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Post by captaincrumbcake on Nov 16, 2015 14:33:50 GMT -5
While I have laid out a fairly simple world for The Lost Lands, one could easily extract from my ramblings that the structure of it is finite. But that is nnot the case. While I have described a world where "magic use" is either forbidden or all but forgotten, that is not to mean that another DM could not run the campaign using a low or high magic mechanic to it. The maps alone can be used, altered, expanded by anyone to suit their own needs/wants. The "Background" and other notes are simply my own input and thoughts about how I'd like to run my version of the campaign...if I ever get a chance to.
All that said, I am now laying out certain encounter scenarios for the characters to experience. These will certainly need to be modified to include magical items and such if you (the DM) are running a world that utilizes the magical component; though I might note a specific thing here or there.
I've finished creating a kobold outpost. This should be a fairly easy encounter for characters, even with the dozens of creatures present.
Now I am pondering this: should I continue to lay down low-level scenarios (for 1st to 3rd level characters) in order to provide them with a means to advance without high risk? Or, should I start placing more challenging creatures around the lands? Things that might very well tpk them?
I am not decided on this. Feel free to post your personal views on the matter.
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Post by Admin Pete on Nov 16, 2015 16:32:41 GMT -5
Variety is the spice of life!
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Post by captaincrumbcake on Nov 19, 2015 19:28:18 GMT -5
So, I've finished the first "official dungeon" for The Lost Lands campaign. While it is designed using OD&D rules for T.L.L. one can see that it can easily be adapted to any campaign/edition with a bit of effort. It's called, " The Kobold Outpost" THE KOBOLD OUTPOSTDM'S NOTES This is an adventure designed for beginning players new to the OD&D rules and add-on supplements (Greyhawk, & REODD). While it can be adapted to any campaign world and rules edition, it is intended to be run in THE LOST LANDS campaign. As a beginning scenario, it is restricted to just 1st through 3rd level characters; these include the Fighting Man (and paladin and ranger subclasses if you are altering them to fit OD&D rules), the cleric, the healer, the thief, dwarf, hobbit and elf. The latter should refrain from using magic unless absolutely necessary. Since elves are a mystery to all the other races in the world, their limited use of magic is an accepted fact, as long as it is restricted to their own land. Occasional use of it when among the other races is frowned upon, even when beneficial. BACKGROUND Scouting parties have returned to Kardagin Keep with reports of small humanoids sighted in the foothills at the north end of the mountain range to the west. Fearing that these might be spies sent ahead by a larger force of creatures, Captain Turin is soliciting mercenaries to go investigate the sightings. If confirmed--and the creatures are not in large numbers-- orders include killing all of them but their leader, who is to be returned to the keep for interrogation. Otherwise, kidnapping the apparent leader/s and returning with him/them is then the prime goal. At about 120 miles from the keep, the characters will have to travel by horseback to reach the suspected location of the creatures in swift time. It should take 3 days of riding, with a night of rest in-between each day. Along the way they will see and pass a variety of game; no-threatening herd beasts, as well as coyote and foxes stalking these; but about half-way (see X on map) they themselves will be attacked by a pack of 9 Wolves. The beasts will stalk the characters during the day and ambush them at night. The wolves have thick hide which is treated as Leather Armor (AC7), Move at 150'/Turn, Attack with 1 bite (d6). HP: 3x6, 4x5, 2, 1. The creatures are hungry for not having a decent meal in two weeks. Continuing on, the characters will follow the hills to the northwest until they see signs of recent trails going east and west. If they turn to the east they will eventually reach the sea in a day; going west the trail continues for 2 days and ends at a dark hole in the eastern face of a hill. There is a 1 in d6 chance that they will encounter a Kobold scouting party in the early morning or early evening when the sun is weak. Should such occur, you must determine who gains the element of surprise, and at what range; you will need to take into account the size of the group of characters--including their mounts---what steps they are taking to move quietly , versus the Kobolds, who are very small creatures, and in a smaller group. Resolve the encounter according to your usual methods. Kobolds x7, (use the same stats as previously given), HP: 2x3, 3x2, 2x1. If the creatures are going west, returning from the sea (1-2 on a d6) they will be burdened with baskets of fish; this might affect their ability to surprise the characters. But if they are going east (3-6 on a d6) they will not be so burdened. They do not speak the common language, and will refuse to divulge any information regarding their outpost. KOBOLD OUTPOST MAP NOTESA square = 5 feet. A. Entry from east (outside. B. Tunnel to inner caves. C. Tunnel to inner caves. D. Tunnel to inner caves. A concealed door leads to this tunnel. T1. Spike trap. A 3 foot square device just beneath the surface of the floor lies hidden here. Any pressure put upon it from a being /creature walking across it weighing more than 100 pounds will set it off, thrusting 9 spikes upward and into the trespasser. Each spike does 1 hp of damage, but only 1-3 will actually penetrate the foot of a man-sized being/creature; 1-4 for larger types. The kobolds know of its exact location, and will either jump over it when moving down this tunnel, or along the sides where a 2' wide area easily allows them to pass. T2&3. Net traps. Attached to the ceiling in these locations is a rope net roughly 6 feet square. A slender twine stretches diagonally across each intersection just an inch above the ground; anyone or thing that disturbs the trigger device will cause the net to drop, thus entangling who or what might be below. Anyone entrapped may cut themselves free in 1-4 rounds (or by 1 turn, certainly), but will not be able to wield anything larger than a dagger to attack or defend itself from kobolds that will rush to the scene. Attached to the nets are 12 tiny bells that will make enough noise to alert the nearest kobolds (areas 3 and 12). It will take 3 rounds for the kobolds to arm themselves and rush to the area. THE CAVES (Map 1) 1-2. 4 kobolds in each. HP: 3,3,2,2,3,2,1,1. AC7 D1d6-1 1-6 SP ea. 3. 12 kobolds. HP: 2,1,2,3,3,2,1,3,1,3,1,1. As above. 4-6. 1 kobold leader in each. HP 4 ea. AC6 D1d6 1-6 GP ea. 7. 6 kobolds. HP: 3,3,1,2,1,1. AC7 D1d6-1 1-6 SP ea. 8. Storage cave. The kobolds keep their spare armor and weapons in this chamber, along with baskets of salted fish, pickled mush-rooms and roots. There is a 1 in d6 chance per turn exploring that 1 to 6 giant rats will appear. Treat as having 1 hp ea. AC8, D 1d6/2. 9. Sub-chief & 2 kobold guards. The sub-chief is a big kobold having 5 hp, an AC6 due to armor, and causing a full d6 damage; guards have 3 hp each, AC7 D1d6. The sub-chief has 1-12 SP, 1-6 GP; the guards, 1-6 SP ea. During the day these figures will likely be else-where. Roll a d6 to determine their location: 1-2= Chief's outer chamber. 3-4= Feast Hall 5-6= Present in chamber. 10. Feast hall. Six wooden tables with 4-6 stools around each fill most of this chamber. The tables are covered with very low quality plates and mugs made of pottery. The chamber reeks of spoiled food that still remains, stuck to the plates; this attracts 1-6 giant rats on a roll of 1 on a d6 per each turn the characters explore the chamber. Treat these creatures as their fellows listed previously. 