
• Episode 3: Darkest Knight, Brightest Stars. The Adventure Primer characters finally reach the site of Artor Morlin’s new “Not just beautiful, though—the stars are like the trees in lair and the Weave to which he must be attuned, but the forest, alive and breathing. And they’re watching me.” one last Shadowdusk stands in their way. This is Story Objective B. —Haruki Murakami Background Bonus Objectives This adventure also includes two, 1-hour bonus objectives The Baron of Blood, vampire ARTOR MORLIN, that the characters can pursue if they have additional time is ready to get out of Skullport, where he has been to do so—earning additional advancement and treasure dwelling since Jarlaxle Baenre exposed Artor’s previous checkpoints in the process. These bonus objectives are lair. Recently, adventurers helped Artor clear a section found in this adventure’s appendices, as follows: of Undermountain for his new home sweet home in • Bonus Objective A: Amulet of the Weave. Before they SHADOWDUSK HOLD (in DDAL08-16 Change of can perform the ritual to attune Artor to the Weave, the Address) and fetch a powerful item to seal off the Far characters must fetch one last necessary artifact. This Realms that corrupt it (in DDAL08-17 The Tower of bonus objective is found in Appendix 4. Ahghairon). Now Artor needs adventurers to help him • Bonus Objective B: Entity on the Loose. As the enter Undermountain without becoming imprisoned characters return to the Tempted Paladin, they find himself. Artor’s moving into Shadowdusk Hold has meant But the previous adventurers’ expedition caught the someone—or something—else has had to move out. This attention of mad mage HALASTER, and he is not bonus objective is found in Appendix 5. amused. Well, truthfully, he is amused, quite amused, and he’s ready to have some fun. Should Artor’s Episode Sequence adventurers surpass Halaster’s tricks, traps, and attention span, the Shadowdusk family has sent HANNELORE Depending on your time constraints, play style and SHADOWDUSK, a death knight, and her army of undead environment, this adventure takes approximately four-to- to ensure Artor’s housewarming party is to die for. six hours to play. Episodes How Will You Play? The duration of your session depends on how much of The adventure’s story is spread over three story episodes this adventure you utilize. At the very least, your session that take approximately 4 hours to play. These episodes will last approximately four hours. However, if you wish, are introduced by a Call to Action episode. you can provide a longer experience for your players by If you’re planning to play the entire adventure at once, utilizing the bonus objectives. you only need to introduce the Call to Action once. • Story Objectives Only. To complete the both of the However, if you plan to play them over several sessions, adventure’s story objectives, the characters play in you’ll want to revisit the Call to Action each time you play. Episodes 1 through 3 in order. • Episode 1: Making Moves. The Baron of Blood, Artor • Bonus Objectives. You can extend this adventure by Morlin, recruits the adventurers to escort him through one- or two- hours by utilizing the bonus objectives Shadowdusk Hold, his new lair. This is the Call to provided in the appendices. These objectives branch off Action. Episodes 2 and 3. • Episode 2: Halaster’s Housewarming Rift. With Artor safely secured in his coffin, the characters face tricks, traps, and treacherous foes sent by the Far Realm and Halaster. This is Story Objective A. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. 2 DDAL08-18 Moving Day (v1.0) Adventure Flowchart This section provides a basic understanding of not only the flow of the episode, but also the outline of the different paths that your players may take in reaching their stated objective. 1 Making Moves (Call to Action) A 2 Amulet of the Weave Halaster’s (Bonus Objective A) Housewarming Gift (Story Objective A) 3 B Darkest Knight: Entity on the Loose Brightest Stars (Bonus Objective B) (Story Objective B) Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL08-18 Moving Day (v1.0) 3 Episode 1: Making Moves Estimated Duration: 30 minutes Creatures/NPCs Scene A. Artor’s Artor Morlin (a vampire) sits alone at the table furthest from the door. Patrons scattered at the other tables sit Final Request silently and turn in unison when the characters enter; they are vampire spawn who serve Artor. The Baron of Blood and Masked Lord of Waterdeep Artor Objectives/Goals. Having been assisted by adventurers Morlin has summoned the characters to the Tempted (perhaps the characters themselves, if they played Paladin to petition their help. Artor requires powerful previous adventures) in