PDF SAMPLE - DragonWars of Trayth · 2018. 9. 1. · PDF SAMPLE NOTE- Each Dragonwars of Trayth...
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PDF SAMPLE
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THE DUNGEONS OF BELAR - MODULE A2
PDF SAMPLE
DUNGEON ADVENTURE
CREDITS
Design and Development: Epic Quest Publishing, LLC
Co- Designer: Kyle Windsor
Illustrator: Andres Canals
Editing: Hanna Riddle
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See Paizo.com/pathfinderRPG
for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing,
LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See Paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license.
The Dragonwars of Trayth- The Dungeons of Belar Copyright 2011,2014 Epic Quest Publishing, LLC. All Rights Reserved., Open Game License Copyright
2010 Wizards of the Coast. All rights Reserved.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork,
and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are
not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be
reproduced in any form without written permission.
This sample includes a variety of pages to better show the overall content of our products.
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TREASURE- (Total) 86 s.p., 45 g.p., Potion of Water
Breathing.
A- Cleric
Secret Doors (DC17), Locked (DC17)
The secret doors are hidden in the brick work. They push in then slide up.
The room smells of rotting offal. In the center of the room is a stone table covered in blood with a bloody sword and iron tongs on it. The wall on your left has a table with alchemy equipment. The far wall has shelves of potions, a small stone desk and a warden pit. The wall to the right contains a cage within which is some sort of humanoid creature Four robed humans scurry for their weapon and turn to attack.
12
The humanoid creature is a merchant from Vallon. He will
beg the group to kill him to end his suffering. He has been
transformed into a humanoid/arachnid and has two extra
spider like appendages emerging from his spine. Half his
face is arachnid-like with spider eyes and a single
mandible which makes it hard for him to speak.
If questioned, he can tell the group that many humans
have been in this room to be experimented on by the
clerics. Most of them die. Some start to transform when
they are given some weird liquid while others have spider
parts grafted onto their human bodies.
As he is talking, the group will notice that his skin is still
morphing and after an hour he will grow two more spider
legs from his spine.
He tells the group he was in the city of Sumoth near the
border of Vallon and Rymah when Orcs raided the city. It
was about two months ago, and he was captured and
eventually traded to a Tiefling rogue who tried to trade
him in many cities of Morgus. When a Pit Fiend bought
him they sent him here to be locked in the citadel until
they came yesterday morning and did this to him.
He will plead with the group to be killed. If the group kills
him, it creates a dilemma for the group for which they
have no way of knowing.
The experiments can be reversed once the group has the
Book of Ritual Transformation (Level #2 Room #28).
When the group finds the princess she is partially
transformed and the ritual must be tested on a willing
subject before it can be used on her or else it may make
her worse or kill her.
If the group kills off all the transformed captives they will
not have any to test the ritual on and thereby return the
princess to her normal state. Another chance to obtain
transformed captives will occur in the next module "THE
BLACK MARSHES OF THRALLAG "(A3) but anyone there
will have to be captured and brought back out of enemy
lands to Vallon where the test can be performed.
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The plain hallway has a single door at the other end. A well worn path is evident between the doors.
You see a very large open room that is completely empty.
CRUSHING WALLS
Perception (DC26); Notices scratches (DC26); Concealed lock over door (DC31), Notice pressure plate (DC20, 10 once triggered) Disable Device (DC20, DC10) (Will be covered by wall in 1rnd) Type- Mechanical
EFFECTS
Trigger- Pressure Plate Effect- Walls move in 1sq/rnd from left and right. Will crush any in between 2d8dmg/rnd. (DC20) Str check to prevent crushing increase DC by 1/rnd max 25. Can push back 5' with a check result 5 higher than the DC.
13
COVERED PIT
Perception (DC25); Disable Device (DC20) Type- Mechanical
EFFECTS
Trigger- Touch of 50lbs or more Effect- 2d6 falling damage. Reflex (DC20) to avoid falling. The bottom of the pit contains many
skeletons and one is only a few hours old.
It appears to be one of the Belarian
guards. A close examination shows no
wounds, no weapons and no coin.
Knowledge Nature (DC20) will reveal the
smell of poison among the smell of decay.
