d20 Amalara Dungeon Dive 3 The Hungry Demiplane.pdf

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AMA1003A
The Hungry Demiplane
by David Garrett
Requires the use of the Dungeons & Dragons Pla yer's Handbook,
Third Edition, published by Wizards of the Coast, Inc.
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Dungeon Dive 3:
The Hungry Demiplane
by David Garrett
Playtesters: David Kuchler, Scott Perry, Robert J. Schumacher, Sarah Zielinski
Cartography: David Garrett
Interior Art: Jason Walton
Dungeon Dive 3: The Hungry Demiplane is ©2005 Amalara. All rights reserved. Reference to
other copyrighted material in no way constitutes a challenge to the respective copyright holders
of that material.
Dungeon Dive , Amalara, and their associated logos are trademarks of Amalara.
Amalara
4903 Yorkshire Rd. Parma, OH 44134
Email: custserv@amalara.com
Web: www.amalara.com
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in
the United States and other countries and is used with permission.
"d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System License version 6.0. A copy of this License can be
found at www.wizards.com/d20.
Art by Jason Walton from Image Portfolio © Louis Porter, Jr. Design, All Rights Reserved
Maps created in Dungeon Crafter 1.4.1 http://www.dungeoncrafter.com
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Dungeon Dive 3
Using This Product
Unlike typical "adventures," this product
is designed to be used by a GM who has
already designed a plot, NPCs, and a big,
bad, boss creature. Unlike typical "maps,"
this product is designed to be used with very
little preparation. In addition to the layout of a
dungeon, this product includes traps, hazards,
creatures, and treasure.
As you read through the product, simply refer
to the power level appropriate to your party.
Additionally, DCs for certain skill checks may
have multiple values, for example (Search DC
20/25/30). This should be read as the DCs for
Low/Medium/High level parties.
For easy reference, the stat blocks for traps and
hazards are included directly in the description
of each encounter area. Short stat blocks for
creatures are also included inline.
Each Dungeon Dive product is also adaptable
to a wide range of power levels, and each
encounter area contains a section with
information targeted toward low, medium and
high-level parties.
About the Demiplane
The hungry demiplane is an intelligent, living
entity that feeds on the pain and suffering of
those trapped within. As it feeds, it grows by
stealing rooms and other structures from the
material plane.
There are two types of encounter areas. In the
irst type, the entry for each power level (low,
medium, high) builds upon the last. These
entries are bulleted with a "+". For example,
this entry, describing the potions found in a
treasure chest, is a cumulative entry:
Origin of the Demiplane
The description of the demiplane herein is not
dependant on it having been created in any
particular fashion. Therefore, you can tailor
the plane's origin to suit your campaign. The
following is a list of possibilities:
+ Low: two cure light wounds , one oil of
timelessness , and two delay poison
+ Medium: two cure moderate wounds ,
one lesser restoration , and one shield of
faith +3
• The plane was willed into existence by a
demonic power or an evil god.
+ High: two cure serious wounds , one
barkskin +5, and two remove curse
• The plane splintered off from one of the
evil or chaotic outer planes, and has taken
on a life of its own.
In the second type, the entry for each power
level stands alone. These are bulleted with a
"–". This entry, in the general construction
section, is a standalone entry.
• The plane was created through the foul
magic of a powerful mage or priest (who
might still inhabit it).
- Low: Good wooden doors (Break DC
18), and good locks (DC 20).
• The plane spontaneously generated in the
Ethereal.
- Medium: Strong wooden doors (Break
DC 25), and better locks (DC 25).
Regardless of its origins, the plane possesses
the power to absorb portions of the material
plane. Its irst act was to absorb a bugbear lair,
- High: Iron doors (Break DC 28), and
even better locks (DC 30).
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The Hungry Demiplane
whose inhabitants it convinced to become its
servants.
only insert a Skeleton Key into any door within
the plane and visualize the target portal on the
material plane.
These bugbears serve
the plane by kidnapping
people from the material
world and bringing them
back to the demiplane to
torture. In exchange, the
unique magic of the plane
provides the bugbears a
secure stronghold from
which to launch raids into
the material world.
