TOM 1 REALMS PC's / NPC's ITEMS LOCATIONS GAMELOG

001 Forest of Caroline

BACKGROUND:

The party is drawn into the Forest of Caroine through a ritual that Donovan Master is performing at an ancient place of power.  The starting point for the character is not important.  The ritual that Donovan is performing draws characters that are more likely to complete the desired task from all points of space and time.  This means that some characters can come from any distance and any point in the time line.  Even allowing characters to meet earlier or later versions of themselves.  The party has arrive at 1371.

MODULE SYNOPSIS:

This module covers the summoning of the character and the introduction to Donovan.  The party is also forced to fight off several shadows that are drawn across the planes with the character. Depending on how damaged Donovan is he can assist with the battle with the shadows.  If he is unconscious or damage then he is not able to assist.  The character make thier way back to Castle Caroline and meet with the escort guards.  The party can either accept the quest and leave the next day for the portal in the forest or they can deny the quest.  Regardless of the path they choose the party will go through the portal at the end of the adventure.


SUMMONING RITUAL:

Each character has a similar experiece.  Without warning each character starts to feel hot.  They start to sweat and feels the first signs of heat exaustion regardless of the outsie conditions.  Within a few minutes they stat to see smoke coming from their skin and within a few seconds they see the first flames rise from their cloths and skin.  Even though they are not actually on fire they smell roasting flesh.  The world dissolves around them in flame and then a forest setting comes into view.  It is night time and they are chained to a stone platform.

There are several other stone platforms and there is a person dressed in black robes chaned to each ont of them.  Each of the robed figures are chained by the writs to a their stone platform.  The party members are also chained in a similar mannor.  The characters can attempt to pull the chains from the stone blocks with a STR check of DC 20 or they can attempt an escape artist check of DC 15.  Because of the nature of the manacles the characters are not able to pick the locks or disable them.  A brief examination of the manacles will show them to be completely solid encased around the characters wrist.  Each STR check or Escape Artist check will only free one wrist at a time.  While the party members are manacled they are still able to move a little and they can attack but at a -6 penalty.

Behind each stone platform is a taller stone with a circle cut through completely.  Within each stone circle there is a small glowing orb like a small sun.  As the seconds pass each of the black robed people burst into flame and be replaced by another person.  The robed figures seemed to be affected by the flames and they are screaming in agony as they are consumed.  As they are burned alive they are replaced by another figues that is not affected by the flames.

"As you emerge from the flames you see several other black robed humanoid shapes.  As your vision clears you see that the robed figure to your right has started to smoke and is rything in agony.  Unlike your experience, this person is actually feeling the pain of the flame.  After nearly a minute of excalation and growing flames he bursts into full fire and is replaces by another creature"

There is a ornately robed caster that is standing in the center of the stones.  He is tall and lean with long black hair that comes to his shoulders.  He is constantly chanting.  The chanting is constant and both the tempo and the volume of the changint rises and falls in a one minute interval.  With each rise in the ritual the small ball of sunlight in the center of each stone also burns brighter.  The burning and arrival of a new person coresponds with the rising and falling intensity of the ritual.  The chanting reflects the rising flames.  With each burning he is clearly becoming more and more exhausted.  Regardless of the tole this ritual is taking he keeps casting and chanting as the cloaked figures are consumed by flames.

The robed figures are pulling on their manacles and as the ritual rises they become frantic and enraged.  As the robed figures pull at the manacles the closest of the party memebers can see several symbols that glow brighter as the ritual creshencos and the robed figures pull harder.

When all of the party members have been summoned the figure in the center collapses over the alter then slips to the ground.  The only light in the clearing is from the full moon. 

