DND Force of Nature
DND Force of Nature
DND Force of Nature
CREDITS
Design:
Editing:
Typesetting:
Cartography:
Web Production
Web Development:
Graphic Design:
Mark A. Jindra
Penny Williams
Nancy Walker
Todd Gamble
Julia Martin
Mark A. Jindra
Sean Glenn, Cynthia Fliege
Force of Nature is a short D&D adventure for four 18thlevel player characters (PCs). The scenario begins in
Porthaven, a large coastal city that is suddenly plagued
by a series of natural disasters. Restoring the normal,
tranquil environment of the area requires a whirlwind
tour of the elemental planes.
The city of Porthaven can be placed along any coastline in your campaign that has mountains nearby. The
adventure is designed to take place during a rainy
season to help set the mood, although you can change
the season without altering the adventure. As always,
feel free to adapt the material presented here as you see
fit to make it work with your campaign.
PREPARATION
You (the DM) need the D&D core rulebooks, including the
Players Handbook, the Dungeon Masters Guide, and the Monster Manual to run this adventure. In addition, you might
want to keep Book of Vile Darkness, Manual of the Planes, Fiend
Folio, and the D&D Arms and Equipment Guide handy,
although the relevant information from them is included
in the adventure. This scenario utilizes the D&D v.3.5 rules,
but it can easily be used with the 3.0 rules as well.
To get started, print out the adventure. Read through
the scenario at least once to familiarize yourself with
the situation, threats, and major NPCs. Text that appears
in shaded boxes is player information that you can read
aloud or paraphrase for the players at the proper times.
ADVENTURE
BACKGROUND
Three hundred years ago, the coastal town of
Porthaven was built on a site that was advantageous for
trade but both geologically and meteorologically unstable. A volcano in the nearby mountains threatened to
erupt and destroy the town, and earthquakes, tidal
waves, and hurricanes were common. But the doughty
townsfolk stayed and rebuilt after each disaster, determined to make the town prosper.
Eventually, a powerful sorcerer named Khyber Mercane saw the carnage that the unending natural disasters had wrought and decided to do something constructive. Recalling that he had once met some
extraplanar creatures called modrons that favored
order over chaos, he contacted them to see whether
they could help. After discussing various options, Mercane struck a deal with the creatures: They would build
and maintain a machine that would keep the town safe
from the chaos of natural disasters, and in return, the
townsfolk would keep a library of knowledge to pass
along to them every year.
THE MACHINE
The machine is an arcane device constructed by the
modrons to subdue the forces of nature and bring order
out of chaos. It is fueled by raw elemental material
from the four elemental planes.
The supporting structure for the machine is a cylinder 50 feet across and 500 feet deep. Inside is a delicatelooking structure built of massive gears, springs, levers,
pistons and all sorts of other mechanical components.
The entire machine is made of a strange, dull-colored
metal that resembles bronze.
The upper 20 feet of the cylinder is free of machine
components. Three 5-foot wide walkways span the
diameter of this chamber about 10 feet down from its
top, intersecting in the middle to divide the area into
six equal sections. The machines control panel sits on a
round platform at the junction of the three walkways.
Between the walkways, the floor is open, exposing the
machines workings below. The entrance to the cylinder lies at the end of one walkway, and at its other end
is a stack of crates piled near the wall. Each of the other
two walkways has a massive bronze door at either end.
The four bronze doors open to reveal solid walls
unless the levers and buttons on the control panel are
activated in the proper order. When its particular
sequence is initiated, each door opens onto a portal to
one of the four elemental planes.
Atop the control panel usually rest four 2-foot-diameter metal spheres that act as fuel cells for the machine.
Each holds raw elemental material from one of the four
elemental planes (air, earth, fire, and water). When a
sphere is full, all the quartz crystals that adorn its surface pulse with an amber glow. At present, all the crystals are dull and lifeless, indicating that the spheres are
empty.
The machine and all of its parts, including the
spheres, are made of the same material as most of the
plane of Mechanus, which looks like dull bronze. The
machine is immune to all magic, and no part of it
except the four spheres can travel through any magically created planar portal other than the four that are
attached to the machine.
