Book of the Long Night -- module overland map and quest module

BOOK OF THE LONG NIGHT

Objective: locate and secure the aforementioned spell book

Setting: Abandoned School of Magic

Difficulty: moderate to hard, depending on level of player-character aggression and thoroughness of exploration. Those with stealth and investigative/problem solving skills will have an easier time than those that look to destroy everything, for there are quite a few potential enemies here. A few of them are downright wicked. One Apex encounter is included.



BACKGROUND STORY:
two star crossed lovers wanted to immortalize their love and so began researching spells that would reverse their aging.

The wizard and lord of the manor, Vito Aertern, had turned to nefarious methods, which he kept secret from his wife, Boni Corr. He gave her the master key of the keep but forbade her to enter one of the rooms.

One day while the wizard was in the middle of an experiment she used the key to enter the forbidden chamber, to discover a gruesome scene of torture and imprisonment. Connected to the chamber was his secret laboratory, in a dungeon beneath the earth. There Boni found him in a magical slumber. Blood from a victim's heart had been spiritually tethered to a ring on Vito's finger, sustaining his life. 

Horrified, Boni put an end to the ritual, stealing the ring from Vito's finger, which killed him within seconds. As she left the room, she intended to leave the entire keep as well, but found that all the exits had been sealed.

While Boni searched for a way out, she realized that Vito Aertern's servants would be looking for the cursed ring and so she planned to hide it somewhere within the keep, some place none of them would think to look. After a time of solitude Boni Corr took her own life and the place became haunted. The spirit of the wizard Vito Aertern was so strong that he was able to possess a servant, who obsessively searched the halls for the cursed ring – to no avail. Vito nonetheless desired to continue his quest for immortality and so, through the servant, began again his experiments, which required the hearts of living subjects and specks of a ghostly opal, shards of pure magic.

The Book of the Long Night is the name of the spell book written by Vito and, if ever deciphered, would be considered highly valuable to many circles. The PCs are charged with finding this book and returning it to a Dark Magician for a hefty haul of valuable loot.

Once the PCs make it inside Vito Aertern's inner sanctuary, however, the exits are all sealed. They will need to find the magical apparatus that seals the sanctuary, find the key and smear it with the foul wizard's blood. In order to do that, they will need to find Vito's body and the cursed ring. Returning the ring to the wizard's body will cause it to leech onto the player, sucking its blood. They receive 1 wound and take 1d10 blood pool damage per turn. A STR check is required to break the bond; Vito's hand can be severed to break the bond. After 3 turns of leeching blood, the re-animated corpse will “come alive” and attack the players. They can then use Vito's blood to satisfy the apparatus that lifts the magical, clockwork barriers.

Employ random environment encounter chart in addition to overland chart. GM preparation is simply assigning antagonists to specific areas.

Note: Not all creatures are aggressive or immediately hostile

1d100 Skeletal Warrior or Mage, spade or club skill 35; heart skill 30. DR 5. BHP: 18. Scattered throughout the landscape.
1d20 Husks, slow mindless creatures whose attacks deal 1d10+3 physical damage and 3 END damage; Spade skill: 38, heart skill 20. movement: 3. DR 6. BHP: 15
1d10 Undead Imp: club skill: 33. spade skill: 28. diamond skill: 44. DR: 3 BHP: 11. Flying movement: 7.
1d8 Shadow Animus, minor.
1d4 Doppelganger (triggered by view upon a mirror): creates an exact duplicate of any PC that beholds their own image
1d10 Giant Flesh Flies: Spade skill: 38 heart skill 40 diamond skill: 40. DR 4 BHP: 26
1d4 Flesh Golem: spade skill: 55. heart skill 50. DR 6 BHP: 48. BA: unarmed 2x/turn: 1d10+8.
1d6 Spider-Animus: spade skill: 42 heart skill: 30 diamond skill: 42 DR 4 BHP: 21. HP: 18
1 Rat swarm
1 Giant Undead Rat
10% chance of Rival Thief/Spell Caster/Unhinged prisoner: can possess information about how to leave

The Currently Possessed Servant: club skill 48; diamond skill 20; heart skill: 38. DR 3. BHP: 16. HP: 8. Myrian and Void spell lists. Keeps a flesh golem, 1d6 skeleton warriors, and 1d6 skeleton mages.

