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Not for resale. Permission granted to print or photocopy this document for personal use only. 1 Tower by the Sea of Fallen Stars Intrigue and Battle on the Coast of Impiltur Introduction: It is the age of the Spellplague. Aboleths and their servants assail the coasts of the Sea of Fallen Stars. Yet there are those who would defend the land- dwellers against the ancient aberrations. One of these men is Lord Faden. But his tower is in decline and many fear that it will soon fall to the enemy. Unable to prevent this catastrophe, the members of the Grand Council of Impiltur send a group of young heroes to retrieve a magical artifact from within the tower which should not fall into the hands of the enemy. However, Lord Faden is less than happy to part with this powerful item…. A 4-hour adventure for three to five 2nd level characters. by Radulf St. Germain DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Page 1: Tower by the Sea of Fallen Stars - · PDF fileDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Player’s Handbook, ... Tower at the Sea of Fallen

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Tower by the Sea of Fallen Stars

Intrigue and Battle on the Coast of Impiltur

Introduction: It is the age of the Spellplague. Aboleths and their servants assail thecoasts of the Sea of Fallen Stars. Yet there are those who would defend the land-dwellers against the ancient aberrations. One of these men is Lord Faden. But histower is in decline and many fear that it will soon fall to the enemy. Unable to preventthis catastrophe, the members of the Grand Council of Impiltur send a group of youngheroes to retrieve a magical artifact from within the tower which should not fall intothe hands of the enemy. However, Lord Faden is less than happy to part with thispowerful item….

A 4-hour adventure for three to five 2nd level characters.

by Radulf St. Germain

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all otherWizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizardsof the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without theexpress written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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IntroductionTower at the Sea of Fallen Stars is anadventure that takes place during the time ofthe Spellplague. Faden’s tower is one of themany fortifications that serve to protect thecoasts of the Sea of Fall Stars from theaboleths and their servitors. However, LordFaden was greatly weakened by recent attacksand the members of the Grand Council ofImpiltur feel that the tower will eventually fallto the assailants. Overwhelmed by demon cultsand unable to support the tower, theauthorities send the player characters toconvince the defenders to part with their bestweapon – a powerful artifact that the enemyhas also coveted for a long time. It is expectedthat Lord Faden will not immediately agree tothis action but violence is not an option.

BackgroundLord Faden was once a powerful defender ofthe land-dwelling races against thedepredations of the aboleths. However, after aparticularly fierce battle, he was left poisonedand weak. His once mighty tower is now indecline and bound to fall. Faden owns apowerful artifact that has helped him in hisbattles. Unfortunately, this artifact wouldprobably be even more valuable to theaboleths and thus they have focused theirattention on Faden’s tower. The tower’s fall isonly a question of time and its lord’sstubbornness makes it difficult to prevent it. Ifthe PCs do not act, the aboleth will be able togain a powerful weapon that will help them inthe assault of a much more vital region of thecoast.

Set-UpIn order for the players to feel more personallyinvolved in the quest, there are a series ofquestions you need to answer for yourselfbefore the adventure starts. Depending onyour tastes, you might want to use factsestablished during prior adventures, come upwith background by yourself, involve theplayers or even let them decide for themselvesin a Q&A session at the beginning of the

adventure. However you do it, the followingquestions should be answered before the startof the adventure.Who is the prisoner in the lowest cell?Someone known to the heroes sits in thelowest cell of the tower. He/she might be afriend or an enemy, possibly some memorableNPC from a prior adventure or somebody froma character’s background. Alternatively, youcan leave the cell empty. It is up to you whetherthe PC’s know this information up front or findout during the adventure.Why is the crew of the tower not using thenatural cave? Something seems to lurk in anatural cave below the tower. It could be acreature that one of the PCs is afraid of orhates due to his background. Or it could beswarm of deadly fish (the salt water equivalentof quippers) unable to get out – unless anunnatural level of tide makes is possible. (Butwhy would that happen?)What is the artifact? Which artifact does LordFaden cling to that Impiltur would rather notsee in the hands of the aboleths? By default,it’s a horn of shark summoning which leaves ataste of blood in the mouth of its user. On theother hand, maybe it is something tied to thebackground of one of the heroes. In any event,it should be something linked to the ocean anduseful for defenders of the coast and itsattackers alike. Also, it should have an aura ofevil and madness which forces the crew of thetower to store it far away from their livingquarters.

