Tombe di Deckon Thar: differenze tra le versioni

Da Miniature Fantasy.
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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.)