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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: 412963" data-attributes="member: 221"><p><strong><span style="font-size: 12px">The Pit</span></strong></p><p></p><p><strong><u>Overview:</u></strong> The Pit is a disgusting den of debauchery, rape and violence. Located in Loona, the Pit is run by an ambitious cleric of the Vice Lord. Irritated at the lack of vision he sees displayed by his superior in Geanavue, Tarko the Foul, has started his own enterprise. In the pit, Tarko sells alcohol cheaply and narcotics even cheaper. He pays for kidnapped girls, drugs them and then sells the right to rape them. He bought two dangerous snakes and placed them in a stone pit. To the amusement of his patrons, he throws in helpless sailors who stumble into his place and watches them be torn to ribbons and eaten. Tarko’s goal is to make such going on’s more common and acceptable, even in Loona. He then hopes to open a second such establishment in Geanavue itself. The Pit closes from dawn till a little after two in the afternoon, at which times the workers get some rest. </p><p></p><p><strong>Entry:</strong> Entry to the Pit cost 1 glint per person. Two large brutes (<strong>Human War3:</strong> CR 2; Init +1, AC 14 (Studded Leather Armor, Dex) hp 17, 12; Atk +6 (1d6+3 club); Str 16, Dex 12.) will refuse admission to anyone who they deem to be the wrong sort. This includes obvious clerics (of good aligned dieties) and paladins. They will, however, only tell this after charging the glint. </p><p></p><p><strong><u>The Pit Room:</u></strong></p><p>The first room in the Pit is called the Pit room for obvious reasons. A stone lined pit, iron reinforced, twenty feet deep occupies the center of the room. The top of the pit is open. Tarko has bought two special snakes and placed them in the pit. They typically stay coiled up in a pair of stone lined alcoves at the bottom, just out of sight. The snakes are over twenty feet long each and sharper eyed patrons have noticed it is entirely possible for them to climb out of the pit with little difficulty. The snakes however, under the influence of an animal friendship spell cast by Tarkos, stay in their pit unless summoned by the evil cleric. </p><p></p><p>The rest of the room is filled with broken tables, wobbly chairs, a bar counter and a variety of sailors and pirates in a state of perpetual intoxication. Fights are common. If the PCs start a fight, about twenty others will join in, fighting the PCs and each other. Treat each of these as Pirates (Human Thug1, HP 6, Atk –1 (due to intoxication)(1d6+3 club, shortsword).</p><p></p><p>Drinks cost 2 cp a cup and include cheap wine, ale and beer. Drugs can also be bought for 1 cp and come in the form of hallucinogenic powders meant to be mixed with the drinks. Many of the patrons are very high and unable to properly fight. Each dose of the drug reduces Intelligence and Wisdom by 50%, whilst creating a feeling of euphoria. There is a cumulative 20% chance of each dose producing hallucinations. </p><p></p><p>Tarkos spends his time alternating between The Pit Room and the Dancing Hall. </p><p></p><p>A door in the back of the room leads to a kitchen/storage area and a somewhat secret door, blocked from view with heavy curtains, on the right side of the room, guarded by two men, leads to the Dancing Hall.</p><p></p><p><strong>Blade Hoods, Large Snake (2):</strong> CR 3; HD 4d8+8 (24 hp, 22 hp); Init +2; Speed 40 ft.; AC 15; Attacks +7 melee (1d10+4 slash); Face 10’ x 5 ‘; SA Constriction; Nuetral; SV Fort+4, Ref+7, Will +1; Str 18, Dex 15, Con 14, Int 6, Wis 8, Chr 14.</p><p> <em><strong>Skills and Feats:</strong></em> Escape Artist +4, Listen +7, Move Silently +5, Spot +7: Alertness, Spring Attack.</p><p></p><p></p><p><strong><u>The Dancing Hall</u></strong>: Patrons of the Pit Room may access the Dancing Hall for 5 glint. The Dancing Hall is actually located in a second building. The two rooms are connected by a small five foot hallway. Two men stand at either door (<strong>Human War3:</strong> CR 2; Init +1, AC 14 (Studded Leather Armor, Dex) hp 19, 15, 10, 14; Atk +6 (1d6+3 club); Str 16, Dex 12.). The first two guard access to the room in the Pit Room and the other two keep an eye on the Dancing Hall. The door in the pit room is somewhat hidden and is operable only by a secret latch (Search DC 14, Break DC 15). On the Dancing Hall side, the doors are both quite noticeable. There are no doors to the Dancing Hall from the other first floor rooms of the second building, which fronts as a small warehouse.