VEL3-07 Pixie in a Bottle (3E)
VEL3-07 Pixie in a Bottle (3E)
Pixie in a Bottle
®
A One Round D&D LIVING GREYHAWK
Veluna Regional Adventure
by Michael White
Triad Edit: Tim Sech and Jeff Richards
Circle Edit: David Christ
The curator of the museum of Mitrik is looking for some adventurers to do some field research into the origins of a
mysterious object that was found in his basement. Special Note: When arranging groups for this event please make an
effort to only have one person with the sprite in a bottle (Listed on the cert as Curse of the Decrepit One) from the
adventure Vel2-08 What’s Behind this Crate.
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
during certain times of play. For example, the players are
Introduction not free to consult the Dungeon Master’s Guide when
confronted with a trap or hazard, or the Monster Manual
This is an RPGA® Network adventure for the Dungeons &
when confronted with a monster.
Dragons® game. A four-hour time block has been allocated
for each round of this adventure, but the actual playing Some of the text in this adventure is written so that you
time will be closer to three and a half hours. The rest of the may present it as written to the players, while other text is
time is spent in preparation before game play, and scoring for your eyes only. Text for the players will be in gray
after the game. The following guidelines are here to help boxes. It’s strongly recommended that you paraphrase the
you with both the preparation and voting segment of the player text instead of reading it aloud. Some of this text is
game. Read this page carefully so that you know and can general and must be adapted to the specific situation or to
communicate to your players the special aspects of playing actions of the player characters.
an RPGA adventure.
Reporting
Preparation
After the players have completed the scenario or the time
First you should print this adventure. This adventure was allotted to run the scenario has run out, the players and
created to support double-sided printing, but printing it DM fill out a reporting form. After the form is filled out
single sided will work as well. There is enough room along it should be given to the senior DM.
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run Living Greyhawk
your game. Be sure to familiarize yourself with any special This is a LIVING GREYHAWK Adventure. As a LIVING
rules, spells, or equipment presented in the adventure. It adventure it is expected that players bring their own
may help to highlight particularly important passages. characters with them. If players do not have a LIVING
When you run an RPGA D&D adventure we assume that GREYHAWK character generated, get a copy of the
you have access to the following books: the Player’s current LIVING GREYHAWK character generation
Handbook, the Dungeon Master’s Guide, and the Monster guidelines, and a character sheet from your convention
Manual. We also assume that you have a set of dice (at least coordinator or the RPGA Web site, ant then have any
one d4, d6, d8, d10, d12, and d20), some scrap paper, a players without a character create on. Once all players
pencil, an RPGA scoring packet, and your sense of fun. It is have a LIVING GREYHAWK character, play can begin.
also a good idea to have a way to track movement during Along with the other materials that you are assumed to
combat. This can be as simple as a pad of graph paper and a have in order to run a D&D game, it is also recommended
pencil, as handy as a vinyl grid map and chits, or as that you have a copy of the LIVING GREYHAWK
elaborate as resin dungeon walls and miniatures. Gazetteer.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the Living Greyhawk Levels of Play
requirements of the adventure as described in the Because players bring their own characters to LIVING
introduction. GREYHAWK games, this adventure’s challenges are
Keep in mind that you must have at least three players (not proportioned to the average character level of the PCs
counting the DM), for the game session to be a sanctioned participating in the adventure. To determine the Average
RPGA event. As well, you cannot have more than six Party Level (APL):
players participating in the game. 1. Determine the character level for each of the PCs
Once you are ready to play, it is handy to instruct each participating in the adventure.
player to place a nametag in front of him or her. The tag 2. If PCs bring animals that have been trained for
should have the player’s name at the bottom, and the combat (most likely being war horses, dogs trained
character’s name, race, and gender at the top. This makes it for war), other than those brought by virtue of a class
easier for the players (and the DM) to keep track of who is ability (i.e. animal companions, familiars paladin’s
playing which character. mounts, etc) use the sidebar chart to determine the
The players are free to use the game rules to learn about number of levels you add to the sum above. Add each
equipment and weapons their characters are carrying. That character’s animals separately. A single PC may only
said, you as the DM can bar the use of even core rulebooks bring four or fewer animals of this type, and animals
with different CRs are added separately.
C
R
average.
