3E D&D Adventure 10 Temple of Redcliff


PREPARATION
You (the DM) need the D&D core rulebooks, including
the Player s Handbook, the DUNGEON MASTER s Guide, and
the Monster Manual. This adventure also uses monsters
from Monster Manual II, but all statistics for such crea-
tures have been provided.
You can place this adventure in any area of your
THE TEMPLE
campaign world that features mountainous terrain and
an extinct volcano. Adapt the material given here as
OF REDCLIFF
you see fit to make it work with your campaign world.
To get started, print out this module (including the
A Short Adventure for Four
map). The Temple of Redcliff uses a modified version of the
10th-Level Player Characters
 Temple of the Sunless Dawn map from the Map-a-
Week web column on the D&D website. The original
 Temple of the Sunless Dawn map can be found at
CREDITS
http://www.wizards.com/dnd/images/
Design: Eric Cagle
mapofweek/Temple_72.jpg
Editing: Penny Williams
Typesetting: Nancy Walker ADVENTURE
Cartography: Rob Lazzaretti
BACKGROUND
Web Production: Julia Martin
In the foothills of an impressive mountain range lives a
Web Development: Mark A. Jindra
large clan of yak folk. In their secluded realm, these
Graphic Design: Sean Glenn, Cynthia Fliege
strange and evil creatures have created a small empire
in which life is idyllic for them but oppressive for the
Based on the original DUNGEONS & DRAGONS® game by E.
Gary Gygax and Dave Arneson and on the new edition of the many creatures that serve them.
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
The population of this  hidden city has grown so
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
rapidly that the yak folk have recently decided to
expand their territory. To that end, they selected one of
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the their number, a cleric/sorcerer named Voorix, to go
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
forth, scout out the surrounding lands, and identify a
thereof are trademarks owned by Wizards of the Coast, Inc.
promising area for invasion. Gathering up some old
This material is protected under the copyright laws of the United
maps from a former invasion attempt, Voorix set out to
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein
see what had changed in the region around the yak folk
is prohibited without the express written permission of
settlement.
Wizards of the Coast, Inc.
After several weeks of scouting, Voorix settled on a
©2003 Wizards of the Coast, Inc. All rights reserved.
Made in the U.S.A. hamlet called Redcliff, which was nestled in the
foothills beside an extinct volcano, as the best option.
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.
So ideal was the location of this community that the
This Wizards of the Coast game product contains no Open Game Content.
yak folk had tried to invade here once before, but had
No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License,
been repulsed. In the caldera of the volcano was an
please visit www.wizards.com/d20.
abandoned temple of Heironeous the site of the
The Temple of Redcliff is a short D&D adventure for four 10th-level characters. Consult
battle that had turned the tide against the yak folk
the Scaling the Adventure sidebar for ways to modify the scenario
for higher or lower levels of play. before. The locals had come to avoid the place because
of rumors that it was haunted and cursed. Voorix
This scenario can be incorporated into any style of campaign. Since the adventure
takes place in an abandoned temple and includes undead creatures, any party that thought the arrangement perfect and established a base
chooses to undertake the mission should include a cleric.
of operations inside the temple.
But the rumors were true the temple was home to
several angry spirits, and an unusual effect maintained
illusions depicting the horrific aftermath of that long-
1
ago battle. Wisely deciding not to undertake a full " Rumors have reached the clergy of Heironeous in
cleanup operation on his own, Voorix simply sealed off another city that the abandoned temple is once again
a portion of the temple for his own use and built him- showing signs of life. A temple elder has asked the
self a laboratory there. After ensuring his privacy by PCs to investigate.
using his magic to make the place seem even more for- " The PCs are acquainted with Andalor and have made
bidding, he set to work observing the area. their way to Redcliff to meet with him.
After a few months, Voorix concluded that the
region was ripe for takeover and moved into the next
phase of his mission close-in observation. Sneaking
BEGINNING
into Redcliff, he entered the house of the town s
mayor a seasoned, feisty, and wizened warrior named
THE ADVENTURE
Andalor and merged with the old human s body. Thus
The Temple of Redcliff consists of one or more encounters
disguised, Voorix took the mayor s place, intending to
in town and a temple exploration.
learn as much about Redcliff and the surrounding set-
tlements as he could over the course of a few weeks.