11. Kitchen. Basically, there is a campfire ring in the center of this chamber with crude metal pots suspended over it by a rod held up by 2-pronged metal forks on each side. The place is smoky, hot, and smells bad. 3 female kobolds will be within preparing meals during daylight hours. They have 1hp each, AC9 and are non-combatant. 12. 12 kobolds. HP: 2,1,2,3,3,2,1,3,1,3,1,1. AC7 D1d6-1 1-6 SP ea. 13. Chief & 3 kobolds. The supreme chief of this group will be found here. He has 6 hp, an AC5 due to armor, and does 1d6+1 damage. The 3 guards have 3 hp each, AC7, D 1d6. The chief's treasure is kept in chamber 14; the guards have 1-6 SP and 1-4 GP each. 14. Chief's quarters. During the day the supreme leader will be within, resting. He may have a female with him as well; in addition to the 3 in the kitchen (treat her likewise). His amassed treasure consists of 600 CP, 100 SP, 50 GP, 3 gems (worth 150-275&350 GP) and a silver dagger (worth 120 GP) 15. Cave. The kobolds pass through this chamber only when they must, for a clutch of 4 spiders dwell in their webs attached to the roof of the cave. With only 1 hp each, consider them AC8, doing 1d6/2 (1-3) hp of damage from a bite. They will drop upon creatures passing beneath on a 1-2 on a d6. Their poison is weak, inflicting only 1-2 additional points of damage upon those failing a Save throw. Once upon the ground, anyone striking at them receives a +3 to hit. 16. Cave. A giant black widow spider resides within this cave. She is stronger than those in the other chamber, having 5 hp, attacking as 1HD, and doing 1-6 damage with her bite. Her poison is strong, and those failing a Save vs. Poison will take 3 more points of damage. Several victims foolishly explored this chamber; the dried out husks of their corpses are laying against the east and west wall edges. One (the eastern corpse) appears to have been a fighting man; a rusted sword still grasped in his bony hand; while a magical dagger remains in its scabbard. The 2nd corpse appears to be a kobold. Other than the dagger, all other possessions are now rotted and/or useless. Levels/maps 2 & 3 are optional exploring areas. You may ignore or use these as you see appropriate. MAP/LEVEL 2 This area is deeper in the hillside and is accessed only via the tunnels marked B, C and D on the previous map. The latter (D) actually takes the characters onto a ledge looking down into the cavern 20 feet below (#1); the ledge must be descended in order to reach the cavern. The kobolds never made claim to any of these natural chambers, as they were already occupied by other creatures when the outpost was established. Unlucky prisoners have been routinely thrown off the ledge into the cavern below, for sport and to watch the feeding frenzy as creatures there make a meal of the offerings. 1. Large Cave. Torches appear to be stuck handle down into the earth running the length of the ledge about every 10 feet. Most are lit, emitting a very low amount of light each, but--combined--create enough to discourage the creatures below from ascending the cave wall: 3 Giant Ticks that reside within the cave. Treat them as having AC8, 3HD, 1bite for 1d6 damage, HP: 9,8,7. On a roll To Hit of 20, the creature attaches itself to its victim and continues to drain life at a rate of 1-4/melee round. Only killing the creature will remove it from its victim; fire does double damage against one, but its victim will also take half what is delivered. Once removed, the victim must receive a Cure Disease spell within 1-7 days or die. (If you are not running a magical campaign, use the Healer class to deal with this issue.) The floor of this cave is littered full of bones and dehydrated corpses; some human, but most of animal origin. 2. A large, oval mound roughly 8 by 13 feet rises off the floor of this chamber at 3 feet high. Chained to a stake in the mound is a Giant Lizard, 6 feet long. With an AC6, 1+1HD, 6hp, 1 bite for 2-9, it has been kept here ever since being caught, acting as a guard-dog of sorts, preventing the creatures within chamber 1 from finding their way into the tunnels; and possibly up to the kobolds outpost. A chain attached to its collar can extend 15 feet, thus allowing it some area of movement; if somehow free of its shackle, its normal move is 15. 3. Cavern-passage. This elongated cavern feels more like just a wide tunnel. The ceiling height is 20 feet and filled with webs. There is a 1 in d6 chance a Giant Spider is hiding within. AC8, HD2, M90'/Turn, Attack 1 bite, D 1d6. It has 3 hp. If the floor is searched there is a 1 in d6 per full turn spent of finding : 1-10 CP, 1-8 SP, 1-2 GP; the spoils of previous victims. 4. Large cavern. A colony of 12 Large Ants resides within. Each is a foot long, treat as AC7, 1HD (HP: 5,3,2,16,6,5,14,2,2,1) Move 90'/turn, Attack 1 bite for 1d6; a roll of 19-20 To Hit indicates it has injected its acidic saliva into the wound for an additional 3 hp of damage. Their home is a large cone shaped mound in the center of the chamber. 5-6. Small cave. No permanent residents will be found here. Instead, you may determine if any subterranean creatures are passing through when the characters enter from either direction. A roll of 1 on a d6 indicates the possibility that one of the following types will be. Roll d6 Creature types 1-2 Large Ants, 4 (as above) HP: 6,5,4,4 3 Carrion Crawler (see #7) HP: 10 4-5 Large Bats, 8 (see #8) HP: 6,5,2,16,4,4,2 6 Rust Monster HP:19 * Note: none will have treasure on them. * This odd looking creature is the size of a large beaver, with short legs as well. It has a tail like an armadillo, and two antenna reaching out from the top of its head about 3 feet. The creature loves to eat and digest iron; metal objects are thus highly sought by it, ignoring all natural objects (bone, skin, wood, rock, etc.) Hits made against it cause the implement to instantaneously rust and fall to flakes; which it then proceeds to eat. It will respond to non-metallic attacks once it has taken 50% of its hp in damage. Treat it as AC6, 5HD, Move 120' /turn, Attack 2 antenna D Save vs. Paralysis (fail results in victim being paralyzed for 1-8 hours). 7. Large Cave. Up to 6 Carrion Crawlers occupy this chamber at a given time. If any have been destroyed within areas 5-6 before this chamber is entered, deduct those losses from the ones present. As per the Greyhawk supplement, they are AC 3/7, HD3+1 (HP: 16,15, 12,12,11,10) Move 120'/turn Attack 1 Damage Paralysis (Save vs. or be paralyzed as per Chain Mail). This group has somehow managed to accumulate the following treasure: 6000 CP, 1 jewelry x 2000 GP) 8. Cave. A large colony of 1000 Bats resides within. At night these creatures will make their way to the surface via exit E, and they will return in the morning. Any killed in areas 5-6 should be deducted from the total here. They are AC8, 1HD (1-6 hp ea.) Move 150'/turn flying; 10'/turn crawling Attack 1 bite Damage 1 hp; a roll of 20 To Hit indicates the possible infection of disease within its victim, requiring a Save vs. Poison to avoid. Once infected, victims must receive a Cure Disease spell within 1-4 weeks or death results. (If you are not running a magical campaign, use the Healer class to deal with this issue.) The creatures have no treasure per se, but their guano is very sulfuric and if smeared about a torch head, doing so will result in the torch burning brighter (20' further than normal) and longer (+1-6 turns)! The material can be gathered in containers and kept for later use; this will only remain potent for 1d6+6 days after bottled. E. This exit tunnel leads to another area to explore, and the surface. MAP/LEVEL 3 The last series of caves is the most difficult, for the creatures within can each, easily, destroy an unlucky or unworthy party. But the rewards for defeating them, and finding the treasures they have under their guard, certainly justify the risk. Take note also of the fact that there is now another way to the surface from these caves. If the characters wish a speedy exit, they may climb the cavern walls in chamber 1, where a large opening leads to a vertical shaft leading up to the surface 75 feet above. (Climbing apparatuses may not be needed, as a rickety rope ladder attached to the north wall of the shaft hangs its entire length; an additional 25 foot section climbs up the north wall of the chamber, accessing the shaft.) 