A 3.5/ogl ADventure For Level 6 AreDead - The Trove

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Hungrya 3.5/ogl adventure for level 6DeadAretheRavenous for Human FleshPathfinder ModuleD4: Hungry Are the DeadThe logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual,then an unknown force reanimated the defeated kobolds to attackthe town. Now a horde of zombies approaches and a mysterious evilgathers power in the north, tainting wildlife and the buried dead, itspresence hinting at ancient evils better left undisturbed.Hungry Are the Dead is dungeon adventure for 6th-levelcharacters, compatible with the 3.5 edition of the world’s mostpopular roleplaying game. Within its pages you’ll find anintroduction to the town of Falcon’s Hollow, a detailed overviewof an undead-filled tomb hidden under an abandoned monastery,and a new ghoul-like monster that crosses the line between manand beast.This adventure is set in a remote forest in the PathfinderChronicles campaign setting, but can easily be set in anygame world. It can be used on its own or combined with otheradventures in the D series to create an even greater campaign arc.paizo.com/pathfindermodulePrinted in ChinaPZO9515By Tim HitchcockD4

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Hungry Arethe DeadTMPathfinder Module D4D series AdventureDesign: Tim HitchcockDevelopment and Editing: Christopher Carey, Sean K Reynolds, and James L. SutterEditorial Intern: Claudia GoldenArt Director: Drew PoczaCover Artist: John GravatoInterior Artists: Concept Art HouseCartographers: Rob Lazzaretti and Chris WestManaging Art Director: James DavisVice President of Operations: Jeff AlvarezDirector of Marketing: Joshua J. FrostPaizo CEO: Lisa StevensCorporate Accountant: Dave EricksonSales Manager: Chris SelfTechnical Director: Vic WertzPublisher: Erik MonaSpecial Thanks: The Paizo Customer Service and Warehouse TeamsD4: Hungry Are the Dead is a Pathfinder Module designed for four 6th-level characters. By the end of this module, characters should reach7th or 8th level. This module is designed for play in the Pathfinder Chronicles campaign setting, but can easily be adapted for use with anyworld. This module is compliant with the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popularfantasy roleplaying game.The OGL can be found on page 29 of this product.Paizo Publishing, LLC2700 Richards Road, Suite 201Bellevue, WA 98005paizo.comProduct Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots,storylines, language, incidents, locations, characters, artwork, and trade dress.Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product areOpen Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the materialdesignated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game Licenseand the d20 System License, please visit wizards.com/d20.Pathfinder Modules are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc.All other trademarks are property of Paizo Publishing, LLC. 2008 Paizo Publishing.Printed in China.

module d4Hungry are the DeadOur human nature leads us to speculate upon death. It stalks us, from themoment we are granted self-awareness—we somehow sense that we can andwill someday die. But undeath is forever. With necromancy you can exceedthe normal human lifespan by decades, or centuries, or even longer. When thesun and stars have winked out, or when another Starfall plunges the world into finaldarkness, the undead will be here, studying ancient lore and researching new magic.How could a scholar choose anything but undeath?2—Drazmorg the Damned