ADVENTURE SYNOPSIS
The characters must refuel an ancient machine built by
the modrons before the forces of nature can destroy the
entire city of Porthaven. To do so, they must visit each
of the elemental planes and fill a metal sphere with raw
elemental material. Sister Mara, a cleric of Wee Jas, has
studied the machine enough to open its portals to two
of the four elemental planes, but the characters must
find their own way to the others.
ADVENTURE HOOKS
The PCs may come to Porthaven for any number of reasons. As the DM, it is your job to decide how best to
involve the characters in the adventure. You can use the
following hooks to spur your imagination, modifying
them as necessary to fit your campaign or the characters.
The PCs are en route to some other location by ship. The
captain decides to stop in Porthaven to wait out a vicious
storm at sea, since the city is renowned for the calm
waters of its port. But the storm only worsens as the ship
draws closer to Porthaven, and the ship is hurled onto
the shore by the mammoth waves in the harbor.
A caravan that the PCs were escorting up the coast
encountered high winds and torrential rains that
caused mudslides and rockfalls along the road
through the nearby mountains. The owners decided
to put up in Porthaven for the night and assess the
damage in the morning. When they arrived,
Porthaven was a picture of beauty without a cloud in
the sky, just as it typically was. But the sunrise
brought natural disasters on a scale they had never
seen before, and now the caravan personnel are waiting with the citizens for evacuation.
While visiting the temple district of their own city,
the PCs hear that the temple of Wee Jas is looking for
help in evacuating a city that is about to be destroyed
by earthquakes and an erupting volcano. A portal to
Porthaven at the local temple of Wee Jas has brought
many wounded evacuees for the clergy to tend, and
they all beg for brave and stalwart adventurers to aid
their kinfolk who are still trapped there.
A party member receives a message by magic from a
loved one in the city of Porthaven, begging for aid to
escape the volcanic eruptions and earthquakes that
have been plaguing the city since morning.
Rumor holds that a treasure the PCs have been seeking lies buried beneath a dormant volcano near
Porthaven. Just after they reach the city, however, the
BEGINNING THE
ADVENTURE
The adventure begins when the PCs reach Porthaven.
Unless they take pains to pass for ordinary folk, they are
soon recognized as powerful adventurers, either by personal reputation or by the gear they carry. Once the volcano erupts, they are asked to assist with the rescue
effort, along with all of Porthavens able-bodied citizens.
PORTHAVEN
The city of Porthaven has enjoyed fifty years of peace
and prosperity.
c Porthaven (Large City): Conventional (mayor);
AL LG; 40,000 gp limit; Assets 30,000,000 gp; Population
15,000; Mixed (11,850 humans, 1,350 halflings, 750
dwarves, 450 elves, 300 gnomes, 150 half-elves, 140 halforcs, 10 drow); Size: 0.39 square miles, or 246 acres.
Authority Figures: Bergan Regal, human aristocrat 13;
Onyx Deathcure, elf fighter 18; Bardak Firehand, dwarf
fighter 17.
Important Figures: Vonn Stefos, human rogue
12/expert 7; Sister Mara, human cleric 14; Zax Grierson, human ranger 12; Khyber Mercane, human sorcerer 10/planeshifter 10.
