Blood-Kin to a Neutral Or Evil Conclusion They Are Pushed by a Sandstorm Near the Pyramids and Tumble Down a Cave to Meet Bartle

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Blood-Kin to a Neutral Or Evil Conclusion They Are Pushed by a Sandstorm Near the Pyramids and Tumble Down a Cave to Meet Bartle Introduction which slows gameplay momentum. Adjust the pacing to avoid running long or short. Welcome to The Sands of Ascore, a D&D • Give the players appropriate hints and clues to adventure. The adventure is set the Forgotten they can make informed choices about puzzles, Realms, East of the Laraur. Suitable for 3-6 combat, and interactions without getting players level 2-5. frustrated over lack of information. This Adjusting the Adventure: encourages immersion and rewards players for pay attention. Always err on the side of more Special DM note: This adventure is designed clues. to be flexible. There is a suggested storyline, but Player ingenuity, story needs, The DM should not follow the text word-for-word; rather facilitate a fun, challenging game. or DM preference equally have priority in all decisions. Some optional encounters and Spellcasting Services: Any settlement town- alternatives are suggested, but the DM must sized or larger can provide some spellcasting use their best judgment on the plot points services. Characters must travel to the based mostly on what makes sense and, settlement for these services. Alternatively, if the most importantly, what is the most fun. You party finishes the adventure, they can be should adjust the adventure beyond the assumed to return to the closest settlement. module’s guidelines. The DM might make the Spell services generally available include adventure easier for a group of mostly healing, recovery spells, and information- inexperienced players or more difficult for very gathering spells. Other spell services might be experienced players. Always follow this golden available as specified in the adventure. Unless rule when you DM for a group: otherwise noted, three spells cast per day total Make decisions and adjudications that is the maximum number of spells available as a service. enhance the fun of the adventure when possible. Spellcasting Services Table Spell Cost To reinforce this golden rule, keep in mind the Sample Curefile wounds (1st level) 10 gp following: Identify 20 gp Lesser restoration 40 gp • Make adjustments to the adventure and make Prayer of healing(2nd lvl) 40 gp decisions about how the group interacts with the Remove curse 90 gp game world, especially outside of combat, but Speak with dead 90 gp the DM must adjust the adventure for groups Divination 210 gp having too easy or too hard of a time. Greater restoration 450 gp Raise dead 1,250 gp • Being overwhelmed makes for a frustrating game. Making the adventure too easy makes for a boring game. Assess the each player’s game Acolyte Background: A character possessing experience (not the characters’ levels) and ask the acolyte background requesting spellcasting what they like in a game, then try to give them services at a temple of his or her faith may the D&D experience they want. Give everyone a request one spell per day from the Spellcasting chance to shine. Services table for free. The only cost paid for the spell is the base price for the consumed material • Be mindful of pacing, and moving along the component, if any. game session appropriately. Watch for stalling, Not for resale. Permission granted to print or photocopy this document for personal use only. The Sands of Ascore 2 Note on the Adventure: The Sands of Ascore the Mage. A crimelord in Silverymoon, Bartle is a strange tale, but not particularly combat knows Ygorl is up to something and questioned heavy. The Players get to play bad guys: the Slaad about Ygorl’s plans. Secretly, Bartle stealing, conning, and sticking it to the other is a lesser Slaad Lord Wartle and cons the guy—in this case other players perhaps. The adventurers into seeking helping him gain social encounters are important to solving access to a portal off this plane. Long ago, puzzles and problems. This is an experimental insane ancient Drow reached out to the far attempt and fairly rigid. But the surprises and realm Elder Evil. They tunneled beneath the themes will be much more effective if the inner Pyramids of Ascore to profane those sites with workings are not revealed to the party. Don’t their mystery cults. Bartle actually slipped restrict players based on alignment, but helpful through this way before, by manipulating a Wish reminders may be useful for new players. spell. After providing “Invaluable Gems” to the Additionally, there may be small or large cultists he But since then Paladins from another connection to other future adventures, most