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OFFICIAL GAME ADVENTURE A Basic/Expert Transition Adventure from the UK, for 5-8 characters of levels 2-4 Production: Cover Art: Internal Art: Cartography & Design: Proofreading: Phil Gallagher & TSR UK Design Team Brian Williams Helen Bedford Geoff Wingate Carole Morris, Mike Brunton Playtesting:Pat Whitehead, Matt Connell, Helen Freeman, Stuart Bonham, Steve Waters Thanks to Luke Renouf, Don Turnbull, Tom Kirby, Dawn Buxton, and a special thanks to Harold Johnson for his invaluable assistance. Distributed to the book trade by Random House, Inc, and in Canada by Random House of Canada, Lid. Distributed to the toy and hobby industry by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are registered trademarks owned by TSR, Inc. © March 1986 TSR, Inc. All Rights Reserved. Primed in USA. This adventure is protected under the copyright laws of the United States of America. Any reproduction or other un- authorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. TSR, Inc. POB 756 Lake Geneva WI 53147 USA TSR UK Ltd. The Mill Rathmore Road Cambridge CB1 4AD United Kingdom. TSR, Inc. PRODUCTS Of YOU* IMAGINATION" ISBN 394-55412-4 9149 Printed in the USA NIGHT'S DARK TERROR by Jim Bambra, Graeme Morris and Phil Gallagher TABLE OF CONTENTS NIGHT'S DARK TERROR Expert Play 2; Adventure Background 4 Getting Started 5 SIEGE AT SUKISKYN Description of Sukiskyn 9; The Attackers 10 SOUTH OF THE RIVER Goblin Lairs 15; Other Encounters 16; Reckoning with the Wolfskull 20 RUINS OF XITAQA Outer Ruins 25; Golthar's Tower 26 JOURNEY TO THRESHOLD Sukiskyn to Rifllian 29; Rifllian 32 On to Threshold 32 THRESHOLD Golthar's Plan 37; Optional Events 39 TOWARDS THE BLACK PEAKS THE LOST VALLEY OF HUTAAKA Inhabitants of Hutaaka 47 Hutaakans & Traldar 48 FURTHER ADVENTURES NEW MONSTERS Chevall; Ice Wolf 54; Kartoeba; Living Statues; Rock Rattler Gt. Foot-pad lizard; Shroud Spider 56 Wyrd; Piranha 56 6 13 24 28 34 40 44 53 54 55 PULL-OUT SHEETS Players' Information Sheet Calendar & Player's Map Non-Player Characters Non-human Clans & Tribes Weather Tables Optional Encounters between pages 12 & 13 MI II III-VI VI VII VIII LIST OF MAPS Plan S - Sukiskyn Loose Insert Events WE7 and WE 12 - Journey to Threshold Loose Insert Area W19 - Gnomes' Ferry Loose Insert Map R - Rifllian Loose Insert Maps T & F - Threshold & Fogor Isle Loose Insert Map V - Foamfire Valley Loose Insert Map H - The Lost Valley Loose Insert Map K - Eastern Karameikos Outer Folder The Tapestry Inner Folder Plans H5 & H6 - Temple of Pflarr Inner Folder Areas W9-W17 - South of the River Inner Folder Sample file

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Page 1: Night's Dark Terror - DriveThruRPG.com · 2018. 4. 28. · the Grand Duchy of Karameikos (Map #1 in the Expert rulebook). A river journey takes the adventurers to the besieged steading

OFFICIAL GAME ADVENTURE

A Basic/Expert TransitionAdventure from the UK, for5-8 characters of levels 2-4

Production:

Cover Art:Internal Art:Cartography & Design:Proofreading:

Phil Gallagher &TSR UK Design Team

Brian WilliamsHelen BedfordGeoff WingateCarole Morris,Mike Brunton

Playtesting:Pat Whitehead, Matt Connell,Helen Freeman, Stuart Bonham,

Steve WatersThanks to Luke Renouf, Don Turnbull,Tom Kirby, Dawn Buxton, and a specialthanks to Harold Johnson for hisinvaluable assistance.

Distributed to the book trade by Random House, Inc, and inCanada by Random House of Canada, Lid. Distributed to the toyand hobby industry by regional distributors. Distributed in theUnited Kingdom by TSR UK Ltd.

DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOURIMAGINATION, and the TSR logo are registered trademarksowned by TSR, Inc.

© March 1986 TSR, Inc. All Rights Reserved. Primed in USA.

This adventure is protected under the copyright laws of theUnited States of America. Any reproduction or other un-authorized use of the material or artwork contained herein isprohibited without the express written permission of TSR, Inc.

TSR, Inc.POB 756Lake GenevaWI 53147USA

TSR UK Ltd.The Mill

Rathmore RoadCambridge CB1 4AD

United Kingdom.

TSR, Inc.PRODUCTS Of YOU* IMAGINATION"

ISBN 394-55412-49149Printed in the USA

NIGHT'S DARK TERRORby Jim Bambra, Graeme Morris

and Phil Gallagher

TABLE OF CONTENTS

NIGHT'S DARK TERRORExpert Play 2; Adventure Background 4Getting Started 5

SIEGE AT SUKISKYNDescription of Sukiskyn 9; The Attackers 10

SOUTH OF THE RIVERGoblin Lairs 15; Other Encounters 16;Reckoning with the Wolfskull 20

RUINS OF XITAQAOuter Ruins 25; Golthar's Tower 26

JOURNEY TO THRESHOLDSukiskyn to Rifllian 29; Rifllian 32On to Threshold 32

THRESHOLDGolthar's Plan 37; Optional Events 39

TOWARDS THE BLACK PEAKSTHE LOST VALLEY OF HUTAAKA

Inhabitants of Hutaaka 47Hutaakans & Traldar 48FURTHER ADVENTURESNEW MONSTERS

Chevall; Ice Wolf 54;Kartoeba; Living Statues; Rock RattlerGt. Foot-pad lizard; Shroud Spider 56Wyrd; Piranha 56

6

13

24

28

34

40

44

5354

55

PULL-OUT SHEETSPlayers' Information SheetCalendar & Player's MapNon-Player CharactersNon-human Clans & TribesWeather TablesOptional Encounters

between pages 12 & 13MI

IIIII-VI

VIVII

VIII

LIST OF MAPS

Plan S - Sukiskyn Loose InsertEvents WE7 and WE 12 - Journey to Threshold Loose InsertArea W19 - Gnomes' Ferry Loose InsertMap R - Rifllian Loose InsertMaps T & F - Threshold & Fogor Isle Loose InsertMap V - Foamfire Valley Loose InsertMap H - The Lost Valley Loose Insert

Map K - Eastern Karameikos Outer Folder

The Tapestry Inner FolderPlans H5 & H6 - Temple of Pflarr Inner FolderAreas W9-W17 - South of the River Inner Folder

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NIGHT'S DARKTERROR

Welcome to Night's Dark Terror, themodule which opens up the infinitepossibilities of wilderness campaign adven-turing in the DUNGEONS & DRAGONS®Expert Set World.

The adventure unfolds in the wild lands ofthe Grand Duchy of Karameikos (Map #1in the Expert rulebook). A river journeytakes the adventurers to the besiegedsteading of Sukiskyn, where goblin hordesassail the walls throughout the long night.But this is only the beginning: soon theadventurers find themselves in a life-or-death struggle against the evil of thenefarious Iron Ring, a struggle which leadsthem ultimately to confront the ancientperils of the Lost Valley of Hutaaka.

Expert PlayYou may find running this adventuredifferent to ones you have previouslyDungeon Mastered, for Night's Dark Terroris a campaign adventure designed to letyour players' characters experience thethrill of discovering a fantasy world.There are a myriad different options opento the adventurers, and many places wherethey may explore, since there are nodungeon walls to restrict their movement(although rivers and mountains often havea similar effect).

If this is your first Expert adventure it isessential that you read the Expert rulesfirst. Areas to pay special attention to arethe sections on Adventuring (p20 & 21), theD&D*Campaign (p28, 38 & 39), andAdventures in the Wilderness (p41-43).

The structure of this module allows you toslot into Expert campaign play with theminimun of difficulty. In the openingphases, the order of events is clearlydefined, but as the adventure progresses,more opportunities are provided to let youshape the exact course of the adventure.The last section, Hutaaka — The LostValley is deliberately "free-form" —a lot ofthe action here depends on the interactionbetween you and your players, but plentyof information has been provided to makethis as easy and as much fun as possible.

