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Dungeon Crawl Classics #14
Dungeon Interludes
by Jason Little
SIX ADVENTURES FOR CHARACTER LEVELS 1-13
Credits
Table of Contents
Writer: Jason Little
Front Cover Artist: Chuck Whelon
Back Cover Artist: Brad McDevitt
Interior Artists: Ian Armstrong, Stacy Drum, Jason
Edwards, Tom Galambos, Friedrich Haas, James
Holloway, Cliff Kurowski, Brad McDevitt, Jesse Mohn,
Chris Watkins
Cartographer: Jeremy Simmons
Graphic Designer: Joseph Goodman
Proofreader: Lisa Poisso
Playtesters: Dale Bollinger, Toni Easter, Haden
Huffaker, Stephanie Huffaker, Dave Husted, Craig
Lloyd, Brian MacMillan, Jon McDunn, Erin McSpadden,
Jeff McSpadden, Anthony Ruffus, John Weber, Melvyn
Wise
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Chapter 1: The Eye of the Night . . . . . . . . . . . . . . . .4
Chapter 2: The Defiled Sanctuary . . . . . . . . . . . . . .15
Chapter 3: The Hunter of Worlds . . . . . . . . . . . . . .26
Chapter 4: The Dünerain Mines . . . . . . . . . . . . . . .38
Chapter 5: The Sinking Spire . . . . . . . . . . . . . . . . .49
Chapter 6: The War of the Summoner . . . . . . . . . .60
Appendix 1: New Items and Monsters . . . . . . . . . . .73
New Magic Items . . . . . . . . . . . . . . . . . . . . . . .73
Thornblood . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Vapor Demon . . . . . . . . . . . . . . . . . . . . . . . . . .74
Appendix 2: Player Handouts . . . . . . . . . . . . . . . . .75
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
If you like this adventure, be sure to look for the rest of
the Dungeon Crawl Classics series at your local game
store.
Log on to www.goodman-games.com for freebies,
news, special offers, and more.
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Dungeon Crawl Classics:
Dungeon Interludes
Introduction
Getting the Players Involved
Remember the golden days of role playing, when
adventures were underground, NPCs were there to be
killed, and the finale of every dungeon was the dragon
on the 20th level? Well, those days are back. Dungeon
Crawl Classics feature bloody combat, intriguing dun-
geons, and no NPCs who aren’t meant to be killed.
Each adventure is 100% good, solid dungeon crawl,
with the monsters you know, the traps you fear, and the
secret doors you know must be there somewhere.
When there is fame and fortune to be had, some groups
need little else to dive into the action. Depending on
your group’s play style and personalities, you may need
to give them a bit of an extra push. Luckily, once the
group has embarked on one of the adventures in this
series, there is a built-in incentive to follow subsequent
plot hooks – an evil summoner may conquer the realms
if the heroes sit back on their laurels! Since Interludes is
split into several different chapters, each chapter will
provide some hooks to get your players involved in that
particular adventure.
Dungeon Crawl Classics: Dungeon Interludes is a
slightly different beast than other adventures in the
series. Rather than presenting one epic module to test
the mettle of your group, Interludes provides a series of
stand-alone adventures that can be linked into an exist-
ing campaign or played on their own. These six adven-
tures can easily be tied together using the over-arching
storyline or taken as separate, bite-sized nuggets.
Each episode in Interludes includes lead-ins from previ-
ous episodes, as well as a number of stand-alone
adventure hooks. This should be enough to get your
players moving in the right direction. If they need addi-
tional help, consider using Knowledge (local) or Gather
Information skill checks, or bardic knowledge checks.
Ask the players to make a check when they encounter
a potential hook in one episode, then “reveal” informa-
tion that sends them toward the next adventure.
The chapters in Interludes range from low-level scenar-
ios perfect for starting adventurers to deadly scenarios
that will test even the most seasoned veterans. Each
individual chapter is designed around a compelling
location and the dangers therein and can be played in
one or two sessions. Dungeon Crawl Classics:
Dungeon Interludes introduces new monsters, traps
and magic items along the way – and plenty of excite-
ment to keep your gaming group engaged for some
time.
Background Story
Albrecht Skullshank, a human summoner of unspeak-
able evil, lies imprisoned in a sheath of crystal, deep
within the bowels of a long-abandoned mine.
Skullshank was defeated in battle nearly a century ago
by a brave band of heroes and encased in the crystal
for what they hoped would be eternity. As the years
have worn on, memories of Skullshank’s evil have
faded in the minds of everyone involved in that epic bat-
tle – except the summoner’s faithful minions.
Note that the adventures in this module are not
designed to be played consecutively. Although the level
ranges match up (for example, the first adventure, “Eye
of the Night,” is for levels 1-3 while the second adven-
ture, “The Defiled Sanctuary,” is for levels 3-5), the sce-
narios don’t always give PCs enough experience to
advance directly to the next episode. The idea is that
these adventures can be interspersed among other
adventures in an ongoing campaign. At first, the players
won’t even realize they’re connected. But as the plot
slowly unfolds over the course of several scenarios,
they’ll see the bigger picture. This adds a thread of con-
tinuity to your campaign that can go on for many ses-
sions. You can even use other Dungeon Crawl Classics
modules as the “filler” between Interludes episodes.
Celestial events are taking shape, and the world is on
the brink of a grand astral conjunction. The stars and
planets will soon be in alignment to empower the most
potent dark sorceries the world has seen in millennia.
With this in mind, Skullshank’s minions are feverishly
scouring the land for the items needed to build his
grandest invention – the Oculum Infernae .
Albrecht Skullshank was working on the Oculum
Infernae when he was attacked. He saved what he
could from his precious device, scattering the core com-
ponents to various laboratories and holdings under his
control. The final plans for completing the Oculum
Infernae lie encased in the crystal with Skullshank.
Once the items are assembled and Skullshank is freed
from his prison, it will only be a matter of time before the
Oculum Infernae is complete and an army of demonic
warriors is summoned to lay siege to the realms.
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