Third Dawn Adventure Path - From the Deep 1 - Uncertain Futures.pdf

(5517 KB) Pobierz
Uncerta in Fu t ur es
By M ich a el M
c
C a rt h y
For Ch a r ac t er L e v el s 1-4
Unc er t a i n F u t u r es
Written by Michael McCarthy
Publisher:
Jeremy Smith
Editing:
Shane O’Connor
Additional Content:
Jeremy Smith and Andreas Rönnqvist
Cover Artist:
Rick Hershey
Graphic Design:
Erik Nowak
Interior Artists:
Rick Hersey, Tsailanza Rayne
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the
game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
From the Deep
requires the use of
Psionics Unleashed: Core Psionics System,
© 2010 Dreamscarred Press.
See dreamscarredpress.com for more information on
Psionics Unleashed.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content
or are in the public domain are not included in this declaration.)
Open Content:
Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as
Open Game Content may be reproduced in any form without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game
Compatibility License. See paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
From the Deep
is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.
© 2011 Dreamscarred Press
Unc er t a i n F u t u r es
Introduction
AdventUre BACkgroUnd
Half-buried in the earth, the kobold city of Vensnak lives a
peaceful existence. They work their mines and sell the ore and
metal to the other cities of the Ophid Protectorate, which in
turn allows them to live their lives as they would, far away from
where anyone would have to interact with the non-psionic race.
This isolation left the city uniquely open to a swarm of
puppeteers, puppeteers who are themselves under the control of
a man named Scriven, and three weeks ago the city fell in short
order to the psionic assault. But the city wasn’t what the puppeteers
wanted; it wasn’t even the people. The puppeteers brought with
them an ancient machine salvaged from the depths of the sea, and
they strive to make it work. They believe a soft black rock will burn
in its center, bringing it to life as an unstoppable automaton.
Their efforts so far have led only to failure, and as so many stones
are chewed within the machine’s body, it creeps slowly toward a
devastating explosion that will be felt for miles around. With the
mines in ruins and the remnants of the machine belching forth a
toxic gas, the players must travel across the countryside and deep
underground to the source of the machine – and then eliminate
it once and for all.
the MInes
hAve gone dry
In the three weeks since the attack on Vensnak, not a single
shipment of stone or metal has left the small kobold city. The last
time this happened was thirty years ago, just after the founding
of Arbil, when the kobolds had to find new veins. While people
have noticed the lack of these resources, lulls in shipments are
not yet cause for concern under the assumption that the kobolds
simply search for promising new veins.
No one from the city of Arbil or nearby countryside has yet had
reason to visit Vensnak and return with actual news, as the forest
has become an extremely dangerous place since the puppeteers
invaded, both cutting off kobold patrols that kept it safe and
moving in a number of large beasts under puppeteer control.
Uncertain Futures
is presented in four parts:
In Part One,
the PCs find themselves in a sudden position
of respect and authority in the small town of Arbil. Prophesized
heroes in a city known for foretelling, they are immediately
saddled with the task of uncovering the cause of the recent
quake and its ties to the terrifying severing of the Flow.
In Part Two,
the PCs travel across the now-dangerous
countryside, stirred up by the earthquake, the puppeteers, and a
strange gas rising from underground. The PCs must travel to the
kobold mines, and then the kobold city, braving the treacherous
Hirauu Forest on their route.
In Part Three,
the PCs must traverse the underground
labyrinth, with miles of catacombs spread beneath the rolling
countryside. They will uncover the now-decimated Vensnak,
and begin to question the puppeteer motives as they cross the
treacherous underground passageways, uncovering a buried
temple and the numerous dangerous denizens of the dark.
In Part Four,
the PCs brave the depths of the mines only to find
that the puppeteers controlling the kobolds have grown paranoid
in their isolation. Not only is the air dangerous to breathe, and
the kobolds thirsty for blood, but the puppeteers have slowly been
turning the mine into a gauntlet of traps the PCs must carefully
navigate before they can put an end to the puppeteers and the
strange machine they are so intent on repairing.
Throughout
Uncertain Futures,
the PCs will progress from
1st to 4th level. They should reach 2nd level before they arrive
in the kobold city of Vensnak, and should be 3rd level before
they delve into the now-lethal mines. A variety of side quests are
given in the different sections of the adventure to help keep the
PCs at the appropriate level before progressing further.
