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NeoExodus Adventures: Cold Visitor
neoexodus adventure:
LPJ9999
Cold Visitor
Written By Lee Hammock
and CHris M C Coy
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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NeoExodus Adventures: Cold Visitor
“Cold Visitor” is a D&D adventure for a party of 4-6
PCs of levels 6-8. All character classes will be useful
in the adventure but wizards, sorcerers, clerics and
druids will be especially useful. Someone who can
read Draconic or has a high Decipher Script skill is
essential to this adventure. A Masterwork sword and a
moderate level magic item is also needed to guarantee
success. This adventure can be used any time the char-
acters undertake any type of dimensional travel, such
as Nexus Gateways or teleport spells. The assumed
introduction is that the characters are traveling
through a Nexus Gateway from Exodus, where things
are very much in the gray, intrigue is more common
than oxygen, the world is always on the brink of
world-shattering events and heroes are truly heroes.
The PCs trip is sidetracked onto the planar bubble
called Praegelidus.
lation almost immediately in a bid to create an
army with which to conquer his home realm and
get revenge on his enemies. The humans soldiers
could not defeat Pah’tharsus in battle for he could
not be truly slain, so instead they worked to trap
him. Unfortunately for Pah’tharsus, the human magi-
cians proved both powerful and crafty. Using the
lure of a vast trove of magical lore, the wizards lured
Pah’tharsus through a magical Nexus Gateway to a
small planar bubble they called Praegelidus.
This dimension was nothing but a frigid wasteland
that had fragmented off the elemental plane of water
during some immense prehistoric cataclysm. Lost in
the multivese, Praegelidus rapidly froze into nothing
but mindless stretches of hostile wind, ice and snow
on which no mortal creature could survive for long.
In preparation for the trap, the wizards surrounded
Praegelidus with wards and binding spells that
prevented the interference of divine, celestial or
infernal creatures and blocked all dimensional travel
once Pah’tharsus was trapped, sealing the wizards in
with the beast they sought to contain. The wizards
gave their lives luring Pah’tharsus onto Praegelidus
where he could not escape and Pah’tharsus was forced
into a hibernating state by the intense cold after he
had driven them all mad. The eternal swirling storms
patterns that patrol the plane eventually buried the
demon into deep layers of snow and ancient ice.
The module is divided into several sections:
• The “GM Preparation” section contains a
summary of the adventure background, synopsis,
character hooks, suggested atmosphere and the
players’ introduction to the adventure.
• “Lay Of The Land” is the collection of descrip-
tions for the environmental conditions of
Praegelidus and adventure locations.
• “Death Marches On” is the tense and dangerous
timeline of how the encampment will slowly lose
its members to murder, insanity and a death never
ending.
• The “Appendixes” at the end of the module have
statistics for the featured monster, the NPC cast,
and new magic items, spells and equipment.
Pah’tharsus remained trapped for an unknown
amount of time on Praegelidus and all records of the
existence of Pah’tharsus and his prison were wiped
from the annuals of history. Unfortunately eventu-
ally the wards on Praegelidus began to break down
as Pah’tharsus struggled against them, weakly trying
to escape his frozen prison. A hole appeared in
the wards, allowing dimensional travelers to enter
Praegelidus once every five days but only for a half
hour span beginning at noon, a period of time that
has come to be called the entry cycle. As a signal
to indicate the failing wards, Praegelidus began
pulling in planar travelers if any were nearby when
the entry cycle was allowing visitors. The intent was
that anyone yanked into Praegelidus would repair the
wards. So far, the few unlucky souls trapped there
were clueless as to their purpose on the plane as well
as unprepared for the harsh conditions. They all froze
to death.
Since various actions are based on either location,
time or the motivation of NPC’s, it is vitally impor-
tant that so the DM should read the entire adventure
carefully before running it. Much of this adventure
happens on a schedule so DM also keep track of what
time it is in the game. An abbreviated list all the
scheduled events can be found at the end of the Death
Marches On section.
GM PREPARAtION
Background:
Long ago there was a horrible creature of immense
power named Pah’tharsus that was cast out of a
forgotten infernal realm by his own demonic fellows
for trying to overthrow the power structure of their
plane. Pah’tharsus began his exile upon a human
world and began subjugating the local human popu-
By sheer happenstance, one party was carrying
enough supplies to survive the conditions on
Praegelidus until the next entry cycle and managed
to escape, but not before their wizard, Silas Fedders
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NeoExodus Adventures: Cold Visitor
learned of the unusual properties of Praegelidus and
discovered the trove of magical lore left there by the
magicians who built the wards. Free from the inter-
ference of divine or infernal beings, divination magic
and most dimensional travelers, Praegelidus seemed
an excellent spot for those looking for some privacy,
even if it was inhospitable. Seeing an excellent place
to build a research library and a chance to make some
money by helping criminals hide on Praegelidus, Silas
arranged a return trip to Praegelidus on the next entry
cycle to set up an encampment and begin surveying
the area.
Unfortunately Pah’tharsus has the ability to create a
replica of any soul he consumes, causing confusion as
to who is still alive and who is a pawn of the monster.
