The Elder Elemental Eye [PDF]

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Zitiervorschau

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CREDITS Design Pieter Sleijpen Development and Editing Chris Sims Managing Editor Christopher Perkins D&D RPG Group Manager Mike Mearls D&D Senior Producer Christopher Perkins

INTRODUCTION Welcome to DuNGEONS & DRAGONS ENcOUNTERs"', an exciting in-store play program. This DuNGEONS & DRAGONS® adventure is a mini-campaign season designed to be played in one -encounter sessions once per week at your local Wizards Play Network location. Each week, players can earn in-game rewards for their characters and Renown Points toward special program-exclusive DuNGEONS & DRAGONS FoRTUNE CARns'" that can be used in this and future seasons of DuNGEONS & DRAGONS ENCOUNTERS play.

D&D Senior Creative Art Director jon Schindehette Art Director Kate Irwin Cover Illustration Eric Belisle Interior Illustrations Steve Ellis, Raven Mimura, lee Moyer, William O'Connor, Adam Rex, Matias Tapia, Franz Vohwinkel, Tyler Walpole, Sam Wood, Kieran Yanner Cartography jason A. Engle D&D Brand Tearn liz Schuh, Kierin Chase, laura Tommervik, Chris lindsay, Shelly Mazzanoble, Hilary Ross

PREPARING FOR PLAY The D&D ENCOUNTERS play kit provides all you need to DM this adventure, including poster maps of encounter areas and tokens to represent monsters, adventurers, and battlefield effects. Follow the steps below to prepare for play. Before you run Session 1:

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Read the Adventure Background and Adventure Summary for the flow of the story.

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Read Session 1: Easting Plague, page 7, and Outbreak, page 10. If you are starting at another point, read the appropriate sections and what has come before.

Publishing Production Specialist Erin Dorries Prepress Manager jefferson Dunlap Imaging Technician Carmen Cheung

At the table for Session 1:

+ Ensure that each player has a character to play. Players can use one of the characters provided in the kit or can create their own personas using the DuNGEONS & DRAGONS rules.

Production Manager Donna Woodcock Organized Play Chris Tulach Playtesters Teos Abadia, Shawn Merwin, Andrew Nuxoll, Greg Hartman, Ian Ramsey, jeff Barnes, jeremiah Harrison, joe Busch, jordan Conrad, justin Turner, Kevin lawson, Nick Wolfanger DuNGEONS & DRAGONS, Wizards of the Coast, DuNGEONS & DRAGONS ENcOUNTERS, DuNGEONS & DRAGONS FoRTUNE CARDS, Heroes of the Fallen Lands, Heroes of the ForBotten KinBdoms, Rules Compendium, Player's Option: Heroes of the Elemental Chaos, Mordenkainen's MaBnificent Emporium, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards ofthe Coast in the U.S.A. and other countries. All Wizards characters and their distinctive likenesses are property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of W izards of the Coast LLC. Any similarity to actua l people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2012 Wizards ofthe Coast LLC 620-89728-001 -EN

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Give each player a D&D ENCOUNTERS Play Tracker. This sheet, found in the play kit, allows the players to track treasure, experience points (XP), and Renown Points earned for each play session.

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The truth is Zarnak controls the plague. J akairn truly Vl doesn't know how the mad seer prevents the Sabrak ~ dwarves from contracting the disease. U What forces do your brothers command? "The < clan serves them, dwarves like me. Azrya also has control of some elementals. Zarnak was happy, not lana aao, about recruitin& new allies, but I don't know what or who they are. Never met them. Don't want to. Nope."

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Sick Villagers Before the characters go to the Sunset Shrine they need to make a decision about the infected villagers.

Diagnosis A character trained in the Heal skill can diagnose the sick. DC 8: The disease is a weak strain but nevertheless quite powerful. Most of the victims should survive with proper care, which includes ample food, water, and rest. The character can give instructions for the victims' care, which Father Evendur gladly volunteers to oversee. Several of the victims seem worse off than the others, including Sir Arveen. DC 12: Only four infected villagers, including Sir Arveen, are in the disease's final stage. Within the next few days, possibly as few as one, the severely infected should either die or transform. Other patients ought to have more time. Further, the disease spreads only through wounds and ingestion, not the air, so those who keep away from the sick and the corrupted spring should be okay.

Hard Choices Sir Arveen agrees to allow those who are not severely infected remain under Father Evendur's care. The knight wants the severely infected (including her, if it comes to that) killed for the good of the town. A DC 12 Bluff, Diplomacy, or Intimidate check can change her mind. In any case, Sir Arveen sends her squire, Hendar, to Iriaebor to warn the city about events in Easting.

Road Trip By now it's clear that mad cultists are the source of the plague. The cultists are hiding in a temple of Ghaunadaur about a day's travel south of town in badlands unsuitable for mounted travel. Haste is required. After the characters depart, run the River Crossing tactical encounter on the next page.

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Sabrak Bolter (B) .

RIVER CROSSING Encounter Level 2

Setup

A few hours south of the village, in a marshy river valley, the characters run into cultists sent to kill them. Place the characters' miniatures in the start area shown on the map.

When the encounter begins, read: Havina made aood time, you enter a marshy river valley. You find a slow and narrow part of the river to ford when, suddenly, two humanoid creatures composed of rock rise from the earth to confront you. Movina over a ridae and amana the veaetation on the river's far side, several chainmail-clad dwarves take aim at you with their crossbows. A male dwarf who has wild black hair and wears purple robes stepsfrom behind a tree across the river. "We expected to find you in Eastina," he says. "No matter. Here or there, you are a worthy sacrifice for our master." Level 3 Artillery (Leader)

Medium natural humanoid, dwarf HP 39; Bloodied 19 AC 17, Fortitude 15, Reflex 14, Will16 Speed 5

Initiative+1 Perception +6 low-light vision

Stand the Ground The acolyte can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide. Steady-Footed The acolyte can make a saving throw to avoid falling prone when an attack would knock it prone.

CD Burning Warhammer (fire, weapon) + At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d10 damage plus 1d6 + 2 fire damage. @ Mind lightning (lightning) + At-Will Attock: Ranged 10 (one creature); +7 vs. Reflex Hit: 1d12 + 4 lightning damage, and the target grants combat advantage until the end of the acolyte's next turn. Earth Stomp + Recharge when first bloodied Attack: Close burst 1 (enemies in the burst); +6 vs. Fortitude Hit: 1d12 + 4 damage, and the acolyte slides the target up to 2 squares and knocks it prone. Effect: The acolyte or one ally in the burst slides 1 square. Skills Arcana +7 Str11(+1) Dex10(+1) Wis10(+1) Con 15 (+3) lnt 13 (+2) Cha 17 (+4) Alignment chaotic evil languages Common, Dwarven Equipment robes, warhammer