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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6847099" data-attributes="member: 5834"><p><strong>Travel to the Labyrinth</strong></p><p></p><p><strong>Travel from Gravenhollow to The Labyrinth:</strong> It takes 30 days to reach the Spiral of the Horned King.</p><p></p><p>Day 1: No encounter during day.</p><p></p><p>Day 2: No encounter.</p><p></p><p>Day 3: Horrid Sounds. You hear the echo of souls suffering. Make a DC 11 Wisdom saving throw or gain a level of Madness from Orcus. (CR ½ 100 xp)</p><p></p><p>Boneyard. A whisper from the darkness, “You cannot pass. The Prince of Undeath has decreed this way sealed.” Burnt bones litter this corridor. Two dwarven Death Knights with battle axes created by Orcus slay anyone that tries to pass. They have killed many creatures during their short time here. They are supported by 10 Minotaur skeletons created from the bones of Baphomet’s followers.</p><p></p><p>Day 4: No encounter first part of day.</p><p></p><p>Slime Patch. This entire area is covered by a patch of green slime covering the entire passageway for a 100 feet. 15 Ochre Jellies wander the area climbing the walls and slithering on the ground. They move to consume any living things in the area. They are intelligent due to the presence of Juiblex and will work in a coordinated fashion.</p><p>Green Slime: Blindsight 30 feet. Drops when detects movement. If aware can avoid with DC 25 dexterity save to cross 100 feet without contact. Contact with slime does 1d10 acid damage. Damage occurs at start of each round until slime scraped off or destroyed. Destroyed by sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime. CR 5 (1800 due to amount of slime and high save).</p><p></p><p>Day 5: Underground Stream. Beneficial to party. </p><p>Demonic Scouts. 6 shadow demons scouting for a marilith war leader watch this stream invisible in the darkness. They shadow the party if they are unnoticed until they ambush with the marilith.</p><p>2nd half of day. A patch of yellow mold covers a 20 foot area of the corridor. (Page 105 DMG). CR 2 (450 xp).</p><p></p><p>Day 6: No encounter.</p><p></p><p>Webs. 2 giant spiders in web. CR ¼ (50 xp).</p><p></p><p>Day 7: No encounter for day.</p><p></p><p>Day 8: No encounter for day.</p><p></p><p>Day 9: No encounter for day.</p><p></p><p>Day 10: Webs. 4 giant spiders with giant fire beetles in webs. CR ¼ (50 xp).</p><p> </p><p>Day 11: No encounter for day.</p><p></p><p>Day 12: No encounter for day.</p><p></p><p>Day 13: No encounter. </p><p></p><p>Boneyard. This is a high cavern (100 feet high) with many stalactites and stalagmites. At one point it was the lair of a beholder. Now it is the lair of a death tyrant made by Orcus. Many bones are strewn about making this place difficult terrain. The death tyrant can use lair actions in this area.</p><p></p><p>If the shadow demons are not spotted from the stream, they ambush the party here as well. </p><p></p><p>5 beholder zombies reside in this place made by Orcus and commanded to stop the progress of anything in this direction.</p><p></p><p>Treasure: There is a flame tongue sword amongst the bones of this place if the characters search.</p><p></p><p>Day 14: No encounter.</p><p></p><p>Demonic Assault. A marilith is leading a war party comprised of four hezrou, four vrock, and six chasme on a path of war. They are assaulting anything that crosses their path. </p><p>The shadow demons ambush if they are still alive.</p><p></p><p><strong>DM Notes</strong>: </p><p>1. I felt I needed to boost the xp in the module. The travel encounters are less than trivial to a level 9 party. I also wanted to show more of the effects of the demon lords making the Underdark a more dangerous place. I worked on the idea that Orcus had been traveling in this direction killing anyone in his way and creating potent undead to control the areas he passed through. I tossed in a demonic warband with shadow demon scouts.</p><p></p><p>2. The death tyrant proved more of a threat in a well-designed lair. That is with them able to use their eye rays tactically rather than randomly. I'm tossing out the requirement to use a different lair action every turn as well. So many built in rules to make the game even easier on the players.