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Sample File Thomas Baumbach, Chris Harris, Jonathan G

Sample File Thomas Baumbach, Chris Harris, Jonathan G

Sample file Thomas Baumbach, Chris Harris, Jonathan G. Nelson

published by AAW Games LLC PO Box #92 Snoqualmie, WA 98065 Sample file© AAW Games LLC. All Rights reserved. Printed in China Second Printing, July 2021 ISBN-13: 978-0-9899736-56 written by Jonathan G. Nelson and Stephen Yeardley

developed by Thomas Baumbach

editing team Thomas Baumbach, Thilo Graf, Will Myers, Mike Myler, Jonathan G. Nelson, Cory Vickruck, Stephen Yeardley

graphic design Thomas Baumbach and Justin Andrew Mason

cartography Sean MacDonald and Tommi Salama

contributing authors Michael Allen, Curtis Baum, Thomas Baumbach, Chris Bayes, Brian Berg, Todd Gamble, Thilo Graf, Joshua Gullion, Steve Helt, Justin Andrew Mason, Kevin Mickelson, Will Myers, Mike Myler, Owen K. C. Stephens, Christina Stiles, Jason Stoffa, Rory Toma

conversion Thomas Baumbach, Chris Harris, Jonathan G. Nelson

artists Bruno Balixa, cover artist Kerem Beyit, Jacob Blackmon, Simon Buckroyd, Matt Bulahao, Claudio Casini, Storn Cook, Keith Curtis, Juan Diego, Gary Dupuis, Rick Hershey, Forest Immel, James J. Krause, Konrad Langa, Eric Lofgren, Butch Mapa, Justin Andrew Mason, Malcolm McClinton, Mates Laurentiu, Pozas Prime, Eric Quigley, Adam Schmidt, Tadas Sidlauskas, Bryan Syme, Ryan Sumo, Carlos Torreblanco, Luis Valente, Quico Vicens, and works in the public domain. Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Cave by Andi Nur Abdillah from the Noun Project. Church, Hill Fort, and Spider Eye by Delapouite. Oak and Skull Slices by Lorc. Dwarf Helmet by Kier Hyel. Poison by sbed. Icons and derivatives licensed under Creative Commons 3.0.

Product Identity: The following items are hereby identified as Product Open Content: Except for material designated as Product Identity Identity, as defined in the version 1.0a, (see above), the game mechanics of this AAW Games, LLC SampleSection 1(e), and are not Open Content: All trademarks, registered game product are Open Game Content, as definedfile in the Open trademarks, proper names (characters, deities, etc.), dialogue, plots, Game License version 1.0a Section 1(d). No portion of this storylines, locations, characters, artwork, and trade dress. (Elements work other than the material designated as Open Game Content that have previously been designated as Open Game Content or may be reproduced in any form without written permission. are in the public domain are not included in this declaration.) The Darkness Arrives 2

Book I Shadows From the Underworld The Darkest Dawn 17

The Darkness Revealed 39

58 Descent into the Underworld

79 The Scourge of Embla Book II Rise of the

95 Usurper of Souls

146 Commander of Malice

Heart of the Frontier Book III Rybalka 170 The Civilized Territories City of the Ancestors Stoneholme 179

City of Lights SampleEmbla file185 City of Spiders Holoth 208

House Gullion 225 Book IV Underworld Settlements 242 Petrous Lair 299 The Underworld