IF PARTY IS ABLE TO FREE THEMSELVES

At the end of the ritual the characters are still manacled to their stone platforms.  As the characters are not undead they are not bound as the vampires were.  The enchantment on the manacles was being enhanced by the ritual so after the caster stops casting the difficult for freeing themselves is easier.  They can attempt to pull the chains from the stone blocks with a STR check of DC 15 or they can attempt an escape artist check of DC 10.  Each STR check or Escape Artist check will only free one wrist.  All of the manacles have wards against the undead which is why the manacled robed figures are not able to break their chain.

IF THE PARTY TRY TO ASSIST DONOVAN

If they check him they will see that he is still trying to move and that he has gone very, very pale.  He is trying to speak but his voice is weak.  When he sees a party member he will weakly and clumbsly try to reach into his robe pocket and pull out a small cylinter that is roughly the size of a thin cigar.  He will had over the small object to the nearest party member and whisper the word "key". 

If they try to give Donovan a potion he recovers a little bit and it able to speak to the party after a few seconds.  Once he recovers he will reach to his pack at the edge of the stone circle and retrieve a waterskin.  After a swig on the waterskin he recovers much faster then would be expected.

If any member of the party tries to cast any type of cure light wounds spell then Donovan will suffer immediate damage just as of the spell were a Cause Wounds spell.  The robed figure tries to reach for the caster and grab his robes.

As you cast your healing spell the robed figure screams in pain as if your spell was damaging rather than healing.  The figure is able to fight through the pain and gasp the following, "...not your enemy...please...they're coming...they're coming...we have to leave."

After the spell is cast, Donovan screams in pain and tries to grab the nearest party member.  He forces out the words, “…not your enemy…please…they are coming…they are coming…we have to leave.”

At this point the effort is too much and the robed figure looses consciousness.  He is not able to speak any move and is not able to defend himself.

IF THE PARTY ATTACKS THE UNCONSCIOUS DONOVAN

If the party takes time to try to identify what the robed figure true nature is or if they try to determine why the healing spell fialed it takes a Knowledge Religion of DC 15.  If the party still tries to attack the robed figure then he simply shifts to mist as a defense reaction.  Vampires that have the ability to change to mist if they receive damage that brings them below 0 HP but not enough damage to take them past their negative number.

If the robed figure is forced to shift to mist form the party will have to take on the shadows alone and will have to find their way back to the keep.  If the party searches the nearby forest they discover eight heavy war horses teathered roughly 100 yards down an open path.

IF THE PARTY IS NOT ABLE TO FREE THEMSELVES

The caster has been severely weakened by the ritual and only has a 10% change to recover consciousness for the first hour.  For each hour after the first the % to regain consciousness increases by 20%.  Example:  For the first hour the caster only has a 10% chance to recover, in the second hour he would have 30%, in the third hour he would have 50% and etc.

WHEN THE PARTY LEAVES

Regardless of the damage they do the robed caster, the shadows attack shortly after the party leaves.  There are 7 that attack.  The shadows are part of the ritual and are part of the Thumogenesis.  Only 4 of the shadows approach whiel three of the shadows wait for the party to pass.  The first attack of each shadow is more powerful than any subsequent attacks.

SHADOWS
Size:  medium
Hit Dice:  3  (15 hp)
Inititave:  +2
Speed:  Fly 40 feet
Armor Class:  13  (+2 dex, +1 deflection)
Armor Class:  (touch)  13;  (flatfooted):  11
Base Attack/Grapple: 
Attack:  incorporal touch +3 melee (1d6 STR)
Full Attack:  incorporal touch +3 melee (1d6 STR)
Space/Reach:  5 ft / 5 ft
Special Attacks:  Create spawn, STR damage
Special Qualities:  darkvision 60 ft, incorproal traints, +2 turn resistance, undead traits
Saves
Abilities
Skills
Feats
Environment
Organization
Challenge Rating:  3
Treasure
Alignment:  always chaotic evil
Advancement:  4 – 9 HD (medium)
Level Adjustment:  --

Strength Damage (Su):  The touch of a shadow deals 1d6 points of STR damage to a living foe for the first attack.  Every additional attack only deals 1d4A creature reduced to STR 0 by a shadow dies.

