No Longer Mourn for Me When I Am Dead Than You Shall Hear The

Total Page:16

File Type:pdf, Size:1020Kb

No Longer Mourn for Me When I Am Dead Than You Shall Hear The KRAWLITY HOUSE No longer mourn for me when I am dead than you shall hear the surly sullen bell Give warning to the world that I am fled From this vile world, with vilest worms to dwell. William Shakespeare, Sonett 71 Sample file Page 3 KRAWLITY HOUSE Introduction I’ve always thought one of the most evocative foes Other sources in a Dungeons and Dragons game is the elder power Information about Baldur’s Gate and the Kyuss and its minions of undead spawn animated by Forgotten Realms for this adventure comes primarily green worms, which was first described in 1981’s from these Dungeons and Dragons products: Fiend Folio. Forgotten Realms Campaign Setting, by Ed During the third-edition era, good use was made Greenwood, Sean K. Reynolds, Skip Williams and Rob of this motif, from the Spawn of Kyuss in Monster Heinsoo, c. 2001 Manual 2 to the adventure path Age of Worms that Forgotten Realms Campaign Guide, by Bruce R. appeared in Dungeon magazine issues 124-135. Kyuss Cordell, Ed Greenwood and Chris Sims, c. 2008 received extensive treatment in the 2007 companion Ed Greenwood Presents Elminster’s Forgotten supplements Elder Evils and Exemplars of Evil. Realms by Ed Greenwood, c. 2012 The lore of Kyuss was used in fourth edition in Murder in Baldur’s Gate, by Ed Greenwood and 2009’s Open Grave: Secrets of the Undead. Matt Sernett and others, c. 2013 The inclusion of the Spawn of Kyuss in 2016’s Hoard of the Dragon Queen, by Wolfgang Baur Volo’s Guide to Monsters for fifth edition inspired me to and Steve Winter, c. 2014 write a Kyuss-themed introductory adventure. Sword Coast Adventurer’s Guide, by Steve Kenson Although that creature does not appear in this and others, c. 2015 adventure, I’m hopeful the encounters are useful in Volo’s Guide to Monsters, by Mike Mearls, Jeremy laying the groundwork to a series of adventures with Crawford and others, c. 2016 Kyuss as a central figure. By the end of this adventure, Krawlity House, the player characters will have been introduced to the Table of Contents threat posed by the cult of Kyuss. There is a Course of Adventure ...............................................5 mysterious figure — Ransom Krawlity — whose and Background .....................................................5 location, scheme and aims have yet to be uncovered. A Fortunate Turn ....................................................6 And the players will have a home base (supported Map of Baldur’s Gate ...............................................7 by the Temple of Tymora) from which to investigate Meeting Miristum ....................................................7 how the cult has infiltrated all aspects of Baldur’s Healing Services ......................................................8 Gate government and society. Dealing with Squatters ............................................8 Destroy from within is a common Kyuss theme, Getting the lowdown ................................................8 and this adventure can serve as a launch pad to full Map of Krawlity House ............................................9 campaign of that nature. Carriage Lane .........................................................10 Squatters’ Rights .....................................................10 Connecting Garden .................................................11 Editorial credits Statue of Kyuss .......................................................11 Adventure Design Two Trees Corner ....................................................12 Troy E. Taylor Dead Hound ............................................................13 Editing Receiving Hall .........................................................13 Carolyn P. Taylor Closet .....................................................................13 Music Room ............................................................13 Sewing Room ..........................................................13 Art and Cartography Credits Private Bath ............................................................13 Cover: Zombie silhouettes designed by Let’s Dance, Shall We? ............................................14 Freepik.com, Kitchen ...................................................................14 Green hand-painted background Designed by Solar .......................................................................14 Layerace - Freepik.com Dining Hall .............................................................14 The base map of Krawlity House is the Patreon- Tower Floor .............................................................15 suppored, commercially available map “Strange Ending the Adventure .............................................15 Mansions” available from the library of Dyson Logos, Handout: Tymora Adventuring Contract ..................16 https://rpgcharacters.wordpress.com/maps/ Monster and NPC List .............................................17 commercial-maps/ The map of Baldur’s Gate was a hand-drawn facsimile based cartography found in various products by TSR and Wizards of the Coast. Victorian ornaments, Designed by Pio_pio - Samplefreepik.com file Trees without Leaves, Shamrock coins, Open Books and Alchemy Symbol by freepik.com Page 4 KRAWLITY HOUSE Course of Adventure This adventure is designed for four to