Hiring the PCsIt is assumed that the adventure starts in theprosperous city of New Sarshel, about two daysof travel away from Lord Faden’s tower. Itreally depends on your party as to what wouldbe a logical way for them to get involved in thisadventure. Here are some options that you canuse as an inspiration.

· The missing friend: If one of the PCs is afriend of the person in the lowest cell of thetower, it would seem likely that he or shewould be motivated to help that person. Anagent of the Council has heard about thisconnection and offers to support the heroesif they in return recover the artifact andbring it back to him without harming thedenizens of the tower.

· The lure of money: One of the PCs sees aposter offering a substantial rewardsponsored by the High Council for those

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willing to help with the recovery of animportant artifact.

· Blackmail: If there is somebody in the partywho can be blackmailed due to theirbackground story or previous deeds, thismight be a flavorful entry into the adventure.However, make sure that your players do notfeel coerced by this approach and/orcheated off their reward.

Sense of Urgency: The recruiter is nervous and stressesmultiple times that an attack on the tower is expectedany day now due to an omen from the gods.

Equipment and RewardsThe reward offered by the recruiter is 100 gp.He will double it quickly if the PCs start tohaggle but cannot go higher. The council willprovide the party with a potion of waterbreathing for each PC. Also, they will lendtridents and crossbows to those who might beinterested. While underwater combat is notexpected, it is not ruled out.

The Journey to theTowerBy normal means, the journey to the towertakes two days, unless the heroes go for aforced march, which lets them arrive in theevening but with a level of exhaustion. Thelandscape is quite open and the heroes will beable to see the tower even while they are stillmiles away.

Party Decision: Should the party make haste at the costof exhaustion or expended resources?

There will be two encounters along the road,which might siphon some of the PCs’ resourcesbut both of which can be solved withoutbloodshed.

Worgs’ FeastEncounter: Unless their passive Perception is less than12, the PCs see a small group of quadrupeds moving inagitation at a distance of about 600 feet.

The creatures are 3 hungry Worgs which areattacking a Halfling thief heavily encumberedby a larger-than-human chain mail stuffed intohis backpack. It takes the Worgs 1d3+2 roundsto kill the Halfling during which time the thiefinflicts 2d6 damage to one of the attackers. Ifthe PCs fail to spot the Worgs early on, thehalfling will be dead by the time they see them(distance 200 feet).Tactics: If the Worgs are attacked at range,they will disengage the Halfling and charge.They are quite hungry and will fight to thedeath.If the Halfling survives, he will thank theheroes, introduce himself as FodyNimblefingers and claim to be a trader (InsightDC 14 to recognize that he is probably more ofa thief than an honest trader). He willgratefully accept any healing but will seemvery nervous and eager to move on. If the PCspress the issue (Intimidation DC 12 orPersuasion DC 18), he will admit that he stolethe +1 chain mail from a half-ogre mercenarywho is now chasing him.If the Halfling is dead, the heroes will find outlittle about this curious encounter. However,the armor is magical (+1 chain mail).+1 chain mail: The chain mail consists of tinyfist-shaped rings and feels cool to the touch. Itseems to be Dwarven work. When being put on,the wearer suddenly feels a jolt of strongspiritual connection to the earth, which fadesafter a few moments.

Stockig, the Half-OgreEncounter: Again, due to the open nature of thelandscape, the PCs will see Stockig from afar, as a smallhumanoid figure which gets more impressive the closerthey get. At about 200 feet they can recognize thecreature as an unarmored Half-Ogre with a huge swordwho seems to be quite angry.

Tactics: Should anybody in the group wear themagical chain mail, he will attack immediatelywith shouts of insults. Otherwise, the half-ogrewill angrily demand to know about “the thief”.In his anger, he needs quite some time toexplain what the actual problem is.Resolution: If the heroes actually give thechain mail back and convince the mercenary

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that they had nothing to do with the theft(Persuasion DC 13, disadvantage is somebody iswearing the armor), Stockig will be gratefuland might actually join them in their quest,although he will be unwilling to risk his life incombat, i.e. he will retreat when at 50% of hisoriginal hit points.Stockig is not very smart but but quite loyal tothose he likes. However, he gets oneverybody’s nerves with his constant jokesabout how his father always liked huge womenwhich he tells whenever his size is mentionedor such a comment makes sense in a givencontext and even when it does not.