Hungry are the DeadAdventure BackgroundDrazmorg was an unremarkable wizard who dabbled inNethys’s religion. At the High Academae he acquired themoniker Drazmorg the Drudger, for he carried himselfas a stodgy student of lost lore and antiquated rituals, soenraptured with past events, it kept him from reachinginto the future. In particular, his gratuitous pursuit ofnon-secular magic delayed him from learning thosepowerful spells his peers had long mastered. Though hisdiversity was unrivaled, his studies fell woefully behind—or so his colleagues believed. Drudgery, its seemed toDrazmorg, was found in death, not studies. While otherstudents sought power, Drazmorg sought immortality.Thus began his romantic fixation with the foolish worksof obscure wizards and priests who also sought suchimpossibilities, and so it was that he stumbled upon aseemingly innocuous copy of an ancient text called theWhispers of the Immortal. Within the obscure tome’s fadedpages, a disciple of Tar-Baphon, the Whispering Tyrant,documented his master’s journey from life into undeathand on to divine ascension. When he queried his superiorsas to the origin of the text, they said they’d purchased itfrom an adventurer who claimed to have found it in anancient, trap-laden crypt ruin in the Fangwood Forest. Intheir esteemed opinion, the authenticity of the text couldhardly be held credulous.Conversely, Drazmorg was thrilled, though he kept hisexuberance masked with his usual dry countenance. Thelocation corroborated early research concerning severalcovert locations, established by an elite circle of powerfulmembers of the Shining Crusade, designed to protectthe arcane seals binding the Whispering Tyrant in hisprison beneath his tower. Immediately, Drazmorg took asabbatical to travel to Andoran. In Almas he hired a teamof professional adventurers, and set out to excavate andexplore the lost dungeon in search of the fabled seal.His search for the secret location didn’t take long. Ashe’d cleverly deduced, the elite members of the ShiningCrusade chose to hide the seal deep under an old dwarvenmonastery on the edge of Darkmoon Wood. Finding theplace overrun by kobolds, they hacked and blasted theirway past the scaly inhabitants to reach the lower levels.Discovering the Seal, Drazmorg’s investigations createdseveral undead shadows that immediately obeyed him.Annoyed by the noise and occasional attacks from theirkobold neighbors, Drazmorg sent the shadows to harassthe scaly humanoids, eventually convincing them they werecursed. These events are the cause of Pathfinder ModuleD1 Crown of the Kobold King, where King Merlokrep kidnapschildren of the townsfolk to use their blood to break thecurse on his tribe. The PCs or another group of heroes findthe kobolds, free the children, and slay their king.Meanwhile, after much tampering and spellcasting,Drazmorg finally uncovered the occult secrets of the seal’sMaking this a Stand-AloneAdventureThough this adventure has many ties to Pathfinderadventures D1 Crown of the Kobold King and D1.5 Revengeof the Kobold King, you can use this without having playedthrough those books as long as the PCs are in a town neara strange wooded area. Undead attack the town, the PCsrebuff the undead, and the path of staggering zombiesleads to the forgotten graveyard and beyond to the olddwarven monastery. The place might be empty, filledwith monsters, or scattered with maimed kobold bodieskilled by previous heroes. You can also skip the zombieencounter and simply attach the two dungeon levelspresented here to wherever the PCs are exploring.locking mechanism. What happened next was entirelyunexpected—the breaking seal triggered a massiveexplosion of negative energy. Drazmorg took the worstof the backlash. So potent were these forces that theydestroyed Drazmorg’s lower half, yet he survived and inthis incarnation believes himself the risen embodimentof Tar-Baphon. Delusional or not, the threat he posesis significant. Bolstered by his newfound power, hereanimated the remains of Merlokrep and some of histribe. The undead kobolds immediately began crafting aplan for revenge against their slayers and relocated to anAzlant burial site (which causes the events of D1.5 Revengeof the Kobold King). This exodus leaves the levels aboveDrazmorg’s lair uninhabited (though the PCs may seeone or two of Drazmorg’s shadow minions flitting about,spying on intruders rather than attacking).Meanwhile, necromantic energy has been bleedingout of the broken Seal and seeping into the surroundinglands, sapping them of life and transforming creaturesand corpses into undead. Most of the new undead comefrom the town’s graveyard northwest of town. Someof these skeletons and zombies wander near Falcon’sHollow and attack (precipitating the first encounter ofthe adventure), others are drawn to the source of thepower and shamble to the broken seal (leading PCs tothe remainder of the adventure). These effects are justincidental to the real threat—if Drazmorg explores thevault further, he might just discover the existence andlocation of another such seal, bringing the WhisperingTyrant one step closer to freedom.Adventure SummaryIf the PCs have played through D1 Crown of the KoboldKing and D1.5 Revenge of the Kobold King, this adventuretakes place shortly after Revenge. Having dealt with thereanimated kobolds, the PCs return to Falcon’s Hollow3

