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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4789604" data-attributes="member: 386"><p>5. Maglubiyet's Shrine (XP 675)</p><p>The main corridor running south turns to the west, where runs for about 10' before it ends in a wooden door. A pair of glowing red eyes has been painted on the door recently by someone of obvious talent.</p><p></p><p>This chamber is some 40x40 in area. A crude shrine, a large stone covered with a black cloth, dominates the western end of the room. The black cloth is bloodstained, and on it rest a dozen skulls. Two sticks of incense, releasing a nauseating odour, burn in the eye sockets of the skulls. The walls are covered in crude drawings of a goblin with glowing black eyes slaughtering elves and dwarves with a battle axe; the floor has a well-done, half-finished painting of the same goblin's head.</p><p></p><p>Two passages lead out of the room, one in the north wall and one in the south. Both are covered by black curtains. A wooden cage, 10x10 in area, is in the southwestern corner of the room.</p><p></p><p style="margin-left: 20px">DM's notes: Identifying the pair of eyes on the door as the symbol of Maglubiyet is a DC 15 Religion check. Characters who succeed at a DC 20 Religion check recall the rites of Maglubiyet - the sacrifice of a beating heart each new moon.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Four goblin cutters and a warrior are in the room, taunting the prisoners and worshipping at the shrine.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The passages lead to 20x20 bedrooms. A goblin underboss uses the north one and a goblin hexer (son of Maglubiyet) uses the southern. These two goblins hate each other and struggle against each other for dominance over the goblins in the Gutwound tribe, their hatred kept in check only by the stern warnings of their hobgoblin masters.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The incense in the room applies a -2 penalty to attacks (poison). It can be extinguished easily.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the PCs enter this chamber before the first new moon, they will find Darmon the painter and his fiancee in the cage. They are to be sacrificed. If before the second, they will only find Darmon. Darmon painted the eyes on the door and is in the process of painting murals on the floor and walls. (One can only imagine what he uses as paints!)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Characters who search the room can notice a small crack underneath the altar with a DC 20 Peception check. If the altar is moved, PCs will find a set of blood-caked stairs leading to area 6.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The goblin hexer has a mummified heart hanging on a tarnished silver chain (30gp) around his neck. The underboss wears small-sized black iron scale +1 (resist 5 fire, necrotic).</p><p></p><p>6. Hidden chamber</p><p>The stairs lead down to a small room. An archway leads to a set of descending stairs. Carved into the archway are ancient runes. The ones in common read: "Take care, seeker, lest ye wake the doom of Sarnath."</p><p></p><p style="margin-left: 20px">DM's notes: The stairs lead to level 3 of the catacombs.</p><p></p><p>7. Drake Warren (XP 725)</p><p>This chamber (40x40) has a high, vaulted ceiling (20') held up by pillars. Mounds of earth lie scattered around the room. A large chandelier, held up by sturdy iron chains, hangs from the middle of the ceiling.</p><p></p><p>This room is well-lit from torches on the chandelier.</p><p></p><p style="margin-left: 20px">DM's notes: 2 spiretop drakes roost on the chandelier. They, a guard drake, and two spitting drakes are looked after by a kobold skirmisher.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The chandelier covers 4 squares in the middle of the room. If the chain holding the chandelier is released, it will plummet to the ground. Make an attack: Dex v R, 3d8+3, ongoing fire 5 and restrained (sv). Miss: 1/2 dmg. The chain will launch anyone holding onto it 4 squares, which can be used as a move in any direction. Distance travelled horizontally equals distance travelled vertically, so falling damage is a consideration.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A secret door constructed by the kobolds (DC 20) is in the eastern wall. It leads to a corridor running east for 20', then turning north. This corridor connects (by secret door) to areas 9 and 8.</p><p></p><p>8 a. Trapped Hallway (XP 200)</p><p>The 10' wide hallway runs in all directions, coming to a 20x20 foot intersection.</p><p></p><p style="margin-left: 20px">DM's notes: This area has been trapped by the kobolds.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A pit trap, triggered to go off when approximately 4 medium-sized creature step on it, covers the entire intersection. The pit is filled with oil.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There are springboard traps that line the areas bordering the pit. They arm when the pit is triggered.