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THE
BANEWARRENS
A mega-adventure taking characters from 6th to 10th level
By Monte Cook
Requires use of the Dungeons & Dragons® Player's Handbook ,Third Edition,
published by Wizards of the Coast®
Additional Credits
Editing and Production: Sue Weinlein Cook
Proofreading: Mark Ashton
Cover Illustration: Alan Pollack
Interior Illustrations: Toren Atkinson, Lars Grant-West, Quinton Hoover, Alan Pollack, and Arne Swekel
Cartography: Robert Lee
Art Director: Monte Cook
Cover and Interior Page Design: Peter Whitley
Playtesters: Michele Carter, Andy Collins, Sue Cook, Bruce Cordell, Jesse Decker,
Erik Mona, Chris Perkins, Sean Reynolds, and Keith Strohm
Special Thanks :Sean Reynolds
For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
"d20 System" and the "d20 System" logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20
System License version 3.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons ®, Dungeon Master ® , and
Wizards of the Coast ® are Registered Trademarks of Wizards of the Coast, and are used with Permission. All content is © 2002 Monte J.
Cook. All rights reserved. Eldritch Might and the Malhavoc Press logo are trademarks owned by Monte J. Cook. All rights reserved.. Sword &
Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. The mention of or reference to any company or product in
these pages is not a challenge to the trademark or copyright concerned.
This edition of The Banewarrens is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide,
and System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate final versions of the license, guide,
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Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, ver-
sion 1.0a: Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limit-
ed to The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power ; The Banewarrens, Requiem for a God, Book of Eldritch Might III: The Nexus,
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gods, historic events, magic items, organizations, spells, and abilities; and any and all stories, storylines, histories, plots, thematic elements, and dialogue; all spells
originating in The Book of Eldritch Might; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic
designs, except such elements that already appear in final or draft versions of the d20 System Reference Document (e.g. Melf, Tenser, Mordenkainen, Tasha, Nystul,
Otiluke, and Tasha) or as Open Game Content below and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Banewarrens are designated as Open Game
Content: the magic item, artifact, poison, disease, curse, and monster descriptions and statistics in the Banes Appendix; the statistics and descriptions for magic items
that appear in sidebars throughout the book; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference
Document or some other OGC source.
Some portions of this book which are OGC originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remain-
der of these OGC portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “The Banewarrens ©2002,
Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork
or non-Open Game Content herein is prohibited without express written permission from Monte Cook, except for purposes of review or use of OGC consistent with the
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2
The Banewarrens
Table of Contents
INTRODUCTION: PRELUDE TO ADVENTURE
Background ......................................................3
Sidebar: Timeline...............................................................4
Adventure Synopsis.........................................4
Running the Adventure..................................5
Map: Master Map Key ......................................................6
Setting ..............................................................6
Sidebar: Imperial Identification Papers........................7
Sidebar: The Look and Feel of Ptolus ...........................7
Map: Ptolus ........................................................................8
Organizations..................................................9
Sidebar: Lothian................................................................9
Characters ......................................................12
Adventure Hooks ...........................................13
Sidebar: Ptolus Technology ..........................................13
Returning to the City ...................................13
Banewarrens Specifics ..................................15
Map: Banewarrens Side View........................................15
Chapter One: IT BEGINS
What’s Going On? ...........................................16
Encounters .....................................................16
Sidebar: Latent Sorcery..................................................17
Handling Tavan Zith......................................19
Sidebar: Experience Awards..........................................20
The First Inquiry ...........................................20
The Second Inquiry ......................................20
Sidebar: Relocating the Banewarrens .......................20
Chapter Two: THE MEANDERING PASSAGE
The Manor House ...........................................21
Sidebar: Quaan Rings ......................................................21
The Umber Hulk Lair......................................21
Map: Umber Hulk Lair...................................................22
Entrance to the Banewarrens ....................23
Chapter Three: THE BROKEN SEAL
Event: The Grailquest Team Returns .........24
The Broken Seal Area....................................24
Map: Broken Seal Area .................................................25
Table: Magical Energy Splash Effects ........................29
Interlude: Return to the City ....................30
Sidebar: Variant Rule: Research Check .......................33
Chapter Four: ENTER HOUSE VLADAAM
The Knights of the Chord............................35
