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Pyramid of Shadows – JADE Conversion

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<strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong> <strong>–</strong> <strong>JADE</strong> <strong>Conversion</strong><br />

The 4th edition Dungeons & Dragons<br />

adventure titled <strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong><br />

takes player characters (PCs) from 7th<br />

to 10th levels. A player or Dungeon<br />

Master (DM) need not own the<br />

Player’s Handbook, Dungeon Master’s<br />

Guide, or Monster Manual to use the<br />

<strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong> adventure. The<br />

adventure provides all the necessary<br />

rules to play, and it is designed to fit<br />

into most campaign settings. The<br />

material that follows is a guide to<br />

placing the adventure into the <strong>JADE</strong><br />

setting. The article includes additional<br />

encounters, adaptations to the<br />

adventure’s people and places, and<br />

expanded interactions with nonplayer<br />

characters (NPCs). With this guide, a<br />

DM can jumpstart his <strong>JADE</strong> campaign.<br />

How to Use This Article<br />

<strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong> intentionally<br />

leaves gaps in geography and history,<br />

enabling a DM to place the adventure<br />

anywhere within his or her campaign.<br />

To place <strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong> into<br />

<strong>JADE</strong> requires this article to provide—<br />

and in some cases override—many<br />

names, backgrounds, and histories<br />

presented in the original adventure. As<br />

DM, you must be prepared to adapt the<br />

adventure’s original text to the<br />

information presented here. Read the<br />

adventure text in conjunction with this<br />

article before running the adventure.<br />

You might want to place sticky notes<br />

within the adventure’s text to help<br />

remind yourself <strong>of</strong> changes as the<br />

players run through the adventure.<br />

The Setting<br />

In the <strong>JADE</strong> setting, the <strong>Pyramid</strong> <strong>of</strong><br />

<strong>Shadows</strong> lies in Jade's Underdark, far<br />

beneath the Darkling Peaks.<br />

It has long been known that the<br />

Underdark includes the Citadels <strong>of</strong> the<br />

Drow and <strong>of</strong> the Illithids.<br />

The Underdark itself is rarely<br />

mentioned. Fortunately the powerful<br />

creatures in the world below have little<br />

interest in the surface lands.<br />

It is generally known that there is a<br />

trickle <strong>of</strong> trade between the surface and<br />

the Underdark, particularly with the<br />

Duergar (Gray Dwarves).<br />

Orcs, Goblins, Gnolls and<br />

unscrupulous bandits, <strong>of</strong>ten trade<br />

captives for gems. Some human<br />

merchants trade Food for gems, gold or<br />

arcane knowledge.<br />

If the players have already played H2:<br />

Thunderspire Labyrinth, they will<br />

already know about its Seven Pillared<br />

Hall.<br />

Otherwise, Arcana or Religion DC 20<br />

reveals that a trading post exists<br />

beneath Thunderspire Mountain.<br />

and Arcana or Religion DC 25 reveals<br />

that the trading post is permitted by the<br />

Kingdom (and by the Churches) as<br />

they need some way to keep an eye on<br />

what's going on down there.<br />

Characters who have played<br />

Thunderspire Mountain should already<br />

know quite a bit about the Underdark.<br />

The Hook for this adventure will most<br />

likely come from the Mages <strong>of</strong> Saruun<br />

in the Seven Pillared Hall. Foolhardy<br />

duergar explorers have recently<br />

discovered the <strong>Pyramid</strong> and<br />

inadvertently broken its outer seal.<br />

Somebody will have to go inside and<br />

re-activate the seal before the evils<br />

within, become without!


The Background<br />

For the <strong>JADE</strong> version <strong>of</strong> this<br />

adventure, there are many changes to<br />

the nature and history <strong>of</strong> the <strong>Pyramid</strong><br />

and to the nature <strong>of</strong> the main<br />

protagonists <strong>–</strong> Karavakos and Vyrellis.<br />

The <strong>Pyramid</strong> was built by the Dark<br />

Gods, Morlock, Hista and Arachne<br />

8,500 years ago to hold their enemies.<br />

Enemies too powerful (or too<br />

potentially useful) to destroy<br />

completely were cast into the <strong>Pyramid</strong>.<br />

Each <strong>of</strong> the infernal trio had a <strong>Pyramid</strong><br />

Key to let them come and go freely but<br />

they needed to use all three to release a<br />

prisoner.<br />

The first prisoner was Karavakos an<br />

Exarch <strong>of</strong> Morlock <strong>–</strong> one <strong>of</strong> Morlock's<br />

