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Dungeon Crawl Classics #26The Scaly God
By Rick MaffeiAN ADVENTURE FOR CHARACTER LEVELS 4-6
Credits
Writer: Rick Maffei
Front Cover Artist: Jason Edwards
Back Cover Artist: Michael Wilson
Interior Artists: Jason Edwards, Doug Kovacs, Cliff
Kurowski, Brad McDevitt, Stefan Poag
Cartographer: Jeremy Simmons
Graphic Designer: Greg Porter
Editor: Joseph Goodman
Proofreader: Liz Rich
Playtesters: Mark “Kelvar” Brazdzionis, Nick Flagello, Amy
Van Orden, and Willie Washington
Dedicated to Nick. Thank you Amy; your loving supportmade this project possible.
Table of Contents
Introduction ...........................................................................2
Game Master's Section.........................................................2
Background Story .................................................................4
Map Key................................................................................7
Aurora Pass Environs ......................................................7
Whitefang Stronghold, Level 1 ..........................................8
Whitefang Stronghold, Level 2 ........................................12
Whitefang Stronghold, Level 3 ........................................17
Whitefang Stronghold, Level 4 ........................................19
Whitefang Stronghold, Level 5 ........................................20
Aurora Pass Caves .........................................................22
The Entry Caves (Level One)..........................................24
The Upper Caverns (Level Two) .....................................29
The Lower Caverns (Level Three) ..................................37
Appendix 1: New Items.......................................................51
Appendix 2: New Monsters.................................................52
Appendix 3: Pregenerated Characters ...............................67
Appendix 4: Player Handouts .............................................70
Maps ...................................................................................75
If you like this adventure, be sure to look for the rest of the
Dungeon Crawl Classics series at your local game store.
Log on to www.goodman-games.com for freebies, news,
special offers, and more.
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IntroductionRemember the good old days, when adventures were
underground, NPCs were there to be killed, and the finale
of every dungeon was the dragon on the 20th level? Those
days are back. Dungeon Crawl Classics don’t waste your
time with long-winded speeches, weird campaign settings,
or NPCs who aren’t meant to be killed. Each adventure is
100% good, solid dungeon crawl, with the monsters you
know, the traps you fear, and the secret doors you know
are there somewhere.
The Scaly God is designed for 4-6 characters of 4th
through 6th level. We recommend 25-30 character levels
between the party members. While the characters can be
of any basic character class, a good mix of character
classes is helpful. A paladin or cleric would be helpful, as
would several strong warrior types.
The setting requires a slightly mountainous, arid region at
least ten miles from the nearest major city.
Adventure Summary
The adventure can take place on the outskirts of any
barony or city. A hillside stronghold, perched on a high
mountain road, serves as a way station and toll collection
point. Caravans passing through the area stop at the
stronghold and pay a small toll, and in exchange the
stronghold garrison patrols the area for humanoids and
keeps the high roads clear of falling debris and the like. All
has gone well until recently, when a routine caravan
arrived and discovered the stronghold to be the scene of
utter destruction. The guards were slaughtered and the
stronghold was structurally damaged as well.
The PCs are asked to investigate the near-destruction of
the small mountainside stronghold. A local noble, incensed
but unwilling to send more guardsmen into an unknown
danger, has asked for any willing brave parties to investi-
gate. The PCs also seek a priceless relic called the Censerof Weal that had been delivered to the stronghold. The
PCs enter the stronghold and discover it to be inhabited by
a band of goblins and bugbears. Clues soon lead the PCs
to a nearby multi-level cavern complex inhabited by a num-
ber of underground creatures, including the true culprits
responsible for planning the devastating attack on the
stronghold – a scheming mountain troglodyte shaman and
his tribe. The continued search for the Censer leads the
PCs further underground to eventually find the cavern lair
of the troglodyte tribe’s “god” (actually an inexperienced,
juvenile blue dragon).
Game Master’s Section
Encounter Table
To help the GM prepare, we have included a quick refer-
ence table showing all encounters at a glance. Loc – the
location number keyed to the map for the encounter. Pg –
the module page number that the encounter can be found
on. Type – this indicates if the encounter is a trap (T), puz-
zle (P), or combat (C). Encounter – the key monsters,
traps, or NPCs that can be found in the encounter. Names
in italics are classed NPCs. EL – the encounter level.