1. Large Cavern Entry/Exit. A rough, hewn shaft 12 feet across rises up from the ceiling of this chamber as previously mentioned; it extends 75 feet upward to the surface and into the hill more than 400 feet west of the entrance to the kobold lair. As described, a rope ladder attached to the north wall of the chamber and shaft allows access and exit. At sunset and sunrise from 10 to 40 large bats (roll a d4) from area 8 of the previous map/level will pass through here per turn, using the shaft to either enter or exit the cave. If left alone they will have no reason to attack, but if molested, or a large enough flame source is present, there is a 1 in d6 chance they will go into a frenzy, launching 1 attack before proceeding on. Use the stats given in the area just mentioned to conduct any encounters of this kind. The rope ladder is strong enough to hold 1 person per 20 foot section, but slippery due to the massive amounts of guano on it. For every 10 ascended, roll a d6 with a result of 1 indicating the character has slipped and fallen off, and down into the cavern. Use the normal mechanic for falling damage should such occur. (continued next post)
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Post by captaincrumbcake on Nov 19, 2015 19:44:45 GMT -5
2. Narrow Cavern. A small troll occupies this chamber. With an AC4, 6+3HD (21 hp), Move 120'/turn, Attack 1 bite or talon for d6+2. It will regenerate damage 3 rounds after first being struck at 3 hp per turn. Only fire permanently damages and/or kills it. If characters are in chamber 1 exploring it will go to investigate on a roll of 1 on a d6; check each turn. 3. Cavern. Usually empty. There is a 1 in d6 chance that one of the following creatures might be present whenever characters enter the chamber. Roll a d6 Creature type/s 1 Giant Scorpion x 2, (see #5) 2-3 Giant Lizard x 1-2, (see #2, map 2) 4 Giant Weasel x 1-3, HP: 4, 2, 1 (see #7) 5-6 Giant Ants x 1-6, HP: 1-6 ea. (see #6) None of these will have treasure. 4. Large Cavern. The chamber is in two parts--a smaller eastern one and the larger western one. Both serve as home to a group of 4 Giant Lizards. Treat as having AC6, 1+1HD, HP: 9,8,3,2 Move 90'/turn, Attack 1 bite, D 2-9. It is possible that 1 or 2 (or perhaps all) may have been encountered and killed in area 3; if such is the case you must adjust the appearance of them here to reflect that. If the floor of the cavern is searched thoroughly, there is a 1 in d6 chance per turn characters may find 1-100 CP, 4-40 SP, and 1-10 GP. There is also a one-time 15% chance they might find a gem (x 10-100 GP). The lizards tend to avoid the occupants of the next chamber, having suffered losses to them in the past. 5. Cavern. A group of 4 Giant Scorpions resides within this chamber. Consider them as AC5, with 1+1HD (HP: 11,6,5,5,) Move 90'/turn, Attack 1claw or tail-sting, D 1d6(claw)/1d6(sting). If the claw strikes on a To Hit of 20 it indicates it has locked its grasp on the victim and will inflict an automatic 3 hp per round for an additional 1-4 rounds. A strike with its tail will inject poison as noted, or 3 hp of damage if the victim makes a Save throw. Each scorpion may only inject its poison 3 times per day, after which its sac is empty and needs to spend a day regenerating the venom. A tail attack that misses its target has a 1 in d6 chance of wasting 1/3rd its poison volume; if 3 attempts fail, it can only do physical damage with its tail. If any scorpion is destroyed in chamber 3, deduct it/them from this group. 6. Large Cave. There is a huge colony of 20 Giant Ants residing in this chamber. Each is from 2-3 foot long, treat as AC7, 2HD (HP: 10,6,4,2,12,12,10,2,8,4,4,2,10,10,11,7,11,3,11,9) Move 90'/turn, Attack 1 bite for 1d6; a roll of 19-20 To Hit indicates it has injected its acidic saliva into the wound for an additional 3 hp of damage. A tier-like mound rises up from the center of the floor to a height of 8 feet; its base is 15 feet across. Anything passing through the chamber will be detected on a roll of 1-2 on a d6; hobbits and elves on a roll of 1 on a d8. If the creatures sense movement above they will rush up from their nest below to attack; they are always in search of food. If any ants are destroyed in area 3 to the east, do not deduct them from the amount noted above. 7. The Grand Cavern. Five buildings made of stone appear to have been either deliberately built into the walls of this cavern, or buried by the collapse of the walls (see map). Flat stone roofs may or may not be intact, but the space between them and the cave ceiling appears to be no more than 3 feet. A well (F) in the north eastern section of the cavern is still functional, reaching a depth of 90 feet below. The middle section, north of the promenade, is empty. The southern end (G) of the cavern ends abruptly, where the wall has collapsed. Pillars of carved stone stand 10 feet apart running south between the structures, reaching from the floor to the ceiling 15 feet above. A Gray Ooze currently occupies one structure (H). Treat it as having AC8, 3HD (9 hp) Move 10'/turn Attack 1 D Dissolve flesh for 2d6/turn, immune to cold/fire attacks but can be chopped to bits. It will attempt to drop onto anyone passing beneath it. In another structure ( I ) a pack of 5 Giant Weasels have built a burrow. Small tunnels accessible to only them and hobbit sized beings allow them to scurry out into the great cavern to hunt. Treat as AC8, with 1HD (HP: 6,6,4,3,2) Move 120'/turn Attack 1 bite D 1d6. These are also the pets of the resident at (J) and can be commanded by her. A Medusa resides in the just mentioned locale. AC8, 4HD (17 hp), Move 90'/turn Attacks 1bite(snakes) D1d6. (Note: if you are running a magical campaign, allow her glance to turn victims to stone as usual. If you are not, transfer the effect to the venom of the snakes. From 1-4 snakes can attack from her head, but only at 1 target per snake within range of 3 feet. She found these ruins recently and claimed them; she is not aware of their origin. She has accumulated the following treasure, spread throughout her abode: 21 gems (4x 10GP, 1x50GP, 11x100GP, 4 x 500GP, 1x1000GP), 6 pieces of jewelry (1x1000GP, 1x1100GP, 1x1200GP, 1x4000GP, 1x6000GP). If you allow magical items, include a Potion of Diminution, a Scroll with one L2 spell, and a Staff of Striking. This is where I left off.
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Mike
Wanderer
Posts: 6
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Post by Mike on Nov 23, 2015 22:30:28 GMT -5
You are a machine my friend!
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Post by captaincrumbcake on Nov 24, 2015 0:31:14 GMT -5
Thanks. You should see the unfinished folders of stuff filling my hard drive. (lol)
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Post by waysoftheearth on Nov 24, 2015 6:19:18 GMT -5
Very nice, thanks for sharing
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Post by aldarron on Nov 24, 2015 13:17:32 GMT -5
Yeah. Great stuff!
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Post by captaincrumbcake on Nov 25, 2015 1:47:00 GMT -5
Thanks, everyone. I'm working on "The Goblin Warrens" right now; then, "The Troll Fens" My grand finale dungeon for this campaign will be Temple of Terror--for characters of levels 7th through 10th.
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Post by captaincrumbcake on Dec 6, 2015 1:07:35 GMT -5
Here is my Goblin Warrens map. I don't have the encounters Keyed out yet, just roughly noted on a spiral pad. As always, feel free to copy the map and use it as you wish.
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Post by Admin Pete on Dec 11, 2015 13:52:33 GMT -5
Thanks for sharing!
