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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4789611" data-attributes="member: 386"><p>This area is hard to understand without the map. It was designed to be tough to confront head-on but, with clever use of certain areas, excellent use of stealth, and discovery of some secret doors, PCs can manipulate the environment against the monsters. Hopefully I succeeded at that.</p><p></p><p><strong>TOMBWOOD CRYPTS: LEVEL 3 (GUTWOUND LAIR)</strong></p><p></p><p>Overview: During the last winter, a group of hobgoblins nd their goblin slaves, unhappy with the leadership in Daggersburg, moved into this area. Their leader, a powerful hobogoblin servant of Bane named Hargut, prowls the deeper areas - "the sunken city of Sarnath" - in search of lore and treasure that will make the Gutwound tribe powerful enough to sieze control of Daggersburg.</p><p></p><p>The present commander is a cowardly hobgoblin named Skarzgard. He has an idea of what lurks in the Moonstone Caverns:</p><ul> <li data-xf-list-type="ul">wererats in the cisterns;</li> <li data-xf-list-type="ul">undead in the tombwood crypts;</li> <li data-xf-list-type="ul">human bandits on the first level of the catacombs;</li> <li data-xf-list-type="ul">kobolds in the second level of the catacombs;</li> <li data-xf-list-type="ul">orcs, gnolls, spiders, ancient curses, and a dragon warped by chaos on the fourth level;</li> <li data-xf-list-type="ul">many portals</li> <li data-xf-list-type="ul">an inky-black fog that devours flesh and cannot be killed</li> <li data-xf-list-type="ul">gnolls, troglodytes, and worse in "the sunken city of Sarnath" (5 and down);</li> <li data-xf-list-type="ul">and rumours about some horrible creature in the lowest level.</li> </ul><p></p><p>Skarszgard is having his leadership challenged by Torguz, a hobgoblin warcaster.</p><p></p><p>Wandering Monsters: Monsters rarely wander into this lair, but the hobogoblins do patrol. If the PCs are in the hobgoblin area, roll 1d4; otherwise, roll 1d6.</p><p></p><p>Roll</p><p>1 Gobbos heading out with supplies (2 sharpshooters, 2 warriors, 1 skullcleaver). XP 600</p><p>2 Hobgob patrol (2 soldiers, 2 archers, 4 grunts). XP 752</p><p>3 Hobgobs returning from assault (subcommander, 4 grunts, 1 soldier, 2 archers). XP 750 </p><p>4 Bugbears strangler, lurking about (Per DC 24). XP 250 </p><p>5 Undead (lvl 4)</p><p>6 Undead (lvl 5)</p><p></p><p></p><p></p><p>1. Grand Hall</p><p>This area is a large, vaulted hall, some 40' wide north-south and 100' long east-west. The ceiling rises 50' on large, chipped pillars carved into the likeness of men. Three of the eight pillars hold a lantern from an outstretched arm, each with a small gem that provides a dim, arcane light. The centre avenue of the hall, 20' wide, is sunken 10' into the floor, and along its length are old, cracked mosaics. A 5' wide ledge runs around the room, 40' off the ground.</p><p></p><p>A cold wind, eerily steady, comes from the west. Dim light is visible to the east.</p><p></p><p>Mounds of stone lay at the base of the pillars without arms. Bones can be seen protruding from one of the stacks.</p><p></p><p>The room has two exits: corridors running east and west.</p><p></p><p style="margin-left: 20px">DM's notes: This room is empty. The western corridor leads to the second level of the catacombs, and the east to area 2.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There is a doorway in the northern wall up on the ledge; spotting this requires a DC 20 Perception check or at least 10' of elevation. The doorway opens into a corridor that leads to area xx. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Characters who wish to take the gems must make a DC 15 Climb check. The pillars are weak and could break at any time; if a character pries the gem out of its socket, it collapses and crumbles, crashing to the ground. Make an attack: +6 v R, fall 30' and the gem crashes to the ground and shatters. Secondary attack, :burst: burst 1 at the base of the pillar, +5 v R, 3d6+3 and restrained. Miss: 1/2 dmg. The arms can be brought down with a successful attack dealing 5 damage or an Athletics check (DC 10). Reward a PC who claims a gem with 38 XP if he manages to escape harm.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Falling stone will alert the hobgoblins at their watch area (area 5.) and provoke a wandering monster roll.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The gems act as floating lanterns.</p><p></p><p>2. Burial Chamber (XP 175)</p><p>-stairs in the north-eastern area, leading to a small raised area (10') and a corridor heading east</p><p>-corridor heading south</p><p>-many niches in walls</p><p>-half-eaten hobgoblins, lightning-burned corpses, bones, skeletons on floor</p><p>-corridor in southern wall heading south, dim light visible</p><p>-terrible cold in the room</p><p></p><p style="margin-left: 20px">DM's notes: A specter flits in and out of the niches, hiding there (Per DC 21). If it is not seen, it will lurk after the PCs, attacking from behind when the opportunity is best.</p><p></p><p>3. Gallery & Stage</p><p>-main gallery is 10' down</p><p>-10' stage to the east</p><p>-balconies 10' to the west</p><p>-north and southern exits both have stairs</p><p>-concealed door just after exits, DC 15, locked DC 20</p><p>-balcony leads to 4 via corridor with portcullis</p><p></p><p>3 a. Storeroom</p><p>-door</p><p>-dry goods of little importance</p><p>-door leads to back of stage and 3 b.</p><p></p><p>3 b. Guardroom (XP 750)</p><p>-cots</p><p>-firepit, stew</p><p>-door leads to 3 a. and corridor behind stage</p><p>-clean</p><p></p><p style="margin-left: 20px">DM's notes: Hobgoblins watch this point closely. 2 hobgoblin archers stand guard in the balconies. 2 soldiers and 4 grunts take 3 shifts, watching the gallery. On a 1-2 on 1d6 2 grunts stand just east of the stage in the corridor linking 3 a. & b.; otherwise, 1 soldier and 1 grunt are on duty. Their job is to hold off any attack until the rest of the complex is alerted (one of the off-duty guards will alert the rest; roll 1d4 to determine who).</p><p></p><p>4 a. Torguz the Warcaster's Room (XP 150)</p><p>-locked door (DC 20)</p><p>-table, chest, desk, bed</p><p></p><p style="margin-left: 20px">DM's notes: The hobgoblin warcaster Torguz lives here.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A lever lowers the portcullis that leads to the balconies in area 3.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: Torguz has 158 gp, 16 sp, 40 cp + 1 amethyst (100 gp) locked in the chest (DC 20).</p><p></p><p>4 b. Archer's Room (XP 300)</p><p>-two beds</p><p>-table</p><p>-longbows, arrows</p><p></p><p style="margin-left: 20px">DM's notes: 2 archers sleep here and must be woken before they can enter combat. They will hear combat in the hall and wake, ready to fight in 1d6 rounds.</p><p></p><p>5. Barracks (XP 750)</p><p>-vaulted ceiling, 30', held up by pillars</p><p>-16 beds</p><p>-sand pit for fighting</p><p>-large room, old temple</p><p>-cooking area in the south wing</p><p>-storeroom blocked by curtain in the north wing</p><p>-steps 10' to altar, blocked by curtain</p><p>-torture area by altar behind curtain</p><p>-door in north wall at far eastern end of altar area leads to 6</p><p></p><p style="margin-left: 20px">DM's notes: The bulk of the hobgoblins live here. There are 2 archers, 2 soldiers, and 4 grunts in the main area. A bugbear strangler is checking the torture equipment behind the curtain. None of them are wearing armour, but they can be ready to fight in 1d6 rounds.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: All together, the hobgoblins have 225 gp, 54 sp, 80 cp.</p><p></p><p>5 a. Skarzgard the Commander's Room (XP 200)</p><p>-bed, desk, table chest</p><p>-door leads to 6 and another to a walled-off corridor</p><p></p><p style="margin-left: 20px">DM's notes: Skarzgard, a hobgoblin commander, lives here. He has a suit of lifegiving plate armour +1.</p><p></p><p>6. Training Area (XP 450)</p><p>-ring for sparring</p><p>-wooden weapons</p><p>-archery targets</p><p>-combat dummies</p><p></p><p style="margin-left: 20px">DM's notes: 2 soldiers and 4 grunts are here, sparring.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Just north of here a set of stairs lead down to the second level of the catacombs.</p><p></p><p>7. Hargut's Room</p><p>-table, desk, bed</p><p>-Prayer book to Bane</p><p>-Locked chest</p><p></p><p style="margin-left: 20px">DM's notes: This is Hargut's room.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: In the chest (DC 23) are 98 gp, 97 sp, 30 cp + 3 jade gems (100 gp each).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The prayer book has the rituals Hand of Fate, Discern Lies, and Speak With Dead.</p><p></p><p>8. Unholy Shrine (XP 875+)</p><p>-50x80</p><p>-Well in middle drops 30' to 20x30 area</p><p>-Pillars hold up vaulted room</p><p>-Altar raised 10' in 20x30 area</p><p>-exits lead to 9, 10, and 7 (walled by hobgoblins)</p><p></p><p style="margin-left: 20px">DM's notes: A deathlock wight preaches madly at the shrine, babbling insanities to a group of 8 decrepit skeletons and 4 zombies. The shrine provides a +4 bonus to attack rolls to all undead in the area, but it can be destroyed with a successful religion check (minor action, DC 21, on a failure the character loses a healing surge and one undead within 5 gains 1/4 hp, or rises if a minion). Award the PCs with a level 4 minor quest reward if they destroy the shrine.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There is a chance that creatures from area 9. will hear any combat. Each round roll 1d6; on a 1, an undead creature from area 9. will shamble in.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This area is dark.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The well area is packed with zombie rotters (16). Any character who falls down the well suffers 3d10 damage and living creatures will be attacked by the zombies. The zombie rotters do not leave the well area. Characters can make attacks down the well, though it is dark. Each 2 squares targetted has 1 zombie in it; only the square directly beneath the well can be targetted.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There is a secret door in the shrine area (DC 20, search only) that leads to area 12.</p><p></p><p>9. Steps of the Damned (XP 751+)</p><p>-stairs rising to two 10' wide ledges, one above the other</p><p>-corridor to the well area (see area 8.)</p><p>-walls inscribed with insane writings and reliefs meant to lend "enlightenment" to those who climb</p><p>-leads to areas 2 and 8</p><p></p><p style="margin-left: 20px">DM's notes: Two corruption corpses and a rotwing zombie mill about on the top ledge. A gravehound and 2 zombie rotters are on the lower ledge.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">After the first round of combat, the 16 zombie rotters in the well area will begin to shamble out. 4 will appear at the end of the second round, 4 at the end of the third, and 8 at the end of the fourth.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: There are 4 moonstone gems embedded into the wall inscriptions (100 gp each); anyone who pries one loose is attacked by a curse: +7 v W, -2 atk vs undead until the next short rest.</p><p></p><p>10. Chasm (XP 875)</p><p>-Two areas, 20x50, split by 20' wide chasm in middle of room</p><p>-Two statues flank each entrance</p><p>-20x30 chamber to the north of the western area</p><p>-Writings on the floor and a magic circle, one on both sides: "Embrace your end and submit."</p><p></p><p style="margin-left: 20px">DM's notes: The magic circle is a permanent portal, teleporting characters within from one side to the other if they submit to the will of the cirlce (no special prayer needed, just actual submission). Characters can recall this if they succeed at a DC 15 Arcana or Religion check.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The statues are traps; they activate when characters pass beyond the magic circle or attack the statues.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A deathlock wight rests uneasily in the northern chamber.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Statue: lvl 4 blaster</p> <p style="margin-left: 20px">Trigger: When attacked or a character passes beyond the magic circle</p> <p style="margin-left: 20px">Attack: <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> ranged 8; +8 v W, slide 4; a character who falls into the chasm falls 40' and suffers 4d10 damage. This attack does not draw OAs. Characters in the chasm are unable to target the statues.</p> <p style="margin-left: 20px">Countermeasures: HP 48; AC 16, F 17, R 4</p> <p style="margin-left: 20px">Religion DC 21: Standard action, stuns statue until end of next turn.</p><p></p><p>11. Ruined Shrine (XP )</p><p>-battlemap from KotS</p><p></p><p style="margin-left: 20px">DM's notes: A mad wraith babbles at the shrine, the old priest who sacrificed himself to the Chained God. Two gravehounds flank him. Two corruption corpses moan in the back rooms.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The wraith can draw on the energies of the shrine and...?</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4789611, member: 386"] This area is hard to understand without the map. It was designed to be tough to confront head-on but, with clever use of certain areas, excellent use of stealth, and discovery of some secret doors, PCs can manipulate the environment against the monsters. Hopefully I succeeded at that. [b]TOMBWOOD CRYPTS: LEVEL 3 (GUTWOUND LAIR)[/b] Overview: During the last winter, a group of hobgoblins nd their goblin slaves, unhappy with the leadership in Daggersburg, moved into this area. Their leader, a powerful hobogoblin servant of Bane named Hargut, prowls the deeper areas - "the sunken city of Sarnath" - in search of lore and treasure that will make the Gutwound tribe powerful enough to sieze control of Daggersburg. The present commander is a cowardly hobgoblin named Skarzgard. He has an idea of what lurks in the Moonstone Caverns: [list] [*]wererats in the cisterns; [*]undead in the tombwood crypts; [*]human bandits on the first level of the catacombs; [*]kobolds in the second level of the catacombs; [*]orcs, gnolls, spiders, ancient curses, and a dragon warped by chaos on the fourth level; [*]many portals [*]an inky-black fog that devours flesh and cannot be killed [*]gnolls, troglodytes, and worse in "the sunken city of Sarnath" (5 and down); [*]and rumours about some horrible creature in the lowest level. [/list] Skarszgard is having his leadership challenged by Torguz, a hobgoblin warcaster. Wandering Monsters: Monsters rarely wander into this lair, but the hobogoblins do patrol. If the PCs are in the hobgoblin area, roll 1d4; otherwise, roll 1d6. Roll 1 Gobbos heading out with supplies (2 sharpshooters, 2 warriors, 1 skullcleaver). XP 600 2 Hobgob patrol (2 soldiers, 2 archers, 4 grunts). XP 752 3 Hobgobs returning from assault (subcommander, 4 grunts, 1 soldier, 2 archers). XP 750 4 Bugbears strangler, lurking about (Per DC 24). XP 250 5 Undead (lvl 4) 6 Undead (lvl 5) 1. Grand Hall This area is a large, vaulted hall, some 40' wide north-south and 100' long east-west. The ceiling rises 50' on large, chipped pillars carved into the likeness of men. Three of the eight pillars hold a lantern from an outstretched arm, each with a small gem that provides a dim, arcane light. The centre avenue of the hall, 20' wide, is sunken 10' into the floor, and along its length are old, cracked mosaics. A 5' wide ledge runs around the room, 40' off the ground. A cold wind, eerily steady, comes from the west. Dim light is visible to the east. Mounds of stone lay at the base of the pillars without arms. Bones can be seen protruding from one of the stacks. The room has two exits: corridors running east and west. [indent]DM's notes: This room is empty. The western corridor leads to the second level of the catacombs, and the east to area 2. There is a doorway in the northern wall up on the ledge; spotting this requires a DC 20 Perception check or at least 10' of elevation. The doorway opens into a corridor that leads to area xx. Characters who wish to take the gems must make a DC 15 Climb check. The pillars are weak and could break at any time; if a character pries the gem out of its socket, it collapses and crumbles, crashing to the ground. Make an attack: +6 v R, fall 30' and the gem crashes to the ground and shatters. Secondary attack, :burst: burst 1 at the base of the pillar, +5 v R, 3d6+3 and restrained. Miss: 1/2 dmg. The arms can be brought down with a successful attack dealing 5 damage or an Athletics check (DC 10). Reward a PC who claims a gem with 38 XP if he manages to escape harm. Falling stone will alert the hobgoblins at their watch area (area 5.) and provoke a wandering monster roll. Treasure: The gems act as floating lanterns.[/indent] 2. Burial Chamber (XP 175) -stairs in the north-eastern area, leading to a small raised area (10') and a corridor heading east -corridor heading south -many niches in walls -half-eaten hobgoblins, lightning-burned corpses, bones, skeletons on floor -corridor in southern wall heading south, dim light visible -terrible cold in the room [indent]DM's notes: A specter flits in and out of the niches, hiding there (Per DC 21). If it is not seen, it will lurk after the PCs, attacking from behind when the opportunity is best.[/indent] 3. Gallery & Stage -main gallery is 10' down -10' stage to the east -balconies 10' to the west -north and southern exits both have stairs -concealed door just after exits, DC 15, locked DC 20 -balcony leads to 4 via corridor with portcullis 3 a. Storeroom -door -dry goods of little importance -door leads to back of stage and 3 b. 3 b. Guardroom (XP 750) -cots -firepit, stew -door leads to 3 a. and corridor behind stage -clean [indent]DM's notes: Hobgoblins watch this point closely. 2 hobgoblin archers stand guard in the balconies. 2 soldiers and 4 grunts take 3 shifts, watching the gallery. On a 1-2 on 1d6 2 grunts stand just east of the stage in the corridor linking 3 a. & b.; otherwise, 1 soldier and 1 grunt are on duty. Their job is to hold off any attack until the rest of the complex is alerted (one of the off-duty guards will alert the rest; roll 1d4 to determine who).[/indent] 4 a. Torguz the Warcaster's Room (XP 150) -locked door (DC 20) -table, chest, desk, bed [indent]DM's notes: The hobgoblin warcaster Torguz lives here. A lever lowers the portcullis that leads to the balconies in area 3. Treasure: Torguz has 158 gp, 16 sp, 40 cp + 1 amethyst (100 gp) locked in the chest (DC 20).[/indent] 4 b. Archer's Room (XP 300) -two beds -table -longbows, arrows [indent]DM's notes: 2 archers sleep here and must be woken before they can enter combat. They will hear combat in the hall and wake, ready to fight in 1d6 rounds.[/indent] 5. Barracks (XP 750) -vaulted ceiling, 30', held up by pillars -16 beds -sand pit for fighting -large room, old temple -cooking area in the south wing -storeroom blocked by curtain in the north wing -steps 10' to altar, blocked by curtain -torture area by altar behind curtain -door in north wall at far eastern end of altar area leads to 6 [indent]DM's notes: The bulk of the hobgoblins live here. There are 2 archers, 2 soldiers, and 4 grunts in the main area. A bugbear strangler is checking the torture equipment behind the curtain. None of them are wearing armour, but they can be ready to fight in 1d6 rounds. Treasure: All together, the hobgoblins have 225 gp, 54 sp, 80 cp.[/indent] 5 a. Skarzgard the Commander's Room (XP 200) -bed, desk, table chest -door leads to 6 and another to a walled-off corridor [indent]DM's notes: Skarzgard, a hobgoblin commander, lives here. He has a suit of lifegiving plate armour +1.[/indent] 6. Training Area (XP 450) -ring for sparring -wooden weapons -archery targets -combat dummies [indent]DM's notes: 2 soldiers and 4 grunts are here, sparring. Just north of here a set of stairs lead down to the second level of the catacombs.[/indent] 7. Hargut's Room -table, desk, bed -Prayer book to Bane -Locked chest [indent]DM's notes: This is Hargut's room. Treasure: In the chest (DC 23) are 98 gp, 97 sp, 30 cp + 3 jade gems (100 gp each). The prayer book has the rituals Hand of Fate, Discern Lies, and Speak With Dead.[/indent] 8. Unholy Shrine (XP 875+) -50x80 -Well in middle drops 30' to 20x30 area -Pillars hold up vaulted room -Altar raised 10' in 20x30 area -exits lead to 9, 10, and 7 (walled by hobgoblins) [indent]DM's notes: A deathlock wight preaches madly at the shrine, babbling insanities to a group of 8 decrepit skeletons and 4 zombies. The shrine provides a +4 bonus to attack rolls to all undead in the area, but it can be destroyed with a successful religion check (minor action, DC 21, on a failure the character loses a healing surge and one undead within 5 gains 1/4 hp, or rises if a minion). Award the PCs with a level 4 minor quest reward if they destroy the shrine. There is a chance that creatures from area 9. will hear any combat. Each round roll 1d6; on a 1, an undead creature from area 9. will shamble in. This area is dark. The well area is packed with zombie rotters (16). Any character who falls down the well suffers 3d10 damage and living creatures will be attacked by the zombies. The zombie rotters do not leave the well area. Characters can make attacks down the well, though it is dark. Each 2 squares targetted has 1 zombie in it; only the square directly beneath the well can be targetted. There is a secret door in the shrine area (DC 20, search only) that leads to area 12.[/indent] 9. Steps of the Damned (XP 751+) -stairs rising to two 10' wide ledges, one above the other -corridor to the well area (see area 8.) -walls inscribed with insane writings and reliefs meant to lend "enlightenment" to those who climb -leads to areas 2 and 8 [indent]DM's notes: Two corruption corpses and a rotwing zombie mill about on the top ledge. A gravehound and 2 zombie rotters are on the lower ledge. After the first round of combat, the 16 zombie rotters in the well area will begin to shamble out. 4 will appear at the end of the second round, 4 at the end of the third, and 8 at the end of the fourth. Treasure: There are 4 moonstone gems embedded into the wall inscriptions (100 gp each); anyone who pries one loose is attacked by a curse: +7 v W, -2 atk vs undead until the next short rest.[/indent] 10. Chasm (XP 875) -Two areas, 20x50, split by 20' wide chasm in middle of room -Two statues flank each entrance -20x30 chamber to the north of the western area -Writings on the floor and a magic circle, one on both sides: "Embrace your end and submit." [indent]DM's notes: The magic circle is a permanent portal, teleporting characters within from one side to the other if they submit to the will of the cirlce (no special prayer needed, just actual submission). Characters can recall this if they succeed at a DC 15 Arcana or Religion check. The statues are traps; they activate when characters pass beyond the magic circle or attack the statues. A deathlock wight rests uneasily in the northern chamber. Statue: lvl 4 blaster Trigger: When attacked or a character passes beyond the magic circle Attack: :ranged: ranged 8; +8 v W, slide 4; a character who falls into the chasm falls 40' and suffers 4d10 damage. This attack does not draw OAs. Characters in the chasm are unable to target the statues. Countermeasures: HP 48; AC 16, F 17, R 4 Religion DC 21: Standard action, stuns statue until end of next turn.[/indent] 11. Ruined Shrine (XP ) -battlemap from KotS [indent]DM's notes: A mad wraith babbles at the shrine, the old priest who sacrificed himself to the Chained God. Two gravehounds flank him. Two corruption corpses moan in the back rooms. The wraith can draw on the energies of the shrine and...?[/indent] [/QUOTE]
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4E The Nentir Vale: A Sandbox
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