Loc Pg Type Encounter EL
S1-1 9 C Goblins (4) 1
S1-2 9 C Bugbears (2) 4
S1-3 10 C Worgs (3) 5
S1-4 11 C Goblins (4) 1
S2-1 12 C Tarkhmog and Wruzdid, 5
bugbear sergeants,
War2 (2)
S2-2 13 C Ogre, bugbears (2), 6
goblins (8)
S2-3 14 C Bugbear and rot 5
grubs (2)
S3-1 17 C Bugbears (2, asleep) 3
S3-3 17 C, T Bruzbid, Bugbear Ftr2, 5
needle trap
S4-1 19 T Ceiling trap, beam trap 4
S5-1 20 C, T Bloodhawks (8) 3
1-1 23 C Young wyvern 4
1-2 24 C Aurumvorax 9
1-4 25 C, T Mites (8), pesties (2), 3
tripwire trap
1-4A 26 C Mites (4) 1
1-4B 26 C Pesties (5) 1
1-4C 26 C Mite “king” 3
1-5 27 C Advanced impalers (6) 4
1-7 28 C Fire beetles (6) 2
2-1 29 C Tan shrieker 1
2-2 30 C Mountain trogs (7) 6
2-3 30 C Mountain trog War2 (2) 5
2-4 31 C Kinhul, mountain trog 4
subchief Ftr2
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Loc Pg Type Encounter EL
2-5 31 C Sathsar, trog chief Bbn3 4
2-6 32 C Tan shriekers (3), 6
tan fungi, phycomid
2-7 33 C Female mountain 6
trogs (6)
2-8 34 C Ssustre, trog Adp4, 4
mantari
2-9 34 C Decapus 4
2-10 36 C Crimson ooze 4
3-1 37 C Trog zombies (2) 7
w/ yellow mold
3-3 38 C Cave crickets (4) 4
3-4 39 T Pit trap 3
3-6 39 C Pech (5) 8
3-7 42 C Gas spore 4
3-8 42 C Gorungs (2) 4
3-9 43 C Ascomoid 5
3-10 44 C Slashwings (4) 6
3-11 44 P Altar –
3-12 46 C Advanced kampfult 4
3-14 47 C Olive slime, olive 6
slime zombies (2)
3-15 47 C Cockatrice 3
3-16 48 C Rathulagon, juvenile 8
blue dragon
Scaling Information
The Scaly God is intended for 4-6 characters of 4th
through 6th level, but it can be easily modified for parties
of different sizes or levels. The adventure is more suited for
scaling up than down, and using characters averaging 2nd
level or below is not recommended. Consider adapting the
adventure as follows:
Weaker parties (3 or fewer characters and/or below 4th
level): Downgrade the two bugbear sergeants in S2-1 to
War1. Decrease the trap damage in areas 3-4 and S4-1.
Replace the aurumvorax in 1-2 with a dire weasel or simi-
lar creature. Reduce the number of mountain troglodytes
by 1-2 per encounter. Replace the trog shaman’s pet man-
tari in area 2-8 with a pet dire bat. Downgrade the trog
chief in area 2-5 to a Bbn2. Remove the yellow mold from
the zombies in area 3-1. Decrease Rathulagon’s age to
young adult.
Stronger parties (7 or more characters and/or higher
than 6th level): Increase the number of humanoids in area
S2-2 by adding 2 bugbears and 2 additional goblins, and
upgrade the ogre to an ogre mage or ogre Ftr2. Increase
the trap damage in areas 3-4 and S4-1. The bugbears in
area S3-1 are now awake. Upgrade the bugbear leader in
S3-3 to a Ftr4. Replace the young wyvern in area 1-1 with
a fully-grown specimen or have both the older and younger
wyverns be present. Upgrade all impalers in area 1-5 by 1
HD. Replace the false green slime at area 1-6 with real
green slime. Increase the overall number of mountain
troglodytes by 1-2 per encounter and raise the trog
shaman and trog chief one class level each. Double the
number of zombies in area 3-1. Add an additional cocka-
trice to area 3-15. Increase Rathulagon’s age to adult.
Challenge Level
The characters, if of suitable level for this adventure,
should not have a terribly hard time “cleaning out” the
Whitefang complex if they do not act recklessly. Indeed,
most of the stronghold inhabitants should, by in large, be
“outgunned” by a party of 4th-6th level characters. This is
purposeful. After some exploration of the stronghold and
encounters with the current inhabitants, the players should
soon come to the conclusion that the bugbears and their
allies could not have caused the massive destruction or
loss of life inflicted on Whitefang. This, coupled with the
various clues scattered throughout the complex, should
eventually point the characters toward the troglodyte
caves, where greater challenge awaits.
This is an adventure of attrition. Surviving most encounters
is not difficult, particularly in the early going. But if the party
does not pace itself wisely with regard to spell and item
usage, the PCs will be in serious trouble long before they
can reach the Censer of Weal and complete their mission.
Treasure
Treasure and magic items are not abundant in this adven-
ture. A good number of creatures encountered in the
troglodyte caves are not very intelligent and some (such as
the crimson ooze or gas spore) have no concept of treas-
ure or even what constitutes “valuables” at all. The
troglodyte tribe has also offered up much of their treasure
(including items pilfered from the stronghold) to the blue
dragon Rathulagon. If the characters persevere and defeat
Rathulagon, however, they will discover a considerable
amount of treasure and magic in the blue dragon’s lair.
Getting the Players Involved
The following hooks can be used to get the players
involved in the adventure:
• Characters are sent by the leader of Orden to investi-
gate the fearful reports he has received about the
destruction of Whitefang. He offers the characters
1,000 gp each (half paid in advance) and any enemy
loot found if they are able to determine the cause of
the stronghold’s current situation and recover the
priceless Censer of Weal.
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