TSR 9148 - M2 - Vengeance of Alphaks.pdf

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M2
,
An Adventure for Character Levels
28-32
Masters Game Adventure
The
Vengeance
of
Alphaks
U
by
Skip
Williams
Table
of
Contents
[NTRODUCTION
How to Use
This
Module
...........................
Dungeon Master Background
. . . . . . . . . . .
Norwold History
..............
Place and Time
Monster Statistics an
N P C Capsules
. . . .
.......
2
.......
2
. . . . . . .
2
.......
2
.......
3
...
3
.......
4
.......
4
.......
4
...
7
Editors: Bruce Heard and Eric Tobias
Cover Artist: Jeff Easley
Interior Artist: Mark Nelson
Cartographer: David C
.
Sutherland
111
Typography: Betty Elmore
O1986
TSR
Inr
Chapter
1:
DAWN OF THE GIANTS
Encounter Setting
Random Encounte
Encounter Key
.....
Finishing Chapter One
. . . . . . . .
Chapter
2:
COIGER’S LAIR
Encounter Setting
........
Random Encounters
. . . . . . . . . . . . . . .
Encounter Key
........................
Chapter
3:
NIGHT OF THE BEETLES
Encounter Setting
Subterranean Rand
Encounter Key
........................
Ending Section B
. . . . . . . . . . . . . . . . . .
Chapter
4:
CHAOS RETURNS
Encounter Setting
............
Battle Forces
. . . . . . . . . . . . . . . . . .
. . . .
Capturing Alphatian Nobles
.... ....
Forced Marching Land Troops
. .
....
Battle Timetable
..............
....
Ending the War
..............
Rosters
.....................
The Sea Machine
. . . . . . . . . . . . . .
Chapter
5:
THE FLYING CASTLE
Encounter Setting
. . . . . . . . . . . .
Castle’s Flying Abilities
. . . . . . . .
Encounter Key
. . . . . . .
.
All
Rights
Rwerved
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Rinted in
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APPENDIX
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9148
1:NTRODUCTION
The Vengeance
o f
Alphaks may be played as
a sequel to module
Mi,
Into the Maelstrom,
or
separately. The
D&D@
Master Set Rules
are necessary for running this game.
For best results, four to eight characters of
lcvels
28-32
should join the adventure and at
the beginning, the sum of the party’s levels of
experience should be greater than
150.
F’layer Characters (PCs) ruling dominions
are desirable but not mandatory.
I f the party is too low in levels, six prerolled
characters are suggested at the end of the
module. In order to balance the forces, use
these characters as either PCs or non-player
characters (NPCs). The prerolled characters
can control a dominion and a corresponding
armed force described in Chapter Four.
Players with characters who have com-
pleted the
Mi
adventure may take with them
all spells and equipment accumulated during
the adventure. Such extra equipment may
include any of the magical items gained dur-
ing the various encounters
or
any of the
rewards bestowed by immortals in the
M i
I?,pilogue.
Norwold History
Norwold, for a long time an unsettled,
unimportant region, has become a volatile
region in the
D&D@
game world.
The northern part of the continent has
been settled by Alphatia and the southern
part by Alphatia’s historical enemy Thyatis.
Territorial differences on the continent have
become yet another in a long list of frictions
between the two powers.
In addition, nobles from Alphatia’s King-
dom of Norwold are becoming restless as
time and the burden of taxes breaks down the
allegiance linking the colony with the mother
country. Even Norwold’s King Ericall, the
second son of Eriadna the Wise, the current
empress of Alphatia, is beginning to talk of
independence.
These frictions combined with the petty
jealousies and self-centered interests and
.. .
.
vengeances
of
small-tlme politicaJ players,
m;akes Norwold ripe for an adventure of
trt:achery and war.
For
more information on Norwold and the
co
‘mpetingempires see C M
1,
Test of the War-
lo1rds
.
~
Thyatian Interests
Just as Thyatians have over the past cen-
tury continued rapidly expanding their
empire, they have for a long time viewed
Norwold as conquerable territory. And many
feel that if not for Alphatia’s influence in the
region, Norwold would be a part of Thyatis.
Thincol the Brave, the leader of Thyatis,
views the current situation as fortunate. With
Baron Norlan, he has a catalyst in the con-
quest of this northern land. With only a mini-
mum of effort and loss of manpower, key
strategic ports may be turned over.
Alphatian Interests
Norwold’s protector and the enemy of
Thyatis, the proud empire of Alphatia, in
order to protect its interests, will almost inev-
itably be dragged into the war.
To further complicate matters the petty
Alphatian nobles who raided Norwold’s port
cities will be captured, imprisoned, and held
as ransom by Thincol.
