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Crimson Dawn

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An encounter written for 3.5 edition of D&D.
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Content Preview
The Crimson Dawn
“My friend… Quickly, we must ready the ship to be
Corrupting Touch See incorporeal touch attack
The only exception is if the players choose to remove the
abandoned when those boats arrive”
Horrific Appearance This is not the standard Horrific
sword from the deck of the Dawn and take it with them. If
“No, there’s no time for that. The crew of the ship are
Appearance ability as it appears in the MM. Any living
this is the case, the ghost will follow them and continually
As the adventurers make their way up the worn rope ladder
emptying the hold.”
creature within 60ft of a ghost when it reveals its true
reappear whenever it can until the players “deal with it”
towards the ship, they become increasingly confused by
properly.
“What are you talking about? We have to help these
form must succeed on a DC 14 Fortitude save or
what is going on around them. Despite clearly making their
people!”
become shaken for the duration of the encounter (-2
As an aside, any inspection of the sword stuck in the deck of
way onto what appears to be a ship wreck which the seas
penalty on attack rolls, saving throws, skill checks and
the Crimson Dawn can be accompanied by a DC 10
have laid waste to for years, they can quite clearly hear the
“No! This is about more than gold; there are souls aboard
ability checks)
intelligence check (DC 5 if it is Joachim himself who inspects
all the sounds of a maritime setting – sails being battered by
this ship who will not survive without our help.”
___________________________________________
it) which will allow the player to deduce that the sword
the wind, sailors calling out to one another, ropes being
“My friend… What are you doing?”
matches Joachim’s in every way.
hauled and braced and a ships bell ringing out over the
During the encounter, the party will also be waylaid by a
“Put up your sword…”
As a rule, the only way to get rid of a ghost for sure is to
waves.
group of 3 lacedons – aquatic goul-like undead who have
determine the reason for its existence and set right whatever
“Put up your sword!”
come to inhabit the wreck of the Crimson Dawn and the
A successful DC 5 Profession – Sailor, DC 10 Knowledge –
surrounding reef.
prevents it from resting in peace.
Local or DC 15 Intelligence check will allow players to
“Joachim!”
In this encounter, if players try to reason with the ghost,
deduce that the ships bell is in fact sounding some kind of a
Unfortunately for the party, while Nathaniel may eventually
they may come to realise that Nathaniel can not rest until he
warning.
reveal his true identity as a ghost, the illusion which he has
The party may be somewhat surprised at Nathaniel when he
subjected the party to will mask the identity of the lacedons.
can deal with his betrayal at the hands of Joachim.
As the first character makes his way to the top of the rope
painfully screams out “Joachim” – the name of one of the
For anyone on board the Dawn, the lacedons will, in fact,
The can find out that the morals of the version of Joachim
ladder, he can see a figure standing on the deck of the ship,
party members, but they will be more surprised by what
just appear to be one of the commoners or sailors.
who exists /existed on this plane were somewhat more
earlier identified by the people of Seawell as being ‘The
happens next.
ambiguous than those of Joachim in the party.
Crimson Dawn.’
What will especially disconcert the party is if a lacedon
Nathaniel’s appearance once again shifts back to the grey
(masquerading as a sailor or a commoner) tries to claw and
On the day that the Crimson Dawn ran aground, it was
The figure stands motionless, his long grey hair blowing in
haired, withered old man who they first witnessed but then
bite at them.
transporting weapons, armour and magical components to
the wind. The player at the top of the ladder can make a DC
shifts again to reveal a twisted, misshapen, horrible
aid in the defence of a near-by castle called the Battlehorn
5 Spot check to discern the finer details of the figures face.
A lacedon taking such an action will allow a player a DC 17
creature.
which was being besieged by an army of goblins, orcs and
A successful check will allow the player to realise that,
Will save to dispel Nathaniel’s illusion and reveal the
gnolls. As it was in the plane where the party originated,
despite appearing much older than the last time they had
In game mechanic terms, this is Nathaniel’s Ghost using his
lacedons’ true identity as well as showing the players that
Joachim and Nathaniel were part of the Seawell fighters
met, the figure is in fact the Ranger Nathaniel. The spot
Horrific Appearance ability. Players within 60ft will have to
they are, in fact, still on the worn wreckage of the Dawn
guild – a group of adventurers –for-hire who could, by town
check will also reveal that in front of Nathaniel, there is an
succeed on a DC 14 Fortitude save or become shaken.
which they had seen from shore all those hours ago.
law, be called to help in times of trouble. Joachim and
old, slightly rusted sword stuck into the deck of the Dawn.
______________________________________________
___________________________________________
Nathaniel (and presumably some other guild members) were
If the player chooses to pull themselves up onto what had
Nathaniel’s Ghost; Medium Undead, LG
Lacedon; Medium Undead, CE
among the first to arrive at the beached ship. Seeing,
been the deck of the Crimson Dawn, they (and any
Init +4; Senses Spot +11, Listen +11
however, the wealth of arms and magical items on board the
Init +2; Senses Spot +7; darkvision 60'
subsequent players who do so) will find that their perception
ship, Joachim saw the Dawns difficulty as his opportunity
shifts completely.