A. A MORNING IN REDCLIFF
But Andalor s son and daughter, as well as several other
The characters arrive on the morning after Voorix s
prominent citizens, quickly became suspicious of the
flight and find the townsfolk worried about his absence
 mayor s out-of-character behavior. When Voorix
and what it might portend. Read or paraphrase the fol-
heard people in the tavern debating whether to get a
lowing aloud when the PCs arrive in Redcliff.
wizard or cleric from the next town to find out what
was wrong with the mayor, the yak folk realized that
Silhouetted against the backdrop of an immense,
his disguise was severely compromised. Thus, he
truncated mountain is the tiny hamlet known as
decided to retreat to the temple and hide until he could
Redcliff. From a distance, it looks positively
find a new body to inhabit.
sleepy in the morning light.
As you draw closer, though, it s evident that all
is not as it should be here. People stand in clumps
ADVENTURE SYNOPSIS
in the street, talking and glancing about furtively.
The adventurers arrive in Redcliff the morning after
The word  mayor is audible now and then in the
Voorix s departure. The mayor s disappearance is the
conversations. Conversations stop as you pass by,
topic of discussion everywhere in town.
and the people regard you with smiles that are
A short time spent in conversation with the towns-
polite but just short of friendly.
folk reveals that Andalor has been acting strangely of
late, and that last night two young men saw him sneak-
ing out of town in the dead of night, heading for the Andalor s recent actions combined with his sudden
caldera of the volcano. disappearance have made the townsfolk somewhat
Andalor s son and daughter, both merchants in town, nervous. Some immediately associate the presence of
are anxious about their father. They hire the PCs to find strangers in town with the mayor s odd behavior, so
him and to discover what strange malady ails him. the PCs often hear whispers behind them as they pass
The PCs must enter the temple and make their way by. Nonetheless, the characters are treated cordially
past the shadows that dwell there to confront Voorix enough to their faces, and anyone who directly
and his minions. If the characters prevail, they must requests an explanation of the townspeople s attitude
rescue Andalor (if he is still alive), determine what receives an honest one, with no check required.
really happened, and clear the mayor s name in town. Otherwise, a successful Gather Information check
(DC 10) provides the information that the mayor has
disappeared.
ADVENTURE HOOKS
Any characters asking questions about the mayor are
As DM, you know best how to involve your players and
provided with the following pieces of information in
their characters in an adventure. You can use the fol-
response to specific inquiries (no check required).
lowing adventure hooks to spur your imagination,
modifying them as necessary to make them appropriate
" The mayor s name is Andalor. He s an ex-adventurer,
for the characters interests.
somewhat advanced in years, and very much beloved
2
by the townsfolk. He has a limp the result of an Information About the Temple
adventuring injury long ago. A successful Gather Information check at the appropri-
" For the past few days, he s been acting strangely, ate DC made while asking appropriate questions of the
ordering the townsfolk around as though they were townsfolk reveals the following information about the
slaves, and acting as if he was too good to talk to his temple.
neighbors. Such behavior is quite out of character for
Gather
Andalor, who has always been known for his good
Information
humor and camaraderie with the townsfolk.
DC Information Obtained
" His daughter Vera runs the bakery on the corner, and 10 The temple was a former shrine and fortress of
Heironeous. It hasn t been inhabited for
his son Marnor owns the inn. They were the first to
decades.
notice something odd about his behavior. Now
15 The temple was attacked long ago by an oddly
they re worried sick and talking about trying to hire
mixed army of humans, elves, and dwarves.
some adventurers to find him.
They were repelled, but a strange curse befell
" Sometime in the middle of the night, Andalor disap-
the temple after the battle, and it was never
peared. Two young men who were just leaving the
used again. Only the priests knew the nature of
tavern claim to have seen a figure that limped just
the curse, and they said only that Heironeous
like he did making its way up the mountainside in
was displeased with the place.
the moonlight.
20 Andalor was once a member of the temple s
" The only thing of interest up there is an abandoned
priesthood, although he was loath to talk
temple of Heironeous, just inside the caldera. But no about what happened there during the battle.
one would go there; it s haunted and cursed!
