6
\ / \ / \ Dolmen Moor N 1 Wilderness Map Bergal ® Widdershin The Fens of Tavarol Sky Lake a|e Dolmen Moor MV = 3 hexes/turn SCALE 0 10 20 30 In miles Temple/Mausoleum .. J t 1 I Sample file

The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

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Page 1: The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

\ / \ / \Dolmen Moor

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Bergal

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0 10 20 30In miles

Temple/Mausoleum.. J t 1 ISa

mpl

e file

Page 2: The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

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Page 3: The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

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Page 4: The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

Adventure for Characters Levels 4-7

AdvancedOfficial Competition AdventureThe Bane of Llywelyn

Bob Blake

CREDITS

Editor: Jon PickensGraphic Designer: Elizabeth RiedelCover Art: Keith ParkinsonInterior Art: Ron RandaHCartography: Diesel

Special Thanks to: Dave Griggs, Jeff Hartz,Ray Krueger, Dan Lawrence, MartinNewhard, Terry Primrose, Jim Ronco, TomSievers, Dean VanDrasek, and Rex Zinn

Distributed to the book trade in the United States by RandomHouse Inc. and in Canada by Random House of Canada. Ltd.Distributed to the toy and hobby trade by regional distributors.Distributed in the United Kingdom by TSR UK Ltd.

ADUWCED DUNGEONS fc DRAGONS. ADfcD. PRODUCTSOF YOUR IMAGINATION, and the TSR logo are trademarksowned by TSR. Inc.GEN CON is a registered service mark owned by TSR, Inc.

This product is protected under the copyright laws of the UnitedStates of America. Any reproduction or other unauthorized use ofthe material or artwork contained herein is prohibited without theexpress written permission of TSR, Inc.

«19«5 TSR. Inc. AH Rights Reserved. Printed in U.S.A.

Any questions on this material should be sent, together with a self-addressed, stamped envelope, to "ADtD* Game Questions' atour address below:

TSR, Inc.POB756Lake Geneva,Wl 53147

TSR UK Ltd.The Mill, Rathmore Road

Cambridge CB1 4ADUnited Kingdom

Printed hi U.S.A.ISBN 6-88638-194-9

TABLE OF CONTENTS

INTRODUCTION 2Tournament Play 2Random Encounters 2

SCENARIO 5: THE RIDDLE OF DOLMEN MOOR 3Players' Background 3The Damrosil River 3Dolmen Moor 5Key to the Burial Mounds 5

SCENARIO 6: THE INCANTS OF ISHCABEBLE 10Players' Background 10Extra Encounters 12The Lineage of Kings 13

SCENARIO 7: LLYWELYN'S TOMB 14Players' Introduction 14Key to the Tomb 16

SCENARIO 8: ...AND THE GODS WILL HAVE THEIR WAY 20Dungeon Master's Introduction 20Players' Introduction 21Wilderness Encounter Key 23

ENDING THE ADVENTURE 30NEW WEAPON 30NEW MONSTER 30PLAYERS' SHEET: TEMPLE PLAQUE 31

Sam

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Page 5: The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

IntroductionThis adventure contains four tournamentadventures that were originally run at theGEN CON® XVI Convention. They are thelast half of an eight part epic adventure.These scenarios can be run separately ortogether, in either a tournament or a cam-paign setting. The Dungeon Master (DM)should read each adventure thoroughlybefore running it for the players.

The encounters in these adventures weredesigned for a balanced team of 10 characters,levels 4-7. Each encounter has boxed informa-tion to be read to the players and unboxedDM notes describing how to run it. Someencounters have a Tournament Notes sectionwith special instructions for tournament play.The characters used in the tournament havebeen included in the adventure.

In this adventure, the following abbrevia-tions are used:

AC = ArmorClass

MV = MoveHD = Hit Dicehp = hit points#AT = Number

of AttacksF = FighterM = Magic-userI = IllusionistC = ClericD = DruidT = Thief

THACO = To HitACO

Dmg = DamageSA = Special AttacksSD = Special

DefensesMR = Magic

ResistanceS = StrengthInt = IntelligenceW - WisdomDex = DexterityCon = ConstitutionCh = Charisma

This adventure contains the fifth througheighth adventures in the epic Prophecy of Brie.The Riddle of Dolmen Moor is a wildernesstrip to the ancient burial ground of Pellham'skings. The characters must use the ancientpoem of the "Lineage of Kings" to deducewhich tomb is Llywelyn's. However, they dis-cover the tomb is sealed by powerful wards.The Incants of Ishcabeble is an excursion intothe deserted tower of the wizard who set thewards to find a set of parchments (the Incants)that explain how to remove them.

