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Module L4
Devilspawn
By Lenard Lakofka
An Adventure for Character Levels 3-5
Maps: Andreas Claren
Testing and Contributions:
Andrew Wiest, Frank Bonura, Scott Sutherland & David Prata
Prodding and Production: Andrew Wiest, John Turcotte
Editors: Joseph Bloch, Anthony Allen
Formatting: Stuart Marshall, John Turcotte
Cover Art: Brian “Glad” Thomas
Interior Artwork: Roland Von Selzam, Andy “ATOM” Taylor, Erik Wilson
Layout: Chris Gonnerman
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L4
DEVILSPAWN
LENARD LAKOFKA
INTRODUCTION
This adventure module is designed for 6-10
player characters of levels 3-5. The DM is
encouraged to make use of the pre-generated
PCs and material contained in the
Lendore Isle
Companion
. If the DM elects to use the
Companion, it contains the PCs ocean journey
to Lendore Isle. If the DM elects to have the
party arrive at Restenford by other means, they
will arrive on Patchwall the 19
th
.
Patchwall 18th: The attack on Tellar.
Notes for the Dungeon Master:
It is hoped the
new party will travel to Grest at this point based
on the information provided in the module
introduction. If they sit in Restenford or decide
to go elsewhere then kiss this module goodbye
and take up fly-fishing.
Falco, the tavern keeper from Restenford, has
had breakfast with the party. Here is what he
tells them:
It is not necessary for the players to have
concluded
L1: The Secret of Bone Hill
or
L2: The
Assassin’s Knot
to play this adventure, although
it is recommended. Note that if those
adventures are played, the heroes successfully
completing those modules are still in the Lake
Farmin area as the PCs for this adventure arrive
in Restenford. There is a wealth of information
contained herein; carefully read the module
before running it. Give special attention to the
non-player characters (NPCs) and the way they
interact with one another.
Thirty seven people died and another thirty
were wounded. The castle and abbey of
Phaulkon took the heaviest losses. Eight of the
acolytes at the Abbey were killed along with a
number of castle guards, fishermen, and some
business owners. A party of adventurers known
to us has been dispatched after the
humanoids that attacked us.
If the party asks for any names he will say that
he knows just a few. (Read aloud but only if
they ask the specific question of who died.)
This adventure is written to be played with the
first edition Advanced Dungeons & Dragons
rules, with multiple house-rules as set forth herein
and in the Companion.
I have heard that Relkin, Ashford, Marcus,
Amos, Kelso, Gevies and Relmar from the
castle guard were killed. Pelo the fletcher and
Alton the armorer. I don’t know the names of
the rest of the dead.
SEQUENCE OF EVENTS
Patchwall 2nd: Restenford is attacked by a band
of orcs in the company of bugbears and
ogres.
Here are the exact specifics for those who own
L1 and might be curious (Falco could not
provide this much detail since he likely does not
know specific buildings that were badly
damaged):
Patchwall 4th: A wounded ranger who was
tracking the orc band returns to Restenford.
1
Patchwall 5th: An adventuring party arrives from
Lake Farmin and travels after the escaping
humanoids (The same party that adventured
in The Secret of Bone Hill and The Assassin’s
Knot.)
Buildings that were burnt down included the
barn and guard house at the castle, homes 2
though 7, 9, 15, 17, 38 as well as fisherman
cottages J & K. Damaged were the castle,
homes 8, 10, 11, 16 and Fisherman cottage I.
Patchwall 9th: Some travelers (the PCs) arrive in
Restenford by ship in the late afternoon. There
is snow on the rooftops and dock!
The dead were: Castle: Relkin, Ashford, Marcus,
Amos, Kelso, Gevies and Relmar, Pelo the
fletcher, Alton the armorer, all eight of the
acolytes at the Abbey, the clothier (#11) and
his wife and the three guards at the
guardhouse (#38) and fifteen in the fisherman’s
cottages (2 at F, 3 at I, 8 at J and 2 at K).
Patchwall 10th: The Most Worthy Sir, Knight
Companion, Obestor of Grest, travels with his
soldiers toward Restenford, having just heard
of the attacks.
1 In L3: Deep Dwarven Delve, it is claimed that she
returned to Lake Farmin. This is incorrect.
Page 1
LENARD LAKOFKA
L4
DEVILSPAWN
PATCHWALL THE 10TH
THE MARCH TO GREST
be sent forward with weapons not drawn. If the
whole party begins to move he will balk,
command the wagon to turn, and will gallop to
the wagon to leave. It takes two full rounds to
turn the wagon. The wagon is about 1000 feet
behind the outrider.
The party begins their march at 10:30 AM. Falco
waves good-bye to them as they leave. He
then sighs deeply and prepares to bury some of
his friends and acquaintances and help plan for
the housing of those whose homes were burnt
down by the raiders.
These people are no threat. They are just
carrying some copper ore into Restenford
where they hope to sell if for supplies.
The party spots a deer as they pass the
Dwoemer Forest. Next they see some bat-like
creatures with very long noses (stirges) circling
high above them. The dirty scavengers do not
come down but fly into the forest and
disappear.
If the party embassy approaches and tells them
what happened then Jermellon will thank them,
return to his mine site, gather his family (wife
and two more young daughters) and they will
ride into Restenford for safety.
COPPER RISE
If the party scares them away they will go back
a 1000 yards and then come out again after
the party is gone. If the party follows them they
will fire and run. If the party chases them down
for melee an award of negative experience
might be appropriate.
