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Dd apocalypse stone pdf download

2021.12.17 01:50






















To support the coming change, TSR opted to offer GMs the ability to end their old second edition campaigns … with a bang.


The result was three "Apocalypse Adventures". The Apocalypse Stone was the first. As Wizards said in their ads: "Stuck looking at the same mucky swamp, ruin or back-alley? Well say no more! The Apocalypse Stone adventure is designed specifically to scour your campaign world and pave the way for Third Edition. It's time to level the playing field. GMs who opened the book would be told "This adventure will end your campaign and destroy your world!


There would be two more of these so-called "Apocalypse Adventures". The Dungeon of Death was just a killer dungeon, but it got included in the trilogy because it was "Just what you need to remove those pesky player characters and pave the way for Third Edition.


Die Vecna Die! As the ads said, "Campaign out of control? House rules growing in every corner of the realm? No worries. World-destroying adventures were new for TSR, but the idea of adventures that could shift players to a new edition was not. Adventure Tropes. The Apocalypse Stone is a cause and effect adventure broadly broken into two parts, where players cause an apocalyptic problem in the first half of the adventure, through a MacGuffin quest , and then try to solve it in the second half, via another MacGuffin quest to retrieve the same item!


These two halves of the adventure are laid out with a big interlude in the middle, creating a short episodic campaign. The adventure is definitely story-focused and most of it is laid out as episodic encounters , which the players face one after another. Nonetheless, several sections provide more player agency, including a huge castle crawl at the start and a smaller castle crawl at the end. A series of episodic tests also provides some agency, as players can fail or succeed at them!


Short rules lay out character classes for death knights! Exploring Various Lands. Artifacts of Note. This is another adventure about an artifact: the otherwise unknown Stone of Corbinet. It's mentioned again briefly in "The Dukes of Hell", an article that was part of the first online "Dragon magazine", Dragon October Monsters of Note.


A rampaging tarrasque appears as one of the signs of the apocalypse. NPCs of Note. As characters from a generic setting, they're never heard from again. More notable is the archdevil Moloch , who appears in the Interlude. However that was pretty much it for Moloch. In fact he was so neglected during the devil-hating era of 2e that The Apocalypse Stone marked the first time his stats had appeared for the updated game system!


About the Creators. Carl was a game designer for Wizards of the Coast from Pramas was still a relative newcomer at the company, but would soon be rolling out his own Green Ronin Publishing.


Then Garloth used magic to make his brother insane. Garloth cannot take the stone himself because of his bloodline, but he can convince someone else to steal the stone for him. The adventure doesn't give Garloth any reason for taking the stone, especially considering that it will destroy the world. I'd propose that at this level of power, Garloth should have a good reason for destroying the world, perhaps the stone will let him create a new prime world, or something like that.


First Garloth hires a minstrel to tell the party about a stone guarded by monsters, that whoever gains the stone will be king. Then, Garloth shows up in disguise, pretending to be an old rival of the party that is also looking for the stone, presumably to make the party jealous? Then Garloth leaves and comes back, pretending to be an avatar of a god, asking the party to prove their worth by stealing the stone and giving it to him.


Most players would balk at this, but Garloth has special armor that "protects the wearer from all attempts at scrying, detection, or mind reading", including things like true seeing. This is a heavy-handed approach to prevent the adventure from being short-circuited when the players try to figure out why a god is asking them to steal a stone that makes the possessor king. Since Garloth turned everyone into monsters, this part of the adventure is a dungeon crawl through a room castle.


The different rooms have completely random creatures… trolls, harpies, beholders, iron golem, spirit naga, aranea, dragons. This is a slug-fest with no rhyme or reason. There is nothing anywhere in the castle to indicate the importance of the stone, no family histories, no books, tapestries, or monuments. This castle is the anchor point of the world where generations of defenders have protected the stone on behalf of the gods, but there is nothing here to indicate that this place is special.


I might have expected some sort of books explaining the importance of the place for future generations. Perhaps some records of commandments from the gods regarding the stone, a family history, some monument to the burden of keeping an artifact that the entire world depends on. Anything like that would short-circuit the adventure, and so this castle is a random monster bash. The residents of the castle also apparently left dangerous magical items unattended, such as a mirror of trapping in a dressing room and a scarab of insanity in the pantry.