five 1st-level player characters. The adventure takes place in Baldur’s Gate, a city on the Sword Coast of the Forgotten Realms Campaign Setting. In the course of the adventure, the PCs accept a commission from Miristum Holdsfast, a Tethyrian priestess of the church of Tymora, to investigate a vacant property the church had just purchased. It was the home of occultist Ransom Krawlity who has not been seen for ten years. During their exploration of the house the his manor home in Baldur’s Gate to become the adventurers will discover Krawlity’s connections center of the cult’s activities. to the cult of Kyuss and will battle a green worm About ten years ago, his activities could no of immense size that resides within the tunnels longer be tolerated by his family. At the same beneath the home’s deteriorating tower. time they were taking legal action to formally end all ties, he disappeared. The family closed his Background manor home, allowing it to fall into disrepair. Ransom Krawlity was a cousin to one of the Krawlity’s fate remains a mystery. But his city’s oldest founding families, the Dluskers. Yet, activities there had already made the site a lordly pursuits bored him. He devoted himself to lightning rod for creatures in Kyuss’ portfolio. the study — and practice — of the occult. The statue of Kyuss had, in a fashion, been His own works on the subject were lauded consecrated to the elder entity, drawing worms for their academic merits, though he incurred and larva to it. the disdain of his family and was removed from Among the worms that soon resided on the the line of inheritance. property was a Great Green Worm, which grew In the course of Krawlity’s varied and ever larger as its feasted upon lesser worms and esoteric research, he became fascinated with the other creatures. It took residence in the place lore and aims of the cult of Kyuss. beneath the tower, coming out only occasionally Kyuss was known by many names — to hunt. Spawner of Corruption, Lord Betrayer, and But its presence, as well as other blighted Bonemaster. But the elder power’s most powerful creatures associated with undeath, soon gave moniker was “The Worm That Walks,” and he Krawlity House its reputation as a cursed and was described as being either an agent or a haunted abode. herald of Orcus. This intersects the fading fortunes of the Kyuss’ aim was to bring about an Age of Dlusker family and the continued interest from Worms, undermining civilization by feeding upon the church of Tymora to acquire more property, its bloated and decadent underbelly, hastening especially a site perfectly situated as a site for a the self-destruction of societies and mission post . The Dluskers were glad to sell and governments. the temple was willing to buy without asking too The worm, the larva, and the maggot were many questions, despite the home’s sinister his tools. These are the lowest of creatures, yet reputation. also the most pure — for they do not So it is that a priestess, at the behest of the discriminate that which they feed upon. elders of Tymora, goes to the Blushing Mermaid Krawlity’s interest in Kyuss soon became an seeking adventurers to investigate the manor. obsession. But he was not repulsed by this turn, And so the adventure begins. rather he embraced it. He commissioned Sampleartisans to create a statue of Kyuss, intending file Page 5 KRAWLITY HOUSE A Fortunate Turn The DM is free to read aloud or paraphrase the following: You’ve heard that many an adventure begins in the Blushing Mermaid tavern, so your party goes there and finds a boisterous, bustling place in the Heapside district of Baldur’s Gate. The Blushing Mermaid serves thick, bitter beer, strong whiskey and simple meals of stew, fish and crusty rolls with gravy. It’s most notable feature is the wood carving of a mermaid that dominates the inn’s reception area. Blackened hands are nailed to the carving, grim reminders of the cost for skinflints failing to pay their bar or inn n bill. The inn itself is a maze of wings and interconnected floors with scores of rooms for private meetings and romantic trysts. Sea toughs, fences, smugglers, bandits and adventurers spend time gaming, drinking and plotting in the common room. Into this den boldly strides a lithe human woman of median age with the dark hair and dusky skin
Recommended publications
  • The Shackled City Adventure Path (5Th Edition)
    The Shackled City Adventure Path (5th Edition) Conversion Guide Introduction: Originally published in Dungeon® Magazine, the Shackled City Adventure Path is a series of adventures for 3rd Edition DUNGEONS & DRAGONS®. It was subsequently updated to 3rd Edition (v.3.5), bundled, and sold in hardcover. I picked it up in 2007 and ran the entire campaign for a superb team of players over seven years. When everything was said-and-done, the consensus was that no campaign in our combined 100+ year D&D gaming careers came close to the detail, intrigue, and immersion offered by this adventure path. My new 5th Edition group really wanted to give the campaign a try, so I decided to convert the adventure path. A several hundred-hour adventure for 1st–20th level characters by Roy Simpson ([email protected]) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.Sample Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permissionfile of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
    [Show full text]
  • Foreword Spoilers!!!