..
. .
The Party’s Interests
Alphaks, hoping to pull as many powerful
forces into the conflict as possible, has
devised a plan to draw the PCs into the war.
Two rival clerics, Lambert Bohn and
Coiger de Mory (see N P C capsule on page
2)
have fought a running battle across Norwold
in search of the same artifact, the girdle
o f
De’Rah. Lambert Bohn seized the artifact
and tried to return home with a travel spell.
Alphaks, however, cursed the travel spell and
now, Coiger has an opportunity to track
Lambert down and take the artifact by force.
O n his way home, Lambert crosses a domin-
ion of a P C
or
a friendly N P C .
Alphaks has set up a number of diversions
to keep the party occupied until the war
starts. I f the party can aid King Ericall in
stopping the war, their dominions will be
saved and they will be handsomely paid.
H o w to use
this
Module:
This module is divided into five chapters,
heginning with a dominion raid and ending
with a struggle to destroy a magical castle cre-
;3
ting havoc for Norwold’s forces. The entire
adventure should be read before play starts.
‘The module is intended to fit into an ongoing
campaign in Norwold.
A:
lphaks’s Plan
--lq-
e
y_cvuLiuL
Nui‘au
“1
F
T\c.nrlhir
( n e e
NPP.
r - n r i i l ~
r-a-
w-yu-.-,
At the center of Alphaks’s plan is Baron
Dungeon Master
Background
Centuries ago, Alphaks was a despotic
ruler of Alphatia. In a war that nearly
destroyed Alphatian civilization, his own
mbjects revolted and banished him to
another world where he attained immortality.
T M1, he returned to the Prime Material
n
Plane seeking revenge but was repulsed by
other immortals. Having discovered a way of
manipulating men from his own Sphere of
qntropy, Alphaks is again seeking revenge.
To prevent intervention, Alphaks has
devised powerfiil magic and tricks against
nny sort of detection and divination from
wortals and immortals alike.
As
Alphaks cannot intervene in the open,
he has concocted a plan that allows man to do
Alphaks’s bidding for him. In short, he hopes
to destroy the human race by raising tensions
in the already unstable region of Norwold
and create a major conflict that will include
Thyatis and Alphatia.
2).
The baron’s fief is an island
off
the north-
west coast of Alphatia. Qeodhar owes fealty
to the empress of Alphatia but because she
refused a marriage proposition from the
baron for one of her daughters, the baron
is
seeking revenge.
Feigning allegiance to Alphatia and beck-
oned by Alphaks’s mental suggestions, the
baron will enlist a number of petty Alphatian
nobles and conduct a raid on several of
Norwold’s port cities. According to the
baron, the raids are being conducted as retri-
bution for Norwold’s increasing acts of inde-
pendence and declining tax revenues.
Although the raids are not officially sanc-
tioned by Alphatia, the baron’s troops will be
aided by a magical flying castle, a gift from
the empress’s son. After the raids have been
conducted the baron, in an act of treachery,
will give the captured port cities over to Thy-
atis. Also to be turned over are
a
number of
the nobles, and the empress’s son may be
among them.
-
Place and Time
Each chapter of this module features a
location that must be placed in your world.
Areas are suggested, but if they do not suit
the campaign, the settings can be anywhere.
Where the encounter is placed will determine
the quantity of time and magic expended.
Time and magic are all-important factors in
this adventure.
2
Monster
Statistics
and
R.andom
Encounters
All spells throughout the module marked
with an asterisk(
*)
indicate reversible spells.
The statistics
of
any monster mentioned
during the adventure can be found in the
Combined Monster Chart on the inside of the
module cover. Each chapter lists its own Ran-
dom Encounters Chart.
Lambert
Bohn
C30, Lawful
S
15
D
9
I
14
C
14
W
Iv
un
PJRC
Capsules
Coiger de
Mory
C34, Chaotic
A C -5 hp
63
Basic T H A C O :
5
Weapons: mace offlaming
+
3
(master profi-
ciency), hammer
+
4.
Armor: plate mail
of
healing
+
3,
shield
+
2,
cape
of
protection
+
2.
Equipment: ring o f memorx ring
of
truth,
staff o f commanding, cubic foot, potions
o f luck, giant strength, plant control.
Spells
L e v e l
I:
cure light wounds (x3), detect
magic, protection from evil (x2), resist
cold (x2).
Level
11:
bless (x2), know alignment (x2),
resist fire (x2), silence
15
radius (x2).
L e v e l
111:
continual light, cure disease,
growth
of
animals (x2), remove curse
(x2), speak with the dead (x2).