The last room of the dungeon has the mad king protecting the stone. The moment the king is injured, the castle starts to collapse. Presumably, the party will grab the stone and leave the mad king in the rubble.


After that, Garloth shows up to claim the stone. If the party doesn't hand it over, he steals it from them. With the world out of alignment, a lot of magic starts to fail, and elements are going berserk. It would have been great if any of these were actually implemented. Some of these types of ideas were explored in the 3E sourcebook "Requiem for a God" published by Malhavoc Press in The GM is encouraged to run some other adventure, just so that the party doesn't immediately realize that stealing the stone has disconnected the world from the multiverse.


Chapter 3 has an arch-devil, trapped on the prime plane with the removal of the stone, pick a fight with the party, so that he can berate them for ruining the world. Instead of attempting to correct the situation himself, the arch-devil attacks the party. First he has some toadies use an illusion to try to feed the party human flesh.


Then he kills the dearest relatives of the characters and sews them into flesh golems. Then the arch-devil shows up in person for a fight, at which time he tells the party that they removed the stone and caused all of the problems in the world.


It perhaps would have been more interesting or logical for the arch-devil to try to fix the world, instead of just blaming them. And if events in the world really are spiraling out of control, the party should have had ample opportunity and means to discover the truth for themselves. I think chapter 3 could have been improved by developing some of the end-of-the-world events that are suggested, and let the players have some agency to do their own research, instead of using an NPC to spring more exposition on them.


The god transports the characters to a distant region to test them. The party only needs to pass 3 of 5 tests to "succeed". If they fail the tests, the GM is encouraged to change the tests so that they succeeded anyway. It is a good thing that the adventure has such a lenient grading policy, because at no point in the adventure are the characters told they are being tested.


The human flesh, and are quick to snatch up morsels of characters might experience a run-inwith these mon- either race. A favorite hunting tactic is for Narella sters even if they do check out other locations.


This is their preferred attack against characters Gaidon and Narella they spot on the ground. If her. Both dragons are persistent and will make the seriously wounded or otherwise hard pressed, he most of their capabilities, though if badly injured they retreats to his rocky shelter, adopting the most defen- will dive into the waters and remain submerged.


He intends to feed off the rest of its ble ired Reznor , also inhabiting the island. The Wvec age Rex nor Remor was the aged but highly competent com- The wreckage of several wooden sailing vessels dots mander of the Pescheour garrison, aggressive in his the black sands along a section of the northernmost defense of the castle.


The wrecks are name. Reznor burned the pteranodon rookery atop visible from both the seaward side of the beach and the highest escarpment and, having eaten its former the air, so unless the PCs approach the island from inhabitants, has taken it as his lair; he likes the feel another direction without circumnavigating it, they of the steam on his scales as it escapes from lava- can spot them easily, even at night.


Their hulls and pontoons are to hunting more of the snake-people. The canoes appear to enjoys diving out of the sky at earthbound prey, have been broken apart by a great force, and great. No tracks are to be found, with one those of their captors: Not long after the yuan-ti cor- exception: Numerous human footprints surround ralled them in their temple, Reznor the red dragon the area. The prints encircle all the wreckage and attacked, destroying the edifice and all within.


One set constitutes a well-traveled jungle. A handful managed to make it past the trail, leading from the wreckage into the trees. The canoes belong to primitive humans, visitors to The hapless survivors constructed some makeshift the island who had the misfortune to arrive here just shelters near the wreckage of their boats and now before the appearance of Castle Pescheour and subsist on what fruits and plants they can.


Mean- from this one. The trail leads The castaways can see characters who approach toward the shelters of the marooned sailors, from the wrecked canoes and believe, at least initially, which the stranded crew can see their destroyed that this is yet another threat from this cursed vessels and watch for rescuers or intruders. In a preemptive strike, they charge from the The nature of these humans is left to what best jungle and attack with spears and stone axes.


It suits your campaign. If the PCs paign may have them originate in Chult. Or, if your refrain from killing the primitive humans and world has no equivalent culture, they may be a make an effort to communicate, they will learn similar hunter-gatherer people appropriate to the much that can help with their quest.