Forlorn 250 Purple Worm Nursery 300

The Fungi Forest 252 The Seekers 301

Glorious Graveyard 280 The Small Bleak Void 303

Gor’Hashad 282 The Sundered Tower 304

Graniteshellholme 285 Survey Expedition XL-17b 305

Jorumgard 287 The Demiplane of Venom 307

Lake Vaihtualohikaarme 290 Vethin’s Hold 309

Lake Xlekellum 292 Zatajiti’s Saturnalia 318

The Ossuary Collaborative 295 Underworld Magic 320

Bestiary 332

Ahool 332 Cursed Hill Giant 442 Fungiant 415 Inkblot Spider Swarm 499 Rememberances 534 Ahooling Hunter 333 Dark Creeper 355 Funglets 416-419 Karz Slug 454 Air Mephit 463 Darkmantle 357 Fungus Leshy 421 Kobold Pickpocket 455 Creature Index 541 Albino Eel Swarm 499 Dark Stalker 356 Fungus Queen 422 Kraidyl Hunter 458 Ancient Shadow 482 Deathcap Myconid 357 423 Kra’Tah 456 Topic Index 542 Anghenfil 334 Deep Badger 358 Ghast 425 Lac’Kra’Tah 457 Animated Bellrope 335 Despair 362 Ghost 424 Lantern Archon 459 Shadow Bat Swarm 502 Ankheg 335 Dire Atrociraptor 340 Spider 487 Liosalfar 460 Shadow Spider 491 T-Rex 508 Aranea 336 Dire Vvor 521 Ghoublin 425 Magma Roc 462 Shambling Mound 483 Vampire 509 Arboreal Grappler 337 Dire Wolf 525 Giant Spider 488 Mercane 465 Shrieker 483 Vampire Spawn 510 Aseadweed 338 Doppelganger 369 Gitwerc 426-427 Mimic 465 Skeleton 484 Vegepygmys 511-514 Assassin Vine 339 Draaki Merchant 369 Glabrezu 360 Minotaur 466 Skildpadder 485 Venom Spider 493 Atrociraptor 340 Dragon Disciple 372 Gnolls 428 Mosaic Golem 435 Sloth Spider 491 Venomwight 524 Babau Demon 359 Dragon Turtle 373 Gnomes 429 Mushroom Golem 436 Soul Shard 518 Vestraadi Vanguard 515 Barghest 341 Drider 375 Goblins 430 Mutated Sabertooth Tiger 480 Specter 486 Vidre 516 Basidirond 342 Drider Matron 375 Grand Vidre 518 Ogres 467 Spirit Naga 494 Violet Fungus 519 Basilisk 343 Drow 376-395 Gray Ooze 438 Onyx Ooze 347 Spite Spitter 495 Viper Eel 520 Bearded Devil 364 Duskthorn Dryad 396 Grick 438 468 Squamp 366 Vvor 521 Behir 344 Dvergr 397-398 Grimlock 439 Otyugh 469 Stirge Swarm 502 Water Mephit 464 Black Pudding 346 Dweorg 399-406 Grizzly Bear 439 470 Stone Golem 437 Water Spider 493 Blood Servant 333 Dødelig Bandit 368 Gøgelid 431 Petrous 471 Storm Crow 496 Weeping Treant 505 Bog Troll 348 Earth Elemental 407 Half-Drow Chamberlain 440 Phase Spider 490 Succubus 361 White Dragon 371 Bone Collective 349 Earth Mephit 463 Templar 440 Plesiosaurus 472 Svirfneblin Spy 497 Wight 522 Book Golem 432 Eclipse Angel 408 Half-Ogre Monk 441 Poison Naga 473 Svirf Riding Slug 498 Wight Necromancer 523 Bulette 350 Efreeti 410 Half- Mountaineer 441 Puffball Swarm 500 Svirf Siege Slug 498 Winter Wolf 525 Cannon Golem 433 Erinyes 364 Heritage Spider 489 Purple Worm 474 Titan Centipede 503 Wolf 525 Carrion Beetle 350 Ethereal Spade 411 Hill Giant 442 Purple Wormling 475 Titan Wasp 503 Wood Kyton 367 Cave Dragon 370 Ettercap 412 Hobgoblin 443 Putrefly Swarm 501 Torosaurus 506 Wraith 526 Centaur 351 Fallen Titan 413 Hobgoblin Sergeant 443 Quasit 361 Triceratops 506 Wraith Lord 527 Chikfari 352 Feral Deep Badger 358 Hooded Lantern Archon 459 Rift Crawler 476 Troglodyte 507 Xorn 528 SampleChoker 353 Fire Mephit 464 Hoyrall Druid 444 Rift Flumph 477 Troll 507 fileYellow Musk Creeper 530 Chuul 353 Flaming Skull 481 Humans 445-453 Roper 478 Troll Skeleton 484 Y’rthak 529 Colliatur Reaver 354 Flesh Golem 434 Ice Devil 365 Sabertooth Tiger 480 Tunnel Spider 492 Zombie 532 Columna 478 Froghemoth 414 Imp 366 Screaming Skulls 481 Twisted Treant 504 Zombie Mammoth 532 Crazed Drider 374 Frost Giant Skeleton 484 Inkblot Spider 490 Shadow 482 T-Imperator 508 Zwerc Hermit 533 vi FOREWORD

Drow? Bring ‘Em On

he “drow” or “dark ” are an evil subterranean race of metal-workers drawn from ancient Norse mythology, but the drow as we know them in popular Tculture today are the creation of the co-founder of Dungeons & Dragons®, . It was Gary who gave us agile, sinister, sophisticated— even jaded—and deliciously evil elves who are, yes, beautiful. And we can’t get enough of them. Gaming tome after gaming tome, and novel after novel (notably those of R.A. Salvatore, whose Drizzt Do’Urden™ has become a “classic” character of modern ), has appeared and been bought, in handsome numbers. And still we want more.

On one level, the drow are (with the notable exception of Drizzt and some worshippers of a dancing surface deity I was asked to create for the race years ago, ) unabashedly evil (not to mention alluring) foes for any party of adventurers. On another, they are either the dominant race of the subterranean setting, or trying to become the outright rulers of the underworld. And gamers who love subterranean settings love every glimpse they can get of drow society, drow aims and doings, and just about every glimpse we can get into the daily lives of dark elves—their cities, culture, feuds and intrigues, faiths, wars on rivals, traveling merchants, and raids on the surface world.

Bring on new noble houses, new merchant cabals, dark elven poisons and spells and magic items, the dark gods they worship and the dark technologies they pursue. It was Gary Gygax who first linked some drow to spiders and an evil spider-goddess, but the endlessly ambitious and warlike dark elves can be so much more. Rise of the Drow gives us some of that “more.” New drow settlements, new locations to explore, new threats for adventurers to face. The more the merrier, I say. Bring on Maelora and the Vidre (who raise a rich array of possibilities for any inventive game master) and Holoth. And let dastardly new drow adventures begin! Sample— file PREFACE vii

Rise of Imagination

his book began as a discussion between Todd Rybalka and into the dwarven city of Embla while others Gamble, Joshua Gullion, Stephen Yeardley, and became lost, deep in the forest of mushrooms where the myself back in 2012. We all shared a love and largest organism in all the world exists. And like ancient fascination with the and drow in mycelium, roots creeping and crawling deep, every particular.T We experienced our first run-ins with the dark idea took hold and grew, even beneath the surface, into elves in different ways, at different times but the drow a world seemingly real and alive, populated with all race itself, their society, religion, and way of life intrigued manner of creatures and their homes. us, being so different and alien from our own. This world underground, this Underworld, grows each Imagination—and the subsequent inspiration to create— and every day, with every adventure you play, with manifests and presents itself in many ways, shapes, and every new character you create, because, now that we forms and every once in a while, a creation gets away have finally completed the most detailed collection of from you. Sometimes when you start out on a path it’s underground fantasy roleplaying in existence, it is yours. just a few simple steps but then those steps lead you out the door and then beyond the door is the village, beyond You hold in your hands our story, but our story is just the the village is a world, and then deeper and deeper you go, beginning, the rest is up to you. delving into the dark recesses of subconscious, a realm Thank you. completely alien to us and rife with horrors, mystery, and

wonder.

