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DUNGEON #114MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.WWW.PAIZO.COM
MAD GOD’S KEYby Jason Bulmahn
A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everfl owing in the treach-erous Cairn Hills. A Living Greyhawk-com-patible adventure for 1st-level characters.
Chris Stevens & Ben Huen of UDON
Jim Zubkavich of UDON
Theldrat
Theldrat’s Key
Jim Z
ubkavich of UD
ON
Jim Z
ubkavich of UD
ON
Veltargo
DUNGEON 114 Supplement1
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
one square=5 feet
D1
D2
D3
D4 D5
D6
D7
D7
D8D9
D9
D10
D7
D5
D3
D7
D7
D11
D12
BARGE END CHASEBARGE END CHASEN
one square=5 feet
D1
D2
D3
D4 D5
D6
D7
D7
D8D9
D9
D10
D7
D5
D3
D7
D7
D11
D12
BARGE END CHASEN
one square=5 feet
G1
G2
G3 G4
G5
G6
G8
G7G9
G10
G11
G12
G13 G13
G14
G15
G16
G17
G18
G19
G20
G21 SS
S
TT
GREEN DAGGER HIDEOUTGREEN DAGGER HIDEOUT
one square=5 feet
G1
G2
G3 G4
G5
G6
G8
G7G9
G10
G11
G12
G13 G13
G14
G15
G16
G17
G18
G19
G20
G21 SS
S
TT
GREEN DAGGER HIDEOUT NN
Robert Lazzaretti
Robert Lazzaretti
DUNGEON 114 Supplement2
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
one square=5 feet
T1
T2
T3
T4
T5
T6
T7
T7
T8
T9
T10
T11
T12 T13
Level One
Level One
Level Two
Level Two
Level Three
Level Three
Side View
N
one square=5 feet
T1
T2
T3
T4
T5
T6
T7
T7
T8
T9
T10
T11
T12 T13
Level One
Level One
Level Two
Level Two
Level Three
Level Three
Side View
S
N
Robert Lazzaretti
DUNGEON 114 Supplement3
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
TORRENTS OF DREADby Greg A. Vaughan
A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village’s spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and
the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Find out in this adventure for 6th-level characters, set on the infamous Isle of Dread.
Mike May
one square=5 feet
Drum Shelter
30 ft. Asce
nt
one square=5 feet
Drum Shelter
30 ft. Asce
nt
N
one square=5 feet
support beams
burial nicheN
one square=5 feet
support beams
burial niche
Robert Lazzaretti Robert Lazzaretti
DUNGEON 114 Supplement4
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
1
23
4
5
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8
8
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N
one square=50 feet
1
23
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N
one square=50 feet
Robert Lazzaretti
DUNGEON 114 Supplement5
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Poster Map by Christopher Trevas
DUNGEON 114 Supplement6
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
C1
N
C2
C3
C4
C5 C6
C7
C8C9
C10
C11
C12
C13
C14
C15C16
C17
C18C19 C20
C20
C21C22
Lower Tunnels
one square=10 feet
To Lower Tunnels
To CatacombsTo Lagoon
To Surface
Slope Down
Slope Down
SS
S
S
C
C1
N
C2
C3
C4
C5 C6
C7
C8C9
C10
C11
C12
C13
C14
C15C16
C17
C18C19 C20
C20
C21C22
Lower Tunnels
one square=10 feet
To Lower Tunnels
To CatacombsTo Lagoon
To Surface
Slope Down
Slope Down
Mike May
Robert Lazzaretti
DUNGEON 114 Supplement7
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
THIRTEEN CAGESby Chris Thomasson
At last! The heroes finally track down the insidious Cagewrights for a final showdown in their lair deep beneath the volcano of Cauldron. But who secretly leads the Thirteen, and what will his
final message mean for the PCs? A Shackled City Adventure Path scenario for 16th-level characters.
Rámon Pérez
Christopher West
DUNGEON 114 Supplement8
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Christopher West
Christopher West
DUNGEON 114 Supplement9
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Christopher West
DUNGEON 114 Supplement10
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
“Thirteen Cages” is designed for a group of four 16th-level characters, but with a little work it can be adapted for use by 14th–15th level characters or 17th–18th level characers. All NPCs in the adventure should have their class levels advanced or reduced by an amount equal to the increase in average party level. 14th–15th-Level Characters: Lower-level characters have fewer resources; as a result, they’ll be more likely to need to stop and rest or retreat and regroup before they manage to even reach the Tree of Shackled Souls. You should relax the time restrictions in this adventure somewhat for lower-level adventurers, perhaps allowing them one or even two opportunities to rest before the Tree completes its task. Consider replacing Moltenwing with a slightly less powerful dragon. Dyr’ryd should be reduced to normal Hit Dice for a shator demodand. 17th–18th-Level Characters: It’s likely that characters of this level have access to the most powerful spells in the game (wish, miracle, time stop, etc.), so be prepared for the additional challenges running such high-level characters bring. One good way to increase the challenge of this adventure is to reduce the time the PCs have before the portal opens. Perhaps their and Jenya’s initial divinations reveal that they only have 4 hours left before the portal opens, and whatever they do must be done in that amount of time. All of tthe demodands and demons encountered should be advanced by two Hit Dice for each level by which the party’s average level exceeds 16 at the start of the adventure. Moltenwing’s lair should gain a group of four elder fire elementals under the dragon’s command. Dyr’ryd should be advanced by 2 more Hit Dice; this increases his size to Huge and brings all the appropriate adjustments to Strength, Dexterity, Constitution, Natural Armor, attack rolls, and weapon damage. Remember that if you change the level of the encounters in this adventure, you’ll need to adjust the treasure amounts as well. Consult the section on Treasure that begins on page 51 of the Dungeon Master’s Guide for more specific details.
ERRATA: Scaling the Adventure
DUNGEON 114 Supplement11
DUNGEON #114 Map & Handout Supplement © 2004 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.