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The pit trap also sets off an alarm, a loud clanging bell in the ceiling. This alerts the kobolds in area 8 b.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If there is a fight in the hall, kobold minions will be commanded to trigger the pit (standard action).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Pit trap: lvl 1 lurker (XP 100)</p> <p style="margin-left: 20px">Perception/Dungeoneering DC 15: The stones ahead are slightly discoloured.</p> <p style="margin-left: 20px">DC 20 (search only): There is a pit trap here, covering the entire intersection.</p> <p style="margin-left: 20px">DC 25 (search only): The pit will trigger if 4 people step onto it.</p> <p style="margin-left: 20px">Trigger: When 4 medium-sized creatures enter the trapped spaces.</p> <p style="margin-left: 20px">Attack: <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> immediate reaction, +4 v R, the character falls in the pit and takes 1d10 damage. Miss: The target returns to the last square it occupied and ends its move action.</p> <p style="margin-left: 20px">Effect: the false floor opens and the pit is no longer hidden.</p> <p style="margin-left: 20px">Special: If the oil is lit on fire, it deals 5 fire damage to anyone standing in it.</p> <p style="margin-left: 20px">Countermeasures: Disable Thievery DC 20. Trigger DC 10.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Springboard trap: lvl 1 minion (XP 25)</p> <p style="margin-left: 20px">Perception/Dungeoneering DC 15: The stones ahead are slightly discoloured.</p> <p style="margin-left: 20px">DC 20 (search only): There is a springboard trap here. It is not armed.</p> <p style="margin-left: 20px">Trigger: After the pit is activated, any character who enters the square is attacked.</p> <p style="margin-left: 20px">Attack: <img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> +4 v F, the character is pushed 1. The springboard is nearly flat to the wall; -5 penalty to save to avoid falling. Characters who fall take 1d10 damage.</p> <p style="margin-left: 20px">Effect: The springboard creates a short wall, providing cover.</p> <p style="margin-left: 20px">Countermeasures: Disable Thievery DC 20. Trigger DC 10.</p><p></p><p>8 b. Kobold Lair (XP 650) </p><p>This chamber is some 50x50 feet in area. Sixteen straw, flea-ridden matresses line the first 20 feet of the room. Rats and other vermin are being cooked over a large, 10x10 firepit in the middle of the room. </p><p></p><p>In the middle of the southern wall is a small pool raised 2' off the ground. It is filled with a bubbling, gooey tar, heated by coals underneath. On the opposite side of the room is a large vat with a thick gluey substance. In the northeastern corner of the room, there is sealed cauldron over a low fire. This cauldron emits a horrid stench.</p><p></p><p>Scattered around the southeastern corner are all sorts of gears, widgets, serrated blades, spears, picks, and other trap making components.</p><p></p><p style="margin-left: 20px">DM's notes: A kobold spiker, 2 kobold slingers, and 8 kobold minions are here.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The trap gear can be used as an attack: if you push someone into it, make an attack as an immediate reaction, Str v R, 1d8 dmg.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The stinkpot brew, if tipped over, creates a horrid miasma: <img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Str -2 v R, blast 3, 3d6+3 fire, effect: -2 atk until the end of the encounter. The firepot oven deals 5 fire ongoing fire damage to anyone who enters its space. Globs of burning pitch can be thrown, though the attacker takes 10 fire damage: <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> ranged 5, Dex v R, 1d6+3 fire and ongoing 5 fire. The gluepot mix can be dumped (blast 2); until the end of the encounter, characters entering those squares are immobilized (sv).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Burning matresses creates concealment in a burst 1 area until the end of the encounter.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A secret door constructed by the kobolds (DC 20) is in the eastern wall. It leads to a corridor running east for 20', then turning north and south. This corridor connects (by secret door) to areas 7 and 9.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The kobolds have 86 sp, 20 cp in various bags. The spiker has a moonstone (100 gp) on him.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Kobold Spiker: see Dragon 364</p><p></p><p>9. Shaman's Room</p><p>This room (20x20) has two doors, one on the north wall and one on the south. A small font made of stone sits in the middle of the room. A gemstone can be seen in it.