suponez's apprentice

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A Tutorial Adventure for Adventure Workbook and Adventure Board.

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Page 1: Suponez's apprentice

Lichhunter

Page 2: Suponez's apprentice

www.worldofatlas.com

Welcome to the

Introduction

Page 3: Suponez's apprentice

Welcome to the first adventure produced by

The mission for the website is to make solo roleplaying oftabletop materials more fun. As I’ve aged, my ability to geta good adventuring group together has deterioratedgreatly. I’m relegated to once or twice per year where mylong-time friends and I grab a Saturday to game into thewee hours. But frankly, that is not enough time to sate mylust for adventure. I love computer games like ,

, and , but at some pointwith any of these games I get tired of the limitations of theirenvironments and long for the days of dice where the onlylimitations are time and imagination.

In desperation, I’ve run a few adventure paths by myselfsitting at the dining room table rolling the dice for both themonsters and the PCs.

Much of the content produced by Paizo forreads like novels and I’m a huge fan of James Jacobs, WesSchneider and many of the recurring authors of theiradventure paths, but the only way to truly experience agood adventure module is to “play it out.”

Though rolling dice is fun, the excessive bookkeeping canbe somewhat of a bother when keeping track of the actionsof a party full of PCs as well as all the monsters in the sourcematerial. Thus, Invader Films has created a website andaccompanying tools that make this type of game playingeasier. The convenience of the computer game is hard tomatch, but for those of like mind as us,

and provide a viablealternative to traditional computer games.

These programs are free at

There are tutorials on youtube which are linked at that explain how to use the

programs. Knowledge of the Pathfinder rule system can belearned from reading the

In addition to facilitating gameplay, the enables an optional leveling system based on

skills called the Personal Improvement Point (Pip) System.

The origin of Pips comes from the campaign we’ve run forthe last twenty years using a hybrid rule system consistingof elements from

, and a vast array of other games we’ve playied inthe past. With the advent of , we are now adaptingour system to be compatible with the core rules of thatsystem. These rules are new to all players sothere are tutorials on how to use the Pip system at thewebsite. These optional rules are not required to use

or

Click for details about the Pip System.

The Pip system will be in perpetual beta and we’d love tohear your opinions about it. Just email us at the editoraddress below.

For those unfamiliar with the Pathfinder RPG system. Wehave made a video giving a brief overview.

Click for details about Playing Pathfinder

For those looking for more detail about the AdventureWorkbook and Adventure Board programs.

The campaign setting for the World of Atlas website isOklos. This adventure does not have to be set there. If youdo set this adventure on Oklos, the location is the city ofLankleer, a magical city across the channel from Wheland.

P. S. Enjoy Suponez’s Apprentice. And yes we named Suponez as an homage to the first RPG rulebook we ever bought….

s

Page 4: Suponez's apprentice

How to use this module !

Suponez’s Apprentice is written as a tutorial adventure for the programand its companion .

See Quick Reference Guide

With this in mind, the adventure intentionally pushes the boundaries of these programs toshow how to accommodate a wide variety of situations that may occur while adventuring indifferent scenarios. A video walkthrough of the adventure is available on linkedthroughout this document. This video details how the Adventure Workbook’s functionalitycan be utilized for each encounter. There also is some narration of the adventure to giveviewers the option of a live-game feel.

Click for a video overview

We’ve crafted the adventure to retain some mystery as one progresses through it. With this inmind, there are many information-gathering skill checks highlighted throughout the adventure.Perception checks, knowledge skills, linguistics rolls, and rogue abilities are all emphasized.Due to the mechanics of playing both sides of the adventure, it’s impossible for a solo playernot to gain the information provided by a failed skill check. This is intentional, we want theplayer to know what’s going on so that he can run the adventure properly.

The solo player has carte blanche to modify the module in any way he/she sees fit. Do as youwill. You have our blessing.

Another of our efforts for retaining some mystery was to move the rationales for eachencounter to the appendices. Those wanting to know the thought behind each encounter canreview them at their leisure.

A nice feature of Suponez’s Apprentice is that the relevant map is included in the top rightcorner of every page. Much like the yellow line for outlining the first down marker has becomethe standard for televising football games, we hope this feature becomes the new standard foradventure writing. It aids greatly in interpreting the text written for each event when you havethe location of it readily available.

– if a death of a character occurs, that character will be raised once at fullhit points at the end of the encounter by some unseen force. This will happen only once. Twodeaths means the character has died for good. One caveat, if a party member has died onceand then a party wipe happens, then the character will be raised along with all the other partymembers that have not died, yet. See “Death of a Character” in the appendices for therationale behind these resurrections.

The estimated amount of gameplay this module provides is 6 hours. The encounters can berun in one long sitting or broken up piece meal. It’s quite fun. I’ve played through itmyself...twice.

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- DC10 – A magic mouth istriggered once and then needs to be reset.

- DC10 – The voice on the magicmouth is Suponez’s.

Image of stairs created by Lichhunter from a personal photo.

