THE TEMPLE OF TRAYTH- MODULE A4

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2 THE TEMPLE OF TRAYTH- MODULE A4 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic Quest Publishing, LLC Co- Designer: Kyle Windsor Illustrator: Andres Canals Editor: Hanna Riddle Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See Paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See Paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. The Dragonwars of Trayth- The Temple of Trayth Copyright 2011, 2014 Epic Quest Publishing, LLC. All Rights Reserved. Open Game License Copyright 2010 Wizards of the Coast. All rights Reserved. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

3 The doors are blocked by a solid growth of vegetation that fills the hallway floor to ceiling. It will take a combined strength of 35 to push open the doors. Then players must hack their way through at a rate of 5 ft every 10 minutes. The hallway is filled solid, floor to ceiling, with live vines and weeds. There is no visible light. As they hack through the vines they will likely step on the pit. There are so many vines, the chances of NOT grabbing a hold and preventing the fall are slim (DC5). The treasure is in the bottom of the 20 ft deep pit. TREASURE- Ring of Minor Spell Storing The door barely opens as it is blocked by more vines and vegetation. Looking across this 50 ft room you see four hedgerows 5 ft high that span left to right across the 30ft between the walls. There is a 5 ft gap in between them. They look passable but with great effort. The wisps will stay in their alcoves until targets break through to the first opening. Then the Agony Wisps will float out and attack while the others in the room will move toward the center of their clear row and attack over the hedges. The treasure is stuck in one of the hedges (DC24) to find. A- Fear Wisp B- Rage Wisp C- Agony Wisp TREASURE- 1,496 s.p., 234 g.p., 1 gem (300 g.p.v.) 6

4 This hallway is filled with tar from wall to wall. It is hot, bubbling and it stinks. The walls do have vines on them and can be used to climb (DC15). However the vines feed on decomposing flesh and have adapted to the tar so the vines will try to feed the tar by disconnecting from the wall. Climbing the moss covered wall without the vines is (DC20) and must be checked each turn. Climbing is half the normal move rate of walking. The tar is 4 ft deep, except in the pits, and if a player falls in they will take 1d4 points of damage per round in the tar and then 1d4 per round once out until tar is cleaned off (takes 3 rounds) or cools off (5 rounds). Move rate in the tar is -20 ft of normal so it is possible a player will not be able to move. If they attempt to climb with hot tar on them the climb is a +5 bonus due to stickiness. If there is tar still on the player and it is cooled it will harden making attacks at -2 and move rate is 1/4. Spells like prestidigitation remove it from a person immediately. Any hand held item may get stuck in the tar. Players must succeed at a strength check (DC15) or else the item will be stuck until a successful strength check is accomplished. It can be retried each round. Pulling an item out, may cause slipping and a climb check is needed each attempt. If a player falls in above one of the pit area, the effects of the pit will ensue. Each player must check once under the tar for each loose item to see if it breaks loose. TAR PIT- #1 Perception (DC30); (Tar looks smoother, less bubbles) Reflex (DC20) to grab wall to avoid sinking Type- Natural EFFECTS Trigger- Any person or object above Reset- None Effect- Players sink 10 ft for 1d6 damage per round from hot tar. Once under the tar suffocation checks are required. Moving up in the tar requires a Strength check (DC15) and gains 5 ft. TAR PIT- #2 Perception (DC30); (Tar looks thinner, more bubbles) Reflex (DC20) to grab wall to avoid sinking Type- Natural EFFECTS Trigger- Any person or object above Reset- None Effect- Players sink 20 ft for 1d6 damage per round from hot tar. Once under the tar suffocation checks are required. Moving up in the tar requires a Strength check (DC10) and gains 5 ft. 7

