The Standing Stone.pdf

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Table of Contents
Introduction .......................................... ...............2
Preparation ......................................................2
Adventure Summary........................................3
Character Hooks................................................3
The Megalithic Monuments............... .............3
Beginning the Adventure ....................................5
Scene 1: The Old Forest Road ............................5
Scene 2: Shelter for the Night... ..........................6
Scene 3: The Chapel of Nine Cods ....................8
Sidebar: Hobyahs ............................................8
Scene 4: Ossington ...........................................10
Sidebar: Ossington. ............................. ..........10
Sidebar: Faux Humans of Ossington ...........11
Sidebar: Encounter Skills ..............................12
Scene 5: Information ..................... ....................13
Sidebar: Using Magic ............................... .....13
Scene 6: Assassination.................................. ....14
Scene 7: Dyson's Tower ....................................16
Sidebar: Ruined Elven Village ................... ....16
Scene 8: Into the Woods................................ ...17
Scene 9: The Horseman Returns...................... 18
Scene 10: Hobyahs by Night.... .........................19
Scene 1 1 : The Warlord's Tomb .........................1 9
Scene 12: The Fey's Last Stand.........................23
Scene 13: The Horseman's Rest.. ....... ..............24
Scene 14: Showdown ........................................25
Conclusions .......................................................26
Appendix 1: NPC Statistics................................28
Appendix II: New Monsters ......... .....................31
Appendix III: New Magic........................ ....... ....32
620.T11 HI
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INTRODUCTION
"In this decayed hole among the mountains
In the faint moonlight, the grass is singing
Over tumbled graves, about the chapel
There is the empty chapel, only the wind's home.
It has no windows, and the door swings,
Dry bones can harm no one."
—T. S. Eliot, "What the Thunder Said"
reasons no longer remembered, attacked the site,
destroying the druid community and leaving a large
part of the forest to the north of the circles a burnt
waste. The sole surviving druid, Dydd the Wise, trans-
formed some of the forest animals into humanoid
form to aid her in the resettlement and restoration of
the region. In case history ever repeated itself, she
had the requisite spells carved into the stones of the
circles themselves, lest the necessary knowledge be
lost. Most of "Dydd's people" chose to retain human
form, intermarrying with true humans and leaving
behind descendants who have populated much of the
region.
In the quiet centuries since, most of these events
have been forgotten or have passed into folklore. A
small village grew up within the circles, concerned
only with their yearly harvests. Recently, however, a
tiefling sorcerer named Dyson learned of the spells
inscribed on the stones and decided to use them in a
long-term plan he had. Creating a servitor race that
looked human gave him the perfect tools to use in
infiltrating society in preparation for a fiendish inva-
sion by his demonic allies.
In company with a vrock bard (his liaison with the
fiends), a druid priestess (who provided access to the
spells carved on the stones), and a cat familiar (which
he soon transformed into a companion and body-
guard), he settled in the little village and soon took it
over completely. Within a year, he had replaced virtu-
ally all the original townspeople with transformed
animals. All those who stood in his way have been
ruthlessly murdered. A nearby tribe of grugach (wild
elves) whose members protested the disruption
caused by his removing so many animals from the
forest were lured into a parley and massacred; the few
survivors now stalk all humans with a burning ven-
geance. A wandering paladin who investigated
rumors of trouble was murdered and buried in uncon-
secrated ground; his unquiet spirit now roams the
forest roads, seeking to achieve in death what he
could not in life.
Now Dyson is ready to place his agents throughout
the region, once he gets rid of the elves and the
ghostly paladin. Attacking them directly might cost
him valuable cohorts, so he has been casting about
for someone to do his dirty work for him. Enter the
player characters....
In The Standing Stone, player characters (PCs) who are
called upon to rescue a small woodland community
from a ghostly horseman and vengeful elves discover
that the real danger comes from the villagers them-
selves and their dark master's sinister plot.
Encounter Levels: The Standing Stone is designed
for a party of four 7th-level D&D* characters who
should advance through 8th level by mid-adventure
to the cusp of 9th level at the end. Since they will face
very dangerous foes, Dungeon Masters with inexperi-
enced or small groups may wish to modify some
encounters to give PCs a better chance of survival.
_______PREPARATION
As Dungeon Master (DM), you need a copy of the
three core D&D rulebooks to use this adventure: the
Player's Handbook, the DUNGEON MASTER'S Guide, and
the Monster Manual.
In the adventure itself, the shaded boxes provide
player information for you to paraphrase or read
aloud when appropriate. Sidebars contain important
information for you, including special instructions.
Information on nonplayer characters (NPCs) appears
in abbreviated form in any scene in which the PCs
meet them; see Appendix I for full NPC statistics.
