Mythras - Fantasy Adv - Module M1 - The Terror of Ettinmarsh.pdf

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M
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By
Che Webster
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© 2016 by The Design Mechanism
M
ythras
is a Trademark of The Design Mechanism.
All rights reserved. This edition of The
Terror of Ettinmarsh
is copyright © 2017.
This book may not be reproduced in whole or in part by any means without permission from The Design Mechanism, except
as quoted for purposes of illustration, discussion and game play. Reproduction of the material in this book for the purposes of
personal or corporate profit, by photographic, electronic, or other methods of retrieval is strictly prohibited.
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Contents
Introduction
Key Non-Player Characters
Key Adventure Points
Timeline of Kelamaz’s Escape
Areas Covered
Kelamaz the Wizard
The Founding of Anminster
Involving the Adventurers
Rumours
Anminster Village
About the Village
Anminster & Environs
Anminster Village
Zombies at Anminster
Anminster Keep
Keep and Tower First Floor
Keep and Tower Second Floor
Keep Roof, Tower Third Floor
The Warrior’s Eyrie & Cairns
The Dwarven Wards
Underfort Level 1
Underfort Level 2
Underfort Level 3
Underfort Level 4 (Cairns)
Underfort Level 5 (Kelamaz’s Prison)
Conclusion
Statistics
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Credits
Written by Che Webster
Art by Jethro Lentle and Jeremy Hart
Cartography by Colin Driver and Ronan Salieri
Project Manager: Rodney Leary
Editor: Brian Pivik
Layout: Alexandra James
Playtesters
Brian Aderson, Chris Brann, Mark Denham, Pete Fenner,
Dave Laithwait and Ian Roberts
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i
ntroduCtion
T
Introduction
Key Adventure Points
1.
2.
3.
4.
5.
The adventurers arrive at Anminster and uncover news of
banditry on the nearby causeway.
Anminster’s dead rise from the grave and the adventurers
must help defend the village.
Hearing noises beneath his Keep, Lord Anminster sum-
mons the adventurers to his aid.
The adventurers enter the forgotten Dwarven Underfort
and discover the truth about Kelamaz.
The players stop Kelamaz’s escape, or they die trying.
he heroes arrive at the hillfort settlement of Anminster.
Abandoned more than a thousand years ago, Anminster
was built upon the mound of an ancient Dwarven cairn
fort. The fort originally consisted of a surface stone tower, over-
looking the lands around, but was built downward into the artificial
motte in three levels. Beneath the fort was a cairn for the honoured
dead, extending another level deeper; beneath that cairn was the
true purpose for the fortress: the tomb wherein the phylactery of the
Lich Kelamaz lies imprisoned.
After a thousand years of imprisonment under Dwarven seals
meant to keep his power contained, the seals blessed by Dwarven
Ancestor-Priests have weakened and Kelamaz is slowly reforming
in his tomb. Reaching out, he has already reanimated the Dwar-
ven remains beneath Anminster and is seeking to raise the dead in
the cemetery above. If left unchecked, his power will grow until he
is released and can reign again. Unless the Dwarven seals keeping
Kelamaz imprisoned are reinforced by artefacts still lying in the
cairn below Anminster, the realm will likely fall once again under
his evil spell.
Timeline of
Kelamaz’s Escape
Key Non-Player
Characters
҉
Kelamaz the Lich: Imprisoned undead necromancer
entombed beneath Anminster Keep.
҉
Jared Anminster: Lord of Anminster, fourth generation
descendent of the founder. Never much of an outdoorsman,
Jared prefers his books and home comforts.
҉
Sergeant Daymond Yarnek: Lord Anminster’s acting Warden
and commander of the fort’s militia. Resides at Anminster
Keep and heartily disapproves of Lord Jared’s timidity.
҉
Relgan Lothbeer: Dwarven proprietor of The Slaughtered
Ettin. The stout and loud landlord is well-renowned for his
tall stories of adventures from his famed “early days” as an
adventurer.
The adventurers arrive in Anminster, triggering the breaking of the
first seal binding Kelamaz. The Lich has already raised all the unin-
terred dead in the Dwarven Cairn beneath Anminster.
Start the clock at nightfall on the day the adventurers arrive. Each
new day’s events begin at nightfall.
