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how to Use This Product This adventure is designed to be easily dropped into your existing 3rd edition D&D campaign. It can be run in a single session, and makes for an excellent evening’s gaming. To prepare yourself to run it, you should read it completely at least once to familiarize yourself with the material, and you may wish to photocopy the map in the center of the book for ease of use as well. The text on the back of the book can be read to your players in order to introduce them to the adventure. After that, you’re ready to begin. Good luck! Dungeons and Dragons® This module requires the use of the Dungeons and Dragons® Player’s Handbook, Third Edition, published by Wizards of the Coast®. You won’t be able to run this adventure without it. Adventure Boosters by AEG 8301 Castle Zadrian by Rich Wulf 8302 Sundered Faith by Kevin Wilson 8303 Tomb of the Overseers by Ken Villars & John Zinser 8304 Against the Barrow King by Steve Houg. 8305 Jerimond’s Orb by Ree Soesbee 8306 Out of Body, Out of Mind by Patrkk Kapera 8307 Crypt of St. Bethesda by James Macduff 8308 Kurishan’s Garden by Ken Carpenter 8309 The Last Gods by Kevin Wilson 8310 Bring him Back Alive! by Matt Forbeck 8311 The heart of Amun Khonshu by Marcelo & Kat Figueroa 8312 The Murder of the Seven Points by Erik Yaple Be sure to collect these other great d20 System “Adventure Boosters” available from AEG! 1 Tomb of the Overseers by Ken Villars & John Zinser DM Background This adventure is intended for four to six characters of levels 3-5. Although the final battle with the shadow demon may seem quite difficult for such a low level party, several powerful magic items have been placed in the temple to help them accomplish the task. It is important to note that all items from the temple — the sword, shield, helm, keys, scroll, and so on — phase out and return to their original location within the mountain if the heroes attempt to leave with any of them before summoning Eriador. This is why the monsters have not been able to remove or destroy these items. The adventure starts with the heroes just outside the entrance to the Holy Mountain of Anduin, burial place of the previous two overseers. You may choose to make the journey to the mountain as eventful as you like, but the heroes should be close to full strength before venturing into the mountain. About the Monsters Several of the monsters in this adventure may be familiar to you, even though they have yet to appear in an official d20 tome elsewhere. For most of these, we’ve simply provided quick-reference stat blocks. These should be plenty for you to work with. The Entrance The entrance to the tomb is carved into the mountain itself. A simple arched stone passageway leads to the altar chamber (#1). Two gigantic stone warriors (20 feet tall) stand vigil over it. As the heroes enter each location described below, read the boxed text to them aloud. 1. The Altar Chamber You push through the cobwebs covering the entrance to the tomb and find yourselves in a large room mostly filled by three rows of broken pews. One row lines the left side of the chamber, with another to the right, and a third running straight down the middle. Directly in front of the middle row, at the far side of the room, stands a stone altar. A mass of webs covers the left, rear corner of the room, and there is an archway on the right wall. The altar is made of solid stone. If examined (Search, DC 10), a small button is found on the underside of the altar’s top slab. If the button is pushed by a good-aligned character, a magic mouth appears on the back wall and says: “It helps us, it warms us, it gives us sight. It is a symbol of good, but sometimes it bites.” If the party answers out loud: “Sun,” a scroll with the divine spells bless, cure light wounds, and protection from evil appears on the altar. If the button is pushed again, whether or not the riddle is answered, a gold key appears atop the altar. This key can open any door in the mountain temple, as well as the chest of displacement at #13. The webs in corner are the home of five monstrous spiders. This secret door can easily be found if looked for (Search, DC 15). It is locked (Open Lock, DC 30). Monstrous Spiders: CR 1/2; SZ S (vermin); HD 1d8; hp 7, 6 (x3), 4; Init +3; Spd 30, climb 20; AC 14 (+1 size, +3 Dex), Atk bite +4 (1d4-2, plus poison), Face 5 ft. by 5 ft.; Reach 5 ft.; SA poison (DC 11, 1d3 Str), web (Escape DC 18, Break DC 24, hp 4); SQ vermin; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2; AL N. Skills: Climb +10, Hide +14, Jump -2, Spot +7. Feats: Weapon Finesse (bite). 