Pyramid of Shadows – JADE Conversion
Pyramid of Shadows – JADE Conversion
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…