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SwampSighs PDF
SwampSighs PDF
http://eldadoinquieto.blogspot.com
Aventuras en la Marca del Este was written by Pedro Gil “Steinkel”, Cristóbal Sanchez
“Khristo”, Salvador García “Fistán”, José Luis García “Chiquito”, Mateo Lucas, Francisco
García Latorre and Javier Jiménez and is published by the publisher Holocubierta S.L.
http://www.lamarcadeleste.com
http://www.holocubierta.com
Proofreading and minor editing for the English version: David Macauley
(http://theresdungeonsdownunder.blogspot.com/)
Cover credits:
Susulyka (http://commons.wikimedia.org/wiki/User:Susulyka) for the photograph
(http://commons.wikimedia.org/wiki/File:Swamp.jpg), used and modified by El Dado Inquieto
(http://eldadoinquieto.blogspot.com) under a Creative Commons Attribution-ShareAlike 3.0
Unported (CC BY-SA 3.0) license (http://creativecommons.org/licenses/by-sa/3.0/deed.en)
1
ÍNDICE
INTRODUCTION 3
BACKGROUND 3
THE REPOSE OF THE SLEEPING GIANT INN 3
IN THE SWAMP OF SIGHS 4
ENCOUNTER WITH THE DRYAD 5
INSIDE THE TEMPLE 5
The pillared hall 5
The subterranean hall 6
Dealing with Kalarsh 6
EXPERIENCE 6
NON-PLAYER CHARACTERS 7
Kobolds 7
Goblins 7
Ogre 8
Spitting cobra 8
Dryad 8
Skeletons 9
Spirit (Kalarsh) 9
2
rumors of the following table (it is
INTRODUCTION recommended that at least 3 rolls to be
This adventure is designed to be used as made):
an introductory gaming session for the
game Aventuras en La Marca del Este 1D10 Rumor
and it can be easily adapted to any other It is said that Elmira, daughter of the
fantasy role-playing games, it can also be 1 innkeeper, is an easy girl and sleeps
used as the start of a campaign or during with anyone (False)
the same as a secondary adventure. No one dares to venture into the
2 swamp because there dwell the souls
of those lost in it (False)
The duration of the adventure is designed
Something sinister is hidden in the
for one or two playing sessions for a total 3
swamp (True)
of 4 players, each of level 3. In the swamp there’s a tomb of an
ancient lord of these lands (Half true,
In principle players can use any kind of 4
inside the temple is trapped the spirit
character, but it is necessary that at least of Kalarsh)
one of them is a cleric because the type The innkeeper is not to be trusted, he
5
of enemies they will face at the end of the is involved in shady business (False)
module. Those who have gone into the
6
swamp never returned (True)
BACKGROUND On the night of the full moon it is
possible to see a procession of
Players are at the Repose of the Sleeping 7
ghosts moving through the swamp...
Giant inn, owned by Galen and his (False)
daughter Elmira. The inn is located close The former monarch of this land
to the Road of Kings, a great trade route 8 buried his treasure in the swamp
that crosses the territory, and a swampy (False)
wooded area known as the Swamp of 9
The swamp is full of strange and
Sighs that is generally avoided by the dangerous creatures (True)
locals. Mercenaries went into the swamp
long ago and did not return (True,
10
Players don’t know it, but in the middle they are the skeletons that players
will find inside the temple)
of the swampy area there’s a temple in
which is imprisoned the spirit of Kalarsh,
After socializing with those present the
a tyrant who ruled the area centuries ago
and is currently contained in a jar placed adventurers may want to rest.
on a pedestal in the main hall of the
temple; the spirit of Kalarsh will lure
Elmira to possess her so it can leave to
join his followers.
3
If a character falls into the swamp:
Character needs to exceed on a roll of
1D20 + Dexterity modifier with a -5
modifier his own Strength to get out by
himself.
4
ENCOUNTER WITH THE DRYAD INSIDE THE TEMPLE
5
The subterranean hall
Following the tunnel it is possible to
reach the underground room where the
urn of Kalarsh is stored and other dangers
await the players.
EXPERIENCE
Players will receive XP for every
monster they have defeated and their
treasure, if they can rescue Elmira
unharmed they may also have another 50
XP for each group member.
6
NON-PLAYER CHARACTERS
The characteristics of the non-player characters are presented under the following terms:
Kobolds
Number: Amount of player characters +3
AC: 7
HD: ½
HP: 4
Movement: 9 meters.
Attack: 1 weapon (lance)
Damage: Weapon -1 (1D6-1)
Save as: Warrior 1
Morale: 6
Treasure: 50 gp (1D10 x5 gp)
Alignment: Chaotic
XP: 5
Goblins
Number: Half the group of player characters +1
AC: 6
HD: 1-1
HP: 5
Movement: 9 meters.
Attack: 1 weapon (scimitar)
Damage: Weapon -1 (1D8)
Save as: Warrior 1
Morale: 6
Treasure: 125 gp (1D10 x 1D12 + 5 gp)
Alignment: Chaotic
XP: 5
7
Ogre
Number: 1
AC: 5
HD: 4+1
HP: 24
Movement: 9 meters.
Attack: 1 weapon (club)
Damage: Weapon +2 (1D4+2)
Save as: Warrior 4
Morale: 10
Treasure: 1100 gp
Precious Stone (Jasper) [50 gp]
Cloak with golden embroidery [100 gp]
Plate armor [600 gp]
Shield [10 gp]
100 + 4D6 x 10 gp
Alignment: Chaotic
XP: 125
Spitting cobra
Number: 1
AC: 7
HD: 1
HP: 6
Movement: 9 meters.
Attack: Biting / Spitting (page 116 of the basic manual)
Damage: 1D4 and venom (page 116 of the basic manual)
Save as: Warrior 1
Morale: 4
Treasure: None
Alignment: Neutral
XP: 13
Dryad
Number: 1
AC: 5
HD: 2
HP: 8
Movement: 36 meters.
Attack: 1 spell
Damage: Charm Person (page 52 of the basic manual)
Save as: Elf 3
Morale: 6
Treasure: Flask with a potion to avoid the effects of the
Touch attack of Kalarsh (page 6 of the module)
Alignment: Neutral
XP: 25
8
Skeletons
Number: Amount of player characters +3
AC: 7
HD: 1
HP: 5
Movement: 6 meters.
Attack: 1 weapon (long sword)
Damage: Weapon (1D8)
Save as: Warrior 1
Morale: 12
Treasure: None
Alignment: Chaotic
XP: 10
Spirit (Kalarsh)
Number: 1
AC: 5
HD: 3
HP: 10
Movement: 9 meters.
Attack: 1 Touch attack
Damage: Energy loss (1 HD or 1 Level), it’s allowed one
Saving Throw against Petrification or Paralysis
Saving: Warrior 4
Morale: 12
Treasure: 800 gp
Golden ring [50 gp]
Golden necklace [200 gp]
Jeweled dagger
(50% probability of a spell as the referee sees fit) [500 gp]
Spell book
(spells and level as the referee sees fit) [15 gp]
3D10+5 gp
Alignment: Chaotic
XP: 50