1/3 & 1/2 0 0 1 1
By following these four steps, you will have determined
the APL. Throughout this adventure, APLs categorize the 1 1 1 2 3
level of challenge the PCs will face. APLS are given in 2 2 3 4 5
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure 3 3 4 5 6
begins whether they would like to play a harder or easier 4 4 6 7 8
adventure. Based on their choice, use either the higher or
the lower adjacent APL. 5 5 7 8 9
Adventure Summary The players arrive at the ancient ruins long buried by the
effects of time and weather. Exploring the ruins the
Introduction: characters again meet Cyrian’s sister. At first she seeks to
have the pixie in the bottle placed on a rune engraved
The players are drawn into the adventure though one of
pedestal by using guile and deceit. If need be however
several adventure hooks. This is greatly dependent on
she will reveal her true nature and will attempt to take
the home region and Veluna Meta-organizations that the
the item by force and place it there herself.
player belongs to. The players also get a chance to meet
each other before starting on the adventure proper. Conclusion:
Encounter One: The Museum Whatever the outcome of Encounter Six, the party is
faced with a magical portal that they cannot activate.
The players, through one of the adventure hooks in the
Returning to Mitrik is the only option.
introduction, meet the dwarf Sheen Kriha curator of the
museum of Mitrik. He has been researching the history Appendices:
of a strange object discovered in the basement of the
Each of the major NPC’s in the adventure has a detailed
museum by a group of adventurers. He has found out
background located in the back of the adventure. There
information that he wants to have investigated and asks
are also numerous handouts and other game mechanic
that the characters help him. He sends the players to
details located there. Be sure to read look though these
meet with Cyrian who might be able to tell them more
pages before running the adventure.
about the strange device.
VELUNA NOTE TO DMs: Any PC or NPC that
Encounter Two: The Research
attempts a Divination or Scry in this Veluna Regional
Doing your homework is always a good idea. If the Adventure story will find it very difficult, basically
players want to use spells, skills, or meta-organization almost impossible to discern what comes through. All
contacts to find out more information before paying a divinations that the NPCs said they have cast in this
visit to Cyrian then use this encounter to resolve these adventure were either cast months ago or the NPC is
actions. making up what they believe they saw. Everyone who
attempts this will only ‘see’ about the size of a baseball.
Encounter Three: Home Sweet Home
They feel heavy pressure come down upon them and in
Cyrian relates the tale of the expedition that recovered some cases if the person does not stop they will pass out.
the device from some ancient ruins. When he shows It is unknown why this is the case and no clergy will
them another item that was also retrieved, the two items speak of it to the PCs.
merge. Soon after this the players and Cyrian are
attacked in his house.
Encounter Four: The Village of Swan Hill Introduction
Assuming he survives, Cyrian leads the party to the
The Players meet at the museum of Mitrik. Each of them
village of Swan Hill where they can cross the Fals River.
may have a different reason for traveling there. Use one
Here they can find out that tragedy has recently struck
of the following adventure hooks for each of the players
the town. Could this be related to their mission?
in the party. It’s possible that the players might use the
Encounter Five: Family Reunion same adventure hook, such as if the characters belong to
the same meta-organization or the players are already
While in Swan Hill the characters witness the reunion of
been adventuring companions.
Cyrian and long lost sister Sereena. She is well aware of
the approach of her brother and wish’s to speak with him Hook 1:
and his companions.
This hook is used if one or more of the characters possess
Encounter Six: On the Road Again the pixie in a bottle (Curse of the Decrepit One) from the
While traveling though the mountains the players are adventure Vel2-08 What’s Behind this Crate. In the
attacked. The situation looks bleak until help arrives event that more than one character has the item then
• It is likely that other people have been • The character is ordered to do whatever is
contacted in relation to this investigation. needed to pursue whatever leads Sheen has
There is a high likelihood that others will be discovered and find out as much information as
attending this meeting. possible about the item.
• The Knights have been keeping tabs on (PC • The Knight’s records show that 10 years ago one
who has Pixie in a bottle) and knew that they of their order was a member of the expedition
possessed the item through various mundane that originally discovered the item. The
and magical means. Knight’s name was Sereena Vantuk.
