d20 Goodman Games Thieves of Fortress Badabaskor.pdf

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THE THIEVES OF
FORTRESS BADABASKOR
Concept
Marc Summerlott
Contents
Introduction
2
History of Fortress Badabaskor
3
Original Design
Mike Petrowsky, Craig Fogel, Bob Bledsaw,
Marc Summerlott, Bill Owen,
and Tony Floren
Adventure Summary
3
Rumor Mill
6
Field Guide to Encounters
7
Fortress Badabaskor
9
Fortress Badabaskor, Level One
19
Developers
Joesph Goodman, Greg Geilman,
and Kara Geilman
Fortress Badabaskor, Level Two
24
Fortress Badabaskor, Level Three
31
Fortress Badabaskor, Level Four
37
3.5 Authors & Design
Robert Conley
Fortress Badabaskor, Level Five
49
Appendix 1– Field Guide to Badabaskor
60
Appendix 2 – Field Guide to NPCs
62
Producer & Publisher
Joesph Goodman
Appendix 3 – Field Guide to Monsters
63
License
64
MAPS
Layout
Chris Solis, Robert Conley
Cross Elevation
5
Wilderlands Overview
5
Cover Design
Chris Solis
Fortress Badabaskor, Ground
8
Fortress Badabaskor, Level One
18
Fortress Badabaskor, Level Two
23
Managing Editor
Greg Geilman
Fortress Badabaskor, Level Three
30
Fortress Badabaskor, Level Four
36
Proofreading
Kara Geilman, Michael Reagin
Fortress Badabaskor, Level Five
48
Fortress Badabaskor, Area
59
Maps
Robert Conley
Art
Interior: William McAusland
Cover Art: Stephan Poag
Judges Guild
Eostros Games
Playtest
Jacqueline O Beck, Nick Birmingham,
Jason Dreistatdt, Melanie Merrill, Barbara Park,
Joshua Park, and Rob Scott
Special Thanks to Scott Bennett, Josh Beck, Dwayne
Gillingham, and Tim Shorts
Dedicated to Stephen and all those who braved Fortress
Badabaskor. Developed by Eostros Games, Published
by Goodman Games.
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Introduction
By the mid-1970’s the original rules had been released and the game was growing in popularity. But the idea that
there could be supporting products other than more rules, items, and monsters had not caught on. That is until Bob
Bledsaw and the other members of Judges Guild decided to try.
Their first product was the original maps to the City-State of the Invincible Overlord, followed by other releases
designed to help a Judge get his campaign going. The Thieves of Fortress Badabaskor was one of the first complete
ready to run adventures Judges Guild released and among the first standalone adventures that could be bought.
The first dungeons created were little more than underground levels with a town or castle outside where the party
could retire and refit. Fortress Badabaskor is very much like those early dungeons with a bandit fortress just outside
with stores and taverns.
Over the years, even as writing and production of adventures advanced, Fortress Badabaskor remained a favorite of
many. Part of the reason was that the authors gave reasons for why the creatures and inhabitants were in Fortress
Badabaskor. There were also factions that a party could deal with. Creatures in Badabaskor had different relationships
with the factions. Finally after dealing with the upper levels, the shear toughness of the lower levels made for a memorable
experience. Then in the lowest level the names and histories given for the Dragon Kings naturally led for ideas for
further adventures.
This latest version doesn’t just update the original product but further expands on the themes originally presented.
Changes were made for consistency, and to bring the older rules inline with the latest D20 rules. I had a lot of fun over
the years with Fortress Badabaskor and hope this latest version is as much fun for you.
–Robert S Conley
The Overlord’s Comments
This is the seventh issue of our Judges Guildmember subscription. 1 Our fantasy game aids are designed as scenarios
for active fantasy campaigns, especially those in play a game designed by TSR . In providing alternate scenarios and
guidelines, we can help to bring a campaign to life, using characters, history, and legends. Our aids can save prospective
referees much time in drawing in the detail of a fantasy world.
However, we expect that each referee will alter, expand, and illuminate areas that they wish. Likewise, deleting,
shrinking, and modifying areas of your choice is desirable in personalizing this area for your campaign. It is important
for you to add or delete any treasures that are appropriate to your campaign flavor. Likewise the mix of monsters might
be modified to suit your world’s mythos.
