Lycan s Bane. Sample file

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1 Lycan s Bane Author: Daniel Marshall Editors: Ben Marshall, Larry Grierson Cartographer: Michael Arrington Interior and Cover Artist: Jocelyn Sarvida 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, legends and trade dress. (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 Silver Crescent Publishing game product are Open Game Content as defined in the Open Game 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. Realms of Twilight Campaign Setting is published by Silver Crescent Publishing under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Silver Crescent Publishing, the Silver Crescent Logo, and Realms of Twilight are trademarks of Silver Crescent Publishing. 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 compatibility for more information on the compatibility license.

2 Introduction: This is the first published adventure for the world of Relistan. As such, part of its purpose is to introduce players and Game Masters alike to the twilight world and show them just a few of its idiosyncrasies. Lycan s Bane takes place on the continent of Kesuril. Read on and enjoy. This adventure was designed for a party of 4-6 characters of 5th-7th level. For convenience six pregenerated characters have been included in the back of the adventure. Should you and your players choose to create your own characters for this adventure, you must keep in mind the manner in which the PCs are contacted for the job and the general plot line when approving characters. In order to effectively play through this adventure Game Masters must have the Pathfinder Core Rulebook and a copy of the Pathfinder Bestiary. To maximize the effectiveness of the pre-generated characters, a copy of the Advanced Player s Guide would also be helpful. Players need only the Pathfinder Core Rulebook. Adventure Background: For the past several years the PCs and several other groups like them have been taking small, under the table jobs from the Illurian military. Generally, these jobs were things that needed a more subtle touch, or that the military itself could not be directly connected with. Some examples of this might be undercover work in pursuit of criminals throughout the Illurian Empire, or investigations into assassination plots. It has been a few months since they have been contacted for another job like this, but now the assistance of the group is needed once again. Tensions are high along the eastern border of the Illurian Empire. The respectability of the power of necromancy found in Illurian society has placed incredible strain on relations between the Empire and the nation of Valin to the east. Valin is a nation, primarily composed of humans, that worships nature above all, and believes lycanthropes to be holy creatures blessed by their goddess, Elvaril. To them necromancy is an aberration and something to not only be avoided, but to be destroyed. It is an affront to nature and all of their closest beliefs. The citizens of the Illurian Empire see necromancy as the simple power over life and death. It is this power that allows the curing of wounds or disease through the use of divine magic. It is the magical power that is sacred to the church of Steelight Shadowborn (LN) the principle deity of the Empire, and it is a belief they will never be swayed from. This fundamental conflict in belief systems has opened a rift in the relations between the two nations. Now both sides are preparing for war. Each side seems to be waiting for the other to make the first move. Illuria is restoring a number of fortresses that had been abandoned along the eastern border in order to defend against what they believe is an impending attack. The lycanthropes of Valin are gearing up for battle. They await only the lunar cycle of Alhara, the red moon, to give them power. Through the training of the druids they have learned to control their lycanthropic abilities so long as the red moon is in the sky. Once it rises, they will have two weeks when their abilities are at their peak before Alhara passes beyond the horizon once again. Illurian spies have reported sightings of the beasts with ever greater frequency along the border. Their wizards know much about how the lunar cycles affect such creatures, but they cannot know the level of control the lycanthropes have attained. In an effort to reduce the effectiveness of the lycanthropes, Illurian mages have created a weapon in the form of a fist sized garnet. This gem has been enchanted to return any shapeshifter within a 30-foot radius to their natural form. In the case of lycanthropes, it returns them to their human form. They believe that by doing this they can severely weaken the lycanthropes, and thus reduce the losses, in both lives and resources, to their own army. The gem, known as the Lycan s Bane, is currently being kept in the vaults of the Emperor s Palace in the Illurian capital. The Lycan s Bane must get to the High Command of the eastern city of Bevaris, and from there to the border fort where it will be best utilized. This must be done in secret, as Valinite spies are likely about, and if word of this weapon reached Valin they would spare no resource in capturing it to prevent its use. 2