Naturally, they were amazed and to guide the party to the yuan-ti ruins or the castle. They also know where the A Tale of Terror dragons live and when they are most active. Both parties encountered horrors aplenty in their respective tasks. Meanwhile, the jungle team dis- idea that the Stone of Corbinet lies in the castle: covered the yuan-ti.


The resulting fight was one- After their recon team failed to return, they gave sided and brief, ending with the death or capture of the place a wide berth and so cannot describe its most of the luckless humans, though a few managed contents.


If the party explores the the yuan-ti temple and its destruction by Reznor. This is indeed the source of the destruction: Reznor the red dragon burned these strips with his searing breath, both for amusement and to drive prey into the open. If Reznor continues to burn acreage, he will soon eradicate the jungle, leaving the island a barren rock before he departs it for more interest- ing locations.


Close inspection reveals that all the trees, vines, and undergrowth are charred black, covering the ground with a layer of coarse ash. Walking through -. Those gorgons gray-black ash clouds. Finally the temple itself fell victim to the once per round for ld10 damage, those with snake marauding red dragon.


Little is left now but tails constrict for ld4 damage per round and have tumbled stones and burnt vegetation; what treas- scales instead of skin AC 0 , and those with snake ure survived the flames was carried off by Reznor, heads and snakes instead of arms bite three times scanty though it was. Morale may be lower diminished normal plant and animal life that some- than listed due to their straitened circumstances thing is very wrong.


Half of the yuan-ti 16 have snake island, should be teeming with life, but here the heads; one-quarter 8 have snake tails and scales number of individual forms and communities is instead of skin; and one-quarter 8 have snake unnaturally small. By highlighting the lack of heads and snakes instead of arms. This does not mean that a party setting off across the island will have no encounters at all. Rather, the Die PCs are more likely to fun afoul of the monsters that ravaged the local populations.


Otherwise, if you total 8 desire, they meet up with hostile indigenous crea- 4 ld8 invisible stalkers; total 8 tures, such as a flight of 2d10 pteranodons, a giant 5 Thessalmera; total 1 sundew or two, or a giant constrictor snake. The irregular cliff face offers abundant causes ld6 additional damage per hit save vs.


A broad, relatively flat shelf surrounds the and if that is destroyed the creature fights in a castle and provides ample room for flying characters berserk fury until killed. The surrounding ledge is relatively flat ha1 f damage from piercing and slashing weapons, but irregular, varying from 4 to 30 feet in width. The stone is Special Abilities: SA-any creature hit by both pitted in places as if by impacts the legacy of the.


If the courtyard where they can be attacked and slain. If the intruders bypass anyone who either refuses to enter the main gate or them and enter the keep, the courtyard monsters flees outside the castle walls. Unless the PCs night, they will encounter the harpies right away.


The door has been saving throw vs. They can also see into the barren court- yard beyond. Barbican The main gate is haunted by a flight of harpies. The main gate opens into the barbican, a small, rec- Once the cooks, scullery servants, and chamber staff tangular gatehouse that is actually an extrusion of the of Castle Pescheour, now they are vile creatures who castle wall.


Another archway, identical with that in think only of torturing and eating their next victims. A portcullis Characters who approach the gate on foot hear the once blocked this entry but has been torn out of its harpies before they can see them.


This defensive structure allowed castle defenders to rain arrows or boiling oil down onto invaders. The harpies know of this advantage and will remove the plates if anyone takes shelter inside the barbican, the better to assail them with song, filth, and missiles. During the hours of night, the doorways or murder hole reveals a grisly sight. The keep and the tower must have had doors once, but these are now completely missing.


Stable The stable, like the barracks, is not part of the main castle structure; thus it is not built of marble and x? Shuttered windows can be opened from the courtyard to allow those outside to peer in, and both Closer inspection reveals that many of the remains doors hang open.


They are not smashed like the have been partially eaten. The harpies killed and ate main gate or portcullis: The stablehands had them the warriors who came to scout out the castle, drop- open when disaster struck, and so they have ping scraps through the open grating.


Spending at remained. Those who are still recog- nizable seem to share a common origin. If the PCs have already encountered the primitive castaways, they can discern that these victims were once people of the same stock. Should the characters manage to communicate with the deceased warriors through a speak with dead spell or similar magic-not a simple task consider- ing the language barrier-they can learn what hap- pened.


