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    #129MAP & HANDOUT SUPPLEMENT

    PRODUCED BY PAIZO PUBLISHING, LLC.

    WWW.PAIZO.COM

    MURDER IN OAKBRIDGEby Uri KurlianchikA killer has come to Oakbridge, and she wontstop her murderous campaign until she exactsrevenge against a group of ex-carnies who havecome to Sharn in an attempt to start new livesin the aermath of the Last War. An Eadventure for 5th-level characters.

    Ra

    Ramn Prez

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    Ziki

    Kroga

    Ramn Prez

    Lucian

    Ramn Prez

    Corlina

    Ramn Prez

    Ramn Prez

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    Church

    InnBlacksmith

    Wizard

    For

    Hire

    Lucians

    Studio

    Bakery

    Svans

    Home

    Borgos

    Home

    Roctars

    Home

    Volins

    Home N

    OakbridgeDistrict

    OakbridgeDistrict

    Church

    InnBlacksmith

    Wizard

    For

    Hire

    Lucians

    Studio

    Bakery

    Svans

    Home

    Borgos

    Home

    Roctars

    Home

    Volins

    Home N

    N

    OakbridgeDistrict

    OakbridgeDistrict

    N

    Robert Lazzaretti

    Robert Lazzaretti

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    A GATHERING

    OF WINDSby Wolfgang BaurWhen the PCs return to Diamond Laketo consult with their friend Allustanthey find the town in shambles andAllustan missing. Locals tell tales oa terrible dragons rampage through

    town. Unfortunately for the charactersthe dragon is only the beginning. AnAge of Worms Adventure Path scenariofor 11th-level characters.

    Joachim Barrum

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    Steve Prescott

    Steve Prescott

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    Eva Widermann

    Moreto

    Eva Widermanna

    The Black Seal

    Sword of Aaqaand LightningSword

    Eva Widermanna

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    Augerric

    Fragment of theRod of Seven parts

    Eva Widermann

    Eva Widermann

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    Robert Lazzaretti

    Robert Lazzaretti

    DUNGEON 129 Supplement8

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    Robert Lazzaretti

    Robert Lazzaretti

    DUNGEON 129 Supplement9

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    Robert Lazzaretti Robert Lazzarett

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    RUNNING A GATHERING OF WINDS IN THE FORGOTTEN REALMSby Eric L. Boyd

    Conversion notes for Mintarn (Alhaster andRedhand), the Redeye tribe (Twisted Branchtribe), Manzorian (Malchor Harpell), andMagepoint (Longsaddle) have already beenmentioned in conversion sidebars for earlieradventures in the Adventure Path.

    Genies of Ancient CalimshanCirca 7,800 dr, a large force of Djen (WindDukes, effectively noble djinn) arrived in theareas around present-day Calimport, led bythe djinni lord Calim. The Djen spoke Vaati,the base language from which Auran andAlzhedo are derived. (Anyone speaking eitherAuran or Alzhedo can attempt DecipherScript checks for Vaati inscriptions.) Althoughnot concerned with bringing Law to theRealms, the Wind Dukes of Calim soughtto subjugate all forms of elemental magicto their will, proving the supremacy ofelemental air and their goddess Akadi (Zostra).

    Intent on colonizing a barbaric world richin resources both magical and mundane, theDjen commanded a host of lesser djinn, jann,marids, genasi, enslaved humans (ancestorsof todays Calishites), enslaved hin (ancestorsof the Sword Coasts halfling population), anda handful of marids. Aer their arrival, theDjen and their servants began clearing andseizing all the lands south of the MarchingMountains, which they claimed as the CalimEmpire (Aaqa). At its peak, the Calim Empireencompassed all of modern day Calimshan,except for lands along the River Memnon.Initial conflicts with the Proud Peoples

    (elves and dwarves) ended in truce, and theDjen drove the dragons and giants out of theMarching Mountains. The alliance of djinnand marids collapsed, leading a series of battlesknown as the Steam Clashes and culminatingin the destruction of the marid city of Ahjuutal.

