Вы находитесь на странице: 1из 7

Advancement by 10 HD

• Strength 0 means that the character cannot move at all. He lies helpless on the ground.
• Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
• Constitution 0 means that the character is dead.
• Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor,
helpless.
• Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
• Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.
Nonlethal- equal to hp, stunned, less is unconscious
If the CR=party level then it's 300xCR
If the CR=party level+1 then it's 400xCR
If the CR=party level-1 then it's 200xCR

For every 2 points the CR increases, then you double the XP (XP*2)
For every 2 points the CR decreases, then you halve the XP (XP/2).
XP needed to reach any level, N = N*(N-1)*500.
Each successful energy drain attack bestows one or more negative levels on the opponent. A creature
takes the following penalties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for
each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently
available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In
addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest
spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours,
the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha
modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative
level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for
each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level
is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is
instantly slain.
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and
ability checks.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of
their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation,
once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if
the duration of their fear continues, characters can be forced to flee once more if the source of their fear
presents itself again. Characters unable to flee can fight (though they are still shaken).
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as
quickly as they can. Other than running away from the source, their path is random. They flee from all
other dangers that confront them rather than facing those dangers. Panicked characters cower if they are
prevented from fleeing.
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken
again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A
frightened character who is made shaken or frightened becomes panicked instead.
Areas
No Druids, Psionics, Evil-aligned
Intro--
This is the adventurer you're looking for:
1. The Dorian royals are looking for a group of people meeting certain requirements: the group must be
show themselves as strong, quick-witted, and coordinated enough to help the royal family in solving a
vexing family mystery. Rogues accepted, likely required, but never trusted.
Convince the magistrate and your fellow players you are the correct person for the group amidst a
choice of NPCs

2. Ferret out corruption: find the merchant that has been stealing from customers during the festival
Reward: two minute looting of non-stolen goods that the magistrate commenders, or equivalent in xp
for morality choices

3. Rogue Run—every night at midnight the thieves guild will hold a gauntlet meant to test novice
members against the general public. No potentially fatal weapons or magic will be used against the
contestants, but those wishing to participate are encouraged to bring their best defenses.

Meet your doom:


Meet sillouette of Mr. Pinch who gloats and mentions a deceiver lives among the royalty overseeing the
village, a curse will envelope the village unless the villagers can offer him an enticing deal. He leaves
behind dretch and quasit as emesseries.
Kill Dretch (2) and Quasit (2) Disscators

4. Find hints as to the curse spoken of by the demons in the mysterious Collector's Room off the old
library of the illustrious Caster's Academy (1-4)
Various seemingly inanimate objects try to kill the players (2, 3, 5, 7) and Homuncului (1)
Also: Cloakers (5), Darkmantles on ceiling (1)
Reward TRUMPET ARCHON (14), breaks lose during noble encounter
Green Latern Ring, one object created per encounter of small or medium size/ 10ft per lvl. Caster
cannot make mimics of living creatures or large objects until it has possessed the ring for 10 lvls.
Caster must make a will roll of 10 + their lvl each round to keep up the illusion. Illusions hold all the
durability of the object.
Meet the old archmage who tells you of the Dorian family downfall.

5. Asylum, rumored possible root of the curse, covered in Assassin Vines (3 does advance), Fungus
(1,3) Krenshars (1)
Various aberrations of long dead and suicidal (1-4)
Guarded by blink dogs (2) and Allips (3)
Inside they find a rip in the ethereal plane: Ethereal Filcher, Marauders, with Ettercaps all over the floor
(3), retrieve exploration party
A wandering spirit Emcee Dorian must be pacified. She tells you of her family's downfall and offers to
give you the personal belongings in her old quarters if you can defeat the beasts at the base of the curse.
The beasts were brought, not drawn. She asks that you bring a surviving family member her
instrument.
Destroy lingering beasts lvl (4-8)
Bodaks (8), Chaos Beasts (7), Mimics pose as torches (4)
Treasure of Trumpet Archon, scrolls of Ghost Touch

6. Swamp holds secrets which may hold its own answers Part 1 at lvl 1-3, Part 2 lvl 4-5
Ankheg (3 does advance), Assassin Vines (3 does advance), Chuul (7), Bullette (7), Delvers (9),
Fungus (1,3)
Find broken down palace Assassin Vines (3 does advance), Fungus (1,3)
End Fight lvl 5-8
Behir (8) and Achaierai (5), kill both
Old Aviary Room lvl 5-8
Achaierais (5), Athachs (8)
In the Aviary: Old portraits of a family now known to reside in the village as commoners, an old
trumpet rests in the corner
Unlock all doors through magical code made by playing scales on stalactites.
3 10 8 4 5
7 2 1 9 6

9. A Hunting Party of four Dopplegangers (3) leaves hints that the demons are aware that the party
is on to them.

10. Retrieval (11) lvl 4 and up


Gain Village objects from Retrievers (11) a curse trumpet bears surname of Dorian

11. Bending of Reality—break noble of his delusion, kill his Derro (3) bodyguard, and defeat the
demon granting his wish
Trick the noble into banning magic, thereby negating the magic of his own spell and the trumpet

12. Demon Troupe at lvl 4 and up leader at lvl 6 and up


Glabrezu (13), Succubi (7), and 3 Vrock (9) leader has weapon with wounding enchant
You see a plume of smoke move intelligently over the fallen bodies, ruffling them, and hear a cackling
as it dissipates.

Magistrate offers anyone any wish grantable by mortal kind for the proof of the identity and
elimination of the being behind the demon attacks. Official information points to the possibilities of
demons gathering in the Desemated Forest to the north, and inconclusive activities, suspected military,
going on in a neighboring city to the south.

While traveling....

13. Trio of Devourers (6) which attracts other consumers: Digesters (6), Gricks (3)

14. 2 Driders (7) with pack of 8 Monstrous Spiders

15 If they do not completely search the hillside: Find an Ettin (6, advances 11,)

16. Neighboring City

A new noble brethren has recently taken control of the area. The travelers are assured the military
activity is the result of a reorganization of military might. The travelers are invited to stay at a small
gathering of lower and middle statesmen to give a formal report allowing the nobility to gather
information and decide whether or not to assist or ignore the otherworldly development.

If they attend: A hapless statesman reveals his plan to protect his city from the threat. The
Administration of Casters has given him a gift which he has been assured will provide the necessary
strength. He reveals a conch shell, which he has been told contains a being of great power. During his
speech, an arrow flies from the rafters and pierces the shell. A DJINNI (5 advances to 11, 17) breaks
free.

If they don't attend: The Administration of Casters sends Gray Renders and a Gorgon, used for
research, free on the town.
17. At the end of those fights, Archmage (13) tries a direct approach against the group at large.
The players must search the body of the mage at the end to find the package marked INSURANCE.

Decemated Forrest
Bone Rats
Carcass Eater—blood frenzy after first blood

NOT SEARCHING: Hidden group (28) of Kobold warriors (CR 7)

Dilapidated fishing village


Find several Hags (CR 5-6) with Chuul (7), Bullette (7)

Corner one to find out more about the magical corruption, research village for logs and journals.
Massive screw' em moment 9 crypt chanters

Information has pointed to a new evil-aligned taking up residence in a kingdom bordering the south
seas. An uncommonly cold place, it borders an icy strait that has been freezing on and off for millenia.
No one knows what it once attached to.
Home to Kracken (12) fighting horde of lycanthrope people left from old kingdom (5).
If they choose to help the lycanthropes, they can kill the Wolf Lords (14) who started the curses and
give them a chance at rebuilding the next generations.

Вам также может понравиться