module D4Falcon’s HollowHigh Market: A marketplace for finer goods, but a riggedlottery system keeps most townsfolk out.Hollow Tribunal: The magistrate’s office, which doubles as acourthouse.Jak’a’napes: A ramshackle inn run by retired bard JakCrimmy, known for his flapjacks.Kreed Manor: Home of the head of the Lumber Consortium,a brutish bully and criminal who enjoys the power he holdsover others.Low Market: Open to everyone, this market sells leftovers fromthe High Market (including food just starting to go bad).Lumber Warehouse: A storage place for extra timber.Paper Mill: A smelly building full of vats and simple machinesthat convert wood refuse to pulp and pulp to paper.Roots and Remedies: An herbalist shop run by Laurel, whohelps those she can but is quick to exploit to the gullible.The Cutyard: A bustling place full of lumberjacks and woodcuttershauling logs from the river and turning them into timber.The Goose n’ Gander: A general store run by the gnomeBrickasnurd Hildrinsocks.The Rouge Lady: A burlesque and gambling hall that doublesas a brothel.The Sitting Duck: A tavern that caters to adventurers lookingfor excitement in the nearby forest.Vade’s Tower: Little more than a two-story shack, this is thehome of Sharvaros Vade, a sullen hermit and wizard, andhis son.Town nonstandard (lumber consortium); AL NEGP Limit 1,500 gp; Assets 40,550 gpDEMOGRAPHICSPopulation 315Type humanoid (human 99%, other 1%)AUTHORITY FIGURESGavel Thuldrin Kreed, LE male human expert 3/rogue 6(Gavel of the Lumber Consortium);Magistrate Vamros Harg, NE male halfling aristocrat 3/sorcerer 5 (Magistrate-Elect);Sheriff Deldrin Baleson, LN male half-elf expert 4/fighter 3(Sheriff of Darkmoon Vale);Boss Payden “Pay day” Teedum, LE male human monk 2/fighter 4 (Overboss of the Lumber Consortium).NOTESD0 Hollow’s Last Hope, D1 Crown of the Kobold King, D1.5Revenge of the Kobold King, E1: Carnival of Tears, and Guideto Darkmoon Vale all contain more information aboutFalcon’s Hollow and Darkmoon Vale.Church: Run by Lady Cirthana (NG human female Cleric 4 ofIomedae), most residents avoid the place as the LumberConsortium dislikes Cirthana’s meddling.Darkmoon Lumber Headquarters: Base of operations for thebusiness that runs this town.Ferry Dock: A dock large enough to moor the passengerbearing ferries from elsewhere on the river.4

Hungry are the Deadto recuperate (barring followup attacks by their humanadversaries from that adventure). If the PCs have notplayed through the prequel adventures, they arrive inFalcon’s Hollow for some other reason and stop for thenight for food and rest.The PCs’ next meal is interrupted by Verrin, a hystericallocal gravedigger, rambling about the walking dead.Though the townsfolk initially don’t believe him, soonafter he arrives various undead attack the town. The PCsdeal with the undead threat and follow Verrinto a cemetery, where they see tracks leadingto the northwest toward the DarkmoonWood. These tracks eventually reach aDwarven Monastery (with which thePCs are familiar if they completedthe prequel adventures) where theymeet a strange worg necromancerwho asks them to find the source ofthe magic that reanimated him afterdecades of oblivion. The PCs delve belowthe earth and find a formerly blockedtunnel that now allows access to an evendeeper level. There they encounter traps andthe undead minions of Drazmorg, a magepriest who sought immortality in undeath andaccidentally found it. The PCs must defeatDrazmorg before he uses his newfoundpowers to gather more undead and freethe Whispering Tyrant.Verrin TierukVerrin Tieruk (N male human commoner 5) stands shortand slender, with narrow shoulders and poor posture.Though he is a slim fellow his arms and back have wirymuscles from digging graves. His sloppily shaved facebears a few razor nicks in it. Heavy dark circles rim hisdull gray eyes, which linger uncomfortably on whomeverhe encounters, as often as not staring at some part of theperson’s face rather than the eyes. Though he’s yet hadopportunity to use it, he carries a homemade weapon,just a coffin nail hammered through an axe handle,hammered into a flat blade, and sharpened; while nota terribly effective weapon, it is easily concealed insleeve of his threadbare coat.Though he is not stupid, he often forgetsthe names of everyday objects (struggling torecall the name of the tool he uses to dig graves,for example), for which the people of Falcon’sHollow consider him a si

a 3.5/ogl aDventure for level 6 Pathfinder Module D4: Hungry Are the Dead The logging town of Falcon’s Hollow has been through rough times— first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and .