PUSH PLATE
Perception (DC25); Disable Device (DC25) Type- Mechanical
EFFECTS
Trigger- Touch of 50lbs or more Effect- All in the square get pushed 5' in the direction of the arrow. The secret door automatically opens and then shuts and locks. Secret door is sound proof.
Once triggered, the east and west wall begin to move toward the center of the room, grinding across the floor at a walking speed.
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A- Cleric B- Duergar Defender C- Duergar Rogue D- Hellfighter
This short hallway has a door on the
opposite wall and another on the far right
wall.
The double doors open to reveal a large 50' x 40' room. The
floor is red marble with a 10' wide path of crushed polished
garnets leading up to a 5' staircase before a purple marble
platform. The platform is adorned by a large stone throne
flanked by two ornate tables. They are in front of a large 10'
tapestry depicting Asmodeus winning a battle vs. four gold
dragons.
There is a large burning brazier to the left and the right of
the platform. To the left and right of the path, there is a
pillar from the floor to ceiling which is 15' up. On the left
and right walls there are fancy wooden tables flanked by
blue banners with the sign of Asmodeus on them. Two
clerics, three Duergar and a Hellfighter occupy the room.
This room is where they bring captured prisoners for
judgment. They are always found guilty and executed.
Any entering without guards will immediately be
attacked. The secret door behind the tapestry is
Perception (DC 20) to detect.
COVERED PIT
Perception (DC25); Disable Device (DC20) Type- Mechanical
EFFECTS
Trigger- Touch of 50lbs or more Effect- 2d6 falling damage. Reflex (DC20) to avoid falling.
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BATTLE GHOST
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 Shield)
hp 35 (3d8+9)
Fort +4, Ref +3, Will +3
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee Longsword +8 (1d8+4)
Special Attacks – Battle Visions
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16
Base Atk +3; CMB +7; CMD 19
Feats Weapon Focus (Longsword), Improved Initiative
SPECIAL ABILITIES
Battle Visions (Su) – When the Battle Ghost is killed it will cause the one who killed it to have visions of the ghosts past battles. It may also impart valuable information relevant to the one who freed it from a ghostly existence.
ZARIA KERRAN- TIEFLING ROGUE
LE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 80 (8d8+16)
Fort +4, Ref +11 (evasion), Will +4
Defensive Abilities evasion, improved uncanny dodge; Resist cold 5, fire 5, electric 5
OFFENSE
Speed 30 ft.
Melee Masterwork short swords +10/10/7/7 (1d6+3/19-20)
Ranged +1 Lt. Crossbow +11/6 (1d6/x3)
Special Attacks sneak attack +4d6
Spell Like Abilities (CL 8)
1/day: Darkness
STATISTICS
Str 16, Dex 20, Con 14, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +14; CMD 24
Feats Weapon Finesse, Two-Weapon Fighting, Double Slice, Improved Two Weapon Fighting Skills Acrobatics +13, Bluff +8, Climb +11, Intimidate +8, Perception +10, Sense Motive +10, Stealth +13, Swim +11 Languages Common SQ rogue talents (fast stealth, slow reactions, weapon training (short sword), stand up, improved uncanny dodge Treasure Studded leather, Masterwork short sword x2, +1 Lt. Crossbow, 156 g.p
BANDIT
LE Medium humanoid
Init +7; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 13, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 33 (3d8+9)
Fort +4, Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee short sword +6 (1d6+4/19-20)
Ranged longbow +5 (1d8/x3)
STATISTICS
Str 18, Dex 16, Con 16, Int 10, Wis 16, Cha 6
Base Atk +2; CMB +6; CMD 19
Feats Dodge, Improved Initiative Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Perception +8, Sense Motive +8, Stealth +8, Swim +7 Languages Common
Treasure Studded leather, short sword, longbow
M1
PDF SAMPLE NOTE- Each Dragonwars of Trayth Module has a removable Monster section for ease of use and maximized playability.
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CLERIC
LE Medium humanoid
Init +2; Senses Perception +8
DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +1 Shield, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
OFFENSE
Speed 30 ft.
Melee Morningstar +3 (1d8+3)
Spells (CL 1) – Bane, Protect From Good
STATISTICS
St 16, Dx 14, Cn 14, In 10, Ws 18, Ch 16
Base Atk +0; CMB +3; CMD 15
Feats Selective Channel
Skills Spellcraft +4, Perception +8
Treasure Morningstar, Chain Shirt, Buckler
SPECIAL ABILITIES
Chanel Positive Energy (Su) – 6 uses/day. As the cleric ability, this heals living targets for 1d6 hp.
