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Kalamar Encounters (from the Servants of the Swift Sword Campaign)
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<blockquote data-quote="Wicht" data-source="post: 349457" data-attributes="member: 221"><p><strong><u><span style="font-size: 12px">Area F – The Temple of Confusion</span></u></strong></p><p></p><p>The upper floor of this temple houses a small tribe of renegade kobolds led by a priest of the overlord. This kobold preached that the kobolds should take to piracy and enslave the crews of passing ships. He is currently working to raise enough followers to make his dream a reality. He has bartered with the pirates who found the ruins and has allowed them free access to the second floor. The kobolds live by hunting lizards on the slope of the mountain. True to their doctrine they have a number of other kobolds captive, working as slaves.</p><p> The second floor of the temple complex is unused by the kobolds as they fear the stairs. The pirates have taken up lodging on the second floor as they try to discover the exact location of the stairs to the third level. The third level was at one time a set of tombs for dead men but is now heavily trapped and is the tomb of a demon, sealed within a gem. </p><p> The temple once had many illusions and tricks to confuse those within. Now only three such tricks remain, the front hall of the temple, the strange doors of the first floor and the endless stairs from the first to the second floor.</p><p></p><p><strong><u>F1 – Ruins/Ruins above a basement EL 4. </u></strong></p><p>Various remains of buildings can still be found here and there around the altar. The priests and their families did not live in the temple, but had houses around it.</p><p>Among the ruins, there is the ancient remains of a cellar, once reached by a trap door. The door and stairs to the basement have long since rotted away, leaving what amounts to a man made cave (albeit square 20 ft. by 10 ft.). It is now the lair of a carrion crawler which feeds both on those things that fall in the hole (the kobolds know it is there and throw bodies in the hole) and on what it can hunt.</p><p><strong>Combat: Carrion Crawler</strong> (AC 17; hp 19; Init +2; Spd 30 ft.; +3 melee (8 tentacles paralysis DC 13); - 2 melee (bite 1d4+1); climb +10).</p><p><strong>Treasure:</strong> If the PCs kill the carrion crawler they will make an interesting discovery. Among the many bones in the back of the lair, there is the remains of a man who was dressed in the robes of a Defender of the Swift Sword. His armor is rusty and worthless and his robes appear to have mostly rotted away (actually it’s acid damage), but his Great Sword, still in its sheathe is actually a +1 Greatsword. He has a gold ring on his left hand (worth 20 gp) with an unusual crest that might help identify him. He is actually one of a party of unfortunates who decided to try and kill the dragon. They never even reached the top of the mountain.</p><p></p><p><strong><u>F2 – Altar and entrance to temple EL 3</u></strong></p><p>Amongst the trees, in a small clearing, is an iron altar, heavily scorched. Lightning strikes it whenever there is a storm, sending sparks everywhere. The ground around the altar is barren and scorched. If PCs hunt, they can find the entrance to the temple alongside the cliff by following tracks up to the ivy covered opening or by noticing the two rows of pillars ten feet out from the altar on each side, making a path to the cliff. A quasit by the name of Wirq awaits here in the form of a medium sized viper. It can also take the form of a Raven if it so chooses. Wirq is acting as a watchman of sorts for Maerun and the two are actually co-conspirators in the plot to free the demon. </p><p><strong>Combat:</strong> Wirq will only fight if he is attacked and then only until he actually takes damage. After taking damage he will turn invisible and flee into the temple itself to worn Maerun and the pirates. Wirq and Maerun have discovered that they need a good aligned being to enter into the final room and Wirq will notify Maerun of any good aligned PCs. If talked to, Wirq might lie in order to try and trick the PCs into freeing the demon.