C. VERA AND MARNOR
" Strange lights have been seen around the abandoned
If the characters talk to the mayor s children, either can
temple recently, and herdsmen and hunters have
confirm all the information that the characters
been scared away by mysterious figures. The place
received from the townsfolk and freely supply any
has been haunted for decades, but these events are
details about the temple that the PCs have not already
new. They must have something to do with the
gained. They can also provide the following informa-
mayor s disappearance.
tion if asked.
If the PCs seek out the young men who witnessed
" Their father s behavior suddenly seemed to change
Voorix s departure, the two confirm the information
about a week ago. Gone was the jovial fellow who had
above they saw a man who walked like the mayor
a friendly hello for everyone in town. The new
making his way up the mountainside.
Andalor ordered everyone around and expected to be
c Redcliff (Hamlet): Conventional; LG; 100-gp
waited on. And he snapped at everyone, particularly
limit; Assets 2,500 gp; Population 500 (79% human, 9%
his children.
halfling, 5% elf, 3% dwarf, 2% gnome, 1% half-elf, 1%
" Marnor said in the tavern just last night that he
half-orc).
suspected his father was either ill or being controlled
somehow. He was wondering aloud if he should send
pqqqqrs
SCALING THE ADVENTURE " Reduce the number of shadows in area 3 to seven.
The Temple of Redcliff is designed for four 10th-level " Reduce Voorix s cleric level by one, and halve the
PCs, but it can be modified to present an appropri- number of charges in his staff of charming.
ate challenge for parties of different sizes or levels. Four 11th- and 12th-level PCs: Run the adventure
The adventure can be scaled by raising or lowering as written, but with the following changes.
the character levels of the primary antagonists, and " Add a ghost to area 3 (use the sample ghost on
also by adding or removing some of their subordi- page 213 of the Monster Manual).
nate creatures. " Give Voorix two more levels of cleric, or two
Consider adapting the adventure as follows. levels of sorcerer. Replace his staff of charming
Four 8th- and 9th-level PCs: Run the adventure as with a staff of fire, and give him a ring of protec-
written, but with the following changes: tion +2 and three scrolls of charm monster.
pqqqqrs
3
to another city for a wizard or cleric who could find by one of the enemy spellcasters to destroy morale in
out magically what was wrong with his father. the community.
Voorix has summoned a janni (see the command
Once convinced that the PCs are merely concerned
genie ability in Voorix s description) and commanded
strangers and not conspirators in the plot that has
him to patrol the inside of the temple. Meanwhile,
caused their father s disappearance (successful Diplo-
Voorix himself has taken refuge in the inner sanctum
macy check required), Vera and Marnor ask the party to
(area 8) and is trying to decide which resident of Red-
go up to the temple and look for their father. They can
cliff he can merge with next so as to avoid suspicion.
afford no more than 500 gp between them, but they are
certain that some treasures worth finding still remain
STEALTHY PURSUIT
in the temple. Marnor is willing to guide the characters
When the PCs enter the temple, the janni notices them
there but not venture inside.
immediately. He uses his ethereal jaunt ability to follow
the intruders and telepathically relays reports on their
activities to Voorix.
THE ABANDONED
Should his ethereal jaunt ability expire before the
PCs enter area 6, the janni settles for following them
TEMPLE
invisibly and on foot, trying to remain about 40 feet
The temple was a former monastery and outpost dedi-
behind the party. Moving at full speed, his Move
cated to Heironeous. Its position inside the caldera of
Silently modifier is only +3, so any character in the
an extinct volcano offered impressive protection for
party s rearmost rank can attempt a Listen check (+1 to
the god s martial clerics. As a devotee of Hextor, Voorix
the DC for every 10 feet of distance between the janni
has taken considerable delight in making the former
and the listener) every minute to detect the janni s pres-
temple of Heironeous his base of operations.
ence. Whenever the janni can keep up with the party
Many decades ago, a marauding army that appeared
while flying (probably possible only when the charac-
to be a bizarre mixture of humans, dwarves, and elves
ters slow down or stop), he gets a +8 circumstance
attacked Redcliff. (In truth, the army was a vanguard
bonus on his Move Silently checks. If the characters
sent by the same settlement of yak folk that has now
hear him, the janni notices immediately and flies away,
sent Voorix.) The citizens fled to the temple for protec-
then returns after 5 minutes to resume stalking.
tion, and the invaders followed. Most of the temple s
The janni attacks the moment the PCs enter the
defenders died, but not before repulsing the besieging
dining room and common area (area 6), or when
army. To this day, the townsfolk do not know who or
spotted.
what was responsible for the attack.