The Copper Rise comes into sight. The side road
that leads behind the Rise is occupied by a
large wagon drawn by four horses. There is a
man with a boy sitting next to him on the seat
and an outrider on a war horse. The wagon
stops and the outrider approaches, stopping
about 600’ away from the party.
If the small family is not warned the wife and
two daughters will be slain on night of the 10
th
by a hunting party of seven hobgoblins being
sent to the mine for just that purpose. If the
party warns the father give the embassy 50XP
each for good work.
He is dressed in chain armor, there is a round
shield hung across his left leg. He holds a
loaded heavy crossbow which is pointed
upward. He has a long sword. The snow white
horse seems eager to run.
ZERMAN’S CROSSING
The horsed figure is
The party comes to the first river crossing. Two
branches of the river come together not far
from here to form the West Restin River (see L1,
the Secret of Bone Hill).
Jermellon
(CG [Phaulkon], Fighter Lvl 5; AC:
2/3/5; HP: 31; S: 16; I: 13; W: 12; D: 15; C: 13; CH:
12); chain mail &
+1 shield
; Purse: 15GP, 27SP,
31CP, 4BT;
long sword +1,
heavy crossbow with
12 quarrels, dagger; Medium War Horse: AC: 7;
HD: 2+2; HP: 15; Bite 1-3 hooves 1-4/1-4.
The bridge is wooden and solid and can easily
bear a large filled wagon.
As the shadows grow long Zerman’s Crossing
(the name of the bridge) can be seen ahead.
Two soldiers in battle dress are on the party’s
side of the river. When they see the party, at
about 3000’ distance, one of them runs back
across the bridge.
On the wagon is his 19 year-old son
Kellian
(CG [Phaulkon], Fighter Lvl 3; AC; 6/7/7;
HP: 25; S: 16; I: 12; W: 13; D: 14; C: 15; CH: 13);
Studded leather & shield; Purse: 3GP, 12SP; long
sword, short bow and 18 arrows, dagger;
Draft horses: AC: 7; HD: 2; , HP: 13 ,11; Bite 1
Soon there are ten soldiers on the bridge; one
of them is on horseback. An eleventh and
twelfth figure appear just a moment later. One
is likely a dwarf. Zeepus and Pevin from the
The boy is his 8 year-old son
Jermanto
(HP: 2).
Jermellon nervously awaits an embassy from the
party. Commonly, two or three figures would
Page 2
L4
DEVILSPAWN
LENARD LAKOFKA
guard house complete the twelve figures on
the bridge (all described below).
The DM can award up to 150XP to each of the
two people based on how many of the four key
pieces of information are told to Obestor.
Two members of the party will be called
forward from the party and those two figures
are expected to leave their primary weapons
with the party while they come up to Abella
and Zeepus. After the raid on Restenford they
cannot be too careful. The party will be
welcomed after some brief questioning. The
two will be taken to the knight himself while the
rest of the party is called to come forward.
If they tell about their voyage to Restenford that
is just small talk unless they go into their sighting
of four gods (see the
Lendore Isle Companion
).
That would be major information much of which
will be told by the sailors of the ship to the
townsfolk on the evening of the 9
th
and 10
th
. The
ship will put back to sea of the 13
th
after some
minor repairs. Obestor will not think of talking to
the captain and his crew unless the party tells
Obestor about the major encounter a few days
ago.
Obestor along with his son Obarim and Gregis
(the Captain of the Guard in Grest) are seated
in the Guard House common room. The two
party members are asked to stand in front of
the table and Obestor questions them about
Restenford. The DM should carefully review
what the two people say to Obestor. The key
items are:
Obestor tells the two figures that he and his
troop will get up very early. He would like the
party to stay out of the way of his troops in the
early morning. “You can leave after I do while
the sun is up. You would be safer in full
daylight.”
1. The humanoids are being chased by a part
of adventurers known to the town.
The party reunites after the questioning. All of
the rooms in the Inn have been taken by
Obestor and his troops. The men of the party
can sleep in the loft of the barn while any
women from the party are invited to stay with
the other women in the inn in a pair of rooms
reserved for their gender.
2. 37 people died and 30 were wounded
3. The castle, abbey and fishermen took the
brunt of the damage
4. Specific dead are given by name.
PATCHWALL THE 11
TH
THE ATTACK AT ZERMAN’S CROSSING
The hobgoblin leader decided that the
hobgoblins will attack just before false dawn,
wanting to catch them in the inn, asleep and
with their armor off.
A band of hobgoblins have been waiting
outside of Grest hoping that Obestor would in
fact mount up and go to Restenford. However,
the hobgoblins are in the foothills of the
Trollheim Mountains and they can’t keep pace
with the knight’s troop. Only their best tracker
has dared to follow behind near the road. He
has seen Obestor enter the Inn and remain
there on the late afternoon of Patchwall the
10
th
. He doubled back to find his battle group
and they all creep up in the small copse of trees
and bushes just north of the Inn by 7 PM . The
party has arrived in that space of time and the
tracker is not aware they are there as well as
Obestor.
However, seeing that that the Obestor’s troops
are up and armed and preparing to leave at
4:30 AM, a half hour before his planned attack,
he can only watch in disgust as they gear up
and leave.
At 7:00 AM he will attack the Inn and Guard
House. The hobgoblins’ goal is to kill everyone
and set up a trap for the knight when he returns
this way.
Page 3
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