The luckless humans were charmed by the The Pescheour stable once held five royal mounts, harpies' song and then slain when they ventured which were transformed into nightmares by here to scout the "stone hut" for their expedition Garloth's spell.


Four of these evil steeds remain; one leader, whom they left on the beach. They can't was slain by the black dragons. They spend their otherwise provide any more information than what days in the cool of the stables, flying out over the the survivors know see "The Castaways" above.


The nightmares don't bother intruders in the barbican, courtyard, or 3. Courtyard keep, preferring not to compete with the monsters The inner courtyard is little more than a layer of hard- inhabiting those areas. However, they instantly attack packed dirt and clay. The dirt surface shows clear evi- anyone who opens the shutters or steps in front of dence of frequent use, with several well-worn the stable doors and into their line of sight.


Two wooden outbuildings the stable and bar- Special Abilities: SA-burning hooves set alight racks face into the courtyard. In one corner is a any combustibles on a successful attack; SD-cloud three-story stone tower, and opposite it a large keep of noxious vapor victims within 10' radius must. Barracks The building interior is a shambles.


All the furniture has been pulverized and the mattresses heaped into a filth-covered pile in the center of the only room to crei3te a vile nest. Most are still here, though a few wan- tegration beams. The result is a lair that is nearly dered into the jungle and did not return, preferring impassible to intruders but easy for the beholders to the open-air environment. The remaining trolls sleep negotiate with their natural levitation.


The stomach-churning stench that emanates as many eyestalks as possible to bear. Adventurers from the building heralds their presence. Special Abilities: SA-Magical effects from 10 eye- stalks charm person, charm monster, sleep single 6.


These noble souls now roam the island as spell, 1target, range 40 yds. They have agreed to a temporary truce so as kills the creature. Apart from the high, narrow. Smashed remains of the wooden entry. A recessed marble archway marks the tables amd benches lie scattered across the marble entrance, but here too the door is simply gone. One floor; tlie tapestries are torn and stained beyond of the beholders in the tower recently disintegrated recognition; the plates and cups are thrown down it as a prelude to investigating the keep.


Only the brocade curtain 7. Great Hall across 1:he eastern archway is truly what it seems. Roll ld4 for each character affected by the illusion; the result ir3 the number of web strands that stick to him all the shutters are clo or her. Stuck characters can be I. The aranea move to devour anything that becomes enmeshed in their webs.


UItil the veil is penetrated, PCs who stick to web strands explain their predicament away as a cloak ciiught on a nail, a table or bench in the way, or somc2 natural but unnoticed obstacle, as appropri- set in the center of tbe e ate to tlne method of travel.


They have taken save v s. They prepare their Note The largest aranea can also cast ueiZ as a illusion when they detect the approaching party 12th-leire1 illusionist twice per day. Parlor and fish; and other food staples, most of which have TEe aranea have not bothered to conceal the true rotted in the tropical heat and humidity.


The room state of this room, which was once one of the best has nothing of value, but if the PCs wish to search appointed chambers in the castle. The Pescheour they must first clear away the webs treat like those family often met here, among the finely crafted fur- in the kitchen. N o w the room is a complete shambles: The furniture has been Shrine smashed to flinders, the artworks destroyed, the The stairway leading downward from the great hall tapestries ruined, and the carpets ripped to shreds.


Beyond is a dim but still other means of clearing the webbing before they firelit chamber, from which escapes the distinctive can progress. It contains no seats, for the god prefers its former container. The princess lived in the room next to the shrine 9. Kitchen and spent most of her time here in prayer and medi- Webs cover this room as they do the main hall and tation. It was her responsibility to maintain the the parlor, but in even greater profusion. It takes sacred flame of Justiceat all times, a duty she per- 3d4 rounds to hack through the dense, sticky formed diligently.


If the PCs enter the shrine, they ba-rier. Barely visible beneath the mass are appoint- can get a better look at its contents: ments befitting a kitchen: a cooking hearth, shelves, tables, and cupboard, as well as the remains of Tho chrino mnc:ictc nf 2 cimnlo altar mnctnirtorl foodstuffs, such as burst sacks of flour and meal. The evil creature remains here, in the shrouds the former pantry. The desiccated husks of place that meant so much to her original self, with no a giant snake, a pteranodon, and several spider memory of her past life.