2 2. Font Room This small room is empty except for a small marble font filled with crystal clear water. The font is magical and contains holy water. There are six flasks worth of water in the font. Water placed in this font automatically becomes holy water in 24 hours. The font emanates good and cannot be removed from the room. The monsters infesting the temple avoid this room, as attempts to destroy the font have failed. 3. Skeletons This room has three helmets in glass boxes on the back wall. They are golden in color and rest on red velvet pillows. Before you can do more than glance at them, three skeletons attack! Three skeletons immediately attack the heroes when they open this door. The skeletons fight until one side or the other is destroyed or the heroes are run off. Because the helmets created them, the skeletons cannot flee if turned. The helmets have had the necromantic armor spell placed on them. (See “New Spell” at the end of this adventure for the details.) The skeletons immediately attack anyone within 30 feet of the helmets. Skeletons (3): CR 1/3, SZ M (undead), HD 1d12, hp 6 each; Init + 5 (+1 Dex, +4 improved initiative); Spd 30; AC 13 (+1 Dex, +2 natural); Atk: 2 claws +0 (1d4); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ undead, immunities; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11, AL N. Feats: Improved Initiative. 4. Wood Golem This small room is empty save for a crude, human-shaped, wooden statue in the corner. There are two glass vials to one side of its feet. This is no statue. In fact, it’s a special kind of golem made from wood. As golems go, it’s fairly small and weak, although still a threat. It animates and attacks as soon as anyone enters the room. The golem cannot leave the room. Each of the vials contains a magical potion. The first is a potion of cure moderate wounds. The second is a potion of heroism. Wood Golem (1): CR 4; SZ M (construct); HD 4d10; hp 27; Init -1; Spd 30 (can’t run); AC 14 (-1 Dex, +5 natural); Atk: 2 slams +6 (2d6+4); Face 5 ft. x 5 ft.; Reach 5 ft.; SA berserk; SQ construct, magic immunity damage reduction 10/+1, fire does +1 damage per die; SV Fort +3, Ref +2, Will +3; Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1; AL N. 5. Memorial to the Overseers The wall to this circular, domed room is ornately carved and painted with murals. Several continual flame spells have been cast around the dome’s rim, brilliantly lighting the room. Two statues flank the doorway through which you entered the room, arms outstretched towards two other, much larger, statues directly opposite you on the other side of the room. The larger statues are dressed in the official robes of the overseer. The shadows cast by the two larger statues are quite sharp and black. If players are looking for trouble they may notice this (Spot, DC 20). Shadows (2): CR 3; SZ M (undead, incorporeal); HD 3d12; hp 17 each; Init +2; Spd 30, fly 40; AC 13 (+2 Dex, +1 deflection), Atk incorporeal touch +3 (1d6, plus Str damage); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Str damage (victim loses 1d6 Str; if Str is 0 or less, victim dies), create spawn (humanoid killed by Str damage becomes a shadow under killer’s control in 1d4 rounds); SQ undead, incorporeal; SV Fort +1, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13; AL CE. Skills: Hide +8, Intuit Direction + 5, Listen + 7, Spot + 7. Feats: Dodge. Umbrae (1): CR 3; SZ M (undead, incorporeal); HD 3d12; hp 20; Init +2; Spd 30, fly 40; AC 13 (+2 Dex, +1 deflection); Atk: shadow longsword +3 (1d8+4, incorporeal); Face 5 ft. x 5 ft.; Reach 5 ft.; SA shadow longsword; SQ undead, incorporeal, only hit by shadows (the visible shadow of any weapon, magical or not, can hurt an umbrae; -4 to attack rolls of foes, even if they realize this, except for monks, who are only penalized -2); SV Fort +3, Ref +3, Will +3; Str —, Dex 14, Con —, Int 10, Wis 12, Cha 11; AL CE.