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Since the adventurers have considerablefreedom of action, their choices will oftendetermine the exact order of events. Thisdoes not usually matter, but, some en-counters necessarily occur before others.For example, the adventurers must go toSukiskyn (p9) before exploring the sur-rounding woods, in much the same waythat a dungeon's entrance must be dis-covered before the passages beyond it canbe explored. Similarly, some encounterareas can only be discovered after certaininformation has been gathered. In general,the flow of the adventure should follow theorder of sections in the booklet, and wherethe ordering of specific encounters isimportant, this is made clear in the text.

Because the options open to your playersare now far greater, they may occasionallydo something totally unexpected. If theydo, don't panic, simply review the infor-mation provided in the module and decidewhat is the likely outcome of their actions.If they insist, it may be necessary to let themdeviate from the story for a while, beforebringing them back into the action again.

Expanding the WildernessAlthough the process outlined inDfcD®Campaign — Designing the Wilderness(EX28) has already been done for you inthis module, the Expert campaign world isnow yours to use and to expand.

This adventure is designed to give you afeel for the Expert world where, unlike indungeon settings, it is impossible to detailevery area. Only those areas which aredirectly relevant to this adventure havebeen fully described, while other areas areonly briefly touched on. The Black EagleBarony (EX38), for example, is developedno further than in the Expert Rulebook,while the homestead at Sukiskyn (p9) isfully detailed, as it plays an important partin this adventure.

When developing your own material toexpand the Expert world, avoid thetemptation to create too much detail. Onlythose areas which your player characterswill explore in depth need be fully des-cribed. It is pointless designing areas thatwill never to be explored; a brief idea ofwhat they are about is all that is needed.

The town of Threshold (p34 & Map T) is agood example of this. To give an idea ofThreshold's atmosphere and customs, ageneral description is provided, includingbrief details of a few of the town'slandmarks. These are maps and detaileddescriptions of the two areas which aremost important to the adventure, but mostother buildings (shops, houses and so on)are left undefined, ready to be filled out asneeded for later adventures.

Days and SeasonsIt takes time to journey along windingforest tracks, to climb hills (see Movementrates, EX21) and to recover hit points. Acalendar for the use of the players isprovided on Pull-out Sheet II. Each day'sweather can also be described to the playersusing the table on Pull-out Sheet VII. Theweather table is not meant to be inflexible,however, so feel free to amend it where theflow of the action demands, as it can be veryuseful tool in directing the course of theadventure.

Effects of Weather

RainfallThis can reduce both visibility and move-ment rates, although showers have noeffect (other than making the PlayerCharacters (PCs) feel uncomfortable. Rainreduces visibilty to a maximum of 400yards. Two consecutive days of rain areequivalent to a downpour for movementpurposes. Downpours reduce visibilty to100 yards and slow off-road movement by25%. Two or more days of downpourreduce movement by 50%. In rain or adownpour unprotected bow and crossbowstrings become damp and cannot be useduntil dried out.

WindThe strength of the wind affects missileweapons. In a wind all missile ranges areincreased by one band for purposes ofaccuracy: short range becomes medium,medium becomes long and no long rangefire is possible. In a gale all missileweapons are limited to short range only butare fired at -1 to hit.

Other NotesCharacters' Home Towns

If you wish to assign home towns to yourPCs, it is best if these are not Kelven orThreshold, as these are part of the adventureand they should not be too familiar withthem at first. When the adventure is over,Threshold in particular, is an ideal placefor the characters to use as a base for furtheradventures.

Recovering Lost Hit Points

After adventuring in the dungeon, char-acters were assumed to return home andautomatically heal their lost hit pointsbefore the next adventure. In this adventurethis procedure is handled more realistically— the characters may halt wherever theylike and attempt to rest to regain lost hitpoints. If they spend a whole day resting,conducting no energetic activity, they

regain 1 hit point per day. While resting, itis advisable to be in a relatively safelocation such as Sukiskyn, (once the siegeis over), in order to avoid combat (energeticactivity) with any wandering monsters.

Awarding Experience Points

You should only award experience pointsto characters who are in a relatively safeplace. Characters spending a night out inthe wilderness should have to wait for theirexperience points until they return toSukiskyn or arrive at Rifllian or Thresholdand so on. Do not award any experiencepoints for the killing of an NPC (ormonster) for whom no xp value has beengiven. This will only encourage the PCs toslaughter anyone they meet.

