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NeoExodus Adventure: Bloody Ice
neoexodus adventure:
LPJ9955
Bloody Ice
Written By Joshua cole
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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NeoExodus Adventures: Bloody Ice
Bloody Ice takes the player characters to the ice-
locked peaks of Nas, where an archeologist’s quest
for secrets of the time-lost Cavian Empire seems to
have loosed a terrible doom on his expedition. If the
PCs succeed in combating the inexplicable assaults
of the Necryos - savage thermal vampires -, they may
discover the real danger: a modern cavian who will
stop at nothing to keep the secrets of her ancestors
from human hands.
locked in the Gerwald glacier in the north of the
Caneus Empire.
Academician Meller attempted two expeditions to
the city. The first sought an entrance in the network
of caves surrounding the Gerwald - a failed, and
extremely dangerous, endeavor. The second, armed
with Arman digging equipment and Dominion fire
magic, intended to dig directly through the glacier to
the crystal spires faintly visible in its depths.
Bloody Ice is intended as a single-session adventure
for four players and a game master. To make full use
of this adventure, the game master will need a copy
of psionics rules for the d20 system, of Louis Porter
Jr. Design’s NeoExodus Terrornomicon and of either
Louis Porter Jr. Design’s Races of NeoExodus: Cavian
or Louis Porter Jr. Design’s NeoExodus Campaign
Setting.
The second Meller Expedition seemed promising;
for over a month, the laborious process of excava-
tion continued uninterrupted. Three weeks ago, they
struck gold: an intact outlying spire. The academician
was delighted by the find, his workers scarcely less so
by the promise of rich reward.
Horror On Gerwald
Glacier
Sixteen days ago, the Meller Expedition woke to
find one of their workers frozen dead on the glacier
outside their encampment. The man appeared to have
been carried off suddenly and drained of warmth with
a terrible swiftness even the glacial surface’s harsh
conditions could not explain. He was the first.
Background
The events of Bloody Ice owe their origins to the rise
and fall of the ancient Cavian Empire, to a scholar
seeking information on that power, and to one of its
descendents who wants the past left in glacial dark-
ness.
Cavian Genesis
Fifteen hundred years ago, the mountainous Nas
region housed the empire of the cavians - the rat-like
humanoids who pioneered the cultivation of psionic
abilities on Exodus. Their civilization, resplendent
with crystal spires, telepathic communications and
clairsentient planning, quickly dominated Nas and
began to absorb the surrounding areas.
He would not be the last.
Every few nights, one or more workers have disap-
peared from their beds in the increasingly paranoid
encampment. Doubling the nightly watch affected
the attacks not at all - except to leave one of the
watchmen dead. The expedition workers whispered
that they had unleashed some awful curse from the
frozen city, despite Academician Meller’s insistence to
the contrary.
Then the cavians encountered the Sorcerer-Kings of
Abaddon.
Enter the Player
Characters
Fearing for his life - from both the unknown menace
and the panicked workers -, the academician has sent
for professional assistance.
The resulting conflict, dubbed the War of Might
and Magic by later, human scholars, devastated the
Sorcerer-Kings, but wiped the Cavian Empire from
the map entirely. Nas, once a land of wooded moun-
tains and fertile valleys, became the icy wasteland it is
today; in one night, whole cities disappeared beneath
magically-created glaciers.
Adventure Hooks
• A PC with an academic background may know
Academician Meller from his time as a student;
the academician may even have been one of the
PC's instructors. Psions in particular could have a
preexisting connection to the academician. If one
of his students had become an adventurer, Meller
would surely seek his aid first.
The Meller Expeditions
Two years ago, Academician Albrecht Meller found
one of those frozen cities. An archeologist and life-
long student of cavian history, the academician spent
decades following scattered clues, rumors and local
legends before finally finding one of the cavian ruins
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NeoExodus Adventures: Bloody Ice
• A severed cavian character, hearing of an expedi-
tion to unearth part of his heritage, might take a
personal interest in the Meller Expedition.
• Although Academician Meller's funding has
almost run dry, he could offer Mercenary PCs a
supply of psionic items - including, in time, some
very powerful ones from deeper in the frozen city
- in exchange for their service.
• PCs in service to either the Imperial Alliance or
the Caneus Empire could become assigned to
the Meller Expedition in the hopes of securing
cavian secrets fro their superiors. The Imperial
Janissaries, themselves mentalists of some note,
would be particularly interested in discovering
psionic secrets of the Cavian Empire.
occurs and promises the workers will also aid the PCs,
although their morale has been sapped by the attacks.
Until the evening shift begins, Meller suggests the
PCs warm themselves in the workers’ barracks,
although he will show them around the dig site if they
wish ( see Part III: The Enemy Revealed ).
Necryos Attack - EL 7
The night of the PCs’ arrival, the excavation site again
comes under attack. Three Necryos slink in under
cover of darkness.