Breaking In .....................................................36
Negotiating With House Vladaam ..............37
Navanna’s Agents ...........................................37
Other Family Members ..................................37
Sidebar: Navanna’s Urban Werewolves ........................37
Key to the Estate ...........................................38
Map: Estate of House Vladaam ...................................39
Map: Below House Vladaam .........................................41
Sidebar: Freeing the Prisoners.....................................41
Dead End ..........................................................41
Chapter Five: THE OUTER VAULTS
Event 1: Green Hag ........................................42
Event 2: Grailquest Team 2 ..........................43
Event 3: Navanna Vladaam ............................44
Event 4: Kidnapped! .......................................44
Event 5: Time Passes.......................................44
Sidebar: New Magic Item................................................44
Passing Through the Broken Seal Area ....45
Key to the Outer Vaults ...............................45
Map: The Outer Vaults: Map 1 ......................................46
Diagram: Area 3 Trap.......................................................47
Map: The Outer Vaults: Map 2 .....................................56
Sidebar: The Fish Generator .........................................57
Chapter Six: THE BELFRY
Return to the City ........................................60
Tracking a Kidnap Victim.............................60
Sidebar: The Infiltrator .................................................61
A Diversion .....................................................62
Going to the Church ...................................62
Event: A New Mission ....................................62
The Chapel of St. Thessina ...........................63
Map: Chapel of St. Thessina ........................................64
Sidebar: New Information ............................................69
Chapter Seven: PORTAL TO THE QUAAN
Effects of the Quaan ...................................70
Arrival.............................................................70
Random Encounters.....................................70
Sidebar: Andrecite...........................................................71
Topography .....................................................72
Font of the Pact.............................................72
Map: The Quaan..............................................................73
Tower of Charch-Pahn..................................74
Map: The Tower of Charch-Pahn.................................74
Sidebar: Switching Senses.............................................75
The Black Manor............................................76
Map: The Black Manor ..................................................77
Going Beyond the Map..................................78
Chapter Eight: THE INNER VAULTS
Event 1: Complications .................................79
Sidebar: Working Avach In ...........................................80
Event 2: The Inverted Pyramid’s Next Move ..80
Event 3: The Church’s Delvers ...................80
Event 4: Pactlord Attack ..............................81
Sidebar: Portable Portal ................................................81
Event 5: Old Friends .....................................82
Event 6: Time Passes ......................................82
Key to the Inner Vaults................................82
Map: The Inner Vaults: Map 1 .......................................83
Sidebar: Vaults.................................................................93
Map: The Inner Vaults: Map 2 ......................................98
Chapter Nine: TREMOC KORIN, THE BANEHEART
The Banemight .............................................100
Key to Tremoc Korin...................................100
Map: The Baneheart ....................................................102
Sidebar: The True Death of the Dread One ..............108
Chapter Ten: THE DREAD ONE’S PATH
Event: The Pactlords Arrive ......................109
Key to the Dread One’s Path.......................110
Map: The Dread One’s Path ..........................................111
Sidebar: XP for Doomwalker Controllers ................112
Sidebar: The Staff of Shards ........................................114
Conclusions ..................................................114
Banes Appendix
Magic Items and Artifacts ..........................115
Poisons ...........................................................116
Diseases and Curses.....................................116
Monsters........................................................116
Illustration Appendix .....................................119
Legal Appendix ..................................................135
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Introduction 3
Prelude to Adventure
The basic premise of this adventure is simple: What happens if an ancient storehouse of evil artifacts and dangers opens up near
a very populated area? Who gets involved? Who wants in, and who wants it sealed back up again?
The answers, on the surface, might seem surprising.
T he Banewarrens is an adventure designed with four 6th-
particularly horrible diseases. Danar called all of these things
“banes” and imprisoned them. He believed that, if
destroyed, the banes would simply release their evil into the
world to wreak more havoc and bring about other darkness-
es. Destroying banes begat new banes.
Danar used powerful spells and magical items to accom-
plish his task, working tirelessly. As his collection of banes
grew he began to bury them beneath his tower, Mosul Pearl,
located near the sea. Danar constructed a vast catacomb, well
warded and sealed, deep underground, and he called it the
Banewarrens. He also found allies who believed in his cause
to aid him. Chief among them were the dragon known as
Saggarintys the Silver King and a celestial named Bastion,
Guardian of the Morning.