    Circa 6,800 dr, almost a thousand years tothe day aer the arrival of the Djen, a greathorde of efreet called the Army of Fire (Army ofChaos), led by the great pasha Memnon (Miskathe Wolf Spider) in service to Kossuth (Queenof Chaos), emerged through a heretoforeunknown portal just north of the River Agis(now known as the River Memnon). Whilethe Djen prepared for the inevitable conflictto come, the efreet establish the realm ofMemnonnar and found the settlements ofMemnon, Myratma, and Shoonach. In 6,500dr, 200 years of skirmishing erupted intoopen warfare, beginning the Era of Skyfire.Over the next four centuries, Memnon andCalim brought their forces to bear against eachother in 22 cataclysmic battles, culminating inthe Battle of Teshyllal Fields (Battle of Pesh).

    This last battle between the genie empireswas ended by elven High Magic, which

    bound the endlessly warring genie lords andmany of their most powerful followers into asingle gem, now known as the CalimemnonCrystal, and transformed the TeshyllalFields (Fields of Pesh) into the Calim Desert.

    Further details about this period may befound in Empires of the Shining Sea [2ndEdition] and Calimport [2nd Edition].

    Icosiols TombIcosiol was one of Calims greatest generals. Thelegendary Djen died during the Battle of Tes-hyllal Fields aer employing his lieges fabledScepter of Calim to shatter a newly createdportal through which Memnon was expectingreinforcements. Having escaped imprisonmentin the Calimemnon Crystal through death, Ico-siols corpse was one of the few sets of remainsof the leading genies to be interred aer the

    battle. His tomb was constructed by the surviv-ing genies who clung to power for some fourdecades aer the Battle of Teshyllal Fields.

    Icosiols Tomb lies hundreds of miles southof the Whispering Cairn, deep below the CalimDesert. If the PCs somehow manage to travel upfrom the tomb through 1,000 feet of bedrockand sand, they emerge in a barren stretch of des-ert. To the west, they spy bright flashes result-ing from the sun hitting the Spinning Keepof Siriwadjen, which houses the CalimemnonCrystal. If the PCs make their way westward farenough to make out the details of the Spinning

    Keep, a DC 20 Knowledge (geography) checkcorrectly identifies this desert as the Calim Des-ert. There is no physical entrance to IcosiolsTomb from this region, and if the PCs decideto explore the area, youll need to develop addi-tional adventures as you see fit. (See Empires ofthe Shining Sea [2nd Edition] for inspiration.)

    Area 5 is home to Nadim yr Bluefin, Sultanof Currentshire (Antyress Redpike, Earl of Coal-chester), a marid, and Drowened (Smoughed), ahuge water elemental. Their oaths to the Djenwere given in recompense for their alliance withfallen Ajhuutal during the Steam Clashes mil-lennia ago. The temperature here is extremely

    cold; creatures inside take 1d6 cold damageper minute. In addition, creatures must makea Fortitude save every 5 minutes (DC 15, +1 perprevious check) or take 1d4 points of nonle-thal damage. Those wearing metal armor ortouching metal are affected as if by chill metal.

    Traps in the tomb (area 6, 18, and 22) trig-gered by the presence of a non-Lawful orchaotic creature are actually triggered by thepresence of a non-Chaotic or lawful creature,

    respectively. Spell effects from the Law domainare replaced by their counterparts in the Chaosdomain (e.g. word of chaos for dictum, dispelchaos for dispel law, etc.). Antipathy effectsaffect lawful creatures, not chaotic creaturesThe depictions of demons in the tomb (area 7are replaced by creatures of elemental fire (e.g

    efreeti for glabrezus, salamanders for hezrousharsssafs for vrocks, etc.). Likewise, depictionof creatures of Law (area 7, 13, and 19) are placed

    by creatures of elemental air (e.g. immoths forinevitables, noble djinn for wind dukes, etc.)