Necryos ( 3 ): 33 hp each; Hide +2, Move Silently +2,
CR 4.
Necryos Tactics: The Necryos attack from three
different directions. They do not distinguish between
worker, researcher and guard; all are simply heat
sources. Nonetheless, the Necryos prefer to take
sleeping creatures by surprise and attempt to sneak
past anyone on watch.
Part I: the
Excavation Site
The excavation site sits atop the Gerwald glacier.
The work crew has raised a high wooden fence using
lumber intended for supports in the dig. The fenced
area is 60 ft. wide and 100 ft. long. Two buildings sit
inside the fence: Academician Meller’s 20 ft. by 20
ft. sleeping quarters and office in the northwest, and
a 50 ft. by 30 ft. barracks for the workers along the
east side. In the southwest corner, a reinforced tunnel
leads into the glacier. A Protectorate-build clockwork
digging machine sits dormant beside the tunnel.
If one of the Necryos is spotted, it attempts to draw all
the PCs to its position, then springs from the encamp-
ment - hopefully giving its brethren time to feast on
the warmth of the hapless workers. If only one or two
characters give pursuit, however, the Necryos turns
and fights once out of bowshot from the encampment.
If, after using all of its thermal healing, a Necryos is
below half its starting hit points, it breaks and flees
for the mountains.
Read to Players: A small palisade, crudely and hastily
constructed from the looks of the lashed-together
timbers, surrounds two shack-like wooden buildings.
From the smaller of the two, a middle-aged, salt-and-
pepper-haired, bespectacled man in a heavy parka
emerges and bustles toward you.
Development: If the PCs do not pursue fleeing
Necryos or track the creatures to their lair, the nightly
attacks will continue until the party either puts a stop
to them at their source or six Necryos are slain.
A character skilled in tracking may be able to follow
the Necryos’ trail to their cave in the nearby moun-
tains. Because the ground is covered with snow, the
DC for this Tracking check is only 5 for the first hour
but grows by 2 for every hour thereafter.
Academician Meller greets the PCs warmly - a
welcome change from the cold of the Gerwald! - and
invites them into his office. Meller explains the situ-
ation outlined in ‘Horror on the Gerwald Glacier’
and offers them psionic items from the dig site in
exchange for their aid.
The Necryos cave lies about six miles north of the
dig site; for the first four miles, the terrain is reason-
ably flat, though snow ( ¾ overland movement ), but it
rises rapidly into foothills for the last two ( ½ overland
movement ). A fleeing Necryos can reach the cave in
three hours, while the PCs will probably take four or
five hours to reach the cave.
Albrecht Meller: Human Psion 3/Expert 1; 18 hp;
CR 3.
Dig Workers ( 15 ): Human Commoner 2; 7 hp each;
CR 1.
NPC Reactions: The GM should make a single Listen
check for the sleeping dig workers every round after
the PCs and Necryos begin fighting. The DC of the
check is generally -5, but the workers suffer a -10
penalty to their check for sleeping and may suffer
Development: The Academician asks the PCs to
stand watch in place of the dig workers until the
attackers who have been terrorizing the encampment
appear. He offers his assistance if - when - an attack
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NeoExodus Adventures: Bloody Ice
additional penalties due to distance ( with their +0
Listen bonus, the workers need a 5 ). If one of the
PCs chooses to go into the workers’ barracks and alert
them, they will wake immediately. In either case,
it takes the workers 1d4+1 rounds to rouse and arm
themselves. The workers will not pursue Necryos
outside the encampment, but will fight to defend
themselves.
creatures’ trail back to their lair. The Necryos cave
encounters are unchanged, save that no actual Necryos
remain, only the psice and the ‘trap’ on the seercrystal.
The cavian Yepa Galilahi will realize her Necryos
minions have fallen in 1d2 days if the PCs do not
alert her themselves by attempting to use the seer-
crystal. Once Yepa realizes her plot failed, she attacks
Academician Meller directly ( see Part III: The Enemy
Revealed ).
Academician Meller’s psicrystal keeps watch for him;
if a Necryos comes within 40 ft. of the Academician’s
chambers, he wakes and joins the battle in 1d4+1
rounds. Otherwise, he will sleep through the attack.
Part II:
the Necryos Cave
Buried in the snowy foothills surrounding the Gerwald
glacier, the Necryos cave is neither especially well
hidden nor well defended. The creatures move swiftly
and count on the shifting snows to obscure their
tracks, and in any case they usually welcome intruders
as a source of precious heat.
If he survives the battle, Academician Meller strongly
encourages the characters to pursue any fleeing
Necryos and to root out the infestation at its source.
He offers to accompany the party if they want his
assistance.
Attack In Force - EL 10
If the PCs kill six Necryos without tracking the crea-
tures to their lair, the surviving Necryos will assault
the dig site in force the next night.
If the PCs followed the Necryos trail here after a
major assault, none of the creatures remain, although
the agitated psice in some areas still poses a minor
danger.
