d20 Goodman Games Citadel of Fire.pdf
(
8023 KB
)
Pobierz
CITADEL OF FIRE
Concept
Bob Bledsaw and Kara Geilman
Contents
Introduction
3
History of the Citadel of Fire
3
Original Design
Marc Summerlott
Adventure Summary
4
Judges Section
4
Developers
Joseph Goodman, Greg Geilman,
and Kara Geilman
Rumor Mill
5
Field Guide to Encounters
6
Area Maps
7
3.5 Authors and Design
Steve Edwards and Steve Stottrup
Village of Aztlan
9
Stag’s Leap Inn
21
Producer and Publisher
Joseph Goodman
Temple of Kutalabold
25
Manse of the Bloodmaidans
34
Aztlan Necropolis
41
Layout
Robert Conley
Citadel of Fire Level A
57
Citadel of Fire Level B
61
Managing Editor
Greg Geilman
Citadel of Fire Level C, D
63
Citadel of Fire Level E, F, G
69
Proofreading
Kara Geilman, Alysson Wyatt,
Michael Reagin, and Richard J. Henson
Dungeon Level 1
74
Dungeon Level 2
81
Dungeon Level 3
93
Maps
Robert Conley
Dungeon Level 4
99
Dungeon Level 5
104
Art
Interior: William McAusland
Cover Art: Stefan Poag
Appendixes
106
License
128
Playtest
Robert Dodge, Ben Steele, Ray Quinn
Vickie Simmons, Joe Lackey, Jason Perry,
Michael Reagin, Richard Joseph Henson,
Marty Watts, Greg Geilman, Kara Geilman
Judges Guild
Eostros Games
Special Thanks to Kara for putting this all together
Developed by Eostros Games,
Published by Goodman Games.
Copyright 1981, 2007 by Judges Guild and
Goodman Games
Email Contacts
Goodman Games: goodmangames@mindspring.com
Eostros Games: ggeilman@eostros.com
Page - 1
Introduction
Citadel of Fire was originally issued by Judges Guild in 1978, and was the most challenging adventure ever released
by Judges Guild at the time. The modifications made to this classic adventure were done with great reverence to the
original, and were designed to update it and make it mesh more closely with the revised Wilderness of High Fantasy
world and with current D20 fantasy gaming. Changes include the addition of the specific location, the town, the
graveyard, and most importantly a stronger back story and cohesive plot. The changes to the plot required some
alterations of the classic Citadel layout and sequence. These changes were intended to heighten the excitement for
players and to make the adventure easier to incorporate into an active Wilderlands campaign. They were also intended
to leave fragments of plot and story that could lead to additional Wilderlands adventures.
We expect that each referee will alter, expand and illuminate areas that they wish. The setting may be changed to
fit your individual campaign (Wilderlands-based or no). Inspiration may require deleting, shrinking and modifying
areas of your choice and is desirable in personalizing this area of your campaign. It is important for you to add and
delete treasures that are appropriate to your campaign flavor. Likewise, the mix of monsters might be modified to
suit your world mythos. And finally, consider replacing some characters here with important characters (heroes or
villains) from your own campaign to create an adventure thread. Whether you change it extensively or use it as is,
we hope you enjoy this updated version as much as we have enjoyed the original for nearly 30 years.
Steve Edwards
Stephen Stottrup
This product requires the use of the Dungeons and Dragons™ Player's Handbook, Edition 3.5
published by Wizards of the Coast™
©2007 Goodman Games and Judges Guild; All rights reserved. Reproduction without the written permission of Judges Guild
or Goodman Games is expressly forbidden. Goodman Games, and the Goodman Games logo are trademarks of Goodman
Games and Joseph Goodman. Judges Guild and the Judges Guild logo are trademarks of Judges Guild and Robert Bledsaw.
Citadel of Fire is a trademark of Judges Guild, Robert Bledsaw and its licensees and partners. Eostros Games and the Eostros
Games logo are trademarks of Eostros Games and Gregory Geilman. All rights reserved. All characters, names, places, items,
art and text herein are copyrighted by Goodman Games and Judges Guild. "D20 System" and the D20 System logo are
trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License contained in the
Legal Appendix. The mention of or reference to any company or product in these pages is not a challenge to the trademark or
copyright concerned. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are
used in accordance with the Open Game and D20 Trademark Licenses contained in the Legal Appendix.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and
intended for entertainment purposes only. Reader discretion is advised.