</p><p><strong>Wirq, Quasit, tiny outsider:</strong> CR 3; AC 18; Spd 20 ft, Fly 50 ft; Init + 3; Atk +8 melee (2 claws 1d3-1+poison), +3 melee (bite 1d4-1); SA Poison (DC 13 1d4 dex/2d4 dex); SQ spell-like abilities (At will - detect good, detect magic, invisibility; 1/day cause fear, 1/week commune); DR 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, reg 2; SV Fort +3, Ref +6, Will +4; AL CE; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10.</p><p> <strong><em>Skills and Feats:</em></strong> Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6; Weapon Finesse (claw and bite).</p><p></p><p><strong><u>F3 – Entrance to the temple</u></strong></p><p>The entrance to the temple is heavily covered with vines. A search (DC 12) or a Spot (DC 18) will make the PCs aware of tracks leading into a hollow spot in the mountain behind the vines. </p><p>The front hall of the temple, past the broken front doors, employs a classical but perfectly executed optical illusion. The door at the far southern end of the hallway is only four feet in height, whilst those at the north end are seven feet in height. The hallway is built so that it appears that as a person traverses the twenty feet, from one end to the other, they grow taller. The PCs may make a Spot check (DC 20) to notice what is really going on with a +1 circumstance bonus for every other PC in the hallway with them. </p><p></p><p><strong><u>F4 - Front Hall EL 3</u></strong></p><p>This wide open area contains fragments of old statuary. The kobolds have not cleaned out this room, though the other rooms on this floor they have.</p><p>Nesting in two alcoves on either side of the room are a total of 6 male hookwings. These creatures have been trained to attack anyone entering the room without knowing the command word, “Brysshak!”</p><p><strong>Combat:</strong> The hookwings will take approximately 30 seconds to notice the characters after which, they will mount a vigourous flyby attack. They will fly down, attack a character and then fly up to the opposite ledge, turn around and repeat. Characters who wise up to this will be able to prepare an attack. Hookwings can and will attack anyone in this hall or in the altar room below. </p><p><strong>Hookwings:</strong> CR 1/2 (AC 18; hp 4, 4, 5, 6, 6, 10; Init +2; Spd 10 ft./ 120 ft fly; +2 melee (1d6 bite), +1 melee (1d4 2 claws) or +4 (1d12 flyby); Fort +1, Ref +4, Will +0.</p><p><strong><em>Treasure:</em></strong> None</p><p></p><p></p><p><strong><u>F5 – Altar of Confusion (El 4)</u></strong></p><p>The kobold priest has desecrated this altar to the overlord, though it bears still the mark of the Creator of Strife carved into the stone. One top of the carved mark, the Kobolds have painted the sign of the overlord in blood. There are fresh stains on the altar as the kobolds routinely kidnap and sacrifice some of the other inhabitants of the island. </p><p><strong>Combat:</strong> Sleeping in this room is a grizzled old kobold named Reshk. He both takes care of the hookwings and is too cantakerous to get along with the other kobolds. He is not really part of the cult, but as he is useful the kobold priest keeps him around. If he hears a battle in the other room it will take him 5 rounds to awake and join his pets in combat. Reshk has some magical ability, is rather large for the species and is also as tough as nails. Among other kobolds he would be regarded as a leader, but among the kobolds of this island one must possess obvious signs of dragon heritage to lead. He has traveled a bit in his day and speaks merchant. If he is reduced to less than 5 hitpoints, he will surrender and try to barter away information about the temple in exchange for his life. He won’t think twice about killing and maiming, but he will not go back on any promise he makes.</p><p><strong>Reshk (male kobold) Bar3/Sor1:</strong> CR 4; Small humanoid; HD 3d12+1d4+8 (hp 33); Spd 40 ft; Init +1; Atk +5 (1d8 Stone Warhammer)or when raging +7/1d8+3; SA Rage 1/day, SQ Darkvision, light sensitivity, Uncanny dodge (Dex); SV Fort +4, Ref +2, Will +3; ALI LE; Str 10, Dex 13, Con 14, Int 9, Wis 11, Cha 14. </p><p><strong><em>Possessions:</em></strong> Masterwork Stone Warhammer, Masterwork Leather Armor, ruby (140 gp), diamond (300 gp), potion (delay poison)</p><p><strong><em>Skills and Feats:</em></strong> Power Attack, Weapon Focus (Warhammer)</p><p><em><strong>Spells Known (5/3 per day)</strong></em> 0 level: Resistance, Daze, Detect Magic, Mending 1st level True Strike, Magic Weapon. </p><p></p><p><em>Note - There are three doors on this floor that through a divine miracle work against the laws of nature. They do not however radiate magic. But when