This attack may well prove more than the PCs can
handle, even with fixed defenses and help from
Academician Meller and the dig workers. The GM
should impress upon the players, via Academician
Meller and other NPCs, the dangers of allowing the
Necryos to attack at will with no fear of reprisals; if
the PCs insist on fighting a defensive battle, however,
they will get a heated one.
1. Sentry Point - EL 4
The cave’s glacierward entrance is clearly visible from
100 ft. away and may be spotted from further away
with a successful Spot check ( Spot DC -5 ). The cave
itself is 10 ft. wide at the entrance.
Necryos ( 8 ): 33 hp each; CR 4.
Read to Players: A small cave looms on the rise ahead.
Even where the surrounding stone is bare, a thin layer
of frost covers it.
Necryos Shaman: Necryos wizard 1; 43 hp; CR 4.
Necryos Tactics: The Necryos feel they have nigh-
overwhelming superiority in this battle. The whole
pack charges directly at the encampment, attempting
to overwhelm its defenders before they realize they
face a full-scale battle rather than the usual raids.
A Spot check ( DC 25 ) or Search check ( DC 20 )
reveals a second entrance 100 ft. to the northeast,
facing toward the higher mountains ( Area 3: Rear
Sentry Point ).
A Necryos sentry watches from the glacierward
entrance. It huddles in shadows of the cave entrance,
where it has a clear view of the foothills but gets a +4
circumstance bonus on its Hide check.
The Necryos shaman casts mage armor before
entering battle and uses burning hands to fuel his
allies thermal powers.
With their pack mates beside them and a potential
feast of warmth waiting at claw’s length, the Necryos
initially refuse to flee from this battle. If their shaman
is slain, however, the surviving creatures lose heart
and will flee when reduced to less than half their
starting hit points.
The tunnel runs 50 ft. to Area 2: Psicepatch.
Necryos: 33 hp; CR 4.
Tactics: The sentry Necryos initially takes a greater
interest in draining the heat of attackers than in
warning its comrades. It fights alone for two rounds
or until reduced to less than half its starting hit points.
If its foes remain standing and seem able to over-
Development: Should the PCs manage to defeat the
Necryos - no easy task - they may be able to track the
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NeoExodus Adventures: Bloody Ice
whelm it, the creature scrambles deeper into the cave
to warn its fellows.
cure moderate wounds with 30 charges. It takes a DC
18 Spot check to notice the corpse through the ice,
and PCs hoping to unearth it must break through the
ice (hardness 0, hp 24).
2. Psicepatch - EL 2
The psice patch is a 10 ft. radius circular chamber
housing four small psice, normally harmless and thus
tolerated by the Necryos; due to the psychic turbu-
lence created by the seercrystal, the psice has become
aggressive and the Necryos take pains to rush through
this chamber.
3. Rear Sentry Point - EL 4
This 5 ft.-wide entrance tunnel sits atop an icy 20 ft.
incline ( Climb DC 10 ). Atop the incline, a 10 ft. by
2.5 ft. ledge extends from the mountainside.
Read to Players: A small crevasse
yawns in the side of the nearby bluff.
Judging from the air wafting from
it, it must lead deeper into the
mountain.
Read to Players: This chamber appears to be more
sinkhole than cavern; it would be open to the sky if
not for the glittering covering of ice overhead.
A 10 ft. wide tunnel leads 50 ft. up to area
1: Sentry Point; a 85 ft. long tunnel
leads to areas 4: Sleeping Chamber, 5:
Icerune Chamber, and 6: Seercrystal
Chamber.
Like area 1: Sentry
Point, this cave
entrance is guarded
by a lone Necryos.
Psice, Tiny ( 4 ): 6 hp each; CR ½.
The 5 ft.-wide tunnel
runs 55 ft. down
to area 4: Sleeping
Chamber.
Environment: This chamber
is especially icy. Anyone
moving or fighting
inside the chamber
must make a DC 5
Balance check each
turn to keep from
falling. The
Psice do not
require balance
checks due to
their Icewalk
speed.
Necryos: 33 hp; CR 4.
Tactics: The rearguard
Necryos uses the terrain
to its advantage. It
tries to keep foes from
scaling the incline,
attacking as they
climb. Once
PCs reach
the ledge,
the Necryos
retreats 5
ft. into the
tunnel, forcing
opponents
without reach or
ranged weapons
to confront it
one at a time. The
creature will only
give ground if reduced to 10
or fewer hit points and no
Heat Counters.
Tactics: The
psice are mind-
lessly aggressive.
They attack any crea-
ture that enters the
chamber.
Treasure: The
corpse of an past
victim of the
Necryos has frozen
into the ice here.
This unfortunate
is wearing heavy
winter gear and
a masterwork
chain shirt. He
wears a wand of
Development: Because
the rearward entry is
closer to area 4: Sleeping
Chamber, the GM should
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