Llywelyn's Tomb covers the initial pene-tration into the lost king's tomb, in whichthe party must deal with some unusualguardians while solving the puzzle of howto procede further. And the Gods Will HaveTheir Way... begins with a disastrous inter-vention by the Celtic gods and ends with theparty traveling to another plane in a lastditch effort to bring the Prophesy of Brie toa successful conclusion.

TOURNAMENT PLAY

The recommended playing time is threehours per adventure. As originally run,achieving the goal was the primary victorycondition, with the number of successfulencounters secondary. Casualties, thenexpenditure of resources (spells, items, andso on), were used as tie-breakers. The tour-nament also has various conventions,which follow:

1. Players use precreated characters. Char-acteristics, equipment, allowed spells,and magical items are listed. Players maynot add to or change this list.

2. Players may use only the Players Hand-book during play. However, all personalmagical items that the characters startwith are known and completely under-stood by the owners. The DM shouldbrief characters on the capabilities oftheir magical items if requested.

3. There are no wandering monsters intournament play. The random monstertables included here are for campaignplay only.

4. Monsters fight to the best of their abilityunless the tournament notes specify oth-erwise; such monsters neither checkmorale nor flee unless noted. Monstersare fully aware of the capabilities of theirweapons, magical items, and spells, anduse these to advantage.

5. Note that tournament characters do notadvance in level between rounds. Thepacing of the adventures is such that notime for training is available between thescenarios.

RANDOM ENCOUNTERS

Random encounters occur only in campaignplay. The DM rolls for encounters in themorning and evening, with a 1 on ld20 indi-cating an encounter.

Damrosil River EncountersDie Roll Encounter

1-2

345678

1-4 stags, watering with herd atthe river's edge with 4-8 herd mem-bers each1-12 wild boars5-20 giant frogs1-6 giant pike1-3 black bears1 giant snapping turtle4-7 NPCs, adventuring party(Id4 + 3)

Each character in the NPC party is of 4th to6th (Id4 + 2) level. At least one magic-userand one cleric are in the group. NPC partiescan be found either on the water or travelingalong the river's edge, probably opposite theparty's direction of travel.

Kingsway Road EncountersDie Roll Encounter

12345678

1-6 brown bears2-20 ogres5-20 pixies2-8 satyrs1-2 giant stags3-30 stirges2-20 sylvan elves1-12 trolls

Sam

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Page 6: The Bane of Llewelyn - DriveThruRPG.comwatermark.drivethrurpg.com/pdf_previews/17035-sample.pdf · 2018. 4. 28. · tournamen t character s fro m ge n con ® xv i conventio n characte

Scenario 5: The Riddle o! Dolmen MoorPLAYERS' BACKGROUND

Two hundred years ago the people of thekingdom of Pellham rose in revoltagainst the oppressive monarchy of KingAlendus II. Mobs surged through thestreets of the capital city of Widdershin,forced their way into the palace, andransacked it. Everything of monetaryvalue was carried away and all elseburned.

The monarchy was replaced by acouncil, which is currently headed by theseneschal Gwydion. However, that thecouncil is now floundering is no secret,and this has resulted in a groundswell ofpopular opinion for the return of themonarchy. A strong individual is needednow to pull things back together, butthere is one big problem: who will beking? Certainly not Gwydion nor any ofthe council!

Perhaps the answer lies in a packetreceived from a religious sect known asthe Brothers of Brie. Several old manu-scripts were enclosed, the most impor-tant of which is the following prophecy:

WITH SIX HANDS OF LORING THELOST UPON THE WHEEL OF TIME,AT THE MOMENT BAZEL MOUNTSHIS CHARIOT TO DO BATTLE WITHTHE SEVEN DAUGHTERS, THEDEAD KING SHALL RISE TO SEIZETHE TRIAD WITH HANDS THATCANNOT GRASP AND EYES THATCANNOT SEE. ALL WARDS BROKENAND THE MYSTIC BARRIERSPIERCED WITH MATING SWORDS,THREE SAINTS AND SINNERS WILLSTRUGGLE IN THE DUST, BOTHAND NEITHER TO TRIUMPH. ANDWHILE THE SUNDERED EARTHSPEWS FORTH THE DREGS OF CEN-TURIES, A NEW ORDER SHALLCOME UPON THE LAND.