To be sure, Fortress Badabaskor is a powerful dungeon with many different strong factions. Therefore, it is worthwhile
for the referee to note that the ‘ferocity’ is quite compressed in a dungeon as this with five levels. Higher level characters
will find it a challenge; whereas, low level characters may venture in, as part of a ‘quest’, and hopefully divinely reinforced
with a strong magic weapon or so, even if temporary!
Good Adventuring!
-Bill Owen & Bob Bledsaw
1 early Judges Guild adventures and supplements were mailed out as part of a subscription service
This product requires the use of the Dungeons and Dragons™ Player's Handbook, Edition 3.5
published by Wizards of the Coast™
©2006 Goodman Games and Judges Guild; All rights reserved. Reproduction without the written permission of
Judges Guild or Goodman Games is expressly forbidden. Goodman Games and the Goodman Games logo are trademarks of
Goodman Games and Joesph Goodman. Judges Guild, and the Judges Guild logo are trademarks of Judges Guild and Robert
Bledsaw. Thieves of Fortress Badabaskor is a trademark of Judges Guild, Robert Bledsaw and its licensees and partners.
Eostros Games and the Eostros Games logo are trademarks of Eostros Games and Gregory Geilman. All rights reserved. All
characters, names, places, items, art and text herein are copyrighted by Goodman Games and Judges Guild. "D20 System"
and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark
License contained in the Legal Appendix. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned. Dungeons and Dragons® and Wizards of the Coast® are trademarks of
Wizards of the Coast, and are used in accordance with the Open Game and D20 Trademark Licenses contained in the Legal
Appendix.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are
fiction and intended for entertainment purposes only. Reader discretion is advised.
Check out Goodman Games online at http://www.goodmangames.com
Visit Judges Guild online at http://www.judgesguild.net
For additional downloads and product support come see Eostros Games at http://www.eostros.com
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History of Fortress Badabaskor
Brastagoth, Cyng of Kelnore, established Fortress
Badabaskor as one of the Frontier Forts of Kelnore. When
the fortress was expanded the lair of the dragon
Scratharessar was uncovered. The Knights of Cyng
Brastagoth defeated the dragon and sealed its lair, but at a
great cost. The other dragons of the land heard of
Scratharessar’s defeat and warred on Kelnore, ultimately
destroying Badabaskor.
After the fall of Kelnore it laid in ruins until the Orichalan
Dragon Lords occupied it with the permission of the
dragon, Scratharessar. In the waning days of the Dragon
Lords, the priests of the demi-god Angall seized the
fortress. When Angall was injured in his victory over the
god Zanaaphic, the King of All Spirits, his followers carried
his body here.
While Angall rested and healed, his priests made
Badabaskor his place of worship. After several centuries
he awoke. All remnants of civilization had been swept from
the surrounding lands. After trying to rekindle civilization
and establish an empire, Angall failed in his efforts and
then lost interest and concentrated his attention elsewhere.
His priests continued to worship him and extract tribute
from surrounding barbarian tribes.
Merchants and peasant farmers for hundreds of miles
around feared Fortress Badabaskor. And while no longer
ruled directly they often supplied slaves and foodstuffs
when demanded by the priests. Local legends conflicted
over whether Angall was a god, demon, or an evil lich.
Thousands of years passed and slowly the followers of
Angall slipped into decadence and permitted the defenses
of Fortress Badabaskor to fall into disrepair.
The current period began in the year 4412 BCCC. Tinstag
One Eye and his band of highwaymen slipped over the walls
at night, opened the main gate, and fell on the sleeping
inhabitants like savage berserkers. The bandits rapidly
cleared the outer fortress, including the first two levels of
chambers in the cliffside. All the followers of Angall they
found were put to the sword. The clearing stopped,
however, when the High Priest Lorstag killed Tinstag.
Cragen, Tinstag’s son, avenged his father’s death. The
clearing resumed but finally ceased once the dragon’s lair
was discovered on the third level.
