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DUNGEON #114 MAP & HANDOUT SUPPLEMENT

PRODUCED BY PUBLISHING, LLC. WWW.PAIZO.COM Chris Stevens & Ben Huen of UDON

MAD GOD’S KEY by Jason Bulmahn Theldrat’s Key Veltargo A hunt for a missing key leads the heroes from the streets of the city of to the Tomb of Blood Everfl owing in the treach- erous Cairn Hills. A -com- patible adventure for 1st-level characters.

Theldrat Jim Zubkavich of UDON Jim Zubkavich of UDON

Jim Zubkavich of UDON

DUNGEON #114 Map & Handout Supplement © 2004 , Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 114 Supplement D1 D7 D3 D7 D10 D3 D11 D7 D2 D5

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Robert Lazzaretti

GREEN DAGGER HIDEOUT N

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Robert Lazzaretti

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

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Robert Lazzaretti

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 114 Supplement Mike May

TORRENTS OF DREAD by Greg A. Vaughan

A supernaturally powerful storm, mudslides, and agitated the village matriarch lies dead, murdered by her own son. dinosaurs are the least of the worries in the tropical village of What dire menace awaits in the flooded catacombs below? Mora. The village’s spiritual leader, the Zombie Master, has Find out in this adventure for 6th-level characters, set on the gone missing, and now undead rise from sodden graves and infamous Isle of Dread.

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Robert Lazzaretti Robert Lazzaretti

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

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Robert Lazzaretti

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 114 Supplement Poster Map by Christopher Trevas

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 114 Supplement e Down C18 Slop TToo LowerLower Tunnels C19 C20 own e D S op S Sl C15 C17 C16 C13

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Robert Lazzaretti

Mike May

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 114 Supplement Rámon Pérez

THIRTEEN CAGES by Chris Thomasson

At last! The heroes finally track down the insidious Cagewrights final message mean for the PCs? A Shackled City Adventure Path for a final showdown in their lair deep beneath the volcano of scenario for 16th-level characters. Cauldron. But who secretly leads the Thirteen, and what will his

Christopher West

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 114 Supplement Christopher West

Christopher West

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 114 Supplement Christopher West

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 114 Supplement ERRATA: Scaling the Adventure

“Thirteen Cages” is designed for a group of four 16th-level characters, but with a little work it can be adapted for use by 14th–15th level characters or 17th–18th level characers. All NPCs in the adventure should have their class levels advanced or reduced by an amount equal to the increase in average party level. 14th–15th-Level Characters: Lower-level characters have fewer resources; as a result, they’ll be more likely to need to stop and rest or retreat and regroup before they manage to even reach the Tree of Shackled Souls. You should relax the time restrictions in this adventure somewhat for lower-level adventurers, perhaps allowing them one or even two opportunities to rest before the Tree completes its task. Consider replacing Moltenwing with a slightly less powerful dragon. Dyr’ryd should be reduced to normal Hit Dice for a shator demodand. 17th–18th-Level Characters: It’s likely that characters of this level have access to the most powerful spells in the game (wish, miracle, time stop, etc.), so be prepared for the additional challenges running such high-level characters bring. One good way to increase the challenge of this adventure is to reduce the time the PCs have before the portal opens. Perhaps their and Jenya’s initial divinations reveal that they only have 4 hours left before the portal opens, and whatever they do must be done in that amount of time. All of tthe demodands and demons encountered should be advanced by two Hit Dice for each level by which the party’s average level exceeds 16 at the start of the adventure. Moltenwing’s lair should gain a group of four elder fire elementals under the dragon’s command. Dyr’ryd should be advanced by 2 more Hit Dice; this increases his size to Huge and brings all the appropriate adjustments to Strength, Dexterity, Constitution, Natural Armor, attack rolls, and weapon damage. Remember that if you change the level of the encounters in this adventure, you’ll need to adjust the treasure amounts as well. Consult the section on Treasure that begins on page 51 of the ’s Guide for more specific details.

DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 114 Supplement