EAST1-1 These Hallowed Halls
EAST1-1 These Hallowed Halls
EAST1-1 These Hallowed Halls
These Hallowed
Halls
A Dungeons & Dragons® Living
Forgotten Realms Adventure
By Bill Benham
Reviewed by M. Sean Molley
Playtested by Kevin Cox, Jon Kruger, Jim Leising, Roy Thalman,
and Travis Woodall
The Crafty Kobold Salvage Company has fearlessly plumbed forgotten treasures from the depths of the earth for
many years. Now the owner’s son and his expedition have gone missing and he needs adventurers of uncommon
mettle to brave the dangers of the Underdark, find the lost explorers, and perhaps even unlock the ancient secrets of
Lodestone Deep. A Living Forgotten Realms adventure set in the East Rift for characters levels 1-4.
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email [email protected].
RPGA® Sanctioned Play Manual. Attacks have a letter next to them designating
the type: M for melee, R for ranged, C for close, and A
Most likely you ordered this adventure as part of an for area. A lower-case letter (used only in some melee
RPGA event from the RPGA website, or you received it and ranged attacks) denotes that the attack can be used
from your senior gamemaster. To play this adventure as a basic attack.
and receive rewards from the RPGA REWARDS program,
you must sanction it as part of an RPGA event. This
event could be as elaborate as a big convention, or as
Important DM Information
simple as a group of friends meeting at the DM’s house. As the DM of the session, you have the most important
To sanction an RPGA event, you must be at least a role in facilitating the enjoyment of the game for the
HERALD-LEVEL™ gamemaster. The person who sanctions players. You take the words on these pages and make
the event, called the senior gamemaster, is in charge of them come alive. The outcome of a fun game session
making sure the event is sanctioned before play, runs often creates stories that live well beyond the play at the
smoothly on the date sanctioned, and gets reported back table. Always follow this golden rule when you DM for a
to the RPGA in a timely manner. The person who runs group:
the game is called the table Dungeon Master (or usually
just DM). Sometimes (and almost all the time in the Make decisions and adjudications that enhance the
cases of home events) the senior gamemaster is also the fun of the adventure when possible.
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. To reinforce this golden rule, keep in mind the
By sanctioning and reporting this adventure you following:
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and • You are empowered to make adjustments to
DMs gain rewards for sanctioned RPGA play if they are the adventure and make decisions about how
members of the RPGA REWARDS program. Playing this the group interacts with the world of this
adventure is worth four (4) points. adventure. This is especially important and
This adventure retires from RPGA-sanctioned play applicable outside of combat encounters, but feel
on December 31, 2011. free to use the "scaling the encounter" advice
To learn more about RPGA event sanctioning and (usually for adjusting to different-sized groups) to
RPGA REWARDS, visit the RPGA website at adjust combat encounters for groups that are
www.rpga.com. having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook, overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a RPGA happens. At the same time, make sure that the
Session Tracking sheet. If you’re playing this adventure players don’t finish the adventure too early;
as part of an RPGA-sanctioned event, complete and turn provide them with a full play experience. Living
in this sheet to your Senior GM directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
accordingly.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
EAST1-1 These Hallowed Halls Page 2
with their environment. Players should always awarded half experience points (round down) for the
know when enemies are affected by conditions encounter. If they manage to tackle the encounter later
and are bloodied. They should be given clues on and defeat it, award them the other half of the
about how to interact with their surroundings so experience points for the encounter.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of Character Death
information. This helps to encourage immersion
in the adventure and gives players “little If a PC dies during the course of the adventure, the
victories” for figuring out a good choice from a player of that character and the rest of the group have
clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and 50,000
gp for epic tier). Using a source outside the group
Appropriate Character Levels to cast the ritual costs 20% more than the
This adventure is designed for player characters (PCs) component cost. Total cost when using an
levels 1-4. Characters that fall outside of the level range outside source is 600 gp for heroic tier, 6,000 gp
may not participate in the adventure. Make certain to for paragon tier, and 60,000 gp for epic tier. A PC
check the levels of the PCs before beginning play to that dies and chooses this method of return gains
ensure that they are the proper level. full (or half, if the party was defeated) experience
Each adventure has a low-level version and a high- points from the encounter in which the character
level version. The low level is meant for a group whose died, but no experience points for any encounters
levels, on average, fall in the first two levels of the that were missed while the character was dead. If
adventure’s level spread. The high level is meant for a there’s still more of the adventure remaining, the
group whose levels, on average, fall in the last two levels PC continues to earn experience as normal, and
of the adventure’s level spread. receives a normal cut of the rewards at the end of
A group may decide to play riskier and play the high the adventure.