Adventure Summary
Cragen has developed a profitable business from his rebuilt fortress for the past twenty years and has imprisoned the
remaining followers of Angall in the lower chambers with symbol spells. He has turned Badabaskor into a safe-haven
and a market for all manner of legal and illegal goods. Cragen is largely retired from active raiding, focusing on keeping
the peace between the gangs now living in the Fortress Badabaskor and taking a cut of their raids. In recent years he has
styled himself as the Duke of Badabaskor.
The Overlord and the Black Lotus are aware of Cragen’s activities but they are unable to find out where he is located.
They still believe Fortress Badabaskor is inhabited by a nasty evil cult that stays mostly secluded. For the last five years,
the Black Lotus believes that Cragen has moved on. They are not aware that he has retired from raiding and is sponsoring
other groups. Cragen has recently summoned sages and been seeking adventurers to find a way to clear the lower
chambers of the dragons and the followers of Angall. No one has succeeded so far.
How to Use this Adventure
This module is as much a setting as a dungeon crawl.
Many older dungeons created in the seventies had a town
attached and Fortress Badabaskor is no exception. What
sets Badabaskor apart are the different factions that can
be found and the toughness of the lower levels.
There are several ways of introducing Fortress
Badabaskor into your campaign. The players could be hired
by the Overlord or be working for his secret police, the
Black Lotus. Their mission will be to find and expose the
hidden lair of the Bandit Duke Cragen. It is known that
somewhere in the region is Cragen’s lair. The area is
mountainous; there are a lot of ruins and caves to explore.
Only a few of the bandit gangs in the area actually reside
in Fortress Badabaskor. The rest are dealt with through a
system of cutouts that acts as a secret caravan network;
funneling goods and treasure to and from the local towns
and Fortress Badabaskor. If this network were penetrated
then players would find Fortress Badabaskor as the
location of Cragen’s lair and be able to explore it to
determine its defenses.
The players could start out as members of a bandit gang
and eventually be invited to join the gangs located at
Fortress Badabaskor. They will have to prove themselves
trustworthy and be known for keeping their mouths shut.
The Overlord and the locals “know” that Fortress
Badabaskor is the home of an evil cult and the god Angall.
Since the bandits have kept up that pretense that belief is
still widely held. As a consequence, scholars, mages, and
adventurers are still tempted go to Fortress Badabaskor
and try to gain the treasure that lies there.
Less widely known is the fact that Fortress is far older
and that it still could hold treasure and lore from the days
of the Orichalan Dragon Kings and perhaps from the time
of ancient Kelnore.
There are two other adventure hooks that can be used to
draw players in. The first is that Sorceress Rathera, a leader
among the amazons, was searching for the Crown of the
Crystal Mind. She has been lost for 20 years and now her
daughter Shiloh is lost as well. The amazons hire the
players to find Shiloh and possibly Rathera if she is still
alive.
The second adventure hook is that the Elven Lord
Revasar is looking for his wayward daughter Relisha. The
players have been hired to find her and bring her home.
The Relisha’s trail leads to Badabaskor.
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Adventure Overview
This module is designed for a party of 4 to 6 10 th to 12 th
level characters. If Fortress Badabaskor is being used as
an evil town or a base of operations for the players then
characters from 5 th to 9 th level can be used. The dragons on
level 3 can challenge epic-level characters of 20th level or
greater. The module is designed to allow players to either
avoid or roleplay with the dragons. If the players
successfully role-play with the dragons they should be
awarded at least half experience for the encounter.
The NPCs in this module are introduced with one or two
lines of flavor text. In the spirit of Judges Guild, their
ultimate personalities and/or motivations are left to the
Judge. The outer fortress is presented as a setting with
each locale described along with associated NPCs. The
exact circumstances of the various NPCs are left to the
Judge to facilitate placing the module in their own
campaign world. The interior dungeon levels are presented
as frozen moments in time with a random chance of
encountering patrols.
Magic items are generally listed in the text. However
items that have an immediate effect that the Judge needs
to know about or items created for this adventure are
detailed in a gray description box at the end of the
encounter.
Duke Cragen and his bandit gangs occupy the outer
fortress and the upper two levels. Within the bandit gangs
there are several factions led by different leaders. Cragen
has his hands full trying to keep peace within the town.
Currently a triumvirate of Cragen, his seneschal Talgorkon,
and Captain Branger rule Fortress Badabaskor. Cragen
considers Branger his successor.