Check out Goodman Games online at http://www.goodmangames.com
Visit Judges Guild online at http://www.judgesguild.net
For downloads and product support come see Eostros Games at http://www.eostros.com
History of the Citadel of Fire
In ages long past, the Markrabs, an alien race from the
planets prehistory, created the one race to rule. The
Markrabs called them ‘The First Men of the Pureblood’. They
taught them the dark arts of war and magic, raising them to
prominence. The Purebloods developed mastery over the
magic inherent within the land. Operating out of the Valley
of the Ancients, ‘Purebloods’ used the knowledge handed
them by the Markrabs to forge an empire over the nearby
human tribes. They were pale-skinned and long lived.
Thoroughly evil, their rule was malicious and cruel. Their
innate magical abilities allowed them to develop spells, tools,
and weapons which enabled the empire to span centuries.
Finally, however, a power of good with magic strong
enough to stand against them rose from amongst their
oppressed. At the ancient Battle of Waylay Pass, the former
slaves of The First Men arose and overthrew their evil
masters in a violent battle that saw many of the defeated put
to the sword as they fled.
With the pureblood armies vanquished and their elite
wizards slaughtered nearly to a man, The Great Master of
The First Men of the Purebloods fled for his life with what
few remnants of his people he could gather along the way.
Initially this secretive group of outsiders gathered in the
coastal town of what later became Warwik. However, with
their odd appearance, strange religion, and evil demeanor
the locals of this town turned upon them in anger and fear
before they had regained their full strength. Once again their
lair was destroyed and they were forced to take flight. The
Grand Master at the time, a mighty wizard called Nrathax
the Black, led the exodus northwards into the Elphand Lands
and the Elivagar River Valley. Seeking and sensing a natural
nexus of incredible power, he happened upon a towering hill
which the natives called “Flotggardt,” which meant “force”
or “of the Eldritch.” It was here that he decreed The First
Men would re-establish their power and plan their vengeance
upon the land.
In the last rays of sunlight on the first day of Blackmoon,
Nrathax undertook the raising of a tower. Using artifacts
and spells handed down by millennia of ancestors; he opened
a gate to the Great Demon Empire and summoned several
Page - 3
demons to raise a mighty tower and a small keep upon the
hill’s summit. The tower was crafted of a smooth black stone
mined from the quarries of the underworld and brought forth
by demons. This stone had the power to resist the mortal
elements of this world, including wind, rain, heat, cold, sun,
and time. The tower was built in one night.
After completing the tower, Nrathax summoned more
demons and bound these to guard certain places within the
tower for eternity. He then rested in his mighty Citadel for
two years, after which he summoned the Goblin King,
Trinogg, and bade him to tunnel out dungeons under the
tower. In return, Trinogg and his people could dwell on one
level of the dungeon complex and enjoy the protection of
the mage's wizardry.
Nrathax the Black lived in his tower for two hundred years
and saw the passing of many Goblin Kings. The relationship
between the goblins and the wizards of the tower has
remained on good terms down through the years. After the
death of Nrathax, his son Dwenar took over. For three
hundred years Dwenar studied the black arts in the Citadel.
Only two major events worth noting happened during
Dwenar's reign. The first was the addition of more dungeon
levels and the expansion of existing levels by the goblin
miners. This expansion included the underground arena,
more treasure rooms, and vast storage facilities. The second
was the enslavement of the surrounding population within
twenty miles of the Citadel. This was accomplished when
Dwenar led his army of goblins against the combined militias
of the local villages and defeated them in a four hour battle.
The sacking that followed provided slaves and riches for two
years.
Tol Axbel took over after Dwenar's death at the hands of a
demon, and kept up the tradition of evil by starting an Arena
of Death. It was into this Arena many humans were herded
to their deaths. Tol Axbel added to the excavations by making
cruel use of his human slaves. It was at this time he hired
the first humans, both as soldiers and apprentices, and
placed them in important positions in the tower. Since this
time the town of Aztlan slowly rebuilt itself, albeit always
under the shadow and influence of the Citadel and its rulers.