On the morning after the survivors of the battle
ENTERING THE TEMPLE
had buried their dead, they discovered that the
Read or paraphrase the following aloud when the char-
grotesque images of the battle s aftermath had some-
acters near the temple.
how attached themselves to the structure itself.
Wherever they looked, the fallen bodies of their com-
After an hour s hike up the steep outer slope of
panions lay bleeding, just where they had fallen the
the extinct volcano, you come to the abandoned
day before. The bodies were not real, but nonetheless
temple that the townsfolk mentioned. It s clear
the clerics were unable to dispel the images. Taking
that the place hasn t been used for its original pur-
this phenomenon as a sign from Heironeous that the
pose in a very long time weeds and shrubs grow
temple should be closed, they abandoned it, leaving
up the sides of the building, and lichen mottles
behind all the books, scrolls, altar services, and other the stone walls. The windows have been secured
temple paraphernalia. The illusionary corpses remain with solid metal barriers that show signs of a
siege.
to this day (treat the effect as a permanent image
[caster level 20th]). The true source of this phenome-
non is for you as DM to decide. It might in fact be the
There is nothing of interest outside the temple. Only
curse of Heironeous on a temple whose defenders
one entrance is apparent (see area 1, below).
should have been more vigilant, or it might be the
The windows to the temple were originally
god s way of telling the people that they had best not
equipped with metal shutters that could be lowered to
forget the incident. It could even be an effect placed
prevent entry by hostile forces in times of war. The
4
shutters were lowered during the siege some fifty provides Voorix with entry to his laboratory.) A suc-
years ago and have since rusted in place. The shuttered cessful Search check (DC 30) reveals that this panel
windows are placed 20 feet above the ground. One of can be moved.
the panels that leads into the inner sanctum (area 8) is Metal Shutters: 3 in. thick, hardness 10, hp 90,
loose enough to admit a Large creature. (This shutter Break DC 30.
5
1. MAIN DOORS AND ENTRYWAY 3. WORSHIP AREA (EL 9)
Read or paraphrase the following aloud when the char- The double doors that lead into this room from area 2
acters approach the doors. are protected by a glyph of warding. It is triggered when
anyone who is not a worshiper of Heironeous opens or
The temple s main doors are cracked and warped touches the door. Though it would seem that such a
from the elements. They stand slightly ajar, allow-
trap might deter visitors and would-be converts, this
ing easy access into the gloom beyond.
protective device did not pose a problem in the
temple s heyday, when a worshiper could hold the door
Several broken barricades and wooden posts lie on the open to admit visitors of whom he or she approved.
floor in the entryway. These items were used to brace Voorix knows about the glyph and its triggering con-
the door against the army during the siege of the ditions from Andalor s mind. He has also passed along
temple, but they failed to hold. this information to the janni.
a Glyph of Warding Trap: CR 4; spell; spell
2. LOBBY
trigger, no reset; spell effect (glyph of warding [blast], 5-
Read or paraphrase the following aloud when the char-
foot radius, 3d8 sonic, Reflex save [DC 16] half ); Search
acters get close enough to see into the lobby.
(DC 28); Disable Device (DC 28).
Read or paraphrase the following aloud when the
The double oaken doors open into a room with
PCs look inside the room.
stone floor. Aging and cracked ceramic symbols of
Heironeous hang on the walls.
