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Deadly Ice
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T he Fang
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one square = 5ft.
GROUND FLOOR
1, Common Room
2, Kitchen
3, Larder and Warehouse
4, Toilets
5, Hallway
6,7,8, PC’s Room
9, Numidas’ Apartment
10, Gnep’s Apartment
11, Zenobia’s Room
12, Griska’s Room
13, Asper’s Room
14, Storeroom
15, Laundry
16, 17, 18, Empty Rooms
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17
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11
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FIRST FLOOR
FRONT ELEVATION
SIDE ELEVATION
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Master Adventures
Adventure Module for 4-5 Characters of Levels 4-5
Deadly Ice
By Mario Barbati
TABLE OF CONTENTS
Introduction
4
3, Snow Trolls Lairs
16
Adventure Background
4
4, The Crevice
16
Adventure Synopsis
4
5, Whitemonks’ Lair
16
Using This Module
4
6, Entrance Area
17
Note on Ability Checks
5
7, Way Room
17
Placing this Adventure in Your Own
Campaign
8, Guard Post
17
5
9, Lieutenants’ Chambers
18
Scaling the Adventure
5
10, King’s Chambers
18
Adventure Hooks
5
11, Guards’ Quarters
18
Too Many NPCs?
6
12, Armory
18
13, Clerics’ Rooms
18
Chapter I, The Fang
6
14, Common Room
18
Production: Øone Games
Supervision Mario Barbati
Graphic Design O’Bully
Cartography O’Bully
Artwork Stefano Guida. Alessandro Ciofi
Events
6
15, Temple of Urmaus
18
Locations
10
16, Sargun’s Room
19
The Fang, History and Overview
10
17, Corridor of Lore
19
1, Common Room
11
18, Halls of the Dead
20
2, Kitchen
11
19, Ice Warriors Crypt
20
3, Larder and Warehouse
11
20, King’s Crypt
21
4, Toilets
11
5, Hallway
12
Chapter III,Returning to the Fang
21
This product uses the OSRIC TM System
(Oldschool System Reference and Index
Compilation TM ). The OSRIC TM system text may be
found at http://www.knights-n-knaves.com/
osric. The OSRIC TM text is copyright of Stuart
Marshall. “OSRIC TM ” and “Old School Reference
and Index Compilation TM ,” are trademarks of
Matthew Finch and Stuart Marshall and may
be used only inaccordance with the OSRIC TM
license. This product is not afiliated with
Wizards of the Coast.”
6,7,8, PC’s Room
12
Events
21
9, Numidas’ Apartment
12
Event 1, The Blackmail
21
10, Gnep’s Apartment
12
Event 2, Toward Slaughter’s Rock
21
11, Zenobia’s Room
12
Event 3, The Execution
21
12, Griska’s Room
13
Locations
22
13, Asper’s Room
13
1, Slaughter’s Rock
22
14, Storeroom
13
Aftermath
22
15, Laundry
13
16, 17, 18, Empty Rooms
13
Non-Player Charactersand Foes
23
19, Harer and Darer’s Bedroom
13
20, Loft
13
New Magical Items
25
The Kuk Globe
25
Chapter II,The Deadly Ice Tomb
13
The Staff of Agamath
25
Background Information
13
Stones of Agamath
26
Events
14
Event 1, Griska’s Actions
14
New Monsters
26
Event 2, Pursuing Orcs
14
Snow Troll
26
Event 3, Griska’s Tactics
14
Whitemonk
26
Locations
15
Ice Key Guardian (dwarf)
26
1, The Crow’s Rock
15
Ice Warrior (Dwarf)
27
2, The Dark Trail
15
Icelord (Dwarf)
27
Øone Games
www.Øonegames.com
master@Øonegames.com
Playtesting : Jeff Bass, Corey Copper, Richard deMorris, Craig Mullins, Scott Saunders, Lucio Abbate, Massimiliano
Cretara, Anna Fava, Alex Zenatti.
Advanced
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Advanced Master Adventures
Introduction
the white snow, praying to his god that his
was wrong and that he had nothing to fear.
As the horns sounded, he knew his fate-he
was hunted by the Frozen Scimitars orcs.
king and the fallen prince-the orcs say that
Griska murdered the king’s irstborn.