This adventure assumes Suponez’s Apprentice has little troublefinding a group of adventurers at Scuppernong Inn to accompanyhim into the dungeon. (See back cover for details.)

For live play, the events at Scuppernong Inn can easily beroleplayed.

This adventure is intended for a party of four to six first-levelcharacters (50 Pips). A broad range of skills and abilities shouldbe present. Though low level, this adventure is not easy.

Click for walkthrough of this encounter.

Click for details of Party Genericus.

Click for walkthrough of Party Pips

Click for the Adventure Background.

Page 6: Suponez's apprentice

- DC10 – A magicmouth is triggered once and then needs tobe reset.

- C10 – The voice onthe magic mouth is Suponez’s.

Click for walkthrough of this encounter.

Page 7: Suponez's apprentice

Description 1

Make save vs suggestion (DC 15 will save) orjump off landing to death. Those saving cansave those failing. (One character can save amax of three from the brink. To provide thisaid requires DC10 to noticeothers in trouble.) See “Party Wipe” in theappendix if all fail. A character with featherfall can use it here and save themselvesdespite failing the will save.

– DC10 – Thismagic mouth contains the voice ofSuponez’s Imp, Lucien.

DC15– Imps do not typically cast magic mouths.

Description 2

– DC15 – The clanking metal wasa sewer grate sliding up.

– DC10 – The chitter is from a

swarm of rats.

Description 3

: If the party prefers to return up thestairs, the adventure is over, but the playercharacters do escape with their lives.Suponez is never found. The authoritiesclose off the tower from the public -- themysteries beneath it forever locked away.

– DC 10 – the soundcomes from the flapping of wings – mostlikely a swarm of bats.

Begin combat for Encounter C

See Pathfinder Bestiary (rat swarm and batswarm) for more information. Both monstersare preloaded in the Adventure Workbook

Read the following after the battle is over.

Description 4

Bat Swarm - HP 13

AC 16

AC Touch 16

AC FF 14

Initiative Modifier +2

Attack (d6 automatic)

Swarm traits

Saves - Fort 3 Rflx 7 Will 3

SA - Bleed

See Pathfinder Bestiary for more details.

Rat Swarm - HP 15

AC 14

AC Touch 14

AC FF 12

Initiative Modifier + 6

Attack (d6 automatic)

Swarm Traits

Saves Fort 4 Rflx 5 Will 2

Filth Fever DC 12 1d2 Str attack.

See Pathfinder Bestiary for more details.

Click for walkthrough of this encounter.

Page 8: Suponez's apprentice

– DC 10 – Thisdead creature is a wyvern.

– DC 15 – Thepool of liquid around the tail is a powerfulpoison.

– DC 15 – the ichor canbe applied to your blades for an extra 3d6per hit (No save).

(When using the Adventure Workbook, input9 with each attack as a temporary damagebuff.)

Click for walkthrough of this encounter.

Page 9: Suponez's apprentice

Stats for Hell Hound Retriever

Due to its fight with the Wyvern, this

Retriever’s HP are down to 29.

Lucien fears this hellhound greatly and is

not present during this encounter.

The hellhound can see him and Lucien

knows this.

He listens to the encounter from far behind

the party to the south.

HELLHOUND ON MY TRAIL

– DC 10 – Thiscreature is likely a hellhound.

– DC15 –Hellhounds do not usually talk.

- DC18 - thishellhound is actually a Hellhound Retriever(see sideboard).

A conversation ensues where the hellhoundsays he is searching for Suponez.

– DC10 – If anycharacter succeeds in making this diplomacycheck, the hellhound won’t attack the party.

Even with diplomatic success, The HellHound is dismissive and belligerentdisrespecting every member in the party forbeing cowardly and weak. It is particularlydisrespectful of Suponez and his apprentice.

If being humiliating offends the party, feelfree to attack. The Hell Hound is preloadedin the Adventure Workbook. You might takeit out.

After the conversation, the Hell Houndgradually fades from view leaving behindthe acrid smell of sulphur as if someone justlit a dozen matches.

After the encounter, roll the followingperception rolls.

– DC 10 –running water sounds from distance in thepassageway to the north.

– DC15 –Guttural goblin speech and wolf barks canbe heard from the west.

– DC 20 – thehum of electrical energy can be heard nearthe source of the magical light.

Picture of hellhound Retriever illustrated by Mithmeril.

Click for walkthrough of this encounter.

Page 10: Suponez's apprentice

Before combat load Fidrip and Dugout into theparty.

See sidebar for a brief description of Fidrip andDugout.

The Hobgoblin blacksmith is a .See sidebar for link to the .

Begin combat for Encounter F.

Skip the Hobgoblin workers until round 4.

Fidrip uses flame arrow on a quiver of arrows andattacks a sentry. Dugout casts magic fang andbounds into a worg.

Each hobgoblin carries seven Whelish alleys(copper pieces) in a purse attached to its belt.The blacksmith has seven Whelish marings(silver pieces).

The blacksmith’s hammer is a +1warhammer which grants fire resistance toits possessor.

