General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:12:14 GMT -5
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:13:05 GMT -5
Room 1
This small bare room holds little more than a table and some chairs for the guards to rest at whilst waiting for new arrivals. 4 Guards (p.347 MM): 1 will attempt to alert the barracks if a fight breaks out.
Dretch Small fiend (demon), chaotic evil Armor Class 11 (natural armor) Hit Points 18 (4d6 + 4) Speed 20ft. STR 11 (+0) DEX 11 (+0) CON 12 (+1) INT 5 (- 3) Damage Resistances cold , fire , li ghtn ing Damage Immunities poison Condition Immunities poisoned WIS 8 (- 1) Senses darkvision 60ft., passive Perception 9 CHA 3 (- 4) Languages Abyssal, telepathy 60ft. (works only with creatures that understand Abyssal) Challenge 1/4 (50 XP) ACTIONS Multiattack. The dretch makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target. Hit: 3 (1d6) piercing damage. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slas hing damage. Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured . It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn . While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can 't take reactions.
Armor Class 13 Hit Points 7 (3d4) Speed 40 ft. STR 5 (- 3) DEX 17 (+3) Skills Stealth +5 CON 10 (+0) INT 7 (-2) WIS 10 (+0) CHA 10 (+0) Damage Resistances co ld , fire, lig htning; bl udgeoni ng, pie rcing, and slashing fro m non magical weapons Damage Immunities poison Condition Immunities po iso ned Senses darkvis ion 120 ft ., passive Percept ion 10 Languages Abyssal, Common Challenge 1 (200 XP) Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form . Its stati stics are the same in each form, except for th e speed changes noted. Any equ ipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. ACTIONS Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itse lf on a success. Scare (1jDay). One creature ofthe quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a su cce ss. Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spel l) . Any equipment the qu asit wears or carries is invisible with it.
Treasure: 17 silver pieces and a peacock feather pressed in a book entitled Aru Ettiquette, the do’s and dont’s of orcish society.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:13:28 GMT -5
Room 2
This room is set up like a large classroom with a slate board at one end with diagrams of a human’s anatomy drawn on it, many desks facing the slate board and a large stone table that currently has a dissected body laying on it. Beside the stone table there is a large object covered with a thick velvet drape. Underneath the drape is a glass cage and 2 living phase spiders.
The phase spiders will phase out when the drape is lifted and attack.
Inside a locked display case there is a cache of treasure (DC 15 thieves picks to open). The cupboard holds 2500 CP, 1300 SP, 60 GP, 12 pieces of onyx in a silk pouch (50 GP each), Slippers of Spider climbing, Battle Axe +1, Boots of the Winterlands, Bracers of Archery.
SHADOW DEMON Medium fiend (demon), chaotic evil Armor Class 13 Hit Points 66 (12d8 + 12) Speed 30ft., fly 30ft. STR 1 (- 5) DEX 17 (+3) CON 12 (+1) Saving Throws Dex +5, Cha +4 Skills Stealth +7 Damage Vulnerabilities radiant INT 14 (+2) WIS 13 (+1) CHA 14 (+2) Damage Resistances acid, fire , necrotic, thunder; bludgeoning, pie rcing, and slashing from non magical weapons Damage Immunities cold, lightning, poison Condition Immunities exhaustion, grappled, para lyzed, petrified, poisoned , prone, restrained Senses darkvision 120ft., passive Perception ll Languages Abyssal, telepathy 120ft. Challenge 4 (1 ,100 XP) Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1 d1 0) force damage if it ends its turn inside an object. Light Sensitivity. While in bright lig ht, the demon has disadvantage on attack roll s, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action. ACTIONS Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack ro ll , 17 (4d6 + 3) psychic damage.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:13:46 GMT -5
Room 3
A steady drone of chanting comes from this room as the cultists within attempt to summon a creature from the abyss. This large open chamber contains a large purple glowing symbol on the floor that pulsates with the chanting. In the center of the symbol is a sacrificial chamber with a devil lying prone. Standing above her with a sacrificial dagger is a cultist fanatic and around the symbol are 8 cultists (p.345 MM).