Introducing New Player Characters

During the course of the adventure, playercharacters may die, and players will wish tointroduce new characters into the game.This should be done in a logical andcreative manner. For example, new char-acters could arrive at Sukiskyn after havingheard rumours about the goblin raids; orthey could be "discovered" as prisonersheld by the goblins; or they may beresidents of Threshold who join the partywhen it arrives there. The main thing is toprovide a rationale for new charactersappearing when they do; having themsimply "dropping in" out of the blueshould be avoided.

Bargaining

Bargaining is quite common in Kara-meikos and rules for bargaining can befound on Pull-out Sheet VII along withother important tables.

Saving Throws

If you wish, the optional rules from theMaster Set can be included in your game.These allow ability score bonuses/penaltiesto modify saving throws as follows:

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Strength: modifies Saving Throws vs.Paralysis and Turn to Stone

Intelligence: modifies Saving Throws vs.Mind Attacks (charm, confusion, control,fear, feeblemind)

Wisdom: modifies Saving Throws vs.Spells and Staves (not those above)

Dexterity: modifies Saving Throws vs.Wands and Dragon Breath

Constitution: modifies Saving Throws vs.Poison (but not Death Ray)

Charisma: no bonus to Saving Throws

Having FunAdventuring is, above all, about enjoyingyourself, and sometimes in order to do so itis necessary to overrule some dice throws. Itis your job as DM to give your players anexciting and fun time, relying entirely onthe dice is not always the best way to do so— they are an aid, not a means inthemselves. But be discrete — you don'twant your players to get the idea that youare pulling any punches!

Pull-out SheetsIn the middle of this booklet are eightpages which should be pulled out prior toplay and kept to hand during the adventure.References to the Pull-out sheets occur asPSn, where n is the number of the sheet inRoman numerals. The reference sheets onpages 9 & 10 and pages 47 8c 48 can also beremoved if desired.

Adventure BackgroundAncient History of KarameikosThe roots of this adventure stretch backmany millennia to the days when theHutaakan Empire extended over the landsnow covered by northern and easternKarameikos.

The Hutaakans, a race of jackal-headedhumanoids, took their name from Hutaaka,the valley in the Black Peak mountainswhere they originated. The Hutaakanswere a civilised race, obsessed with cultural

and religious pursuits, but also well versedin crafts and trade. When their realmexpanded from the valley of their birth outonto the lowlands, their conquest of theinhabi tants was achieved througheconomic and cultural superiority ratherthan military force. Thus it was that theHutaakans achieved dominance over aprimitive human tribe, the Traldar, whowere content to trade their labour for thebenefits of Hutaakan culture and craft.

Even as the Hutaakans spread out onto thelowlands, the valley remained the site oftheir most important temple to the deityPf larr, whom they revered above all others.As the power of the Hutaakans grew andtheir realm expanded, the valley ofHutaaka developed into a religious centreinhabited only by the clerics of Pflarr andthe many servants and peasants whose liveswere devoted to serving the temples. Withtheir thoughts turned ever to Pflarr, theinhabitants took little or no interest inoutside affairs. In time, the High Priestessesdecreed that no-one could enter Hutaakawithout their permission and even madeefforts to conceal the route to the valleyfrom all except the priestesses.

With the passing years, Hutaakan civi-lization flourished both inside and outsidethe valley. As it was reaching its zenith, thelowlands were invaded by gnoll hordes.Being devoted to cultural and religiouspursuits, the Hutaakans were ill-preparedto meet this threat. With extinction glaringthem in the face, the remnants of the racedrew back into the sanctuary of Hutaaka.Although the ruins they left behind re-mained as mute testimony to the existenceof a wealthy people, the Hutaakans hadcovered their tracks well and felt safe at last.

Hidden within the Lost Valley, theHutaakans came to terms with an in-creasingly spartan life-style, growing evermore introverted as the years passed.However, isolation had quite a differenteffect on the Hutaakans' human minions,the Traldar, who had accompanied them.The harsh conditions in the valley meantthat the Traldar were forced to work everharder while receiving fewer and fewer ofthe benefits of Hutaakan culture in return.As the humans grew more restive, theirascetic masters were forced to treat theclient race ever more callously.

