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Dungeon Crawl Classics #34
Cage of Delirium
By F. Wesley Schneider
AN ADVENTURE FOR CHARACTER LEVELS 6-8
Credits
Table of Contents
Writer: F. Wesley Schneider
Composers: Ed Douglas, Gavin Goszka
Front Cover Artist: Erol Otus
Back Cover Artist: Michael Erickson
Interior Artists: Ian Armstrong, Jason Edwards, Doug
Kovacs, Cliff Kurowski, William McAusland, Brad
McDevitt, Jesse Mohn, Stefan Poag
Cartographer: Jeremy Simmons
Graphic Designer: Greg Porter
Proofreader: Aeryn “Blackdirge” Rudel
Editor: Joseph Goodman
Playtesters: James Jacobs, Stas Razynski, Gabriel
Rosas, Marc Shayed, Chris Tam, Ray Teetsel
Introduction..................................................................2
Game Master's Section ...............................................2
Background Story........................................................5
Map Key ......................................................................9
Haverthold Grounds ................................................9
Within the Asylum .................................................13
First Floor ...............................................................16
Second Floor..........................................................32
Other Floors ...........................................................43
Appendix 1: New Monsters ......................................55
Appendix 2: Player Handouts....................................58
Maps..........................................................................64
www.goodman-games.com
www.midnightsyndicate.com
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Introduction
Remember the good old days, when adventures
were underground, NPCs were there to be killed,
and the finale of every dungeon was the dragon
on the 20th level? Those days are back.
Dungeon Crawl Classics don’t waste your time
with long-winded speeches, weird campaign set-
tings, or 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 are there
somewhere.
Game Master’s Section
The Gates of Delirium CD
Included with this adventure is the CD Gates of
Delirium from Midnight Syndicate. Besides being
an ominous addition to any roleplaying game,
this CD serves as both the inspiration and the
soundtrack for this adventure. While the CD is
not required to play the adventure, every area
description has a suggestion for which track to
play as the PCs explore. Even if you’ve never
used music in your roleplaying before, together
this CD and adventure serve as a perfect primer
on how to add a descriptive and immersive new
dimension to your roleplaying games.
Cage of Delirium is designed for four to six play-
ers of levels 6 to 8. While the characters can be
of any basic character class, a rogue and a good-
aligned cleric are highly recommended for the
party’s ultimate survival (especially the cleric).
Weapons with the ghost touch enhancement
might also be helpful, but are not necessary. See
the Scaling Information section for ways to tailor
this adventure to your group’s unique style of play.
Encounter Table
To help the GM prepare, we have included a
quick reference table showing all encounters at a
glance. Loc – the location number keyed to the
map for the encounter. Pg – the module page
number that the encounter can be found on.
Type – this indicates if the encounter is a trap (T),
puzzle (P), or combat (C). Encounter – the key
monsters, traps, or NPCs that can be found in
the encounter. Names in italics are classed
NPCs. EL – the encounter level.
Adventure Summary
For decades, the ruined mansion on the rocky
peninsula south of town has been the source of
furtive whispers and ill omens. While many have
forgotten the night the sky burned red and the old
halls fell to flame, all know that now its grounds
are a dead place, where only fools and the suici-
dal dare tread. Yet, those who do remember that
fateful night nearly forty years ago can tell anoth-
er tale – although they rarely do. This story is of
generosity, the best intentions, and an unlikely
romance, but also of jealousy, blasphemous
curiosity, and a kind of demonic insanity. The
mansion to the south wasn’t just some fop’s
manor house, they say, but a hospital of a kind, a
sanctuary for those unable to help themselves, a
sanatorium of the mind and thoughts, and an
asylum of the insane.
At the urging of concerned parties, the charac-
ters are entreated to infiltrate the long-aban-
doned, fire-scarred, and – many say – cursed
halls of Haverthold Asylum. Can the heroes’
actions put to rest the spirits of both those who
remember the tragedy of the asylum and those
actual apparitions that still stalk the ruin’s halls?
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Loc
Pg
Type
Encounter
EL
gested that the DM listen to the tracks ahead of
time to decide which should loop (for ambiance)
and which should be played only once (for those
that provide information, like background nois-
es). You may consider programming a CD player
to play the tracks in the correct order.
B
9
C
3 vargouilles
5
D
11
C
2 assassin vines
5
E
12
C
Bat swarm and cliffs
3
3
18
C
2 possessed figurines 2
Loc/Event Track
Title
4
18
C
Spider swarm
1
A
20
Ebony Shroud
8
20
T
Chemical cloud
5
B
20
Ebony Shroud
12
21
C
2 centipede swarms
6
C
3
Haverghast Asylum
Monstrous centipede,
large
C – Skull
1 and 2
Arrival and Welcome
D
10
Non Compos Mentis
14
24
C
Berem Wasell , spectre
7
E
10
Non Compos Mentis
15
25
C
2 allips
6
1
3
Haverghast Asylum
Possessed sheets
2
5
Cage of Solitude
17
27
C
4 shadows
7
3
3
Haverghast Asylum
19
30
T
Collapsing floor
6
4
8
Phantom Sentinels
22
32
C
Possessed door
3
5
8
Phantom Sentinels
23
32
C
3 allips
6
6
8
Phantom Sentinels
26
36
C
2 ooze spirits
5
7
27
37
C
Wight
5
8
10
Non Compos Mentis
Possessed operating
table
9
13
Room 47
10
10
Non Compos Mentis
28
39
C
Ikim Vaas , advanced 8
allip
11
12
10 & 12
Non Compos Mentis and
Infestation
31
41
C/P
Adelaide , ghost Brd2 4
13
13
Room 47
32
43
C/T
3 vargouilles,
6
collapsing beams
14
10
Non Compos Mentis
15
10 & 14
Non Compos Mentis and
Dark Discovery
34
47
C
Animated mass pyre
7
38
49
P
Crimson door
16
4
Halls of Insurrection
39
51
C
Bromhandle , wight Ftr3 7
17
5
Cage of Solitude
40
52
C
4 human skeletons
3
18
13
Room 47
19
4 & 16
Halls of Insurrection and
Dead of Night
Finale 53
C
Luc Stethenfield ,
10
unique undead
20
7
Adelaide
Track List
21
15
Morbid Fascination
Cage of Delirium makes use of every track on the
included CD Gates of Delirium. For ease of use
the tracks related to every encounter area in this
adventure are compiled here. When a track is
cued for an area, the CD should not be allowed
to move on to the next track — either loop this
area’s track, or pause until the next one. It’s sug-
22
10
Non Compos Mentis
23
5 & 14
Cage of Solitude
and Dark Discovery
24
5
Cage of Solitude
25
15
Morbid Fascination
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