She and the aranea upstairs monkeys are enmeshed in the strands. Beneath this are on reasonable terms, and they permit her to pass. The naga spends most of her time coiled on the One loose thread an entire tapestry unravels. She still fills the The creator is saved or damned by the created. She has not had the time since her trmfor- Keep S e d Level mation to set the traps for which her monstrous kin This level comprises the private rooms of Prince are known and feared.


She attacks any intruders first Eric, the young heir to the Pescheour throne. The with spells, using her gaze attack when an opportu- prince moved into these rooms only recently; prior nity presents itself. Special Abilities: SA-Poison bite save vs. If the PCs open the door, read aloud or paraphrase the following: A large wooden chest S lies at the foot of the bed.


If the PCs look through the scrolls, they can find some obscure references that may offer a hint as to After their experiences on the ground level, the the true nature of the Stone: adventurers may be tempted to believe the scene is an illusion, but it is quite real.


The mirror is the only There can be no pearl without a grain of sand. For if a thing, no Prince Eric, who has been transformed into an iron matter its size, is out of place, it affects all other golem.


This grim, silent creature now remains things. The golem waits until the PCs are inside the sleeping chamber before stirring Bathing Room to confront them.


Once it begins its approach to the Adventurers exploring this room find normal main chamber, the PCs feel the vibrations and noise bathing and grooming items, including a carved caused by its heavy, metallic tread. The monster will obsidian tub, a marble washstand and basin, soap, continue to pursue the PCs even if they leave this and towels. A decanter of endless water rests on the level of the keep. Another gilded mirror frame stands in massive wardrobe of polished dark wood.


Hanging on location Here the Queen Mother carpets and tapestries. A finely crafted wooden desk sits near the center of the room next to a pair of gdded candelabras, each holding six unlit tapers.


Before the south window is a marble bench fitted with a red velvet cushion, and by the east wall is a large wooden table on which are carefully arranged a painted set of wooden knights, soldiers, horses, siege machines, and dragons, and a wooden castle. The iron golem stands silently in the southeast comer of this room. Should the PCs make their way undetected into the sleeping chamber location 13 , they encounter the golem here instead.


Approxi- husband seven years ago, indulging her deep love mately 3 feet in diameter, kiln-fired and painted in of the arts. She surrounded herself with artistic the Pescheour family colors, it radiates magic.


She is still here, as are the sculptures, death that affects whoever fills it. Most are ordi- Gallery nary, but the manticore sculpture radiates magic: If The stairway opens onto a broad landing whose handled, it instantly attains the size and abilities of a western side is open, to best display the gallery of true manticore, much like afigurine of wondrous art objects assembled by the Queen Mother.


However, unlike that magical item, the manti- core cannot be controlled, nor can it be returned to its inert form. It immediately attacks the character handling it and continues attacking until destroyed.


The creature cannot fly in the confines of the gallery, of course, but it uses its natural weaponry and other powers normally. The remainder of the gallery is filled with ordi- nary items-plates, bowls, decanters, cups, and statues of people and animals. Special Abilities: SA-volley of ld6 tail spikes 4x per day range yds. The stone statues are representations of Unlike the gloomy quarters on the of stone golems that will attack anyone ascending or lower levels, this room is well lit.


Here the characters descending the staircase the moment they reach the find all the media in which Elaine enjoyed working, v. Stone Golems 2 :AC 5; 1vni. Special Abilities: SW-s6 owed for 2d6 rounds by rock to mud; stone toflesh nlakes vulnerable to any attack for the following rciund.


The door in the east wall leads to a full-sized bathing room location 22 , wardrobe location 24 , Removing the cloth drape from the canvas reveals a and garderobe location Again, the mirrors in half-finished painting of a stark, windblown land- these rooms face the wall.


Anyone coming within 30 feet of the painting and gazing at it must make a successful The king of the Pescheour line has traditionally saving throw vs. King Alain Sleeping Chamber was no exception to this custom. This chamber contains the expected furnishings of a The king's quarters are actually one large bedroom: bed, dressing table, mirror, and the like.


The former Queen Mother was trans- more modest of the Pescheour rulers. She knows of the iron King Alain's Chamber golem and the aranea on the floor below her but The staircase ends at a narrow landing opposite an doesn't interact with them.


