Dorakaa: City of Skulls

Sample file

1 Palace of Iuz 8 The Jade Streets 15 Shinzinen's ( debauch tyostelry) 2 Boneheart Citadel 9 The Iron Barracks 16 "The Smoke" (Smithing & Fiery magics) 3 Archmage Null's Tower 10 Kaquizel's Tower 17 The Armory (Fornorian & Fiend guards) 4 The Legion of Black Death 11 The Destiny Wall 18 "Train by Pain" (Monster trainers) 5 Grand Cathedral 12 Assassins Legion Hall 19 Cemetry (Clndead, Undercity entrances) 6 The Agony Feilds 13 Poisoners Guild 7 The Fiend Gardens 14 Brotherhood of Torturers Advanced Dun«zeons-p£>ra«zons 0d a Edition ^ 20d a Edition i^^,

Official Game Adventure City of Skulls by Carl Sargent

Credits: Table of Contents

Design: Carl Sargent Introduction 2 Editing: Dezra Phillips Preparing the Adventure 3 Cover Art: Jeff Easley Interior Art: Eric Hotz The Challenge 10 Cartography: Steve Beck Getting into Jail 16 Production: Angelika Lokotz The Halls of Wretchedness 20 The Halls of Torment 38 The Boneheart Citadel 49 TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Court of the Hezrou 55 Lake Geneva Cambridge CB1 3LB Escape from Dorakaa 61 WI 53147 U.S.A. United Kingdom SampleA Glorious Re turnfile? 62 Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distrib- Reference Section: uted to the book and hobby trade in the United Kingdom by TSR Ltd. Dis- tributed to the toy and hobby trade by regional distributors. Pregenerated PCs 29 Maps 2,3 32 ADVANCED DUNGEONS Si DRAGONS, AD&D, WORLD OF GREVHAWK and GREYIIAWK are registered trademarks owned by TSR, Inc. Player Handout 32 , DM, MONSTROUS COMPENDIUM, and the TSR logo Wandering Monster Tables 33 are trademarks owned by TSR, Inc. Notoriety Record Chart 33

All TSR characters, character names, and the distinctive likenesses thereof Blank Handout Scroll 33 are trademarks owned by TSR, Inc. Priests and Mages of Iuz 34

This material is protected under the copyright laws of the United States of Iuz's Hit Squads 35 America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written con- sent of TSR, Inc. Copyright 6 1993 TSR, Inc. All Rights Reserved. Printed In the U.S.A.

ISBN 1-56076-6(18-5 9405XXX1501 Introduction f^ity of Skulls is an adventure for 6-8 player 8: Outer Planes Appendix is needed for details of L^ characters of levels 9-12, with a total of 70-75 fiends. experience levels being optimal for the adventure. While all adventures suggest that the DM read This adventure requires a PC group with strong through and be familiar with the scenario script, combat skills and good magical ability. Pure role- this is especially true for City of Skulls. This playing is not important to success in this sce- adventure employs a special game mechanic, the nario, but intelligent and subtle use of magic is "Notoriety" score, which is used by the DM to greatly superior to mere firepower. While physical determine certain NPC interventions which may strength and muscle are required for success, have a fateful effect on the success or failure of smart and resourceful use of magic and deception the PCs. Familiarity with the Notoriety score are at a premium here. game mechanics will help the DM run this ad- Certain other WORLD OF ® prod- venture easily and well. In addition, the adventure ucts are useful for playing this adventure. The script contains many notes on the tactical actions From the Ashes boxed set is a valuable general of NPCs in conflict situations. These should be resource. Since the set has rules for specialty read in advance by the DM, ensuring that the PCs priests of Iuz (including certain spells) and new are truly challenged in this adventure! In addi- monsters that are included in this adventure, the tion, notes on the PCs' use of key resources (such DM running this adventure will benefit from hav- as charm spells), and the need for the PCs to be ing this world source available. The sourcebook thoroughly prepared in order to succeed in their Iuz the Evil is of great importance since it gives arduous task, should be read carefully by the DM. full details for major NPGs who can only be sum- Finally, for players who do not have characters of marized briefly here. New spells and magical sufficiently high level (and as a guide to the DM as items from that book are used in this adventure to optimal strengths, possession of magical items, also. The Marklands sourcebook is helpful as gen- etc.), a set of pregenerated PCs is provided. These eral background, but a DM without this source- are found in the central reference section (pp. 28- book will not need to make any adjustments to 35), which also includes NPC details, play-aids for this adventure. MONSTROUS COMPENDIUM™ the DM, and other materials.