most powerful servants. Millenia ago,<br />

Karavakos sought to overthrow his<br />

master by gaining worshippers from<br />

three different religions. He assumed<br />

the guises <strong>of</strong> two other "gods" as well<br />

as his own natural form.<br />

Karavakos <strong>–</strong> The Eater <strong>of</strong> Dreams<br />

(worshipped by warlocks <strong>of</strong> many<br />

races but particularly shadar-kai and<br />

arboreans, he could grant Infernal, Star<br />

or Fey Pact powers)<br />

Sokkavara <strong>–</strong> The Mind Spider<br />

(worshipped by Drow as a supposed<br />

avatar <strong>of</strong> Arachne)<br />

Vaskoraak <strong>–</strong> The Dragon <strong>of</strong> Despair<br />

(worshipped by dragons, kobolds and<br />

lizardfolk as a supposed avatar <strong>of</strong><br />

Hista)<br />

In these forms he attracted worshippers<br />

from all three <strong>of</strong> the Dark Gods by<br />

nurturing secret cults inside the three<br />

main religions. So successful was he<br />

that it would have done serious<br />

damage to all three <strong>of</strong> the Dark Gods if<br />

he was killed, so another solution had<br />

to be found.<br />

They created the <strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong>,<br />

split Karavakos into his three avatars<br />

to weaken him and locked him away.<br />

Over the millennia the loose alliance <strong>of</strong><br />

these three Dark Gods crumbled.<br />

• Arachne became insane and<br />

retreated into her Demonweb, only<br />

interested in her Drow<br />

worshippers.<br />

• Hista was imprisoned by his own<br />

children and has only recently<br />

regained his freedom.<br />

• Morlock eventually lost interest in<br />

the <strong>Pyramid</strong> as he was unable to<br />

use it without the agreement <strong>of</strong> the<br />

other two.<br />

For more than a thousand years, the<br />

entrance portal to the <strong>Pyramid</strong> was<br />

known to many <strong>of</strong> the most evil races<br />

in the Underdark who have thrown<br />

their own criminals into it too.<br />

Gaining entrance to the <strong>Pyramid</strong> has<br />

always been easy, anyone passing<br />

through the triangular portal is<br />

transported within. Once inside,<br />

however, there is no return for anyone<br />

unless they have one <strong>of</strong> the three keys.<br />

Somehow, a duergar theurge gained<br />

one <strong>of</strong> the three <strong>Pyramid</strong> Keys<br />

(probably the one belonging to Hista)<br />

and decided to explore the <strong>Pyramid</strong> to<br />

see what treasures he could take from<br />

the inhabitants. He hired Gharash Vren<br />

(a dragonborn mercenary) and his band<br />

<strong>of</strong> human outlaws to accompany him.<br />

Somehow the duergar (and his<br />

<strong>Pyramid</strong> Key) fell into the hands <strong>of</strong><br />

Karavakos. Although Karavakos<br />

cannot himself leave the <strong>Pyramid</strong>,<br />

because he is bound to the other<br />

splinters <strong>of</strong> himself, the key is allowing<br />

him to reach out into the dreams <strong>of</strong><br />

others. He is attempting to lure<br />

adventurers to the <strong>Pyramid</strong> with vague<br />

promises <strong>of</strong> plunder and wants them to


destroy the other splinters <strong>of</strong> himself<br />

so he is free to escape.<br />

Karavakos was imprisoned with his<br />

"girlfriend" Vyrellis, a Drow Priestess<br />

who came to worship him as<br />

Sokkavara but later learned his true<br />

nature and became his lover. She<br />

blames him for her own death and<br />

imprisonment. Like Karavakos, she<br />

was split into three but being only a<br />

mortal, she could not form three living<br />

bodies and was instead split into three<br />

orbs.


Adventure Hooks<br />

Somehow the adventurers need to be<br />

brought inside the <strong>Pyramid</strong>.<br />

Hook One: The Mages <strong>of</strong> Saruun<br />

The mages have learned that the<br />

<strong>Pyramid</strong> <strong>of</strong> <strong>Shadows</strong> has been<br />