Eventually, the Traldar rose up againsttheir masters and in a bloody revolt freedthemselves from slavery. Years of bitterinter-racial warfare followed, in whichmost of the valley's population perished,the culture of the Hutaakans was all butsmashed, and the Traldar reverted to acruel, barbaric state. Today sporadicfighting still occurs amongst the ruins ofHutaaka as the Traldar and Hutaakanscontinue their bitter struggle.

The Hutaakan Tapestries

When the edict was passed restrictingaccess to Hutaaka, the High Priestesscreated magical tapestries which bothrecorded and concealed the location of thevalley. By themselves, the tapestries (whichwere finely executed in rare silks) showedonly intricate, but meaningless patterns.The "keys" to the information which thetapestries contained, were magical silverneedles, each with a length of fine goldenthread attached. The priestesses had only totouch a magical needle to one of thetapestries for it to weave through the clothof its own accord, trailing the goldenthread behind. When the needle stopped,the golden thread, combined with thetapestry's original threads, produced aclear map to Hutaaka. Touching theneedle again would cause it to pull thethread out of the tapestry once more,leaving no trace of the map.

The tapestries were entrusted to the highclerics in the lowlands, and over the years,each one was buried with the tapestrywhich was her symbol of office. When theywithdrew to the sanctuary of the valley, theHutaakans realised that these tapestriesmight one day lead others to the valley, butthey could not bring themselves to desecratethe priestesses' tombs by removing them.Instead, they put their trust in Fate and theancient gods.

But Fate is unkind, and those that came tothe land after the Hutaakans had no respectfor the ancient ways. It was only a matter oftime....

The Iron RingThe Iron Ring is a secret organisationwhich controls the slave trade in Kara-meikos and beyond. However, its interestsdo not stop at slavery — the Ring's Mastersare always interested in any scheme oroperation that makes money and increasesthe Ring's power. From Black EagleBarony, the Ring's Masters watch overtheir secret empire and plot their nextmoves.

One day an ancient manuscript arrived atBlack Eagle Barony, one of many itemstaken from an elf destined to spend the restof her life as a galley slave. The manuscriptwas delivered into the hands of a magicuser named Golthar, one of the Ring'slesser Masters. On examining the manu-script Golthar became very interested in itstale of the ancient Hutaakan civilisationand particularly of its vast wealth.Immediately Golthar sought permission toinvestigate and then set off for easternKarameikos to look for Xitaqa, the ancientHutaakan settlement mentioned in themanuscript.

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Golthar soon discovered Xitaqa (see p24and Map K) and took up residence therewith his hobgoblin aides. Investigations ofthe ruins revealed another manuscriptwhich confirmed Golthar's suspicions —the Hutaakans had vacated Xitaqa takingtheir wealth with them. Eventually, in thecrypt of one of the buildings, Golthar cameacross a sacred tapestry with a silver needleand gold thread next to it (see TheHutaakan Tapestries). Golthar realisedthat this was the clue he sought to theHutaakans' whereabouts. Eagerly hetouched the needle to the tapestry andwatched in fascination as it wove throughthe cloth, but Golthar had no time to watchthe full scene unfold. The crypt was hometo a pair of gelatinous cubes and they wereclosing fast. Golthar grabbed the tapestryand fled but, as he did so, the ancient fibrescrumbled in his hands. All that remainedto him were the magical silver needle andits golden thread. His only hope lay in thepossibility that other tapestries mightexist, tapestries from which his needle andthread could produce the map he craved.

Further explorations of Hutaakan ruinsand tombs proved both dangerous andfruitless, but then a captured travellerrevealed that a golden tapestry was hung inone of the settlements or homesteads east ofKelven. But which one? The captive couldnot tell him.

By now Golthar was in no position to makepolite enquiries, for his superiors weredemanding results. Golthar saw an oppor-tunity both to pacify his masters and also tocontinue his search for the Hutaakans'wealth. At once he sent out his hobgoblinlieutenants to rally the goblin tribes of theDymrak forest and lead them against thesettlements. No settlement was to be spared— the tapestry was to be found withoutdelay! Those homesteaders who were notkilled were to be captured and taken asslaves to Black Eagle Barony.