• The Knight also tells them that they do not have • Lady Sereena was lost and presumed to have
much time now that it appears the wasting died during the course of the expedition.
disease has stricken many priests and even a few • Recent attempts to divine information about
Knights and Paladins of Rao. It appears to be Sereena have revealed that she is not dead.
getting worse. In other words he cannot dally Unfortunately that is all that could be
with the PCs for long because he must go back discovered.
to keeping watch over Bishop Rinken.
• Any more information that can be found about
the fate of Sereena is of great interest to the
knighthood.
Encounter One: The Museum • He has been doing research into the curious
item found last year in the basement of the
Arriving at the museum you see an imposing museum.
structure. Massive fluted stone pillars support the
entire front part of the roof of the building. There is • Due to the fact that the prior curator was
writing on the base of the pillars and the façade is also terribly unorganized it took him some time to
carved with intricate runes. find out anything.
At this early hour the Museum is not yet open. • He knows that someone named Cyrian Vantuk
However the door to the Museum opens and through was a member of the expedition that found the
the door walks an elderly dwarf. His white beard is item.
braded in an intricately pattern and his hair is neatly • Cyrian Vantuk retired shortly after the
brushed. Seeing your group standing out front he expedition in question.
approaches. “Greetings this fine morning. You must
be the people that the Knights have sent to help me.” • He can give directions to Cyrian Vantuk’s
house. He is not sure that the information is up
Sheen waits for a response from the characters. He will to date but it is all he has.
introduce himself and once he has confirmed that they
have been sent by the Knights then read the following: • Sheen would like the characters to find Cyrian
and try to find out anything he might know
“Very good! Yes very good indeed. I don’t doubt you about the item.
will do a splendid job assisting me. Please follow me.”
With that Sheen leads you back up the steps and • Unfortunately that is all he could find out
through the front doors of the Museum. Once through his all of his searching. It’s entirely
everyone is inside he locks the doors behind him. possible that other records/details of the
expedition have been lost/destroyed.
The floor of the entrance hall is fashioned of highly
polished black and white marble. Ahead and to either • There is no urgency to go visit Cyrian and the
side from the door you entered there are three sets of characters should feel free to try to find out
double doors leading deeper into the Museum, more information through any resources they
however these doors are all closed. In the left hand might have.
corner of the hall is a set of stairs leading down. To • Any inquires as to payment or the like he
the right is another set of stairs leading up, both sets directs the characters to speak with the Knights
of stairs crafted of the same polished marble as the of Salvation.
floor. You can see from here that the stairs on the
right are carpeted in the center and a silver chain More information about Sheen’s history can be found in
hangs across the bottom of the stairs with a sign the NPC background section in Appendix Three. It is
hanging from it. In common it reads – No suggested that you also review that information as well
Admittance. but the above bullet points summarizes the relevant
information that the characters need that he has. Once
With the doors secured, Sheen leads you across the the characters are ready to go Sheen escorts them back
hall to the stairs leading up. Removing the chain he out and wish’s them safe travels. Use Encounter Two to
motions for you to walk up the stairs. Securing the resolve any attempts to gather further information, if the
Then, as the last of the mystical words flow from her After the characters calm her down, they can question
lips, the woman sprinkles a glittering powder the her as to what happened. The characters can also
length of the corpse. With a jerk the corpse question some of the villagers and they will back-up her
convulses and releases a terrifying scream! The statements and have some information of their own to
echoing scream and gurgling issues forth one-throat add. The characters can find out the following
sounds like a thousand voices screaming for release. information:
“Help Me! Kill me! Set Me FREE!” The words blur • Vivian just finished casting a Raise Dead from a
together into a continuous stream of noise too scroll on William and the result was what the
terrifying to imagine as well as a small stream of black characters saw and heard.
gas waver above the Knight then is gone.
• Heal Check [DC 20] will discern that William died
As the sound washes over the crowd the people of the of massive claws ripping his sternum open. A Heal
village being to push and shove each other as they check [DC 25] will reveal that he was impaled after
begin to add their own screams to the noise. In a death.
matter of moments the crowd is scattered across the
village, running in blind panic into the forest • Knowledge(Religion) check [DC20] will let the
surrounding the village. character know that the horrible scream was quite
unusual and they have no explanation for that result.
Have the characters in the party all make Will saves [DC
14+APL]. Failure causes the character in question to flee • Vivian was ordered to remain in the village yesterday
from the sound for 1d4 minutes. Success still leaves its when William, along with his men at arms, used the
mark as the character is shaken for 1d4 rounds. Those village barges, from the Swan Lake, to ford the river
that are immune are of course completely unaffected to investigate the claims of a woman who came into
(such as paladins). town early yesterday morning.