– DC 10 - The ironore and weapons will fetch 200spin town.

300sp –DC 15 - is also rolled.

Fidrip tells the party he tunneled here torescue some goblinesses that thehobgoblins stole from his tribe. They werestolen last night by means of a teleportspell cast by a blue-faced hobgoblin thathad the ability to turn into a ferocious worg.

Fidrip’s tunnel is in the northwest corner ofthe cavern. He does not elaborate on howhe could build such a long tunnel in such ashort time.

– DC15 – the bluefaced hobgoblin was probably a barghest.

– DC15 – Barghestshave the power to turn goblins into hobgoblins.

*Chaos Lore can be substituted for monster lorefor this identification role.

- DC20 - Goblinshave a lot of specialized magic associated withtunneling.

Click for stats of the Hobgoblins.

Click here for stats of a worg.

Fidrip is chanor of the Fun Fun tribe of goblins.

He is a wolf lord of Maglumiyet . Dugout is his

wolf companion. He loves jokes. Is quick to laugh.

Will kill a domesticated dog on sight.

Fidrip HP 68 - Level 5 Hobgoblin Wolf Lord

AC19 Touch 15 FF 14

Shortbow + Flame Arrows

Shortsword + 1, +3 vs Hobgoblins

Dugout HP 21 - Wolf Companion

AC15 Touch 13 FF12

Bite + Magic Fang

More details in the appendices.

Lucien hopes the hobgoblins kill the party.

Due to the insult he voices he is hesitant to

join in the fray. Hobgoblins are not stupid.

Illustration by Art Director Mithmeril

Click for walkthrough of this encounter.

Page 11: Suponez's apprentice

If a character knows the goblin language or castsa comprehend language spell here is what hehears:

Shaman – “Dog of darkness, dog of fire. Growthe children, grow our tribe.” (Repeated over andover)

Blue Eyes – Give in Mushreen to the power ofchaos. Feel the power flow through your veins.Become even more desirable. More intelligent.Stronger. There is no reason for goblins.Hobgoblin is the natural state of being.

Mushreen - Hobgoblins are no fun. Leave mealone.

Something has loosened the chains on thegoblinesses. The goblinesses begin to freethemselves.

Begin combat for Encounter G

During combat:

– DC10

– DC15 - Ifholy water is added to the cauldron beforethe six rounds are up the barghest will not beable to become corporeal. It will yell in rageand disappear.

( – DC10 – Thepot is already hot enough so thatextinguishing the fire will have no effect.

– DC15 –knocking the cauldron over will hasten thebarghest’s arrival as the amount of steam willincrease greatly with more surface area. Theshaman will likely do this himself if the battleis going poorly for him and his bodyguard. Itrequires a CMB roll against DC12 toaccomplish.

When the hobgoblins and barghest aredefeated the goblinesses dance cheer andsing. They dance an odd dance that isreminiscent of the Macarena but with oddcircling patterns added to it.

Fidrip gives his thanks and gives each of theparty members a copper goblin friend tokenwhich will add +4 to any diplomacy checkwith goblins in the future and + 2 withhobgoblins. The token radiates with thedisorder rune. The token provides a +2saving throw against law based spells andonce per day can cast Ward Off Law.Paladins will not be able to accept it nor useit. They will likely want them all destroyed ifothers accept them.

After saying good-bye, Fidrip and thegoblinesses head back to the tunnel Fidripcreated and leave the adventure. The tunnelcloses behind them.

Treasure – The shaman has a bound leatherchest filled with 20 orange gems dulled byexcess stone.

– DC10 – these arerough fire opals worth 1SP a piece. Ajeweler could polish them to make themworth much more.

– DC15 – a – DC10 - could polish these up to

be worth 10sp each.

– DC20 – the fireopals were used in the barghest summoningspell.

Click for stats of the Hobgoblins.

Click here for stats of a barghest

Lucien wants no part of the Barghest. He is

not present.

Click for walkthrough of this encounter.

Page 12: Suponez's apprentice

Begin Combat H

Lucien has had enough. He has used hisscroll of animate dead on a group of orcs thathave died during their imprisonment inSuponez’s dungeon. He will sting partymembers as they battle these undead.

Lucien flees once the undead are destroyedor if he loses more than five hit points.. Click for stats of the Skeletons.

Click here for stats of a Zombies

From Fuseli: The Nightmare (circa 1782)

Click for stats on Lucien

Click for walkthrough of this encounter.

Page 13: Suponez's apprentice

– DC 15 – Thisis a Goblin-made Knock Knock Door.

-- DC20—Thelocks free certain gears. The gears control aseries of bolts that embed in the stone wall.Some gears need to be firm. Some need tobe fluid. The combination of locked andunlocked locks renders knock spells uselessagainst it.

Two consecutive Disable Device rolls arenecessary to open the door.