Ghost of the Wizard, Vito Aertern – disembodied and mocking of the intruders

Ghost of the Lady, Boni Corr – when she speaks it sounds like gargling or as though through water; near a pond in the center of a glass-encased greenhouse, she is a banshee that screams once per hour. Failed END save, causes process of petrification. Person cannot move no matter what, and they lose 1d6 points of END every 10 minutes. Successful save causes 1d6 turns of sleep, sending the person face first into the pond. Restoring END damage can reverse the spell. A counterspell can reverse the spell. Any spell that removes curses can reverse the spell. Upon hitting the water, the character will come awake.

Vito Aertern, reanimated: power based on how long it life-drains a character. Use occult shaman, void magician spell lists.
3 turns: club: 25 DR: 3 BHP: 12 HP: 9
4 turns club: 35 DR: 4 BHP: 13 HP: 11
5 turns club: 45 DR: 6 BHP: 15 HP: 15
6+ turns club: 55 DR: 8 BHP: 16 HP: 20

* She placed the ring into a heavy box and chained herself to it by the ankles, drowning herself in a deep still pond in the center of the manor.

* the spell book will be either on a pedestal or in the possession of the wizard's chosen servant


Death Knight (APEX)

Only can be found across the bridge where the toppled security towers used to reside. Optional altogether. 

STR: 55 AGI: 24 END: 58

INT: 29 PER: 33 CHA: 19


spade: 52%

hearts: 60%

clubs: 37%

BP: 38

HP: 28

DR: 14 (Plate Armor +1, 5 END, +1 Armor Proficiency)

“Meteor” Greatsword (+3% spade skill, +2% club skill, +1 damage): 9+2d10

Can Make 2 Attacks 4x/Encounter

Meteor Sword: prerequisite: (z-card) as a free action, when you make a BA, you tap this card and sacrifice 7 hearts to add 6d6+3 energy (fire) damage to your attack.

Helm of Telepathy: you can enter the mind of anyone within 20 ft of you. 1X/day the death knight can deal 2d6 damage to any mental attribute of their choosing.


Clubs:

3) death curse: after 3 rounds deals 3d6 END damage to single target, ignoring ADR. No save permitted, but can be counterspelled or purged.

3) inner pestilence: cause 1d6 END damage/turn for 3 turns.

3) Vampiric Drain: for 5 turns, all BA deal 1 END damage, and heals the death knight for 1d6 health

3) Soul Armor: when death knight takes damage within 100 ft, it returns 1d6 END damage, ignoring ADR – successful save negates.




CLUES

stack of intercepted letters to her family, one in particular about the key he carries

journal entries in observation of the wizard, the wound he never closes

notes from students past, mourning vanished students

a general obsession with the head wizard

spells that slow time, healing spells, charm potions, END replenish potions

woman in the portrait speaks as though through water

story of the man who fell in love with a woman, a duke, and a body of water

messages on walls (“kill me” “for ever having loved you” “heaven forgive me” “let me go” “let me die” “i need to die” “this life is hell” “i beg you let me go”)

PCs can sense movement behind the walls; many walls can form ghastly hands that clutch characters, immobilizing them for 1d6 turns. Successful STR check ends effect. Successful AGI check avoids it.

Husks can enter room through the bone walls

statues surrounding the pond; at specific intervals the stone statues appear to be bleeding

undead enemies have holes in their chest cavities

there are 1d10 heartless people in the torture chamber

“the students gather pearls of water on their finger's ends”: the ghostly opals (very small pure magic orbs)

mist that reeks of the dead emanating from the forbidden chamber

the glass room has a self-contained weather pattern of rain and moonlight-catching.







1: Toll House and In-take

2: Student Residence

3: Mess Hall, Language studies, and Library of Common Lore

4: Community Chapel

5: Hall of Central Studies

6: Central Studies Professor quarters

7: Philosophy Classroom and Library

8: Head of Philosophy Department Residence

9: Chapel of the Dead and Dying

10: Medical Row

11: Kanza's School of Wizardry

12: Ruined Barracks

13: Ruined Archer Tower

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