Bookshelves on the walls surround the room show arcane titles. Any interruption will result in the cultists attempting to slay the adventurers.
Treasure: Selected arcane texts on the shelves can be taken that value at 1000 GP to the right collector.
CuLT FANATIC Medium humanoid (any race), any non-good alignment Armor Class 13 (leather armor) Hit Points 33 (6d8 + 6) Speed 30ft. STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 13 (+1) Skills Deception +4, Persuas ion +4, Religion +2 Senses passive Pe rception 10 Languages any one langu age (u sually Common) Challenge 2 (450 XP) CHA 14 (+2) Dark Devotion. The fanatic has advantage on saving throws against being charmed or fri ghtened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will) : light, sacred flam e, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon
Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 104 (lld10 + 44) Speed 40 ft. , fly 60 ft. STR 17 (+3) DEX 15 (+2) CON 18 (+4) INT 8 (-1) Saving Throws Dex +5, Wis +4, Cha +2 WIS 13 (+1) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120ft., passive Perception ll Languages Abyssal , telepathy 120ft. Challenge 6 (2,300 XP) CHA 8 (-1) Magic Resistance. The vrock has advantage on saving throws aga inst spells and other magical effects. ACTIONS Multiattack. The vrock makes two attacks: one with its beak and one with its tal ons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 14 (2d10 + 3) slashing damage. Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. Stunning Screech (1fDay). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:13:59 GMT -5
Room 4
This room is obviously a kitchen. The ovens are cold, and it doesn't appear to have been in use for a long time. No one is currently in the room.
One of the cooks has his knife (a +1 magical dagger) and his fortifying drinks (two healing potions) hidden up the chimney near an oven. DC 15 investigation check to find them.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:14:13 GMT -5
Room 5
This room contains a dual level dining room. The lower room has cheap wooden benches, whilst the upper, overlooking chamber has fine tables, cutlery and refined silverware.
The upper section appears to be open but there is actually a permanent wall of force that separates the two rooms. In the upper chamber there are 8 commoners clearing the dishes that may spot the adventurers as they enter the lower area, and definitely will if they enter the upper area.
The commoners are captives in the area and include the cook whose magical items appear in room 4.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:14:25 GMT -5
Room 6
The western door to this guard room is trapped and if it is not opened while saying the password “Fymriphol” a Glyph of Warding throws a flame westward 30 feet (DC 11 Dexterity 1d10 damage, half on a successful save) DC 15 spot check to find.
10 Guards are in various states of readiness inside the barracks (p.347 MM).
· AND OF MAGIC MISSILES and, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ZOMBIE Armor Class 8 Hit Points 22 (3d8 + 9) · Speed 20 ft. STR 13 (+1) DEX 6 (-2) Saving Throws Wis +0 CON 16 (+3) Damage Immunities poison Condition Immunities poisoned INT 3 (-4) WIS 6 (- 2) CHA 5 (- 3) Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can't speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point in stead. ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
QUASIT Armor Class 13 Hit Points 7 (3d4) Speed 40 ft. STR 5 (- 3) DEX 17 (+3) Skills Stealth +5 CON 10 (+0) INT 7 (-2) WIS 10 (+0) CHA 10 (+0) Damage Resistances co ld , fire, lig htning; bl udgeoni ng, pie rcing, and slashing fro m non magical weapons Damage Immunities poison Condition Immunities po iso ned Senses darkvis ion 120 ft ., passive Percept ion 10 Languages Abyssal, Common Challenge 1 (200 XP) Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form . Its stati stics are the same in each form, except for th e speed changes noted. Any equ ipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. ACTIONS Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itse lf on a success. Scare (1jDay). One creature ofthe quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a su cce ss. Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spel l) . Any equipment the qu asit wears or carries is invisible with it.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:14:44 GMT -5
Room 7
This room has a split level, the lower half is littered with tables, ink stains and discarded parchment with nothing of value on it.
Above on a balcony a veteran guard stands (named Belell p. 350 MM) who controls a ladder that he can drop to approved visitors and priests.