Sample file Preparing the adventure s chapter briefs the DM on the logistics of objects of suspicion, and gnomes because there running the City of Skulls adventure. It is are very, very few gnomes in the lands Iuz rules. essential that the DM carefully read through the Again, PCs of these races can be played in this material here. adventure, but they will be subject to suspicion. This is dealt with through the Notoriety score; the DM should study the Notoriety section below to Player Character Alignments prepare for this eventuality. This adventure is NOT suitable for evil-aligned PCs. They would simply not be recrviited by the NPCs who bring them into the plotline. However, One-Shot Magical Items good-aligned PCs will have trouble in City of This adventure places an absolute premium on Skulls, since this adventure sends them into the "one-shot" magical items (scrolls and potions) capital city of the evil empire of Iuz. Evil priests and on charged items such as rods, staves, and and fiends have the ability to know alignment/ wands. The nature of City of Skulls is such that detect good, therefore good-aligned PCs are espe- resting to regain spells and hit points makes suc- cially notable in Dorakaa. Such PCs will be more cess in the adventure less probable. The entire visible than neutral-aligned PCs. This is particu- rationale behind the PCs' mission is that of a swift larly true of Lawful Good PCs, since their morality raid, a rapid strike. If the PCs rest for hours to and ethos is diametrically opposed to that of Iuz. regain spells, the forces opposing them will have This is handled through the Notoriety score time to regroup, consult, and react with poten- mechanic, which is detailed below. The more tially devastating force. This, too, is handled notorious PCs are, the tougher the opposition through the Notoriety mechanic. The adventure they will encounter. script does not forbid PCs to act in this way, but if Therefore, good-aligned PCs can be played in they must do so their chances for success are this adventure, but a successful PC party will greatly diminished. include a fair percentage of Neutrals. Specifically A well-prepared PC party will, therefore, pos- this should mean characters of Lawful Neutral sess many one-shot magical items. The pre-gener- alignment, for the following reason: the NPCs who ated PCs demonstrate the kind of magical item commission the PCs for this ominous adventure distribution that is appropriate for this adventure. are themselves predisposed to Law and Good, and The following chapter, "The Challenge," also deals if the PCs have neither element in their align- with one-shot magical items, including magical ment, it is not likely they would be recruited. TheSampleitem barte filer and trade. A powerful PC group with- DM is encouraged to study the pre-generated PCs, out plentiful mid appropriate one-shot magical who are predominantly Neutral in alignment. items will be less likely to succeed in this ad- Their backgrounds detail why they are trustwor- venture than a party which is less powerful in thy for an adventure of this kind. The DM can terms of levels but has many such items. either run the adventure with these PCs or use them as models for the types of PCs that will most The Power of Clutrni plausibly be recruited for the adventure. Special mention must to be made to the DM regarding the adjudication of charm spells. Any Player Character Races intelligent group of PCs in this adventure is Certain player character races are at a disadvan- almost guaranteed to employ charm person (or tage in this adventure because certain races will mammal) spells in order to gain helpers, guides, stick out like a sore thumb in Dorakaa. All demi- and sources of information. This does not create human races (especially elves and, to a lesser problems in situations where an NPC is charmed, extent, gnomes and ) will be thus disad- questioned, and then left alone. Where the DM vantaged—elves because of their great animosity requires guidance is in cases where the PCs toward the ores Iuz uses as standard troops, charm an NPC and then have him or her tag along halflings because they are the least likely to be permanently as an auxiliary party member. corrupted by evil and thus most likely to be The first issue here concerns what an NPC Preparing tfie Adventure actually knows and can tell the PCs. In the case of normally in accordance with the intelligence and important NPCs, this is specified. In the case of nature of the creature. Whether it seeks to flee or lesser NPGs (such as jailors, guards, and the like), attacks the PCs depends on the monster's nature. the DM should assume that these underlings know next to nothing. Dragging them around in the (Magical) Disguise hope that they may know lots of details about the next dungeon level, the forces therein, etc., Smart PCs may try to use infiltration tactics based should not be a successful strategy for the PCs. on the use of disguise. Spells such as alter self, The DM should be adamant in role-playing such change self, polymorph self and many other illu- NPCs—they will always plead ignorance of any sion/phantasm spells will be useful in this regard. area outside the one in which they are originally Standard saving throws should be made for NPCs encountered. to detect such subterfuges, and if an NPC sees The second issue concerns the readiness of a through a PC disguise the DM should consider charmed NPC to assist the PCs in conflict situa- carefully what the NPCs reaction will be. Of tions. The crucial element here is the NPCs level course, this will depend on what the NPC actually of intelligent involvement in evil. An NPC of sees when he penetrates the illusion. If he sees an below-average intelligence (such as an ore jailer) elven PC disguising his racial nature, he will obvi- will readily aid the PCs in combat against other ously be highly suspicious. If he sees simply a servants of Iuz (unless they are members of his human mage, he may not necessarily be suspi- own ore tribe!). However, any NPC with an Intelli- cious; Iuz's mages often amuse themselves with gence score of 9 or better should be allowed a new such stratagems. In these cases, the NPCs reac- saving throw against the charm for each such tion will depend on what the PC is actually saying combat in which she or he is involved. If the NPC or doing. is a priest of Iuz, this saving throw should be Even if an NPC becomes suspicious, what he made with a +2 bonus (+4 if the combat involves does as a result of his suspicions depends on the combat against other priests of Iuz). If this re- circumstances. A sergeant-at-arms with twenty newed saving throw is made successfully, the NPC troops behind him may opt for an immediate will not simply turn on the PCs and attack them challenge or attack. A single NPC faced with a PC outright. Rather, the NPC will seek the best oppor- party will try to bluff his way through and conceal tunity for escape in order to inform other NPCs in his suspicions; he may then decide to remain the service of Iuz of the PCs' actions. The DM quiet about the matter or report it to a superior. should stage the escape of theSample NPC as circum file- Adjudicating these cases is a matter of DM stances dictate. If, for example, the NPC is in the judgement. The adventure script gives plentiful middle of a PC party while a combat is being con- detail for command hierarchies in Dorakaa and ducted in a confined space, it is highly unlikely the relations between different NPCs in that hier- the NPC will try to escape. But if the PCs are rest- archy. From these, the DM can make a reasoned ing, or if the NPC is in an open space or at the rear estimate of the NPCs' most likely reactions to dis- of a PC party during a combat, escape is much covering some PC trickery. Minor underlings will more likely. If the DM is in doubt, require an intel- always tend to avoid getting into trouble, and not ligence check from the smartest PC to determine report to superiors. whether the NPCs escape attempt is seen by the Two game mechanics may be used by uncertain PCs. Escaping NPCs will often increase the Notori- DMs facing such situations. If the DM is unsure of ety of the PCs. an NPCs reaction to discovering subterfuge, make Other standard rules for charm apply: NPCs a charisma check for the deceiving PC, modified will not act suicidally and if asked to take signifi- appropriately by his or her actions. For PCs, a cant risks, they should be allowed a new saving wisdom check may be allowed to detect whether throw against the charm spell. an NPC is viewed as suspicious or not. In the case of monsters, charm monster spells Obviously, simple mundane disguises will have can be adjudicated normally. The reaction of a a role too. Plain black robes concealing the PCs monster that makes a successful saving throw are an obvious choice. However, over-ambitious against the charm spell should be determined PCs (e.g., dressing up as acolyte priests of Iuz) ^Preparing tfie adventure