Deadly Ice is an adventure for four 4th-
to 5th-level characters. This adventure is
generic, and may be easily inserted in your
own campaign world. Referees have plenty
of room to customize the adventure as
many of the NPCs move around as a result
of player character actions.
Characters may attempt to gain some time
before Stolypin in Griska’s body is taken
back for to the orc king and killed, in order
to rescue Stolypin’s body.
For two days, Griska avoided being
spotted, stealing from cave to cave, and
moving only during the day when the pass
was brightest to keep him from the eyes of
the orcs. Another snowstorm hit the pass,
and Griska forced his way through the
snow, hoping that the cold would get him
before the orcs’ blades.
Performing some investigation at the inn,
the party carefully acquires information
about Griska, discovers his notebook and
other tracks left behind by the man. In the
end, they discover that a local guide has
taken him to the dwarven tomb nearby.
The party may learn more about this Tomb
of Deadly Ice than Griska did before they
start following him.
Adventurers leave from Areneis and
continue through the Frozen Orc mountain
pass, where they adventure in the cold
climate. The adventure features a mix of
half investigation, half dungeon crawl;
furthermore, ive new monsters and three
new magical items are included.
As his vision blurred from blinding snow
and the cold stole his strength, a phantom
of hope appeared: the Fang was barely
visible ahead of him; the Fang is known for
its remote location and its survival amongst
the savage orcs of the pass. With no choice,
Griska knocked at the inn’s doors
Featured in this adventure is the Fang, an
exotic inn where the crux of the adventure
takes place. This inn, and its’ characters,
could also be separated into their own
stand-alone scenario and be used in other
adventures.
Even as the party pursues Griska into the
tomb, the orc elite may follow them should
the party behave poorly to them. The tomb
keeps an ancient evil, and the nervous
Griska may involuntarily awake it.
Adventure Synopsis
The Tomb of Deadly Ice contains ancient
mysteries, and careful characters may
discern its secrets and its legends, granting
chances that might otherwise slip away
while the party tries to catch Griska and
reverse the Kuk Globe exchange. Should
the party take too much time, they might
have to see to a “last minute rescue,” as
Stolypin is taken by the orcs to be executed.
Deadly Ice is best faced by a well-
balanced, neutral or good aligned party
of adventurers. Though not necessary,
a dwarf or a person who understands
dwarven in the party may prove useful.
The adventurers begin in Areneis, just
south of Frozen Orc Pass. An old dwarf
approaches to hire them for a mission; the
adventurers are asked to escort a single
man through Frozen Orc Pass to the
dwarven citadel of Kurum-Dam.
Adventure Background
The dwarf tried to accomplish this himself
but his party of dwarves was pushed back
by continuous conlicts with orcs in the
pass; it’s his belief that a group with little
or no dwarven members may not raise
the suspicions of the orcs and get the man
through. Stolypin is to be escorted and he
is very key to the dwarves of Kurum-Dam,
as he’s a “noser.”
Griska has led from the mountain city of
Halgabok, where he stole the Kuk Globe
from a minor wizard. With strong ties
to the city guard, the wizards made life
impossible for the rakish Griska-forcing
him into Frozen Orc Pass.
Using This Module
Deadly Ice is an adventure that features
a balance of roleplaying, puzzle solving
and combat. A well-balanced, neutral or
good aligned party of characters work
best, but not strictly necessary-as the party
may have other motivations to act (such as
strictly gaining wealth).
In the midst of the pass, Griska was hit by
a sudden snowstorm, and the man took
shelter in a small cave. Unfortunately, a
patrol of Frozen Scimitar orcs took shelter
in the cave as well. Griska, without access
to his magic, sunk into the shadows at
the rear of the cave, hoping for the right
moment to escape.
If the party accepts the job, they are free
to gather some information from rumors
loating about in the city before leaving.
Once in the pass, characters spot orcs
several times, though the orcs seem to take
no interest in the party. After several days
into the pass, a sudden snowstorm forces
the characters to take refuge at the Fang.
Sections to be read aloud are featured
in boxed text, and may be paraphrased
or omitted. You should adapt the text to
match the style of adventuring that your
players are comfortable with.
At dawn, Griska peeked from his hiding
spot; seeing a single orc near the cave
mouth, he cautiously moved past the
guard, trying to pass undetected. In the
moment as Griska stole past the orc, the
orc took notice of Griska and make move
to alert the rest of the sleeping orcs. With
a lucky strike, Griska slashed the throat of
the orc before it could make a sound. As
Griska quickly inished killing the guard,
he noticed the markings on the orc’s armor-
the orc was clearly a high-ranking member
of the Frozen Scimitars.