This huge room must have been the main area of
worship for the commoners who came to visit the
temple. A few pews still stand upright, but most
The set of double doors that leads into the worship area
have been overturned or destroyed. Several
is protected by a glyph of warding (see area 3, below).
armor-clad corpses, peppered with arrows, are
sprawled out around the room, bearing witness to
2A. STOREROOM
a vicious attack. At the back of the room stands a
The door that once secured this room was broken open
towering statue of Heironeous behind an altar.
during the battle. Read or paraphrase the following
The statue s surface is cracked and pitted, as
aloud when anyone looks into this area.
though it had been the target of weapon attacks.
The door to this room hangs in broken pieces on
its hinges. Beyond it lie weapons, shields, and
This chamber is the haunting ground of ten shadows
assorted debris, as well as several bleeding corpses
all that remain of a few members of the invasion force.
in battered armor. It looks like they died defend-
These creatures attempt to remain hidden in the
ing this chamber.
darkness as the PCs enter, but they attack anyone who
comes within 10 feet of the statue. The corpses are part
This room served as the storage area for extra weapons,
of the temple s illusionary effect.
arrows, crossbow bolts, and shields for the temple s
D Shadows (10): hp 30, 27, 27, 24, 23, 19, 19, 19,
defenders. Most of these weapons are now rusted or
18, 18; see Monster Manual, page 161.
damaged beyond repair, although a successful Search
Tactics: The shadows surround the PCs if possible.
check (DC 20) reveals a masterwork shortbow and a
Five shadows attack the first round; the rest attack the
quiver containing three +1 arrows buried beneath the
second round. If pressed, some of the shadows hide
rusted melee weapons. The corpses are illusions.
inside the statue, striking out at anyone close by.
4. LIBRARY
2B. EMPTY ROOM
The doors to this chamber are stuck shut. Forcing them
The door to this room is intact and unlocked. Read or
open requires a successful Strength check (DC 20).
paraphrase the following if the characters open it.
Read or paraphrase the following aloud when the char-
acters get them open.
This room is empty except for rodent droppings
on the floor and a broken chair in the corner.
6
6A. BODY ROOM
Row after row of bookshelves once stood in this
room, but most of them toppled over long ago, The bodies of those who fell early in the conflict with
showering the floor with books, scrolls, and
the disguised yak folk army were placed in this cham-
papers. Time, weather, and humidity have not
ber to await burial. After their burial, their images reap-
been kind to these documents most have either
peared here, as part of the temple s illusionary effect.
moldered or dried out.
At least twenty corpses, some dressed in clerical
robes and others in armor, lie in this chamber.
This chamber was the repository for all the temple s
They are placed haphazardly, as though for short-
books, scrolls, and other documents. A successful Search
term safety.
check (DC 20) reveals several tomes that may prove
useful and interesting. Anyone who reads the entire set
A successful Search check (DC 20) reveals a +1 dagger
gains a +2 circumstance bonus on Knowledge (religion)
and a small pouch containing 50 gp, both stuck in
checks pertaining to Heironeous and his dogma.
crevices in the floor and masked by the illusion.
5. SHRINE 7. KITCHEN
Read or paraphrase the following aloud when he char- The kitchen remains as it was after the battle that
acters open the doors to this room. closed the temple. Read or paraphrase the following
aloud when the characters arrive.
This room is dominated by a massive statue of
Heironeous in armor. The statue once held a
This chamber was obviously the kitchen and food
longsword aloft in one hand, but that arm now
storage area for the temple. Everything in the
lies broken on the floor.
room has been damaged beyond repair. A corpse
in priestly robes lies sprawled out on a table a
knife between its ribs.
Other than the statue, there is nothing of value in the
room.
Protective Statue: The statue constantly radiates There is nothing of value within this room. The corpse
a magic circle against evil effect. is part of the temple s illusionary effect.
Caster Level: 5th; Prerequisites: Craft Wondrous Item,
8. INNER SANCTUM (EL 12)
magic circle against evil; Market Price: 15,000 gp; Weight:
This chamber is where Voorix has taken up residence.
1,600 lb.
Read or paraphrase the following aloud when the PCs
6. DINING AREA AND COMMON look inside.
ROOM (EL 4)
This chamber was the main gathering area for the This room is furnished with several tables and
temple s clerics. Read or paraphrase the following aloud chairs, all of which are intact and upright. A statue
of Heironeous stands in one corner, but its face has
when the characters look inside.
been smashed with some sort of blunt weapon.