one steps through them, they in fact end up in another part of the temple. These doors can be found in F6, F7, F9, F10 and F11. They are numbered and in fact exit at the door bearing the corrisponding number, thus the door from F6 leads to F10. This will play havoc with any mapping and is very likely to cause disorentiation (-5 to any intuit direction role for each subsequent door gone through before the character once more sleeps or goes outside)</em></p><p></p><p><u><strong>F6 – Slave Quarters</strong></u></p><p>This room is a filthy hovel, filled with dirty blankets, and rotting scraps of food. There are 15 non-combatant (com 1) kobolds that live in here. They are malnourished and fairly non-threatening. They will not attack but they will not help the party either. None of them speak common, like many of the kobolds on the island they only speak draconic. There are also 4 sets of stocks in the room, each tailor made for punishing kobolds – they are much too small to use on humans. It is a constant reminder to the slaves of what happens when one is disobedient. The slaves are all terrified of both the priest and his warriors.</p><p></p><p><strong><u>F7 – Kobold Lair (EL 6)</u></strong></p><p>Eight Kobolds lair in this room, all male. They will fight to subdue if they can, wishing to have more slaves. These kobolds are much more militant than the rest of the kobolds on the island and this is reflected in the fact that all the males of this small clan are level 2 warriors, trained in the art of subduing. At the DM’s discretion, four of these males can be out on a “gathering” expedition at any time. None of these kobolds speak merchant.</p><p><strong>Kobolds, War2 (8);</strong> CR 1; HD 2d8 (hp 3, 4, 8, 10, 10, 10, 11, 13); Spd 30; Init +1; AC 15; Atk +0 (1d6 club) or +0 (Net); SQ Darkvision, Light Sensitivity; Str 6, Dex 13</p><p><strong><em>Skills and Feats:</em></strong> Exotic Weapon Prof (Net); </p><p><strong><em>Possessions:</em></strong> Nets, Clubs, Leather Armor</p><p></p><p><strong><u>F8 – Kobold Toilet</u></strong></p><p>This room reeks as the kobolds have used it for a number of years now to dump their waste in. There is nothing of value in the room. However, any PCs foolish enough to rummage through the filth for treasure must make a Fortitude Save (DC 15) to avoid catching a disease, a variation of Filth Fever (DC 16, Incubation 1d3 days, 1d4 Dex, 1d4 Con)</p><p></p><p><strong><u>F9 – Kobold Pantry</u></strong></p><p>The kobolds use this room both to smoke meat and to store meat. There are slabs of spine lizards and smoked hooked wings hanging in here. It is palatable for humans.</p><p></p><p><u><strong>F10 – Kobold Lair (EL 2)</strong></u></p><p>There are ten females in here, eight eggs and two young. The females will fight to the death to protect their young. The males do not allow the females to train with them, but nevertheless, this is a ferocious bunch of ladies. None of these kobolds speak merchant.</p><p><strong>Kobolds (10):</strong> CR 1/6; Hd ½ (hp 1, 2, 2, 2, 2, 3, 3, 3, 4, 4); AC 13; Atk –1 (1d6-2 small club); SV Fort +0, Ref +1, Will +2. </p><p></p><p><u><strong>F11 – Kobold Priest (EL 3)</strong></u></p><p>The Kobold Priest, Disshak, occupies this room. He is a 3rd level cleric of the overlord and the ruthless dictator of this small renegade cult. He has three primary motivations 1) Gain enough followers to take up piracy and slavery in a bigger way 2) Capture Slaves 3) Survive. Disshak speaks Common, Draconic and Infernal. The kobold priest has a phobia about his food being poisoned. He allows his followers no real items of value, hoarding it all for self (though he uses tidbits to occassionally provide rewards).</p><p><strong>Disshak, Kobold Cle3:</strong> CR 3; HD 3d8+3 (Hp 20); Init +6, AC 15; Atk +1 (1d8-2 stone mace) or +4 (1d4 sling); Str 6, Dex 14, Con 12, Int 10, Wis 14, Cha 13.</p><p><strong><em>Possessions:</em></strong> Leather Armor, Stone Mace, </p><p><strong><em>Spells (4/3+1/1+1) (domains: Domination, Tyranny)</em></strong> 0- Detect poision (x2), Resistance, Purify Food/drink, 1- Command, Cause Fear, Bane, Magic Weapon 2- Hold person, Enthrall</p><p>Feats and Skills: Alertness, Improved Initiative.</p><p>Treasure: 22 gp (Aasaer), scroll (hold person, chill metal), 9000 cp (Zoan), 200 gp (Xaarum), Phylactery of Faithfulness (Lawful Evil)</p><p></p><p><u><strong>F12 – The endless stairs </strong></u></p><p>There are only two doors out of this stairwell. However the stairs, through a divine miracle seem endless. The trick is that it loops back in on itself, almost as if it were flat, but in fact the stairs do go up and down. This means that if two people were to sit on the stairs and then one went down the stairs, they would soon find themselves stairing down on the person they had left.</p></blockquote><p></p>