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Post by captaincrumbcake on Dec 13, 2015 17:08:35 GMT -5
THE GOBLIN WARRENS Background
Hiding in the nearby hills is a battle regiment of goblins awaiting orders to attack the human settlements in the vicinity. While local leaders and nobles only just discovered this threat they do not know when the goblin horde will attack, and where. Thus, hasty preparations are being implemented. Wishing to know the strength and numbers of the invaders, the authorities have hired a band of mercenaries to journey into the wilderness in hopes of locating the hideout of the creatures. The job of the party of characters is to penetrate the goblin location, eliminate as many as they can, then return as quickly as possible with the pertinent information. In addition, should they discover some higher cause behind the congregation of goblins (--perhaps some sinister being or force guiding them,) the characters are advised to follow any and all leads to such a source, sending reports back when and if such is possible. DM'S Notes
This adventure is created for Original Dungeons & Dragons characters of 2nd through 4th levels. You may include information found within Greyhawk Supplement 1, and the Strategic Review in regards to the Ranger sub-class, as these sources have been taken into account in the design of the adventure. Keeping in mind, however, that all characters and monsters included in this product are created using the d6 rules for hit die. Getting Started
The locale of this adventure is within the foothills of your campaign world, where such are not further than 50 miles from the nearest human settlement. If you do not have a functioning world you can utilize any published setting that interests you: Greyhawk, the Known World of BX, Forgotten Realms, etc. Because of the nearness involved, characters will be able to reach the suspected area in two days of travel by horseback. You can arrange to have wilderness events and encounters occur as you wish; be advised not to over burden your players' characters with continual threat, as they will face enough of that in the warrens! One set encounter follows that you should employ. It will occur during the evening/late at night/or early morning after the first day of travel by the characters. A scouting party of goblins will have spotted their camp fire and will pick the most favorable moment for them to attack. Goblins (12) AC7, HD 1-1, M 90' ATK spear or club DAM 1d6 (HP: 5,5,5,4,3,3,3,2,2,2,1,1) These creatures will lay- low during the day, as the light affects their combat ability. The weakest six will be mounted on the wolves (see below) and will guide their mounts towards the more armored and weapon wielding opponents. While most anything of value they come across ends up going back to the stronghold and the king's coffers, each will have on him from 1 to 6 copper pieces. Wolves (6) AC6, HD 1, M 150' ATK bite DAM 1d6 (HP: 6,5,3,3,2,1) The Warrens Wandering Encounters There is a large population of goblins occupying the warrens, along with smaller numbers of sundry creatures serving as pets and guards. It is more than likely the characters will bump into these inhabitants as they make their way through the tunnels on a regular basis; there is no need to roll to see if such occurs, as such will, at least once every 3 turns. You need simply draw the numbers/types described from the nearest cavern/cave, reducing the number there when characters reach the location(s) drawn from. Bugbears(1-6), ACR5, M90', HD3+1 HP: 14, 13, 12, 11, 10, 9 (Note: surprise intruders on a 1-2 on a d6) Goblins (2-12), ACR6, M60', HD1-1 HP: 2x5, 2x4, 2x3, 3x2, 3x1 Wolves(1-6), ACR8, M120', HD1 HP: 6, 5, 2x4, 2x3 You can assume that should a random encounter occur, alarms will be raised in the warrens. A. ENTRY A wide tunnel about 15 feet across allows access to the warrens. The ceiling in this main north-south passage is 7 feet, the ground is hard packed but covered with a thin layer of dust that shows animal and bipedal tracks. Two spy-holes in the western wall, each at around 3 feet off the floor of the passage, allow those in the chamber beyond to see intruders entering the warrens. 1. GUARD POST At night but 2 goblins will be stationed within (2, 3 hp) and might possibly be bored and inattentive while playing a game of knuckle bones (1-3/d6 chance.) During the day there will be 4 goblins (2, 3, 3, 5 hp), with a 1-2/d6 chance of each dozing. Should any of them spot invaders 1 or all of them will rush to area 2. All are considered ACR7, 1-1HD, M60', doing 1d6 damage when they can attack. 2. CAVERN During the day 12 goblins will be found within (HP: 4x5, 4, 3, 3x2, 3x1). Each has a short spear and shield (for ACR6). There is a 1 in d6 chance per each of them dozing, otherwise they will be eating cold meats from recent hunts, or playing games. If alerted by the guards at (1) they will grab their arms and rush north to the main passage to confront intruders. There is a 1 in d6 chance that each will have a small pouch tied by a cord around its waist and within might be 2d6 CP, 1d6 SP. At night there will be but half of the number shown (the weakest ones) who will otherwise behave the same. 3. CAVERN Like the previous cavern, this one is occupied by 9 goblins (HP: 5, 2x4, 2x3, 4x2), armed like the others. At night only 4 (the weakest ones) will be present. There morale is similar to those in (2) and will rush into the main passage should the alarm be raised. 4-5-6. CAVES During the day each of these will house 6 goblins (HP: 5, 2x4, 3x1), armed with stone daggers but no shield (ACR 7); at night only 3 (the weakest shown) will be present. The chambers are filled with sleeping mats of smelly straw and rags. These are not as fierce as their brethren and their morale is -1 in combat situations. 7-8. CAVERNS As many as 16 goblins hang out in each during the day (HP: 4x5, 4x4, 4x3, 4x2); but only 8 (the weakest) at night. (See 2, above.) 9-10. CAVES Each of these house 3 champion-goblins (HP: 6 each), considered 1HD(for combat purposes), ACR5, M60', each armed with a sword, and wearing studded leather. At night only 1 will be present in each chamber. These caves are a step above previous quarters, with actual bunks made of wood, with mattresses filled with straw atop wooden planks, a small table and 3 chairs, and either one large chest or 3 small foot lockers. If there is just a large chest it will hold the combined wealth of the 3 occupants, otherwise, it will be divided among the 3 smaller vessels equally. Within (either case) will be found: 300 CP, 120 SP, 90 GP; with a 1 in d6 chance of there being 1-6 small gems worth 20-120 GP each. These fellows are fierce and never have to check morale. 11. LARGE CAVERN This chamber houses 6 giant goblins--bugbear! 3+1 HD (HP: 2x13, 12, 2x10, 8), ACR6 (5 w/shields), M90'. They have better quality of furnishings as the champions described above and total treasure of: 3000 CP, 600 SP, 300 GP. 12-13-14. WOLF CAVES This trio of connected caves is the kennel for the goblins' wolf pack. The wolf handlers, 3 goblins HP: 4, 3, 3) reside in cave 12. These fellows are equipped with stone daggers, a short spear and whips, but do not use shields; thus are ACR 7. They can command the wolves with great control and results, and will exclusively follow the wolf pack, directing attacks from behind. Consider each to have no more than 1-6 CP, at best. There are 15 wolves in the remaining chambers--8 in 13 and 7 in 14 (HP: 5, 5x4, 2x3, 5x2, 2x1) ACR8, M120', treat as HD1for combat purposes. The wolves are all kept tethered on lines of about 6 feet (much like sled dogs) to keep them from wandering off. When freed, they will follow the commands of the handlers; if unattended and not on the lines, there is a chance some (1-6) may be encountered as random events, or (1-2 in d6) in the wolf-run (24).
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Post by captaincrumbcake on Dec 13, 2015 17:18:29 GMT -5
B. SENTRY POST At night each location will be occupied by 1 giant goblin--bugbear! (HP: 15/W, 14/E). Each is 3+1 HD for combat purposes, ACR 5, M90'. If they surmise that invaders are stronger (or outnumber) than them, they will turn and run north into a bowl-like depression (17) with ledges on the east and west 9 feet above the bottom. They will call for assistance, and reinforcements from 15-16-18 & 19 will issue forth, surrounding the bowl, and begin throwing spears and daggers at intruders. During any mass combat the bugbears will attempt to climb out of the bowl along the northern rim; doing so will negate their shield use, making each ACR 6, with a bonus of +1 to characters attacking them. The ceiling in this large cavern is 7 feet above ledge of the bowl. 15-16. CAVES Each of these is occupied by 9 goblins during the day (HP: 5x5, 3, 2, 2x1); at night only the 4 weakest. They are ACR 6, wielding spears or stone daggers. When an alarm is called they will rush to the west ledge of the great chamber (17), attacking with missiles all intruders. 18-19. CAVES There are 6 goblins in each of these chambers (HP: 5, 2x4, 3, 2x2). They are and behave the same as those above. 20-21-22-23. BUGBEAR QUARTERS The largest chamber (20) houses 5 giant goblins--bugbear! (HP: 13, 12, 2x11, 9), whereas the central caves (21-22) each hold 3 champion goblin-bugbear! (HP: 15 each). The last chamber (23) belongs to their leader (HP: 19). None of these will be present at night. Their caves are filled with furnishings much like those of the others. Each will have hidden 500 CP, 100 SP and 50 GP. There is a 1-3 in d6 chance during the day the leader will be with the goblin-king (28) and his room empty. A blocked passage (F); can lead down to a secret level. 