Pah’tharsus also gets stronger as he gains more souls
and the rest of his body begins breaking free of its icy
prison. The PCs learn the true history of Praegelidus
from the tomes left by the original wizards who
trapped Pah’tharsus as well as find out what must be
done to restore the wards. If the wards are not restored
before the next entry cycle, Pah’tharsus may be strong
enough to break free and renter the material plane.
Silas’s actions caused Pah’tharsus to stir in his frozen
grave and using the scraps of his power still avail-
able he sent messages to Silas through Silas’s dreams,
leading the wizard to where Pah’tharsus was buried.
Curious to a fault, Silas followed these amazing
dreams and dug part of Pah’tharsus up. He dragged
the ice-encased fragment of the great beast back to
the encampment. As the ancient evil prepares to
reawaken, the players enter the scene unaware that all
hell is about to break loose.
To succeed, the PCs must find and destroy the frag-
ments of Pah’tharsus, save as many lives as possible
and perform the rituals to restore the binding magics
on Praegelidus all while dodging paranoid wizards
and soldiers who are scared out of their wits.
Character Hooks:
“Cold Visitor” is a very easy adventure to introduce
to the characters because they are essentially hijacked
onto Praegelidus while undertaking some form of
dimensional travel. This can be anything from
teleport to using established portals. The default situ-
ation is that of entering a Nexus Gateway in a city in
the lands of Exodus.
Adventure Synopsis:
The PCs arrive on Praegelidus in the midst of the
storm that coincides with each entry cycle. The PCs
appear at the portal stone, the epicenter of the wards
encasing Praegelidus, and are soon discovered by
Silas’s men. As long as the PCs are polite, they are
shown about most of the camp and treated well since
the settlement doesn’t get much in the way of visi-
tors. They are not allowed to inspect the portal stone
too closely or wander into the wizard’s section of the
camp. The PCs will be told the basics of the situation
on Praegelidus, including:
Suggested Atmosphere:
The theme for “Cold Visitor” is one of extreme para-
noia. The PCs are stuck in a frozen wasteland with a
bunch of people they do not know, a horrible monster
that can assume any humanoid shape, and they cannot
leave for five days to boot. Soon after arriving the
PCs should feel like they cannot trust anyone in the
camp, or even each other at times. Between the frail
sanity of some of the people on Praegelidus and the
possibility they may be part of Pah’tharsus, the PCs
should be wary of trusting anyone who leaves their
line of sight for more than few minutes. This is an
excellent opportunity to play mind tricks on the PCs;
roll dice at random and then look disapprovingly at
the result or pass lots of notes to the PCs to make
them unsure as to who has turned and who hasn’t. If
the PCs split up try to get the players into different
rooms, heightening the feeling that anyone who goes
off alone will surely be turned into some type of
monstrosity.
• They cannot leave for five days.
• Divine spells cannot be regained on Praegelidus.
• Divination spells do not function on Praegelidus.
After the PCs have had some time to explore the
camp, one of the camp’s guards is murdered and
another goes missing. The portion of Pah’tharsus
removed from the ice disappears as well but Silas
keeps this secret. Soon the Captain is killed as the
Pah’tharsus Shard begins attacking the camp and
creating soul shells. Silas tries to avoid telling the
PCs the truth but soon factions begin to form in
the camp as the Green Griffon mercenary company
turns against the wizard and his apprentices. While
they begin to blame each other for the slowly
mounting death toll, the PCs must try to avoid falling
victim themselves and find out what is going on.
In addition to the threat of Pah’tharsus, most of the
other people on Praegelidus will probably be of little
assistance to the PCs. Most are not mentally prepared
for what befalls them and these poor souls will soon
be seeing threats behind every random noise or
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NeoExodus Adventures: Cold Visitor
strange shadow and since all this trouble started with
the arrival of the PCs that means the PCs will prob-
ably receive a sizeable dose of suspicion.
the snow and coming slowly closer to you. Soon, a
light accompanies the noise and three heavily clothed
figures step out from the storm illuminated by a blue-
green torch that burns without paying heed to the whip-
ping winds all around. The first figure pulls a thick
scarf down from his face, revealing a thick black beard
beneath a red nose. “Welcome to Praegelidus,” the
man says. “I hope you can cope with boredom.”
It is suggested the DM use the encumbrance rules on
this adventure. This is a survival horror style game
where what the characters can carry becomes very
important. There is also a lot of possible loot in the
encampment, but its unlikely the PCs will be able to
transport all of it off Praegelidus and still manage to
survive.
These three men are Lieutenant Orgun and two of his
men. They just escorted one of Silas’s apprentices
to the portal and watched him travel to another plane
using a coldshift scroll in Appendix C. With visitors
being so rare on Praegelidus the soldiers are happy to
the see the PCs, hoping they can provide something
different from the monotonous life they have found
on Praegelidus. Lieutenant Orgun will introduce
himself to the PCs, tell them of the nearby encamp-
ment and invite them to visit; noting that staying at
the portal stone is suicide. Lieutenant Orgun will
avoid questions about why the encampment is here
at all, instead saying Captain Penser and Silas should
answer such questions. Lieutenant Orgun knows that
some discussions are best left to your superior officer.