The first roll is DC20 and the second is DC10.The locks are made the same so eachadditional roll is +10 or DC0. It would be agood idea to use the cat’s grace potion forthis action. Failure causes all the locks toreset and the thief to take 2d6+8 of electricaldamage (save for half damage). Each locktakes 1 round (6 seconds) to pick.

When the last lock is picked the thief isbathed in an orange light, the gears spin, andthe bolts unlock themselves and the heavydoor swings inward automatically.

– DC18 – the orangeglow was a curse spell cast on the thief.

–DC23 – the thief is now highly susceptible tofire. He takes double damage and is -2 onsaving throws versus the fire rune. This effectwill last for one day.

Beyond the door is a treasure room whichhas obviously been looted. Urns areknocked over spilling a few remainingcoppers. Chests are smashed or wide openand empty.

One item of interest rests on a cementpedestal lit by a spotlight shining down fromthe ceiling. It is a multi-faceted ruby gem aslarge as a Viking round shield.

– DC20 (rogues usefind traps bonus) – the occasional dustparticle will flicker red just briefly as it floatsabout the room. These particles are lit by aspider web of red “laser like” lines of light.Breaking any of them results in a scorchingray blasting into the transgressor (4d6 ofdamage, no save)

– DC10 –the web of lasers can be mapped usingtalcum powder or dust.

– DC20 – totraverse 10 feet worth of laser web.

- DC20 - Adarkness spell removes the dangers of thistrap.

– DC20 - Floodingthe room with red light also removes thedanger.

– DC20 -- Invisiblecharacters can also move freely through theroom.

Once the pedestal is reached the huge redgem is translucent. It is likely made of glass.It is very heavy weighing nearly 300 lbs.

DC21 – this is a glassgem with glass steel cast upon it.

Beneath the stone is a hallucinatory gas trap– Will Save – DC14.

– DC20 (rogues usefind trap bonus) – the pedestal is likelytrapped.

– DC20 – deducesthat if the pedestal is trapped it will be a gastrap that will be released when the stone ismoved. There is no way to disable the actualtrap, but precautions could be taken toprevent exposure to the gas.

Those failing their save must battle Lucienindividually in their dreams or fall into apermanent coma requiring a dispel magic toawaken.

There are 500 Whelish alleys strewn aboutfrom the broken urns. A water skin containstwo potions of cure moderate wounds. Thespotlight is created by a glowing liquid withina canister with a glass top. The liquid is aPotion of New Dawn. It restores full spellpoints to an individual though the imbiber willsuffer from cumulative effects of fatigue.Before use it can act as a light spell.

Click for walkthrough of this encounter.

Page 14: Suponez's apprentice

– DC 10 – when therats squeak the body on the table begins tomove. The sheet drops revealing anenormous sized man with green skin andbolts coming out if his neck. His body isscarred with many stitches as if it has beensewn together.

– DC 15– this is likely a Flesh Golem.

Begin combat for Encounter J

- DC16 -

These rats are Magic Rats, a new monstercreated for Suponez’s Apprentice. The ratsare preloaded in the Adventure Workbook,but the spells each rat knows are listed hereonly.

– Spell Magic Missile

– Spell Magic Missile

– Spell Shocking Grasp

– Spell Mage Armor

– Spell Shield

– Spell Grease

– Spell Ray of Enfeeblement

- Spell Charm Person

– Whitey Whiskers - 2nd ordermage – SP 6 -- 1st level Silent Image, MagicMissile, Jump 2nd Scorching Ray

There is a locked cupboard with a simplelock – – DC 20—opens the lock.

Inside the cupboard are two bone tubes eachcontaining a scroll – Darkness and AcidArrow.

Three of the bubbling flasks contain magicalpotions.

– DC 17 –fire resistance,

– DC 19 -superheroism (+4 to all skill rolls and savingthrows

– DC 15 –

potion of Cure Moderate Wounds.

These rats have been the test subjects of

many of Suponez’s experiments. Enough

so, that they became the experiment

themselves as he marveled at their

acquisition of magical power. Whitey

Whiskers was a personal favorite of

Suponez’s. He often wondered if Whitey

should be his apprentice.

Click for stats of the Magic Rats

Click for walkthrough of this encounter.

Page 15: Suponez's apprentice

– DC 10 –these creatures are Lizardmen.

– DC 15 – the skinof Lizardmen can be tanned into anexceptional type of leather armor(AC5). Theformaldehyde has ruined these skins,however.

– DC 15 –Lizardmen kill on site any human wearingsuch armor.

– DC 15 – thelarge Lizardman is a Lizard King, a rulingclass type of Lizardman.

– DC 20 – fourarms is rare even for Lizard Kings.

– DC 20 – the pale liquid is embalmingfluid made from formaldehyde. Theformaldehyde is causing the horrible odor.

In a compartment below the flasks in thecabinet there is a pile of 20 cold stones.These stones burn the skin when toucheddue to the freezing cold. They can be loadedin slings and do an additional d6 of colddamage when thrown (but wear gloves).They also can keep food preserved and beercold. This property provides the mosteconomic value as tavern keepers will pay upto 100sp a stone.