Several symbols of Heironeous, all scarred and des-
A few overturned tables and chairs lie scattered
ecrated, lie scattered about the floor.
about this room. The walls are adorned with the
symbol of Heironeous.
This is the room that Voorix has claimed as his own,
The janni who has been watching the PCs attacks them
and he is here when the PCs enter the temple. Save for
as soon as they enter this room.
area 10, he does not venture into the other parts of the
D Janni: hp 45; see Monster Manual, page 94.
temple, and he has used his rebuke ability to keep the
Tactics: The janni takes flight, then uses arrows
shadows from entering this room. Over time, they have
from his longbow to soften up his targets. After a round
learned to stay clear of him.
or two of bowfire, he uses his enlarge ability to grow in
D Voorix: Male yak folk Clr 3/Sor 4; CR 11; Large
size before attacking with his scimitar. Because he is
monstrous humanoid; HD 5d8+10 plus 3d8+6 plus
bound to Voorix, the janni must fight to the death, even
4d4+8; hp 70; Init +4; Spd 30 ft.; AC 18, touch 9, flat-
if it is clear that he is losing.
footed 18; Atk +13/+8 melee (1d6+6, staff of charming),
7
or +13/+8 melee (2d4+7/18 20, +1 falchion); Empathic Link: Voorix can communicate telepathi-
Face/Reach 5 ft. by 5 ft./10 ft.; SA body meld, rebuke cally with Eek at a distance of up to 1 mile. He has the
undead 9/day; SQ command genie, darkvision 60 ft., same connection to an item or a place that Eek does.
familiar benefits, rat familiar, use staff; AL NE; SV Fort Share Spells: Voorix may have any spell he casts on him-
+9, Ref +6, Will +16; Str 18, Dex 11, Con 15, Int 14, self also affect Eek if the latter is within 5 feet at the time.
Wis 16, Cha 15. Voorix may also cast a spell with a target of  You on Eek.
Skills and Feats: Concentration +10, Disguise +10, Touch Spells: Eek can deliver touch spells for Voorix.
Heal +7, Hide  4, Innuendo +9, Knowledge (arcana) Use Staff (Ex): Voorix can use any magic staff.
+17, Knowledge (religion) +5, Listen +5, Scry +6, This ability is similar to the Use Magic Device skill
Spellcraft +8, Spot +5, Use Magic Device +10; Alert- except that it applies only to staffs and Voorix does not
ness, Combat Casting, Extra Turning, Improved Ini- require a skill check.
tiative, Iron Will, Power Attack, Weapon Focus Cleric Spells Prepared (4/4/3; save DC 13 +
(quarterstaff ). spell level): 0 detect magic, read magic, resistance, virtue;
Body Meld (Sp): Once per day, Voorix can merge 1st divine favor, cure light wounds, invisibility to undead,
his body with that of a humanoid or giant of Small to protection from good*; 2nd bull s strength, hold person (2).
Large size. Except where noted here, this power func- *Domain spell. Deity: Hextor. Domains: Destruction
tions like a magic jar spell heightened to 9th-level (smite 1/day), Evil (cast evil spells at +1 caster level).
(caster level 20th; Will DC 21 negates). To use this abil- Sorcerer Spells Known (6/7/4; save DC 12 +
ity, he must touch the intend target without interrup- spell level): 0 daze, flare, ghost sound, mage hand, pres-
tion for 20 minutes. At the end of this period, the target tidigitation, ray of frost; 1st burning hands, expeditious
must make a Will save to remain conscious. On a failed retreat, magic missile; 2nd protection from arrows.
save, the host s mind becomes unconscious and Voorix Possessions: +1 falchion, staff of charming, bracers of armor
assumes control. There is no magic jar per se Voorix +2, wand of magic missile (caster level 1st), potion of
physically merges his body with the victim s body with- Charisma (2), potion of invisibility (2), potion of spider climb,
out the use of an intermediate vessel. Body meld lasts scroll of flaming sphere (2), scroll of Melf  s acid arrow,
until dispelled or dismissed. The process works only on scroll of blur, scroll of color spray.