[QUOTE="Wicht, post: 349457, member: 221"] [b][u][size=3]Area F – The Temple of Confusion[/size][/u][/b][u][size=3][/size][/u][size=3][/size] The upper floor of this temple houses a small tribe of renegade kobolds led by a priest of the overlord. This kobold preached that the kobolds should take to piracy and enslave the crews of passing ships. He is currently working to raise enough followers to make his dream a reality. He has bartered with the pirates who found the ruins and has allowed them free access to the second floor. The kobolds live by hunting lizards on the slope of the mountain. True to their doctrine they have a number of other kobolds captive, working as slaves. The second floor of the temple complex is unused by the kobolds as they fear the stairs. The pirates have taken up lodging on the second floor as they try to discover the exact location of the stairs to the third level. The third level was at one time a set of tombs for dead men but is now heavily trapped and is the tomb of a demon, sealed within a gem. The temple once had many illusions and tricks to confuse those within. Now only three such tricks remain, the front hall of the temple, the strange doors of the first floor and the endless stairs from the first to the second floor. [b][u]F1 – Ruins/Ruins above a basement EL 4. [/u][/b][u][/u] Various remains of buildings can still be found here and there around the altar. The priests and their families did not live in the temple, but had houses around it. Among the ruins, there is the ancient remains of a cellar, once reached by a trap door. The door and stairs to the basement have long since rotted away, leaving what amounts to a man made cave (albeit square 20 ft. by 10 ft.). It is now the lair of a carrion crawler which feeds both on those things that fall in the hole (the kobolds know it is there and throw bodies in the hole) and on what it can hunt. [b]Combat: Carrion Crawler[/b] (AC 17; hp 19; Init +2; Spd 30 ft.; +3 melee (8 tentacles paralysis DC 13); - 2 melee (bite 1d4+1); climb +10). [b]Treasure:[/b] If the PCs kill the carrion crawler they will make an interesting discovery. Among the many bones in the back of the lair, there is the remains of a man who was dressed in the robes of a Defender of the Swift Sword. His armor is rusty and worthless and his robes appear to have mostly rotted away (actually it’s acid damage), but his Great Sword, still in its sheathe is actually a +1 Greatsword. He has a gold ring on his left hand (worth 20 gp) with an unusual crest that might help identify him. He is actually one of a party of unfortunates who decided to try and kill the dragon. They never even reached the top of the mountain. [b][u]F2 – Altar and entrance to temple EL 3[/u][/b][u][/u] Amongst the trees, in a small clearing, is an iron altar, heavily scorched. Lightning strikes it whenever there is a storm, sending sparks everywhere. The ground around the altar is barren and scorched. If PCs hunt, they can find the entrance to the temple alongside the cliff by following tracks up to the ivy covered opening or by noticing the two rows of pillars ten feet out from the altar on each side, making a path to the cliff. A quasit by the name of Wirq awaits here in the form of a medium sized viper. It can also take the form of a Raven if it so chooses. Wirq is acting as a watchman of sorts for Maerun and the two are actually co-conspirators in the plot to free the demon. [b]Combat:[/b] Wirq will only fight if he is attacked and then only until he actually takes damage. After taking damage he will turn invisible and flee into the temple itself to worn Maerun and the pirates. Wirq and Maerun have discovered that they need a good aligned being to enter into the final room and Wirq will notify Maerun of any good aligned PCs. If talked to, Wirq might lie in order to try and trick the PCs into freeing the demon. [b]Wirq, Quasit, tiny outsider:[/b] CR 3; AC 18; Spd 20 ft, Fly 50 ft; Init + 3; Atk +8 melee (2 claws 1d3-1+poison), +3 melee (bite 1d4-1); SA Poison (DC 13 1d4 dex/2d4 dex); SQ spell-like