Investigating the ledger

—DC 10 or – DC 20 – the language written

is infernal.

– DC 20 – deciphering thedocument reveals that it contains detailedinstructions on the ins-and-outs of the lizardman. The investigator (likely Suponez) wascurious about finding evidence of the dragonrune in Lizardmen. Surprisingly, he reportsthat there is no trace of the rune in theLizardman’s physiology.

Those taking the time to read in detail (atleast an hour), will forever gain a +2 attackbonus and +2 damage bonus when fightingLizardmen. Stacks with a ranger’s favoredenemy -- humanoid (reptilian).

Treasure:

Cold stones.

+1 silver dagger, +4 vs. reptiles (note:dragons aren’t reptiles)

Scale (15sp), bone cutter(10sp), Mirror(25sp)

Click for walkthrough of this encounter.

Page 16: Suponez's apprentice

– DC15 – the reddragon dwarf is likely a pseudo-dragon.

– DC15 – the creatures are magicalconstructs called homunculi.

– DC 20 – thesecreatures have likely licked up a potion ofbull’s strength spilled on the floor.

– DC10– the clean patters are probably from cratesand barrels that were moved recently.

Homunculi are +2 to attack and +2 todamage due to bull’s strength. Input 2 intotmp attack buff and tmp damage buff toaccount for this in Adventure Workbook.

The red pseudo-dragon is a modified versionof the pseudo dragon that can breathe a jetof fire dealing 1d6 points of fire damage as aranged touch attack every round.

Begin combat for Encounter J.

– DC13 – to noticethere is a key left on the floor. The key hasmore cruel runes written upon it.

– DC20 – the runesread “Master.” This key opens all the locksfound in the dungeon. For the Goblin KnockKnock Door ( , this keylowers the DC by 5 of both rolls necessary toopen it.

Remember to modify the stats of these

creatures when using them in combat. The

homunculi have drunk bull’s strength and

the pseudodragon is atypical for its kind.

Click for stats of the homunculi

Click for stats of a pseudodragon

Click for walkthrough of this encounter.

Page 17: Suponez's apprentice

– DC20 – notices thedust level on the statue is similar to the dustlevel on the top of the pedestals not on thefloor. The statue might come to live.

(If perception is made) -- DC14 – this could be an animated object orpossibly a gargoyle.

– DC21 – this statue is not largeenough to be a stone golem.

The creature is a gargoyle. Subtract 10 as atemporary damage buff to attacks on thegargoyle for all physical attacks not using amagic weapon due to damage reduction.reduction.

Begin combat for Encounter M

The room is otherwise empty.

The Thinker, 1902, sculpted by Auguste Rodin

Click for stats of a gargoyle

Click for walkthrough of this encounter.

Page 18: Suponez's apprentice

– DC 20 – Lucien’slaughter can be heard beneath the stonefloor.

– DC 25 – a quick thinkingrogue realizes that this is a sliding floor trapthat will raise and force the party into theroom if they don’t quickly jump back.

He can alert the party.

– DC 15 – the partycan act on the rogue’s advice. This mightcause the party to become separated,however.

Those forced into the room must make areflex save or suffer the effects of a web spell– DC 12.

Begin combat for Encounter N.

Lucien will aid the spiders in the attack on theparty. This is a very deadly encounter.

Read party wipe at the end if everyone dies.

If some survive, they have discovered avaluable treasure. Each of the tomes is worth5sp a piece (that’s 10,000SP) Possession ofmost all the books (100 books are fluff andsellable) in the library gives a +2 roll on allknowledge based checks where time isallowed for study (4 hours). If an off–the-cuffknowledge roll is failed, another roll can bemade later at +2 if the study time is allotted.

Heavy use of fire during the combat with thespiders will destroy this treasure.

– DC 20 –discovers a whiskey flask behind one of thevolumes. A peg of this whiskey neutralizespoison, cures moderate wounds, and curesdisease. There are 8 pegs left in the bottle.

- DC10 - if the perception roll is failed an invisiblehand will pull the book where the whiskeyflask is located and drop it on the floor. Theperception check is for locating where thesound came from.

This flask is fairly important for a grouplooking to survive this adventure to find. Feelfree to alert the party to its presence even ifboth rolls are failed.

Bookcase in Hereford Cathedral, 1894Author Unknown

Lucien will flee if he takes 5 or more points

of damage and not return to the library.

Click for stats of Lucien

Click for stats of Giant Spiders

Click for walkthrough of this encounter.

Page 19: Suponez's apprentice

– DC 12 – Theseare lizard men. Note: Lizardmen in the Worldof Atlas are much tougher than Pathfinderreported Lizardmen. Pathfinder stats are fora common Lizardman and these two areobviously warriors.

– DC 15 – They mayhave other weapons with them hidden in thedarkness of the passage behind them.

– DC 15 – to avoid being swept intooblivion at a rate of 5 ft a round whenswimming solely upstream.

– DC 20 – to swim across the riverwhere you want to go.