Thus far she has had arched wooden door bound in brass. The door is little interest in emerging from the castle. The sounds cease the moment the sitting room.


If the party bypasses this floor alto- ge ther and the medusa detects their presence, she will wait until they have climbed to the upper levels, then move onto the landing to ambush them when they descend the stairs.


They are able but plain rugs and understated tapestries correct: King Alain is waiting invisibly to attack that depict various landscapes. A large, solid intruders. He waits until someone arrives at the four-poster bed is against the north wall, the staircase landing or otherwise enters the room, then coverings of its thick down mattress still made opens up with his stafof thunder and lightning.


He up and untouched. Near the bed is a wooden continues to attack with everything he's got, and wardrobe, finely carved but also somewhat between casting spells he rants about his intent to plain; it contains well-tailored clothing that fry, gut, smash, and otherwise annihilate those who bespeaks royalty without ostentation. A leather dare to violate his sanctum. A pile of rubble is all that remains of the not working properly.


He can't formulate tactics former bathing area. His obsession allows thinking parties to outmaneuver him. The Chamber of the Stone touch, magic missile x2,shield, shocking grasp; 2nd- When the PCs climb the spiral stair to the topmost detect invisibility, invisibility, mirror image, stinking chamber, they see no immediate threat.


There is no sign of anyone or anything that might have Prince Garloth's spell inflicted a particularly cruel produced the sounds you heard. The room is fate on his brother. Rather than transforming the completely empty, except for king into a monster like the others, it robbed him of platinum-and-steel framewor his senses. Alain still appears human, but his mind inum casket inlaid with goId and adorned with a is ravaged by a ceaseless paranoia that renders him dazzling array of smaller jewels, any single one of incapable of doing anything other than pacing his which is worth a small fortune; the framework rooms and trying to kill anyone or anything that holds the casket some four feet off the floor.


Its lid disturbs his solitude. It is perhaps a foot in left to right quickly; his mouth twitches nervously length, made of a hard white substance shot as he rambles insanely; his chin is covered with through with a delicate tracery of black.


Its shape stubble, and his hair is wild; his clothes are stained suggests an immense egg. As monarch, he used his powerful magic to rule wisely and honor his patron god. Now The characters are likely to be suspicious of the a raving lunatic, he hurls his sorcerous might at any seemingly innocuous room-would the object of threat, real or perceived.


When that occurs, read aloud or paraphrase the following:. The shaking grows stronger with each passing ment.


Tremors ripple upward from the castle foundations, and blocks of marble and obsidian fall from the ceiling, shattering with a spray of owder and shards. Glancing outside a window ms that the castle walls, tower, and out- gs are also falling quickly into ruin.


Though mad, King Alain is still the keystone of the Pescheour family: He and the castle are attuned closely. By wounding him, the PCs have unleashed a magical storm that will destroy the castle in a few short moments.


If they ignore these troubling signs to concentrate on their opponent, Alain offers no further resistance; he collapses to the floor in a semiconscious state. Anyone who attempts to heal his wounds is completely unsuc- cessful; mortal healing magic is not potent enough to undo what should never have been done. See Chapter 4: The Wasteland. The castle will collapse upon itself in a matter of minutes, burying those inside under tons of rubble.


The PCs cannot reverse this destruction. Every round they remain inside the castle after the tremors begin, each must make a successful saving throw vs. The creatures who live in the castle are also caught in the destruc- tion and are far too preoccupied with survival to bother fleeing characters. Should the PCs escape the castle while it is still collapsing, they notice something perplexing: Only.


The escarpment on which it sits and the remainder of the island suffer no ill effects or damage whatever, remaining stable while the castle shakes itself to pieces. Shortly after their "success," Prince Garloth appears to claim the Stone, as promised. The most dramatic place for him to meet them is on the shore, but you're free to to TUS aivmely touched blood, ne has the true power choose any location that seems appropriate.


Chapter 4: The Wasteland deals in depth with the real "test of character" Garloth has unknowingly foretold. The PCs may have become stranded during the course of the adventure; for example, if Reznor. If they choose to remain mmg mar cannor: D on the island after he departs, though, they discover and a wide grin spr that apart from the castle's destruction, nothing else has changed. They must face any remaining mon- sters if they wish to explore the place further.