At the TowerLong before the party arrives, it can see thelone tower standing at the peak of a mightycliff. There is little vegetation or cover and thelandscape is bleak. When they get closer, thePC’s see that the tower is in a state of poorrepair.

ReceptionThe crew of the tower is unfriendly at first butwill not deny travelers the right to stay for atleast one night.

Atmosphere: Lord Faden’s tower is a place of decayand lost hope. There is a weak but lingering smell ofrotten fish and you should play heavily on the themesof aquatic horror and former glory. The guards seemweary and every little noise alerts them. They talkamong themselves about an attack from the sea whichis long overdue. If the heroes arrive just before theattack (see Arrival Scenarios, pg. 5), one of the guardsmentions a fishman scout that has observed the towera few hours ago.

Lord Faden and his CrewThe tower by the Sea of Fallen Stars isinhabited by Lord Faden, his personalphysician, his seneschal and the pitifulremainders of his retinue – 2 merfolk and 4human soldiers.

Lord Faden

Lord Aldous Faden was once a famous rogueand stalwart opponent of the aboleth but waswounded by a poisonous aberration in a battle2 years ago and has not fully recovered since.Weakened in body: Faden is a pale, doughyman with greasy black hair. He has pus-stained

bandages around his neck and slouches on hischair like a stranded squid.Clinging to the past: However, Fadencompletely ignores the weakened state ofhimself and his crew. He tends to reactstubbornly and with anger to any suggestionsto the contrary and gets quite agitated untilhis tirade ends in a fit of coughs. There is noreasoning with this shadow of a man.

Nightlock

The woman constantly at the side of Faden isNightlock, an Elven healer from Cormyr.Sly manipulator? Nightlock is a pale womanwith short, poorly cut red hair. She is veryfriendly to everybody but she seems to beinsincere and manipulative. (Insight DC 20reveals that she seems to be deeply afraid thatsomebody might hurt her.)A dark secret: One of the PCs will recognizeNightlocks face (although with a lot better hair)as the healer who was accused to poisoning arich trader in New Sarshel. The public wasquite torn about whether she was actuallyguilty or was trying to save the trader whosuffered from a serious disease and wasunwilling to submit to magic healing for someunknown reason. (Should it become relevant atsome point, the chance is 20% that she actuallykilled the trader because he ruined her father.Otherwise, she tried her best and applied alast-resort treatment which killed the traderwho would have died anyway.)Survival: The sole goal of Nightlock is tosurvive and she will take any course that helpsher to do so. If this means helping the PCs tosteal the artifact or supporting the Kuo-Toainvaders (see page 5), she will do it. (Insight DC14, possibly with advantage due to good role-playing to find out about her motivation.)

Seneschal Higgs

Higgs is Faden’s right-hand man, a youngdwarf with wild eyes and a hunger for glory. Hehas a huge scar across his face which – to hisgreat shame – is the result of a trainingaccident and not a real battle.Inexperienced greenhorn: Higgs is young andfull of romantic ideas about the fight againstevil. He talks a lot about honor and is outragedif others do not share his taste for adventure.Easy to manipulate: His exaggerated sense ofhonor and inexperience make Higgs easy tomanipulate.

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Getting the ArtifactThe party can obtain the artifact in severalways. Here are some general guidelines how todeal with different approaches.

Attack

If the PCs take the brute force approach, theywill probably defeat the crew of the towerquickly and might even make it out of thetower before the fishmen attack (see below).However, even if they leave in time, the raidingparty will be on their heels to get the artifact.Battle will occur somewhere in the open andthe pursuers will have gained one level ofexhaustion.

Negotiation

There is no way to make Faden part with hisartifact through negotiation. If the PCs roll orargue particularly bad, he might even evictthem from the tower and they will witness theKuo-Toa attack from afar.

Subterfuge

Whatever secret measures the heroes take,they will probably take long enough for theattack to happen. See the next section fordetails on the timing.

Attack of the FishmenAs the powers that be in New Sarshelexpected, an attack on the tower is imminent.The role of the heroes in the attack depends ontheir timing.

