Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kalamar Encounters (from the Servants of the Swift Sword Campaign)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wicht" data-source="post: 349509" data-attributes="member: 221"><p><span style="font-size: 9px">Temple of Confusion continued...</span></p><p><strong><u>F13 – Pirates sleeping (EL 0-4)</u></strong></p><p> Four pirates are sleeping on the floor in this room, surrounded by rubble and shattered statues. They are tired from digging through the wall at F18 and have a –3 circumstance bonus to all listen checks for waking up. Their hp are (6, 11, 11, 15). They are typical of all the pirates on this level.</p><p><strong>Veteran Pirates, Human War2 (10):</strong> CR 1; HD 2d8+2; Init +6; Spd 30 ft.; AC 15; +4 melee (rapier 1d6+2), +4 ranged (shortbow 1d6); SV Fort +4, Ref +2, Will+0; AL NE; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 9. </p><p><strong><em>Skills and Feats:</em></strong> Use Rope +7, Profession (Sailing) +6, Intimidate +5, Climb +5, Jump +4; Dodge, Improved Initiative.</p><p>Possessions: Rapier, crossbow (10 bolts), Studded leather armor, 2d10 gp each (Aasaer).</p><p></p><p><strong><u>F14 – Pirates on watch EL 4</u></strong></p><p> Four pirates are playing cards in here on an ancient stone table. There are curious writings around the table in infernal, which reveal that divine scrolls dedicated to evil can be written on the table at no experience cost. The table is very valuable to the right people, though destroying it will yield 600 experience points to a good aligned character. They will shout if they see intruders and then attack. They have seen, at a distance, the ruby in the tomb room and are convinced that there is treasure worth fighting for here. Their hp are (8, 8, 11, 13). </p><p> </p><p><strong><u>F15 – Pirate Captain EL 6</u></strong></p><p>The Pirate Captain, Captian Reigo, has made this his headquarters for the time. There are three pirates with him. He is growing impatient with Maerun and wants to send either some of his men or some of the kobolds in to grab what appears to him to be a fantastic treasure. Maerun has convinced him only for the moment that the Ruby must be gotten at some other way. He is contemplating digging around the door as he believes that he has the man power to do this. He believes Maerun to be a cleric of the Overlord (which Maerun has affected – and which has helped make peace with the kobolds above – Maerun promised his “brother” a ship to sail the seas on – a lie of course) and does not know Maerun is a were-vulture.</p><p> The hp of the pirates is 9, 11, and 14. There are, besides the bedrolls, numerous picks and shovels in the room. </p><p>Captain Reigo, Human Fgt3/Ex2: CR 4; HD 3d10+2d6+5 (31 hp); Spd 30; Init +6; AC 17; Atk +7 (1d8+2 longsword); Str 14, Dex 14, Con 12, Int 11, Wis 11, Cha 12.</p><p><strong><em>Skills and Feats:</em></strong> Climb +10, Swim +10, Profession (Sailor) +8, Listen +6, Intimidate +6, Navigate +6; Improved Initiative, Weapon Focus (Longsword), Power Attack, Point Blank Shot, Dodge.</p><p><strong><em>Possesions:</em></strong> Longsword, Chainshirt, 2 gems (black opals 800 gp each), potion, cure moderate wounds, Ring Protection +1, Quaal’s feather token (swan boat)</p><p></p><p><strong><u>F16 – Pirates EL 2</u></strong></p><p> There are two pirates bedded in here. They are bored and want some action. If they hear an alarm they will exit their room in 5 rounds. Instruments of torture, now useless, adorn this room.</p><p> The hp of the pirates is 10, and 16. </p><p></p><p><strong><u>F17 – Maerun’s room EL 6</u></strong></p><p> Maerun claimed this room after they cleared it of an Allip. All his possessions are in this room. Maerun is less interested in fighting and more interested in getting the PCs to free the demon for him. If he hears combat, he might even join in on the side of the PCs if he thinks it will suit his needs. He realizes the pirates have about outlived their usefullness to him. </p><p><strong>Maerun, Werevulture Cl3:</strong> CR 6; HD 4d10+3d8+7 (45); Spd 30/30; Init +10; AC 17; Atk +10 (1d12+3 beak), +5 (1d8 2 claws) or +9/+4 (1d8+4 +1 mace); SA Lycanthropy; SQ DR 12/+1 or silver; SV ; ALI CE; Str 16, Dex 18, Con 12, Int 10, Wis 13, Cha 8.