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Dungeon Crawl Classics #46
The Book of Treasure Maps
A COMPILATION OF ADVENTURES
FOR CHARACTER LEVELS 3-16
Credits
Developer: Harley Stroh
Writers: Casey Christofferson, Kameron Franklin, Scott Green, Andrew Hind, Chris McCoy, Christina McCoy, Ken McCutchen,
Jeremy Simmons
Front Cover Artist: Brad McDevitt
Back Cover Artist: Mike Wilson
Interior Artists: Chris Anderson, Friedrich Haas, Cory Hamel, Cliff Kurowski, Jesse Mohn, Chris Watkins, Mike Wilson
Cartographer: Jeremy Simmons
Editors: Aeryn “Blackdirge” Rudel, Ken Hart, Liz Rich
Line Editor: Harley Stroh
Graphic Designer: Joseph Goodman
Proofreader: Mike Ferguson
Playtesters: Heidi Baker, Mark Baker, Michael “Sgt” Barnes, James Beauschesne, Clint Bennett, Kathy Christofferson, Jerry
“Damage” Cook, Neil Dawson, Stephen Elliott, Jeremy Hardin, Chris Hind, James Hind, Brad “The Phoenix” Hurley, Zach "no
pants" Kirkendall, Chris McCoy, Christina McCoy, Chris McGowan, Roger Pierson, Anthony “Visage” Pittman, Adam Wellman
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Table of Contents
Adventure Title . . . . . . . . . Author . . . . . . . . . . . . . . . . . . . . . . . . . . . Levels . . . . . . .Page
The Temple’s Tribute . . . . . . Kameron Franklin . . . . . . . . . . . . . . . . . . . 3-5 . . . . . . . . . .3
Secrets of the Blue Moon . . Ken McCutchen . . . . . . . . . . . . . . . . . . . . 4-6 . . . . . . . . . .16
Cadwul’s Corkscrew . . . . . . Jeremy Simmons . . . . . . . . . . . . . . . . . . . 7-9 . . . . . . . . . .33
Fane of the First Spell . . . . . Chris and Christina McCoy . . . . . . . . . . . . 10-12 . . . . . . . .48
The Aqueous Vault . . . . . . . Casey Christofferson with Scott Green . . 13-15 . . . . . . . .68
The Bloodfire Spire . . . . . . . Andrew Hind . . . . . . . . . . . . . . . . . . . . . . . 14-16 . . . . . . . .88
DCC World
Each of the adventures in this book can be used
stand-alone, or set in the world of Áereth from DCC
#35: Gazetteer of the Known Realms. In the Known
Realms of Áereth, the island on which The Temple’s
Tribute is set can be found in the Empyrean Ocean,
off the north-western coast of the Southern Province,
at the start of the chain of that becomes the Barrier
Isles.
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Dungeon Crawl Classics
The Temple’s Tribute
By Kameron M. Franklin
AN ADVENTURE FOR CHARACTER LEVELS 3-5
Introduction
map should be, they are attacked by a shark zombie.
When they finally land at the village, they find only a few
exhausted, gaunt inhabitants who speak fearfully of
sickly lights that fill the night skies and dead relatives
who rise from the grave and attack after sunset. In fact,
zombies are pounding on the gates to the village.
Should the characters stay the night, they will be
exposed to the rays of negative energy generated by an
evil artifact in the center of the island and the remaining
villagers will die.
Remember the golden days of role playing, when
adventures were underground, NPCs were there to be
killed, and the finale of every dungeon was the dragon
on the 20th level? Well, those days are back. Dungeon
Crawl Classics feature bloody combat, intriguing dun-
geons, and no NPCs who aren’t meant to be killed.
Each adventurer is 100% good, solid dungeon crawl,
with the monsters you know, the traps you fear, and the
secret doors you know must be there somewhere.
When the characters pass beyond the village’s protec-
tive walls, they enter a prehistoric jungle. Each day in
the open risks an encounter with enervated or zombie
dinosaurs, and each night exposes the characters to
more negative energy. Following the map, the charac-
ters make their way to a rope bridge that crosses a river
and is guarded by a hungry, but enervated elas-
mosaurus.
The Temple’s Tribute is designed for four to six player
characters of 3rd through 5th level. While the charac-
ters can be of any basic character class, a good mix that
includes a rogue and a strong warrior type would be
helpful; having at least one cleric is highly recommend-
ed.
Adventure Summary
As the characters climb the switchback trail to the tem-
ple at the top of the plateau, skeletal archers shoot at
them from guard towers. Inside the temple, necro-
mancers and clerics of Lasheeva defend their profane
artifact and years of tribute in gold and gems.