Arrival Scenarios

Forced march: A forced march (or use of othermodes of travelling quicker than normal travelby foot) means that the PCs arrive on the nightbefore the attack. They get an audience in theevening and have some time to investigate thetower and possibly manipulate some NPCs.Normal or slightly slower pace: The heroesarrive in the morning. They will still get theiraudience but 30 minutes into the talk (you cando this more or less real-time if you like) therewill be an alarm and the attack of the Fishmenbegins. Depending on the attitude of thepeople in the tower, the PCs might be asked toleave or to help. Of course, due to the attack,Lord Faden can do little to enforce his request.Slow pace: If the PCs are slower than that, theywill miss the attack. They will find the towerstaffed by 6 Kuo-Toa and 2 Whips. 2 of the

Fishmen will be on the top of the tower, 2 willbe at the gate. The rest is questioning theirprisoner (Lord Faden) and searching for theartifact. Nightlock and Higgs are hiding outsidethe tower. They are heavily wounded and mightapproach the PCs for help if they spot them.The level of flood will be at maximum for atleast a day. (See Rising Tide)

Tactics of the Fishmen

The attack begins with a spotter on the towersounding an alarm. The person sent toinvestigate reports that there is an unnaturallyfast rising tide – out of sync with the normaltides and potentially going far higher. (This is amagical ritual instigated by the aboleths.)

Magically Supported Multi-Wave Attack: The Kuo-Toaattack in two waves while their masters magically risethe tide to flood the underground levels of the tower inorder to gain tactical advantage. Time is of the essencefor the party.

Wave 1: The Kuo-Toa will attack in two waves.First, 3 Kuo-Toa warriors will overwhelm themerfolk guards at the underwater gate (whowill sound an alarm but succumb after 1d3rounds) and secure the lower layer. It isimportant to note that this advance troopattacks from behind – they have spent weekstravelling and exploring the Underdark andhave swum up the bottomless pit at the baseof the tower (see tower map).Wave 2: After 10 minutes, the second wave willarrive, which consists of 2 Kuo-Toa Whips thatswim through the now open underwater gate.Depending on the situation, they will eitherstart to systematically search the tower or willjoin their warriors in battle. If the whips searchthe tower, the original 3 warriors will pressupwards to distract the tower guards.However, they will fight defensively anddisengage if in danger of losing, fleeing intothe water and waiting there for the flood torise. (You can either track the movement of thewhips through the dungeon as they search theartifact or you can assign a 60% chance that

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the whips will reach the treasure chamberbefore the heroes and 40% that they will meetthe party somewhere else.)Treasure: The second whip has a potion of hillgiant strength in its backpack.End of battle: Once the whips have recoveredthe artifact, their mission is accomplished andthey will retreat. At this stage, the warriors willfight to the death to give the whips a goodhead start.

Rising Tide

The magical ritual of the aboleth will floodmost of the subterranean part of the tower asindicated on the map. While the water risescontinuously, for the sake of playability, thereare three flood levels. The table belowindicates the timing.

Flood Level Time Elapsed1 When tower alarm is sounded. Starting

turn for the first wave of the attack2 10 minutes (100 rounds of combat.

Second wave arrives.3 15 minutes (150 rounds of combat)

You probably should not play out 150 rounds ofcombat turn by turn. However, you should keeptrack of time, e.g. by keeping in mind how longnon-combat movement takes based on themovement rates of the PCs. In a minute, atypical PC (with a movement of 30 feet) canmove 600 feet when not doing anything else,the slow ones (25 feet) can move 500 feet etc.Depending on your playstyle, you can go forrough estimates but make sure that yourplayers are aware of the ticking clock and thetime their actions take. If you want, you can usethe flood tracker to keep track of the passingtime.

Quick Reminder – Underwater Combat

In the event of underwater combat thefollowing rules from the DMG apply:

· Melee Attacks: If you do not have a swimspeed (either natural or granted), your meleeattacks have disadvantage. Exceptions:dagger, javelin, shortsword, spear, or trident.

· Ranged Attacks: These automatically misstargets beyond the weapon’s normal range.All weapons except darts, nets, javelins,tridents and crossbows have disadvantageon their attack rolls.

· Fire Resistant: All creatures underwaterhave resistance to fire damage.

Locations at the TowerDuring the course of the adventure, the heroeswill most likely move through the tower. Thedifferent locations are briefly described here.

The Actual Tower

The actual tower consists of a staircase and asmall annex with a bedroom, a table and a fewchairs. It is not very luxurious but there isenough room for Faden and his retinue. Theguards typically reside underground whenthey are not on duty. Signs of disrepair can beseen everywhere.