</p><p><strong><em>Skills and Feats:</em></strong> Disguise +1, Spot +4, Listen +7, Knowledge Religion +3; Weapon Focus (Beak), Flyby attack, Improved Initiative</p><p><strong><em>Possesions:</em></strong> Mace +1, Sack of Holding I (800 gp), Scroll (Hold person, Cure Moderate Wounds), Horn of Fog</p><p><strong><em>Spells</em></strong> Detect Magic, Detect magic, Light, Resistance</p><p>Change Self, Change Self, Bane, Bless, Cure Light Wounds</p><p>Invisibilty, Speak with Animals</p><p></p><p></p><p><strong>F18 – Entrance to the tombs </strong></p><p> Having found the right spot, Maerun had the pirates dig through an apparent wall, unearthing a tomb. Steps lead down from the hole to a tomb area below</p><p></p><p><strong><u>F19 – Trapped catacombs</u></strong></p><p> Skulls and bones of dead men line the walls. The air feels heavy and yet cool. Sound echoes through the chambers and traps are everywhere. The elven adventurers that buried the demon wanted him to stay buried</p><p> <strong>A – Pit Trap.</strong> This trap (Spot DC 9) was set off by the pirates (one lies dead twenty feet below on spikes) and is now fairly easy to spot (though it automatically resets. Anyone falling below takes 2d6 worth of falling damage and is struck by 1d4 spikes for 1d8 piercing damage.</p><p><strong> B- Dead man charred</strong> Another pirate set off another trap here and was burned to death by flaming oil from above. His body still lies here. </p><p><strong> C- Spear trap</strong> +5 ranged attack, (1d8+2 damage 5 spears)</p><p> <strong>D – Malfunctioning Spear Trap </strong>– this trap has broken with age and no longer works.</p><p> <strong>E – Flames from above.</strong> A pressure plate releases oil from above that burns on contact with the air. </p><p><strong> F – Glyph of Warding </strong>– Any non-good entity going through the door will release a powerful warding spell that does 5d8 fire damage. The glyph is especially nasty because it resets and works everytime it is passed through. </p><p><strong> G – Elf guardian.</strong> One of the dead elves was entombed here after the fight with the demons. The body is perfectly preserved. Removing the elf would cancel the permenancy on the Glyph of Warding. </p><p></p><p><strong><u>F20 Entombed Demon</u></strong></p><p>This room is occupied by only two things - a stone platform in the center of the room holding a very large ruby, and a large crypt against the back wall. The whole room radiates a feeling of evil. The evil comes from the ruby. The crypt is just window dressing. It is empty, though tightly locked and sealed. Opening it releases a poisonous gas (Fort DC 15 3d6 Con). The demon is actually entombed in the ruby (which appears to have a value of 3000 gp). Anyone possessing the ruby can use it to commune with the demon 1/day but the information is not always reliable. The demon inside will try and influence the holder of the ruby to destroy the ruby (which is the way to free him). He will promise anyone who releases him 1 wish. This is a promise he will keep, though as a demon of strife, corruption and deceit, he will try and twist the wording or the answering of the wish to suit his own needs. If freed the demon will give 1 wish to the one freeing him. The demon is not immediately interested in fighting (fortunately for any PC that releases him) wanting instead to begin once more causing strife. The demon appears as a nine foot tall skeletal being with wings dressed in a robed of black, holding a book. Soon after being released, the demon will cackle and then teleport away. If attacked he will first wreathe himself in Ice and then lash out with his vorpal longsword. If communicated with, he will promise a wish to any who will sign his book. If freed the logical way to defeat the demon is for the wisher to wish the demon back into its prison.</p><p></p><p><strong>Demon:</strong> CR 18+; HD 14d8+8+28 (95 hp); Spd 40 ft, fly 90 ft; Init +8; AC 31; Attk +20/+15/+10 melee (1d8+7 +1 vorpal longsword); SA Cone of Cold (3/day), Implosion, Wall of Ice, SQ Teleport without error, Wish in exchange for soul, Fear, DR 30/+3, SR 28. Str 23, Dex 13, Con 15, Int 18, Wis 23, Cha 21. </p><p> <em>(This is not a complete sketch of the demon but will serve for the moment) </em></p></blockquote><p></p>