FroM the deep
pLAyer’s gUIde
Before starting this adventure path, it is recommended to
have your players download the
From the Deep Player’s Guide,
which gives a variety of information aimed at players, including
regional information, advice on what type of characters can
be made within the
Third Dawn Campaign Setting,
and
additional material. This Player’s Guide is available for free at
dreamscarredpress.com
AdventUre sUMMAry
As the adventure begins, the characters find themselves in the
seaside city of Arbil, nestled at the southern edge of the Ophid
Protectorate. The PCs could be soldiers in the Protectorate’s
military, refugees and travelers from Femon, or simply residents
of the city. Regardless of their reason for being in the city,
they all find themselves in the market one day where they are
unexpectedly prophesized to save the city from the results of a
devastating earthquake moments before it strikes the town.
2
Boxed text
Text to be read aloud to the players is presented in a
box like this.
Unc er t a i n F u t u r es
MIssIng persons
Throughout the adventure, the PCs will come across a number
of people dominated by puppeteers. While this is not strange on
its own, the puppeteers are behaving differently than their normal
body-snatching operations. When the PCs encounter a creature
controlled by a puppeteer and recognize that the creature was
under the control of a puppeteer, allow them to make a Sense
Motive or Knowledge (geography) check to identify something
out of place from the normal puppeteer tactics.
DC 13:
The puppeteers regularly hunt people across the world
for their phrenic masters in the Impact Sea. It is not unusual to
have a person travelling alone to be attacked and dominated by
the puppeteer and then never heard from again.
DC 18:
Typically, when a creature is dominated by a
puppeteer, they immediately begin to return to the Impact Sea,
the home of the phrenic scourges who act as masters over the
puppeteers. These puppeteers, however, seem to be lingering in
the area, rather than leaving.
DC 25:
The few puppeteers that are leaving are not heading
south towards the sea, but north, deeper into the Ophid
Protectorate.
More importantly for the PCs in the long run is that the
creatures under the control of the puppeteers are typically
innocent creatures. While it isn’t an evil act to defeat them in
battle as a typical encounter, it is a good one to instead rescue
them from puppeteer control. Most encounters with puppeteer-
controlled creatures can be ended by simply removing the
puppeteers from the creatures they control. Each time the PCs
encounter a creature enslaved by a puppeteer, allow them to
make a single DC 15 Perception check each to see it hidden on
the creature.
The number of creatures the PCs rescue and defeat should
be tracked as the PCs progress through Uncertain Futures. Not
only could these creatures and characters become important
NPCs in their own right, but the number of rescued creatures
makes a difference in several major events during this adventure.
For instance, the number of kobolds rescued determines how
well the group will eventually integrate with Arbil when they
migrate to the city at the end of Part Four.
Any time the PCs rescue a creature from puppeteer control,
grant the PCs XP as if they had defeated them in combat, as
well as an extra 100 XP for each creature rescued.
part one:
the earth trembles
Uncertain Futures
begins in the market district of the city
of Arbil on a morning in late spring in the month of Spalis.
Amongst dozens of other townsfolk and sailors, the PCs have
been drawn to the market today as a shipload of exotic new
goods has just been approved for sale on the open market. With
rising prices over the recent lack of iron and stone, everyone is
excited over the influx of goods.
The good mood of the day is broken when a commotion
begins at the northern side of the market, and the crowd grows
quiet as they watch one of the city’s most respected and aged
seers, Zorotaer (male ophiduan psion 8 (seer)), push violently
through the market.
The old ophiduan pushes his way from one crowd of people
to the next, clinging to the hems of robes and the shoulders of
children as he staggers unsteadily across the square.
In the center, he nearly topples over as he stops, and
begins to shout “The end is nigh! The end of the future!
The ground will split and the Flow will be torn asunder!
All will be lost... Unless... you, you! And... And you and
you!” each accusation is punctuated by a sudden point of
his finger, one of them at you. You do not have time to
process what he means before he adds, “Cut the strings...”
With the final enigmatic statement, Zorotaer collapses as
a rag doll tossed aside, and though people rush to help him, all
eyes are on you; prophesized to save a city of prophecy.