Others: Adept 13 (2), adept 10 (1), adept 6 (4), adept 5
(2), adept 3 (8), adept 2 (20), adept 1 (70), aristocrat 12
(1), aristocrat 10 (1), aristocrat 6 (4), aristocrat 5 (2), aristocrat 3 (8), aristocrat 2 (20), aristocrat 1 (70), barbarian
13 (1), barbarian 11 (1), barbarian 10 (1), barbarian 6 (4),
barbarian 5 (2), barbarian 3 (8), barbarian 2 (12), barbarian 1 (40), bard 13 (1), bard 12 (2), bard 6 (6), bard 3 (12),
bard 2 (24), bard 1 (48), cleric 13 (1), cleric 10 (2), cleric
6 (2), cleric 5 (4), cleric 3 (4), cleric 2 (16), cleric 1 (34),
commoner 19 (1), commoner 18 (1), commoner 10 (4),
commoner 9 (2), commoner 5 (8), commoner 4 (4),
commoner 2 (24), commoner 1 (12,751), druid 5 (1),
druid 3 (1), druid 2 (5), druid 1 (10), expert 18 (1),
expert 15 (1), expert 14 (1), expert 9 (2), expert 8 (2),
expert 7 (2), expert 4 (12), expert 2 (24), expert 1 (420),
fighter 12 (1), fighter 8 (2), fighter 6 (4), fighter 4 (4),
fighter 3 (8), fighter 2 (24), fighter 1 (48), monk 12 (2),
monk 10 (1), monk 6 (4), monk 5 (2), monk 3 (8), monk
2 (20), monk 1 (40), paladin 12 (1), paladin 11 (2), paladin 6 (6), paladin 3 (12), paladin 2 (24), paladin 1 (48),
ranger 2 (1), ranger 1 (3), rogue 17 (1), rogue 12 (1),
rogue 10 (1), rogue 8 (2), rogue 6 (2), rogue 5 (2), rogue
A. THE MACHINE
Mara ushers the PCs through the halls of the temple to
a large door made of what appears to be dull bronze.
Behind it lies the machinestill an impressive sight
even though its gears have stilled.
When the characters are ready to enter the
machine, read or paraphrase the following aloud.
The rumble of the volcano is audible in the distance as Mara opens the door to the machine. The
circular chamber beyond is lit by an unseen
source.
Mara walks straight into the room along one of
six narrow walkways that radiate like the spokes
of a wheel around the chamber, meeting at a central platform. Five of the walkways end in doors,
and the sixththe one directly opposite the entry
doorends at the far wall, where several crates
are stacked. Below the walkways, the inner workings of the machine extend endlessly down into
the darkness.
B. ELEMENTAL
PLANE OF AIR
Stepping through the swirling blue portal places the
PCs on the Elemental Plane of Air. Refer to the Appendix for the planar traits of this plane.
C. ELEMENTAL
PLANE OF EARTH
Stepping through the moss-green portal places the PCs
on the Elemental Plane of Earth. Refer to the Appendix
for the planar traits of this plane.
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The dwarves are merely miners and can offer little help
in fighting off the approaching monster. By the time it
bursts through the wall, most of the miners have
already exited the cavern through the tunnel at the
north end.
Creatures: The lava worm, as the dwarves call it,
is better known as a magmal horror (see New Monster
section).
D Magmal Horror: hp 184; see New Monster
section.
D Dwarf Miner: Male and female dwarf expert 3;
CR 2; Medium humanoid; HD 3d6+6; hp 16; Init +0; Spd
20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +3;
Atk +3 melee (1d10+1/3, dwarven waraxe) or 2 ranged
(1d6/3, shortbow); Full Atk +3 melee (1d10+1/3,
dwarven waraxe) or 2 ranged (1d6/3, shortbow); SQ
dwarf traits; AL N; SV Fort +3, Ref +1, Will +2; Str 13, Dex
11, Con 14, Int 10, Wis 9, Cha 6.
Skills and Feats: Craft (mining) +6, Craft (metalworking) +2, Craft (stoneworking) +2, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Listen +7,
Search +8, Spot +5; Alertness, Exotic Weapon Proficiency (dwarven waraxe).
Dwarf Traits: Each dwarf miner has a +1 racial
bonus on attack rolls against orcs and goblinoids, a +2
racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, a +4 dodge bonus against giants, and a +2 racial
bonus on Appraise checks and Craft or Profession
checks related to stone or metal (already figured into
the statistics above). He has darkvision (60-foot range)
and stability (+4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the
ground). He also has stonecunning, which gives him a
+2 racial bonus on checks to notice unusual stonework
and allows him to make a check for unusual stonework
D. ELEMENTAL
PLANE OF FIRE
Stepping through a portal of swirling flame (accessible
from the machine with Slags aid; see encounter C2)
places the PCs on the Elemental Plane of Fire. Refer to
the Appendix for the planar traits of this plane.