Languages Common, Chondathan
and tried to talk Nathaniel into making a run for it with a few
AC 14(Dex +1, Natural +2), touch 12, flat-footed 12
In game mechanic terms, this is, in fact, the players
chests from the ships hold.
AC 15 or 18 (Dex +4, Def +1 or Dex +4, SL +3, Buckler +1), touch 15 or 14,
becoming subject to a powerful illusion (which they may get
hp 13 (2 HD)
Nobel Nathaniel, however, couldn’t be convinced and, in a
flat-footed 11 or 14
the chance to dispel later).
Fort +0, Ref +2, Will +5
moment of panic, Joachim attacked and killed Nathaniel.
hp 40 (5HD)
Now, instead of seeing a worn, deserted shipwreck on a reef
The party have three ways in which they can put Nathaniel’s
in the middle of a storm, as they had been seeing as they
Fort +4, Ref +2, Will +2
Speed 30' or Swim 30’ (6 squares)
ghost to rest.
travelled to the wreck earlier, they will see what appears to
Attack Bite +2 melee (1d6+1 plus paralysis)
1)
Kill the Joachim in their party to make amends
be a reasonably new ship, in relatively good condition; the
Speed Fly 30’ (perfect) (6 squares)
Full Attack Bite +2 melee (1d6+1 plus paralysis) and 2
for the betrayal of this planes version of him.
deck busy with sailors and commoners and a young
Attack Incorporeal Touch +9 melee (1d6) or +1 Longsword
claws +0 melee (1d3 plus paralysis)
Nathaniel (as the player remembers him) shouting orders
2)
Track down this planes version of Joachim and
+10 melee (1d8+3) w/ 50% chance to ignore damage
and directing the people on the Crimson Dawn.
Space 5'; Reach 5'
either kill him or convince him to atone for this
Space 5'; Reach 5'
actions.
The commoners on the deck of the Dawn seem frightened
Base Atk +1; Grp +2
but no one present seems to have any time to reassure
Special Attacks
Corrupting touch, Malevolence,
3)
Allow the Joachim in their party to talk to
them. The sailors are far too busy pulling at various ropes
Manifestation
Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Nathaniel’s ghost and tell him the great tales of
which presumably have some important functions and
Base Atk +5; Grp +7
the things that they accomplished together in
SQ Darkvision 60ft, undead traits, +2 turning resistance
dragging large chests and crates up from the hold.
their plane. Joachim must make a successful DC
Skills Balance +6, Climb +5, Hide +6, Jump +5, Move
15 Diplomacy check (which can be both aided
If a player chooses to look over the side of the ship they will
Abilities Str 14, Dex 18, Con -, Int 15, Wis 14, Cha 14
Silently +6, Spot +7
and augmented with plot points) to convince
see that the Crimson Dawn is, in fact, aground on the reef
SQ Darkvision 60ft, undead traits, +4 turning resistance,
Nathaniel’s ghost that in some other plane a
offshore from the little town of Seawell and several boats
Ghoul Fever Disease – bite, Fortitude DC 12, incubation
rejuvenation, incorporeal traits, weapons finesse
version of himself exists who has done great
appear to be on their way from the town to aid the
period 1 day, damage1d3 Con and 1d3Dex
Skills Balance +8, Climb +8, Hide +6, Jump +5, Move
things, all side by side with his friend Joachim.
distressed vessel - presumably to transport either people or
Paralysis Those hit by a lacedons attack must succeed on a
Silently +6, Spot +7, Listen +11
cargo off the reef. Any attempt to engage any of the people
DC12 Fortitude save or be paralysed for 1d4+1 rounds.
If Nathaniel’s ghost is appeased, it will pass on and
on the deck of the Dawn will result in the player being
Malevolence Once per round an ethereal ghost can merge
Elves are immune.
Nathaniel will finally find some rest. The players can then
seemingly ignored.
itself with a creature on the material plane. See ‘Magic
freely remove the alternate Joachim’s blade from the deck of
___________________________________________
Jar’ spell. The target can resist the attack with a DC 17
the Dawn and take it with them (with the possibility that
If a player chooses to engage Nathaniel directly, they will
Will save.
The players may simply resort to wailing on the enemies
when it is taken back to their original plane it could become
provoke a response, but perhaps not the ones they expect.
until they go down. This will prove effective against the
imbued with some negative energy effects and eventually
Whatever question is asked, Nathaniel will also reply with
Manifestation A ghost dwells on the ethereal plane. When
lacedons but not so much against Nathaniel’s ghost which
become a weapon of legacy).
the following lines of dialogue. The players may realise that
a ghost manifests, it partly enters the material plane
merely dematerialises only to reappear in 2d4 days.
Nathaniel doesn’t actually seem to be responding to them at
and becomes visible but incorporeal. A manifested
all but is, in fact, addressing someone else altogether –
ghost can only be harmed by other incorporeal
Nathaniel’s ghost will usually stay within the confines of the
4080 experience points
creatures, magic weapons or spells with a 50% chance
wreckage of the Dawn meaning that, for all the players
to ignore damage from a corporeal source.
know, attacking and “killing” the ghost solved the problem.

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