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My 5e Greyhawk Campaign
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<blockquote data-quote="Turgenev" data-source="post: 7596490" data-attributes="member: 6733"><p><strong>The Jebli Pit Level 2 (WIP)</strong></p><p></p><p><a href="http://paratime.ca/images/fantasy/goblin-lair002-wh-b.jpg" target="_blank"><img src="http://paratime.ca/images/fantasy/goblin-lair002-wh-sm.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p><strong>Jebli Pit Level 2</strong> (work in progress)</p><p></p><p>I haven't figured out what is in each room but here is what I have so far. I ended up using this map for one of my Friday Freebie maps (<a href="http://paratime.ca/ff12-07-2018.html" target="_blank"><strong>Dec 7, 2018</strong></a>) but I've made a minor change since then. I've added a secret door connecting areas 1 and 13 a). I'll probably make other changes as the party explores the level. </p><p></p><p><a href="http://paratime.ca/images/fantasy/5e-greyhawk/goblin-lair002-2.jpg" target="_blank"><img src="http://paratime.ca/images/fantasy/5e-greyhawk/goblin-lair002-2sm.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>Here is the area the party has explored.</p><p></p><p><img src="http://paratime.ca/images/fantasy/5e-greyhawk/goblin-lair002-PC.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Dungeon Key</strong> (so far)</p><p></p><p>1. Entry Landing: The chamber has a strong musty odour. There are black stone pillars with carved runes in each corner.</p><p></p><p>4. Twisting Emerald Spire: In the centre of the chamber is a nine foot tall twisting spire carved from a single emerald vein. The spire weighs over a ton and is worth an estimate of 20,000 gp. The emerald spire pulses with an eerie green glow that bathes the whole chamber. The dead in this room reanimates after 1d6 rounds. The spire also absorbs life energy. Touching its surface causes 13 (2d10+2) necrotic damage.</p><p></p><p>5. Sacrificial Holding Cell: The cult keep prisoners in this chamber that they plan on sacrificing in the name of Asmodeus. Brakko the Heretic was initially held in this chamber but he escaped his bonds and led the minotaur skeletons into Area 4 running into the party. So this was the first time they had saved this goblin's life.</p><p></p><p>7. Empty Chamber</p><p></p><p>8. Torture Chamber: Above the door is a single word written in Infernal. The word is 'agony.' Inside the circular chamber are a series of sharp spikes around the centre of the room on both the floor and the ceiling. A captive is placed in chains in the centre and then hoisted up into the top spikes. Then the victim is lowered into the bottom spikes. Currently the chamber has a deceased elf held up into the top spikes. [DM Note: I now have to figured out who this elf was. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />]</p><p></p><p>9. Covered Pit Trap: The covered pit is 20 ft deep. </p><p></p><p>10. Athasa the Witch's Quarters: There is a large wooden frame in the south-eastern corner stuffed with straw and covered in blankets. There is a desk against the north-western corner. The party searched the room and found some treasure hidden under the 'mattress' in a small coffer. Inside was 112 gp and a 1000 gp diamond.</p><p></p><p>11. Empty Guard Post</p><p></p><p>12. Cell: Written in Infernal above the metal door and along its sides is the following: "All who enter are captives of Asmodeus." The party was able to read the writing because the thief had the Devil's Hand dagger on her possession. The party debated for a while if they should open the door. They were worried about some sort of enchantment or something worse being behind the door. When they did open the door, they found Brakko the Heretic inside. Again they have rescued this goblin from danger. Brakko immediately asks the party for silver after they free him. They told him no but they told him he could loot the bodies in the temple (area 13 a). They went their separate ways.</p><p></p><p>13. a) Temple of Asmodeus: Tapestries show many cultists in red robes with black triangle symbols on their chests. This room had six cultists (standard cultists from the Monster Manual), Athasa the Witch who was leading the worship. They were all chanting and singing in Asmodeus' name. As described in the last post, the party attacked and surprised them and got the best of them (with one exception who got away).</p><p></p><p>13. b) Side Chamber: Grunk, an ogre mercenary sits in this small side chamber. The cult is paying him gold to keep watch on the temple. During ceremonies, he sits in the side chamber since he doesn't worship Asmodeus. Worship is too esoteric for his simple mind.</p><p></p><p>That's all for now. I know the next batch of cultists is going to include twin brother and sister tiefling warlocks called Torment and Despair. Standard cultists were too weak against the party so I will probably tweak them to boost them up a bit.</p><p></p><p>Cheers,</p><p>Tim</p></blockquote><p></p>