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E. ELEMENTAL
PLANE OF WATER
The portal leading to the Elemental Plane of Water is a
pool of swirling greenish-blue. Refer to the Appendix
for the planar traits of this plane.
CONTINUING THE
ADVENTURE
Once the PCs have successfully filled all four spheres
with raw material from the four elemental planes and
returned with them to Porthaven, Mara can activate
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FURTHER ADVENTURES
Although the adventure is over when the party has
refueled the machine, you can expand on any of several
plot threads for further adventuring.
The party can travel to Mechanus and try to convince the modrons to reinstate their maintenance program on the machine. The creatures insist that the
agreement did not specify a minimum crew and that
they are not obligated to send any more modrons as
long as Slag is still alive. At that point, the characters
can accept the situation, try to negotiate a new agreement on behalf of the city, or track down Khyber Mercane (who lives on a plane of your choice) to present
the citys case to the modrons.
Alternatively, perhaps someone within the temple
of Wee Jas wants to destroy the city and deliberately
slew the modrons that maintained it. Now that the
refueling has been accomplished, the villain must find
a new way to sabotage the machine.
The pedestals on the Elemental Plane of Fire may be
the ruins of an ancient city or the tombs of powerful
creatures that live on that plane. Either way, they are
reputed to conceal hidden arcane secrets and much
treasure. The party could also use this adventure as a
springboard to explore the legendary City of Brass.
NEW MONSTER
The following new monster is available for use in any
D&D campaign.
MAGMAL HORROR
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PLANAR INFORMATION
In this adventure, the PCs must travel to four of the six
inner planesthe Elemental Plane of Air, the Elemental Plane of Earth, the Elemental Plane of Fire, and the
Elemental Plane of Water. Information on the planar
traits of these planes is presented here for easy reference. This material is also available in the Dungeon
Masters Guide v.3.5.
PLANAR TRAITS
Each plane of existence has its own propertiesthe
natural laws that apply to its portion of the universe.
The traits relevant to the four elemental planes are presented below.
PHYSICAL TRAITS
The following physical trait applies to certain elemental planes.
Subjective Directional Gravity: The strength
of gravity on a plane with this trait is the same as on the
Material Plane, but each individual chooses the direction of gravitys pull. Such a plane exerts no gravity on
unattended objects or nonsentient creatures. This sort
of environment can be very disorienting to the newcomer, but it is common on weightless planes.
Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining
down to be near their feet. If suspended in midair, a
character can fly by merely choosing a down direction
and falling that way. When such a procedure is
employed, an individual falls 150 feet in the first round
and 300 feet in each succeeding round. Such movement
is straight-line only. To stop, the character must slow her
movement by changing the designated down direction
(again, moving 150 feet in the new direction in the first
round and 300 feet per round thereafter).
Setting a new direction for gravity is a free action,
but a DC 16 Wisdom check is required to succeed. The
attempt can be made only once per round. Any character who fails this Wisdom check in two or more successive rounds receives a +6 bonus on subsequent checks
until she succeeds.
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MAGIC TRAITS
The following magic traits apply where noted.
Enhanced Magic: Particular spells and spell-like
abilities are easier to use or have more powerful effects
on planes with this trait than on the Material Plane.
Natives of a plane with the enhanced magic trait are
aware of which spells and spell-like abilities are
enhanced, but planar travelers may have to discover
this information on their own.
If a spell is enhanced, certain metamagic feats can
be applied to it without changing the spell slot required
or the casting time. Spellcasters on the plane are considered to have that feat or feats for the purpose of
applying them to that spell. Spellcasters native to the
plane must gain the feat or feats normally if they want
to use them on other planes as well.
Impeded Magic: Particular spells and spell-like
abilities are more difficult to cast on planes with this
trait, often because the nature of the plane interferes
with the spell. To cast an impeded spell, the caster must
make a successful Spellcraft check (DC 20 + the spell
level). If the check fails, the spell does not function but
is still lost as a prepared spell or spell slot. If the check
succeeds, the spell functions normally.
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