</p><p></p><p>The center of the Dancing Hall is dominated by a slightly raised platform. Here, naked young women (fifteen total, though there are often less present), arms tied to a pole above their head, are kept in a permenantly drugged state. A dwarf (com2) sits on a bench and keeps the pole moving whenever any customers are in the room. This causes the women to have to keep shuffling back and forth on the stage with the movement of the pole. Each woman can be easily unhooked and anyone who has paid the 5 glint entry fee can take any woman they want up the stairs to the small coupling rooms above. The women are disheveled, and all have glazed eyes, but the dwarf is also given the task of keeping them clean and a bucket of water sits by his stool. </p><p></p><p>During off hours, the girls are moved from the poles and allowed to sleep in the coupling rooms above where they are also fed and drugged.</p><p></p><p><strong><u>Upstairs:</u></strong> The upstairs contains ten small coupling rooms, containing only a mat on each floor and a few pillows. There are also three rooms housing the thug guards and the dwarf. Tarkos has his own room in which he sleeps and stores his personal belongings. The door to this room has an unusual trap on it. Thanks to a favor from his diety, whenever the door is opened by a good aligned individual, two abyssal maws will appear and attack.</p><p></p><p><strong>Abyssal Maws (2):</strong> CR 2; HD 2d8+2 (hp 11, 11); Init +0; AC 15; Attk +5 melee (2d8+4 bite); SA Rend Fallen; SQ Outsider; CE; SV Fort +4, Ref +3, Will +2; Str 17, Dex 10, Con 13, Int 6, Wis 9, Cha 8.</p><p></p><p><strong>Tarkos, Human Cl4:</strong> CR 4; MV 30 ft; AC 10; HD 4d8+4 (31 hp); Init +5; Attk +4 melee (1d8 mace); SA Spells; SQ Animal Friendship; CE; Fort +5, Ref +1, Will +6; Str 11, Dex 10, Con 12, Int 9, Wis 14, Cha 10. </p><p> <strong><em>Skills and Feats:</em></strong> Knowledge (Religion) +6, Profession (Barkeep) +6; Improved Initiative, Scribe Scroll, Weapon Focus (mace)</p><p> <strong>Domains:</strong> Animal, Evil</p><p> <strong><em>Possessions:</em></strong> Masterwork Mace, Chain shirt, 1500 gold pieces, several magical scrolls</p></blockquote><p></p>
[QUOTE="Wicht, post: 412963, member: 221"] [b][size=3]The Pit[/size][/b] [b][u]Overview:[/u][/b][u][/u] The Pit is a disgusting den of debauchery, rape and violence. Located in Loona, the Pit is run by an ambitious cleric of the Vice Lord. Irritated at the lack of vision he sees displayed by his superior in Geanavue, Tarko the Foul, has started his own enterprise. In the pit, Tarko sells alcohol cheaply and narcotics even cheaper. He pays for kidnapped girls, drugs them and then sells the right to rape them. He bought two dangerous snakes and placed them in a stone pit. To the amusement of his patrons, he throws in helpless sailors who stumble into his place and watches them be torn to ribbons and eaten. Tarko’s goal is to make such going on’s more common and acceptable, even in Loona. He then hopes to open a second such establishment in Geanavue itself. The Pit closes from dawn till a little after two in the afternoon, at which times the workers get some rest. [b]Entry:[/b] Entry to the Pit cost 1 glint per person. Two large brutes ([b]Human War3:[/b] CR 2; Init +1, AC 14 (Studded Leather Armor, Dex) hp 17, 12; Atk +6 (1d6+3 club); Str 16, Dex 12.) will refuse admission to anyone who they deem to be the wrong sort. This includes obvious clerics (of good aligned dieties) and paladins. They will, however, only tell this after charging the glint. [b][u]The Pit Room:[/u][/b] The first room in the Pit is called the Pit room for obvious reasons. A stone lined pit, iron reinforced, twenty feet deep occupies the center of the room. The top of the pit is open. Tarko has bought two special snakes and placed them in the pit. They typically stay coiled up in a pair of stone lined alcoves at the bottom, just out of sight. The snakes are over twenty feet long each and sharper eyed patrons have noticed it is entirely possible for them to climb out of the pit with little difficulty. The snakes however, under the influence of an animal friendship spell