But Danar’s goal was folly. Concentrating so much raw
hatred and despite—so much darkness and evil power—
in one place was a terrible mistake. His actions drew the
attention of vile intelligences of whose existence Danar had
never even dreamed. These secretive forces manipulated
events (and perhaps even time and space) to ensure that
the Book of Inverted Darkness fell into the hands of this
well-meaning cleric.
The Book of Inverted Darkness is an artifact older than the
world itself. Scribed by gods and demons, its pages contain
vast lore (only the Book of Eldritch Might contains greater
lore, it is said), all of it dreadful. Unfortunately for Danar
Rotansin—and the world—the book presented this dreadful
knowledge using supernatural techniques, giving it an irre-
sistibly seductive quality.
While he intended to seal the book away with the rest of
the banes, Danar lingered over its pages for just one instant
too long. Its cunningly crafted words beguiled him to keep
the book by his side. Soon, he read more. And more.
And still more.
The book consumed Danar. He neglected his quest to
gather the remaining banes. He withdrew from his family
and comrades. The book’s dark lore corrupted his spirit and
twisted his mind. The lure of the dark power and forbidden
knowledge was too much, even for Danar. Danar Rotansin
became Eslathagos Malkith—the Dread One. With the vast
resources of the banes he had gathered and the knowledge
level player characters (PCs) in mind. If these charac-
ters proceed through the course of the adventure, they
should reach at least 10th level. A rogue is essential to the
party because the Banewarrens contains a lot of traps and
locks, and the group must do a lot of information gathering.
But, of course, fighters, arcanists, clerics, and other classes
all have a role to play.
The course of the adventure takes the PCs into the deep-
est bowels of evil: an ancient underground vault system used
to store the vilest artifacts and imprison the most evil of
creatures. But The Banewarrens is no simple dungeon crawl.
The PCs aren’t the only ones interested in this ancient store-
house of malevolence. No fewer than four large organiza-
tions are also involved—some friendly to the adventurers,
and some not.
This adventure is both location- and event-based. While
the PCs explore the warrens, other forces are on the move,
changing the way things work. The DM must not only man-
age the locations important to the Banewarrens, but the
events that occur as part of the dynamic plot. The adventure
is divided into chapters, most of which contain both loca-
tions and events. This format helps provide structure. The
events described in a chapter do not occur until the PCs are
in the locations that chapter specifies. Exactly when to stage
the events is up to the DM.
Background
In the ancient recesses of time, a powerful and benevolent
cleric set upon a well-intentioned plan. In those days, evil
was on the decline and the forces of darkness had been
routed in almost every field of battle. The master of evil
dragons had been chained, and even the fell races of orcs
and goblins—once more numerous than the races of
humans, dwarves, elves, halflings, or gnomes—had
squirmed back into their meager, shadowy refuges.
With malevolence on the wane, the cleric Danar Rotansin
sought once and for all to rid the world of the remaining evil
influences. This powerful figure began to gather up all the
evil artifacts, objects of dark power, trapped essences of van-
quished fiends, demonic relics, and even the last vestiges of
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4
The Banewarrens: Introduction
he had gained from the Book of Inverted Darkness , the Dread
One withdrew into his tower, also renamed: Jabel Shammar.
He emerged only a few years later, launching an attack so
devastating, it threatened to tear the world asunder. His
might knew few bounds, and with his magical aid, the
armies he had created or summoned conquered the sur-
rounding lands with ease.
The earth itself, no longer able to tolerate the concentrat-
ed evil that Eslathagos Malkith and the banes represented,
thrust Jabel Shammar away from it, creating a tall, impossi-
bly high and narrow spire atop which the tower stood, its
former pearly hue turned black as night. From there, the
Dread One could survey the world—a world he desired to
either conquer or crush entirely.
