Lemurs Sommarutmaning (gygax 75)

Lemur

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Blev inspirerad av den där Gygax 75 utmaningen och bestämde mig för att skriva ett äventyr till min gamla heartbreaker Relics & Ruins.

Jag följer inte den där utmanings-pdfen särskilt slaviskt utan trattade ner den till en cheklista istället, som jag dessutom friserade en aning efter tycke och smak:
  • Concept
    • Selling Points
    • Inspirations lista
  • Surrounding Area
    • En hexmap
    • En stad
    • En mystisk plats
    • En "dungeon"
    • Random encounters
  • The Dungeon
    • Ett tema per level
    • Lista på monster
    • Karta Level 1
    • Karta Level 2
    • Karta Level 3
  • Town Features
    • Karta
    • Butiker
    • Tavern
    • Distraktion / förströelse
    • Religiös plats
    • Unik Grej
    • SLP
    • Rykten
    • Politisk Fraktion

Jag har kommit en bit redan. Här är min karta:
buckthorn_valley_01.jpg


Kommer att posta lite uppdateringar här under processen.
 

Lemur

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Här kommer lite om själva plotten. Ber om ursäkt för engelskan.


Synopsis
People in Buckthorn Valley are randomly getting mutated.
When farmers discover a cave there is suspicion that this place is the root of the mutation-curse.
Brave adventurers are called upon to search the strange caves and, if possible, put an end to the curse.


Background

A long time ago
Some 1000 years ago a dangerous relic was hidden in a secure vault deep under the ground of Buckthorn Valley.
The relic, the Chalice of Exaltation, was the centerpiece of a cult. It was given to the cult by the demon Nagremka. Anyone who drinks water from the chalice immediately mutates to resemble the demon.
Eventually the cult was defeated by the Sisters of Daybreak, a group of fighting nuns devoted to the god Hiratotep. They couldn't destroy the chalice, it's demonic powers being too great, instead they decided to hide it so that it would newer again see the light of day. They constructed an underground vault for this purpose.

The Curse of Buckthorn Valley
Ten years ago an underground stream reached one of the vaults walls, eroding it to the point where it finally broke. As water filled the room it eventually reached the chalice, pouring into it: getting poisoned by Nagremkas demonic influence.
This way the poisoned water reached the river and through it the wells all over the valley including the wells of Skeinge Fort. Soon random people in the valley became mutated, causing panic and terror. Over the years the mutation fenomena have become known as the Curse of Buckthorne Valley.

The Sinkhole
In present time, just a few days before the start of the adventure, a sinkhole appears on a field in the valley. Mutated moles are spotted by the sinkholes entrance, could this hole, these caves, be connected to the curse?
 
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Lemur

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Här kommer lite om staden Skeinge Fort:

Skeinge_fort_01.jpg


An old city with narrow cobblestone streets and half-timbered houses. For the longest time the city was prosperous, due to the harbour and the good farmlands of the valley. This can be seen in the well built homes and picturesque squares.
Over the last couple of years plenty of residents have left the city in order to escape the curse. Today almost every street has one or two abandoned houses, as a sad reminder of what once was.


Fractions

The Hallborgs
The current ruler of Skeinge Fort is Queen Sigrid Hallborg. She hasn't been seen in years and the rumour is that she has been affected by the curse. This rumour is indeed true, strange insectoid shells cover her face and arms. She is hiding in the fort high tower and manages communication through her sister Agnes.
Her main worry is to end the curse and, if possible, reverse her own mutations.

The Morkgaard Family
A century ago the Morkgaards ruled Buckthorn Valley. Now they are spreading rumours that the curse is caused by the Hallborgs and that it can be stopped by setting a Morkgaard on the throne, specifically Frede Morkgaard. A young and ambitious nobleman who owns and runs a big trading company.


City key

The Fort
Home to Queen Sigrid 1st. The fort is old and built with thick stones. The tower is by far the highest building in the valley.
The fort is home to the members of the court but also contains barracks for the city watch and the garrison.