</p><p></p><p>3. Mariliths aren't very dangerous in 5E. No spellcasting ability turned them into a pure melee brute with very few options.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6847099, member: 5834"] [b]Travel to the Labyrinth[/b] [B]Travel from Gravenhollow to The Labyrinth:[/B] It takes 30 days to reach the Spiral of the Horned King. Day 1: No encounter during day. Day 2: No encounter. Day 3: Horrid Sounds. You hear the echo of souls suffering. Make a DC 11 Wisdom saving throw or gain a level of Madness from Orcus. (CR ½ 100 xp) Boneyard. A whisper from the darkness, “You cannot pass. The Prince of Undeath has decreed this way sealed.” Burnt bones litter this corridor. Two dwarven Death Knights with battle axes created by Orcus slay anyone that tries to pass. They have killed many creatures during their short time here. They are supported by 10 Minotaur skeletons created from the bones of Baphomet’s followers. Day 4: No encounter first part of day. Slime Patch. This entire area is covered by a patch of green slime covering the entire passageway for a 100 feet. 15 Ochre Jellies wander the area climbing the walls and slithering on the ground. They move to consume any living things in the area. They are intelligent due to the presence of Juiblex and will work in a coordinated fashion. Green Slime: Blindsight 30 feet. Drops when detects movement. If aware can avoid with DC 25 dexterity save to cross 100 feet without contact. Contact with slime does 1d10 acid damage. Damage occurs at start of each round until slime scraped off or destroyed. Destroyed by sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime. CR 5 (1800 due to amount of slime and high save). Day 5: Underground Stream. Beneficial to party. Demonic Scouts. 6 shadow demons scouting for a marilith war leader watch this stream invisible in the darkness. They shadow the party if they are unnoticed until they ambush with the marilith. 2nd half of day. A patch of yellow mold covers a 20 foot area of the corridor. (Page 105 DMG). CR 2 (450 xp). Day 6: No encounter. Webs. 2 giant spiders in web. CR ¼ (50 xp). Day 7: No encounter for day. Day 8: No encounter for day. Day 9: No encounter for day. Day 10: Webs. 4 giant spiders with giant fire beetles in webs. CR ¼ (50 xp). Day 11: No encounter for day. Day 12: No encounter for day. Day 13: No encounter. Boneyard. This is a high cavern (100 feet high) with many stalactites and stalagmites. At one point it was the lair of a beholder. Now it is the lair of a death tyrant made by Orcus. Many bones are strewn about making this place difficult terrain. The death tyrant can use lair actions in this area. If the shadow demons are not spotted from the stream, they ambush the party here as well. 5 beholder zombies reside in this place made by Orcus and commanded to stop the progress of anything in this direction. Treasure: There is a flame tongue sword amongst the bones of this place if the characters search. Day 14: No encounter. Demonic Assault. A marilith is leading a war party comprised of four hezrou, four vrock, and six chasme on a path of war. They are assaulting anything that crosses their path. The shadow demons ambush if they are still alive. [b]DM Notes[/b]: 1. I felt I needed to boost the xp in the module. The travel encounters are less than trivial to a level 9 party. I also wanted to show more of the effects of the demon lords making the Underdark a more dangerous place. I worked on the idea that Orcus had been traveling in this direction killing anyone in his way and creating potent undead to control the areas he passed through. I tossed in a demonic warband with shadow demon scouts. 2. The death tyrant proved more of a threat in a well-designed lair. That is with them able to use their eye rays tactically rather than randomly. I'm tossing out the requirement to use a different lair action every turn as well. So many built in rules to make the game even easier on the players. 3. Mariliths aren't very dangerous in 5E. No spellcasting ability turned them into a pure melee brute with very few options. [/QUOTE]
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