That, my friends, is how the Rise of the Drow came to be. Just an idea about a drow house and fleshing out each member of this matriarchal society soon grew beyond the boundaries of Holoth, and soon we were exploring the entire Underworld, some of us from the village of Jonathan G. Nelson

Sample file Sample file Book I: Shadows from the Underworld

Sample file 2 RISE OF THE DROW

Chapter I The Darkness Arrives

This chapter is designed for four n the longest night of the between owners) until it ended up 1st-level heroes who should advance year, the village of rybalka in the hands of Juriendor’s great- to 3rd level by the chapter’s end. comes under attack by the grandmother, eventually coming to drow of House Gullion with Juriendor. One hundred years after Navigation Otwo goals in mind. First: to steal the starting its journey, the Moonshard Background 2 Moonshard, throwing Rybalka into suggested Juriendor ask to be assigned Hooks 3 chaos. Second: to abduct a number to Rybalka. He made the request, 1a. Light in the Dark 4 of human prisoners as slaves and surprisingly was granted the title 1b. Speaking to the Villagers 4 sacrifice to the Vidrefacte, an extremely of high priest, and was told to lead 2a. Ceremony Interrupted 6 powerful artifact located deep within his congregation immediately. 2b. Injured Adventurers 6 the Underworld in the dark city of 2c. Acting on Instinct 7 Holoth. Every aspect of the drow raid That was just a few years ago. Since 3a. Ceremony Corrupted 8 on Rybalka and subsequent escape then, Juriendor has settled into his 4a. Dawn Delayed 12 has been planned by the Holoth position well, gaining respect and 4b. The Bell Tower 12 slavers, and their expectation is that appreciation from his kinsfolk through 4c. Encroaching Darkness 12 the Upperworlders will send rescuers, selfless and diplomatic actions. 5a. Moonshard Vanishing 13 guaranteeing even more captives. One of the secrets Juriendor has 5b. Lurching Shadows 13 managed to wrest from the Moonshard 6a. Into Darkness 14 Background is that at the precise moment the 7a. At the Dark Wood 16 longest night of the year ends and the 7b. Revealing Shadows 16 Rybalka is a frontier village on the days begin to get lighter, it glows with Continuation 16 edge of the Klavek Kingdom, set a long way from the capital city of Mohkba. a soft, gray light. This sounds odd, as It’s only a few years since the territory light isn’t “gray,” but those that have was taken from the indigenous seen the effect agree: the color shed locals—the Vikmordere—but the locals by the Moonshard at that moment is have already absorbed elements of dove-gray, as if daylight and darkness (usually sharply delineated as shadow- The drow city of Holoth is the the traditions of the tribal peoples. setting for Chapter 6, Usurper One of these Vikmordere traditions line) are pulled together within the of Souls. See page 95.. ensures that “light follows dark” on the artifact. What the high priest doesn’t longest night of the year. The Rybalkan know is that the Moonshard constantly cathedral houses the Moonshard, a works towards balance. It aims to sliver of mysterious rock that glows ensure neither light nor darkness has the upper hand, and that harmonious Read more about High Priest at the moment when the longest night wanes, and days begin to lengthen. calm exists wherever it rests. That Juriendor on page 5. disagreement and strife follow Juriendor, the high priest of the whenever it reveals itself is lost on Rybalkan congregation, currently it—it acts over millennia, not moments caretakes the Moonshard, but neither he or minutes; the Moonshard views The Moonshard is an intelligent nor his followers know of all it can do. life, death, and undeath as equals, artifact with a mysterious history. considering them as states of being It’s fully detailed on page 175. Juriendor knows it is sentient and that rather than over-complicating matters it has its own agenda, but the truth with the details of “alive and dead”. eludes him. In fact, the Moonshard came from the heart of Vikmordere territory Over the 50 years the Moonshard has over a century ago. The Vikmordere been in Juriendor’s family’s possession, were entering a period of decline, his “firm but fair” approach to life developing a chaotic approach to life has made the high priest the most that gave great strength to a belief neutrally-minded creature the totem in nature’s randomness. Increasing has encountered, despite his lawful numbers of vampires didn’t help tendencies. After the artifact influenced Samplematters, and over the next 50 years and convinced file Juriendor to come the Moonshard engineered a series of to Rybalka, the borderline between events (being lost, found, and moved civilized and uncivilized populations, The Darkness Arrives: Hooks 3

Chapters 1-3, Synopsis it suggested he allow numerous The order in which these encounters shrines in the cathedral, which he did. appear is simply suggested; a set As a result, Juriendor steadily grew of read-aloud narratives ties them wiser, and he felt this greater wisdom together. However, players may ensured the collaborative, ecumenical well want to do things their own approach worked (rather than a “bland way, so prepare to be flexible. piece of dusty gray rock” somehow telling him what to do). Wise as he is, ◊ The adventure begins in the high priest has no real idea how Rybalka during the Vigil for persuasive the Moonshard can be. Light. Here the players see the Moonshard, and watch Life in the border village went on— as it abandons the village. the Moonshard glowed at the end of the longest evening, the cathedral ◊ With the cathedral under attack, was used by multiple religions, the heroes defend against the and the Klavek Kingdom grew. forces of darkness, prevent a bell Then the Moonshard detected a tower fire, and delve into the shift in the cosmic balance. A deity The adventure begins in the frontier reliquary to find the Moonshard. moved in the heavens, threatening town of Rybalka—the heart of to upset the balance of this realm. the Aventyr . ◊ With the Moonshard missing and As the Moonshard became aware It is detailed on page 170. citizens of Rybalka captured of the coming turmoil, the drow by the drow, the heroes give became aware of the Moonshard. chase after both, heading into the Dark Wood during an eclipse, a deadly combination. Hooks Adventure. The party can reach ◊ Amongst the prisoners is the remote village of Rybalka after one who can shed light on playing through an introductory The Aventyr Campaign Setting the drow activity in the module. After recovering from their is available on AAWGames.com Upperworld: Miah of Embla. and contains many of the races, adventures, they begin to overhear talk locations, and deities described ◊ After three days of tracking the of the forthcoming Vigil for Light. within this book. You’ll also find many modules that introduce Rybalka and drow through the terrifying Coincidence. While traveling in the Dark Wood, the heroes come to its environs. Check out A0: Crow’s area, they are greeted by strangers Rest Island, A1: Crypt of the Sun Adrik’s Folly, a ruin and base with a reminder to be in Rybalka’s Lord, or A2: Devil of Dark Wood. of operations for the drow. cathedral for the Vigil for Light in a ◊ The heroes must infiltrate or few day’s time. The party arrives at assault the fort to rescue the dusk on the day of the ceremony. Rybalkan prisoners, but a host Missive. The dwarf Miah has put of enemies guard the fort. out a call for help. The request ◊ With the Rybalkan refugees is vague, asking only for brave in tow, the party must elude adventurers to come to the aid of honest folk, but it states that he will Miah of Embla the drow long enough to reach page 51 the isolated Galekin estate. be in Rybalka on the winter solstice. A dwarven traveler from the ◊ Once there, the party must push underground city of Embla, Miah has back repeated drow assaults been trekking across the surface and hold out long enough for looking for help. He was on his way reinforcements to arrive, or to Rybalka, his last stop before defeat the drow themselves. returning to the Underworld. His tale Samplebegins infile The Darkness Revealed. 4 RISE OF THE DROW