Old Tower Inn
A nice Inn with comfortable rooms. The building is very old and is said to predate Skeinge Fort itself. The Inn has been run by the Romke family for many generations and they take great pride in the inns good reputation. The current owner is a polite gentleman named Allbjorn Romke.

Premium Room (per night): 2 gp
Standard Room (per night): 8 sp

Buckthorne Tavern
If you want to feast on the local delicacies then this is the place to go. Known to serve the best buckthorn pie and buckthorn-stuffed salmon you can get anywhere. The owner, lady Nedda Brax, was affected by the curse and now has a big multifaceted eye in the middle of her face. She refuses to be ashamed of this and greets customers like she normally would. The tavern has lost a lot of popularity because of this - the food is still excellent though.

Temple
A temple to Jorm and Galdra, surrounded by a park. The main cleric is Landa Gerde, a pious priest who believes the curse will be lifted by adequate praying and repentance.

Bait & Hook Bar
The most popular place among sailors and fishermen. A good place to get involved in a bar fight. Owned by Lupus Tram, a former merchant with an eyepatch.

Lighthouse
A 40 ft. high stone lighthouse guides ships to the Seinge harbour.

The Market
The market square is usually filled with peddlers and farmers selling all sorts of herbs, food and equipment.
In the center of the square is a big (10 ft. high) stone face from some ancient statue. The erosion makes it impossible to say who it once depicted, the general guess is that it depicts the god Jorm.

Flying Axes
Throwing axes is a popular sport in all of Buckthorne Valley. In this range you can either bet on contestants or join the competition yourself. The current champion is a lady named Gina Stenne. She’s usually a jolly character, especially when she’s had a few - which is more often than not. She's missing a few fingers due to “axe accidents”.
 

Lemur

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Svansthorpe
About 500 residents live in this village. There is usually a market on the little cobbled square and if you’re looking for a place to eat and stay The Roasted Rooster offers modest rooms for 3sp/night.

Gislovs Bridge
Right next to Grikibyr River and a big old stone bridge lies the town of Gilslovs Bridge. The town has a quarry and specializes in stone cutting and masonry - the reason why you’ll find many well built stone houses.
The Hungry Boar is a good place to eat and drink. The Old Oak is an inn that's built in and around a gigantic hollow oak. The taproom of the place is placed within the actual oak. The rooms are nice, 5sp/night.
By the square you’ll find a temple and the townhouse.
The mayor Tom Ravenhall is suspicious towards anyone who doesn't speak the Buckthorn Valley dialect (“outsiders” with his words). He will pay adventurers 100gp to get rid of the bandits residing in the old tower to the southeast (see Tower Ruin below).

Tower Ruin
Ashenheim_tower.jpg
This tower is ancient, it’s actually a twin to the tower that houses the Old Tower Inn in Skeinge, but since this tower has been left to ruin it’s in a very poor condition.
There’s 5 people currently living in the tower. They all share the same story, getting mutated by the curse and being feared, bullied and pushed away from their villages.
All rumors about them being bandits and murderers are false, they just want to be left alone. PCs approaching them peacefully will be met with respect and might even get some food and a roof over their heads if that's their wish.
The mutated villagers will defend themselves if they’re attacked.

Mutated Villager
mutated villager.jpg

HD: 1
CL: 1
AC: 11
Move: 30
Attack: 1 club or pitchfork
Special: None
XP: 15
 
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Lemur

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Lite regler rörande förbannelsen:


The Mutation Curse

Drinking directly from the Chalice of Exaltation automatically grants a mutation.
However, since the chalice can only poison one cup at the time, drinking water from the river is relatively safe, but if you’re out of luck you might still get poisoned. This also includes drinking ale or wine that have been brewed on water from the valley.

Noone is aware that the curse comes from the water, the Narrator should try to keep this secret, until the players figure it out themselves.

Whenever a PC drinks liquid from the valley there's a 1 in d6 risk of him or her being poisoned. A poisoned character must make a Wisdom Save or become mutated.

The mutation is not instant but usually happens within an hour after drinking.

Any mutation comes with a permanent -1 to Charisma, down to the minimum of -2.

If a creature or person receives 3 or more mutations his or her mind is lost and s/he is now a minion of the demon Nagremka. If this happens to a player character it’s time to roll up a new one.