24. LONG CAVERN/WOLF RUN This long and narrow chamber is used to let the wolves run free at certain times of the day/night. There is a 1-2 in d6 chance that from 1-6 might be here. The chamber has an irregular ceiling varying in height; averaging 6 foot. The place smells of urine and feces, blood and gore. Scraps of some type of rotted meat will be scattered about, and possibly attracting creatures to come in search of a quick snack. Each 3 turns spent within this area results in a 1-3 chance in d6 of 6-24 giant rats (HP: 1-3 each) ACR 9, M120' HD1/2 squeezing their way through cracks and holes in the walls of the chamber; if wolves are present, the rats will not appear. At the southern end of the cavern (G) lies a skeleton, its head severed from the spine and sitting on the ground with its upper jaw dug into the earth. A fairly recent victim of the goblin raids, the poor fellow could not escape his fate. But he got the last laugh, for in his last moments he attempted to swallow a magic ring that got caught on one of his upper rear teeth. It is still there, hidden by the skull atop it. You may treat the northern section (H) as a dead-end, or use it to expand the warrens; possibly adding a deeper level filled with creatures the goblins prefer to leave to their own. 25. KITCHEN CAVE This chamber is filled with boxes and wooden barrels of sundry supplies fit for goblins. A wooden table stands against the east wall where things are prepared; above it attached to the wall is a rickety set of cabinets holding small vessels of spices and utensils. A fire pit 3 feet across is dug into the floor in the western part of the chamber. At any given time of day or night 4 to 9 female goblins (d6+3) will be present and preparing meals. They are non-combatants, having but 1-2 hp each, and treated as ACR 9. They will scream obscenities at intruders and try to warn the warren as they try to flee. Just east of this chamber is an alcove stocked with barrels of wine ( C). Currently 5 large hogs-head barrels (20 gallons each) are stacked here. Confiscated during the goblins' last raid, the wine is pleasant enough except for one barrel, in which a small metal box is attached to the inside bottom of the vessel. The box is 6 inches wide, 3 deep and 12 long and the lid has a locking device that snaps over the front. There is no key to this box, and the goblins are not aware of it, as they avoid this barrel for its sourness. Inside the box is 50 GP, a magic wand, and 6 gems (worth 100-600 GP each). 26. FEASTING CAVE Generally this chamber is used for meals and gaming during the daylight hours. At night it will be filled with females and perhaps some young. In the case of the former, you can assign from 4 to 16 goblins being present--assuming them to be in addition to the numbers given in previously described locations. (HP: 4x5, 4x4, 4x3, 2x2, 2x1) They will be without shields, thus being ACR 7. Also, from 3 to 8 females (d6+2) will be present, going to and from this cave and the kitchen, serving food and drink. These will be noncombatants like those described in the kitchen. At night as many as double the number of females given may be present, along with 2 to 12 young; the latter being also non-combatants, having 1-2 hp each, and ACR 9. Several square, short legged wooden tables stand about the chamber, low enough to the ground that chairs are not required, as 1 to 6 sitting mats on the ground around each indicate. Crude eating utensils may be on the tables; some may have the remains of smelly left-overs. 27/29. KING'S GUARDS There are 4 goblin champions in each cave (HP: 6 each). Treat as being 1HD for combat purposes, ACR 5, using axes or short spears. Each has a small coffer hidden beneath a cot, containing: 225 CP, 125 SP, 75 GP. These eight will generally not answer a general alarm, but will remain around the king should such be raised. 28. GOBLIN KING'S QUARTERS The king of this goblin tribe will be exclusively found here--unless a general alarm has been raised, and he has made a hasty getaway( 1 in d6 chance of occurring). The king relies on his champion guards to protect him, for he has only 4 hp, is considered ACR 8, and fights only if necessary with a dagger. He rules because he is very intelligent for his kind, and has managed to plan strategic raids that have benefited him and his minions. He is not against bartering for his life (and/or freedom) and will use his accumulated treasure if he thinks doing so will succeed. His quarters are furnished with simple, basic devices, but of the best quality in the warren. A footlocker beneath his unusually large bed contains : 400 SP, 40 GP, 4 gems(2x 50 GP, 1x100 GP, 1x500GP), 4 items of jewelry(1x2000 GP, 1x4000 GP, 2x5000 GP), a potion of delusion, a ring of delusion, and a potion of giant control. As stated elsewhere, there is a chance the bugbear leader will be with the king when characters confront him. 30. HAREM This is the quarters of the tribe's females. From 5 -10 (d6+4) will be present at any given time. All have but 1-2 hp each, are treated as 1/2 HD, ACR 9 and noncombatants. With them will be from 2-12 young, having 1 hp each, being 1/2 HD, ACR 9 and noncombatants as well. A nursery (D) will be occupied by 1-2 females and an additional 1-6 infants. A passage (E) leading southwest from the cavern ends, and is where the females defecate and urinate; you may, instead, designated it as a concealed or secret passage, descending to another level below for purposes of exploration. This ends the adventure, The Goblin Warrens.
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Post by Admin Pete on Dec 13, 2015 21:22:08 GMT -5
This is great stuff, have an Exalt!
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Post by captaincrumbcake on Dec 15, 2015 23:59:10 GMT -5
I've decided to bypass The Troll Fens for the moment. I'm working on Temple of Terror. It's for higher level types: 5th-9th, and sure to be a grinder.
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Post by captaincrumbcake on Dec 20, 2015 18:33:32 GMT -5
THE TEMPLE OF TERROR
DUNGEON MASTER'S NOTES This dungeon is designed for a group of five to nine characters of levels 5th through 9th. There is no provided 'background' other than it being a long lost temple to some goddess of fire & stone. ENCOUNTER KEY
1. ENTRY
Ten foot wide steps lead down into a corridor of equal width that continues north; a smaller passage in the west wall between 15 and 20 feet from the steps can be seen. 4 Phase Spiders will appear and attack anyone stepping off the steps and into the corridor. ACR 6, M6/15, HD 5 (HP: 25,17,2x15,13) D 1-6 + poison.
Following the small western passage will lead to a 10 by 15 foot chamber (A). Sitting on the floor against the south wall is a corpse; its legs stretched out before it, arms dangling by its side with elbows on the floor as its hands face up, open, while the head droops forward. It appears to have been a fighting man of some kind, though no shield or weapon is present; neither is a back pack or other sundry items. The only obvious thing about it is that it is still wearing a rather large girdle-like belt. (If you run a campaign that includes magic, this item will detect as such, being a girdle of giant strength. Otherwise, the only thing of value about it is a silver buckle worth 100 SP.)
2. SQUARE CHAMBER
Inside this 30 foot square vault are 3 sarcophagi. Standing within each is a Mummy, ACR 6, M6 HD5+1 (HP: 21,18,13) that will awaken when the chamber is entered, exiting its coffin to investigate. Each is wearing around its neck an expensive looking chain that suspends an amulet containing a large ruby. (If your game includes magic, allow each of these to function as a protection versus good, that affords each mummy the status of a vampire for Turn Undead purposes. If taken by the characters they may be offered as sacrifices in any Lawful/ Good aligned temple for 3000 XP each. Otherwise, consider each to be worth 1,300 to 1,800 GP.)
3. GREAT HALL
Running north, the 40 foot wide chamber has an arched ceiling, the height at the apex being 50 feet, and the east and west walls being 30 each; at 20 feet up along each wall runs a ledge where 4 Gargoyles sit guarding the chamber(note the X locations on the map.) ACR 5, M9/15, HD 4 (HP: 21,14,11,9--west wall, 2x15,2x14--east wall) Only magical weapons will harm them if using a magic-based game.
Two small alcoves (B & C) are located fifty feet north of where characters enter the chamber. Lurking in the western one (B) is a Black Pudding! ACR 6, M6, HD 10 (38 hp), while within the eastern one (C) is an Ochre Jelly!
ACR 8, M3, HD 5 (15 hp). These creatures usually clean up the remains of intruders left behind by the gargoyles. A secret door in the western alcove allows access to the western part of the dungeon; whereas, north of the eastern alcove a clearly visible, narrow passage going east, leads to that part of the dungeon.
A third, square alcove (D) in the northern wall of the great hall extends another 10 feet; but it is filled with a cloudy mist that does not allow light, or sight to penetrate it. If you're running a non-magical game, the mist represents a mini worm hole, that will allow those stepping into it to be instantly transported to a similar event at location (E). If your game allows magic, treat this and all like it simply as teleporting devices. Characters must enter and be fully engulfed by the mist before transportation/teleporting occurs.
4. CHAMBER
This chamber can only be entered from the southern alcove (E) going north from location (D), or alcove (I) at the north end, going south from alcove (F). As stated before, all the alcoves are filled with a thick, cloudy mist. The chamber is otherwise dark, cold, and bare. Every time it is entered there is a 1-3 in d6 chance that there will be from 2-20 Shadows! ACR 7 with respect to magical weapons; otherwise, they cannot be hit, M9, HD 2+2 (HP: 12,11,4x10,4x8,4x9,3x7,2x6,5)
T 1. TRAP
A 5 foot wide by 30 high corridor leads south to an apparent dead end. Carved into the floor at the 60, 70, 80 and 90 foot sections are small circles that look like pips on a die. From north to south these appear to represent the numerals 4, 3, 2, 1. Stepping upon these in sequence triggers the trapping device; a timer that will release the trap after 4+3+2+1 rounds once the last square is stepped upon. Skipping any of these by some means makes the trap spring sooner on the party. If all are avoided, the trap does not engage. The disarming mechanism is built into the south wall at the end. Four levers stick straight out of the wall but appear to be moveable, sliding either up or down. A cryptic message carved in the wall above these reads: The Odds are not always Even if you wish to escape. Meaning, levers 3 and 1 must be in opposite positions to 4 and 2 to disarm the trap.