humans, elves, dwarves, half-orcs, and any creature of D Eek: Female rat familiar; CR  ; Tiny magical
the giant type. Voorix shares all the victim s knowledge, beast; HD 1/4 d8 (effective 11d8); hp 35; Init +2; Spd 15
memories, skills, feats, and extraordinary abilities, but ft., climb 15 ft.; AC 16, touch 14, flat-footed 14; Atk +13
none of its spell-like or supernatural abilities. Voorix melee (1d3 4, bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0
retains all of his own supernatural and spell-like abili- ft.; SQ improved evasion, low-light vision, scent; AL
ties. The merging does not shed a magical aura, but a NE; SV Fort +5, Ref +8, Will +12; Str 2, Dex 15, Con 10,
true seeing spell reveals the victim s dual nature. If the Int 7, Wis 12, Cha 2.
host body is slain, Voorix dies with it. Separating the Skills and Feats: Balance +10, Climb +12, Concentra-
two bodies takes half as long as melding (10 minutes). tion +8, Disguise +4, Heal +5, Hide +18, Move Silently
The host regains consciousness 1d6 minutes after the +10, Scry +2; Weapon Finesse (bite).
separation is complete. Only characters who know the Improved Evasion (Ex): If Eek is subjected to
victim personally have any chance to realize something an attack that normally allows a Reflex saving throw for
is wrong, by making a successful Spot check opposed half damage, she takes no damage if she makes a suc-
by Voorix s Disguise check. cessful saving throw and half damage even if the saving
Command Genie (Su): Once per day, Voorix can throw fails.
summon and command a janni of evil alignment, but Scent (Ex): Eek can detect approaching enemies,
he can never have more than one janni under his con- sniff out hidden foes, and track by sense of smell.
trol at one time. The janni is bound to serve until the D Andalor: Male human Ftr 5/Clr 4; CR 9;
second sunrise after summoning. Medium-size humanoid; HD 5d10+10 plus 4d8+8; hp
Familiar Benefits: Voorix s rat familiar Eek 63; Init +4; Spd 30 ft.; AC 20, touch 11, flat-footed 20;
grants him the benefits of the Alertness feat when she Atk +12/+7 melee (1d8+5/19 20, +1 longsword), or
is within 5 feet of him. She also grants him a +2 bonus +10/+5 ranged (1d6/ 3, masterwork composite short-
on Fortitude saves (already figured into the statistics bow with masterwork arrows); SA turn undead 9/day;
above). In addition, Voorix gains the following benefits AL LG; SV Fort +12, Ref +2, Will +7; Str 14, Dex 10, Con
from Eek. 14, Int 11, Wis 15, Cha 14.
8
Skills and Feats: Climb +4, Concentration +4, Diplo- situation. He takes neither side unless the PCs can con-
macy +4, Handle Animal +7, Heal +5, Jump +4, Knowl- vince him (with a successful Diplomacy check) to fight
edge (arcana) +2, Knowledge (religion) +3, Listen +4, the yak folk.
Ride (horse) +6, Spot +4, Swim +5; Alertness, Cleave,
Extra Turning, Great Fortitude, Improved Initiative,
9. ARMORY
Power Attack, Sunder, Weapon Focus (longsword),
Read or paraphrase the following aloud when the PCs
Weapon Specialization (longsword).
look into this chamber.
Cleric Spells Prepared (5/5/4; save DC 12 +
spell level): 0 detect magic, guidance, light, purify food and
The lock that once secured this door has been
drink, resistance; 1st bless, divine favor, magic weapon*,
smashed open. Inside are the remains of the
remove fear, shield of faith; 2nd bull s strength, hold person,
temple s armory. The room has been looted,
shield other, spiritual weapon*. though a few items remain.
*Domain spell. Deity: Heironeous. Domains: Law
(cast law spells at +1 caster level), War (Martial Weapon
Five minutes of searching (no check required) reveals
Proficiency and Weapon Focus with longsword).
three masterwork longswords, a +1 shortbow, twelve +1
Possessions: +1 breastplate, +1 large steel shield, +1
arrows, and a set of bracers of archery.
longsword, masterwork mighty (+2 Str bonus) compos-
ite shortbow, 15 masterwork arrows, ring of protection +1,
10. SLEEPING QUARTERS
necklace of prayer beads (blessing), brooch of shielding,
Voorix has been using this area as his bedchamber.
potion of lesser restoration, potion of Wisdom, potion of haste,
Read or paraphrase the following aloud when the char-
scroll of magic weapon (2), scroll of flame blade.
acters arrive.