Underground Facilities

Most of the tower lies underground. It is humidand cool and the walls show signs of pastflooding. This section briefly describes thoseareas which are of interest for the adventure.Wine Cellar: Despite the poor condition of thetower, the wine cellar is well stocked with threesolid wines from different parts of Toril.Food Storage: The food stored here is not ofthe same quality as the wine in the cellar butthere is enough preserved fish to keep thetower going for almost 6 months.Guard Room: The human guards reside herewhen not on duty. The place is quitecomfortable, despite the fact that it isunderground. The half-turret built onto theface of the cliff provides a good view over thesea.Cells 1: These cells are currently empty.Cells 2: Imprisoned in this cell is a starvedhobgoblin. If released during the attack, shewill try to flee but will fight against the Kuo-Toans if there is no other option. The hobgoblinis in the cell because she tried to steal food.

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Cells 3: The skeletons of long-forgottenprisoners reside here. For a moment it seemsas if they move but it is only a rat.Cells 4: This is the cell where the personknown to the PCs is locked up. The key is in theguardroom but the lock is easy to pick (DC: 12)or to break (DC: 15, disadvantage without alever).Natural Cave: Whatever lurks here (see Set-Up, pg. 2) might be stirred by the sound ofcombat and the smell of blood.Lever Room: This room can only be accessedby climbing down the well. If the lever is pulled,a hidden trap door opens (Dex Save 10 or falldown 50 feet (5d6 damage)). The trap can beavoided by standing close to the wall besidesthe lever when pulling it. With a rope, one canclimb down the shaft to reach the treasurechamber. This room is the best way for airbreathers to reach the artifact.Treasure Chamber: Here, the artifact that thePCs were sent to retrieve is stored. See belowfor more details on the treasure chamber andits mechanisms.Underwater Gate: This gate is normally closedand protected by two merfolk guards. Theguards are tired and overworked and will bedead by the time the party arrives here duringan attack.Bottomless Pit: This vertical tunnel leads deepunderground but is empty as far as the PCs arelikely to venture. However, after several milesthe pit connects to a large underwater sectionof the Underdark – and thus furtheradventures beyond the scope of thispublication. Lord Faden never had theresources to close this entry point but since itnever was a problem over the years, it istypically ignored.

Recovering the Artifact

The treasure chamber has a metal chest boltedto the floor which contains the artifact the PCswere sent to recover. The chest is protected bya lock and a trap.

Atmosphere in the Treasure Chamber: The treasurechamber feels like a place of great evil and anybodyentering will hear whispers of blood and carnage intheir heads. This is the aura of the artifact which is thereason why it is stored in the remotest corner of thetower.

Meeting the WhipsIf the whips reach the room before the PCs,they are still there when the heroes arrive. (Ifyou did not track the movement of the whipsthrough the dungeon as they search theartifact, they have a 60% of being here whenthe heroes arrive.) They will have failed to openthe chest, having suffered the effect of thetrap (apply the damage described below toboth whips before combat starts). When theyspot the PCs, they will attack immediately.

Chest and TrapThe chest with the artifact is locked (DC: 17). Itis possible to retry opening the lock but eachattempt takes one minute. Also, the chest isprotected by a trap. Each time, a lock-pickingattempt fails, a poison needle springs from thelock, inflicting 1 point of damage as well as 1d10poison damage (Constitution save DC 12 forhalf damage). The trap can be disarmed (DC:10) or damaged by bending the needle when itsprings out. Also, the trap can be disabled byflipping a hidden switch on the back of thechest (Perception DC 15, Investigation DC 10 ifactively searching for clues regarding such aswitch).Inside the chest lies the artifact, which caneasily be taken out.

AftermathShould the PCs manage to defeat theattackers, even Lord Faden (should he still bealive) realizes that he is not the right custodianfor the artifact. Relucantly, but with greatpathos, he will hand it over to the PCs. If, on theother hand, the heroes have already taken it bythemselves, he will curse them impotently in arather Shakespearean manner (“The plague onall of your houses!”). Should the Kuo-Toassucceed in stealing the artifact, the PCs havefailed in their mission and will not get anyreward.

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AppendixThere are a series of documents which can(and should) be used during the course of thisadventure.