Little has changed since then save the ruler of the tower.
Before death, each ruler passes down the keys to the tower
and the Staff of Nrathax to the next ruler. Seven times has
the Staff passed hands since Tol Axbel. Now Yrammag wields
the Staff, harboring the same evil plans of domination and
devastation as did his ancestors.
Adventure Summary
For centuries the Citadel of Fire has stood: a menacing
spire carved by demons from black stone, brooding over the
Elivagar River Valley and the village of Aztlan below. The
masters of the Citadel, mighty wizards from an ancient and
dwindling race, have long sought pieces from their past which
would help to restore their mastery over the people of the
Wilderlands. Along with the evil temple set within the village
below (a timeless core of malice long tied to the black heart
of the Citadel), the evil powers here are poised to realize their
diabolical plans. Evil minions scour the countryside
slaughtering innocents. An artifact long sought has been
found. The furnaces inside the fortress are being stoked and
readied. Screams of horror and anticipation fill the night
air. Maniacal laughter rings from the stones like the call of
the Abyss. Dread hangs in the air as acrid smoke rises from
the black rock of the tower. The time is nigh when the ancient
ones who call themselves ‘The First Men’ will rise from the
shadows and bring forth their dark power upon the lesser
races. Woe to the people of the land: the Citadel of Fire shall
soon be unleashed! They must be stopped--the fate of the
world rest in your hands!
Judges Section
Adventure Overview
This adventure is designed for 4-6 players of 12th through
14th level. The Aztlan area outside the Citadel of Fire can be
handled by lower level adventurers. The Aztlan Necropolis
can be used by mid level adventurers and certain areas in
the Dungeon are as well. The tower is designed for use by
higher level adventures as are the lower levels of the
Dungeon.
wizards of the Citadel would be seen as a threat to the
Invincible Overlord or to the World Emperor, and wouldn’t
survive long unless it was placed in a remote region to attract
less attention. The river system of the Elphand Lands allows
the Citadel to maintain current knowledge of the politics of
the region as they plot their actions. The back story of this
adventure weaves in an ancient race and a very long timeline.
Things in this adventure have been set in motion for
thousands of years. More information on the Wilderlands
history and world can be located in the Appendix 1.
Field Guide to Resources
This adventure utilizes sources from the Wilderlands of
High Fantasy Box Set™, City State of the Invincible
Overlord™, Players Guide to the Wilderlands of High
Fantasy™ by Judges Guild® and Necromancer Games®
and has been used under license. Tome of Horrors Revised™,
and Glades of Death™ by Necromancer Games® has been
used according to version 1.0a of the Open Game License
detailed in the Legal Appendix at the end of this publication.
The material used has been reprinted for your convenience.
This adventure requires the use of the Dungeons and
Dragons® Core Rules by Wizards of the Coast®.
Adapting the Adventure
This adventure is set within the Judges Guild Wilderlands
world, but can easily be transplanted to a different fantasy
world. To do this, simply remove or modify the back story
of The First Men Purebloods and the Markrabs to suit your
world (say the wizards are outcasts from a guild or secret
society, or that they broke from a tyrant they were supporting
to go off and begin their own debauchery). The keep, tower,
village, and graveyard can be placed virtually anywhere.
The Wilderlands of High Fantasy
The original adventure was not specifically set in the
Wilderlands world, but we have chosen to locate this
adventure in the remote village of Aztlan (Elphand Lands,
Map One, hex no. 1411 & 1312). This is in the northwest
corner of the Wilderlands. Within the Wilderlands the
Page -4
Plik z chomika:
R5700
Inne pliki z tego folderu:
d20 Goodman Games Temple of Blood.pdf
(7062 KB)
d20 Goodman Games Rumble in the Wizard’s Tower.pdf
(12106 KB)
d20 Goodman Games GM Gems.pdf
(3690 KB)
d20 Goodman Games DM Campaign Tracker.pdf
(16358 KB)
d20 Goodman Games Demon Hunter's Handbook.pdf
(5488 KB)
Inne foldery tego chomika:
0one Games
12 to Midnight
93 Games Studio
A New Arcadia Publications
Adamant Entertainment
Zgłoś jeśli
naruszono regulamin