If the trap is sprung, the floor sections (see map) north of the pips will begin rising at the 20, 30, 40 and 50 foot sections. Characters will feel vibrations in the stone beneath them. Each section is progressively taller than the previous; creating a kind of staircase. The most northern section (at 20 feet) will rise to a height of 7 feet once the determined time elapses; the next (30) section, to a height of 14 feet, the next to a height of 21 feet, and the last (at 50 feet) to a height of 28 feet. This will trap anyone that has not escaped before then, in the last, most southern section. Note: a 2 foot gap between the last block and the ceiling exists, and may allow escape, nonetheless.
5-6. SQUARE CHAMBERS
Each of these 20 foot square areas will contain either 2 or 4 Cockatrice depending upon the size-strength of the party that enters. (Use your own judgment in this regard.) ACR 5, M 9/18, HD5 (HP: 25,22,16,15, in chamber 5/ 22,21,20,16, in chamber 6.) Their attack/touch, if successful, is most dangerous, as it will cause victims to be turned to stone if you are running a magic-based game. If you are not, each successful attack will cause a fatal disease to infect the victim, reaching its unavoidable end in 1-8 days unless something is done to counter the infection. Those in chamber 5 will chase fleeing intruders only as far as the first east-west corridor north of the area; those in chamber 6 will go as far as the second one to the north of this area. There may be bits and pieces of stone rubble in the east-west corridors laying about if you run a magic-based game.
7. CHAMBER
A strange creature occupies this room, a giant Gel Cube! Its transparent body is able to alter shape and size as to fit into 5 foot wide corridors, but if within a larger, open area will generally be encountered as a cube with 10 foot sides. ACR 8, M6, HD 6 (23 hp), blunt weapons have no effect upon it, and piercing weapons (spears, arrows, etc.) will only do 1 point damage, no other roll required. Whatever internal organs it has are transparent as its shell and all that can be seen within are bits and pieces of things it has scooped up on its patrols around the dungeon. Presently, suspended within its gelatin body is: 300 SP and a helm; in a magic-based game this item is a Helm of Brilliance! Otherwise, it is merely a very ornate head piece, worth 250 GP.
In the north wall of the chamber is a 10 foot square alcove (H) filled with the cloudy mist previously described. Entering it will transport those doing so to area (G), and vice versa.
8-9-10. IRREGULAR ROOMS & CORRIDOR
Two rooms (8/10) of fairly square design share a diagonal wall that is actually an inter-dimensional gate; or magic portal!
The diagonal wall will give off an aura of magic in a magic-based game where detection spells would reveal this; other-wise, characters must first inspect the wall to discover its property. Walking face forward through the wall from either room will deliver a character immediately to the other. In order to access the corridor (9) one must walk backwards through the wall! Once inside the corridor, one must back out to leave, thus delivering the character to the appropriate room.
There is a chest in each of the two rooms; against the east wall in (8) and the north wall in (10). Neither is locked, but a lift latch secures -- and must be manipulated to raise -- the lid. Inside the lift-latch is a small needle-trap! If not discovered and removed, anyone handling this as they attempt to open the chest will be pierced by the needle; while no immediate damage is inflicted, a toxin will be transmitted into the victim, causing a complete nervous-system shut down in 3 to 8 rounds. Inside each chest is: 5000 SP, 1500 GP, 9 gems and 9 pieces of jewelry (determine the value of these.)
11. SMALL SQUARE CHAMBER
Only 15 foot square, the chamber is empty except for one thing-- a Snake Woman! (In a magic-based game treat this creature as a Medusa) She is ACR 8, M9, HD4 (30 hp). With the lower body of a snake and upper torso of a woman, this creature is a genetic abnormality in a non or low-magic game. In either case, she is armed with a short bow and arrows of deadly toxin. If intruders reach this chamber she will fire rapidly 3 shots before fleeing through an opening in the south east corner of the room. She will proceed east, then turn north at the first intersecting corridor after disarming the traps to the north(see map), reset them once she reaches the next mechanism (see map), then continue east, passing through area 13 before heading toward area 14. Secret panels south and north of the pit-traps are simple up/down levers inside a small, hidden compartment in the walls.
12. STABLES
A large, rectangular chamber, the interior is divided into 4 stall-like areas in the eastern and western sections, with an open section between them. When characters enter there is a 1-2 in d6 chance that each stall will be occupied by a Gorgon! ACR 2, M12, HD 8 (HP: 34,33,31,29,28,27,23,22). In a magic-based game the creatures' breath will Turn to Stone those caught in it. They cannot physically attack in their small confines, and are awaiting to be taken to places elsewhere.
T 2-3-4. PIT TRAP
Inside a secret compartment in the east wall of this corridor south and north of the pits is a lever that must be in the up position to lock the traps, preventing them from opening under pressure; when down, the traps are triggered to release. If and when more than 75 pounds is centered on the pit the doors will open, swinging from the center to the east/west of the pit and dropping whatever was atop them down 90 feet.
13. QUARTERS
This chamber is clearly furnished to accommodate 4 beings; bunks, dressing tables, foot lockers and wardrobe cabinets fill the room. If the creature from area 11 has not escaped from there, characters will find 3 (more) Snake Women/Medusa, occupying this room. ACR 8, M9, HD 4 (HP: 16,2x15) If she has, all will have fled to area 14. If surprised, the 3 within will grab their short bows at first chance and fire a poisoned arrow at intruders, then attempt to flee to area 14. In a magic-based game they can also attempt to Turn to Stone all those that meet their glare. Divided among the 4 footlockers is: 24000 SP, 8000 GP, 12 gems and 16 pieces of jewelry (determine the value of each accordingly).
14. THE GREAT TEMPLE
There are 3 ways to enter this vast chamber: passing through the cloudy mist in alcove (I), or disbelieving the illusionary walls at locations j-w and j-e; in order to do the latter, one must determine that the stone (blocks)wall at these locations is not real. To do this each character must make an INT check by halving his ability score (intelligence) and rolling that number (ignoring fractions) or less on 2d6. Characters failing to make this will actually feel stone walls if they touch or attempt to penetrate the barrier. Only one check can be made per character, and those that succeed, will see nothing but a clear passageway thereafter in these areas; also, those that do, can attempt to persuade others that the walls do not exist, and if such a character has not already failed the check, he will receive a bonus of -2 to his own attempt. If the snake-women managed to flee their previous locations they will be here, in the temple, at the north end, stationed around the ritual pool (M) beside each pillar. If they have time they will immerse themselves in the pool before characters arrive (see below). If they feel reasonably sure of defeat, they will jump into the pool and disappear.
Two massive beasts guard the temple at all times. These will be at positions (K) and (L) unless they have been alerted by the snake-women of approaching intruders. If the latter is the case, each will have moved south to block the alcoves at areas j-w and j-e. The guards are 7 foot tall, bipedal creatures with bull-like heads with horns--Minotaur! They are treated as ACR 5, M120', HD6 (HP: 36, 34), that attack with either a large (magic) sword, or their horns in a rushing charge; the latter is usually their initial attack, inflicting 2 dice of damage upon their intended victim if successfully struck. If you are running a magic-based game, the swords used by these beasts are as follows: Unholy Sword of Sharpness! As described in the Grey-hawk supplement, but created for use only by Neutral or Chaotic (evil) types. Any Lawful (good) being that so much as even touches one will receive 3 dice of negative energy damage; holding one by the handle will continue to inflict one die of damage per turn. A paladin that does the same must also make a Save Throw versus Death Magic or lose 1 ability level. Note that these weapons require using both hands, thus one cannot employ a shield, too.
In the northern portion of this chamber is a large pool in the floor (see M on map). It appears to be filled with a milky substance; if an item or one's digits is dipped into the pool, it/they will be covered with a film that dries in 1 round, creating a stone-like casing around it. Strangely, this material is flexible and will move and bend according to the motion of whatever the covered item makes; if any. A being immersed in the substance will be granted an effective ACR 2 that will last for 4-9 Turns (d6+3); sight, hearing and breathing body parts must be kept/wiped clear of the material or the person will be blind and deaf for the duration, or suffocate in 1-3 rounds! If a person is wearing armor upon entering the pool, the person will sink at a rate of 30 feet per round unless bound or anchored to something outside/above the pool; the pool is an inter-dimensional device and more or less has no bottom. The material can be scooped out in order to cover a being/object in a similar manner, but the process is not as completely sealing as the immersion described; taking 3 rounds to completely cover a being, the duration is greatly reduced, and the affect is only 75% as good as the immersion mentioned. This can make a critical difference once the characters discover the following: once completely covered (sealed) by the material, characters can safely enter and explore the last chamber (15) without suffering harm from the intense heat; if merely coated as described, they will suffer 1 full die of damage (6 hp) per turn--there is no Save against this.