Rybalkan Revelations ight in the ark While interacting with the 1a. L D sit and enjoy the service. The day’s villagers, the heroes may learn dawn heralds new events for all of the following bits of lore with a As you make your way down the us. Yuri! Seats for my compatriots!” Charisma (Persuasion) check. street you realize the expected DC 8+ murmur of activity is missing and At this final call, a man looks up ◊ Juriendor is the high priest of the the settlement of Rybalka seems from halfway down the cathedral Rybalka Cathedral and venerates ominously quiet and cold. Rounding and beckons you forward. Places are a rather distant god of , yet a building, you spot a group of found for you as those close by offer is tolerant of anyone’s deity if they show the same respect villagers carrying torches toward the greetings and ask your names. The for what others believe in. large stone cathedral on the edge of welcome is genuine and heartfelt, town. Following, you see them rap reflecting that the coming service is ◊ Tonight is the longest night of the year. on the doors, which are opened for a period of warmth and rebirth. a brief moment, allowing a sound ◊ The Vikmordere that originally of voices to escape, along with some There are storage areas either side built this village held a ritualistic of the cathedral hallway, their open ceremony on this day to light and heat which cause the air to entrances (the saloon doors) showing ensure that the light returned steam. The interior of the building after darkness reigned. is bathed in warm, inviting reds cloaks, coats, and equipment for and oranges, sharply contrasting crossing snow and ice. Once seated, DC 12+ the party sees that just about every ◊ Juriendor adopted the ceremony with the cold whites and blues villager is gathered here and they are after experiencing annual attacks of the snow and ice surrounding talking in hushed voices. The heroes from the Dark Wood on this night. you in the darkness outside. overhear groups talking about the ◊ During previous attacks, many “coming darkness,” and the words villagers were killed, including You suddenly feel vulnerable “Vigil for Light” are repeated many a small boy whose father later standing out here all alone. The times. As visitors, the “free seats” have committed suicide. Juriendor final villagers round the bend and clearly been found specifically for the feels responsible and wishes he party; they are towards the middle could have better protected the pass you, heading for the cathedral. “You coming!?” One of the women of the cathedral, eight rows from village from the darkness and the front and roughly in the center the threats of the Dark Wood. calls, her voice suggesting that any of the pew. The building is packed ◊ Since adopting the ceremony, no other choice would be madness. and movement is slow-going (except more attacks have occurred and for along the main aisle), but only the village has been kept safe. If the heroes attempt to question children sit alongside the heroes (with the Rybalkan villagers outside an unobstructed view of the aisle). DC 16+ they simply reply with, ◊ The high priest is in possession of an artifact called the While the exterior of the cathedral Moonshard, used in the ritual “Make haste, we’ll talk when we’ve is gray stone, the interior is built to protect the village. gained the comfort of the cathedral.” of lustrous wood from local trees, ◊ The Moonshard comes as are the simple benches which from another world. 1b. Speaking to the Villagers serve as pews and line the hall on ◊ Some say the Moonshard fell both sides from front to back. A from the moon itself during Ten feet on from the entrance, by an large fire on a raised plinth burns an intense Vikmordere ritual open pair of finely-carved wooden brightly, bathing the weathered and hundreds of years ago. swing-gates depicting the rising wrinkled faces of the villagers in a sun, an imposing man greets each flickering, otherworldly orange glow. villager with a personal message or a guiding and assuring hand on the “The fire is never allowed to die,” shoulder. As you get closer you hear says a villager to your side. “The phrases such as, “Evenin’ mayor,” or crackling? ‘Tis said to be the spirits “Light be with you, Igor.” He gives of warriors long since passed from you a beaming smile not usually this world. They talk to us, not to associated with portentous events warn or teach us, but help relive and says, “Well met, friends, for we their glories so we remember the Sampleall are such tonight. Find a place to sacrifices theyfile made for their The cathedral map is on page 11. children and grandchildren. War is never an easy affair; those The Darkness Arrives: Speaking To The Villagers 5

