undermountain the maddgoth's castle, Dungeons and Dragons
[ Pobierz całość w formacie PDF ] Undermountain: Maddgoths Castle by Steven E. Schend Table of Contents Introduction ..................................... .2 Adventure Overview .............................. .3 Hidden Stories .................................... 3 History ......................................... 3 Rumors ........................................ 4 Details of the Dungeon ......................... .5 Ways In and Out .............................. C10: The Tower of Cages . . . . . . . . . . . . . . . . . . . . . . . . .21 C11: Maddgoth’s Quarters . . . . . . . . . . . . . . . . . . . . . . . . .23 C12: The Hoard Tower . . . . . . . . . . . . . . . . . . . . . . . . . . .23 C13: The Armory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Undermountain NPCs and Magic . . . . . . . . . . . . . . .25-32 6 The Caverns of Maddgoths Castle ................ .8-16 M1: Subterranean Shores ......................... .8 M2: Rictus Mortis ............................... .8 M3: Waters-deep Gate ............................ .9 M4: Ropers’ Gate ................................ .9 M5: Maddgoth’s Cavern .......................... .9 M6: Cavern of the Great Carnage .................. .13 M7: Cold Cavern ............................... .14 M8: Treasures and Trolls ......................... .14 M9: Room of Flickering Shadows .................. .15 Maddgoths Castle ............................. .16-25 C1: Main Gate ................................. .16 C2: Grand Foyer .............................. ..16 C3: The Moat ................................. .16 C4: The True Gate .............................. .18 C5: The Kitchen ............................... 19 C6: Supply Room ............................... .19 C7: Maddgoth’s Laboratory ....................... .19 C8: The Homonculi’s Lair ........................ .20 C9: The High Arches ........................... .21 Credits Design: Steven E. Schend Editing: Bill Olmesdahl Cover Art: Alan Pollack Interior Art: Earl Geier Cartography: David Sutherland III Graphic Design and Production: Dee Barnett Typography: Tracey L. Isler Graphic Coordinator: Robert J. Galica A DVANCED D UNGEONS & D RAGONS , AD&D, F ORGOTTEN R EALMS and the TSR logo are registered trademarks owned by TSR, Inc. D UNGEON C RAWL and M ONSTROUS M ANUAL are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Dis- tributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or art- work presented herein is prohibited without the express written permis- sion of TSR, Inc. © 1996 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. 201 Sheridan Springs Rd. Lake Geneva WI 53147 U.S.A. TSR Ltd. 120 Church End Cherry Hinton Cambridge CB1 3LB United Kingdom 9528 ISBN 0-7869-0423-2 Introduction elcome back to Undermountain and the second D UNGEON C RAWL™ ad- venture. The first D UNGEON C RAWL adventure was set in the highly-iso- lated Lost Level of Undermountain, and its construction demanded that no changes to its location or connections be made to it. Let’s face it—if it was easy to find or to get to it wouldn’t be called “lost.” Now, with Maddgoth’s Castle at hand, you’ll find that this adventure is much more open in its construction. It is easy to move this adventure to any dungeon or adventure, as Maddgoth’s Castle only takes up a few square feet! Maddgoth's Castle is a miniature environment with strong story elements that will chal- lenge any group of seasoned adventurers. To adventure in Maddgoth’s Castle the characters must shrink to a size small enough for them to enter. They’ll find that their new size gives them a unique perspective on the problems they’ve had to face in the past. This adventure, like others in the series, will work as either a stand-alone escapade or as part of an existing campaign. Maddgoth’s Castle contains ideas on how to link it to an existing campaign. While this Dungeon Crawl module is set within the F ORGOTTEN R EALMS ® cam- paign setting of Undermountain, it can serve as part of another major dungeon on any AD&D® world. This adventure takes place where and when you need it to. Each D UNGEON C RAWL adventure contains features that make it usable in many ways. The module provides many different entrances to the adventure setting, since more options allow the Dungeon Master greater flexibility when linking the adventure into his or her ongoing campaign. Other standards of this series include: rumors and hooks to entice the PCs to face the dangers within; the hidden history and backgrounds on various parts of the dungeon (for the DM’s info only); and notes on the physical condition and norms of the mapped areas of the dungeon. Each D UNGEON C RAWL module needs no supplementary products