After everything has settled down a bit read the • Late last night a wall of fire appeared on the other
following to the PCs: side of the river. The wall of fire served as a light
source and grim highlight for the impaled remains
Once you have calmed down enough after witnessing of Sir William and his men.
that strange event you could have sworn you heard a
The characters may want to try to act at this point. The • She will try to get the characters and her brother to
woman seated at the table is indeed Sereena. She is here travel to the dungeon entrance so she can lead them
waiting for Cyrian and his new ‘friends’ to arrive. She is to the pedestal.
more than willing to speak with the characters and
Cyrian, however at the first sign of trouble she will say,
Cyrian leads you down the tunnel deeper into the As listed on the DM Map #3 there are two secret rooms
mountains. After traveling some 300 feet you come off of this main room containing the pedestal and gate.
to a large door, which stands open. Cyrian says, “Here One contains the devil that was summoned as part of the
is the entrance we found. I disabled the traps on the process of Sereena becoming a blackguard (or starting to
door and managed to open it.” become as at lower APL’s she is just a fallen paladin.) The
other contains Sereena if she was confronted at the
Passing though the entrance you find yourself village of Swan Hill and the characters did not try to sway
looking at a large room filled with rubble. Just ahead her from the path of evil. If she is here she will come out
of you a large gaping hole encompasses the floor. to confront the party after the evil trapped within the
The hole in the floor is the location of the pit trap that pixie in the bottle is freed. If she is instead with the party
Sereena fell though. Searching the chamber will reveal and the party has made a strong effort to turn her from
nothing. Eventually the characters will want to search the way of evil such as showing her that she was led
the hole in the floor. The pit is smooth all the way to the astray and what have you. She will then in turn lead the
bottom some 200 feet down. The characters can use fight against the devil when it appears and will fight on
ropes to secure a safe climb down or use magical means. the side of the characters. However if she simply tricked
If characters failed to bring rope then Cyrian or Sereena them then she will also turn against them. This
(if she is with the party) will provide enough silk rope to encounter could prove to be even higher if the characters
reach the bottom. With the aid of the rope the climb did not discover that she had fallen and did not try to
check is [DC 5]. Without the aid of a rope the climb redeem her.
check is [DC 25]. In any case if Sereena is with the party she tries to
The bottom of the rope is the location marked by the convince the character that is holding the pixie in the
exploded skeleton on DM Map Two. The large area at bottle to place it on the pedestal. If she is not with the
the bottom denoted by rubble is under a constant aura of party either because they managed to kill her by trickery
an Antimagic field spell. This effect starts 20 feet up the or some other means then the pixie in the bottle will
shaft leading down which could cause characters using constantly ask that the character holding it place it on the
pedestal. It will even go so far as to use some of its spells
You find yourself standing in a forest clearing. The first rays of dawn are just beginning to touch the tops of the trees as
a light fog covers the ground. You know that you are dreaming but also know that this is no ordinary dream. The fog
seems to glow with an inner light that radiates upward as if you were standing upside down on the clouds above. The
feeling is strangely enough one of peace.
Stepping from the trees you see a man in white robes. The hem of the bottom of his robe and the sleeves are
covered with intricate embroidery suggesting forest animals, stars, moons, and other objects of nature. He has bronze
skin, which is completely covered in tattoo’s that match the embroidery. Vines and leaves traces around his face in a
pattern, which suggests the artist, spent much time living in the wild.
“Greetings. I want to thank you for protecting me and keeping me safe. For that I am in your debt. However soon
it will become even more difficult to do so. I just wanted you to know that I am grateful for your assistance and to warn
you of the coming trials. If things progress as I suspect I might soon be freed from this prison. Once I am free I would
like to name you friend if you would have me.”
With this said the dreamscape around you changes. The light of dawn is washed away in a cloud of blackness and
the wind begins to pick up. The feeling of evil is a palpable presence in the air as the man in front of you looks around
in fear. “Please I have not much time. The evil one comes and I do not wish for him to know that we have spoken.
Someone is coming to see you. Trust them and do what they wish if you would be my friend.” With that the man runs
off into the trees and you snap awake to the sound of knocking on your door.