Tombe di Deckon Thar: differenze tra le versioni
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Versione delle 10:57, 10 set 2016
Le tombe di Deckon Thar sono sette tumuli dove sono sepolti antichi banditi razziatori con i loro ingenti tesori.
Le tombe sono situate in una gola nascosta a nord del Passo di Silverymoon, nella parte occidentale delle Montagne inferiori.
Presero il nome dal primo leader del famoso gruppo di banditi "I condottieri d'oro", che razziavano le carovane di mercanti in viaggio fra Sundabar e Silverymoon molto tempo addietro. Per generazioni si arricchirono accumulando i proventi delle razzie in una grande fortezza, mentre i leader venivano sepolti in sinistri tumuli stracolmi di oro e oggetti preziosi.
Intorno al 1372 CV, i morti si rialzarono come wight sotto il comando di Vinjarak, il Re dei Tumuli.
After the breakup of the Lost Kingdom,
a bandit culture took root in the moun-
tains between what is now Silverymoon
and Sundabar. Even then, these were
relatively large population centers
which traded between themselves, and
the Chieftains in Gold, as the bandits
called themselves, grew rich either
raiding the trading caravans or charg-
ing high tolls for their safe passage,
depending on how accommodating the
rulers of the trading lands were.
For eight generations these chieftains
led their people in this activity, but
eventually they were caught in the path
of an orc horde and are said, in ballads,
to have died fighting to the last man,
woman, and child.
The orcs looted the chieftains great
keep in the mountains, but no one has
ever discovered the tombs of the seven
chieftains who died before the orc inva-
sion.
The Ravaged Caravan.
Recently, a trading party, driven off its
trail by unseasonal storms, discovered
a hidden mountain valley containing
what looked like burial mounds. The
traders took refuge in the buildings
that guarded these tombs. During the
night, monsters attacked and dragged
three caravan workers away. The cara-
van leader and his men searched the
area the next morning but could find no
trace of monsters or victims.
They left the valley, but marked its
location on their maps and left a cairn
to mark its hidden entrance.
Setup
l The simplest is to say that one of
the victims from the caravan is a rela-
tive or friend of one of the player char-
acters. The characters will seek
revenge, and/or an attempt to find the
victim before the monsters can destroy
him (unlikely, but perhaps worth the
try).
l Another method, meant for the
more avaricious, is to have someone
who hears the story (or some player
character doing some research) learn
that the valley is known in ancient leg-
ends as the Tombs of the Chieftains in
Gold. The ancient nation that used to
exist here was known to bury its chief-
tains in great state. The caravan leader
saw no sign of grave robbing-but the
place was covered with snow.
l Finally, the DM may just ignore the
previous story of the trading caravan.
Drive the adventurers into the valley
with a storm, and let them do their own
exploring and perhaps be attacked at
night by the ever-lurking wights.
The Valley
The Tombs of Deckon Thar (named
after the first of the royal line to be bur-
ied here) are nestled in a box canyon on
a western mountain slope. The
entrance to the valley is along a narrow,
twisted trail. The entrance is obscured
by brush, but it is marked by a cairn,
which was erected by the trading cara-
van. (If the party is not following up the
traders story, the cairn is still there.
The party just never heard the traders
story.)