beyond the basic AD&D rule books to become a full adventure. If the DM wants to link the adventure to his or her cam- paign and expand the map and details, the adventure is easily adjusted to do so. In fact, it is simple to connect this module to an existing Undermountain campaign in the F ORGOTTEN R EALMS world, given the many suggestions in the “Ways In and Out” section (page 6). One small cautionary note, even though we encourage you to alter the dungeon to fit a personal campaign, be careful. Each adventure location should be reachable only through the specific entrances and exits given in the module. D UNGEON C RAWL adventures are self-contained and playable in any order wanted by the DM and players. Each adventure does have suggested ranges for PC levels (the average strength of characters that can survive the rigors of that adventure). Besides that gauge, there is nothing from keeping DMs from mixing and matching their favorite adventures with these D UNGEON C RAWL modules. Maddgoth’s Castle is designed to be a challenge for 4-6 adventurers of levels 7-10. A minimum of 40 levels of player characters is recommended. D UNGEON C RAWL scenes are playable in a vacuum, but linking them together into a coher- ent adventure or campaign adds more to your game. Imagine teleporting out of the Lost Level after a long and drawn-out battle against beholders only to find yourself six inches tall and fac- ing a flock of roc-sized stirges. Now, an Undermountain campaign doesn’t have to be this tense, but that depends entirely on two things: What the players and their characters are will- ing to take on and how merciful is the Dungeon Master? Answer well, as you enter the danger- ous dungeon crawl around Maddgoth’s Castle! 2 he players will start this adventure in one of two ways: They will either hear about Maddgoth’s strange floating castle and come looking for it, or stumble upon it accidentally. No matter which is the case, there are many obstacles for the group to overcome before the castle. Even finding this section of the massive dungeon complex known as Undermountain can be challenging. Several carefully hidden gates lead to and from the series of caverns in which the castle is hidden. Players first have to conquer this magical maze be- fore they can even attempt to find the floating castle of Maddgoth. Once the gate obstacles are overcome, the party next has to deal with the caverns surrounding the castle. This is not an area for the weak of heart. Subterranean horrors like ropers, trolls, medusa, and even the odd ghost or two haunt these an- cient tunnels. Before winning the castle, the adventurers must vanquish these foes. Their path will be difficult and fraught with peril, but the means to triumph are there. It will take a brave heart and cunning mind to win the day. The cavern of the castle is in sight! Surely the quest must be at an end? Don’t count on it. Getting to the castle is just half the battle. Surrounding the castle is a field of magical energy that shrinks any who contact it. Unfortunately, not everything is affected by the magic. The adventurers will learn to look at the tiniest creature with a new perspective after this adventure. The castle is filled with tricks and traps. Merely getting into the castle proper will test the most hardened group of heroes. Once inside, the group will become embroiled in a struggle be- tween homonculi and faerie dragons for possession of the castle and its contents. The party is played as hapless pawns by both sides. Can the group overcome the machinations of these tiny ti- tans, or will they be squashed like the bugs they now resemble? mountain boxed sets and the City of Splendors boxed set would be quite useful for playing this dungeon sub-level, none are necessary for running the adventure as it is written here. There are notes al- lowing for further development of the scenarios and tying them closer to Undermountain, and those notes mention various details within those boxed sets. Again, the details are helpful but not es- sential to enjoying these scenarios as they are written. Maddgoth’s Castle is a unique adventure. Since it is entirely self-contained, it can easily be placed anywhere, in almost any campaign. The history of the structure may have to be changed, as well as the background stories of some of the important NPCs. But all in all, you’ll find the castle can easily be trans- planted to any small secret room in your favorite dungeon, or placed on the top shelf in any insane wizard’s laboratory. History Maddgoth’s Castle is a relatively new construction in Under- mountain. Halaster cleared a stalagmite-littered cavern and cre- ated this miniaturized castle that floats upon a mithral spindle, for reasons known