may have problems if, for example, a senior priest adds a minimum of one Notoriety point to the orders them into Iuz's Grand Cathedral to light party's total score. the candles, or some similar command—PC Having made this point, however, note that the priests may have to make atonement if they feign PCs may be forced to venture into the streets of being servitors of the Old One. Dorakaa at some point during the adventure (see the chapter "The Boneheart Citadel"). Encoun- ters and PC actions during this dangerous part of Role-Playing in Dorakaa Samplethe adventur filee are discussed in detail in that The adventure script assumes that the PCs will chapter. mount a "surgical strike" into Dorakaa and direct themselves to the adventure goals. However, it is Notoriety always possible that one or more PCs may try wandering around the city and picking up what- Notoriety is a key game mechanic for this ad- ever information they can get, which may be ger- venture. Player characters will become increas- mane to their quest. If this happens, the DM will ingly notorious as a result of who they are and truly have to wing it; Dorakaa is too large for this what they do. What notoriety means here is the adventure to document in full detail. A map of the visibility of the PCs and their actions in Dorakaa city can be found on the inside front cover of this to the powerful in that city. The higher the Notori- booklet, and some additional detail can be found ety score of the PC party, the more likely it is that in Iuz the Evil. Because breaking out into the city a response will be forthcoming from the powers- is tough for the DM to handle, it should be dis- that-be in Dorakaa. At key points during this couraged. Besides, very few NPCs will know any- adventure, the DM must make a Notoriety check thing more than general rumors about Iuz's jails for the PC party. If this is failed, a "hit squad" will or other key adventure locations, so PCs wander- be dispatched to seek them out and destroy them. ing about Dorakaa should find they get lean pick- The higher that Notoriety score becomes, the ings indeed. Any contact with "significant" NPCs more powerful and brutal the hit squad will be. (military, fiends, mages, priests) automatically The central reference section of this module (pp.