Getting StartedThe module is designed for a group of PCswith about 5000 xps each, at the start. Theadventure begins in Kelven, a riversidetown within the Duchy of Karameikos.Here they meet Stephan (see PSIV) whooffers them a job. Stephan is acting onbehalf of his brother Pyotr who ownsSukiskyn, a prosperous homestead in theDymrak forest to the east (give the playersthe information on Pull-out Sheets I fe II).Pyotr's clan make their living by catchingand breaking wild horses from the nearbymoors and recen tly had the good fortune tocapture a small herd of pure white horses.These will soon be ready for sale atRifllian, where it is hoped that the Callariielves there will pay a high price for them, asthe white horse is the symbol of their tribe

(PSVI). Pyotr needs a few guards to ensurethat the horses arrive safely at Rifllian,Stephan offers lOOgp per character, but hehas Pyotr's permission to be bargained upto 160gp.

Stephan will arrange passage for the partyon the riverboat of a trader named Kalanoswhen the boat makes its first trip of thespring up to the forest lumber-camps.Kalanos will leave in a week's time, onMoldain the 7th of Thaumont and will beable to take the adventurers to Misha'sFerry which is within a day's march ofSukiskyn.

After finishing his arrangements with theparty, Stephan will leave Kelven, promis-ing to meet the party in one week's time atSukiskyn. Stephan has no idea that thegoblin reign of terror is about to begin.

Horses

If the characters have only played theD&D® Basic rules prior to this adventure,they will probably not have any horses, andit is preferable that they do not have anywhen the adventure begins. It is easyenough to provide a rationale: it could bethat there are simply no horses available inKelven or, if the party already has horses,they could be stolen, or else Kalanos mightnot have any room for them on his boat.

Unless you intend to run a short adventurein Kelven, tell your players that the weekpasses quickly and without incident. Movethem straight into the adventure withoutany unnecessary delay.

AbbreviationsMonster/NPC Statistics are presented inthe following order:

Number; Name; Class and level (NPCsonly); Armour class (AC); Hit dice (HD- monsters only); Hit points (hp — num-bers in brackets are normal hit point valuesfor wounded creatures); Movement rates(MV); Number and type of attacks (#AT);Damage (D); Save as (Save); Morale (ML);Alignment (AL); Experience point value(xp) — if no xps are listed for a creature ormonster, then none should be awarded ifthe party kills it; Roll needed to hit armourclass zero (THACO — see below); Weaponrange (if applicable) (R - Short/Medium/Long); Sourcebook and page number.

General

Character ClassesC - cleric; F - fighter; MU - magic user;T - Thief; D - dwarf; E - elf; H - halfling;NM - normal man.

AlignmentsL - lawful; N - neutral; C - chaotic.

AbilitiesS - strength; I - intelligence; W - wisdom;D - dexterity; C - constitution; Ch -charisma.

Rulebook References (and page no.)BP - D&D® Basic Players Manual; BD -Basic Dungeon Masters Rulebook; EX -Expert Rulebook; MD - Master DM's Book.

THACO = To Hit Armour Class Zero. Thisis the roll on ld20 needed by a creature tohit an opponent with AC 0. In most cases,the roll needed to hit other armour classes =THACO minus AC.

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SIEGEAT SUKISKYN

This section takes the adventurers from thecity of Kelven to the besieged homestead atSukiskyn, and deals with the adventureduring and after the siege, up to the pointwhere news arrives that Pyotr's brotherStephan has been abducted by the goblins.

Leaving CivilisationBehind (Map K)

As arranged (see Getting Started - p5),Kalanos and his river boat are waiting forthe party on the wharf at Kelven on themorning of the 7th of Thaumont (see ThePassing Days - PSI, and Weather - PSVII).Kalanos' boat has a crew of nine (includingeight rowers) but, unknown to him, one ofthe rowers (whom he hired only a few daysago) is a Reaver of the Iron Ring (see PSIV),with orders to help the Iron Ring squadstationed upriver (see below). The Reaveris indistinguishable from the other rowers.

At first, the river is flanked by rollingdowns on both sides, but a few milesupriver from Kelven the forest closes in onthe southern bank. The river is narrowerhere, and faster-flowing, but .the boatmakes good progress:

Suddenly, there is a thud and theboat lurches to a halt, momentarilythrowing you off-balance.