[QUOTE="Wicht, post: 349509, member: 221"] [size=1]Temple of Confusion continued...[/size] [b][u]F13 – Pirates sleeping (EL 0-4)[/u][/b][u][/u] Four pirates are sleeping on the floor in this room, surrounded by rubble and shattered statues. They are tired from digging through the wall at F18 and have a –3 circumstance bonus to all listen checks for waking up. Their hp are (6, 11, 11, 15). They are typical of all the pirates on this level. [b]Veteran Pirates, Human War2 (10):[/b] CR 1; HD 2d8+2; Init +6; Spd 30 ft.; AC 15; +4 melee (rapier 1d6+2), +4 ranged (shortbow 1d6); SV Fort +4, Ref +2, Will+0; AL NE; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 9. [b][i]Skills and Feats:[/i][/b][i][/i] Use Rope +7, Profession (Sailing) +6, Intimidate +5, Climb +5, Jump +4; Dodge, Improved Initiative. Possessions: Rapier, crossbow (10 bolts), Studded leather armor, 2d10 gp each (Aasaer). [b][u]F14 – Pirates on watch EL 4[/u][/b][u][/u] Four pirates are playing cards in here on an ancient stone table. There are curious writings around the table in infernal, which reveal that divine scrolls dedicated to evil can be written on the table at no experience cost. The table is very valuable to the right people, though destroying it will yield 600 experience points to a good aligned character. They will shout if they see intruders and then attack. They have seen, at a distance, the ruby in the tomb room and are convinced that there is treasure worth fighting for here. Their hp are (8, 8, 11, 13). [b][u]F15 – Pirate Captain EL 6[/u][/b][u][/u] The Pirate Captain, Captian Reigo, has made this his headquarters for the time. There are three pirates with him. He is growing impatient with Maerun and wants to send either some of his men or some of the kobolds in to grab what appears to him to be a fantastic treasure. Maerun has convinced him only for the moment that the Ruby must be gotten at some other way. He is contemplating digging around the door as he believes that he has the man power to do this. He believes Maerun to be a cleric of the Overlord (which Maerun has affected – and which has helped make peace with the kobolds above – Maerun promised his “brother” a ship to sail the seas on – a lie of course) and does not know Maerun is a were-vulture. The hp of the pirates is 9, 11, and 14. There are, besides the bedrolls, numerous picks and shovels in the room. Captain Reigo, Human Fgt3/Ex2: CR 4; HD 3d10+2d6+5 (31 hp); Spd 30; Init +6; AC 17; Atk +7 (1d8+2 longsword); Str 14, Dex 14, Con 12, Int 11, Wis 11, Cha 12. [b][i]Skills and Feats:[/i][/b][i][/i] Climb +10, Swim +10, Profession (Sailor) +8, Listen +6, Intimidate +6, Navigate +6; Improved Initiative, Weapon Focus (Longsword), Power Attack, Point Blank Shot, Dodge. [b][i]Possesions:[/i][/b][i][/i] Longsword, Chainshirt, 2 gems (black opals 800 gp each), potion, cure moderate wounds, Ring Protection +1, Quaal’s feather token (swan boat) [b][u]F16 – Pirates EL 2[/u][/b][u][/u] There are two pirates bedded in here. They are bored and want some action. If they hear an alarm they will exit their room in 5 rounds. Instruments of torture, now useless, adorn this room. The hp of the pirates is 10, and 16. [b][u]F17 – Maerun’s room EL 6[/u][/b][u][/u] Maerun claimed this room after they cleared it of an Allip. All his possessions are in this room. Maerun is less interested in fighting and more interested in getting the PCs to free the demon for him. If he hears combat, he might even join in on the side of the PCs if he thinks it will suit his needs. He realizes the pirates have about outlived their usefullness to him. [b]Maerun, Werevulture Cl3:[/b] CR 6; HD 4d10+3d8+7 (45); Spd 30/30; Init +10; AC 17; Atk +10 (1d12+3 beak), +5 (1d8 2 claws) or +9/+4 (1d8+4 +1 mace); SA Lycanthropy; SQ DR 12/+1 or silver; SV ; ALI CE; Str 16, Dex 18, Con 