L e v e l
IV:
cure serious wounds (x2), dispel
magic (x3), neutralize poison (x2).
L e v e l
V:
cure critical wounds
( x 5 ) ,
truesight
(x2).
Level
VI:
speak with monsters, barrier (xZ),
cureall (x3), find the path.
L e v e l
VII:
holy
word(x2),
restore (x2), raise
dead fully (x2).
AC
-8
hp
76
Basic T H A C O : 3
Weapons: mace
+
4
(master proficiency),
hammer offfying
f
3
(expert proficiency).
Armor:
suit armor
+
4,
shield
+
3,
cloak o f
displacement.
.Equipment: ring o f quickness, ring of spell
storing (five spells: mirror image, water
breathing, dimension door, telekinesis,
reincarnation, sword) cartographer’s
amulet (see New Magical Items section),
chime
of
time. Ointments ofblessing(xl),
ofheding (x2),
of
scarring (x2). Potions
of
strength,
of
fortitude. Scroll of question-
ing.
B
15
D
11
I 14
C
16 W 16
Ch
16
Spells
A
powerful and still rising lawful cleric, Lam-
bert has his eyes set on immortality. H e con-
stantly quests and crusades
for
the cause of
law and the interests of the Sphere
of
Time.
H e will make a good immortal.
L e v e l
I:
cure light wounds* (x3), detect
magic (x2), protection from evil (x2),
resist cold (x2).
L e v e l
11:
bless* (x2), know alignment* (x3),
resist fire* (x2), silence
15
radius (x2).
L e v e l
111:
continual light’, cure disease*,
locate object (x2), remove curse* (x2),
speak with the dead (x3).
L e v e l
IV:
animate dead, cure serious
wounds* (x2), dispel magic (x3), neutral-
ize poison
*
(x2).
Level
V:
cure critical wounds* (x3), raise
dead’
(x2),
truesight
(x3).
L e v e l
VI:
animate objects, barrier (x2),
cureall
(x4),
word
o f
recall.
L e v e l
VII:
holy word (x2), restore* (x2),
raise dead fully* (x3), travel.
Coiger is as evil and selfish a man as ever
was. His major passion in life is collecting
rare magical items, and he has carefully hid-
den away old artifacts without records of their
locations. Coiger has a photographic mem-
ory.
H e usually destroys the document after
reading it
so
that only he has the knowledge
gleaned.
Baron
Norlan of Qeodhar
F18, Chaotic
S
17
I
13
W
10
D
14 C
16
Ch 12
AC
0
hp 108 Basic T H A C O :
9
Weapons: sword
+
4
vs. magic-using beings
(Grand Master proficiency).
Armor:
chain mail
+
3
of
electricity, shield
+2
Equipment: ring
of
human control, greater
talisman
of
elemental travel
Baron
Norlan
is a brave fighter, but his many
years
of
fealty to Alphatia have taught him to
conceal his real motivations and feelings. H e
is
not
above acting cowardly if it will give him
an advantage. H e now seeks revenge against
Alphatia because the empress would not
allow him to marry one of her daughters.
3
Chanter
1:
DAWN
O F
THE GIANTS
Encounter Setting
The events in this chapter should take
jilace in a PC’s dominion,
or
if no P C has a
dominion, a friendly NPC’s dominion. The
events are given in the Encounter K e y and
,should be played in order according to their
numbering.
In addition to their original mission of
intercepting Lambert Bohn, Alphaks occa-
rionally causes the giant missionaries to
attack and ransack the dominion. I f the
adventure starts in a PC’s dominion, messen-
zers from outposts or guard houses will warn
-he PC.
If
a friendly N P C fief is victim of the
giants’ raids, the N P C immediately seeks the
help of the PCs.
ily armed troops and report to Coiger.
They carry no special weapons or treasure
and if discovered, they immediately
attempt to return to Coiger’s Lair (see
Chapter
2).
I f they are attacked, one flees
while the others try to grab some valuable
items from the PCs
(10%
chance per
round of melee) and then each flees in dif-
ferent directions.
17.Peasant refugees:
Groups of peasants
flee from the site of a raid. I f questioned
they mention what place has been
attacked. The information has a 60%
chance of leading to another encounter
(encounters 16, 18 or
19
in this table),
within
2d10
turns.
18.Large
fire
giant patrol:
3d4 fire giants,
4d6 giant hell hounds. Run as encounter
13
in this table.
19-20.
Mountain giant patrol:
This patrol
consists of 2d6 mountain giants each car-
rying 2d6x100 gp in his shoulder sack and
12 oversized
darts
+P.
They can hurl
these twice a round up to 400 feet at
+
8
to
hit, inflicting 4d8
+
2 damage.