The Lizardmen will challenge any humanswho try to cross. They hate man and willlikely attack them regardless of how theparlay goes.

They will not let anyone proceed down thepassage to Q.

Begin combat for Encounter O

he Lizardmen have a lair somewherealong this underground river. Use Danger atDunwater or Tomb of the Lizard King forideas on what a lair of Lizardmen would belike.

Drawing by Edouard-Alfred Martel of the undergroun river

in Marble Arch Caves, as published in The Geographical

Journal, 1897

Click for stats of Lizardmen Soldiers

Click for walkthrough of this encounter.

Page 20: Suponez's apprentice

– DC 15 –accompanying the music is a rhythmicchanting.

– DC 15 – thechanting is in the language of Lizardmen.

Use of comprehend languages or– DC 20, reveals the chant is to some kind offire spirit.

– DC 18 –the fire spirit is an Efreeti.

Click for walkthrough of this encounter.

Page 21: Suponez's apprentice

: this room looks a lot like the cover ofthe original Player’s Handbook. I’ve alwaysloved that image and think this adventure isa perfect opportunity to actually play out thatencounter.

Click for link to image.

There are 12 normal lizardmen, 3 soldiers, aand a priest. The soldiers carry thesacrifices. The chanting Lizardmen will notnotice them until they attack. The party gets3 full surprise rounds before the Lizardmencan respond. Even with surprise, thisencounter makes the dangerous encounterin room N look like a piece of cake.

Begin Combat Q.

Placing the huge red gemstones found atMapCode I and MapCode R will change themagical properties of the portal in MapcodeS. Read Mapcode S for how thoseproperties change.

The three human females are captives froma caravan the Lizardmen raided in the BlackMarsh. The female who screamed, LadyStarling, is of noble birth and has a ransomof 500sp. A reward of 50sp will be granted ifthe ransom is not pursued and she isreturned willingly.

The treasure consists of a chest filled withfish. 6 urns filled with lamp oil. A small boxfilled with various round colored balls invarious pastel shades of white, black, pink,peach, lavender, plum, purple, andtangerine. A chest filled with 1000 WhelishAlleys (CP). 7 reed mats. A box filled withhuman teeth. A necklace lies on top of therest of the teeth that is comprised of 12 teetheach with a silver cap. And a final small chestfilled with a tattoo kit and several jars ofvarious colored dyes.

Appraise DC 25 or Detect Magic spellreveals that the reed mats, the necklace ofsilver teeth, and the tattoo kit all have magicalproperties.

or– DC 10 – the chest filled with

fresh fish would bring 50sp in the market.

Click for stats of Lizardmen Soldiers

Click for stats of Lizardman Priest

Click for stats of Lizardmen Cultists

Illustrated by Mithmeril

Click for walkthrough of this encounter.

Page 22: Suponez's apprentice

– DC 15 – the 30 coloredballs are freshwater pearls.

– DC 20 – the freshwaterpearls are worth 2SP a piece.

– DC 15 – each earn of lampoil is worth 1SP in the market.

– DC 20 – the box of humanteeth is worthless except for the necklace.

– DC 20 – the silver on thehuman teeth can be melted off for a value of1CP a tooth. This will destroy the magic ofthe necklace though. There is no jewelryvalue to the item in human society.

– DC 20 – the reed mats areworth 1CP a piece.

7 reed mats of comfort – those who sleep onthese mats will find them able to regulatebody temperature even in very hot or verycold conditions. The mats are effective fromtemperatures of -50 degrees F to 120degrees F. Knowledge of this propertyincreases the value of the read mats up to500sp a piece (but what fool would sell them).

Necklace of Human Teeth – wearer of thismagic item can speak all the tongues of manas if under a tongues spell. The value of thenecklace is worth 1000sp to a far reachingmerchant.

Tattoo kit and dyes. This kit can graftpermanent magic abilities on a person.Requires – DC 20 –for each type of tattoo.

– DC 20 – not only dothe tattoos not stack. A second tattoo of thesame kind of the body renders the magic ofthe first useless. There is enough paint forfour tattoos. The making of these dyes is aguarded Lizardman secret that only powerfulwitchlizards know.

Death rune - +1 damage

Earth rune - +1 protection

Dragon rune - +1 saving throws

Fate rune - +1 attack rolls

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DE R - HEA

Heavy clothes or magical protections arerequired to operate in the room. For thosewithout those protections, the extremities canturn to frostbite with as little time as fiveminutes for small PCs or 10 minutes for man-sized.

Rune sensitive characters may suspect thedarkness rune here, but it is absent. Thestasis rune is causing all these effects.

–DC 15 – the ice can be chipped away fromthe object on the pedestal with great care. Aglass cylinder is revealed beneath. Insidethe cylinder is a small fey creature floating ina phosphorescent liquid in some form ofstasis.

A simple lock is on a lid at the top of thecylinder.

– DC 20 – to open the lock.The lock allows the lid to slide open halfwayand the fey creature to be removed.

More on the next page.

Click for walkthrough of this encounter.