3 Enter the PCs: The party has proven their abilities, and their discretion, in the pursuit of numerous tasks in the past. So they are contacted to carry the Lycan s Bane through the wasteland and to Bevaris. From there they will receive their instructions and directions to Caer Gorinith, a border fort to the south of Bevaris. Due to the impending war, the PCs must make haste in their journey. For additional effect, the Game Master can periodically mention the position of the moons in order to spur the PCs on. The white moon Celine is in the sky for two weeks, followed by the red moon Alhara. When the adventure begins, Celine has been in the sky for 1 day, giving the PCs 13 days to reach their destination before the feared attack is expected to occur. The road through the wastelands is protected by a series of pyramid-totems, rumored to be crafted by the Emperor. These totems not only provide safe and sheltered camp sites, but their magic protects travelers on the road from the shadows and other undead creatures that now wander the wastelands due to the negative energy that has tainted the place from ancient times. This would be the safer road, however it is much longer. Due to the winding route the road takes through the wastelands, it would take the PCs 6 days (the distance is almost 100 miles) to travel to the edge of the wastes. Traveling in a straight line, through the wastelands themselves is the much more dangerous route, but is much faster. This leg of the journey could be completed in a little over 3 days (it is 50 miles straight across). Once the PCs get clear of the wasteland it is a 5 day march (assuming no forced marches, and a distance of 80 miles) to the city of Bevaris if they don t have any delays. Thereafter they must meet with the High Command and journey to Caer Gorinith. This last branch of the journey will take 3 days (48 miles). Please note that all travel times are assuming a 20 foot movement rate. If you have created your own characters instead of using those that have been pre-generated, you will have to adjust the time table to account for the faster movement speed. In this case Celine will have been in the sky for 5 days, giving the party only 9 days to get to Caer Gorinith. There are other things that can further alter the amount of time it should take the PCs to accomplish their goal. As the GM you should change the amount of time the PCs have so as to maintain the urgent feel of their mission. Setup: This adventure begins when the party is contacted by an under cover operative of the Illurian military. The PCs will receive a letter from a member of the clergy in the High Temple of Shadows in Illuria. Their potential employer obviously wishes to remain relatively anonymous, and has taken care not to mention names in his communication with the party. The name of the tavern or inn in which the PCs are currently staying can be anything that fits into your campaign. You and your companions are enjoying a well deserved and relaxing evening at the local tavern. The ale is good, the food better. For entertainment this night, a pair of mummers dance throughout the room to the tunes played by their instrumental compatriots, their colorful veils swirling in intricate patterns to the rhythm of the music. Midway through the performance a boy comes up to you, pulling on your sleeve to get your attention. He leans in and hands you a rolled parchment. There is no seal on it, but the script is that of an educated man. Having delivered his message the boy disappears into the crowd. You glimpse him a few moments later leaving through the tavern door. Provide the selected PC with a copy of Handout #1. Assuming the party accepts the job, the party must make a trip to the High Temple to retrieve the Lycan s Bane. When they do, read the following to the players: The alcove is illuminated only by the candles of the petitioners. The statue of Elarii, the Trickster, stands before you, his arms out to his side and a sly and knowing grin across his face. You kneel before the god of deceit and bow as if to pray. Your mind does not seek guidance from the gods this day however. You seek the object of which the message spoke. A few moments of searching reveals a hidden catch. After checking to ensure that no one is paying 3

4 you any attention, you activate the catch and a hidden compartment at the foot of the statue opens. Within, you find the weapon the message spoke of and a letter identifying you as agents of Illuria to the garrison commander at Bevaris.a This so called weapon seems nothing more than a small box of polished ebony banded with rune etched iron. It seems heavier than one might expect given its small size, and there is a rather complex lock sealing the box from prying eyes. Your quest has begun. And time is of the essence. War is brewing, and this item, whatever it is, could save many lives. The small chest holding the Lycan s Bane is protected by a very complex physical lock (DC:30 to open), a wizard lock spell (CL: 9), a fi re trap (CL: 10) and a glyph of warding (CL: 10). Each spell must be dispelled separately. At this point you should give the players a few moments to purchase any last minute provisions and ready themselves for their journey. Declare to them the time line they are on and Celine s position in the twilight sky. In order to maintain the feeling of urgency it is important for you to keep track of the days as they pass. This will not only help you keep track of events as they happen, but it will make it easier for you to have the information on hand when the players ask for it. The party now has two options. They can attempt to take the road through the wasteland, or brave the wastelands themselves without the protection of the Emperor s pyramid-totems. There are a few other notable things about Illuria that could affect the PCs. Because of the lack of land to feed and maintain horses, they are almost completely unavailable in the city (costing as much as 3 times or more the price listed in the Pathfinder Core Rulebook if they can be found for sale at all). Some noble houses maintain their own stables, and there is a stable outside of the city for travelers. Also, magic is widely available in the city, though well regulated. Potions and scrolls of 3rd-level or lower can be purchased at 10% below the normal cost. There are many other items that could likely be found, but availability and cost are left in the hands of the GM. 1. The Wastelands The wastelands of Illuria were created centuries before the Empire was created. An ancient people known as the Mystaca combined mysticism and mental power to destroy an artifact known as the Dragon s Eye and save their city and their race. In their desperation, they sought power to fuel the ceremony from whatever source possible. Such was the power they summoned that it drained all life from the land within 50 miles of their home, imbuing it with the taint of negative energy in the process. The Dragon s Eye was destroyed, but it did not save their civilization. The city fell within hours and the last of their kind was destroyed. Centuries later the capital city of the Illurian Empire, appropriately called Illuria, was built on the ruins. When the PCs first step out of the gates of the city of Illuria read the following to them: The gates close behind you and the locks fall into place with a resounding bang. The wastelands of Illuria now lie before you. These lands have been a source of fear since the founding of the Empire. It is inhabited by wraiths, shadows and the savage little creatures known as nightlings. The number of Illurian citizens that fell victim to the wastelands before the Emperor completed the construction of the pyramidtotems is beyond counting. A few miles distant, down the winding road, you see the closest of those very pyramids, standing its eternal vigil over the roads, and protecting travelers from the undead creatures of the wastes. The white moon, Celine, rides high in the sky above you, floating amidst the stars, a constant reminder of the urgency of your journey and the weight of many lives on your shoulders. Regardless of the path they choose the first day passes with little of interest occurring. The party will hear the occasional cries of something in the shadows dying, or the whispers of movement they cannot see. But nothing will attack them on the first day. For every day they spend in the wastelands (except the first and the day that Event 1 occurs) roll on the following table to determine if any significant events occur: 4

