Knightfall
World of Kulan DM
Cultist Lair!
Okay, I just created this map for next week's game session. The PCs are investigating a strange disease/plague that has attacked the halfling and dwarven population of the City of Pretensa. Strangely enough, the halflings are easily headed, but dwarves are not.
The disease/plague is the work of a evil Sword cult known as the Dark Reborn. They wish to resurrect the dead Sword Gods that died in the Divinity War, and often created spawning ground in order to find the right magical locales for their resurrection experiments.
This cultist lair is one of those spawning grounds.
Map Keys
Primary Key
1a - Guardhouse, x4 hobgoblin Ftr5 guards (CR 9)
1b - Secret Door (DC 25)
2a - Shamblers' Lair, x2 (CR 8); plus lizardfolk Drd5 (CR 6)
2b - Secret Door (DC 20)
3 - Gas Spores, x4 (CR 7)
4a - Dropoff
4b - Fungal Guardhouse, x2 hobgoblin Ftr5 (CR 7)
5a - Empty Workroom
5b - Assassin Vines, x6 (CR 8)
6a - Secret Door (DC 25)
6b - Fungal Guardhouse, x3 hobgoblin Ftr5 (CR 8)
7a - Cultists Lair, hobgoblin Ftr5 (CR 5); human Clr10 (CR 10)
7b - Secret Door (DC 30)
8 - Treasure w/Mohrg Guardian (CR 8)
Secondary Key
E - Drainage Entrance
T1 - Fusillade of Spears (CR 6)
T2 - Melf's Acid Arrow Trap (CR 8)
T3 - Deathblade Wall Scythe (CR 8)
T4 - Wide Mouth Pit Trap (CR 9)
Mushrooms = Shriekers (CR 1 each)
Okay, I just created this map for next week's game session. The PCs are investigating a strange disease/plague that has attacked the halfling and dwarven population of the City of Pretensa. Strangely enough, the halflings are easily headed, but dwarves are not.
The disease/plague is the work of a evil Sword cult known as the Dark Reborn. They wish to resurrect the dead Sword Gods that died in the Divinity War, and often created spawning ground in order to find the right magical locales for their resurrection experiments.
This cultist lair is one of those spawning grounds.
Map Keys
Primary Key
1a - Guardhouse, x4 hobgoblin Ftr5 guards (CR 9)
1b - Secret Door (DC 25)
2a - Shamblers' Lair, x2 (CR 8); plus lizardfolk Drd5 (CR 6)
2b - Secret Door (DC 20)
3 - Gas Spores, x4 (CR 7)
4a - Dropoff
4b - Fungal Guardhouse, x2 hobgoblin Ftr5 (CR 7)
5a - Empty Workroom
5b - Assassin Vines, x6 (CR 8)
6a - Secret Door (DC 25)
6b - Fungal Guardhouse, x3 hobgoblin Ftr5 (CR 8)
7a - Cultists Lair, hobgoblin Ftr5 (CR 5); human Clr10 (CR 10)
7b - Secret Door (DC 30)
8 - Treasure w/Mohrg Guardian (CR 8)
Secondary Key
E - Drainage Entrance
T1 - Fusillade of Spears (CR 6)
T2 - Melf's Acid Arrow Trap (CR 8)
T3 - Deathblade Wall Scythe (CR 8)
T4 - Wide Mouth Pit Trap (CR 9)
Mushrooms = Shriekers (CR 1 each)
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