A
HELLFIGHTER
LE medium humanoid, half-devil
Init +2; Senses Perception +7
DEFENSE
AC 19, touch 12, flat-footed 17 (+6 Armor, +1 Shield, +2 Dex)
hp 24 (2d10+4)
Fort +5, Ref +2, Will +0
OFFENSE
Speed 30 ft.
Melee Longsword +6 (1d8+5)
Range Longbow +5 (1d8)
STATISTICS
St 16, Dx 15, Cn 15, In 12, Ws 10, Ch 10
Base Atk +2; CMB +5; CMD 17
Feats Weapon Focus: Longsword, Weapon Specialization: Longsword, Weapon Focus: Longbow
Skills Perception 7
Treasure Longsword, Chainmail, Buckler, Longbow
DESCRIPTION
Hellfighters are humanoid half-devils with horns coming from the temples of their skulls. Much like Tiefling but with larger horns and reddish skin.
STELLAURIAN FIREDRAKE
N Large animal
Init +5; Senses low-light vision, scent; Perception +9
DEFENSE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 48 (4d8+16)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +8 (2d6+5), tail +2 (1d8+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
St 21, Dx 13, Cn 19, In 2, Ws 14, Ch 10
Bs Atk +3; CMB +8; CMD 19(24 vs.trip)
Feats Wpn Foc (Bite), Impr Init, Lightning Refl, Skill Focus (Percep)
Skills Climb +11, Percep +9, Stealth +6;
SPECIAL ABILITIES
Fire Belch (Ex) – Can launch a fireball hitting a target within 60 feet for 1d6 fire damage and sets the target on fire burning them for 5 fire damage/round for 3 rounds. Reflex save DC 12 to half and prevent the ongoing damage.
Fire Burst (Su) – A wave of fire rolls out from all sides of the Firedrake hitting all targets in 10 feet. Targets hit take 2d6 fire damage and an ongoing 5 fire damage for 3 rounds. Reflex save DC 12 to half and
prevent the ongoing damage.
B
C
CLERIC
LE Medium humanoid
Init +2; Senses Perception +8
DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +1 Shield, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
OFFENSE
Speed 30 ft.
Melee Morningstar +3 (1d8+3)
Spells (CL 1) Level 1 – Bane, Protection From Good
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Selective Channel Skills Spellcraft +4, Perception +8
Treasure Morningstar, Chain Shirt, Buckler
SPECIAL ABILITIES
Chanel Positive Energy (Su) – 6 uses/day. As the cleric ability, this heals living targets for 1d6 hp or damages undead for 1d6 damage. DC 14.
A
M4
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. “The Dungeons of Belar”, “Dragonwars of Trayth- Bastions of Evil”, and “Dragonwars of Trayth- Realms of Hope”, “Dragonwars of Trayth- Cities of Kadar” are all Copyrighted 2011, 2014 Epic Quest Publishing, LLC. All rights reserved. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game
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3.5 OGL COMPATIBLE
PDF SAMPLE
MODULE – A2
For 3rd and 4th level characters
The Princess of the country of Vallon is missing. Taken from her own throne room where she was reigning in place of her missing father. The group is called upon by the high priest of Illera to find her and prevent the invasion of the kingdom.
The group must brave the enemy territory of Morgus where the arch-devil, Asmodeus, has taken that kingdom and infiltrated the fortress city of Belar. It is believed the Princess is there and is about to become the latest victim in experiments that turn demi-humans into draconic abominations.
MEGA DUNGEON The Full Printed Version of this Module Contains
Two full dungeon level maps, 1 continent map overview, 1 continent map close-up, 1 country map, 1 fortress map, 2 settlement details, 3 new artifacts, 81 dungeon rooms and over 40 encounters and traps all of which is in full color. Plus easy to use Removable Monster, Magic Items, and Dungeon Map.
The second module in the Dragonwars of Trayth adventure series. Ideal for 3 to 6 players. Each of the 25 modules in the series can be played individually or as part of the Epic Quest that takes players from 1st to 30th level of experience.
For more details about these products, future modules, and events visit our website www.dragonwarsoftrayth.com