    Zifforian was a djinni who survived the Battleof Teshyllal Fields. He agreed to be interred inthe tomb aer its construction, but the CalimEmpires rapid collapse in the four decades thatfollowed meant that he was never relieved of duty

    The three words needed to enter theTrue Tomb (area 22) are Akadi, Calimand Icosiol. The phrase inscribed abovethe door handles to the True Tomb reads

    Dare not enter the tomb of Icosiol, Lordof the Calim Empire, beloved of Akadi.

    Oculus demons were oft-employedas slaves of the efreet in the waning daysof Memnonar.

    Treasures of IcosielIcosiels tomb holds four treasures of theDjen: the Lightning Sword, the Ring of theDjen (Ring of the Wind Dukes), the Mosaicof Icosiel (Seal of Law), the Sword of Teshyllal(Sword of Aaqa), and one piece of the ShatteredScepter of Calim (Rod of Seven Parts), formerlyknown as the Scepter of Calim (Rod of Law)The Sword of Teshyllal is a +2 anarchic mithralong sword. Nonchaotic characters who possess a single fragment of the Shattered Scepterof Calim risk becoming chaotic. Other powersof the items listed above remain unchanged

    The Scepter of Calim (Rod of Law) was asymbol of Calims sovereignty in the lands ofthe Calim Empire until it was shattered bythe elven High Mages of Keltormir. It is nowknown as the Shattered Scepter of Calim (Rodof Seven Parts).

    The White Kingdom

    The existence of the city of true ghouls iswhispered of only in the highest councils oGuallidurth, the Temple City of Lolth that liesdeep beneath the Calim Desert. The WhiteKingdom lies in the Lowerdark, hidden deep

    beneath the Lake of Radiant Mists. (See Underdark, page 173.)

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    In A Gathering of Winds, characters ventureinto an ancient tomb in search of a powerfulartifact. When converting the adventure to theEberron Campaign Setting, consider the fol-lowing ideas.

    The Wind Dukes

    The battle between the Wind Dukes and theArmies of Chaos was one part of the long warof the Age of Demons, which ended with theimprisonment of the rakshasa overlords; theQueen of Chaos and Miska the Wolf Spiderwere two of these spirits. But where do theWind Dukes fit in? There are a number ofpossibilities. A character who succeeds at DC25 skill checks on both Knowledge (history)and Knowledge (the planes) has heard of theWind Dukes and various theories of theirorigin and nature. Here are just a few:

    The Wind Dukes came from the plane

    of Lamannia, home of the djinni and

    elementals of air and water. While thisexplains their strong connection to the

    elementals, scholars are troubled by the

    lack of evidence of a Wind Duke nation in

    the present day, and argue that there would

    be little incentive for spirits of other planes

    to come to Eberron.

    The Wind Dukes were originally dragons.

    They used magic to assume humanoid

    forms, only to be trapped permanently in

    these shapes by a rakshasa curse.

    The Wind Dukes were humans: the first

    human nation, a civilization that rose

    to power while giants and dragons were

    still savages. Proponents of this theory

    say that humans were the first children

    of the progenitor dragons, and that the

    dragons have deliberately hidden evidence

    of this mighty human empire to conceal

    humanitys potential from the people of

    the present day. These sages also claim that

    the gods of the Sovereign Host are in fact

    distorted legends of human heroes from

    the first age.

    The Wind Dukes were the forebears of

    titans and storm giants, and their powerover the forces of air is reflected in the

    magic of their descendents. Despite the size

    of their descendents, the Wind Dukes were

    Medium creatures; their offspring grew in

    size even as their power was diminished.

    If this path is true, further secrets of the

    Wind Dukes may be hidden in the giant

    ruins of Xendrik.