cast by Tarkos, stay in their pit unless summoned by the evil cleric. The rest of the room is filled with broken tables, wobbly chairs, a bar counter and a variety of sailors and pirates in a state of perpetual intoxication. Fights are common. If the PCs start a fight, about twenty others will join in, fighting the PCs and each other. Treat each of these as Pirates (Human Thug1, HP 6, Atk –1 (due to intoxication)(1d6+3 club, shortsword). Drinks cost 2 cp a cup and include cheap wine, ale and beer. Drugs can also be bought for 1 cp and come in the form of hallucinogenic powders meant to be mixed with the drinks. Many of the patrons are very high and unable to properly fight. Each dose of the drug reduces Intelligence and Wisdom by 50%, whilst creating a feeling of euphoria. There is a cumulative 20% chance of each dose producing hallucinations. Tarkos spends his time alternating between The Pit Room and the Dancing Hall. A door in the back of the room leads to a kitchen/storage area and a somewhat secret door, blocked from view with heavy curtains, on the right side of the room, guarded by two men, leads to the Dancing Hall. [b]Blade Hoods, Large Snake (2):[/b] CR 3; HD 4d8+8 (24 hp, 22 hp); Init +2; Speed 40 ft.; AC 15; Attacks +7 melee (1d10+4 slash); Face 10’ x 5 ‘; SA Constriction; Nuetral; SV Fort+4, Ref+7, Will +1; Str 18, Dex 15, Con 14, Int 6, Wis 8, Chr 14. [i][b]Skills and Feats:[/b][/i] Escape Artist +4, Listen +7, Move Silently +5, Spot +7: Alertness, Spring Attack. [b][u]The Dancing Hall[/u][/b]: Patrons of the Pit Room may access the Dancing Hall for 5 glint. The Dancing Hall is actually located in a second building. The two rooms are connected by a small five foot hallway. Two men stand at either door ([b]Human War3:[/b] CR 2; Init +1, AC 14 (Studded Leather Armor, Dex) hp 19, 15, 10, 14; Atk +6 (1d6+3 club); Str 16, Dex 12.). The first two guard access to the room in the Pit Room and the other two keep an eye on the Dancing Hall. The door in the pit room is somewhat hidden and is operable only by a secret latch (Search DC 14, Break DC 15). On the Dancing Hall side, the doors are both quite noticeable. There are no doors to the Dancing Hall from the other first floor rooms of the second building, which fronts as a small warehouse. The center of the Dancing Hall is dominated by a slightly raised platform. Here, naked young women (fifteen total, though there are often less present), arms tied to a pole above their head, are kept in a permenantly drugged state. A dwarf (com2) sits on a bench and keeps the pole moving whenever any customers are in the room. This causes the women to have to keep shuffling back and forth on the stage with the movement of the pole. Each woman can be easily unhooked and anyone who has paid the 5 glint entry fee can take any woman they want up the stairs to the small coupling rooms above. The women are disheveled, and all have glazed eyes, but the dwarf is also given the task of keeping them clean and a bucket of water sits by his stool. During off hours, the girls are moved from the poles and allowed to sleep in the coupling rooms above where they are also fed and drugged. [b][u]Upstairs:[/u][/b][u][/u] The upstairs contains ten small coupling rooms, containing only a mat on each floor and a few pillows. There are also three rooms housing the thug guards and the dwarf. Tarkos has his own room in which he sleeps and stores his personal belongings. The door to this room has an unusual trap on it. Thanks to a favor from his diety, whenever the door is opened by a good aligned individual, two abyssal maws will appear and attack. [b]Abyssal Maws (2):[/b] CR 2; HD 2d8+2 (hp 11, 11); Init +0; AC 15; Attk +5 melee (2d8+4 bite); SA Rend Fallen; SQ Outsider; CE; SV Fort +4, Ref +3, Will +2; Str 17, Dex 10, Con 13, Int 6, Wis 9, Cha 8. [b]Tarkos, Human Cl4:[/b] CR 4; MV 30 ft; AC 10; HD 4d8+4 (31 hp); Init +5; Attk +4 melee (1d8 mace); SA Spells; SQ Animal Friendship; CE; Fort +5, Ref +1, Will +6; Str 11, Dex 10, Con 12, Int 9, Wis 14, Cha 10. [b][i]Skills and Feats:[/i][/b][i][/i] Knowledge (Religion) +6, Profession (Barkeep) +6; Improved Initiative, Scribe Scroll, Weapon Focus (mace) [b]Domains:[/b] Animal, Evil [b][i]Possessions:[/i][/b][i][/i] Masterwork Mace, Chain shirt, 1500 gold pieces, several magical scrolls [/QUOTE]
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