Create Spawn (Su):  Any humanoid reduced to STR 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Skill:  Shadows have a +2 racil bonus on Listen and Spot checks and a +4 racial bonus on Search checks.  “A shadow gains a +4 racial Hide checks in areas of shadowy illumination.  In brightly lit areas, it takes a –4 penalty on Hide checks.

Change: 
nonmagic has >50% chance to hit

only can use str attack 5 times

Combat:  The shadows move along within 30 feet of the edge of the trail and try to stay out of direct moonlight.  Half of the shadows will attack once the party get a half mile from the ritual site.  They come out of the forest and attack the nearest party members.  Several of the shadows will move ahead down the path and wait for party members to pass before attacking.  If the shadows are not moving they are hiddent to the point to being invisible in the shadows

Notes:  These shadows are as aspect of the summoning ritual that was used to draw the party members across the planes.  These shadows are different in that they will fade within 24 hours.  They fade faster and hit harder with the first attacks. Subsequent attacks only deals minor STR damage.  Most importantly they do NOT prossess the immunity to physical attacks that standard Shadows have.  As long as the Shadows have attacked at least once they are able to be damage by non-magical weapons.

Shadow b1:  15-9

Shadow b2:  15-turned-

Shadow b3:  15-6-2-0johny

Shadow b4:  15-3-1-0

Shadow b5:  15-turned-

Shadow b6:  15-5

Shadow g1:  15-0

COMBAT NOTES:


SHADOWS
Size:  medium
Hit Dice:  3  (15 hp)
Inititave:  +2
Speed:  Fly 40 feet
Armor Class:  13  (+2 dex, +1 deflection)
Armor Class:  (touch)  13;  (flatfooted):  11
Base Attack/Grapple: 
Attack:  incorporal touch +3 melee (1d6 STR)
Full Attack:  incorporal touch +3 melee (1d6 STR)
Space/Reach:  5 ft / 5 ft
Special Attacks:  Create spawn, STR damage
Special Qualities:  darkvision 60 ft, incorproal traints, +2 turn resistance, undead traits
Saves
Abilities
Skills
Feats
Environment
Organization
Challenge Rating:  3
Treasure
Alignment:  always chaotic evil
Advancement:  4 – 9 HD (medium)

Level Adjustment:  --

HISTORY:

Donovan started his adventuring career as a human sorcerer. During one of his early adventures he was bitten and sired by a Vampire. Only with the help of a traveling band of gypsies was he able to survive the transformation with his mind and will intact. His original party believed that he died. While adventuring he fell in love with a beautiful woman with flaming red hair and the brightest green eyes. As they adventured together the party of the Raven made a name for themselves. While traveling through a northern region of Faerun they came across a town called Seven Hills. A creature that looked like a cross between a Human and an Orc was raiding this town. At this time, over a century ago, the Half-Orc breed was not a common as it is now and these types of children were considered abominations and were normally killed. These particular creatures were far superior to any other standard work force or soldier. There physical prowess was far superior to humans and they possessed a thirst for combat that the other species. They were not just taking items or food, there were also taking men and women. The party was hired to discover their source or the raiders, recover the taken towns people, and finally put a stop to the raids. They discovered a portal deep within the nearby forest. They traveled thought he portal but didn't make it very far before they were forced back. They managed to collapse the cavern and bury the portal. Not every member of the party survived to escape before the cavern collapsed and the portal closed. Donovan was the only party member that escaped. Once he was back in the forest he disassembled the portal and believed the cavern had sealed the portal on that end. Over the next century he continued to adventure and gain notoriety. All the time keeping his vampire nature a secret. After a few decades he returned to the forest and the region that was his greatest failure. Donovan Masters now rules this region and has brought a hard fought peace and prosperity to the entire region. Even in these times of peace he has never stopped preparing for the day that these creatures might return.