breached and that one <strong>of</strong> its occupants<br />

is even now reaching out to weak and<br />

greedy minds, tempting them to enter<br />

the <strong>Pyramid</strong>. They are concerned that<br />

if the <strong>Pyramid</strong> opens, terrible evil<br />

creatures will be released. Normally,<br />

entering the <strong>Pyramid</strong> would be a oneway<br />

trip but the duergar explorers who<br />

have caused this breach had a <strong>Pyramid</strong><br />

Key that would have let them leave.<br />

They want the adventurers to enter the<br />

<strong>Pyramid</strong>, find the lost <strong>Pyramid</strong> Key<br />

and bring it out.<br />

Other Hooks<br />

Any <strong>of</strong> the other hooks are ok too,<br />

even just falling into the Portal would<br />

do. Once they are inside they can learn<br />

<strong>of</strong> the <strong>Pyramid</strong> Key and the way out<br />

from either a duergar survivor <strong>of</strong> the<br />

original expedition or from one <strong>of</strong> the<br />

Orbs <strong>of</strong> Vyrellis.<br />

Getting to the <strong>Pyramid</strong><br />

The Portal to the <strong>Pyramid</strong> is deep in<br />

the Underdark. If you want to use the<br />

first encounter "A1: The clearing in the<br />

forest" it would make more sense to<br />

have the encounter in the Underdark<br />

and switch the dwarf hammerers and<br />

human ambushers for duergar shock<br />

troopers and duergar scouts looking for<br />

their lost theurge (or waiting to<br />

ambush the theurge's bodyguards when<br />

they emerge in order to avoid having to<br />

pay them).<br />

There is no need to use "The<br />

Invitation"<br />

The portal to the <strong>Pyramid</strong> is a runecarved<br />

stone triangle about 20 feet on<br />

each side and about 5 feet thick.<br />

Religion DC25 - The runes reveal a<br />

mix <strong>of</strong> three different dark religions <strong>–</strong><br />

Morlock, Arachne & Hista.<br />

Arcana DC25 <strong>–</strong> It is a teleporting<br />

portal leading to somewhere in the<br />

Shadowfell.


<strong>Pyramid</strong> Level 1<br />

The Charnel Pit<br />

Encounter P1 <strong>–</strong> Entrance Pit<br />

Pretty much as written but change the<br />

description <strong>of</strong> the pile <strong>of</strong> bodies to<br />

include many drow, kobolds, lizardfolk<br />

and shadar-kai, as these were the races<br />

who worshipped Karavakos' three<br />

avatars the most.<br />

The Orb <strong>of</strong> Vyrellis<br />

The image in the orb is misty and<br />

sepia. It should not be possible to tell<br />

that Vyrellis is a drow <strong>–</strong> she looks like<br />

an eladrin.<br />

I'm also going to make the Orbs be<br />

treasure (+1 Orb with the special<br />

ability to let the wielder use their Orb<br />

Mastery ability one extra time per<br />

encounter). If the party has an Orbspecialist<br />

wizard this is a pretty<br />

powerful item but the power will be<br />

withheld if the party don't do as<br />

Vyrellis asks "seek the other orbs and<br />

touch them together in order to release<br />

me".<br />

When the second orb is touched to the<br />

first they merge into one and the<br />

enhancement bonus increases to +2.<br />

When the third orb is touched to the<br />

combined orb, they merge into one and<br />

the enhancement bonus increases to<br />

+3. Vyrellis is now free to emerge at<br />

will but she will probably wait until the<br />

party has escaped from the <strong>Pyramid</strong>.<br />

The rest <strong>of</strong> the P1 to P5 encounters<br />

can be run as written.<br />

The Verdant Ruin<br />

All these areas are pretty much as<br />

written but change the background a<br />

little so the Arboreans were originally<br />

worshippers <strong>of</strong> Karavakos. Their<br />

whole community was imprisoned<br />

here.<br />

Gharash Vren's Gang<br />

All these areas are pretty much as<br />

written but again the background<br />

changes a little. The gang were hired<br />

by a duergar theurge who promised<br />

them vast treasures but then seemed to<br />

go mad and wandered <strong>of</strong>f after being<br />

affected by bad dreams. Unfortunately<br />

the duergar was carrying the <strong>Pyramid</strong><br />

Key.<br />

G3 - Inner Chambers<br />

The succubus imprisoned here was a<br />

servant <strong>of</strong> Karavakos. She knows the<br />

history <strong>of</strong> the place and has recently<br />

been getting dreams sent by her old<br />

master.<br />

H1 <strong>–</strong> Library <strong>of</strong> Whispers<br />

The Eaters <strong>of</strong> Knowledge are servants<br />

<strong>of</strong> Karavakos.<br />

H2 <strong>–</strong> The Hermitage<br />

This Karavakos is the one sending the<br />

dreams. He will vanish when killed in<br />

order to re-appear in the Sanctuary <strong>of</strong><br />

Light.<br />

S4 <strong>–</strong> Chamber <strong>of</strong> the<br />

Monoliths<br />

This chamber will be as described but<br />

without the headless body. The<br />

encounter itself will be moved until<br />

after the three Orbs <strong>of</strong> Vyrellis are<br />

joined.<br />

More to Follow…

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