Day Two
The second seal is broken. Kelamaz raises the dead in Anminster
graveyard, causing an attack on the inn and stables. Inhabitants of
the Keep hear tapping in the tower.
In the morning, Lord Anminster summons the adventurers to inves-
tigate the tapping in the tower. The adventurers discover the Dwar-
ven Underfort.
Day Three
The third seal is broken. Dead humanoids within 20 kilometres (12
miles) of Anminster automatically rise as Zombies within 24 hours
of their death.
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This module assumes a party of three to five adventurers. If
the party is of a different size, the Games Master will need to
adjust the encounters as appropriate. In the spirit of Classic
Fantasy, it’s suggested that you leave things as they are in early
encounters to allow you to judge the player’s progress. Adding
or subtracting one skeleton per two characters is a good start-
ing point with each undead encounter.
Party Size
Kelamaz the
Wizard
Day Four:
The fourth seal is broken. A huge and terrifying thunder storm
forms above Anminster, lashing the Tor with rain. Animals within
the village are driven mad with fear. Humanoids within the village
make a Willpower Resistance roll or flee as per the effects of a Mag-
nitude 12 Fear spell.
Around 1300 years ago, an Elven wizard of great power named
Kelamaz built Moonspike Tower. He was reclusive and absorbed
in his work, seeking to construct a magical portal that could link
with the other ancient Moongates that can be found dotted across
the lands. Kelamaz built an impressive arch at the top of his tower
and wrestled with the conundrum for decades. Eventually, Kelamaz
is believed to have stepped through his portal and disappeared for
13 years. When he returned, Kelamaz was transformed into a Lich.
The Coming of the
Dragon Kings
Day Five
The final seal is broken. Kelamaz leaves the tomb that holds him.
He uses Dimension Door to travel to the surface, arriving on the top
of the tower at Anminster Keep. From there, he wages war on the
inhabitants.
Areas Covered
The adventurers may choose to visit several locations that are of
special significance to this adventure:
҉
The Slaughtered Ettin Inn: a popular and lively inn located
just outside Anminster’s east gate.
҉
The Ettinmarsh Causeway: the ancient trackway which
crosses Ettinmarsh and allows trade north to south.
҉
Anminster Keep: the fortified manor house of Lord
Anminster.
҉
Dwarven Cairns: the tombs built to contain Kelamaz beneath
the Underfort.
The Dragon Kings first conquered Mystamyr 1200 years ago. Arriv-
ing from the southwest, their armies of Dragonmen marched first to
conquer the city of Zorastor. The Dragon Kings ordered a cause-
way built across the marshland surrounding Moonspike Tower and
their Dwarven thralls succeeded in building it. As the first wagons
rolled north from Zorastor, however, there arose from the marshes
animated skeletons who slew the waggoneers. Once the goods failed
to arrive, Dragon Knights from Kelethin rode south to investigate
and were themselves attacked by foul undead. They discovered
the zombie forms of the waggoneers among their attackers. Word
spread about the awakening of Kelamaz the Lich.
The Defeat of Kelamaz
The Dragon Kings ordered the Dwarves of Zirazund to raze Moon-
spike Tower. Marching south, the Dwarven Lord camped upon the
hill north of the lake. Wasting little time, the Dwarves built boats
and crossed directly to the tower. On the shores of Lake Mirrormere
they were met by a silent army of skeletal warriors who fought in
eerie silence. Defeating these creatures, the remaining Dwarven sol-
diers approached Moonspike Tower and confronted Kelamaz.
The ancient wizard was an Elf no more: his flesh was gone and
his robes contained a skeletal form which blazed with necromantic
energies. Only their natural resistance to magic saved the Dwarves
from his enchantments and battle was joined. For forty days and
forty nights the Dwarves besieged Moonspike Tower. At the end,
toppled from the peak of his tower, Kelamaz fell. To this day, none
can say why he did not use his portal to escape.
Within the tower the Dwarves discovered a mysterious adaman-
tine jar which glowed with energy and could not be damaged by
mortal weaponry or shattered by the spells of the Ancestor-Priests
– the phylactery of Kelamaz. Fearing the necromancer’s return, the
Dwarven Lord interred the phylactery in a cairn upon the hill oppo-
site Moonspike Tower. Every item from the wizard’s laboratory was
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