot +9.
Feats:
Improved Initiative.
Lair:
In a hidden cave nearby is their lair, which can
only be found if Shr’arda or her ogres are secretly fol-
lowed. The three room cave includes the large en-
trance cavern which contains numerous places from
which ogres can ambush intruders, a large cave that is
the bed chamber of the ogres as well as a final cham-
ber which is the lair of Shr’arda. That cave contains a
desk with writing implements and several books of
magic theory in Giant, as well as several other books
Tactics:
The spiders use
ethereal jaunt
to move out of
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Page 3
Demons and Devils: Epic Quests
their hiding places and attack the party. They continue
to phase in and out to allow them to obtain combat
advantages. If the battle turns against them, they go
ethereal and return to their lair.
You have battled fell creatures and foul magic.
Now you are at your journey’s end. Before you
stands the tower of Crane the Sorcerer, shrouded
in cold, damp mist which your newly-lit torches
barely illuminates. The tower seems to be made
of smooth, dark stone. The tower is cylindrical,
tapering gradually from the base to the peak
where it is topped with three sharp spires of un-
even height. From where you stand you can see
no openings of any kind in the dark walls of the
tower, though in the torch-lit darkness and mist it
is difficult to be sure.
Lair:
The spiders maintain a lair that is a cave within
the mountain that has no external access. It can only
be accessed by ethereal or astral travel, or by some
type of gaseous form. They have no treasure.
6-Headed Cryo-Hydra:
CR 7; SZ H Beast; HD
6d10+30; hp 80; Init +1; Spd 20 ft., swim 10 ft.; AC
15; Atk +5 melee (1d10+3 [x6], bite); Face/Reach 20
ft. x 20 ft./10 ft.; SA breath weapon; SQ cold subtype,
scent; AL NE; SV Fort +10, Ref +6, Will +2; Str 17,
Dex 12, Con 20, Int 3, Wis 10, Cha 9.
Skills:
Listen +6, Spot +6. Each head is allowed a
separate check.
Feats:
Combat Reflexes.
Between your party and the tower—some one
hundred or more feet from the tower itself—is a
depression of worked stone set into the sur-
rounding earth accessed by a sloping ramp. In-
side of the depression is what appears to be an
archway. Possibly this archway leads to the inte-
rior of the tower. You do a mental inventory of
your belongings and begin to consider what
wards the old wizard set for those wishing to
loot his lair…
Lair:
A twisting cave in the stark mountains with a
frosted opening is the lair of this fell beast. It aggres-
sively defends its hunting ground. The lair twists a
great distance back into the mountain. Several of the
side caverns contain frozen corpses of recent kills.
Near the corpse of several humanoids can be found
1,356 sp, 549 gp, a
scroll of two divine spells (caster
level 9, lesser restoration, invisibility to animals)
, a
scroll of one arcane spell (caster level 6, ghoul
touch)
, a set of
masterwork chainmail
, a
wand of day-
light
(3 charges), a deep blue spinel gemstone (600
gp), and a
+2 greataxe of lawfulness
.
Now you can pick up with the adventure as detailed in
the module.
Ra'''s Evil Grin
s Evil Grin
Once the PCs overcome the above encounters and
have climbed high up on the mountain where you have
placed Crane’s Tower, read or paraphrase the follow-
ing text:
The following list of suggested encounters details the
hazards that a party of PCs might endure during its
voyage to the remote island home of the
Globe of Ar-
den
. DMs should modify or expand upon this brief
outline as suits their world. There are several ways to
run the overland trek to the Island of the Globe. You
may require the PCs to play out the whole journey. If
so, begin with “Reaching the Island of the Globe,” be-
low. Or, you may simply allow the PCs to arrive at the
Island of the Globe, requiring them to trek overland on
the island to find the entrance to the dungeon. If so,
begin with “On the Island of the Globe,” below. Last,
you may presume the PCs have sailed to the island and
treked over it to the inner lake that holds the stone is-
land on which is located the dungeon entrance. If so,
proceed to “On the Central Island.” In any event, a
map of the Island is provided with notations for the
DM regarding the various lairs and locations on the
Island. A Player’s Map is available as a free download
from the
Product Support
page of the
Necromancer
Games
web site (
www.necromancergames.com
). The
map requires the same product update password to
download.
It was early this morning when your scout spot-
ted the outline of the tower amid the mists of the
mountain tops. You set off believing you would
reach the summit and the tower by mid-
afternoon. But fate, or magic, forced you to re-
trace numerous paths, delaying you far beyond
your estimate. Now, with night falling, you be-
lieve you have found the correct path. As you
hike the final mile towards the darkening, mist-
shrouded summit, the last cryptic words of the
sage you consulted so long ago resound in your
mind: “Far up in distant mountains lies the
Tower of Crane, master of darkness, lord of
nothingness. Long is the path and dangerous.
Beware, adventurer, for peril lies both inside and
out, both in between and beyond.”
Truly, the path has been long and dangerous.
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Page 4
RRa
Ra
Demons and Devils: Epic Quests
Reaching the Island of the Globe
huge bone clubs, frothing with battle rage.