World, the Order of the Spheres, have destroyed likely The Lost Tower or Islands of Insanity, or guarded such altars to the Elder Evils when noted in the module. This module is intended to they can find them. Sir Grey guards the Vault of be a sequel to two of three possible starting the Altar beneath the sands of Ascore and has adventures (1B,or 1AB) for the A and B for hundreds of years. Bartle’s concerned about interconnected adventures arcs of The Doom Sir Grey’s Holy Avenger sword hurting him. Portals storyline. This is focused on evil Nearby on the surface, the Longhunt Orcs are characters, evil stories tend to be more fun, but routed, as Bartle arrives at the door to the Vault less fair. This adventure is an excellent example of the Altar. as it isn’t fair at all, but rather rewards greed with death or triumph. More importantly most Overview encounters are trap-like and if they players come up with creative solutions don’t be afraid This adventure takes place in 3 parts. to allow it. Part 1, The Big Score II: The adventure begins with the characters meeting “Lord” Bartle, a Sample criminalfile and mage from Silverymoon. He Adventure Background promises them riches if they’ll help him explore the Vault. Ygorl, the Slaad Lord of Entropy, is plotting to assist an Elder Evil in bringing true chaos to Part 2, Invaluable Gems: After entering the Toril. Slaadi and their collaborators on Toril Vault, the find a diamond horde, but the there’s have been slowly infiltrating this world from other a catch. Planes. Ygorl has granted this Death Slaadi Part 3, Bad Choices: The players dodge traps army a boon, upgrading their polymorph to a to find the Altar, but what will they do with it? true polymorph worthy of a dragon. Most Slaadi are traveling from portals at Hellgate Keep and in the Deepspawn Caverns they take Moon Pass and Turnstone Pass in the Nether Adventure Hooks: Mountains. The Slaadi are superior shape shifters and with abilities to detect thoughts. The one of hardest parts of this story for DMs They appear as other creatures, but carry with making their own adventures or following the them a chaos aura and chaos-stuff. One such guidelines is the “adventure hook”. The biggest Slaadi, disguised as an Orc, lost his Slaadi issue is making the party want play the module. Gem. This gem was collected by “Lord” Bartle Not for resale. Permission granted to print or photocopy this document for personal use only. The Sands of Ascore 3 1. If the Party played The Kobolds’ Gem they are already employed by the quest giver. As the adventure begins, the Party is working as criminals for Bartle the mage and arrives at the entrance to the Vault. 2. If the Party played Blood-Kin to a neutral or evil conclusion they are pushed by a sandstorm near the pyramids and tumble down a cave to meet Bartle. 3. If the Party played Blade Bizarre and is neutral they accompany Roccar to “13 Fangs” and are pushed by a sandstorm near the pyramids and tumble down a cave to meet Bartle. 4. Otherwise, the Party are the remnants of bandits who tried to steal a ruby totem from Lek-Lek’s Mine. Fleeing Longhunt Orcs pushes them from their hideout near the pyramids and the Party tumbles down a cave to meet Bartle. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. The Sands of Ascore 4 Part One: The Big Score II and-off believing therein lays a great treasure. (This is mostly true). The adventure begins in the early morning 2. Bartle “acquired” a ruby he believes to beneath the Pyramids of Ascore at the unlock the treasure vault. (This is a lie). passageway to the Vault. The Party has either 3. “The faerezessesssss making fallen down a sink-hole or teleported in with teleporting impossible, I was lucky I Bartle the mage (See above Adventure Hooks). didn’t die.” (This is a lie). The ancient vault contains a fortune and the only 4. Bartle’s Mage friend was struck dumb exit. by the Ruby’s magic. 5. Bartle must use the Ruby key during the Dungeon Walls: Hewn Stone (Climb correct planetary alignment to open the DC 20 Athletics) true vault. The Party must make all haste to open the vault as soon as Dungeon Floor: Hewn Stone (Entries possible. (This is a lie). numbered left to right) 6. Bartle promises to share Ascore’s Temperature: Warm treasures 60/40 with the Party. (This is mostly a lie; he’ll also bribe them with a Illumination: Dim Light 1000 gp upfront if necessary.) (phosphorescent fungus every 20 ft.) 7. Bartle says he hired a fighter, named Bob, to watch the Vault for interlopers. The tunnel behind is impassable, but dim light Bob pulled a sword from a stone and comes from a cave ahead. Inside the cavern, a went crazy. “He’s babbling about hawks red cloaked mage squats on a rock.
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