piece of information from all three One of the townsfolk calls out, “Guide involved are swept up and away, lists, while a result of 13 would only us through the Darkness so that ofttimes lost in the minds of our get something from the DC 12 list. there may be Light!” Others begin to rulers. Here at Klavek’s edge, we shout phrases such as, “Juriendor, recall those that brought light to our A young acolyte descends a staircase please guide us!” and, “Protect us lives; to this day they give us vision, near the front gates, walking through from the Dark Wood devils! Bestow warmth, and shelter. Juriendor has the crowd toward the flaming altar. us with Light!” If the heroes try shown us such things; soon he’ll People turn to him with broad smiles, to stop or question Juriendor he but as they do they twist away from nods and smiles, saying simply, arrive to share more wisdom.” the firelight and their faces fall into shadow. Then Juriendor appears on If a player makes a Charisma the stairway, moving toward the front “Greetings, welcome to the Vigil for (Persuasion) check the villagers speak of the cathedral, his face lit up—as Light; to be safe from the Darkness, more about the Vigil for Light and the gaze of the congregation follows please stay inside the cathedral. the coming darkness. The level of him, the individual faces become At this hour, dangers abound success dictates what is revealed from equally illuminated. The high priest is outside. We will speak once the Rybalkan Revelations on page 4. dressed in celestial chainmail armor, Moonshard has given us its dawn.” For example, a result of 17 gets one its legendary sheen there for all to see. Juriendor, High Priest of the Rybalkan Congregation Vision in Darkness uriendor took the ritualistic priest handles larger religious uch of Rise of the Drow takes ceremony to join the and moral matters. He helps place in dark environments. Jpriesthood at the young age steer the village along the proper MThe presence or absence of 12; six years later, he is the course of action when dealing of light in an environment creates youngest high priest of any deity in with diplomatic and neighborly three categories of illumination: all of Klavek. He vowed to make relations. Thus far, Juriendor has bright light, dim light, and darkness. a difference in the world, to fight done an outstanding job and the for truth and justice wherever the townsfolk hold him in very high Bright light lets most creatures winds of oppression blew strongest, regard—his even-handedness is see normally. Even gloomy days and to solve problems using wise beyond reproach, and his name provide bright light, as do torches, and insightful diplomacy. When is a local byword for fairness. lanterns, fires, and other sources of deliberations failed, he found that illumination within a specific radius. courage, strength and—above Dim light, also called shadows, all—fair justice were summoned creates a lightly obscured area. within his very being, which he An area of dim light is usually in turn bestowed upon other a boundary between a source priests. Juriendor proved himself of bright light, such as a torch, in the church, at the negotiation and surrounding darkness. The table, and on the battlefield. After soft light of twilight and dawn many grueling combats and also counts as dim light. A tactical victories, he was granted particularly brilliant full moon the accolade of warrior priest. As might bathe the land in dim light. a reward, his mother gave him the Moonshard, which had been Darkness creates a heavily found by her grandmother almost obscured area. Characters face 50 years before. Juriendor took darkness outdoors at night (even the item and thought nothing most moonlit nights), within the more of it, until the position of confines of an unlit dungeon high priest in Rybalka came or a subterranean vault, or in to mind. Juriendor is now an area of magical darkness. on the edge of civilization as a stabilizing presence . Within a specified within Rybalka Cathedral. range, a creature with darkvision can see in darkness as if the He preaches a daily sermon darkness were dim light, so each morning immediately areas of darkness are only lightly after sunrise. His six obscured as far as that creature acolytesSample and two priests is concerned.file However, the assist townsfolk with minor creature can’t discern color in concerns, while the high darkness, only shades of gray. 6 RISE OF THE DROW

If the party refuses to heed his Table 1.1 Lurking Dangers warning and leaves the building Suddenly, almost as if part of the d100 Encounter Page they are attacked every 1d6+5 ritual, the doors to the cathedral 01–35 grimlock 439 minutes by one or more creatures burst open and the ceremonial from Table 1.1 Lurking Dangers. gates rattle wildly in the blast. Two 36–65 squamp 366 men—weapons on their backs and 66–85 grimlocks (2) 439 While the heroes remain within the dressed in battered armor—stagger 86-95 squamps (2) 366 cathedral, they are safe from the into the room, each carrying a badly dangers lurking in the darkness 96-00 ethereal spade 411 outside. If they or anyone else injured individual. “Help us, please! attempts to halt or interfere with the Help us now! We require healing Vigil for Light they are stopped by and our friends are at death’s door! the congregation, as well as perhaps The evils of the Dark Wood are too the mayor (Igor Leonid is a capable many, too foul. Another ally outside fighter) or Sage (Yuri Statel) if either is turned to stone, yet I dare say that reach the party (Statel is most likely). no one within these walls would fancy to face what lurks without!” 2a. Ceremony Interrupted With the clerics at the front of the Once at the front of the cathedral, cathedral, Mayor Leonid calls out. “Some help here, quickly!” The heroes Mayor Igor Leonid Juriendor pulls a long wooden torch from a wall and uses the large may assist the injured adventurers brazier on the plinth to set it alight. with a successful DC 12 Wisdom (Medicine) check that staunches minor It momentarily glows as brightly as wounds and ensures no one is in daylight, and everyone within the danger of bleeding out—the party may hall appears warm and comforted. use magic to cure the tears, cuts and The high priest chants a prayer, and puncture marks, of course. Juriendor all of the villagers join him. It sounds stops his ritual, places the Moonshard complex, a drone of intertwining back into the box and approaches the ideas that seem more suited to a injured men, beginning to cure the shaman than a clergyman. After recently wounded adventurers as fast long minutes pass, the chant as he can when he reaches them. fades and a silence hangs heavy in the air. Then Juriendor unclips a 2b. Injured Adventurers small wooden box from the back of Gryphonwind’s Gatherers is a band his armor. The box is finely carved of adventurers the members of and looks quite old and worn. which, for one reason or another, are after personal goals or trophies, As he slowly lifts the lid, a dark but as individuals recognize they need support in order to achieve gray stone begins to shine like crisp their particular aims. They’ve starlight, followed by a pulsing run afoul of the dangers lurking blue-yellow glow which envelopes in the darkness, giving warning his face. Children in the crowd gasp to what will befall Rybalka if the and call out, “The Moonshard!” But ceremony is not completed. they’re hushed quickly as the high priest raises the small glowing rock Myharl Gryphonwind is carrying his compatriot Goldsneezer. A carefully from the box. Holding it character who succeeds on a DC 12 high for all to see, he begins to call Wisdom (Medicine) check discovers out words in a mystic language. Myharl has been heavily wounded With each powerful word, the by an animal—a successful DC Moonshard grows brighter, the air 12 Intelligence (Nature) check humming with energy. The crowd suggests the wounds have been of villagers parts as Juriendor walks caused by a local type of giant rat. Samplethe aisle, continuing the ceremony. file The Darkness Arrives: Acting On Instinct 7