Only three elements of the prophecyhave any meaning in this day and age."Loring" was the twelfth king ofPellham. "Bazel" and "The Seven Daugh-ters" are constellations that periodicallymove toward one another as if going tobattle.

Most intriguing to be sure, but whichdead king? With the looting of the palaceall those years ago, not even the properlineage of the dynasties is remembered.

But there is one king still held in rever-ence by one and all, Llywelyn the Just.Llywelyn! Of course! The Prophecy isancient, probably written about the timeof the founding of Pellham. Its authentic-ity is unquestionable, but is this the timeof its fulfilment?

The task was to determine if indeed itwas time for the return of Llywelyn. InLoring's Wood, the discovery of theWheel of Time proved that the time ofthe prophecy was at hand. Then theBrothers of Brie, deciding that "mysticbarriers pierced with mating swords"referred to locks and keys, arranged forthe purchase of nine antiquated keysfrom Lord Krell the Robber Baron. Thekeys were recovered, and Krell's reputa-tion proved well-earned.

Llywelyn's kingly trappings were notburied with him, for an accident to hisfuneral barge had lost his baldric, scep-tre, and crowned helm. The sceptre waslater sold by a bugbear chieftain, provid-ing a clue to the location of the otheritems. The bugbear colony in the Eyes ofBerta cave complex was invaded and thebaldric and helm rescued.

The elixir needed to return King Lly-welyn from the Isles of the Dead could beretrieved only from the legendary wiz-ard, Caer. A perilous journey up theriver Damrosil led to Caer's mountainretreat, and answers to his cunning rid-dles won the needed elixir.

The prophecy will soon be fulfilled.All the necessary preparations have beenmade. All that remains is to find thetomb of King Llywelyn. The searchbegins at Dolmen Moor, the resting placeof Pellham's kings. Many kings are bur-ied there, each in a separate mound.However, the destruction of most of theroyal archives and the span of timeinvolved has erased memory of all but afew of the past kings, let alone the exactlocation of their final resting places.

You will journey north up the Damro-sil River, leaving it when you come to theKingsway, an ancient road that runsfrom the Fens of Taravol to DolmenMoor. There, you must find whichmound holds the mortal remains of Lly-welyn. But beware, for Dolmen Moor ishaunted by the spirits of the dead bynight.

Campaign Note: Suggested compensationfor this part of the quest is 500 gp (and XP)per character level. The Council of Wid-dershin is not going to be happy if the char-acters loot the tombs of the ancient kings!

DM INFORMATION

The adventure begins as the characters,rowing in small boats up the Damrosil,approach the Fens of Tavoral. They havetwo boats with four oars each, and dividefive to a boat.

THE DAMROSIL RIVER

1. THE MINSTREL OF THE FENS

The trip up the Damrosil has beenuneventful. The river becomes wider andmore sluggish as it enters the fens. Amyriad of small islands dot the waterand the unmistakable odor of swamp-land hangs upon the air. The vegetationis profuse, overhanging the banks tosuch an extent that at times no more thana boat-width of open water remains. Forsome time now, the sound of a lone voicesinging in this wilderness has becomelouder, as if you've been going toward it.

The voice sounds human, though the wordscannot be made out. One of the party thinkshe hears the name "Llywelyn."

As you push through a wall of vines, thesinger is suddenly revealed. A bare-footed old man sits cross-legged on agrass-covered hummock in the middle ofa wide pool. His face is clean shaven, buthis thin, silver hair, straggling frombeneath a black leather cap, has grownto waist-length and is uncombed. Histhreadbare clothing, apparently purplewhen new, is of a style long out of fash-ion. He strums a lute of exquisite toneand workmanship.

Near the hump of dry land, a small,red, smooth-skinned arm and hand arethrust up through the surface of the pool,shaking a tambourine in rhythm with thesinger. Nearby, a blue cap with a yellowfeather floats on the water's surface. Asthe song comes to a break, the minstrellooks at you with haunted eyes andbegins again.

This is Loring the Lost.

Sam

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