    back to the origins of this adventure path. It predates my FOREWORD work on the Lost Lands, it predates my time with Frog God Games, and in many ways it predates my time as a Welcome to the Aegis of Empires designer notes. This professional writer. It goes all the way back to 1988 when ungodly huge document was what I sent to the poor writers TSR released a hardback game book that blew my young that I hired to author the six adventures of the adventure mind: Greyhawk Adventures by Jim Ward. The book came out path… er, five adventures actually, but more on that later. during that weird quasi-transition from 1st Edition to 2nd Yes, it’s almost 30,000 words and 48 manuscript pages as I Edition and was rather scattered in its contents: some class type it here on a Word document, though I’m sure that will stuff, the concept of deities’ avatars, some new monsters, change in the layout process. But here it is in all its glory key NPCs of the Greyhawk setting, a bunch of new spells, for you to peruse at your leisure. And it leaves me with one but most importantly—for me at least—were descriptions burning question: Why? of legendary locations in the Greyhawk setting. I became hooked on those few paragraphs provided for each, reading and rereading them again and again. One place that I My poor authors certainly weren’t thrilled to receive a couldn’t get out of my head were the Pits of Azak-Zil… 40+ page outline to review before they could get started a haunted meteor crater, filled with the ghosts of dwarf on writing their adventures.
    [Show full text]
  • Player's Guide
    Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content.
    [Show full text]
  • Dungeon Magazine #125.Pdf
    #125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc.
    [Show full text]
  • Savage Tide Adventure Path Pdf
    Savage tide adventure path pdf Continue Savage Tide Adventure Savage Tide is an adventure path, first published in Dungeon Magazine, adapted to customize the game Corwyn. The adventure begins on the southern continent of Azoria, in the small coastal town of Sasserin, located west of the city of Caldera, and surrounded by the dense, indomitable jungles of Sanjaar. Help the Wild Tide; Savage Tide Player's Guide, Dramatis Person's List of Locations: Atlas Rules Resources Adventure Stories is often asked search links questions When your player characters defeat Wormgod Kyuss on the pulse-pounding conclusion of Age of Worms Adventure Path in this very matter, they will save the world itself from unspeakable danger. They end the campaign as sovereigns of their own nation, inheriting the kingdom's problems, facing political and military challenges from all sides. From their chic palace chambers in Alhaster, they will look proudly and melancholy at the waters of the Lake of Unknown Depths, remembering the simplicity of their humble beginnings. Chances are your players will be looking for new challenges too. Within four short months DUNGEON comes to the rescue with Savage Tide Adventure Path, a 12-installment campaign designed to take characters from heady days of the first level all the way to Level 20 duties. Running every month from #139 to the dungeon #150' aeda, Savage Tide takes players on an ocean journey that begins in the prolific southern jungle and leads deep into the heart of the treacherous Lower Planes. The action begins in the port city of Sasserin, where the canny merchant princes exploit the natural wonder of the vast jungle at the very edge of civilization.
    [Show full text]
  • Introduction Editorial Credits Art and Cartography Credits Other Sources
    Introduction Art and Cartography Credits Sometimes the idea for an adventure can start with a Cover: Minotaur outline, “Mythological Creature Graphics,” picture. by freevector.com. In this case, it’s an illustraton by Eva Widermann that she Green hand-painted background Designed by Layerace - did for the January 2006 issue of Dungeon magazine to Freepik.com accompany the Age of Worms adventure, The Spire of Long The base map of Smugglers’ Grotto is the Patreon- Shadows. suppored, commercially available map “Carmine Archives of the I wish I could reproduce it for you. The best I can do is Granite Marsh” available from the library of Dyson Logos, describe it and provide you with this link: https://rpgcharacters.wordpress.com/maps/commercial- http://paizo.com/dungeonissues/130/ maps/ DA130_Supplement_L.pdf The map of Baldur’s Gate was a hand-drawn facsimile by Like many of the illustrations Widermann did for Age of the author based on cartography found in various products by Worms, it was evocative of the style and storytelling Paizo TSR and Wizards of the Coast. Publishing was doing at that time. Not to be missed is the pencil NPC illustrations from Elmore Character Clip Art and Color rough of the same picture, which appears with the issue’s table Customizing Studio, c. 2002 Elmore Productions, Inc. The of contents on Page 7. Credit must go to art director Sean Elmore signature is a trademark of Elmore Productions, Inc., Glenn, managing editor James Jacob and editor in chief Erik Leitchfeild, Ky., all rights reserved. Art and text from the Mona.