5 Table 1: Wasteland Events Die Roll Event Nothing Happens Thunderstorm High winds Encounter Encounter Signs of Pursuit Nothing Happens: The PCs make it through the day without anything eventful happening. Thunderstorm: Clouds roll in, blocking the light of the moons. The only ambient illumination that remains is that of the relatively frequent flashes of intense lightning. Characters with low-light vision must make an Acrobatics skill check every ten minutes to avoid falling and twisting an ankle (-2 to Dex and 1/2 movement rate for 48 hours or until healed) unless they provide some light source. Creatures with darkvision do not suffer this penalty, though they are blinded for an instant every time the lightning flashes, as their eyes cannot adjust fast enough to filter out the light. High Winds: The winds that sweep across the wastelands are especially strong today. See the Pathfinder Core Rulebook for rules and effects of Severe Wind. Encounter 1 (CR 6): If the party is travelling through the wastelands themselves, this encounter is in the form of 2 wraiths. See the Pathfinder Bestiary for statistics. If they are attempting to travel along the road they are attacked by 2d4 worgs in search of food. Encounter 2 (CR Variable): If the party is travelling through the wastelands themselves, this encounter is in the form of 2d4 shadows. See the Pathfinder Bestiary for statistics. If they 5

6 are attempting to travel along the road, treat this encounter as if a result of Nothing Happens had been rolled. Signs of Pursuit: The PCs pick up some trace that they are being followed. One of them may see a shadow out of the corner of their eye, or hear the hooting of the nightlings, commonly mistaken for animal sounds. If investigated, these signs reveal no sign of the nightlings or anything else. Event 1 (CR 8): This event should occur on the last day of travel through the wastelands. Unbeknownst to the party, the route they have chosen has taken them through the territory of a rather nasty tribe of nightlings. These savage halflings have learned that food is scarce in the wastelands, and will not pass up so tempting a meal. The hunting party consists of seven nightling hunters and a shaman. Nightling Hunters: 23/ 23/ 23/ 23/ 23/ 23/ 23/ Nightling Shaman: 27/ 0-Level: Create Water, Guidance, Purify Food & Drink; 1st-Level: Burning Hands, Cure Light Wounds, Obscuring Mist; 2nd-Level: Scorching Ray the party, preparing an ambush. Some of their number are disguised as rocks ahead of the party, others have been slipping through the shadows behind small hills to either side of the group. In an instant they surround the group. Any PC who noticed the movement ahead gets to act in the surprise round. Tactics: Surprise Round: Each nightling including the shaman shoots a poisoned blow dart at a party member. Each party member will be targeted by at least one dart, with the remaining nightlings targeting large, physically threatening PCs. These darts are coated in poison: Type: Poison, Injury Save: Fortitude DC 14 Effect: 1d2 Str Cure: 1 save Frequency: 1/round for 4 rounds Round 1: Four of the nightling hunters will rage and rush in to melee combat, attacking with their stone axes. The remainder of the hunters continue launching poisoned darts at the PCs. The shaman will cast scorching ray at anyone who reveals themselves to be a spellcaster. Barring that, he targets the most potent warrior. Round 2 and after: The nightlings will continue to fight until six of their number lay dead. No more will join in the melee.. The three hunters not in melee will continue to pepper the PCs with their poisoned darts, and the shaman will use his spells wherever they can have the greatest effect. See the end of this adventure for full statistics. To begin this event, each should roll a Perception check, DC 23. Alternately, you can roll one secretly for each character. If any character succeeds this check read the following: The wind moans softly as it blows across the barren lands. You can hear the creak of the few dead trees, waving branches in its thrall. Once again you hear the howl of something dying beyond your sight... but then you see something. Did those rocks ahead just move? The nightlings have hidden themselves around Note: Either on round 5 or when only 4 nightlings (including the shaman) remain move to event 2. Event 2 (CR 7): Once this event begins read the following to the PCs: A blood curdling shriek pierces the din of battle. Every effort of attack stops for a brief second as combatants on both sides glance around searching for the source of the sound. In only a moment its source is evident. One of the nightlings that has been firing darts at you since the attack began stands rigid at the edge of the battle, screaming in agony. A brief glance at him tells nothing 6

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