Tactics: Since the janni informed Voorix the
instant that the party arrived, the yak folk knows he is
This room looks like it s been inhabited recently.
under siege. His first action when the party enters the
It is furnished with a large bed, a chest, and a table
temple is to exit Andalor s body, a process that requires covered with maps and books. Unlike most of the
furnishings elsewhere in the building, these have
10 minutes. Then Voorix uses his staff of charming to cast
no dust.
charm monster on Andalor when the latter wakes up 1d6
minutes later. The yak folk uses the charm effect to con-
vince Andalor that assassins came to Redcliff to slay its
Voorix gathered up the finest bedding in the temple
mayor, and that he, Voorix, saved Andalor by spiriting
(which is not much) for his bedchamber. A successful
him up here to the temple. Now the assassins have fol-
Search check (DC 15) reveals a bag of gold and gems
lowed them here, and Voorix has been weakened by his
worth 900 gp, a +2 longsword, and a prayer book of
efforts, so Andalor must defend them both.
Hextor. Anyone reading the book gains a +1 circum-
As soon as the PCs begin fighting the janni, Voorix
stance bonus on Knowledge (religion) checks pertain-
drinks his potion of spider climb and potion of invisibility,
ing to Hextor and his dogma.
then casts resistance, virtue, protection from good, divine
favor, and bull s strength on himself, in that order. He
11. EMPTY ROOM
then turns invisible and climbs the wall. When the PCs
Read or paraphrase the following aloud when the PCs
arrive, Andalor closes in to melee while Voorix attacks
look into this room.
with ranged spells. If he has not yet been spotted when
he runs out of those, he uses his staff to charm a PC,
This room is empty except for some rags and an
hoping to lure him or her away from the group so that
armored corpse.
he can use his body meld ability undisturbed. If he suc-
ceeds in merging with the PC, he returns to the group
The corpse is part of the temple s illusionary effect.
later as the character, claiming that he was pursuing
 the beast, but it got away. He stays in the PC s body as
long as possible. If at any time the characters are weak
CONCLUSION
enough that he thinks he could take them on and win,
Voorix fights fiercely, but if things go poorly for him,
he attacks.
he flees the temple, making his way out through the
If the charm effect on Andalor is dispelled, he does
iron shutter that he pried loose to gain access in the
nothing except defend himself while he assesses the
9
first place. He makes his way back toward his mountain The yak folk who sent Voorix to scout this area for
home, doing his best to avoid any pursuit in the invasion are still interested in taking over this area. If the
process. PCs learn of his mission by interrogating him, they may
If caught, Voorix fights to the death and refuses to want to take the battle to the yak folk, or at least take steps
surrender. If captured alive, he will reveal the location to ensure the future safety of Redcliff and its environs. If
of his home city and the plans its elders have for expan- they do not act, the yak folk send two more scouts to the
sion only through torture or magical coercion. area when Voorix fails to return. Once they receive a
favorable report, they launch a full-scale invasion.
FURTHER ADVENTURES
ABOUT THE AUTHOR
If Andalor survives, he is very grateful to the PCs for
Eric Cagle is a freelance game designer, previously asso-
rescuing him once the situation is explained. He asks
ciated with Wizards of the Coast s RPG R&D depart-
them to help him clean out the temple and dispel the
ment. Recent credits include the Arms and Equipment
illusions so that the structure may be rededicated to
Heironeous and used as a fortress to shelter the towns- Guide, Fiend Folio, design work for the Star Wars® Role-
playing Game, and the Urban Arcana setting for the d20
folk from any further attacks. Andalor feels that he
MODERN Roleplaying Game. He s a frequent contributor
personally failed to defend it years ago and wants to
to both DRAGON® magazine and the DUNGEONS &
redeem himself in the eyes of his deity.
DRAGONS website.
10


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