    [Show full text]
  • Dungeons & Dragons
    Dungeons & Dragons 5th Edition Age of Worms Adventure Path Conversion Guide The Whispering Cairn Dungeon Issue #124 Sample file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright [2016] by Stenzel Imaging and published under the Community Content Agreement for Dungeon Masters Guild. Wind Duke Glyphs: Subtract 5 from the Knowledge DC for information known Whispering Cairn 1. Coward’s Rest Wisdom (Survival) DC 9 to notice wolf tracks. Intelligence (Knowledge) DC 10 to remember story of girl Wisdom (Perception) DC 10 to notice whittling shavings Wisdom (Perception) DC 5 to notice thin hollow tubes Wisdom (Perception) DC 5 to notice faint green light from the north 2. Transport Alcove Automatically notice shiny black shards Intelligence (Investigation) DC 5 to discover runes on frame Intelligence (Arcane) DC 5 to know the runes signify transportation 3. Collapsed Passage Nothing 4. Hall of Honor Nothing Sample file 5. Wolf Den Automatically find backpack Wisdom (Perception) DC 10 to find carved armband Wisdom (Perception) DC 15 to find marble finger in rubble 6. Gallery of Seven Lanterns Nothing 7. False Tomb Intelligence (Arcane) DC 15 to know the info about personal glyph Strength (Athletics) DC 10 to shift sarcophagus Sarcophagus trap: Burning Hands, 3d6 fire damage in a 15 ft.
    [Show full text]
  • BASE SET RULEBOOK Claim to Know All of Varisia's Secrets, and in Its Darkest Shadows an Ages-Old Evil Stirs Once More
    Welcome to Varisia. It’s a realm dotted with the monolithic relics of an empire long since crumbled, a rough but majestic land of misty forests and rolling plains bordered by sharp peaks and bountiful seas. Its people are hardy pioneers and newly minted nobles, all eager to carve names for themselves from the stern landscape. Beyond the settled lands, beasts and giants unused to civilization's encroachment stalk the hills and woods, making short work of the unwary and legends of the bold. Yet none can BASE SET RULEBOOK claim to know all of Varisia's secrets, and in its darkest shadows an ages-old evil stirs once more. RULES SIDEBARS Dark rumors Object of the Game In the Pathfinder Adventure Card Game, your party of adventurers Throughout this rulebook, you’ll find a number of sidebars that whisper that races against time on a quest to defeat a dangerous villain. Each look like this one. These sidebars explain general rules that the Runelords player has a deck of cards representing a character. In most deserve special attention. Make sure you read them all! have returned. scenarios, your characters explore a variety of locations as you try But the story to hunt down the villain. You’ll need to clean out or protect these locations so you can defeat and corner the villain before time runs STRATEGY SIDEBARS is not yet out. As you play more games, you’ll complete scenarios, improve You’ll also find a variety of sidebars that look like this one. written, and your deck, customize your character, and take on more and more These offer advice about game strategy.
    [Show full text]
  • The Shackled City Table of Contents Adventure Path
    THE SHACKLED CITY TABLE OF CONTENTS ADVENTURE PATH INTRODUCTION . 5 CHAPTER SEVEN: Preparation . 5 SECRETS OF THE SOUL PILLARS . 198 Campaign Background . 5 Wherein the local clergy makes the terrible mistake of not Cast of Characters . 9 hiring enough assassins for the job. Cauldron . 11 Cauldron’s History. 11 CHAPTER EIGHT: Regional Timeline . 12 LORDS OF OBLIVION . 222 Life in Cauldron. 13 Wherein a charming local noble woman’s party comes to Rumors in Cauldron . 14 a sudden and gruesome end. Exploring Cauldron. 16 Exploring the Cauldron Region . 27 CHAPTER NINE: FOUNDATION OF FLAME . 248 CHAPTER ONE: Wherein the weather takes a turn for the worse. LIFE’S BAZAAR. 32 Wherein an overzealous merchant from deep below CHAPTER TEN: harvests too aggressively from a local orphanage, and THIRTEEN CAGES . 268 overstays his welcome in the foundations below. Wherein a group of diverse and talented allies learns the folly of not working together against a common foe. CHAPTER TWO: DRAKTHAR’S WAY. 76 CHAPTER ELEVEN: Wherein a tribe of goblins attracts too much attention STRIKE ON SHATTERHORN . 288 and brings unwelcome guests to its master’s den. Wherein the last fragments of a once-powerful organization are finally reduced to ruin. CHAPTER THREE: FLOOD SEASON. 94 CHAPTER TWELVE: Wherein a solid plan to ransom captured wands turns ASYLUM . 304 sour for three friends and their employees, and a local Wherein a trip to the other side results in an unforseen luminary loses his tongue. adjustment to a prisoner’s cage. CHAPTER FOUR: APPENDIX I: ZENITH TRAJECTORY . 124 MONSTERS . 322 Wherein a tribe of the Sea Mother’s children suffer for sparing the life of a mad prisoner they probably should APPENDIX II: have eaten.