level when their levels are more suited to the low level if • Invoke the Death Charity clause. If the group
everyone in the group is in agreement to do so; however, cannot afford to pay for the ritual (or doesn’t
some of the rewards may not be available to them. desire to do so), the PC can choose to return back
Conversely, a group may decide to play the low level to life at the end of the adventure. Doing so
when their levels are more suited to the high level if forfeits all rewards (including treasure and story
everyone in the group is in agreement to do so; however, rewards) earned for the adventure except
some of the rewards may be less than what they’d experience points gained prior to the character’s
ideally want from the adventure. death (the character receives the experience
Reading the Numbers: Each encounter will have a point award for the encounter in which they
level and other values (such as XP or sometimes skill died). The PC cannot participate in the same
checks) listed with two numbers divided by a slash. The adventure a second time.
number before the slash is always the value for the low-
level version of the adventure; the number after the Milestones
slash is the value for the high-level version of the No matter if the characters succeed or fail in an
adventure. encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
Failing to Defeat an Encounter their last extended rest. Encounters that do not give out
If a group fails to defeat an encounter – that is, if they experience points do not count for purposes of reaching
have to flee from a combat because it’s too tough or they a milestone. Make certain to mention this information to
reach the predetermined number of failures in a skill the players when applicable, as it gives each PC another
challenge before reaching success – they are only
This room is a shambles. Furniture lies broken and once Scaling the Encounter
beautiful tapestries are slashed to ribbons. Not all the Make the following adjustments to the combat based on
damage looks like it was caused by the cataclysm that the number of PCs present.
devastated the complex. The vengeful hand of an angry Four PCs: Remove one of the zombies
vandal looks to have caused some of the damage. Six PCs: Add another zombie.
This room was clearly ransacked in addition to being Ending the Encounter
damaged like the rest of the complex. Unless the PCs
Once the deathlock wight has been destroyed, if the PCs
take steps to completely illuminate the area, the undead
search its body they will find that it carries a satchel
have a good chance of gaining a surprise round. The
with some of the drow raiders’ loot.
undead attack once they become aware of the PCs
As the encounter draws to a close a temblor will
(which will certainly occur if a PC with a light source
strike the temple causing dust and debris to rain down
enters the room).
from the ceiling. The structure appears to be holding,
Once the PCs can see their assailants they note the
but for how long cannot be determined.
following:
There are stairs leading down from the back of the
• The deathlock wight looks like a male drow with
parchment thin ebony skin, white hair and room, but the ceiling has collapsed and they are
damaged black and purple robes. Its eyes glow impassable.
with a hateful greenish fire.
• The zombies appear to have been orcs. Each Experience Points
wears damaged armor with an elaborate spider Each PC earns 105/145 XP for defeating the undead.
motif on the chest piece.
• The skeletons appear to be dwarven. They still Treasure
wear armor indicating they were part of the The satchel carried by the deathlock wight contains
temple guard. 50/65 gp worth of gems and art objects.
Experience Points
Each PC receives 100/145 XP for overcoming the
creatures and traps in this encounter.
Treasure
Within the vault the PCs find the metal tome Principae
Elementus. This is the book Divhon spoke of. It contains a
variety of rituals pertaining to elemental binding as well
as other rituals used by the priests. The PCs cannot open
the book as it is warded by powerful dwarven magic.
In addition, the PCs find a glowing holy symbol of
Moradin. (At the low tier this is a symbol of life +1; at the
high tier it is a symbol of battle +1.)