15. INTER-PLANAR NEXUS
Entrance to this chamber is only possible through alcove (H). Immediately upon entering the intense heat will assault the characters. At over 500 degrees F they cannot survive for 1 round without protection. This can be found in the previous chamber, or through other (magical) devices they might possess. Stationed within are 5 Salamanders, ACR 5/3, M9, HD 7+3 (HP: 29,28,26,24,22); see Greyhawk supplement for more details on these. A treasure of: 20000 SP, 12000 GP, 24 gems, 12 pieces jewelry, Shield of Nike*, and crystal ball (with ESP)can be found within; the latter 2 only in a magic-based game.
* to be created by the DM.
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Post by tetramorph on Dec 30, 2015 13:38:22 GMT -5
This is such a great resource! Thanks!
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Post by captaincrumbcake on Dec 30, 2015 21:48:29 GMT -5
Thanks, Tetra--
I'm going to scrap The Troll Fens...for now. I have 2 high level (8th thru 12th) adventures in the planning stage; one will be my last contribution to this thread. Either, The Dragon's Tooth or Tomb of the Forgotten Evil will wrap this up. The former involves a relic weapon...a bane to all dragon kind. The latter is about some wicked ladies of centuries past; thought dead, but...he-he, well, those Undead just don't know how to stay that way.
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Post by captaincrumbcake on Jan 3, 2016 16:05:34 GMT -5
Now, and in conclusion... Tomb of the Forgotten Evil! For five to nine characters of levels 8th through 12thNOTES TO THE GAME REFEREE Other than the information offered here and in the Background section, this document is about as bare bones as one can get. You'll find a listing/Key for each room of the dungeon, and a few sentences, in some cases less, describing points or things of interest within. It is up to you to flesh-out and expand upon the material provided. This adventure is designed for Original Dungeons & Dragons characters; to include classes from the Greyhawk supplement and Strategic Review--regarding rangers. Adjustments will likely be required if you incorporate other edition rules. BACKGROUND Centuries past a trio of evil sisters attempted to use their skills with arcane magic to rule a city of benevolent residents. After laying waste to much of it and its populace, the forces of good eventually sent noble warriors and wizards to the ruins to slay the witches. Tracking the trio into the sewers beneath the rubble, the mercenaries finally succeeded in trapping the wicked women in a tomb, cut off from the outside world by an underground river. Presumed to be dead, the underground chambers were covered over as the city was rebuilt; sealed and forgotten as decades marched on, and the memory of that time faded. But the sisters were not, completely, destroyed; being creatures of the Undead sort, And though their prison prevented them from returning to the surface, they've been able to sustain their bodies through the passing of time, on the blood of rats and other vermin drawn into the sewers, and too near their grasp. And though restricted to a chamber deep beneath the city, their powers remain intact; including the ability to attract shadowy creatures and beings of malicious nature. So the time has come, when a group of daring adventurers, has descended beneath the city into the sewers, following rumors and gossip of hidden treasure and dungeons of long ago. Following faded and incomplete maps, they have arrived at a flight of stairs appearing to descend even further, down, down into a darkness the light of the lamps struggles to penetrate. DUNGEON KEYSpecial Features-- a through m, are described within the text-key as they appear. Wandering Encounters For each 6 Turns characters explore the dungeon there is a 1 in d6 chance that one of the following type creatures will come into contact with them. These will also be found at certain locations, if they have not all been slain wandering about. Roll 2d6 to determine which type of creature is involved. Type of Creature/s Normal Location/s HP Appear on:
Black Pudding F - G - H 60 2-7 Gelatinous Cube I - J - K 24 8-12 Purple Worm Passage west of 2 0* automatic* * See description regarding this under the appropriate listing/key. Set Encounters
1. 6 Phase Spiders (HP: 22,3x19,17,12) will appear in any of the six squares south of the alcoves once the characters reach those. 2. A Stone Golem (HP: 60) stands in this chamber (represented by the # itself). An altar sculpted into the east wall opposite it depicts lewd naked figures in the act of dancing. A candelabra of brass 6 feet in height stands to the north and south of this. It will attack anyone that enters the chamber; it will not pursue those that withdraw. Two tunnels lead into the chamber from the west. The southern one (the straight one)is currently blocked, so it appears, by the carcass of a large Purple Worm (HP:0); because it is dead, and round, it does not fill the entire 10 foot square corridor, and thus a hobbit might be able to squeeze alongside the corpse from one end to the next. However, its maw is wide open (at the westend)and locked thus; allowing even a man-sized figure to walk through its gullet and down the length of its body until it tapers off at the tail. A bit of hacking and slicing at the tail will provide exit should anyone attempt such. That said, anyone doing so is subject to contracting disease of some kind. (See Blackmoor supplement, considering dysentery, typhus and crud as options.) Five traps (T)are spread along the northern (wiggly) corridor. These are either 20 foot pit-drops, causing 2d6 damage, or dead- falls, with a 10 foot cube stone section of the ceiling collapsing onto the equivalent floor space doing 9d6 damage. 3. A medium-size, irregular shaped chamber with two 10 foot square alcoves in the east wall, three similar ones in the north wall, and a 4 foot wide ledge running along the west wall (d) at a height of 12 feet. A secret door is located in each of the eastern alcoves while standing upright in the center northern alcove appears to be a sarcophagus. Ten Gargoyles are squatting the length of the ledge, and will attack any living being that enters the chamber. (HP: 18,17,16,15,14,2x13,11,10,9). Inside the sarcophagus is a sack filled with mummified rats. 4. Sixteen stone pillars support a ceiling 30 feet above the floor in this grand chamber. At the north end is a small section of floor that is raised to a terrace; behind this are two secret doors in the wall. Four alcoves (X), two on each side of the chamber, appear to be filled with a dark mist and if spells are used, the spaces will emit a magical aura about them. For each Turn characters spend in the chamber a Shadow creature will emerge from each alcove and attack. Each will have from 4 to 14 hp (2d6+2). These will not pursue fleeing intruders beyond the chamber. 5. The floor of this small chamber is covered with a layer of metallic dust; mingled together with the iron dust are sparkling shards of copper, silver, and gold, creating a highly reflective surface that seems, at times, to undulate. Responsible for this, and residing in the chamber, is a strange looking creature -- a Rust Monster! (15 hp) It hasn't eaten in a long while, and will pursue those fleeing if they possess any ferrous metal. 6. Floating about this location is an Eye Tyrant. It can withstand either 40, 10 or 20 hp of damage depending upon where it is struck. The creature will initially be encountered at one of the four corners to the northwest, northeast, southwest or southeast of the no. shown. You can use a d4, d8 or d12 (assigning pip ranges equally) to determine its position as characters reach the location. The creature will not pursue those that flee out the northern passage. 7. Five alcoves jut from this chamber and when characters approach its occupant will appear from one of them. Residing within is a Basilisk! (33 hp) Pieces and shards of stone lay scattered about the chamber. 8. This chamber contains two sections--east and west, and strung between the two, from north to south, is a massive, sticky web. At 30 feet in width (north to south) and 20 high (from top to bottom), it is capable of trapping creatures as large as an ogre within its sticky strands; while an ogre would eventually break free, it is much more difficult for humans and smaller beings . Hiding above this on either side is its builder--a gargantuan Black Widow Spider. She is capable of sustaining up to 30 hp of damage, but treat her as a 9 Hit Dice monster for attack purposes. In addition to a lethally poisonous bite, she can shoot sticky filaments from organs within her jaw up to 40 feet that can entangle the victim; this can only be done in lieu of her bite attack. Those targeted by such strands must immediately attempt to wipe/tear them away, or they will be covered enough in 1-4 rounds as to be virtually unable to move; arms and hands will be pinned, legs bound, etc. Actively avoiding this effect requires the target to do nothing else while under attack; one cannot cast spells, or swing a weapon! Others may assist the victim in avoiding entrapment, but doing so will, for them also, eliminate all other actions. (Note: only creatures/beings in the process of running blindly through the chamber can result in them crashing into the web. ) Anyone fully enveloped by the sticky strands and not freed by others/other means, will die from suffocation in 1-4 additional rounds. 