Only the actions of all the mortal races, led by powerful
and stalwart heroes (many of whom had been friends and
companions of Danar), stopped the forces of Eslathagos
Malkith. It is said they
carried the battle into
the halls of Jabel
Shammar itself. When it
was over, the Dread One
lay defeated. The world’s
greatest heroes sprawled
dead and dismembered
all around him. Most of
them had lost not only
their lives but their souls
to their foe’s magic and
the banes he wielded.
Some bit of Danar—the good and true man he had once
been—still remained, however. His spirit, now free of
corruption, managed to seal the Banewarrens once again.
Although his quest remained uncompleted, and some of the
banes were released again when he became Eslathagos
Malkith, the warrens still contained vault upon vault of evil
artifacts, foul creatures, and vile relics that it would keep
away from the world at large.
Unless the Banewarrens should ever become unsealed
again.
Adventure Synopsis
As the characters mind their own business in the city, they
run afoul of a strange dark elf who inadvertently seems to
curse the innocent bystanders around him with uncontrol-
lable magical powers. After that strange encounter, the
player characters are contacted by either a powerful arcan-
ists’ guild (the Inverted Pyramid) or an influential reli-
gious group (the Church of Lothian), or both, to investi-
gate the mysterious origin of this dark elf. Could it be the
fabled Banewarrens?
Delving deep to investigate, the PCs discover a section of
the Banewarrens that was not completely sealed. They
encounter members of the Pactlords of the Quaan, an evil
group of monstrous creatures intent on getting in to obtain
something called the Black Grail . The Pactlords breached this
section of the Banewarrens recently, their actions loosing the
dark elf. They used a wish to get past a Sealed Door in the
warrens, but a paladin named Kalerecent closed the door
again before most of them could get through.
So everything seems fine, except that the PCs learn that
this door has a key, and it is in the possession of an evil noble
family: House Vladaam. If they want the key, either to use it or
secure it, they have to negotiate with the Vladaam family—or
steal it from them. And it just so happens that someone
wants to help them break into the estate. Except that this
someone is family matriarch Navanna Vladaam in disguise.
She intends to steal the key back from the PCs, of course; she
only wants people to think that her family no longer has it.
Now the Inverted Pyramid wants to learn more about the
Banewarrens and seal the place back up again. The Church
of Lothian, on the other hand, wants to explore. So the PCs
head back down into the Banewarrens, dealing with traps
and guardians as well as some of the banes, the Pactlords,
and Navanna herself. As they explore, they learn of the exis-
tence of the sealing rod, a magic item that will help reseal the
Banewarrens in conjunction with the warding generators
located throughout the dungeon. It seems that the generator
in the section that the Pactlords initially penetrated was
never entirely functional, explaining how they got inside in
the first place.
Eventually, the PCs return to the city to discover the
Pactlords operating out of a chapel of the Church of Lothian
and learn that a cleric they were dealing with actually works
for them. Once they handle the traitorous priest and his lack-
eys, the adventurers discover an intelligent magic item that
once formed one third of the powerful staff of shards . They
also learn that in the Quaan, an extradimensional realm, the
Pactlords possess another part of the staff. This staff, when
whole, can destroy the Banewarrens key. Perhaps important
now, perhaps important later (that’s up to the PCs), but
they’ll want to collect the staff pieces at some point.
Back in the Banewarrens, the Church of Lothian is look-
ing for a fabled artifact it considers to be of religious impor-
tance: the sword of lies (which the Church believes is actually
the sword of truth ). It is just this sword the Inverted Pyramid
fears, though, because it proves so useful against arcanists.
They send in an agent of their own and eventually attempt
to seal the Banewarrens entirely, with everyone—including
the PCs—still inside.
Once the PCs find a huge shaft known as the Baneheart,
they can obtain the sealing rod and the last remaining piece
Timeline
Throughout this book, the timeframe during
which Danar built the Banewarrens and subse-
quently became Eslathagos Malkith to threaten
all creation has been left intentionally vague. In
the playtests, these events took place around
18,000 years ago. In your campaign, the inter-
vening time could be much shorter. At mini-
mum, the DM should allow many centuries—
perhaps a thousand years—to have passed
since Danar’s redemption. The terms “The
Dread One” and “Jabel Shammar” should refer-
ence legends of mythic proportions. Some peo-
ple might not have even heard the tale of the
saint and his quest. Most people have forgotten
the Banewarrens entirely.
 
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