See below for other possible out- Here are some possible character motivations and comes. Assuming they do hand over the Stone, read suggestions for how to deal with them.


They may entertain notions of selling it, keeping it as a souvenir or heirloom, or attempting to unlock its magical secrets. Should this be the case, Garloth reacts first with disappointment and then stern, righteous anger. He warns the PCs you a0 not vn that they do not understand what they are doing,. Appealing to their sense of to take the Stone by force on the spot. Garloth will Stone now or return with the necessary force to locate and confront them again soon enough, bring- claim it later.


He will keep Even if you let nothing slip about the true signifi- trving, if necessary, until the Stone is his; though it cance of this quest, some of your players might might take him days, weeks, or even months to still become suspicious. The more shortsighted may insist that Garloth make Though adventurers often tend to be greedy and good on the promised reward before they turn over self-interested, some parties may be driven by pious the Stone of Corbinet.


If they struck a bargain with devotion. Should the PCs mention their suspicion to Hle has accumulated unimaginable wealth over the Garloth, he appeals to their sense of guilt, honesty, years and is prepared to grant the party any prom- fair play, and conscience. Any paladins in the ised material reward regardless of extravagance, party should be particularly vulnerable! He dons expense, or exotic nature. However, he expects to his most convincing expression of pain and confu- receive the S t o m immediately upon fulfilling the sion, still holding out his hand for the Stone, and bxgain and may insist on a simultaneous transfer if expresses dismay at their grievous error.


He he feels the PCs are untrustworthy. He continues powers and challenge Garloth to take the Stone working on them until they either hand over the from them-if he can. More seri- ture complete. You can reinforce this impression ously, since the Outer Planes are the homes of the by ending the session at that point. As far as they gods, clerics and paladins begin losing their spells. Now is the time to turn away from the true Throughout the rest of the adventure, the world storyline and run an unrelated adventure.


This operates under unusual restrictions. Special rules serves two purposes. It lulls the players into a exist for different character classes and creature false sense of complacency: One adventure is types, some of which will affect the PCs directly. As well, it These are detailed below. If you do this properly, the PCs should any kind is possible. No character, creature, or realize that their world is falling apart and that item can travel to the Astral, Ethereal, or any they are powerless to help.


While not function. Similarly, spells, items, or abilities they are pursuing some new adventure, this that rely on contact with another plane do not enemy is plotting his vengeance behind the scenes. This subplot unfurls in several horrific encounters, interspersed with events in the interim adventure. So long as the world is cut off from the planes, none of these spells func- What Adventure? Other spells will not work if used to travel to You should give careful consideration to the or contact another plane.


Affected spells include outside adventure that you run at this point. It the following. T v to pick or design an adventure that can be played in two sessions. They are trapped here as Binding transformation phantoms, cursed through no crime of their own. They will lose many of their spells as Conjure elemental-kin Contact other plane Maze the adventure continues, but the pace is up to you.


The recommended value for a time unit is Demishadow magic magnificent mansion one week, but you can adjust this as best suits your Demishadow monsters Phase door campaign. For example, after two Llisrnissal Shades time units have elapsed, a 15th-levelcleric would cast Distance distortion Shadowcat spells as one of 13th level.


C1erics and Paladins Clerics rely on the support of their god. As channels for. Of all the classes, they are the most adversely affected by the theft of the Stone of Corbinet. Under normal circumstances, the spellcaster is considered 1 level lower for each intervening plane between the caster and his or her god.


The first change that clerics are likely to notice is losing the ability to return the dead to life. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. The Apocalypse Stone 2e. From Wizards of the Coast. Selected Option:.


Watermarked PDF. Softcover, Standard Color Book. Average Rating 4 ratings. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time.


These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. This part of our work will never end. Customers Who Bought this Title also Purchased. Reviews 2. Please log in to add or reply to comments. Coner M. James R. This is an okay adventure. The premise is pretty interesting, and some of the events are cool.


Overall though, I don't think I care too much for it. The main "bad guy" that gets the players involved in this definitely seems to take a "ne [ See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden.


Descent into Avernus. Ghosts of Saltmarsh. Candlekeep Mysteries. Tomb of Annihilation.