[QUOTE="Turgenev, post: 7596490, member: 6733"] [b]The Jebli Pit Level 2 (WIP)[/b] [url=http://paratime.ca/images/fantasy/goblin-lair002-wh-b.jpg][img]http://paratime.ca/images/fantasy/goblin-lair002-wh-sm.jpg[/img][/url] [b]Jebli Pit Level 2[/b] (work in progress) I haven't figured out what is in each room but here is what I have so far. I ended up using this map for one of my Friday Freebie maps ([url=http://paratime.ca/ff12-07-2018.html][b]Dec 7, 2018[/b][/url]) but I've made a minor change since then. I've added a secret door connecting areas 1 and 13 a). I'll probably make other changes as the party explores the level. [url=http://paratime.ca/images/fantasy/5e-greyhawk/goblin-lair002-2.jpg][img]http://paratime.ca/images/fantasy/5e-greyhawk/goblin-lair002-2sm.jpg[/img][/url] Here is the area the party has explored. [img]http://paratime.ca/images/fantasy/5e-greyhawk/goblin-lair002-PC.jpg[/img] [b]Dungeon Key[/b] (so far) 1. Entry Landing: The chamber has a strong musty odour. There are black stone pillars with carved runes in each corner. 4. Twisting Emerald Spire: In the centre of the chamber is a nine foot tall twisting spire carved from a single emerald vein. The spire weighs over a ton and is worth an estimate of 20,000 gp. The emerald spire pulses with an eerie green glow that bathes the whole chamber. The dead in this room reanimates after 1d6 rounds. The spire also absorbs life energy. Touching its surface causes 13 (2d10+2) necrotic damage. 5. Sacrificial Holding Cell: The cult keep prisoners in this chamber that they plan on sacrificing in the name of Asmodeus. Brakko the Heretic was initially held in this chamber but he escaped his bonds and led the minotaur skeletons into Area 4 running into the party. So this was the first time they had saved this goblin's life. 7. Empty Chamber 8. Torture Chamber: Above the door is a single word written in Infernal. The word is 'agony.' Inside the circular chamber are a series of sharp spikes around the centre of the room on both the floor and the ceiling. A captive is placed in chains in the centre and then hoisted up into the top spikes. Then the victim is lowered into the bottom spikes. Currently the chamber has a deceased elf held up into the top spikes. [DM Note: I now have to figured out who this elf was. ;)] 9. Covered Pit Trap: The covered pit is 20 ft deep. 10. Athasa the Witch's Quarters: There is a large wooden frame in the south-eastern corner stuffed with straw and covered in blankets. There is a desk against the north-western corner. The party searched the room and found some treasure hidden under the 'mattress' in a small coffer. Inside was 112 gp and a 1000 gp diamond. 11. Empty Guard Post 12. Cell: Written in Infernal above the metal door and along its sides is the following: "All who enter are captives of Asmodeus." The party was able to read the writing because the thief had the Devil's Hand dagger on her possession. The party debated for a while if they should open the door. They were worried about some sort of enchantment or something worse being behind the door. When they did open the door, they found Brakko the Heretic inside. Again they have rescued this goblin from danger. Brakko immediately asks the party for silver after they free him. They told him no but they told him he could loot the bodies in the temple (area 13 a). They went their separate ways. 13. a) Temple of Asmodeus: Tapestries show many cultists in red robes with black triangle symbols on their chests. This room had six cultists (standard cultists from the Monster Manual), Athasa the Witch who was leading the worship. They were all chanting and singing in Asmodeus' name. As described in the last post, the party attacked and surprised them and got the best of them (with one exception who got away). 13. b) Side Chamber: Grunk, an ogre mercenary sits in this small side chamber. The cult is paying him gold to keep watch on the temple. During ceremonies, he sits in the side chamber since he doesn't worship Asmodeus. Worship is too esoteric for his simple mind. That's all for now. I know the next batch of cultists is going to include twin brother and sister tiefling warlocks called Torment and Despair. Standard cultists were too weak against the party so I will probably tweak them to boost them up a bit. Cheers, Tim [/QUOTE]
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