1d8Mutation
1Grows antennas from the skull. Can't wear a helmet.
2d4 fingers are turned into claws. Unarmored attacks now do 1d4+1 damage.
3Grows a set of extra arms, the new arms look insectlike and end in claws (no extra hands). Gives +1 to initiative rolls.
4Eyes are covered with skin, there’s a new big multifaceted eye instead in the person's forehead.
5Slimy mandibles grow out by the person's mouth.
6The skin is covered by shell-like matter. Granting +1 to AC.
7All teeth fall out. A day or two later shark-like teeth grow out instead. Grants the ability to do bite attacks for 1d6 damage.
81d4 extra eyes appear on random locations of the body. Grants +1 to initiative rolls unless the new eyes are covered up.
 
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Rymdhamster

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Det här är skitcoolt! Jag har själv plockat upp utmaningen och tänkte starta en egen tråd, och jag måste säga att det var svårare än jag trodde. Först trodde jag att jag skulle kunna plöja igenom flera punkter på en helg, men jag kämpar fortfarande med Vecka1 =D
 

Lemur

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Det här är skitcoolt! Jag har själv plockat upp utmaningen och tänkte starta en egen tråd, och jag måste säga att det var svårare än jag trodde. Först trodde jag att jag skulle kunna plöja igenom flera punkter på en helg, men jag kämpar fortfarande med Vecka1 =D
Tack! Ja, det tar mycket längre tid än vad jag hade först tänkt. Men det är riktigt kul.
Eftersom jag är bortrest en hel del i sommar och inte har tillgång till min dator tar det dessutom extra lång tid. Men det ska nog bli klart innan augusti är slut iaf.
 

Lemur

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Ett tema per level var det sagt (i den där utmaningen). Mina tre teman är en sjö, en skog och ett förbjudet tempel.

Här kommer den första leveln:

map_level_01_low.jpg

Level 1 - The Lake
A group of mutated moles have been digging tunnels, getting too close to the surface. Eventually causing the ground to collapse, resulting in a sinkhole.

1. The Sinkhole
The hole is about 15 ft. (5 m) deep. With a rope it’s easy to descend. It’s possible to climb down without rope with an easy Dexterity Skill Check ( hard if wearing heavy armour ). Slipping and falling causes 1d4 damage.

Anyone standing on the bottom will notice tunnels leading in all directions from the hole. The tunnels look like they’ve been dug by some sort of animal and they’re about 5 ft. (1.5 m) tall.

2a. and 2b. Mole Tunnels
All these tunnels are dug by the mutated moles. They’re all dark, moisty and empty.
As the PCs enter the tunnels they hear vague scraping sounds.
At some point, at the Narrator's discretion, the PC’s are surrounded and ambushed by 1d6 + 3 mutated moles.

Mutated Mole (1d6 + 3)

The mutation has caused the moles to grow much larger than normal moles, they are now roughly 2 ft. (60 cm) tall.

HD: 0 (3hp each)
CL: 0
AC: 9
Move: 15
Attack: 1 Bite or Claw (1d4 damage)
Special: None
XP: 10

3. Nest of the Alpha Mole
The alpha mole resides in this room. It is larger and meaner than the rest.

There’s a pile of bones in a corner, coming from the mutant moles prey. Scattered among the bones are 20 sp. On a skeletal hand there's a common gold ring worth 2 gp.

If the PC’s head straight for this room from the sinkhole there’s a risk that they get ambushed while fighting the alpha mole.

Alpha Mole (1)
HD: 1
CL: 1
AC: 11
Move: 20
Attack: 2 Bite or Claw (1d6 damage)
Special: None
XP: 20


4. The Lake
A huge water filled cave, the water appears to be glowing in a green hue due to a luminescent algae. The entire cave is lit by the luminescent water.

Standing on the shore to the lake it’s possible to make out the island and the ruin (#5 on the map). It’s also possible to make out that there could be a raft placed on the shore of the island.

It's harmless to swim in the water but, if someone decides to do so, the Narrator should take pains to make the person believe it's not. Letting the person hear how something ripples the surface just near, rolling dice and so on.