Preferring to parley, the mountain
giants do not attempt to initiate a melee
with the PCs. Acting and dressing like hill
giants to fool the party they will not reveal
the location of the base camp unless suit-
ably bribed with at least
500
gp per giant
present.
I f attacked by a superior force, they flee
and have a
20%
chance of finding another
patrol (encounter 18 on this chart). I f this
happens the mountain giants and their
2d6 hell hounds attack the party while the
other patrol ambushes them and attempts
to capture the PCs and bring them to
They bring me reports of great tall giants
and huge black beasts the size of oxen that
belch out flame and brimstone. Who
or
what these marauders are, or where they
have come from
I
cannot tell.
“Therefore,
I
beseech you, whose
mighty deeds have made you heroes of
Norwold, to come and deal with this
threat. Please make haste,
I
have already
sent word to the king, but these maraud-
ers will not wait for His Majesty.”
2.
The Base
Camp
This encounter should be played when the
party finds the location of the giants’ base
camp. The camp’s whereabouts can be dis-
covered through the Random Encounters
(see Encounter Setting) or with the help
of
Lambert Bohn (see encounter 5).
The exact location of the base camp is at
the D M ’ s discretion.
As
general guidelines,
the location should provide easy access
to
the
dominion (within five miles of the border), be
defensible, and be hard to spot. It may be
located, for instance, in a thick forest
or
rocky
area.
The camp consists of a few large fire pits,
many giant-sized beds of leaves and twigs,
and several small (by giant’s standards) huts
for storing loot and supplies.
The base camp contains 36 fire giants, 20
giant hell hounds,
20
mountain giants, 25
hell hounds, two large red dragons (the
dragons do not talk nor cast spells), and 12
invisible stalkers. Each time the party attacks
patrols
or
defeats the giants in other encount-
ers, the casualties should be deducted from
the camp’s total forces.
The invisible stalkers, the dragons, and
half of the giants and hell hounds will always
be awake and on guard. Two to four giants
will be posted as lookouts, alertly searching
the land and sky. The giants will fight to the
death and will pursue the PCs if the party
flees.
The
War
Machine Battle Rating (BR) for
the force at the camp is 120, Troop Class
Good. I f the camp suffers
50
%
or
more casu-
alties, the troops try to retreat to Coiger’s lair
(see Chapter Two).
Random
Encounters
Roll
for
Random Encounters
as
the party
seeks out the giants or travels to the NPC’s
headquarters. The encounters occur only
within 20 miles of the giants’ base camp. The
encounters may help the party find its exact
location.
For every three hours of daylight (PCs’
time), roll ld20 and consult the chart below.
Table
1.
Random Encounters
1-12
No
encounter
13. Fire giant raiding party:
2d4 fire giants,
each carrying three oversized javelins
(range 400 feet, + 4
to
hit, 3d6 damage)
and 2d4x100 gp in his shoulder sacks, are
controlled by Alphaks from his plane.
While the
RCs
fight 2d6 hell hounds, the
giants are throwing the javelins. When
they run
out
of javelins, the giants charge
the party and fight to death.
14. Evidence
of
giants:
The party finds the
site of a combat (burning village or farm,
crushed bodies, large broken javelins,
etc.) and within 2d10 turns, the party has
a
50
%
chance of finding tracks leading to
encounter
13
or
15
on this table.
15. Small fire giant patrol:
I f encountered
this patrol of three fire giants always seeks
to retreat from the party, using their five
giant hell hounds to attack and delay foes
(see encounter
13
on this chart). Each
giant carries 2d4x100
gp
in a shoulder
sack which he can hurl (range
300
feet,
damage 3d4) to distract pursuers. I f the
giants do not think they are being followed
(DM’s discretion) they go directly
to
their
camp (see encounter
1
in the Encounter
Key).
16.
Xnvisible
stalker patrol:
The mission of
the ld4
+
2 stalkers is to spy on any heav-
Encounter
1.
News of
th
I f an N P C ruler is caking on the players ror
aid, read the following message aloud to the
party.
(Be sure you preface this message with the
full names and titles of all the
PCs
who are
present. The PCs have become powerful and
important people and should be treated with
respect and ceremony, especially by their
N P C peers.)
“ M y friends,
I
send you greetings, but
also
grave tidings. Trouble is afoot in
Norwold again. During the last few days,
peasants living near my dominion’s wil-
derness frontier have fled their homes.
3.
The Crone’s Dreams
The Crones of Crystakk are a trio of
immortals, one of each alignment, who watch
the affairs of Norwold through a magical mir-
ror.
They often give advice and portents, for
a price, to those who make the journey to
4
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