It is not possible to leave
the plane without the aid
of a Skelton Key.
Planar Traits
The hungry demiplane
has the following planar
traits.
Timeless: In the
demiplane, time still
passes, but the effects
of time are diminished.
Hunger, thirst, and aging
do not occur while in the
demiplane. The effects
of poison and the rate of
natural healing do occur
normally.
You can ind statistics
for sample bugbears in
Appendix Three .
Accessing the
Demiplane
The demiplane is accessed
via a magical item known
as the Skeleton Key (the
full properties of which
are detailed in Appendix
Two ). Inserting a Key
into any locked door (or
window, or trapdoor,
for that matter) will
temporarily change the
door into a portal to the
demiplane.
When leaving the
demiplane, hunger,
thirst, and aging occur
retroactively.
Finite Shape: The keep
is a inite shape and
size, though it continues
to grow as it absorbs
structures from the
material plane.
In addition to a Skeleton Key, accessing the
demiplane can be accomplished in any number
of ways, including the plane shift and gate
spells or even teleportation .
+ Low: Mildly Evil Aligned: a -2
circumstance penalty applies on all
Charisma-based checks made by good
creatures.
Leaving the Demiplane
Once a portal has been linked to the demiplane
via a Skelton Key, it becomes a viable exit. An
inhabitant who wishes to leave the plane need
+
Medium: Strongly Chaos-Aligned:
A -2 circumstance penalty applies on
all Charisma-based checks made by all
non-chaotic creatures. In addition, the -2
3
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Dungeon Dive 3
penalty affects all Intelligence-based and
Wisdom-based checks, too. These penalties
stack with the penalties for the mildly evil-
aligned trait.
themselves. For example, the PCs may be
tasked with the rescue of someone that has
been kidnapped by the bugbears, or they may
be investigating the sudden appearance of
bugbear raiders in the middle of their town.
+ High: Wild Magic: Any spell or spell-like
ability used on a wild magic plane has a
chance to go awry. The caster must make
a level check (DC 15 + the level of the
spell or effect) for the magic to function
normally. For spell-like abilities, use the
level or HD of the creature employing
the ability for the caster level check and
the level of the spell-like ability to set the
DC for the caster level check. Failure on
this check means that something strange
happens; roll d% and consult the table in
Appendix One .
In this case, the bugbears are likely to sit and
wait while the wandering monsters and traps
contained in the irst two sections wear down
any intruders. The plane itself will keep the
bugbears informed of PCs' movement, and
will supply them any information about the
capabilities of the PCs.
The bugbears are therefore likely to spend their
time fortifying their defenses and preparing
appropriate counters to the PCs' abilities.
Occupants as the Challenge
If a powerful creature has taken over the
demiplane (through negotiation with the plane
and/or the bugbears), it will likely use the
bugbears in a proactive fashion.
Running the Demiplane
Because the demiplane is a sentient, living
entity, it reacts to the presence of adventurers
by locking doors, re-enabling traps, and
alerting its servants and guests to the PCs
actions and movements (including what their
combat capabilities are, what bufing magic
they've used, etc).
At the irst sign of intruders, the demiplane's
ruler will send bugbears to counter the PCs,
in order to wear them down and to expose any
tactics and powers that the PCs might use.
The irst two sections of the demiplane are
illed with creatures that have wandered in,
or been inadvertently captured as the plane
absorbs new structures. While the bugbears
initially hunted these creatures, they quickly
realized that they provided an easy way to
dispose of their torture victims.
Only after the PCs have fought through the
bugbear forces will the demiplane's ruler
engage them.
Non-sentient Plane
While much is included in this product
that described the behavior of the sentient
demiplane, it possible to use this product as a
"plain" dungeon with a minimum of effort.
Currently, they either keep the beasts satiated
or bypass them entirely through the power of
the Skeleton Keys.
Since they do not have the beneit of the
plane's intelligence-gathering capabilities,
they will react to signs of intrusion by sending
members of their tribe to scout and spy on the
PCs.
Demiplane as the Challenge
The demiplane and its bugbear servants
can serve as a viable challenge in and of
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