</p><p></p><p style="margin-left: 20px">DM's notes: Both doors are false, having been walled up by the kobolds. There is a secret door at the east end of the room. This leads to a corridor running 20' east, and from there the room to the north and the south can be accessed. The corridor turns north, and a small crack in the wall leads to a long tunnel that eventually exits in the Moon Hills. The north room belongs to Kobold Wyrmpriest, the south to a slyblade; both rooms are 20x20.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The kobolds have cut some arrow slits into the south wall (Perception DC 20 to notice, no search required). They are closed off.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The water in the font is poison. If someone grabs the gem, a trap triggers, and a spray of poison bursts up. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Poison trap: lvl 1 lurker (XP 25)</p> <p style="margin-left: 20px">Perception:</p> <p style="margin-left: 20px">DC 15: The gem seems to be attached to something.</p> <p style="margin-left: 20px">DC 20 (search only): The gem is attached to a trigger.</p> <p style="margin-left: 20px">Trigger: Someone grabs the gem.</p> <p style="margin-left: 20px">Attack, <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> close burst 1, +4 v R, 2d6+3 poison. </p> <p style="margin-left: 20px">Effect: A large stone block collapses to the ground, cutting off the western exit. This noise alerts the slyblade and wyrmpriest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The slyblade has a medium-sized point-blank crossbow +1. The wyrmpriest has 87 gp, 34 sp, 80 cp. The gem in the font is worth 200 gp.</p><p></p><p>10. Cursed Room (XP 25)</p><p>This room (30x30) is bare save for a single stone sarcophagus in the middle of the room. A corridor leads to the west through an archway carved to resemble a demon's face.</p><p></p><p style="margin-left: 20px">DM's notes: If a character approaches to within 5' of the demon archway, a magic mouth with an ancient accent intones: Lo, for Sarnath was great and his doom was mighty. A thousand souls were his, and serve him yet. Enter the well and your soul shall be his." Characters who succeed on a DC 22 Arcana/Perception check (no search required) will be aware that the demon mouth is slightly animate and has an Abyssal spirit of its own.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The sarcophagus is difficult to open, but if lifted by characters with Str scores totalling 36, it will open. Once opened, a trap set by the kobolds is sprung, a cloud of poison gas released. Burst 1, +6 v R, 2d6+3 damage. Perception DC 20 to notice the trap, thievery DC 25 to disable it (failure sets it off). XP 25.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The sarcophagus is empty save for a note written by the kobolds that says, "Suckers." There are scratchings on the inside of the lid, however, insane ramblings scratched from the inside by tooth and nail. If characters who spend time reading the writings succeed at a DC 22 Religion/Arcana check, they can discover an important passage: "And woe unto me for I spoke the name of the Chained God in the tongue of power and with great will did I command the creations of Sarnath; but I dare not say his name again, for my mind cannot take the strain." A religion or arcana check (DC 15) indicates that PCs know that "tongues of power" probably refers to the Words of Power: Supernal and Abyssal.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Characters who know the name of the Chained God in Abyssal gain the following power:</p> <p style="margin-left: 20px">Tharizdun</p> <p style="margin-left: 20px">At-Will * Arcane, Fear, Psychic</p> <p style="margin-left: 20px">Minor Action * Close burst 5</p> <p style="margin-left: 20px">Target: One creature in burst</p> <p style="margin-left: 20px">Attack: Charisma vs. Will</p> <p style="margin-left: 20px">Hit: 1d4 + Charisma modifier psychic damage.</p> <p style="margin-left: 20px">Effect: You are subject to a special attack roll: 1d20 + your level v W. If this attack hits, you fall unconcious for 6 hours in a catatonic coma as horrid nightmares and alien visions plague your fragile conciousness. Upon awakening you act as though you had just cast the ritual Consult Mystic Sages.</p> <p style="margin-left: 20px">Special: If this power is used more than once in a one-month period, the character is stricken by insanity and is Helpless for a month.</p><p></p><p>11. Well of Souls (XP 500)</p><p>The walls of this round room (30x30) are carved with disturbing images - of sacrifice, of dark alien gods, of a dark and evil man.</p><p></p><p>A 10x10 well is in the middle of the room.</p><p></p><p style="margin-left: 20px">DM's notes: Characters who make a DC 22 Perception check (no search required) notice that the mouth seems strange, almost as if it is alive. It detects as magic. When all characters have entered this room (the well determines this magically, with a Per check of +12), the demon-carved archway slams its mouth shut (+5 v R, 3d6+3, push 1 to anyone standing there). </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Shortly thereafter, the images start to come to life in a moving-picture, swirling around the walls. Anyone in the room watches thousands sacrificed on a ziggurat by a man wearing ochre robes. Their souls disappear down a dark well, similar to the one in this room. Once this scene is played out, a great swirling eye appears over the well, and the eye speaks in Abyssal: "Come to me."