Adventure Background
Centuries ago, druids gathered from across the land to
build a double stone circle deep in an ancient forest.
Consecrated as a holy site, it provided a sacred place
immune to scrying by outsiders, wherein they could
hold their most important yearly rituals.
Long afterward, but still long ago, the area was the
site of two great battles in which Saithnar the Warlord
defeated invading armies but perished as a result of
the second battle. The massive barrow raised in his
honor is still a local landmark, standing a few miles
northwest of the stone circles.
Then came the disaster that devastated and depopu-
lated the area. The great dragon Ashardalon, for
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ADVENTURE SUMMARY
The theme of The Standing Stone is misdirection. Ini-
tially Dyson, his allies, and the transformed villagers
portray themselves as victims and seek to use the PCs
to destroy the only forces that are keeping them bot-
tled up in this vicinity.
The adventure begins as the PCs approach Ossing-
ton, the besieged village, and witness several villagers
being attacked by a ghostly horseman. Once they
reach Ossington, the locals plead for help from the
murderous elves and evil rider. That they have seen
the horsemen kill unarmed peasants with their own
eyes should provide the PCs with firsthand evidence
of the villagers' desperate plight. Any attempts they
make to contact the elves are met with sniper's
arrows; the elves have been fooled by one betrayal dis-
guised as a parley and will not make that mistake
again.
While Dyson may initially be surprised by the PCs'
appearance, he's smart enough to know that someone
was likely to come along sooner or later and has
planned for this eventuality. He seeks to manipulate
them into destroying the ghostly paladin and remain-
ing elves. The best possible result from his point of
view is that they arrive, remove his foes, and depart,
having achieved their "mission." If they seem likely to
discover anything approaching the truth, his plan is
to distract them with legends of the warlord's barrow,
full of treasure guarded by a sinister undead
gravewight (see Appendix II). In his experience, the
combination of treasure, undead, and a dungeon to
explore should lure any adventurers away from inves-
tigation of what he doesn't want them to find. Should
the PCs figure out the full extent of his deceit, he
seeks to destroy them, though he flees—leaving his
more expendable minions behind—rather than risk
losing everything in a futile gesture of revenge.
Note that it's quite possible that the adventurers
will arrive, battle the elves, ghostly horseman, and
warlord, and then depart again with the villagers' grat-
itude and the warm glow of a job well done. It's also
possible that the PCs may get wise to Dyson's schemes
early on and ally themselves with the few surviving
elves and the undead paladin for an all-out attack on
Dyson and company. Either works equally well. Let
events take their own course, directed by the path the
PCs choose to follow.
CHARACTER HOOKS
Each DM knows best how to intrigue his or her
players in an adventure. The following are sugges-
tions that the DM should feel free to modify in what-
ever way seems best, playing upon themes most likely
to interest his or her players and their characters.
• Passing through a small town on their travels, the PCs
overhear two locals talking in the market about how
it's odd that nobody from Ossington came to the fair
this year. Questioning reveals that Ossington is an iso-
lated farming village deep in the nearby forest.
Usually a few Ossington folk visit the town about
once a month, but two or three months back they
stopped showing up. Some of the townsfolk are curi-
ous about why all contact has ceased, but everyone is
busy enough with their own affairs that no one has
undertaken the three-day trip to Ossington to find
out.
• A local noble, Lord Carroway, has heard rumors of
trouble and hires the PCs to quietly investigate.
Worried by rumors of an elven pogrom ("just like in
the Lendore Isles"), he needs to know if the elven
kingdom on the other side of the forest has begun
plans for a hostile campaign against the humans who
live on this side of the forest or is merely seizing the
neutral territory that lies between.
• Haunting ballads have recently begun to circulate,
retelling stories of events from the distant past. These
ballads—The Coming of Ashardalon, The Saithnasmal
("Saithnar's Last Battle"), Dydd's Farewell, The Deeds of
the Lady Durnsay, and others—allude to ancient events
in great (if sometimes confusing) detail. Someone
somewhere has either unearthed some long-forgotten
songs or else has discovered a source of information
on a period of great deeds now almost lost to history,
and every bard, historian, antiquarian, and treasure-
seeker in the land would like to know who.
• The PCs are drawn to the area by rumors of lost magic,
a sacred druid site whose exact location is forgotten, or
a magical sword of great power last seen in the area.
This might even include links to The Sunless Citadel or
The Forge of Fury if the characters participated in these
adventures.
________MONUMENTS
These monuments are centuries old, made by the
original human inhabitants of this land (long ago dis-
placed on most of the continent by invaders from the
THE MEGALITHIC
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