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– DC 16 – these creatures aredark mantles They are preloaded in theAdventure Workbook.

on the honor system, if you thought ofexamining the ceiling before moving on, aDC 20 perception check reveals theselurking creatures up in the darkness of thehigh ceiling. Killing them with earlyrecognition is as simple as firing magicmissiles into each one until its dead. Themagic causing slowness and heavinesswithin the room rendered these creaturesmotionless.

– DC 15 – the fey creature wakesup, turns invisible, and is gone with a gust ofwind.

– DC 18 – this creature is aquickling.

– DC 20 – motionlessquicklings are a replacement component ofmany powerful stasis spells. E.g. Time stop.

The quickling joins the dark mantle in theirefforts to kill the PCs.

In a complete surprise turn, Lucien joins thePCs and attacks the quickling. Lucien fleesinvisibly once the quickling is dead.

Begin combat Encounter R

The gemstone is only 300 lbs. once thestatis spell is deactivated.

Click for stats of quickling

Click for stats of the darkmantles

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– DC 10 –those sensing motive feel a presencewatching them from just behind the archway.

– DC 20 –those watching them are someone from theirpast who is long dead. (Individual discretionas to who that spirit is. The spirit can’t becommunicated with except with signlanguage. There is no communication theother way back through the portal. Acharacter could tell someone they lovedthem through gestures, however. It might betherapeutic for someone with a dark past.)

– DC 20 – thisis a magical construct called a Death’sArchway. The path through the Archway is tothe warren of Death. Living creatures whopass through the arch – die.

Rune sensitive creatures will sense thestrong sense of the rune of death through thearch.

Any character foolish enough to enter theportal dies. A test case with a rope around apet of some sort will see the pet die and thebody return a corpse. Poor Fluffy.

MapCode S Part 2 – if the gemstones areplaced in the Efreeti idol’s eyes in room Q thefollowing description applies:.

Rune sensitive characters no longer sensethe rune of death in this room, but they alsodon’t sense the rune of fire either. What theydo sense is the rune of mobility.

- DC 15 – The orange mist’s swirlshave a pattern. This pattern circles in aclockwise direction.

– DC 15 or Linguistics –DC 20 – the pattern in the mist slightlyresembles a wagon wheel – the rune ofmobility.

– DC 21 – teleport is amobility rune skill. Best guess is this is nowa teleportation portal to parts unknown.

Those brave enough to walk through thisportal are teleported to MapCode T.

Click for walkthrough of this encounter.

Page 26: Suponez's apprentice

Each PC may choose 1 of the following.Items are replaced when chosen so twocharacters could select rings of fireresistance for instance:

1. + 1 weapon (any)

2. + 1 magic armor (any)

3. +2 magic shield (any)

4. Wand of scorching ray (50charges, Mage Class or Spell-craft of 15 minimum)

5. Necklace of fireballs (6total, 6d6 damage)

6. Staff of Cure ModerateWounds (50 charges)

7. Ring of fire resistance

The 12 spell levels can be broken up into anycombination. 4 3rd level spells. 5 2nd levelspells and 2 1st level spells. Etc.

Painting by David the Younger Teniers

Click for walkthrough of this encounter.

Page 27: Suponez's apprentice

Rationales :

Suponez’s Apprentice is an homage to Zenopus’s Tower. My father was myfirst DM and did an admirable job taking my friends through the dark passage-ways to battle goblins before our subsequent death at the hands of ghouls.Though the room-to-room consistency was spotty at best for that adventure,it did not matter much to us. Though artistically our play improved throughtime, the magic of that first adventure has never been surpassed. Everysound, every decision, every monster we faced felt fresh, new, and danger-ous. If you ever meet me, ask about the encounter in Zenopus’s Towerinvolving a growth potion. The most riveting event in my lifetime of adven-ture. Thank you, Pop, for doing a great job on something foreign and new toyou. All for love of your son, Lichhunter.

The older Lich can’t let an adventure exist without some rationale behind eachencounter. Below is listed the rationale for each encounter in Suponez’sApprentice. Are my rationale’s flawless? Probably not. Feel free to send agripe to [email protected] for consideration and possible reply.

Best,

Lichhunter.

Party Wipe - Suponez commands the Efreeti to use wishcraft to bringparty members back to life. The Efreeti have only agreed to grantthis wish once for each party member.

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Mapcode A – Suponez places this magic mouth here as a means of prepping hisyoung apprentices mind for this final trial.

Mapcode B – Double dose of a good thing. See A.

Mapcode C – Suponez has given Lucien license to challenge the candidate. Theapprentice can serve his master in ways that he will never be able to, so Lucien trulydespises the apprentice. He’s more than happy to see the apprentice plunge to hisdeath or eaten to the bone by rats or bats. Suponez realizes all these things and willoffer significant aid to the party, but only once.