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Characters in the room who are not blind or deaf are struck with an impulse to leap into the eye. This is a trap.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Well of Souls: lvl 6 elite blaster trap (XP 500)</p> <p style="margin-left: 20px">Trigger: One round after the eye appears or the demon mouth is attacked.</p> <p style="margin-left: 20px">Init: +8</p> <p style="margin-left: 20px">Arcana/Religion:</p> <p style="margin-left: 20px">DC 22: The well has an Abyssal spirit of its own.</p> <p style="margin-left: 20px">Attack: <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> burst 2, +9 v W, slide 3. Characters who fall down the well descend a 40', upon which they are teleported into level 6, area xx.</p> <p style="margin-left: 20px">Countermeasures:</p> <p style="margin-left: 20px">Athletics DC 35: The character breaks through the demon mouth.</p> <p style="margin-left: 20px">HP 80/40; AC 4, F 12, R 4, W 19</p> <p style="margin-left: 20px">Religion/Arcana DC 26: The demon mouth can be commanded to open, provided one uses the proper command! ("Tharizdun" spoken in Abyssal)</p> <p style="margin-left: 20px">Characters who deafen and blind themselves are immune to the attack. Characters who do one of the two gain a +2 bonus to their defenses.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the PCs are able to get out of the room, award them with 500 XP.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4789604, member: 386"] 5. Maglubiyet's Shrine (XP 675) The main corridor running south turns to the west, where runs for about 10' before it ends in a wooden door. A pair of glowing red eyes has been painted on the door recently by someone of obvious talent. This chamber is some 40x40 in area. A crude shrine, a large stone covered with a black cloth, dominates the western end of the room. The black cloth is bloodstained, and on it rest a dozen skulls. Two sticks of incense, releasing a nauseating odour, burn in the eye sockets of the skulls. The walls are covered in crude drawings of a goblin with glowing black eyes slaughtering elves and dwarves with a battle axe; the floor has a well-done, half-finished painting of the same goblin's head. Two passages lead out of the room, one in the north wall and one in the south. Both are covered by black curtains. A wooden cage, 10x10 in area, is in the southwestern corner of the room. [indent]DM's notes: Identifying the pair of eyes on the door as the symbol of Maglubiyet is a DC 15 Religion check. Characters who succeed at a DC 20 Religion check recall the rites of Maglubiyet - the sacrifice of a beating heart each new moon. Four goblin cutters and a warrior are in the room, taunting the prisoners and worshipping at the shrine. The passages lead to 20x20 bedrooms. A goblin underboss uses the north one and a goblin hexer (son of Maglubiyet) uses the southern. These two goblins hate each other and struggle against each other for dominance over the goblins in the Gutwound tribe, their hatred kept in check only by the stern warnings of their hobgoblin masters. The incense in the room applies a -2 penalty to attacks (poison). It can be extinguished easily. If the PCs enter this chamber before the first new moon, they will find Darmon the painter and his fiancee in the cage. They are to be sacrificed. If before the second, they will only find Darmon. Darmon painted the eyes on the door and is in the process of painting murals on the floor and walls. (One can only imagine what he uses as paints!) Characters who search the room can notice a small crack underneath the altar with a DC 20 Peception check. If the altar is moved, PCs will find a set of blood-caked stairs leading to area 6. Treasure: The goblin hexer has a mummified heart hanging on a tarnished silver chain (30gp) around his neck. The underboss wears small-sized black iron scale +1 (resist 5 fire, necrotic).[/indent] 6. Hidden chamber The stairs lead down to a small room. An archway leads to a set of descending stairs. Carved into the archway are ancient runes. The ones in common read: "Take care, seeker, lest ye wake the doom of Sarnath." [indent]DM's notes: The stairs lead to level 3 of the catacombs.