Cragen’s wife Laella is currently in league with Captain
Throngath to depose Branger if Cragen dies. Rasnak, the
newest captain, and Maktash, the leader of the gnomes,
are the wild cards in any struggle between Branger and
Throngath. In addition to the bandits, there are the orcs
led by Chief Garband and the wererats scouts, which form
their own groups.
Scratharessar and her brood dominate the third level.
She is quite content to breed her children as long as she is
not attacked. The Orichalan Dragon Kings asked her
permission to occupy Badabaskor, she agreed as long as
the Kings keep others from disturbing her brood. She
considers the priests of Angall and now the bandits as
successors to the Dragon Kings in this role.
The central cavern of the dragons is connected to the
outside by a large network of caverns several miles long.
Because of these caves, the dragons have independent
access to the outside world. Inside the mouth of this
network is a village of trolls. The trolls have traditionally
served Scratharessar and sometimes work with the other
inhabitants. The Dragons also have gargoyles as servants.
The priests of Angall who survived the sack of the outer
fortress occupy the fourth level. The High Priest Reyhtuyl
and the Druid Massophir are their leaders. They have been
trapped for 20 years in these caverns, using Create Food
and Water to survive. Several plots to oust the bandits and
pleas for the dragon to intervene have failed.
Lately there have been several deaths due the action of
Sha-Shoan, an intellect devourer, and its doppelganger
companions. These deaths have proven to be the final straw
for many of the priests. Tired of years of living
underground, they have allied under the leadership of
Arinloge and Cracolf to overthrow Reyhtuyl, the High
Priest. They are currently gathered in the fifth level
preparing to make their move
A band of amazons led by Rathera searching for the
Crown of the Crystal Mind was trapped below along with
the priests. She has forged a shaky alliance with the priests
in exchange for food and water. But the recent killings have
raised tensions between the two groups. Likely Rathera
and the amazons will remain neutral in any coup attempt.
Unbeknownst to Rathera, her daughter, Shiloh, is
searching for her. Shiloh has come to Fortress Badabaskor
and has just been captured by the Priests of Angall.
There are several adventurers searching for the Tombs
of the Orichalan Dragon Kings. The evil Kow Klaftarn has
ambushed the mage Nonchaic and the two wizards are
dueling on the fifth level. Nonchaic betrayed his partner
Lissiena to the young red dragon Regjherbal. Regjherbal
left his mother, Scratharessar, to establish his own lair on
the fifth level.
There is a group of were-rats from the upper levels who
have come down to the fifth level to explore. Currently they
are scattered on the fourth level after a run-in with the
intellect devourer and the doppelgangers. Two parties of
gnomes from the Fortress are also exploring. One group
on the fourth level has lost a party member. Arinloge’s
forces, on the fifth level, have captured the other group.
The Wilderlands of High Fantasy
This adventure is part of the Wilderlands of High Fantasy
by Judges Guild. Fortress Badabaskor is in Hex 2906 in
Map 8 (Barbarian Altanis) and is next to an outlying
mountain of where Ered Perack meets the Cloudwalls.
Appendix 1 – Field Guide to Badabaskor has a more
detailed history and a guide to how it fits in the Wilderlands
of High Fantasy.
Field Guide to Resources
This adventure utilizes sources from the Players Guide
to the Wilderlands of High Fantasy™ and Wilderlands of
High Fantasy Boxed Set™ by Judges Guild® and
Necromancer Games® and has been used under license.
The material used has been reprinted for your convenience.
This adventure requires the use of the Dungeons and
Dragons® Core Rules by Wizards of the Coast®.
Adapting the Adventure
Fortress Badabaskor ties into Judges Guild’s Wilderlands
of High Fantasy. Like all Judges Guild products, it’s meant
to be used in any world with most elements being easily
changed to suit the Judge’s campaign.
As presented, Fortress Bababaskor’s location is set in a
wilderness just beyond the frontier of settled lands. This
area is part of a long dead empire that is remembered as a
time of glory. A successor realm rose up in its place and
was ruled by the Lawful Evil Orichalan Dragon Kings who
used Fortress Badabaskor as a safe haven and for their
burial tombs.
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