5 PDF SAMPLE NOTE- Each Dragonwars of Trayth Module has a removable Monster section for ease of use and maximized playability. A AGONY WISP (YELLOW) N Small aberration (air), Fey Init +13; Senses darkvision 60 ft; Perception +15 DEFENSE AC 21, touch 21, flat-footed 11 (+9 Dex, +1 dodge, +1 size) hp 72 (9d8) Fort +3, Ref +12, Will +9 Defensive Abilities displacement aura Vulnerable- Positive Energy OFFENSE Speed fly 50 ft. (perfect) Melee Torture +16 touch (1d8 negative energy) STATISTICS Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14 Base Atk +6; CMB +0; CMD +24 Feats Alertness, Blind-Fight, Dodge, Impr Init, Weapon Finesse Skills Acro +21, Bluff +11, Esc Artist +21, Fly +31, Stealth +25, Perception +17 Special Attacks Painful Presence SPECIAL ABILITIES Displacement Aura (Su) The Wisp is partially stuck between the fey realm and the prime material plane. At all times, the Wisp appears to be under the effect of the displacement spell granting it 50% concealment Painful Presence (Su) The Wisp emits a scream that will impact a 15 ft cone. This creates a Black Tentacles effect within the zone. For the purpose of the spell, the Wisp is a caster level 6. DESCRIPTION A floating mass of yellowish green vines that seems to blur from your vision as it moves and stretches its thin wispy vines towards you. B RAGE WISP (RED) N Small aberration (air), Fey Init +13; Senses darkvision 60 ft; Perception +15 DEFENSE AC 21, touch 21, flat-footed 11 (+9 Dex, +1 dodge, +1 size) hp 72 (9d8) Fort +3, Ref +12, Will +9 Defensive Abilities displacement aura. Fire Resistance 10 Vulnerability- Cold OFFENSE Speed fly 50 ft. (perfect) Melee Burn +16 touch (1d4 fire); See Below Special Attacks Seething Rage STATISTICS Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14 Base Atk +6; CMB +0; CMD +24 Feats Alertness, Blind-Fight, Dodge, Impr Initiative, Wpn Finesse Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Stealth +25, Perception +17 Languages Aklo, Common SPECIAL ABILITIES Displacement Aura (Su) The Wisp is partially stuck between the fey realm and the prime material plane. At all times, the Wisp appears to be under the effect of the displacement spell granting it 50% concealment Seething Rage (Su) For every 10 health missing, the Wisp s damage increases by a die step (1d4-1d6-1d8-2d6-3d6-4d6-6d6-8d6) DESCRIPTION A floating mass of reddish green vines that seems to blur from your vision as it moves and stretches its thin wispy vines towards you. C FEAR WISP (PURPLE) N Small aberration (air) Init +13; Senses darkvision 60 ft; Perception +15 DEFENSE AC 21, touch 21, flat-footed 11 (+9 Dex, +1 dodge, +1 size) hp 72 (9d8) Fort +3, Ref +12, Will +9 Defensive Abilities displacement aura OFFENSE Speed fly 50 ft. (perfect) Melee Dissolve +16 touch (1d8 acid) Special Attacks Terrifying Wail STATISTICS Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14 Base Atk +6; CMB +0; CMD +24 Feats Alertness, Blind-Fight, Dodge, Impr Initiative, Weapon Finesse Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Stealth +25, Perception +17 Languages Aklo, Common SPECIAL ABILITIES Displacement Aura (Su) The Wisp is partially stuck between the fey realm and the prime material plane. At all times, the Wisp appears to be under the effect of the displacement spell granting it 50% concealment Terrifying Wail (Su) 1/day- As a standard action, the Wisp can emit a wail pouring all the pent up fear into targets within 10 ft. All targets must pass a DC 20 Will save or become Shaken for 1d4 rounds. Every successive wail will increase the severity of the fear and add the new duration to the old (Shaken Frightened - Panicked). DESCRIPTION A floating mass of purplish green vines that seems to blur from your vision as it moves and stretches its thin wispy vines towards you. M4

6 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. System Reference Document Copyright , Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. The Dungeons of Belar, Dragonwars of Trayth- Bastions of Evil, and Dragonwars of Trayth- Realms of Hope, Dragonwars of Trayth- Cities of Kadar are all Copyrighted 2011, 2014 Epic Quest Publishing, LLC. All rights reserved. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See for more information on the compatibility license. Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Core Rulebook is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC Paizo Publishing. All artwork depicted herein is copyrighted or used by license by Epic Quest Publishing, LLC all rights reserved and may not be distributed or duplicated without written permission. 36

7 PDF SAMPLE MODULE A4 For 5 th level characters Deep in the sylvan forests of Elenia, the Temple of Trayth disappeared long ago. The Temple to the Elven deity of war, Illera, is rumored to have the only direct gate from the continent of Trayth to the outer planes and it holds the key to the mystery of the lost memories of your companions. Your group has clues found in now conquered dungeons that indicate the temple holds secret that can stop the Dragon Queen from invading the rest of the continent and turn the tide of war. She knows of your quest and now it is a race to see who will find the Temple of Trayth. The Full Printed Version of this Module contains Outdoor Encounter Maps, 1 Continent map overview, 2 continent map close-ups, 1 country map, 3 settlement details, 2 new artifacts, encounters, traps and all in full color. Plus easy to use Removable Monster, Magic Items, and Dungeon Map. This fourth module in the Dragonwars of Trayth adventure series is ideal for 3 to 6 players. Each of the 25 modules in the series can be played individually or as part of the Epic Quest that takes players from 1 st to 30 th level of experience 3.5 OGL COMPATIBLE For more details about these products, future modules, and events visit our website

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