Despite this, he will be polite to the PCs and will be
very concerned about their well being considering it is
unlikely they have sufficient cold weather gear to be
comfortable on Praegelidus.
Introduction:
The adventure begins when the PCs are pulled into
Praegelidus from any dimensional jaunt they happen
to be on. The default assumption is that the PCs are
heading from a Nexus Gateway located in the lands of
Exodus. Read to the group:
Girding yourself for another trip through the wondrous
pathways of the planes you step into the Nexus Gateway,
feeling an odd feeling of non-existence as you teeter for
a split second between worlds. Normally this would
be followed by a sudden jolt, a loud popping noise and
the pungent odors of your target destination, but not
this time.
You sense a sudden pull on your side. This pull quickly
becomes an insistent yank, followed a blast of cold so
strong you blood freezes in your veins. Then the wind
hits you; a cold gale filled with ice chips that strike you
like a hail of needles. Wherever your destination was,
this isn’t it.
The encampment is only half a mile from the portal
stone so it will not take long for the PCs to reach it.
The path is marked every 100 ft. by a continual flame
torch making it possible to navigate the path even
during a snowstorm. The Lieutenant will allow the
PCs a few minutes to investigate the portal stone but
he will want to report back to camp soon. He knows
the portal stone is important so he won’t let the PCs
damage it or cast spells on it, saying they need Silas’s
permission to do something like that.
As the PCs travel to Praegelidus each must make a
Fortitude save DC 20, or pass out for one minute. The
shock of traveling to Praegelidus is not pleasant. For
those who remain conscious read the following:
All your companions seem to have traveled with you
to this unknown, frigid place. The ongoing snowstorm
limits your vision to only a few paces before you and
the lonely howl of the wind makes it difficult to hear.
The only landmark you can see is a pair of stone pedes-
tals right next to you. The two pillars, each fifteen feet
tall and at least five feet wide at the base, curve slightly
toward each other at the top of their height, creating
an arch-like structure with a space in the middle. Both
pillars are covered with carvings of some type, but
inspecting them is difficult at best under these hostile
conditions.
LAY OF THE LAND
Conditions on Praegelidus:
The average temperature on Praegelidus is approxi-
mately thirty degrees below zero and there are no
seasons to speak of. Day and night each last thir-
teen hours. There is no sun or moon to be seen on
Praegelidus, making daylight more like twilight and
nighttime pitch black. The only weather types present
are overcast clouds or snow storms. Snowstorms
occur regularly every few days and are very intense.
While still trying to get your bearings you barely
hear the sound of trudging footsteps breaking through
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NeoExodus Adventures: Cold Visitor
The most powerful snowstorms occur with each entry
cycle.
or fall victim to snow blindness. The character will
suffer a -2 penalty to all attack rolls, Spot and Search
checks until their vision recovers. Another roll must
be made for each hour of exposure and the penalties
are cumulative. If the character reaches a -10 penalty
they go completely blind. One hour indoors will
remove 2 points of the penalty and the remove blind-
ness spell will remove the penalty completely. Snow
blindness is not a factor at night. While wearing snow
blinders characters suffer a -2 penalty to Spot checks.
When outside on Praegelidus, characters must make a
Fortitude save every ten minutes of exposure, DC 15,
with a +1 for each previous save, or take 1d6 subdual
damage. Characters in cold weather gear need only
check once an hour and those with the heavy cold
weather gear Silas’s people use gain a +2 bonus to
their Fortitude saves. Unfortunately, heavy cold
weather gear inflicts a -1 armor penalty on the wearer,
has a Maximum Dex Bonus of +3 and weighs 20 lbs.
While on Praegelidus, the PCs cannot use and spells,
magic items or abilities that involves travel to another
plane or summoning. This includes all the summon
monster and summon nature’s ally spells in addition
to spells such as ethereal jaunt. This also means bags
of holding and portable holes cannot be accessed on
Praegelidus. Also all divination spells, magic items
or abilities provide no information when cast on
Praegelidus. Lastly divine spells and turning attempts
may not be regained while on Praegelidus, meaning
characters will have to conserve their resources.
If a character is carrying a hot stone they receive a +5
bonus to their Fortitude saves. Characters who take
subdual damage from the cold have hypothermia or
frostbite and are considered fatigued. The presence of
snow everywhere on Praegelidus cuts all movement
rates in half unless the character is wearing snow-
shoes.
If caught out in a snowstorm characters suffer a -4
penalty to all ranged attack rolls, Spot checks, Search
checks and Listen checks. Also the high winds asso-
ciated with the storms will blow out most ordinary
flames.
The Portal Stone:
The Portal Stone is the center of the wards and spells
cast on Praegelidus to keep Pah’tharsus trapped. It is
a powerful artifact but has no effect other than to keep
the wards on Praegelidus active. It is slightly warm to
the touch and is completely covered in runes. Anyone
If a PC stays out in the snow during daylight for more
than an hour without eye protection, such as snow
blinders, the PC must make a Fortitude save DC 15
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