CORE1-1 Inheritance PDF
CORE1-1 Inheritance PDF
Inheritance
A Dungeons & Dragons® Living
Forgotten Realms Adventure
By Pieter Sleijpen
Reviewed by Sean Molley and Shawn Merwin
Playtested by John Alan Pascoe, Mark Knobbe, Renout van Rijn,
Tjalling Spaans, Yannick Braat
When the Netherese conquered Sembia those who objected were either killed or forced to flee.
Decades later, a young man inherits a key to the family vault abandoned seventy years earlier.
Desperate for money, he hires you to retrieve its contents in a gamble that something worthwhile
is still there. A Living Forgotten Realms adventure set in Sembia 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 rpgasanctioning@wizards.com.
®
Reading Monster Stat Blocks
RPGA Sanctioned Play Most of the information should be easy to understand, as
Most likely you ordered this adventure as part of an it mirrors the information presented in the Monster
RPGA event from the RPGA website, or you received it Manual. Attacks have a letter next to them designating
from your senior gamemaster. To play this adventure the type: M for melee, R for ranged, C for close, and A
and receive rewards from the RPGA REWARDS program, for area. A lower-case letter (used only in some melee
you must sanction it as part of an RPGA event. This and ranged attacks) denotes that the attack can be used
event could be as elaborate as a big convention, or as as a basic attack.
simple as a group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a Important DM Information
HERALD-LEVEL™ gamemaster. The person who sanctions
the event, called the senior gamemaster, is in charge of As the DM of the session, you have the most important
making sure the event is sanctioned before play, runs role in facilitating the enjoyment of the game for the
smoothly on the date sanctioned, and gets reported back players. You take the words on these pages and make
to the RPGA in a timely manner. The person who runs them come alive. The outcome of a fun game session
the game is called the table Dungeon Master (or usually often creates stories that live well beyond the play at the
just DM). Sometimes (and almost all the time in the table. Always follow this golden rule when you DM for a
cases of home events) the senior gamemaster is also the group:
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. Make decisions and adjudications that enhance the
By sanctioning and reporting this adventure you fun of the adventure when possible.
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and To reinforce this golden rule, keep in mind the
DMs gain rewards for sanctioned RPGA play if they are following:
members of the RPGA REWARDS program. Playing this
adventure is worth four (4) points. • You are empowered to make adjustments to
This adventure retires from RPGA-sanctioned play the adventure and make decisions about
on December 31 2011. how the group interacts with the world of
To learn more about RPGA event sanctioning and this adventure. This is especially important
RPGA REWARDS, visit the RPGA website at and applicable outside of combat encounters,
www.rpga.com. but feel free to use the "scaling the encounter"
advice (usually for adjusting to different-sized
groups) to adjust combat encounters for groups
Preparing for Play that are having too easy or too hard of a time in
In order to play this adventure, you’ll need copies of the an adventure.
following D&D 4th Edition rulebooks: Player’s Handbook, • Don't make the adventure too easy or too
Dungeon Master’s Guide, and the Monster Manual. Any difficult for a group. Never being challenged
other rules referenced in this adventure will be noted in makes for a boring game, and being
the New Rules Items section at the end of the overwhelmed makes for a frustrating game.
adventure. Gauge the experience of the players (not the
Throughout this adventure, text in bold italics characters) with the game, try to feel out (or ask)
provides player information for you to paraphrase or what they like in a game, and attempt to give
read aloud when appropriate. Information on nonplayer each of them the experience they’re after when
characters (NPCs) and monsters appear in abbreviated they play D&D. Give everyone a “chance to
form in the adventure text. shine.”
Along with this adventure, you’ll find a RPGA • Be mindful of pacing, and keep the game
Session Tracking sheet. If you’re playing this adventure session moving along appropriately. Watch
as part of an RPGA-sanctioned event, complete and turn for stalling, as play loses momentum when this
in this sheet to your Senior GM directly after play. happens. At the same time, make sure that the
players don’t finish the adventure too early;
provide them with a full play experience. Living
Forgotten Realms adventures are designed to be
Treasure
There is no treasure to be gained in this section.
Skill Challenge
The PCs undergo this skill challenge as they try to find
their way in the Forbidden Zone, without suffering a
serious accident involving collapsing ruins, or getting
lost completely.
Tactics
The homunculi stay hidden until the PCs see them,
trigger the trap or move beyond the trigger plates. Once
any of these conditions is met, they rush out to attack the
PCs. They try to lure the PCs into the guarded area,
realizing their attacks are more effective in that region.
If the trap is not triggered yet, they trigger it as well.
The clay scouts prefers to start with mind touch,
afterwards moving next to their hopefully now dazed
opponent. Their preferred targets are creatures that look
to be weak in melee, so that they do not need to fear
attacks of opportunity when they use mind touch, while
using that person as a victim of redirect.
The iron cobras stay in front of the vault doors
focusing on whatever is in front of them, using poison the
mind against opponents threatening the scouts, if
possible. The cobras focus on the same target, using
slithering shift, if necessary, to do so. The trap has no
tactics, the crossbow turrets, mounted behind the
statues, fire at the closest opponent.
The homunculi fight to the death, or until the PCs
flee the corridor and vault. They do not give chase.
Experience Points
The characters receive 130 / 180 experience points
each for defeating the homunculus guardians and the
trap.
Arcane Corridors
Broken Doors / Floor 4x2 x1
Iron Doors / Floor 4x2 x1
Pool / Hall w/ Statues 4x8 x2
Stairs / Bookshelf 4x2 x1
Web / Runes 2x2 x1
Hidden Crypts
Alcoves - Hall / Floor 4x2 x2
Alcoves - Wall / Floor 2x4 x3
Hall Arch / Floor 4x2 x1
Sarcophagus / Floor 2x1 x3
Statue w/ Altar / Floor 2x2 x1
Wall / Floor 1x4 x2