The characters have procured a boat and are sailing to
a mysterious island partially revealed on a map in their
possession (see handout A on page 15). As they
approach the coastline where the village marked on the
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Game Master’s Section
+0 ranged touch, 1d6+1 damage to Str); Search DC 26;
Disable Device DC 26); replace the poison wall spikes
trap in area 3-9 with a wall blade trap (CR 1; mechani-
cal; touch trigger; automatic reset; hidden switch
bypass (Search DC 25); Atk +10 melee (2d4/x4,
scythe); Search DC 22; Disable Device DC 2).
Encounter Table
To help the GM prepare, we have included a quick ref-
erence table showing all encounters at a glance. Loc –
the location number keyed to the map for the encounter.
Pg – the module page number that the encounter can
be found on. Type – this indicates if the encounter is a
trap (T), puzzle (P), or combat (C). Encounter – the key
monsters, traps, or NPCs that can be found in the
encounter. Names in italics are classed NPCs. EL – the
encounter level.
Stronger parties (7 or more characters, or higher
than 5th level): Replace the shark zombie in 1-1 with a
dire shark zombie; double the zombies in area 1-3;
replace the megaraptor skeleton with a tyrannosaurus
skeleton; add 10 human warrior skeletons to area 3-3.
Getting the Players Involved
Loc Pg
Type
Encounter
EL
The adventure begins with the characters already near-
ing the island by boat. Use the following hooks to pro-
vide the appropriate motivation for the PCs:
1-1
5
C
Shark zombie
4
1-2
6
C
1-2 human commoner zombies
2
1-3
6
C
6 human commoner zombies
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• One of the PCs inherits an old painting. While get-
ting it repaired and reframed, the PC discovers a
half-finished map of an island with markings that
indicated the location of some great treasure.
2-1
7
C
Enervated elasmosaurus
4
3-1
8
C
8 human archer skeletons
3
3-2
8
C
Megaraptor skeleton
4
3-3
9
C
2 human Clr2
4
C
Brucca , Human Clr6
6
• A cartographer has hired the PCs to complete a
half-finished map he recently acquired. There are
markings on the map that indicate the possible
location of some great treasure.
3-4
10
T
Glyph of warding (blast)
4
3-5
11
C
Armuum , Half-elf Wiz5
5
T
Ghoul touch
3
3-6
11
C
Human Clr2
2
• An aging sailor regales the PCs with a story of a
tropical island he once sailed to, where the natives
paid tribute to their god by bringing gold and jewels
to a temple on a plateau in the middle of the isle. He
has a half-finished map of the isle he is willing to
sell them.
3-7
11
C
Human Clr2
2
3-9
12
T
Poison wall spikes
5
T
Ceiling Pendulum
3
Scaling Information
The Temple’s Tribute is designed for four to six charac-
ters of 3rd to 5th level, but it can be easily modified for
parties of different sizes or levels. Consider adapting
the adventure using the following suggestions:
Island Nights
A cult of Lasheeva that currently inhabits the temple on
the island has recently constructed an artifact they call
Lasheeva’s arch . Every night, this artifact radiates
waves of negative energy that extend out in a radius far
enough to encompass the entire island. Waves of sick-
ly purple and green light wash across the sky from dusk
to dawn. Any living creature caught outside during the
night must make a Fortitude save (DC 17) or suffer the
effects of an enervation spell. A Spellcraft or Knowledge
(arcana) check (DC 24) can be made to identify the light
as the result of an enervation spell effect.
Weaker parties (3 or fewer characters, or lower than
3rd level): Remove the shark zombie from area 1-1
entirely; remove half the zombies from area 1-3; replace
the enervated elasmosaurus in area 2-1 with a collaps-
ing bridge trap (CR 1; mechanical; location trigger;
bridge collapses entirely when first character reaches
middle, plunging them into the river; DC 20 Reflex save
avoids; Search DC 24; Disable Device DC 20); remove
2 of the skeletal archers from 3-1; remove the megara-
ptor skeleton from area 3-2 entirely; lower the human
cleric in area 3-3 to 5th level and replace the glyph of
warding trap in area 3-4 with an inflict light wounds trap
(CR 2; magic device; touch trigger; automatic reset;
spell effect ( inflict light wounds , 1st-level cleric, 1d8+1,
Will save half damage); Search DC 20; Disable Device
26); lower the half-elf wizard in area 3-5 to 4th level and
replace the ghoul touch trap with a ray of enfeeblement
trap (CR 2; magic device; touch trigger; automatic reset;
spell effect ( ray of enfeeblement , 1st-level wizard, Atk
Character Death
PCs that die on the island will be raised the following
night as a zombie by the necromantic magic of
Lasheeva’s arch . Characters that die in area 3 will be
animated as a skeleton by the clerics of Lasheeva and
any equipment of value will be stored in the temple vault
(area 3-9).
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