    Its up to the DM to decide which (if any) ofthese theories is the truth. What is known isthat the Wind Dukes were Medium humanoidcreatures with tremendous magical might andthe ability to bind elementals and outsidersand that they were utterly destroyed in the

    war against the spawn of Khyber.The name of Zostra, the lawful goddess ofthe Wind Dukes, can be changed to Zolarra;a character who makes a Knowledge (religion)check (DC 20) will see common elements

    between Zolarra and Dol Arrah, the Sovereigngoddess of Honor and Sacrifice.

    IlthaneThe dragons of Eberron are not a monolithicforce. Dragotha has been corrupted bydarkness and now serves the rakshasaoverlord known as Katashka the Gatekeeper,

    and Ilthane and others do his bidding.Ilthane knows nothing of her masters truedevotion, but she believes that Dragotha willshow her the path to immortality despitethe long lifespan of a dragon, Ilthane stillfears death.

    The Silent Gallery (Area 7)The description of the gallery includesthe following sentence: On outer spokes,similar surrenders of abyssal ghouls, vrocks,

    beholders, and chaotic froglike humanoidsto the Wind Duke armies are depicted.As creatures of Xoriat, beholders were not

    present on Eberron during the Battle of Pesh.The bulk of the enemy forces were nativeoutsidersthe rakshasa may still be knownin the present day, but there were also spiritsthat have been bound since the fall of theirmasters and never seen by mortal eyes.

    Conversing with Allustan(Area 14)When the PCs meet with Allustan, the DMshould pick one of the theories for theorigin of the Wind Dukes for Allustan tochampion. He explains that Icosiol wasa great general of the Wind Dukes in thewar against the spawn of Khyber, and thatthe Rod of Law was the only weapon evercreated that could truly destroy one of theoverlords of Khyber, although it shatteredaer it was used on Miska the Wolf Spider.

    In general, Allustan will refer tothe Chaos Army as the forces ofKhyber or spawn of Khyber, since, inpoint of fact, they were not all chaotic.

    Allustan was certainly surprised to beattacked by a dragon, but if questioned onthe matter will emphasize that, while thedragons fought the fiends in the first agethey are by no means noble or benevolent asa race. Dragons have their own agendas, and

    may be beholden to powers far older thanhuman civilization.

    Moreto and the White Kingdom(Area 21)Khyber (the Underdark of Eberron) is alargely unexplored land filled with deadlymysteries. Theres no reason that a nationof true ghouls couldnt be hidden in thedarkness; perhaps they warred with theDhakaani goblinoids or the minions of thedaelkyr in ages past. If others learn of theWhite Kingdom, a group of followers of theBlood of Vol might fund an expedition toreach the ghoul nation, hoping to form analliance with these powerful undead beings

    If you wish, the true ghouls of Eberroncould continue to worship MordiggianHowever, it would be equally appropriate forthem to worship the Keeper and the Shadow(claiming that the beneficent intervention ofthese deities is the source of their undeadimmortality), a variation of the Blood ofVol (though with no actual connectionto the line of Vol), or even an imprisonedrakshasa rajah.

    Occulus DemonsThe Abyss is not part of the cosmologyof Eberron. As the occulus demons werecreated to serve the Queen of Chaosherselfone of the overlords of the first agetheocculus demon should be considered to be anative outsider.

    RUNNING A GATHERING OF WINDS IN EBERRONby Keith Baker

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    Chad du Lac & Udon with Mark Sinclair & Gala Ferrier

    THE TWISTED RUNby Wil UpchurchThe Beastlord Malar has had enough of the people of the Silver Marches trying to civilize the Northlands. Now, with the help of a powerful newweapon, his followers are set to cleanse the stain of Silverymoon from the land. A Forgotten Realms adventure for 17th-level characters.

    Doug William

    Eric Deschamp

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    Wereweasel

    Eric Deschamps

    Eric Descham

    Anth-Malar

    Eric Deschamps

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    Robert Lazzaretti

    Robert Lazzaretti

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    Robert Lazzaretti

    Robert Lazzaretti

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    Robert Lazzaretti

    Robert Lazzaretti

    Dungeon#129 Map & Handout Supplement 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved