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Cooperative Dungeon IV: Update
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<blockquote data-quote="thullgrim" data-source="post: 1561007" data-attributes="member: 8103"><p><span style="color: Black"><span style="color: Black"><strong>Room -3 Shrine to Hrauk</strong> (Shannon ‘Thullgrim’ Troester)</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Door:</strong> On the north side of the room is a strong wooden door behind the row of columns. The door is unlocked but can be locked by using the key found with Karak. When locked the door has the following statistics Break DC 25, Hardness5, 20 Hit Points.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Traps:</strong> None</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Features:</strong></span></span></p><p><span style="color: Black"><span style="color: Black">The columns are carved in the same likeness as the statues outside this room; a likeness of a jackal headed humanoid. A successful Knowledge(religion) DC 20 yields the following: The jackal headed statues are associated with a deity revered by werecreatures.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">The banner hanging above the altar is associated with the gnollish deity Hrauk, this can be determined with a successful Knowledge(religion) DC 20.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">The altar is carved with grinning jackal heads, appears to be cut from a single block of granite. It has been reconsecrated to the worship of Hrauk. It currently holds a bound human female. The altar is stained with blood.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Encounter (EL 6-8):</strong> This room contains 3 combatants: the warband leader, and the priest of Hrauk and his Quasit companion. In addition there are the 4 bound prisoners and one prisoner bound to the altar. This has the potential to be a difficult encounter. The characters must be quick about dispatching Karak and Bagrak before Shatrix brings reinforcements.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Bagrak </strong> (warband leader) Medium Humanoid (Gnoll) Ftr2; CR 3; HD 2d8+2+2d10+4; hp 30; Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 13 (+1 natural, +2 leather armor), touch 10, flat-footed 13; Base Atk +3; Grp +6; Atk Greataxe +8 melee (1d12+4/x3) or shortbow +3 ranged (1d6/x3); Full Atk Greataxe +8 melee (1d12+4/x3) or shortbow +3 ranged (1d6/x3); SA -; SQ Darkvision 60 ft.; AL neutral evil; SV Fort +7, Ref +0, Will +2; Str 16, Dex 10, Con 13, Int 12, Wis 10, Cha 10</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Skills:</strong> Listen +2, Spot +3, Climb +8, Handle Animal +3, Intimidate +8, Jump +5</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Feats:</strong> Power Attack, Cleave, Iron Will, Weapon Focus (Greataxe)</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Possessions:</strong> MW Greataxe, Leather Armor, 7gp, 6sp.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Fang Karak</strong> Medium Humanoid (Gnoll) Clr2; CR 3; HD 2d8+2+2d8+4; hp 24;Init +2; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 13 (+1 natural, +2 leather armor,), touch 10, flat-footed 15; Base Atk +2; Grp +4; Atk Dire Flail +4 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3); Full Atk Dire Flail +2/+2 melee (1d8+2/1d8 +1/x3) or shortbow +2 ranged (1d6/x3);SA -; SQ Darkvision 60 ft., Smite, +1 caster level to Evil spells; AL chaotic evil; SV Fort +6, Ref +2, Will +4;Str 14, Dex 15, Con 13, Int 12, Wis 14, Cha 12</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Languages:</strong> Gnoll, Common</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Skills:</strong> Listen +4, Spot +5, Concentration +7, Diplomacy +3, Knowledge (religion) +6, Spellcraft +5</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Feats:</strong> Exotic Weapon Proficiency(Dire Flail), Two Weapon Fighting</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Smite (su):</strong> 1/day you may make a single melee attack with a bonus of +4 on attack and a damage bonus equal to your cleric level.</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Spellcasting:</strong> (Evil, Destruction)</span></span></p><p><span style="color: Black"><span style="color: Black">0 Level: <em>Guidance, Light, Read Magic, Detect Magic</em></span></span></p><p><span style="color: Black"><span style="color: Black">1st Level (DC 13): <em>Inflict Light Wounds (d), Cause Fear, Command, Doom</em><strong>Possessions:</strong> Dire Flail, Leather Armor, Holy symbol, Lapis Lazuli (10gp), cat-o-nine tails, small curved dagger, flaying knife, key.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Shastrix (Quasit)</strong> Tiny Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 3d8; hp 13;Init +7; Spd 20 ft., fly 50 ft. (perfect); Space/Reach 2-1/2 ft./0 ft.; AC 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk Claw +8 melee (1d3-1 plus poison); Full Atk 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1); SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10; AL Always chaotic evil; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Skills:</strong> Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 </span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Feats:</strong> Improved Initiative, Weapon Finesse</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Spell-Like Abilities:</strong> At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. The save DCs are Charisma-based. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). </span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Alternate Form(Su):</strong> A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Poison(Ex):</strong> Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Combat/Development:</strong></span></span></p><p><span style="color: Black"><span style="color: Black">Once the inhabitants become aware of the intruders they quickly respond. Shastrix goes for more help. Bagrak immediately draws his axe and heads towards the intruders. Karak cast his spells in the following order and then proceeds into the melee.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">Round #1: <em>cause fear </em> on any obvious spellcaster, if none is present, then on the strongest looking fighter.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">Round #2: <em>Doom</em> on any fighter in melee with Bagrak.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">Round #3: Karak comes down from the altar and melees with the intruders. He and Bagrak fight intelligently together, concentrating on one opponent at a time. By round 3 Shastrix should be back with 1d4 gnolls from the surrounding rooms. As they arrive they join the combat when they can.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">Should the player’s free the bound prisoners they will assist in the fighting as best they can. The prisoners consist of the following:</span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Name Race Sex Class Condition</strong></span></span></p><p><span style="color: Black"><span style="color: Black">Marik Hum Male Ftr2 bound, unarmed</span></span></p><p><span style="color: Black"><span style="color: Black">Eolis Elf Male Wiz2 bound, unarmed and without spells.</span></span></p><p><span style="color: Black"><span style="color: Black">Marin Hum Female Rng2 bound, unarmed</span></span></p><p><span style="color: Black"><span style="color: Black">Aleen Hum Female Clr2 Currently strapped to altar, without spells</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">The group was captured assaulting the gnolls in order to prevent them from recovering the artifact hidden further in the tomb. They know what the object is, but not how to locate it. They were sent here by one of the nature deities or a druid in order to prevent the gnolls from acquiring the artifact.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black">The gnolls know there is a powerful artifact hidden within the complex though they have not located it yet. Shastrix knows about the babau guardian. The gnolls can converse with the guardian through Shastrix and hopefully gain the artifact without having to combat the demon himself. The demon was a servant of a rival of Hrauk whom Hrauk later vanquished and now he directs his followers to collect artifacts from that deity that may be of use to them.</span></span></p><p><span style="color: Black"><span style="color: Black"></span></span></p><p><span style="color: Black"><span style="color: Black"><strong>Notes:</strong> This room was once the sanctuary of the temple. It was dedicated to the worship of the jackal headed deity depicted on the statues. The gnolls have rededicated the altar to the worship of Hrauk</span></span></p></blockquote><p></p>
[QUOTE="thullgrim, post: 1561007, member: 8103"] [COLOR=Black][COLOR=Black][B]Room -3 Shrine to Hrauk[/B] (Shannon ‘Thullgrim’ Troester) [B]Door:[/B] On the north side of the room is a strong wooden door behind the row of columns. The door is unlocked but can be locked by using the key found with Karak. When locked the door has the following statistics Break DC 25, Hardness5, 20 Hit Points. [B]Traps:[/B] None [B]Features:[/B] The columns are carved in the same likeness as the statues outside this room; a likeness of a jackal headed humanoid. A successful Knowledge(religion) DC 20 yields the following: The jackal headed statues are associated with a deity revered by werecreatures. The banner hanging above the altar is associated with the gnollish deity Hrauk, this can be determined with a successful Knowledge(religion) DC 20. The altar is carved with grinning jackal heads, appears to be cut from a single block of granite. It has been reconsecrated to the worship of Hrauk. It currently holds a bound human female. The altar is stained with blood. [B]Encounter (EL 6-8):[/B] This room contains 3 combatants: the warband leader, and the priest of Hrauk and his Quasit companion. In addition there are the 4 bound prisoners and one prisoner bound to the altar. This has the potential to be a difficult encounter. The characters must be quick about dispatching Karak and Bagrak before Shatrix brings reinforcements. [B]Bagrak [/B] (warband leader) Medium Humanoid (Gnoll) Ftr2; CR 3; HD 2d8+2+2d10+4; hp 30; Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 13 (+1 natural, +2 leather armor), touch 10, flat-footed 13; Base Atk +3; Grp +6; Atk Greataxe +8 melee (1d12+4/x3) or shortbow +3 ranged (1d6/x3); Full Atk Greataxe +8 melee (1d12+4/x3) or shortbow +3 ranged (1d6/x3); SA -; SQ Darkvision 60 ft.; AL neutral evil; SV Fort +7, Ref +0, Will +2; Str 16, Dex 10, Con 13, Int 12, Wis 10, Cha 10 [B]Skills:[/B] Listen +2, Spot +3, Climb +8, Handle Animal +3, Intimidate +8, Jump +5 [B]Feats:[/B] Power Attack, Cleave, Iron Will, Weapon Focus (Greataxe) [B]Possessions:[/B] MW Greataxe, Leather Armor, 7gp, 6sp. [B]Fang Karak[/B] Medium Humanoid (Gnoll) Clr2; CR 3; HD 2d8+2+2d8+4; hp 24;Init +2; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 13 (+1 natural, +2 leather armor,), touch 10, flat-footed 15; Base Atk +2; Grp +4; Atk Dire Flail +4 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3); Full Atk Dire Flail +2/+2 melee (1d8+2/1d8 +1/x3) or shortbow +2 ranged (1d6/x3);SA -; SQ Darkvision 60 ft., Smite, +1 caster level to Evil spells; AL chaotic evil; SV Fort +6, Ref +2, Will +4;Str 14, Dex 15, Con 13, Int 12, Wis 14, Cha 12 [B]Languages:[/B] Gnoll, Common [B]Skills:[/B] Listen +4, Spot +5, Concentration +7, Diplomacy +3, Knowledge (religion) +6, Spellcraft +5 [B]Feats:[/B] Exotic Weapon Proficiency(Dire Flail), Two Weapon Fighting [B]Smite (su):[/B] 1/day you may make a single melee attack with a bonus of +4 on attack and a damage bonus equal to your cleric level. [B]Spellcasting:[/B] (Evil, Destruction) 0 Level: [I]Guidance, Light, Read Magic, Detect Magic[/I] 1st Level (DC 13): [I]Inflict Light Wounds (d), Cause Fear, Command, Doom[/I][B]Possessions:[/B] Dire Flail, Leather Armor, Holy symbol, Lapis Lazuli (10gp), cat-o-nine tails, small curved dagger, flaying knife, key. [B]Shastrix (Quasit)[/B] Tiny Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 3d8; hp 13;Init +7; Spd 20 ft., fly 50 ft. (perfect); Space/Reach 2-1/2 ft./0 ft.; AC 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk Claw +8 melee (1d3-1 plus poison); Full Atk 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1); SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10; AL Always chaotic evil; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 [B]Skills:[/B] Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 [B]Feats:[/B] Improved Initiative, Weapon Finesse [B]Spell-Like Abilities:[/B] At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. The save DCs are Charisma-based. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). [B]Alternate Form(Su):[/B] A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack. [B]Poison(Ex):[/B] Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus [B]Combat/Development:[/B] Once the inhabitants become aware of the intruders they quickly respond. Shastrix goes for more help. Bagrak immediately draws his axe and heads towards the intruders. Karak cast his spells in the following order and then proceeds into the melee. Round #1: [I]cause fear [/I] on any obvious spellcaster, if none is present, then on the strongest looking fighter. Round #2: [I]Doom[/I] on any fighter in melee with Bagrak. Round #3: Karak comes down from the altar and melees with the intruders. He and Bagrak fight intelligently together, concentrating on one opponent at a time. By round 3 Shastrix should be back with 1d4 gnolls from the surrounding rooms. As they arrive they join the combat when they can. Should the player’s free the bound prisoners they will assist in the fighting as best they can. The prisoners consist of the following: [B]Name Race Sex Class Condition[/B] Marik Hum Male Ftr2 bound, unarmed Eolis Elf Male Wiz2 bound, unarmed and without spells. Marin Hum Female Rng2 bound, unarmed Aleen Hum Female Clr2 Currently strapped to altar, without spells The group was captured assaulting the gnolls in order to prevent them from recovering the artifact hidden further in the tomb. They know what the object is, but not how to locate it. They were sent here by one of the nature deities or a druid in order to prevent the gnolls from acquiring the artifact. The gnolls know there is a powerful artifact hidden within the complex though they have not located it yet. Shastrix knows about the babau guardian. The gnolls can converse with the guardian through Shastrix and hopefully gain the artifact without having to combat the demon himself. The demon was a servant of a rival of Hrauk whom Hrauk later vanquished and now he directs his followers to collect artifacts from that deity that may be of use to them. [B]Notes:[/B] This room was once the sanctuary of the temple. It was dedicated to the worship of the jackal headed deity depicted on the statues. The gnolls have rededicated the altar to the worship of Hrauk[/COLOR][/COLOR] [/QUOTE]
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