Treasure: 12 SP in a coin pouch on Belell.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:14:54 GMT -5
Room 8
Houses the 6 priests of this cult though only two are occupying this room currently (p.348 MM).
They have learnt Inflict Wounds instead of Cure Wounds in their spell list.
Names are Trillian and Baxter.
Treasure: 1200 CP, 600 SP, 40 GP, 11 Eye Agate in a leather bag (10 GP each), Potion of Thunder Resistance
Room 9
There are a bunch of mops and brooms in this closet.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:15:23 GMT -5
Room 10
This room contains a well in the middle. The floor of the room is made up of a rusty iron grate below which is a 5 inch deep pool of water that reaches out to the edges of the room. This conceals a water weird (MM) that has been tasked to attack any person that enters this room that does not wear the symbol of the priests Fymriphol.
This room is otherwise used to collect drinking water, a latrine and a washing area.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:15:35 GMT -5
Room 11
This room is open to the corridor and is exceptionally cluttered with all sorts of apparatus and samples of tissue and organs from various creatures in jars. There is a good deal of crystal alchemy equipment, most of which is in poor disrepair.
Hidden under one of the workbenches is a small trapped chest (DC 10 spot to find). Trap requires a DC 15 Investigate check to find and a DC 15 Thieves Tools check to disable. If opened without disabling a dart shoots from the trap at the person opening gaining a +8 attack to do 2(1d4) damage and a successful Constitution (DC 15) check must be made or they take a further 5 (1d10) from poison and gain the poisoned condition for 1 hour.
Inside the chest is 1800 CP, 1500 SP, 40 GP, 3 Crystal Decanters worth 25 GP each.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:15:46 GMT -5
Room 12
Inside this room there is a large chest on an elevated stone slab 5′ in height. The slab is 10′ by 10′ and the chest is unreachable simply by stretching to touch it.
If an adventurer climbs the plinth the doors to the room shut and lock and a poisonous gas fills the chamber.
Trap requires a DC 15 Investigate check on the plinth to be discovered and a DC 10 Thieves Tools test to disable.
The chest is unlocked and contains only 4 Carnelions at the bottom of it worth 25 GP each. The poison gas does 1d6 per round that it is present with no save. It dissipates when a door is opened.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:15:55 GMT -5
Room 13
This used to be a prison but is filled to around 15′ with water that has seeped into the room from a cave in. Inhabiting the room now is a giant constrictor snake (p.342 MM) that the priests use to take care of captives that get out of hand. 4 animated skeletons (p.272 MM) are also located here, a remnant from the days that this area was still a functional prison.
Natural Chimney 14
The complex makes use of a natural chimney at this point to separate the lower chamber from the planar portal section. It is a smooth wall that rises 20′ to the next level requiring a DC 10 athletics check to climb.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:16:25 GMT -5
Room 15
This room houses the guards of the portal area, a pair of spined devils who are likely to have heard the approach of the players unless they were exceptionally stealthy coming up the chimney. They hide by clinging to the walls awaiting the players to enter the chamber. The spined devils have been bargained with by the priests to provide protection until they have negotiated with their master and they place all items they capture from infiltrators in an unlocked chest here. If the spined devils are looking like they will be beaten they will attempt to alert the other guards in the barracks at room 16. Spined devils are on p.78 of the MM.
Treasure: 1800 CP, 600 SP, 50 GP, 5 Carnelions (5 GP each), Potion of Hill Giant Strength, Ring of Swimming, Potion of Poison, Potion of Lightning Resistance.
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General Raulik
Level 7
Wealth is ephemeral and fame is fickle; but influence is power, and power is everything.
Posts: 320
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Post by General Raulik on Jan 10, 2018 16:16:35 GMT -5
Room 16
This room is the barracks for the off duty spined devils. It is a cesspit of depravity with body parts, gruesome collections of flesh formed into strange sculptures and arcane symbols best left unread. 3 spined devils rest here waiting for their next shift. There are 5 other spined devils roaming this area that may be used as random encounters throughout the portal section.
No treasure is to be found here.
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