Goldsneezer is unconscious and Gryphonwind’s Gatherers 2c. Acting on Instinct has failed one death saving throw. Myharl Gryphonwinnd A character who succeeds on a After the injured adventurers are “The ” DC 13 Wisdom (Medicine) check healed, the villagers reclose the front human, 1st level fighter, lawful neutral discovers Goldsneezer has been doors to the cathedral. The new hp 1 (max 14) injured by magic. A character who arrivals seek a place to sit and rest Myharl is unusually tall for a human, bald- succeeds on a DC 13 Intelligence within the hall, and if applicable headed—except for a long, braided goatee— (Arcana) check reveals necrotic thank the heroes for their kindness. with dark skin and a muscular, handsome damage caused the injury. When asked what they encountered, physique. Where there is political intrigue or the recovering adventurers simply social change, Myharl sees the chance for coin. Gregor Hawthorne is carrying state, “Just stay inside!” Juriendor His quick-wit and silver-tongue have gained him Thyron Warstriker. A character returns to the front of the cathedral a loose alliance with some of the local trappers who succeeds on a DC 13 Wisdom and restarts the Vigil for Light and hunters, but deep within he is steadfastly (Medicine) check reveals that poison ritual from the beginning, as it must dedicated to only one faction—himself. courses through his veins and he be complete and uninterrupted Goldsneezer is struggling to stay conscious. in order to be effective. But “The Alchemist” there is another disruption. Thyron Warstriker is mortally gnome, 1st level wizard, chaotic good hp 0 (max 6) wounded. He is unconscious and Again, just as Juriendor begins his has failed two death saving throws ceremony, the doors to the cathedral Goldsneezer sports crazed blue and green hair, and is just one away from death. A fly open. A sudden snowstorm has is overly excitable, and periodically sneezes character who succeeds on a DC 10 blown in, dumping yet more thick extremely fine, valueless fool’s gold, the result Wisdom (Medicine) check notices he white flakes over the small village. of his very first experiment (the smell of which was injured from multiple directions This storm, doubled with the winds still lingers around him). He desperately wants to acquire a rare alchemical component only with small, serrated blades. whipping through from Serpent found in a dangerous part of the Underworld, Lake, makes a considerable noise on Sven Silvermane is outside on a sled. and joined the Gatherers in order to have its own, but it is drowned out by the No check is necessary to see that he company on this precarious quest. ruckus made by a group of hunters is solid stone but otherwise seems swirling into the building. Torches Gregor Hawthorne unharmed. Only after Juriendor is aloft, the crazed hunters begin to “Witch Hunter” able to pray for spells is Sven able to set fire to the fabric of the cathedral. human, 1st level ranger, neutral good rejoin his compatriots. “Let Light come to us all!” shouts hp 1 (max 10) one; “Drive off the darkness with the Tall, brooding, intuitive, and fearless, Gregor Light of the Heavens!” considers himself a crusader—he is consumed another calls, as she with ensuring evil beings are returned to Hel encourages flames and vanquishing whatever created them. to ignite a hanging tapestry. The fire Thyron Warstriker spreads quickly, “The Executioner” crawling up the material human, 1st level paladin, lawful good hp 0 (max 10) like a spider. Another intruder breaks a wooden The holy warrior has long flaming red gate down and tries to light hair and a dark scar on the right of his the lacquered carving. face, which has blinded his eye. Thyron is searching for his brother—a fallen paladin While the mayor deals with the who escaped into the Underworld—and is hunter by the broken gate, and determined to convert him back or execute with the congregation unsure what him. He feels that Gryphonwind, despite his exactly is happening, Juriendor halts motives, is trustworthy enough to help him. the ceremony and calls out toward Sven Silvermane the heroes, “You there, please help! “The Pious” These are good men and women; human, 1st level cleric, lawful good they must be under a curse’s hp 8 (max 8) influence. Please stop them, but do no harm!” The group of hunters is Silver-haired, softly spoken, yet determined under the effects of a suggestion spell and overtly faithful, Sven was brought up in the fold of a healing order and trained to bring and has come into the cathedral the light of mercy and judgment everywhere Samplehe travels. His orderfile specializes in healing, fighting the scourge of the undead in all forms, and bringing hope to people in need. 8 RISE OF THE DROW

to set fire to it. They honestly believe Table 1.2 Crazed Hunters that this “will make the place warmer Moonshard and forms a glowing d8 AC hp STR To Hit and bring more light into it.” blue gateway centered upon the stone. Through the portal several 1 12 7 +3 +4 The party needs to both remove orbs emerge—as soon as they enter 2 12 9 +2 +3 the torches from the hands of the the room, all normal light patterns 3 13 11 +1 +2 eight crazed hunters and then warp and are drawn towards restrain them, at the same time as 4 15 7 +2 +3 them! The attracted glow forms putting out the small fires that have 5 14 9 +1 +2 already been started—roll on Table into a swirling pattern around the 6 12 11 +4 +5 1.2 Crazed Hunters to see which spheres, and then coalesces into a 7 12 7 +1 +2 hunter they confront. The hunters single dark floating orb. Judging use their torches as weapons. by the gasps and screams of panic 8 13 9 +1 +2 erupting from the crowd, this does Once the compelled Rybalkans are not normally occur during the Vigil All of the hunters are wearing padded dealt with, Juriendor again restores for Light ritual. The orb begins to armor or battered leather armor. order, calming the congregation in order to perform the ceremony. circle around Juriendor, spinning To increase the tension, describe wildly, and then begins to lash out Gryphonwind’s Gatherers fighting As the party attempts to stop the with cold, cloying bolts of darkness alongside the heroes against the crazed hunters, each character must succeed hunters, with differing levels of success. that send him to the floor! The on a DC 14 Wisdom (Perception) check Moonshard falls to the ground, and Many of the locals recognize the to notice that one of the female hunters then through a crack in the boards (#5) is wearing a hastily-assembled hunters, some knowing them personally. to somewhere down below. You can The villagers will object if the party disguise and had something over her deals with them too harshly, up to ears that has partially frozen off in almost feel the frigid, lifeless grasp and including trying to stop blows that the snow storm outside. Investigating of some ancient evil slip its fingers look like they are intended to kill. The further, the hunter moves away and around the artifact as it is dragged hunters are valuable to the village, bumps into a hanging oil lantern that out of sight through the cracks. providing resources and information. burns her and causes some makeup If they are all killed, it will take time for them to be replaced, leaving the village to melt away, revealing elf ears! She The high priest, prone, seems short of meat, furs, and a protective immediately uses dimension door to frozen in place as the orb assaults ring. Properly subduing them earns the escape. The elf is a drow—one of him. “Juriendor! No!” one of heroes the villagers’ respect and shows the raiding party—trying to force the party cares for the community. members of the congregation out of the the villagers calls as he charges cathedral and toward her comrades. forward, pulling a short, metal A hit with a flaming torch deals 2 (1d4) candle holder from its bracket at bludgeoning damage, plus a 50% the end of a pew. He swings the chance of dealing 1 (1d2) fire damage. 3a. Ceremony Corrupted When the improvised flaming torch makeshift weapon and seems to hit club deals fire damage, the target the creature. The orb is unaffected, must succeed on a DC 10 Dexterity Finally Juriendor once more holds but before anyone can step forward saving throw. On a failure, the target catches on fire. While on fire, at the the Moonshard aloft and with a it strikes the charging man with end of each of the target’s turns it takes powerful chanting sends a massive a ray that forces him to his knees. 1 (1d2) fire damage. The target can wave of bright energy throughout Screams erupt from the villagers use an action to smother the flames the cathedral. This flows back to the and, as one, they panic. Suddenly and avoid additional fire damage. GMing the Corrupted Ceremony aving the mayor and some Don’t forget to use Gryphonwind’s Band Togehter other characters involved in Gatherers as you see fit! Depending Another way to depict the scope Hthese scenarios is purely to on how the heroes are faring against of the drow raid on Rybalka is to enhance the sense of camaraderie the hooded lantern archon, these have Gryphonwind’s Gatherers and loyalty of Rybalka’s citizens. NPCs could go outside to join the team up with the heroes as they You don’t need to keep track of fight against the zombies (after all, pursue the drow slavers. To lighten this “exterior battle” defending one of their members may still be the GM’s load, have the players the town, but you can describe on the sled, turned to stone); help control these NPCs temporarily. villagers struggling against zombies fight the archon if the heroes need These NPCs can even be promoted with improvised weapons. Have support; or perhaps the Gatherers to followers or replacement heroes, fun Samplewith the various scenarios and need to be saved again if the party file if the situation calls for it. throw in some unexpected twists is having an easy time of it. to keep the players on their toes. The Darkness Arrives: Ceremony Corrupted 9