Map FolioThe map folio contains the following

· Overview map of tower, including floodlevels

· A flood tracker to keep track of thetime and increasing flood effects.

· Battlemaps of the dungeon layers

Monsters and NPCsThe following monsters are found in thisadventure.

· Worg: MM, pg. 341· Half-Ogre: MM, pg. 238. Reduce AC to 10

due to missing armor· Kuo-Toa: MM, pg. 198

Fody NimblefingersSmall humanoid (Halfling), neutral evil

Armor Class: 14 (leather)Hit Points: 75 (down to 15)Speed: 25 feetStr: 10 (+0) Dex: 16 (+3) Con: 13 (+1)Wis: 15 (+2) Int: 11 (+0) Cha: 12 (+1)Skills/Proficiences: Thief’s Tools +7, Acrobatics +5,Sleight of Hand +7, Stealth +7

Senses: Passive Perception 12Languages: Common, HalflingChallenge: 2Damage Immunities: poison

Lucky: Reroll any 1 on a d20Nimbleness: Walk through spaces occupied by

opponents of at least medium size

Short Sword Attack: +5 to hit, 1d6+3 (6) piercingdamage plus poison (2d6 (7) poison damage. ConSave DC: 13 negates. Target is also poisoned until theCon Save is successful)

Seneschal HiggsMedium humanoid (dwarf), lawful neutral

Armor Class: 15 (studded leather)Hit Points: 65Speed: 25 feet

Saving Throws: Str +4, Dex +4, Wis +2Str: 15 (+2) Dex: 14 (+2) Con: 16 (+3)Wis: 9 (-1) Int: 14 (+2) Cha: 12 (+1)Skills/Proficiences: Athletics+4, Deception+4

Senses: Passive Perception 9Languages: Common, DwarvenChallenge: 2

Lucky: Reroll any 1 on a d20Nimbleness: Walk through spaces occupied by

opponents of at least medium size

Multiattack: Two with short sword, one with dagger

Short Sword Attack: +5 to hit, 1d6+3 (6) piercingdamage

Dagger: +5 to hit, 1d4+3 (5) piercing damage

Parry (Reaction): +2 AC against one melee attack

Ready for Replay?As a one shot adventure, Tower at the Sea ofFallen Stars is ideally suited for convention andpick-up play. But what if one of the playersalready knows the adventure?While this situation will spoil some of thesurprises for the player (who should take aback seat in some regards), this sectionsuggests some changes to the adventurewhich could be used during replay:

· Nightlock as traitor: In this variant,Nightlock is actually a Doppelganger inleague with the aberrations. She will takegreat pains to pitch the PCs against LordFaden and try to cause physical conflict.Then, she will sound a horn to call herFishman allies and try to flee the tower.

· The tower as a trap: Lord Faden is longdead, his whole crew replaced by Kuo-Toahybrids. Like many heroes before them, thePCs are lured into the tower by a falserecruiter (who gives them fake potions ofwater breathing). Faden will act friendly buttries to stall them. When the PCs are off-guard, he will have his men attack them,flooding the tower to put the party atdisadvantage. Naturally, there is no artifact –the chest only contains a cursed magic item.

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Scaling the AdventureThe adventure as written is designed for 3players of level 2. If you feel this will be tooeasy for larger groups, it can scaled up in thefollowing way.4 characters: The whips of the second waveare accompanied by 3 additional Kuo-Toa. Oneof the whips wears an amulet with a gemstoneworth 300 gp.5 characters: The first wave contains 6 Kuo-Toa instead of 3. The whips of the second waveare accompanied by 3 additional Kuo-Toa. Oneof the whips carries a ceremonial crown worth500 gp to collectors with, let’s say, peculiartastes.

Playtest CreditsI would like to thank my playtesters for theirvaluable feedback: Wonko, Antariuk

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Page 11: Tower by the Sea of Fallen Stars - · PDF fileDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Player’s Handbook, ... Tower at the Sea of Fallen

Flood Tracker: Check a box for each combat round, check a cluster for a minute.

Level 2reached

Level 3reached

Flood Tracker

Page 12: Tower by the Sea of Fallen Stars - · PDF fileDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Player’s Handbook, ... Tower at the Sea of Fallen
Page 13: Tower by the Sea of Fallen Stars - · PDF fileDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Player’s Handbook, ... Tower at the Sea of Fallen