abilities (At will - detect good, detect magic, invisibility; 1/day cause fear, 1/week commune); DR 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, reg 2; SV Fort +3, Ref +6, Will +4; AL CE; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. [b][i]Skills and Feats:[/i][/b] Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6; Weapon Finesse (claw and bite). [b][u]F3 – Entrance to the temple[/u][/b] The entrance to the temple is heavily covered with vines. A search (DC 12) or a Spot (DC 18) will make the PCs aware of tracks leading into a hollow spot in the mountain behind the vines. The front hall of the temple, past the broken front doors, employs a classical but perfectly executed optical illusion. The door at the far southern end of the hallway is only four feet in height, whilst those at the north end are seven feet in height. The hallway is built so that it appears that as a person traverses the twenty feet, from one end to the other, they grow taller. The PCs may make a Spot check (DC 20) to notice what is really going on with a +1 circumstance bonus for every other PC in the hallway with them. [b][u]F4 - Front Hall EL 3[/u][/b][u][/u] This wide open area contains fragments of old statuary. The kobolds have not cleaned out this room, though the other rooms on this floor they have. Nesting in two alcoves on either side of the room are a total of 6 male hookwings. These creatures have been trained to attack anyone entering the room without knowing the command word, “Brysshak!” [b]Combat:[/b] The hookwings will take approximately 30 seconds to notice the characters after which, they will mount a vigourous flyby attack. They will fly down, attack a character and then fly up to the opposite ledge, turn around and repeat. Characters who wise up to this will be able to prepare an attack. Hookwings can and will attack anyone in this hall or in the altar room below. [b]Hookwings:[/b] CR 1/2 (AC 18; hp 4, 4, 5, 6, 6, 10; Init +2; Spd 10 ft./ 120 ft fly; +2 melee (1d6 bite), +1 melee (1d4 2 claws) or +4 (1d12 flyby); Fort +1, Ref +4, Will +0. [b][i]Treasure:[/i][/b][i][/i] None [b][u]F5 – Altar of Confusion (El 4)[/u][/b][u][/u] The kobold priest has desecrated this altar to the overlord, though it bears still the mark of the Creator of Strife carved into the stone. One top of the carved mark, the Kobolds have painted the sign of the overlord in blood. There are fresh stains on the altar as the kobolds routinely kidnap and sacrifice some of the other inhabitants of the island. [b]Combat:[/b] Sleeping in this room is a grizzled old kobold named Reshk. He both takes care of the hookwings and is too cantakerous to get along with the other kobolds. He is not really part of the cult, but as he is useful the kobold priest keeps him around. If he hears a battle in the other room it will take him 5 rounds to awake and join his pets in combat. Reshk has some magical ability, is rather large for the species and is also as tough as nails. Among other kobolds he would be regarded as a leader, but among the kobolds of this island one must possess obvious signs of dragon heritage to lead. He has traveled a bit in his day and speaks merchant. If he is reduced to less than 5 hitpoints, he will surrender and try to barter away information about the temple in exchange for his life. He won’t think twice about killing and maiming, but he will not go back on any promise he makes. [b]Reshk (male kobold) Bar3/Sor1:[/b] CR 4; Small humanoid; HD 3d12+1d4+8 (hp 33); Spd 40 ft; Init +1; Atk +5 (1d8 Stone Warhammer)or when raging +7/1d8+3; SA Rage 1/day, SQ Darkvision, light sensitivity, Uncanny dodge (Dex); SV Fort +4, Ref +2, Will +3; ALI LE; Str 10, Dex 13, Con 14, Int 9, Wis 11, Cha 14. [b][i]Possessions:[/i][/b][i][/i] Masterwork Stone Warhammer, Masterwork Leather Armor, ruby (140 gp), diamond (300 gp), potion (delay poison) [b][i]Skills and Feats:[/i][/b] Power Attack, Weapon Focus (Warhammer) [i][b]Spells Known (5/3 per day)[/b][/i] 0 level: Resistance, Daze, Detect Magic, Mending 1st level True Strike, Magic Weapon. [i]Note - There are three doors on this floor that through a divine miracle work against the laws of nature. They do not however radiate magic. But when one steps through them, they in fact end up in another part of the temple. These doors can be found in F6, F7, F9, F10 and F11. They are numbered and in fact exit at the door bearing the corrisponding number, thus the door from F6 leads