only to himself. After this small shell of a castle was built, he cast various spells to protect its exterior from all spells, and then suspended it within a protective magical field that shrunk all that touched it. That magical barrier projects from crystals embedded in the ceiling and the floor of the cavern. It remained an enigma that caused the death of many wandering monsters, escaped slaves, and adventurers alike. After centuries of experience, the creatures of Undermountain learned to simply avoid the cavern of the castle, since they have had no luck in de- stroying it or its magic. Only a handful of intelligent creatures have entered the castle’s cavern in over 400 years. While lucid dealings between dungeon delvers and Halaster Blackcloak have been few and far between across the centuries, Chollas the Variant managed to talk to Halaster during a trek through the Underhalls in 1309 DR. The wizard apparently was able to buy the rights to use and control the castle, the cavern where it floated, and the gate nearby. All the transmuter needed to do was provide Halaster with a number of spells and a vow to help him create seven new creatures to unleash into Under- mountain. Halaster yielded control of this floating miniaturized castle to Chollas a mere 27 years ago, creating a two-way link between the gate to a similar one in a cellar of Chollas’ home in Waterdeep. However, Chollas never completed his assignment of creating new creatures for the dungeon. Soon after gaining control of the castle, Chollas and his three apprentices began additional construction, as the castle was found to be only a shell with no internal structure beyond the floor and outer walls. Within two weeks of claiming the castle, Chollas and two powerful archmage friends of his were slain upon using the gate to reach the castle. The youth known then as Phyrgoth had drawn his fellow apprentices into a conspiracy against the stu- dious old mage and they killed him. Phyrgoth then turned against his fellow conspirators and slew them in turn. Phyrgoth, soon to be named Maddgoth, was just a 7th-level transmuter a few weeks shy of 25 winters, and he now claimed this secret hideaway as well as the collective property of six wizards! Phyrgoth quickly learned how to use his unassuming and youthful features to gain the trust of other wizards or their power-hungry apprentices. His lies and intrigues were easily swallowed by the greedy and grasping, but their avarice was al- ould that avarice and wizardry were mutually exclusive, but that is rarely so. Among all the Realms’ peoples, wizards are those deemed most likely to hoard items mundane and arcane alike. Only dragons are more covetous in nature. Those who would steal from sorcerers and dragons alike should best mind these words: Those who lust after things of power protect their interests well, far more than a cautious man guards his own life. Lady Laeral Silverhand-Arunsun, Lady Mage of Waterdeep Quite a few of the facts detailed in this section are revealed to the players only through role-playing with the relevant NPCs of the area. Of course, some of these facts shall remain totally unknown, since not even the characters relevant to the areas know much of the history. With the spells stone tell, legend lore, and the like, basic information may be discerned, but Under- mountain guards its secrets well and Halaster alone knows all its tales. The material herein is provided exclusively for Dungeon Masters and should help them formulate plans for combat and role-playing within the designed areas of the dungeon. This module uses a number of references to Waterdeep and the greater dungeons of Undermountain. While the Ruins of Under- 3 Adventure Overview T Hidden Stories W
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Startustawa o przeciwdziaśâaniu narkomanii 2005r[1],ustawa o systemie ubezpieczeń społecznych, akty prawne i orzecznictwo 2010-2011 [całkowicie darmowo na isap.sejm.gov.pl lub curia.europa.eu]Urz Zew Cw10, 1 STUDIA - Informatyka Politechnika Koszalińska, muniol, II rok, 3sem, Laborki systemy cyfrowe, sc paczka zadań, Systemy Cyfrowee, !ust o nadzorze ubezpieczeniowym i emerytalnym oraz Rzeczniku Ubezpieczonych, UEK - Ekonomia, Polityka społeczna, polityka społeczna -referatustawa VAT 11 01 2012, AGENT CELNYuptodate3 to google transcript, Languages, English, Learning, bbc, BBC Radio Learning, words in the news, keep ypur english up to dateustawa o systemie ubezpieczen spolecznyhch, UbezpieczeniaUTOPICA - głosy, Nuty na orkiestrę dętą, UTOPICA (partytura - głosy)upc programy telewizja cyfrowa, PDFUstawa o zapobieganiu zanieczyszczenia morza przez statki, WILK MORSKI, WIEDZA, KONWENCJE
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