Naraneus’s Shadow is the drow name people are running everywhere, clergy—most are little more than for the once-an-eon, three-day eclipse to both sets of stairs and outside untested students—and protect that begins the same night as the Vigil into the darkness of the storm. the cathedral. I’m off to defend for Light. Read about it on page 18. the rest of my village!” He races Usually, at the conclusion of the Vigil out into the storm to confront the for Light ritual, a lantern archon undead, the congregation grabbing momentarily appears as dawn various solid-looking items from breaks. Tonight, however, because around the cathedral while you’re of Naraneus’s Shadow the ritual left in charge of the situation within summoned a hooded lantern archon, absorbing what little ambient light the rapidly-emptying building. remained. Worse yet, Juriendor After defeating the archon, the heroes suffered a critical blow from it. can help Juriendor; he has no idea what caused the ritual to go wrong, Silhouettes. There is an additional but if the party saw the disguised elf threat at this point—as the and tells the high priest of her, he congregation starts to leave the suspects she had something to do with cathedral, gray shapes move at the it. Juriendor then begins to search edge of vision in the heavily-falling Hooded Lantern Archon around on the floor for something. snow. The first few villagers to leave page 459 “The Moonshard! Where is it?” With the sanctuary of the building are set the heroes’ help he quickly pieces upon, their muffled cries or grunts together what happened. Just as he of pain and exertion barely reaching heads off downstairs, the adventurers the doors. It’s unclear what is out hear cries from above. “Help! Smoke there through the swirling flakes, but in the bell tower!” At this, the cleric a character who succeeds on a DC 13 turns and says to the party: Wisdom (Perception) check notices that the shapes are moving slowly. If the check succeeds by 5 or more the “I must find the Moonshard or character notices that some shapes the village is doomed. Please, head up to the bell tower and help my Zombies (8) appear to be biting other silhouettes. page 532 They are zombies, let loose by the drow student priests; most of them are to draw people from the cathedral and untested in situations like this, and into the arms of the Underworlders. it seems someone—or something— is determined to disrupt our Mayor Leonid steps up to quell the ceremony and threaten Rybalka’s chaos, calling out, “Unsheath your future. Now go, please, for me!” blades, stout fellows, and let us rain Juriendor presses a vial of thick ruin upon whatever these fiends are green liquid into the hands of the within the grounds of the cathedral!” closest member of your party, and He hefts his great glowing maul and then charges down the stairs. moves toward the front doors. Sage The vial holds a potion of greater healing Statel appears from within one of that can be split into two potions of the storage areas, a pair of what healing. If the heroes go to follow the look like ice crampons strapped high priest, he turns to them and says: around his forearms to make cruel-looking claws. He exchanges glances and a nod with the mayor “Please, the bell tower! If it ignites then rushes out the front door with and falls onto the cathedral, many of the villagers in tow; as the whole building will be lost they pass outside into the storm and my brethren along with it! they are suddenly surrounded by a Our lives are in your hands!” mob of walking dead. The mayor turns to your group; “You’ve shown yourselvesSample capable. Please, save the file 10 RISE OF THE DROW