To anyone examining the seer, Zorotaer appears to have died
in the throes of the prophecy. Allow the crowd to herd the PCs
together for the moment and make basic introductions to one
another. After a minute of people beginning to grieve over the
fallen sage, the prophecy begins to unfold:
The ringing of glass rises above the idle noise of
the market, soon joined by the clattering of clay, wood
and stone. The rumbling of the ground violently throws
people to the ground, and the market becomes a floor of
people, covering their heads as stalls and shelves collapse,
sending their contents everywhere. It is over in less than
a minute, and though the market has nearly collapsed in
the commotion, the remainder of the city seems to have
survived in mostly one piece.
This is too much of a coincidence for the people of Arbil –
the seer’s prediction followed so closely by such a powerful
earthquake. Worse, the seer also seemingly predicted the end of
the world, and the tension in the crowd is palpable as they suspect
that more might be wrong than just an earthquake.
3
Unc er t a i n F u t u r es
Eventually, the PCs should go to the overseer’s villa in area A3 to
meet with him. If they do not go of their own inclination, an escort
of Mosephi’s soldiers will seek out the PCs to attend the meeting.
When they arrive, they will be invited into a sparse room
where, across from Zorotaer, still unconscious but miraculously
alive, sits Mosephi. He stands as the PCs enter the room, and
ushers them to sit in the now-vacated couch.
“I am glad to see you. I have heard that you were
prophesized to avert the end of the future, hm? Yes, I know
all about it; Zorotaer said he has been dreaming of it for
days – though the specifics of the situation had escaped him
until, obviously, he wandered into the market.”
He sighs, and runs his hand over his head, “Normally,
I would look into the future and see what he meant by it.
But, also like he predicted, the future is broken, missing,
obscured. Search the Flow around you, something is wrong.
And doubtlessly it is tied to this quake.”
“I will be busy here for some time, as will the guard,
assuring the citizens that everything is in hand. It seems
only fitting to ask you to be emissaries to the kobolds of the
mining village of Vensnak to the north. Hopefully they will
have more details as to what the quake actually was, being
the experts of the earth that they are.”
“And while there, perhaps you can discover why they
have stopped their shipments of ore.”
Mosephi
Before the fear can escalate into panic, the booming voice of
the city’s overseer, Mosephi, echoes through the mind of everyone
present,
“Everything is fine, and all should remain calm. The
Protectorate has everything under control. Citizens should
begin taking stock of damage. Thank you all.”
Mosephi
is using
mass missive
(DC 17 Spellcraft check to identify), and
happens to be at the northern end of the market plaza with a small
contingent of soldiers, most of whom break off to begin helping
people up and out from under collapsed stalls or large objects.
Mosephi strides into the center of the square and looks at the
PCs carefully for a moment before speaking. He will tell the
PCs that he would like to talk with them this afternoon in his
villa, as he must see to Zorotaer first. Any questions, including
how he knows the PCs, are stopped with a simple declaration to
see him later. Mosephi will order three men to pick up Zorotaer,
and together the five leave the plaza.
Only a few minutes later, still in the market, there is a scream.
A thought eater has slipped into the city after the earthquake
and has just attacked a woman in area A1. If the PCs don’t
give chase, two nearby soldiers will – but they will only follow
the creature as far as area A1, where one will stay outside to
watch the door and the other will leave to check how long until
reinforcements arrive, and will ask the PCs to help if they can.
After this, the PCs have enough time before meeting with
Mosephi to shop, heal, and assess the damage to the city, should
they so desire. While few buildings have collapsed, many have
suffered damage, and even the city wall has cracked open in the
northwestern corner of the city.
4
overseer trivia
Players may seek to learn more about Overseer
Mosephi while in his villa. Roll a Knowledge (local) or
Diplomacy roll below to see what sort of information
they know or can uncover.
DC 10:
Mosephi has been the overseer of Arbil
since its founding. He possesses incredible powers
of foresight and was once a student of Zorotaer.
DC 15:
The Overseer actually dueled for leadership
of another Protectorate city, Lirasse, but lost the duel.
He chose to found the city of Arbil because of his
failed attempt.
DC 20:
It is mostly due to the Overseer’s
clairsentient abilities that the city of Arbil has avoided
the hardships most other cities suffer. Rumors suggest
that Zorotaer envies his former pupil for surpassing
the older ophiduan in ability.
Zgłoś jeśli naruszono regulamin