The riverboat, which is about 80 feet fromthe wooded right bank, has struck a chainstretched across the river. The chain wasput there by a squad of Iron Ring warriors(see below), ordered to prevent anyone(especially adventurers) venturing to theeast of Kelven. The Iron Ring squadconsists of a Reaver (fighter) and 16Hounds (7 armed with bows and 9 withdaggers). They were hiding in the woodson the right bank, and automatically gainsurprise when the Reaver and bowmenbegin the attack by breaking cover andfiring arrows at the boat.

In the second round of the attack, the crew(including Kalanos) hide in the bottom of

the boat safe from the arrows. At the sametime, the Hounds armed with daggers diveinto the river and start to swim towards theboat, while the bowmen continue to firearrows. When they reach the boat, it takesthe boarders 1 round to clamber in, duringwhich they cannot make an attack. At thismoment, however, the Reaver disguised asa crewman makes his move, attacking thedefenders and backstabbing if possible.

Note: The boat gives complete coveragainst missiles for anyone hidden belowthe gunwales and +2 protection for thosewho show themselves (e.g. to cast spells orfire arrows). The water gives +1 protectionto swimming characters (see BP60).

On the bank:1 Reaver of the Iron Ring (fighter): AC 4(chain mail & shield); F2; hp 14; MV 90' (30');#AT 1 sword or 1 arrow (short bow); D Id8+1(inc. S bonus) or Id6; Save F2; ML 10; AL N;xp 25; THACO 18 (inc. S bonus); PSIV.

8 Hounds of the Iron Ring (bowmen): AC 7(leather armour); HD 1 + 1; hp 6 each; MV 120'(40'); #AT 1 arrow (short bow); D Id6; Save Fl;ML 12; AL N; xp 19 each; THACO 18 -R 50/100/150; PSIV.

12 Hounds of the Iron Ring (boarders): AC 9;HD 1 + 1; hp 6 each; MV 120' (40'), 60' (20')swimming; #AT 1 dagger; D Id4; Save Fl;ML 12; AL N; xp 19 each; THACO 16 (inc.ferocity bonus); PSIV.

On the boat:Kalanos - boatman: AC 7; F5; hp 22; MV 90'(30'); #AT 1 dagger; D Id4; Save F5; ML 12;AL L; THACO 17.Appearance: Male, age 40, short, with black

receding hair.Clothing: Heavy brown robe over leather

armour, 2 gold arm bands (value 60gp each).

7 ordinary crewmen. AC 9; NM; hp 3 each;MV 120' (40'); #AT Nil; Save NM; ML 7; AL N.

1 Reaver of the Iron Ring (thief): AC 6; T4;(inc. D bonus); hp 12; MV 120' (40'); #AT 1dagger +1 (concealed); D Id4+1 (double forbackstab); Save T4; ML 10; AL N; xp 125;THACO 19 (15 for backstab); PSIV.

This is the adventurers' first encounterwith the forces of the Iron Ring. If theysearch the bodies, they will find thecharacteristic marks of the Iron Ring(brands and manacle scars - see PSIV) butthese mean nothing to Kalanos or the crew.None of the Hounds of the Iron Ring hasany treasure, and the impostor rower hasonly 3gp. The Reaver on the bank has 30gpin mixed coins.

Wl. Misha's Ferry (Map K)

Misha's ferry stands at the point where atrade route crosses the Volaga river. It is thefirst place upriver from Kelven where theriver can be crossed, and the adventurerscan complete the journey to Sukiskyn onfoot from here. Kalanos continues upstreamto the Ilyakana lumber camp (see W4 -pl5).

Being in the general area of Golthar'ssearch, Misha was attacked the previousnight by Vlack's vampire bats (see eventWE5 -pl4) and fell into the river where shedrowned. Her pet cave bear was woundedand fled into the forest.

By late-afternoon the boat reachesthe jetty at Misha's ferry. As the crewhelp you off with your baggage,Kalanos calls out to Misha, but hasno reply.

"Don't worry," he says, "Misha oftengoes off hunting with that flea-bittenold bear of hers. She'll be back beforenight and won't mind you makingyourselves at home. Good luck!"Kalanos gives the order "Cast off!",the boat pulls away from the jetty,and continues upriver.

The door of the cabin is unlocked. Inside,nothing seems to have been disturbed andthere are no signs that anything is amiss.The only things of value in the cabin are45gp worth of mixed coins in a jar on ashelf.

Shortly after the party arrives, the bearreturns. Wounded and angry, it charges

6 SIEGE A T SUKISKYN (WL Misha's Ferry)

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