    [Show full text]
  • Age of Worms Adventure Path - Diamond Lake NPC Tables
    Age Of Worms Adventure Path - Diamond Lake NPC Tables Table 1-A. Generic NPC Encounters (roll d100) 01-04. Member of cult of Wee Jas from middle of the lake 05-08. Member of Bronzewood Lodge outside of town 09-11. Member of Twilight monastery outside of town 12-30. Native of Diamond Lake (random profession) 31-54. Named NPC, roll on Table 2 55-70. Mine worker 71-75. Thugs who work for one of the mine managers 76-79. Traveler (i.e. merchant, random trade good or profession) 80-84. One of 24 workers at the smelting house 85-99. One of 4 guards working at Able Carter Coaching Inn 90-95. One of 7 apprentices to Osgood 96-00. One of six grey elves (male and/or female) that work with Moonmeadow Table 1-B. Emporium Encounters (Roll d20) 1. 1d4 mine workers here to see freak show 2. Mine worker here to visit the Veiled Corridor and has saved up quite a bit to do so 3. Halflings of Curlyfoot party staying at Able Carter here for freak show 4. Deputy Jamis here to visit Veiled Corridor 5. Balabar Smenk with attaché of guards to visit Veiled Corridor 6. Thug of Balabar Smenk here to find latest gossip to relay back to Balabar 7. Mine worker who feels he has a special trick to join the freak show 8. 1d4 men from garrison who are hoping to visit veiled corridor without word getting back to rest of garrison 9. Prominent merchant who comes to Diamond Lake to buy from mine managers 10.
    [Show full text]
  • Map & Handout Supplement
    #135 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. PAIZO.COM David Bircham FUNERAL PROCESSION by Mark A. Hart For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson’s does not rest quietly, and the local cult of Graz’zt has plans for the coming monstrosity. A D&D adventure for 1st-level characters. Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. 1 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved. David Bircham Eldara Lilybrook David Bircham David Bircham Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. 2 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved. Saltmarsh CemeCemetery e N s w Eldara Lilybrook Spider Swarm Funeral Townsfolk Pyre Crowd Thugs Crimson’s Hearse Constable Pardesh Pallbearers Watchman and Tannerson’s 0 160 Horse Hearse One square = 5 feet feet Robert Lazzaretti Robert Lazzaretti Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. 3 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved. The Slaughterhouse Basement Level 3 10 23 9 2c Cattle 21 Pens 22 2b 19 8 2a 17b 20 11 18 4a 17a 7 14 Cattle 13 12 4b 16 Pens 15 1 6 5 4c e ramp Ground Floor s leads outside One square = 5 feet N w Robert Lazzaretti Robert Lazzaretti Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
    [Show full text]
  • Those Once Loyal” Is an Adventure for Five 25Th-Level When He Received a Vision of Bahamut’S Rebirth, Backed by a Legion of Devils, Dakranad and Dis- Characters
    By Robert J. Schwalb An adventure for 25th-level characters illustrations by William O’Connor cartography by Mike Schley TM & © 2009 Wizards of the Coast LLC All rights reserved. “All that happens now has happened before and shall happen again unless we choose otherwise. Since the hated struggle against the elemental host in that sto- ried event recalled as the Dawn War, we have seen the divided god wage endless war as it seeks to reconcile its sundered existence. Over the eons, the platinum wrestles with the chromatic, using and discarding us as they will to slake their thirst for vengeance. Our late patron defeated the enemy, and the enemy has defeated our patron. Time and again they fight, but to what end? One triumphs only to fall as the other gains ascendancy. I have peered through time’s mists, apprehended the distant future, and can see no end to this struggle. My despair at the eternal war impels me to beseech your esteemed council, to urge you to let the Platinum Dragon’s death be the last and to help me put an end to this age-old cycle for all time. Fellow dragons, the time to decide is now.” December 2009 | DUNGEON 173 “Those Once Loyal” is an adventure for five 25th-level when he received a vision of Bahamut’s rebirth, Backed by a legion of devils, Dakranad and Dis- characters. By the end, the characters should be mid- because he knew that if his master returned, the pater slipped into Celestia, moved to the Shining way through 27th level.
    [Show full text]