Griska has arrived mere hours at the Fang
before the characters, and in the night, the
thief exchanges his mind with Stolypin’s
by use of the Kuk Globe, hoping to save his
life from the hunting party of orcs. After
the exchange, Griska takes his new body to
a nearby dwarven tomb, hiding out for a
while before leeing.
This adventure module is divided into
events and locations. Events are triggered
by time or by situations that arise (such
as a character that asks a speciic question
or that heads to a location, even meeting
a certain NPC). Events are numbered, but
they may not occur in order, as one event
with a higher number may happen before
one with a lower number. Locations are
numbered as well, but these are features
or places the characters may visit over the
course of the adventure (for example: a
dungeon room).
Player characters awake and are confronted
by the mystery of Griska’s body with
Stolypin’s mind, just as this discovery
sets in-the elite guard of the orc king
Kdank arrive to take possession of the
thief Griska’s body for the honor of their
In a predicament, Griska led headlong into
4 DEADLY ICE
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Advanced Master Adventures
Note on Ability Checks
The 6th- to 7th-level party may want
a stronger challenge in this adventure.
Increase the number of key guardians
and increase the hit points of the other
monsters, including the icelord. Griska
may remain at the same level, but you
may equip him with curative potions and
other wondrous items or wands, such as
a brooch of shielding or a wand of magic
missiles. Increasing the orcs hit points
should be enough, if not, increase the elite
hit dice by one (while leaving Kashen and
Zandkros as they are).
over the adventure text to see the possible
pitfalls might lie is a must. Just leveling
up the monsters may not be enough, even
though doing so is certainly easy to do.
For example, you may increase the Magic
Resistance to the icelord and add to the ice
warriors, as ire-based magic might destroy
them easily. A good idea is raise the Type
level of the undeads (the icelord should
be of type VIII for example). Griska might
have stolen some other magical items along
with the Kuk Globe; so increasing his rogue
levels might be an explanation.
At certain times in the adventure,
characters may have to make an Ability
Check.
The player rolls a d20. If the result is equal
to or less than the PC’s ability score in the
area called for in the
check (Strength, Wisdom, Dexterity, etc.),
the check succeeds. A check may have a
modiier (-1, -2 etc), the modiier is applied
to the ability score before the check is
made.
Placing this Adventure in
Your Own Campaign
Scaling the adventure for levels higher than
7th is possible, but you should consider
the basic structure of the adventure before
attempting it. Time for this adventure is
crucial, and should the party devise or
possess quicker traveling methods, such as
a carpet of lying, the adventure collapses.
At higher levels, planning and reading
Adventure Hooks
The adventure’s main hook is described
in Event 0 of Chapter One. The alternate
hooks described here may better suit your
party and easily allow a transition into the
adventure.
The adventure is set up using a mountain
pass that is patrolled by orcs, in a cold
clime, with a dwarven citadel just beyond
the pass.
In extreme cases, you can substitute these
features with an equivalent environment.
For example, a jungle dominated by a tribe
of lizardfolk could work well. The Fang can
be placed in the midst of this jungle and
the party might have to take shelter from
a sudden torrent of rainfall. The dwarves
could be easily replaced by another race as
long as their reasoning for hiring the party
is sound.
Griska
The dwarven deity Urmaus may be
replaced with another, even simply
changing the name makes adaptation easy.
Though if you choose to do so, you should
change the backstory of the adventure’s
locations to match.
Scaling the Adventure
This adventure is designed to challenge
four characters of around 4th- to 5th-level.
The adventure may be adapted easily to
better suit slightly lower, or slightly higher,
level parties.
A 2nd- to 3rd-level party should face a
slightly less challenging dungeon. By
reducing the number of monsters in the
tomb, the adventure can still entice the
party without overwhelming them. Two
of the ice warriors should be removed,
and the stones hidden elsewhere in the
dungeon; Griska only awakens one of the
ice warriors. To facilitate a decent challenge
you may reduce his rogue levels with little
to no effect on adventure play. Orcs of the
White Wolves would be reduced in number
while Zandkros would still bear a staff of
lightning bolts to assault the inn.
DEADLY ICE 5
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