to F10. This will play havoc with any mapping and is very likely to cause disorentiation (-5 to any intuit direction role for each subsequent door gone through before the character once more sleeps or goes outside)[/i] [u][b]F6 – Slave Quarters[/b][/u][b][/b] This room is a filthy hovel, filled with dirty blankets, and rotting scraps of food. There are 15 non-combatant (com 1) kobolds that live in here. They are malnourished and fairly non-threatening. They will not attack but they will not help the party either. None of them speak common, like many of the kobolds on the island they only speak draconic. There are also 4 sets of stocks in the room, each tailor made for punishing kobolds – they are much too small to use on humans. It is a constant reminder to the slaves of what happens when one is disobedient. The slaves are all terrified of both the priest and his warriors. [b][u]F7 – Kobold Lair (EL 6)[/u][/b][u][/u] Eight Kobolds lair in this room, all male. They will fight to subdue if they can, wishing to have more slaves. These kobolds are much more militant than the rest of the kobolds on the island and this is reflected in the fact that all the males of this small clan are level 2 warriors, trained in the art of subduing. At the DM’s discretion, four of these males can be out on a “gathering” expedition at any time. None of these kobolds speak merchant. [b]Kobolds, War2 (8);[/b] CR 1; HD 2d8 (hp 3, 4, 8, 10, 10, 10, 11, 13); Spd 30; Init +1; AC 15; Atk +0 (1d6 club) or +0 (Net); SQ Darkvision, Light Sensitivity; Str 6, Dex 13 [b][i]Skills and Feats:[/i][/b][i][/i] Exotic Weapon Prof (Net); [b][i]Possessions:[/i][/b][i][/i] Nets, Clubs, Leather Armor [b][u]F8 – Kobold Toilet[/u][/b] This room reeks as the kobolds have used it for a number of years now to dump their waste in. There is nothing of value in the room. However, any PCs foolish enough to rummage through the filth for treasure must make a Fortitude Save (DC 15) to avoid catching a disease, a variation of Filth Fever (DC 16, Incubation 1d3 days, 1d4 Dex, 1d4 Con) [b][u]F9 – Kobold Pantry[/u][/b] The kobolds use this room both to smoke meat and to store meat. There are slabs of spine lizards and smoked hooked wings hanging in here. It is palatable for humans. [u][b]F10 – Kobold Lair (EL 2)[/b][/u] There are ten females in here, eight eggs and two young. The females will fight to the death to protect their young. The males do not allow the females to train with them, but nevertheless, this is a ferocious bunch of ladies. None of these kobolds speak merchant. [b]Kobolds (10):[/b] CR 1/6; Hd ½ (hp 1, 2, 2, 2, 2, 3, 3, 3, 4, 4); AC 13; Atk –1 (1d6-2 small club); SV Fort +0, Ref +1, Will +2. [u][b]F11 – Kobold Priest (EL 3)[/b][/u] The Kobold Priest, Disshak, occupies this room. He is a 3rd level cleric of the overlord and the ruthless dictator of this small renegade cult. He has three primary motivations 1) Gain enough followers to take up piracy and slavery in a bigger way 2) Capture Slaves 3) Survive. Disshak speaks Common, Draconic and Infernal. The kobold priest has a phobia about his food being poisoned. He allows his followers no real items of value, hoarding it all for self (though he uses tidbits to occassionally provide rewards). [b]Disshak, Kobold Cle3:[/b] CR 3; HD 3d8+3 (Hp 20); Init +6, AC 15; Atk +1 (1d8-2 stone mace) or +4 (1d4 sling); Str 6, Dex 14, Con 12, Int 10, Wis 14, Cha 13. [b][i]Possessions:[/i][/b][i][/i] Leather Armor, Stone Mace, [b][i]Spells (4/3+1/1+1) (domains: Domination, Tyranny)[/i][/b][i][/i] 0- Detect poision (x2), Resistance, Purify Food/drink, 1- Command, Cause Fear, Bane, Magic Weapon 2- Hold person, Enthrall Feats and Skills: Alertness, Improved Initiative. Treasure: 22 gp (Aasaer), scroll (hold person, chill metal), 9000 cp (Zoan), 200 gp (Xaarum), Phylactery of Faithfulness (Lawful Evil) [u][b]F12 – The endless stairs [/b][/u] There are only two doors out of this stairwell. However the stairs, through a divine miracle seem endless. The trick is that it loops back in on itself, almost as if it were flat, but in fact the stairs do go up and down. This means that if two people were to sit on the stairs and then one went down the stairs, they would soon find themselves stairing down on the person they had left. [/QUOTE]
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Kalamar Encounters (from the Servants of the Swift Sword Campaign)
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