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Demon God's Fane.pdf - ZVDK

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Lytaros Fel wields his power with an iron hand. He commands<br />

the others not to leave the <strong>Fane</strong> and not to draw<br />

attention to themselves until the ritual ends. Instead, the<br />

demons and vile creatures must remain vigilant to defend the<br />

structure against attack.<br />

The Awful Truth<br />

Enchelious made a terrible mistake. When he called upon<br />

Gaen’s power to bring down the rain of heaven to submerge the<br />

<strong>Demon</strong> God’s <strong>Fane</strong>, the forces of evil had already been routed.<br />

The demons were preparing to leave, taking the few remaining<br />

cultists with them (to give them someone to torment in the<br />

Abyss). They were about to give up Ochremeshk’s hold on this<br />

prime material world forever. By sealing the demons in the<br />

<strong>Fane</strong>, Enchelious ensured that they would remain to wreak<br />

their havoc in his future (the present).<br />

But not all is lost. Enchelious’ mistake can be undone—in<br />

fact, with the power in the <strong>Fane</strong>’s Heart, it can be unmade.<br />

Adventure Synopsis<br />

The player characters (PCs) come to Golden Lake and learn of<br />

a series of mysterious murders. Helping to investigate, they<br />

learn that the murderer is a fisherman named Drabat Finch.<br />

When they confront him, however, they inadvertently loose<br />

from him the Umbral Taint, which begins to spread through<br />

the village.<br />

Investigating the infestation, the PCs hear of a cabal of<br />

graven ones, powerful runic spellcasters who live in an old<br />

fortress not far from the village. The Umbral Taint has infected<br />

even some of the graven ones, and the PCs must stop the<br />

spread before all the spellcasters become diseased and<br />

possessed. As a reward for helping them, the graven ones tell<br />

the PCs important information and show them old documents<br />

that discuss the <strong>Demon</strong> God’s <strong>Fane</strong> true center of power—the<br />

<strong>Fane</strong>’s Heart. Perhaps if the Heart is destroyed, the plague of<br />

the Umbral Taint will come to an end. The graven ones offer<br />

the PCs additional aid as well, and promise to keep things in<br />

the village under control while the characters go to the <strong>Fane</strong>.<br />

The PCs learn of strange things seen recently around the<br />

lake, and they soon discover the location of the <strong>Demon</strong> God’s<br />

<strong>Fane</strong>. Armed with the knowledge of the graven ones, they must<br />

enter the temple and find its very heart to stop the Umbral<br />

Taint from spreading throughout the land.<br />

To get there, the characters must overcome many obstacles,<br />

as well as activate the proper ritual keys to gain access to the<br />

<strong>Fane</strong>’s Heart. They also encounter an old ally of Enchelious—a<br />

ghost who tells them the awful truth: The <strong>Fane</strong> should never<br />

have been sealed and submerged so long ago. The real way to<br />

stop the virus is to stop Enchelious from calling on Gaen’s miracle<br />

to bring about the Golden Lake.<br />

Once finally in the <strong>Fane</strong>’s Heart, the PCs have one chance<br />

to undo the past. Lytaros Fel is attempting to use the Heart’s<br />

power to kill Enchelious before he can destroy Charmachnar<br />

the balor. If the PCs make sure that doesn’t happen, and then<br />

either convince Enchelious of the truth or physically stop him<br />

from casting the final miracle spell, they will find themselves in<br />

a different—but ultimately better—present.<br />

Using this book<br />

GMs should place this adventure within any secluded, temperate<br />

area in their campaign world. The deities involved can be<br />

easily replaced with others, although Ochremeshk is easy to add<br />

into an existing campaign, and may even be a valuable addition.<br />

Throughout this adventure, shaded boxes offer special information<br />

and guidelines for the Game Master. Unshaded boxes<br />

provide descriptive text that GMs may read aloud or paraphrase<br />

for players. This book uses the following new class abbreviations<br />

in stat blocks: Gra = graven one, Emb = embermage.<br />

Many spells, items, feats, and classes in this adventure were<br />

introduced in The Book of Eldritch Might (see sidebar, below). For a<br />

list of these elements, see the Product Identity section on page 36.<br />

This adventure is protected content except for items specifically<br />

called out as Open Gaming Content at the end of this<br />

book. For full details, please turn to pages 35 and 36. Open<br />

content is not otherwise marked in the text of the adventure.<br />

Conversion Ideas<br />

<strong>Demon</strong> God’s <strong>Fane</strong> utilizes<br />

and references The<br />

Book of Eldritch Might, a<br />

sourcebook of arcane<br />

spells, magic items, prestige<br />

classes, and more. In<br />

fact, it references it heavily—the<br />

adventure was<br />

made to be a companion<br />

piece to that sourcebook.<br />

You can download The<br />

Book of Eldritch Might<br />

from Malhavoc Press at<br />

. If you’d prefer not to buy it,<br />

here is a short list of possible replacements for some of<br />

The Book of Eldritch Might-specific references:<br />

• Change the graven ones to loremasters.<br />

• Change spells with unfamiliar names to other<br />

spells of the same level.<br />

• In place of the Lace Spell feats, use a metamagic<br />

feat such as Empower Spell or Maximize Spell to<br />

approximate the same results.<br />

• Change the embermage to a single-classed<br />

sorcerer.<br />

• Change the iron chimera in Area 5 to a halffiendish<br />

chimera.<br />

Adventure Hooks<br />

If the PCs are good aligned and seem generally helpful, get<br />

them into this adventure simply by having them arrive in the<br />

secluded area around Golden Lake. Although happenstance is a<br />

fine way to start an adventure, below are a few ways to get the<br />

PCs into the area or motivate them to go to the <strong>Fane</strong>.<br />

1. The characters have some connection to Golden Lake.<br />

Perhaps one of them is originally from the area, or has<br />

friends or relatives here. If the group contains clerics or pal-<br />

Malhavoc Press <strong>Demon</strong> God’s <strong>Fane</strong><br />

2

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