The party runs afoul of
8 hill ogres
(a cross between
hill giants and ogres) as it travels overland at the out-
set of its quest. Later, a
barghest
and
12 worgs
attack
the party’s camp. Then, while crossing a lightly for-
ested plain, the party stumbles upon a hungry
gray
render
. While crossing the plains on approach to the
southern town from which they intend to set sail, the
party wonders why the area lacks game as
3 manti-
cores
drop from the sky. Next, a strange and frolic-
some
jungle nymph
tempts the party to bypass the
town and travel further south, into the depths of the
southern jungle. Then, just before the party leaves
port, a
troglodyte war band
besieges the city, causing
delay and destruction. Do the PCs remain to lend their
aid, or do they set off in search of the
globe
? After the
PCs set out for the island they encounter a huge pod of
dolphins
swimming around their ship amid a silvery
spray of water

a favorable omen. After several days
at sea, the PCs boat is struck by a great storm that
threatens to capsize their vessel. Following the great
storm, the party inadvertently steers into a
dragon
turtle’s
territory. After a lengthy ocean voyage, the
PCs sight land and set out in their skiffs. They row for
the shallows, only to disturb
3 dire crocodiles
as they
near the shore, which capsize their skiffs and devour a
large number of the porters. Finally, the PCs land their
skiffs on the sandy beach of the Island of the Globe.
This, of course is but the beginning of their adventure.
Lair:
The hill ogres have a nearby lair—a dank cave
full of the rotting corpses of their recent animal kills.
This is only a temporary lair. The ogres have no true
home. They have no treasure other than what is on
their person.
Barghest:
CR 4; SZ M Outsider [Evil, Lawful];
HD 6d8+6; hp 42; Init +6; Spd 30 ft./60 ft. in wolf
form; AC 18; Atk +4 melee (1d4+1 [x2], claws) and
+9 melee (1d6+3, bite); SA spell-like abilities, feed;
SQ damage reduction (15/+1), scent, alternate form,
pass without trace; AL LE; SV Fort +6, Ref +7, Will
+7; Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14.
Skills:
Bluff +11, Hide +11 (+15 in wolf form),
Intimidate +11, Jump +12, Listen +11, Move Silently
+10, Spot +11.
Feats:
Combat Reflexes, Improved
Initiative.
Worgs (12):
CR 2; SZ Medium Magical Beast;
HD 4d10+8; hp 28; Init +2 (Dex); Spd 50 ft.; AC 14
(+2 natural, Dex); Atk +8 melee (1d6+4, bite); SA
trip; SQ scent (60 ft.); AL NE; SV Fort +2, Ref +2,
Will +2; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha
10.
Skills:
Hide +7, Listen +9, Move Silently +7, Spot
+9. A worg has a +1 to Listen, Move Silently, and
Spot checks and a +2 to Hide checks.
Feats:
Alert-
ness, Weapon Focus (bite).
Hill Ogres (8):
CR 4; SZ L Giant; HD 7d8+21;
hp 30; Init –1 (Dex); Spd 40 ft.; AC 16 (+5 natural, +3
hide armor, -1 size, -1 Dex); Atk +12/+7 melee
(2d6+8, huge jawbone club); Reach 10 ft.; SA rage;
AL CE; SV Fort +9, Ref +3, Will +1; Str 23, Dex 8,
Con 16, Int 5, Wis 8, Cha 6.
Skills:
Climb +8, Jump +5, Listen +3, Spot +2.
Feats:
Weapon Focus (club), Power Attack, Cleave.
SA—Rage (Su):
This particular band of hill ogres
can rage as per a barbarian of level equal to their hit
dice. This is not a common quality of hill ogres and is
unique to this band as a result of a curse placed on
them by a night hag sorceress.
Possessions:
Huge jawbone club, filthy hide ar-
mor, 3d20 sp each, large sack with various rotting ani-
mal body parts, small items such as a length of crusty
rope or some iron spikes and possibly a few small
stones.
Description:
Hill ogres are a cross between hill
giants and ogres. They are slow-witted and incredibly
strong. They use huge clubs of sharpened bones taken
from giant animals.
Tactics:
The barghest uses its wolf form and
pass
without trace
ability to scout the party. If it determines
they are suitable victims, it organizes its worgs and
attacks by surprise in the dead of night. The barghest
attempts to
charm
any guards prior to the worg attack.
It uses
levitate
and
project image
to hide its true loca-
tion.
Lair:
Some 2 miles away from the site of the entrance
to the dungeon—is a rotting tree with a hollow trunk.
That hollow opening leads to a root-filled chamber in
which the worgs and the barghest make their lair. It is
difficult to enter the chamber (Climb check DC 12)
and the movement rate of all bipeds is cut in half. The
chamber itself is 40 feet in diameter and filled with
root-pillars from the tree above. Inside the lair, behind
the pile of rugs used by the barghest in goblin form, is
a
+2 composite shortbow
and a quiver of 19
+1 ar-
rows
. Also in this quiver (though indistinguishable
from the others unless identified by magic) is a
greater
arrow of slaying magical beasts
.
Grey Render:
CR 8; SZ L Beast; HD 10d10+70;
hp 135; Init +0; Spd 30 ft.; AC 19; Atk +12 melee
(2d6+6, bite) and +7 melee (1d6+3 [x2], claws);
Reach 10 ft.; SA improved grab, rend; SQ scent; AL
Tactics:
What tactics? They are berserk hill ogres.
They charge and attack, screaming and waiving their
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