clearing out a portion of adventurers to escort him to his new headquarters in Shadowdusk Hold and secure an item to rid the layer of Undermountain’s Shadowdusk Hold, where he can end Undermountain of its Far Realm influence, the Baron the Far Realm and undead incursions that threaten the of Blood’s new lair is primed for his arrival. However, he lair and, potentially, Waterdeep. needs powerful adventurers to escort him and perform a • Played Prior Season 8 Adventures. Upon returning ritual. from one of Artor’s previous missions or answering What Does He Know?Someone in Shadowdusk Hold a new invitation from the Baron of Blood, Artor has been directing undead threats into Waterdeep, and announces he has one final request. Artor is eager to stop these once he’s moved in. But one • Didn’t Play Prior Season 8 Adventures. The does not simply walk into Shadowdusk Hold. To ensure characters’ reputations precede them. Artor Morlin’s he can come and go as he pleases (to serve the city of minions deliver a letter summoning the characters to Waterdeep, of course!), Artor requires the group to escort the Tempted Paladin, where he offers them a job of him safely sealed in his coffin and perform a ritual that utmost importance to Waterdeep’s safety. Escort him attunes his coffin and himself to the Weave. and enter the deepest depths of Undermountain and the The characters can enter Shadowdusk Hold in the bounty they hold. cellar of the Tempted Paladin, which houses one of Halaster’s elder rune gates, activated by pouring a potion Area Information of healing onto the threshold; although adventurers have travelled by the gate before and provided a rough map This area has the following features: of where to find the Weave, Artor is unsure how the Far Dimensions & Terrain. The Tempted Paladin is in Realm has warped Shadowdusk Hold since. Skullport. Tapestries hang on the walls depicting battles Artor can offer a reward capable of great healing in from the ancient Shoon Imperium. The interior space of exchange, but for his own assurance that the characters the tavern is approximately 60 feet long and 30 feet wide. will deliver him safely, he will keep it on his person. They The bar is on the west wall of the common area which has can only retrieve it once he emerges. several small round tables arranged throughout. A heavy red curtain hangs behind the bar, concealing a doorway Treasure & Rewards that leads to a small, empty kitchen and the cellar. Lighting. A large fire blazes in the hearth in the middle If the characters have no potion of healing, Artor gives the of the room, casting warmth and flickering shadows characters: across the tavern. • A slender vial filled with a murky red liquid: a potion of Smells & Sounds. Although solemn, haunting music healing. and hushed whispers often fill the Tempted Paladin, today the tavern is silent and still, the air laced only with a thin Call to Action coppery aroma. Artor requires the following of the characters: • Escort Artor’s sealed coffin to the Weave in Shadowdusk Hold. • Perform a ritual that attunes Artor and his coffin to the Weave, a powerful magical force that surrounds Waterdeep and Undermountain. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. 4 DDAL08-18 Moving Day (v1.0) • The characters must determine who is carrying the Scene B. Sanguine, coffin. A character with a Strength ability score of 14 or higher can carry the coffin themselves; otherwise, Sealed, Delivered two characters are required. (The last time adventurers The characters prepare to enter the elder rune gate that entered the gate, the second to pass through was takes them to Shadowdusk Hold but first must help seal affected, so Artor requests not to enter second.) Artor Morlin in his coffin. • The characters must establish a secret passphrase to be used at the end of the ritual. Area Information • The characters must sacrifice a drop of blood onto This area has the following features: the coffin. Artor llste them this is to ensure they are Dimensions & Terrain. The gate room mirrors the size the only ones who can complete the ritual and release of the tavern above—70-feet long and 30-feet wide, with him. In truth, this ensures that if someone attacks the a 7-foot high ceiling. Old barrels and wooden boxes have coffin, one of the characters at random will be damaged been neatly stacked against the walls. instead. Lighting. The cellar is dimly lit by sparse sconces. • BONUS OBJECTIVE A. If using this additional content, Smells & Sounds. The cellar smells dusty and moldy, Artor also tells the characters they will need to find an like every other place in Skullport.
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages6 Page
-
File Size-