9. Laying on the floor in the center of this chamber appears to be a sleeping, Red Dragon! It is an illusion, however, placed here long ago by a mischievous Djinn of considerable power. Treat the illusion as an actual creature if the characters take action to subdue or attack it--it will respond accordingly. If it is ignored or detected as being an illusion, the image will dissipate in 6 to 12 rounds and in its place will be revealed a magic ring! Besides the item's beneficial magic powers, it imbues the wearer with a curse! 10. A naturally formed chamber, this cave has been dissected by two forces: underground water and a collapsed ceiling. Thus, it is cut into north and south sections. However, the obstruction can be negotiated, going from one part to the other, but in order to do so, one must submerge on one side, then work their way through the varies tubes and cracks within the collapsed material, thus emerging on the other side. A side-view is provided, here, to help illustrate the situation: Whether the collapse was natural or by design is not determinable from visual observation. The fact that it imprisons creatures in the chamber beyond makes one wonder. For every turn spent in this chamber there is a 1 in d6 chance that from 10 to 100 giant rats will appear; perhaps summoned by their mistresses, or out of hunger and the smell of human flesh. (Roll hit points as needed.) It is possible to follow the underground water east with the current, and emerge at the bottom of a well on the far side of the city 11. This chamber is the tomb of the evil sisters-- 3 Vampires! They each lie inside one of the coffins (as shown on the map) during day- light hours; though they have little to fear from sun light reaching them, they have little else to do otherwise. During night time above they will be out of their boxes and inside the chamber, plotting and grumbling as they feast on the blood of whatever vermin-- mostly rats--they have been able to summon through the water ways. Besides their Undead powers each is fluent as a magic-user of 7th level ability; though the two younger sisters each has 7 Hit Dice (HP: 30,27), the elder one has 9 (HP: 29). It is up to you what spells each might have at her disposal. I recommend the following: Detect Magic, Magic Missile, Shield, Sleep; Detect Invisible, ESP, Web; Fire Ball/Lightning Bolt, Hold Person/Suggestion; Confusion (They cannot know the Dimension Door spell, or their imprisonment makes no sense!) What treasure they stole during their rein was stored in another chamber which they no longer have access to. Special Devices
The remaining two chambers in the dungeon can only be accessed through a special portage system. This consists of magic passage ways that appear as dead ends of corridors, and stairs. To begin, characters must locate the stairs at area b1. Descending these will deliver them to location b2. Following either tunnel west they will discover more stairs at a1, and descending these will deliver them to area a2. Once they reach this (a2) they can continue to the last locations: 12 and 13. (Reversing the procedure will return them to the regular part of the dungeon.) 12. Within this chamber is the accumulated treasure of the three sisters. Eight chests are located throughout, but only seven are real; bound with chains and secured by a crude padlock. The chest at the north end standing on the floor next to the door is, in fact, a creature that has taken refuge in the chamber in its attempt to avoid being caught and eaten by the Gargoyles mentioned. The creature is generally unknown by surface dwellers, and is only referred to as a Mimic, since it has an innate ability to shape itself into the likeness of other non-living objects. It is a benevolent creature, Lawful, and is used by high level magic users to guard and/or store things precious. It has no physical attack form, is considered AC8, having 1+1 Hit Dice, and able to Move 6"/turn. Having hidden itself in the dungeon for several decades, it has knowledge of the layout, and knows that a terrible being recently found its way into the dungeon and has been searching for the rumored treasure of the sisters. The Mimic is intelligent (consider it as 13), and can speak common, as well as the secret tongue of magic-users (i.e., it can read scrolls presented to it without the need of a Read Languages spell.) If it is communicated with, it will divulge all that it knows to Lawful characters. Of the seven remaining --real--chests, the keys have long been lost, but the wooden vessels themselves are so dry rotted, they can be easily smashed to bits, revealing the wealth within. Approximately 6000 GP can be found in each chest along with, in the last two examined, 72 gems (in chest 6) and 72 pieces of jewelry(in chest 7). The total value of the gems is 22600 GP, and of the jewelry is 202000 GP. You can roll to determine the value of each item, or assign a value as you wish. The following is my breakdown of this: GEMS: 5x10 GP, 9x50 GP, 41x100 GP, 6x500 GP, 10x1000 GP, 1x5000 GP JEWELRY: 10x1000 GP, 10x1100 GP, 15x2000 GP, 20x3000 GP, 10x4000 GP, 5x7000 GP, 2x8000 GP ITEMS: (Hidden in the chests are the following:) Ring of Water Walking, Wand of Cold, Scarab of Protection vs. Evil High Priests. 13. An altar to some unknown/forgotten god stands at the west end of this chamber. Two great fireplaces built into the north and south walls ( m/ n) take up the entire surface and are large enough for a tall man to walk into. These are magical portals , and if anyone decides to step into one, they will be teleported to either the first plane of Hell ( m), or to a cloud surrounded by space, ( n) standing in a long line of beings awaiting to enter a giant golden gate in the distance. (You will either have to come up with an idea for these destinations, or replace the effect with something of your own.) When the characters arrive, they will have to contend with the current occupant of the chamber--a Greater Medusa! This is the being that the Mimic referred to. Treat her as if she has 9 Hit Dice, AC 3, and Move 12"; she is greater because she has the capabilities of a L8 cleric! (though she can only cast evil/harmful spells.) Allow her 47 hp. As a Medusa, she can Turn to Stone with her glare all those whose eyes meet hers, and can also cast spells as mentioned, or fire magical arrows (that do additional poison damage) from her +2 bow. While she is aware of the three sisters imprisoned within the dungeon, she cares not. Her mission is, to attract minions around her for some purpose that she will not divulge; she serves a Master from beyond this plane, and answers only to him. This ends the adventure, Tomb of the Forgotten Evil. (Dungeon map to follow)
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Post by captaincrumbcake on Jan 3, 2016 16:07:19 GMT -5
Attachments:
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Post by captaincrumbcake on Jan 3, 2016 16:08:06 GMT -5
Sorry about the text (above); the transference went wonky on me for some reason.
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Post by captaincrumbcake on Feb 4, 2016 20:52:52 GMT -5
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Post by robkuntz on Feb 5, 2016 2:32:29 GMT -5
Really good stuff. Keep on imagining what "could be".
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Post by captaincrumbcake on Feb 5, 2016 9:36:34 GMT -5
Really good stuff. Keep on imagining what "could be". Thanks, Rob. I'm considering doing one more adventure for this thread.
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Post by Deleted on Feb 5, 2016 10:02:39 GMT -5
It's always good to have more resources for pick up games! Thanks, CCC!
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Post by captaincrumbcake on Feb 10, 2016 12:24:31 GMT -5
THE HOUND OF HOGGBOTTEM
The series of maps to follow are part of the adventure i am considering including in the Lost Lands; it is generic enough, one could plop it just about anywhere into one's own realm. So, feel free to use what you want of it--with the warning that, I do plan to finish the actual adventure itself; the general area maps are just that, and no specific details are provided. Attachments to follow: Cover Large area maps 1,(large hex = 30 miles) 2 (large hex = 5 miles) Large area maps 3, 4 (large hex = 5 miles) Medium hex map of area around the village (ditto) Small hex map of the village (large hex = 880') (Maps to follow)
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Post by captaincrumbcake on Feb 10, 2016 12:27:52 GMT -5
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Post by captaincrumbcake on Feb 10, 2016 12:31:45 GMT -5
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Post by captaincrumbcake on Feb 10, 2016 12:35:38 GMT -5
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Post by captaincrumbcake on Feb 18, 2016 21:05:18 GMT -5
I've decided to bypass The Troll Fens for the moment. I'm working on Temple of Terror. It's for higher level types: 5th-9th, and sure to be a grinder. This kinda ain't so anymore. I did some work on the Troll Fens, and ended up posting what I've done so far, here: ruinsofmurkhill.proboards.com/thread/552/more-maps?page=1&scrollTo=5924Not sure how it ended up this way but...meh.
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