12, Int 10, Wis 13, Cha 8. [b][i]Skills and Feats:[/i][/b][i][/i] Disguise +1, Spot +4, Listen +7, Knowledge Religion +3; Weapon Focus (Beak), Flyby attack, Improved Initiative [b][i]Possesions:[/i][/b][i][/i] Mace +1, Sack of Holding I (800 gp), Scroll (Hold person, Cure Moderate Wounds), Horn of Fog [b][i]Spells[/i][/b] Detect Magic, Detect magic, Light, Resistance Change Self, Change Self, Bane, Bless, Cure Light Wounds Invisibilty, Speak with Animals [b]F18 – Entrance to the tombs [/b] Having found the right spot, Maerun had the pirates dig through an apparent wall, unearthing a tomb. Steps lead down from the hole to a tomb area below [b][u]F19 – Trapped catacombs[/u][/b][u][/u] Skulls and bones of dead men line the walls. The air feels heavy and yet cool. Sound echoes through the chambers and traps are everywhere. The elven adventurers that buried the demon wanted him to stay buried [b]A – Pit Trap.[/b] This trap (Spot DC 9) was set off by the pirates (one lies dead twenty feet below on spikes) and is now fairly easy to spot (though it automatically resets. Anyone falling below takes 2d6 worth of falling damage and is struck by 1d4 spikes for 1d8 piercing damage. [b] B- Dead man charred[/b] Another pirate set off another trap here and was burned to death by flaming oil from above. His body still lies here. [b] C- Spear trap[/b] +5 ranged attack, (1d8+2 damage 5 spears) [b]D – Malfunctioning Spear Trap [/b]– this trap has broken with age and no longer works. [b]E – Flames from above.[/b] A pressure plate releases oil from above that burns on contact with the air. [b] F – Glyph of Warding [/b]– Any non-good entity going through the door will release a powerful warding spell that does 5d8 fire damage. The glyph is especially nasty because it resets and works everytime it is passed through. [b] G – Elf guardian.[/b] One of the dead elves was entombed here after the fight with the demons. The body is perfectly preserved. Removing the elf would cancel the permenancy on the Glyph of Warding. [b][u]F20 Entombed Demon[/u][/b][u][/u] This room is occupied by only two things - a stone platform in the center of the room holding a very large ruby, and a large crypt against the back wall. The whole room radiates a feeling of evil. The evil comes from the ruby. The crypt is just window dressing. It is empty, though tightly locked and sealed. Opening it releases a poisonous gas (Fort DC 15 3d6 Con). The demon is actually entombed in the ruby (which appears to have a value of 3000 gp). Anyone possessing the ruby can use it to commune with the demon 1/day but the information is not always reliable. The demon inside will try and influence the holder of the ruby to destroy the ruby (which is the way to free him). He will promise anyone who releases him 1 wish. This is a promise he will keep, though as a demon of strife, corruption and deceit, he will try and twist the wording or the answering of the wish to suit his own needs. If freed the demon will give 1 wish to the one freeing him. The demon is not immediately interested in fighting (fortunately for any PC that releases him) wanting instead to begin once more causing strife. The demon appears as a nine foot tall skeletal being with wings dressed in a robed of black, holding a book. Soon after being released, the demon will cackle and then teleport away. If attacked he will first wreathe himself in Ice and then lash out with his vorpal longsword. If communicated with, he will promise a wish to any who will sign his book. If freed the logical way to defeat the demon is for the wisher to wish the demon back into its prison. [b]Demon:[/b] CR 18+; HD 14d8+8+28 (95 hp); Spd 40 ft, fly 90 ft; Init +8; AC 31; Attk +20/+15/+10 melee (1d8+7 +1 vorpal longsword); SA Cone of Cold (3/day), Implosion, Wall of Ice, SQ Teleport without error, Wish in exchange for soul, Fear, DR 30/+3, SR 28. Str 23, Dex 13, Con 15, Int 18, Wis 23, Cha 21. [i](This is not a complete sketch of the demon but will serve for the moment) [/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kalamar Encounters (from the Servants of the Swift Sword Campaign)
Top