[/indent] 7. Drake Warren (XP 725) This chamber (40x40) has a high, vaulted ceiling (20') held up by pillars. Mounds of earth lie scattered around the room. A large chandelier, held up by sturdy iron chains, hangs from the middle of the ceiling. This room is well-lit from torches on the chandelier. [indent]DM's notes: 2 spiretop drakes roost on the chandelier. They, a guard drake, and two spitting drakes are looked after by a kobold skirmisher. The chandelier covers 4 squares in the middle of the room. If the chain holding the chandelier is released, it will plummet to the ground. Make an attack: Dex v R, 3d8+3, ongoing fire 5 and restrained (sv). Miss: 1/2 dmg. The chain will launch anyone holding onto it 4 squares, which can be used as a move in any direction. Distance travelled horizontally equals distance travelled vertically, so falling damage is a consideration. A secret door constructed by the kobolds (DC 20) is in the eastern wall. It leads to a corridor running east for 20', then turning north. This corridor connects (by secret door) to areas 9 and 8.[/indent] 8 a. Trapped Hallway (XP 200) The 10' wide hallway runs in all directions, coming to a 20x20 foot intersection. [indent]DM's notes: This area has been trapped by the kobolds. A pit trap, triggered to go off when approximately 4 medium-sized creature step on it, covers the entire intersection. The pit is filled with oil. There are springboard traps that line the areas bordering the pit. They arm when the pit is triggered. The pit trap also sets off an alarm, a loud clanging bell in the ceiling. This alerts the kobolds in area 8 b. If there is a fight in the hall, kobold minions will be commanded to trigger the pit (standard action). Pit trap: lvl 1 lurker (XP 100) Perception/Dungeoneering DC 15: The stones ahead are slightly discoloured. DC 20 (search only): There is a pit trap here, covering the entire intersection. DC 25 (search only): The pit will trigger if 4 people step onto it. Trigger: When 4 medium-sized creatures enter the trapped spaces. Attack: :melee: immediate reaction, +4 v R, the character falls in the pit and takes 1d10 damage. Miss: The target returns to the last square it occupied and ends its move action. Effect: the false floor opens and the pit is no longer hidden. Special: If the oil is lit on fire, it deals 5 fire damage to anyone standing in it. Countermeasures: Disable Thievery DC 20. Trigger DC 10. Springboard trap: lvl 1 minion (XP 25) Perception/Dungeoneering DC 15: The stones ahead are slightly discoloured. DC 20 (search only): There is a springboard trap here. It is not armed. Trigger: After the pit is activated, any character who enters the square is attacked. Attack: :melee: +4 v F, the character is pushed 1. The springboard is nearly flat to the wall; -5 penalty to save to avoid falling. Characters who fall take 1d10 damage. Effect: The springboard creates a short wall, providing cover. Countermeasures: Disable Thievery DC 20. Trigger DC 10.[/indent] 8 b. Kobold Lair (XP 650) This chamber is some 50x50 feet in area. Sixteen straw, flea-ridden matresses line the first 20 feet of the room. Rats and other vermin are being cooked over a large, 10x10 firepit in the middle of the room. In the middle of the southern wall is a small pool raised 2' off the ground. It is filled with a bubbling, gooey tar, heated by coals underneath. On the opposite side of the room is a large vat with a thick gluey substance. In the northeastern corner of the room, there is sealed cauldron over a low fire. This cauldron emits a horrid stench. Scattered around the southeastern corner are all sorts of gears, widgets, serrated blades, spears, picks, and other trap making components. [indent]DM's notes: A kobold spiker, 2 kobold slingers, and 8 kobold minions are here. The trap gear can be used as an attack: if you push someone into it, make an attack as an immediate reaction, Str v R, 1d8 dmg. The stinkpot brew, if tipped over, creates a horrid miasma: :area: Str -2 v R, blast 3, 3d6+3 fire, effect: -2 atk until the end of the encounter. The firepot oven deals 5 fire ongoing fire damage to anyone who enters its space. Globs of burning pitch can be thrown, though the attacker takes 10 fire damage: :ranged: ranged 5, Dex v R, 1d6+3 fire and ongoing 5 fire. The gluepot mix can be dumped (blast 2); until the end of the encounter, characters entering those squares are immobilized (sv). Burning matresses creates concealment in a burst 1 area until the end of the encounter. A secret door constructed by the kobolds (DC 20) is in the eastern wall. It leads to a corridor running east for 20', then turning north and south. This corridor connects (by secret door) to areas 7 and 9. Treasure: The kobolds have 86 sp, 20 cp in various bags. The spiker has a moonstone (100 gp) on him. Kobold Spiker: see Dragon 364[/indent] 9. Shaman's Room This room (20x20) has two doors, one on the north wall and one on the south. A small font made of stone sits in the middle of the room. A gemstone can be seen in it. [indent]DM's notes: Both doors are false, having been walled up by the kobolds. There is a secret door at the east end of the room. This leads to a corridor running 20' east, and from there the room to the north and the south can be accessed. The corridor turns north, and a small crack in the wall leads to a long tunnel that eventually exits in the Moon Hills. The north room belongs to Kobold Wyrmpriest, the south to a slyblade; both rooms are 20x20. The kobolds have cut some arrow slits into the south wall (Perception DC 20 to notice, no search required). They are closed off. The water in the font is poison. If someone grabs the gem, a trap triggers, and a spray of poison bursts up. Poison trap: lvl 1 lurker (XP 25) Perception: DC 15: The gem seems to be attached to something. DC 20 (search only): The gem is attached to a trigger. Trigger: Someone grabs the gem. Attack, :close: close burst 1, +4 v R, 2d6+3 poison. Effect: A large stone block collapses to the ground, cutting off the western exit. This noise alerts the slyblade and wyrmpriest. Treasure: The slyblade has a medium-sized point-blank crossbow +1. The wyrmpriest has 87 gp, 34 sp, 80 cp. The gem in the font is worth 200 gp.[/indent] 10. Cursed Room (XP 25) This room (30x30) is bare save for a single stone sarcophagus in the middle of the room. A corridor leads to the west through an archway carved to resemble a demon's face. [indent]DM's notes: If a character approaches to within 5' of the demon archway, a magic mouth with an ancient accent intones: Lo, for Sarnath was great and his doom was mighty. A thousand souls were his, and serve him yet. Enter the well and your soul shall be his." Characters who succeed on a DC 22 Arcana/Perception check (no search required) will be aware that the demon mouth is slightly animate and has an Abyssal spirit of its own. The sarcophagus is difficult to open, but if lifted by characters with Str scores totalling 36, it will open. Once opened, a trap set by the kobolds is sprung, a cloud of poison gas released. Burst 1, +6 v R, 2d6+3 damage. Perception DC 20 to notice the trap, thievery DC 25 to disable it (failure sets it off). XP 25. The sarcophagus is empty save for a note written by the kobolds that says, "Suckers." There are scratchings on the inside of the lid, however, insane ramblings scratched from the inside by tooth and nail. If characters who spend time reading the writings succeed at a DC 22 Religion/Arcana check, they can discover an important passage: "And woe unto me for I spoke the name of the Chained God in the tongue of power and with great will did I command the creations of Sarnath; but I dare not say his name again, for my mind cannot take the strain." A religion or arcana check (DC 15) indicates that PCs know that "tongues of power" probably refers to the Words of Power: Supernal and Abyssal. Characters who know the name of the Chained God in Abyssal gain the following power: Tharizdun At-Will * Arcane, Fear, Psychic Minor Action * Close burst 5 Target: One creature in burst Attack: Charisma vs. Will Hit: 1d4 + Charisma modifier psychic damage. Effect: You are subject to a special attack roll: 1d20 + your level v W. If this attack hits, you fall unconcious for 6 hours in a catatonic coma as horrid nightmares and alien visions plague your fragile conciousness. Upon awakening you act as though you had just cast the ritual Consult Mystic Sages. Special: If this power is used more than once in a one-month period, the character is stricken by insanity and is Helpless for a month.[/indent] 11. Well of Souls (XP 500) The walls of this round room (30x30) are carved with disturbing images - of sacrifice, of dark alien gods, of a dark and evil man. A 10x10 well is in the middle of the room. [indent]DM's notes: Characters who make a DC 22 Perception check (no search required) notice that the mouth seems strange, almost as if it is alive. It detects as magic. When all characters have entered this room (the well determines this magically, with a Per check of +12), the demon-carved archway slams its mouth shut (+5 v R, 3d6+3, push 1 to anyone standing there). Shortly thereafter, the images start to come to life in a moving-picture, swirling around the walls. Anyone in the room watches thousands sacrificed on a ziggurat by a man wearing ochre robes. Their souls disappear down a dark well, similar to the one in this room. Once this scene is played out, a great swirling eye appears over the well, and the eye speaks in Abyssal: "Come to me." Characters in the room who are not blind or deaf are struck with an impulse to leap into the eye. This is a trap. Well of Souls: lvl 6 elite blaster trap (XP 500) Trigger: One round after the eye appears or the demon mouth is attacked. Init: +8 Arcana/Religion: DC 22: The well has an Abyssal spirit of its own. Attack: :close: burst 2, +9 v W, slide 3. Characters who fall down the well descend a 40', upon which they are teleported into level 6, area xx. Countermeasures: Athletics DC 35: The character breaks through the demon mouth. HP 80/40; AC 4, F 12, R 4, W 19 Religion/Arcana DC 26: The demon mouth can be commanded to open, provided one uses the proper command! ("Tharizdun" spoken in Abyssal) Characters who deafen and blind themselves are immune to the attack. Characters who do one of the two gain a +2 bonus to their defenses. If the PCs are able to get out of the room, award them with 500 XP.[/indent] [/QUOTE]
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