Mapcode D – Suponez places a wyvern here knowing that a Hell Hound will be senton his trail. Suponez considers the 10 year pact he made more of a guideline than ahard and fast rule. These dungeons do not allow plane travel so any being must enterthem down the stairs like any other being. The confrontation between the wyvernand the hell hound was expected. The outcome was not. Suponez thought theWyvern would easily when an encounter against even a pack of hell hounds. Theretriever proved much more than he expected. An admirable creature the HellHound Retriever, but an its arrival produced an unexpected result.

Mapcode E – Hell Hounds, and especially Retrievers, love crossroads. It is as at a losson where to go to pursue Suponez so it waits here in relative comfort. When it fadesout, it goes invisible and stalks the party for the rest of the adventure in invisibilityaided stealth. (Note: detect invisible will only help peal back the first layer of itsstealth.)

Mapcode F – Though under the chaos rune, hobgoblins can prove to be extremelyloyal servants for an amoral master. This small band of hobgoblins has been servingSuponez for the last year. They have gained a strong level of blue balls, however, anda few snuck out through a tunnel to raid a goblin tribe for females to convert tohobgoblin concubines. This would never have happened if Suponez was still activelyin control of the band. Suponez is quite chaste with his attitude towards sex.

Mapcode G – The next step of the process. The shaman summons a barghest hereto convert the goblin maids to hobgoblins.

Mapcode H – Half-orcs are loathed by both hobgoblins and Suponez. He hired thissmall band of mercenaries for magical experiments and left them in the hobgoblinscare. The hobgoblins promptly “forgot” about them and never brought them food.Lucien reads a scroll of animate dead to animate the creatures to attack the party.

Mapcode I – Suponez has looted his treasury for myriad reasons. He set the traps upfor a thorough test of his prodigy.

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Mapcode J – The Magic Rats were experimented on repeatedly. Suponez grew fondof the creatures and never performed any experiment too dangerous upon them.They gradually absorbed the magic cast on them and turned into magic rats. Thealbino rat was his favorite and has been in the cage for several years. If given moretime he’d have made the albino his next apprentice – no joke.

Mapcode K – Suponez became fascinated by dragons recently. He has begunexperiments on Lizardmen to see if they are dragon descendants. He created theCult of the Efreeti within a local tribe with the aid of Lucien and some illusionaryspells. From these cultists, he has culled several for experimentation. The results ofthese experiments are in his journal.

Mapcode L – Suponez enlisted a hobgoblin to help him with moving his supplies outof this room. The hobgoblins needed a bull strength potion to carry many of thecrates and barrels by itself. Suponez gave the hobgoblins to the Lizardmen tosacrifice on the fire altar after they were done.

Mapcode M – This gargoyle has guarded Suponez’s burgeoning art collection for thelast ten years. It slowly has morphed into a statue form itself. Much of this changewas due to Suponez’s charisma and innate power of suggestion. So the statue formbecame one that Suponez admired a like. He was quite fond of his “thinker.”

Mapcode N – Suponez knows most of the information in these tomes by heart. Hehopes his apprentice becomes an extension of himself in the world now that he hasto leave it. This library is quite a gift to any young learner of magic.

Mapcode O – The hobgoblins built this bridge and the rooms and passages north ofthe river. They were quite distraught when Suponez then turned these passages overto the cult of Lizardmen. The two groups have no love for each other.

Mapcode P – Nothing special.

Mapcode Q – Suponez can summon Efreeti. He is on friendly terms with manyefreeti. Those Efreeti were happy to be worshipped. The rest was a spot ofhobgoblin elbow grease and sweat to create the shrine.

Mapcode R – Quicklings are fey powerful with the mobility rune. Draining that runegreatly increases the power of stasis in an area. This power drastically reduces thepower of ability to teleport into Suponez’s sanctum at T until this stasis battery isdisabled.

Mapcode S – Suponez realizes as dangerous as this encounter is, that is not relevantto level. A first level character can intuit the proper course of action as much as a 10th

level character. The task tests the brain and little else. A stupid apprentice will nothave the desired effect of preserving Suponez’s legacy.

Mapcode T – Suponez sits and waits on his apprentice to either die or complete thetask before destroying his tower and heading for the City of Brass to serve Asmodeus.Either condition will see him leave with the aid of his Efreeti companions. Lucien willaccompany him.

Page 30: Suponez's apprentice

Written byLichhunter

Designed byLichhunter & Paladin

Art Direction byMithMeril

© 2013 Invader Films. All Rights Reserved

“Never enter the dungeon alone,” Suponez said. Alone? Suponez’s Apprentice had never entered the

dungeon at all. Every time he asked to accompany Suponez into the depths , he would receive a curt

“no,” a grunt, or no response at all. Lucien, Suponez’s Imp familiar, would laugh and taunt him because

he was allowed to accompany Suponez into the dungeon whenever he wanted to go.

But now Suponez has gone into the dungeon and not returned. Only Lucien has come back and he is

being quite evasive as to his master’s whereabouts. So the Apprentice has come to the Scuppernong Inn

searching for a group of adventurers to accompany him into the depths of the dungeon to solve the

mystery of his missing mentor. Are there any brave enough to join him?

s