Bell Tower Acolytes’ Quarters Priests’ Quarters 1-2. Bell Ringing Rooms 12. Passageway 26. Hidden Shrine Thick bellropes gently sway. See Lining the hallway that leads A private shrine for the cathedral 4b. The Bell Tower on page 12. down from the cathedral are clergy. Searching the altar with paintings of former priests a successful DC 12 Intelligence 3. Juriendor’s Bedroom silently chanting liturgies. (Investigation) check yields a scroll This austere bedroom contains little of protection from evil and good. of note, aside from a locked chest. 13. Acolytes’ Preparation Room A character can open the chest Ceremonial garb and items line the 27-28. Prayer Chambers with a successful DC 17 Dexterity walls. A character who succeeds on Each priest has their own private check using thieves’ tools. The chest a DC 10 Wisdom (Perception) check prayer chamber. See 5A. Moonshard contains three potions of climbing. uncovers a pearl of power amongst Vanishing on page 13. the finery. See 5A. Moonshard 4. Juriendor’s Quarters Vanishing on page 13. 29-30. Living Quarters A small writing table contains two Each priest has their own private spell scrolls: a scroll of detect poison 14-15. Supplies Storage bedchamber. See 5A. Moonshard and disease and a shield of faith scroll. Between these two rooms can be Vanishing on page 13. found two potions of greater healing, 5. Spiral Staircase two spiritual weapon spell scolls, 31 & 33. Armory The stairs up to Area 8 creak loudly three sanctuary spell scrolls, and The clerics store their armor enough to alert any creatures four vials of holy water. See 5A. and weapons here: scale mail, at the top, unless a character Moonshard Vanishing on page 13. warhammer, and a +1 shield. on the stairs succeeds on a DC 12 Dexterity (Stealth) check. 16-17. Study Rooms 32 & 34. Stairwell These quarters are for the on- Identical to Area 23. See 5b. 6. Juriendor’s Armory duty acolytes. A leather bag Lurching Shadows on page 13. An unlocked chest contains a potion tucked beneath a cot contains of heroism, a scroll of locate object, a a boar’s head carved onyx and 35. Trapdoor scroll of silence, and a +1 crossbow bolt. silver ring worth 15 gp. The The floor is hinged here, to drow have placed a cacophony accommodate moving large 7. Larder mask trap here (see page 14). objects into the reliquary. Storage area for preserved foods Connects to Area 38. (mostly winter vegetables). 18. Room of Wisdom Every holy symbol known in the Cathedral Reliquary 8-10. Bell Tower Stairs Klavek Kingdom lines the walls 36-37. Stairwell The bellropes are accessible here; the here. Texts stored here detail the Identical to Area 23. bells are visible if there is light. See gods and religions of the region. 4b. The Bell Tower on page 12. 38. Reliquary 19-20. Resting Rooms The ceiling is hinged here 11. Top of Bell Tower Off-duty acolytes make their bunks (see Area 35). See 6a. Into Roofed but open to the air, the here, when not observing rituals Darkness on page 14. bells are housed here. See 4b. or serving the congregation. The Bell Tower on page 12. 39. Main Reliquary 21-22. Trapped Corridor This reliquary houses the remains of The clergy have installed warriors and skalds of the ancient some benign net traps here Vikmordere, as well as the Klavek to thwart snoops and thieves. soldiers that fought them. See 6a. The infiltrators triggered them, Into Darkness on page 14. now the nets hang empty. 40. The Tomb of Alin 23 & 25. Stairwell There is a prominent stone slab The fleeing drow have placed at the center of the reliquary. glyphs of warding (inflict There is also a hole broken in wounds) (+6 spell attack) at the the floor, with a ladder peeking mouth of these stairwells. out, though the tunnel it leads to is collapsed. See 6b. From Past- 24. Brewing Chamber and-Future Darkness Comes an Used for brewing of ceremonial Illuminated Present on page 15. Samplemead as well as more magical file tinctures. See 5b. Lurching Shadows on page 13. Rybalka Cathredral

Sample file 12 RISE OF THE DROW

Racing Flames. If the party cannot 4a. Dawn Delayed Fire Mephits (2) remove the mephits within 8 (1d8+4) page 464 As the heroes reach the halfway rounds the bell tower catches fire and point on the stairs leading up, a debris begins to fall. At the start of each single acolyte with badly burnt round, each character must succeed The battle with the mephits and storm robes comes rushing down, on a DC 10 Dexterity saving throw, crows might be a challenge for some low-level parties. If the party is in nearly running into the party. taking 2 (1d4) fire damage and 2 (1d4) rough shape after the battle, feel free bludgeoning damage on a failure. After to include some or all of the following “Horrible devils are up there! (7) 3d4 rounds afire, the bell tower items, stored neatly in alcoves along They’re setting fire to the bell collapses, burying anyone still within. the stairway: a scroll of cure wounds, 2 scrolls of magic missile, 1d4 potions of tower! Please stop them!” Electrified Bells. Should the heroes healing, 2 healer’s kits, and 6 torches. defeat the mephits and move further This is a different acolyte than the up the tower, the storm crows make an one that was helping Juriendor lead These items could also appear appearance (if they haven’t already), in the cathedral basement, in the congregation during the Vigil for releasing electrical charges throughout areas 14, 15, 31, or 33. Light, but she was watching. If the the cathedral’s bells, causing the adventurers were helpful in calming energy to arc between them and strike the disruptions during the ceremony, the heroes. Treat the electrified bells as Animated Bellrope (2) the acolyte heals all of their wounds an environmental hazard. Creatures page 335 then direct the heroes to the secret within 20 feet take 5 (2d4) lightning store of materials in Area 6; however, if damage, or half that with a successful they were less than helpful she simply DC 12 Dexterity saving throw. continues downstairs. The acolyte leaves the cathedral to help heal the Able Cables. Two of the bellropes are Rybalkan villagers who have been animated and loyal to the cathedral. injured by the attacking undead. At the GM’s discretion, the ropes swing into action as soon as the heroes attack 4b. The Bell Tower the mephits, attempting to grapple and then strangle one of the creatures A group of skeletal fire mephits each over the next several rounds, has been ordered to burn down after which each rope has taken the bell tower, to distract people enough fire damage to lose its magic. as the drow make their move to steal the Moonshard. The mephits After these encounters, any character are present in Areas 8-10 (at least that looks across the landscape from 1 in each area) and are difficult to the top of the bell tower notices reach against the bell tower walls. that it is still dark, yet dawn should They attempt to ignite the bell tower be breaking. Though it is cloudy, using the flames pouring off their it is not enough to block the light Storm Crows (2) small bodies, but the sodden wood of a new dawn. Something more page 496 is doggedly resisting their efforts. nefarious is at work. Is that a shadow creeping where the sun should be? Two storm crows hide in the bells at the top of the tower (Area 11), waiting patiently for the party to 4c. Encroaching Darkness approach within close proximity, at Once the adventurers return to the which point they release an electrical main floor of the cathedral, they spot charge in amongst the metal of the two acolytes emerging from the stairs bells—attempting to disable or kill that lead below—the same stairs the heroes—then fly down to attack. that Juriendor went down earlier. The pair looks battered and bruised As the adventurers make their way as they stumble toward the party. up the stairs and into Area 8, they may notice the smell of smoke with a successful DC 10 Wisdom (Perception) “The crypt, the dead that dwell check. If the check succeeds by 5 or there... they have always protected more, a character spots the fire mephits our cathedral. They have been above, working to burn the bell tower. Sampleturned, madefile to rise up against us! Can the gods have forsaken us?” The other man attempts to