5. The Island
There’s an ancient raft lying by the shore. It’s fragile but will take a small group of people over the
water if they are careful.

6. The Ruin
This stone house was once built by the Sisters of Daybreak as they were working on the vault. The main use was to haul rocks and equipment down to the caverns below. Today the rough stone walls tell nothing of their origins.
The door to the ruin is rotten to a point where it’ll fall apart from the lightest touch.

The room was used as storage and sleeping quarters for the nuns. Today it’s empty, wet and dark.
If someone searches the room thoroughly (Wisdom Skill Check) it’s possible to find a loose stone in the floor. Beneath the stone there’s a diary. The book is mouldy and falling apart except for a few pieces that are still readable (see handout #1 in the back of the book).

As the PC’s enter the room they’ll hear noises from outside the ruin. It’s a group of 1d6+2 predator toads that have waited to ambush them, now making their attack.

Predator Toad (1d6+2)

HD: 1
CL: 1
AC: 11
Move: 20
Attack: 1 Bite or Claw (1d6 damage)
Special: None
XP: 15

7. The Stairs
Old wet stairs lead downwards. Descending the stairs feels like you’re walking forever before eventually reaching the bottom.

8. Hidden Entrance
The entrance is hidden by hanging moss making it impossible to spot unless someone is thoroughly probing the wall.

9. Predator Toad Nest
1d6 predator toads dwell in this wet cave.

10. Toads Hoard
For some reason the toads are hoarding treasures and they keep their hoard in this room.
There are 2 x bloodstones (50 gp), a moonstone (50 gp), some silver cutlery (5 gp), a silver plate ( 2 gp ) and a +1 dagger ( 300 gp ).
 

Lemur

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Tog lång tid att göra kartan till Level 2. Här är den till slut. Ändrade stil på den lite så kommer gå tillbaka och uppdatera kartan för level 1 så att de matchar.

Har inte hunnit skriva klart alla room keys men här kommer de första.

map_level_02.jpg

Level 2 - The Forest
This level is mostly made up of a great mushroom forest. A tribe of kobolds are residing in the forest. Lately the tribe has been torn apart by conflict as some of the tribe members have started to worship a new god, the God-Snake-Fish-Thing living beneath the Sunken Temple. This new cult has set up a new camp where they keep some kidnapped members of the main kobold tribe, planning to use them as sacrifice.

1. The Stairwell
The long winding (from room #7 on level 1) stairs end up here. The room is empty and smells like a tomb.
The door is made of stone, it’s heavy to push open but part from that it’s neither locked or trapped.
A small inscription, hidden under a thin layer of moss, says:

“Nothing but Darkness Dwells in these caves. Return to where Her Eye can grace you.”

(This is referring to Hiratotep, the sun is often referred to as “Her Eye” among devotees.)

2(a,b,c). Spider Tunnels
The tunnels leading to the stairwell are home to a bunch of large and vicious spiders.
There are 4 Vicious Spiders in the tunnels. They attack as the PC’s enter 2c, trying to surprise them.

Vicious Spider (4)
The spiders are roughly the same size as a large cat. They are green with red stripes, looking quite venomous.

HD: 1
AC: 11
Attack: 1 Bite (1d4-2 damage and venom)
Special: Venom, Constitution Save or take 1d4 extra damage.
XP: 15


3. The Spider Lair
This cave is filled with sticky webs. Two dead kobolds are tangled up in cocoons.
Hidden under layers of web is a kobold necklace (2 gp), a small uncut diamond (150 gp) and a potion of Cure Light Wounds.

The room is home to the Mother of Vicious Spiders.

Mother of Vicious Spiders (1)
Large as a dog. Dark green with red stripes. Purple goo dripping from its mouth.

HD: 2
AC: 11
Attack: 1 Bite (1d4 damage and venom)
Special: Venom, Constitution Save or take 1d4 extra damage. A person dying from the venom does so in terrible pain as s/he vomits up his or her own intestines.
XP: 35

4. Moss Filled Cave
Green moss is everywhere in this cave room. The kobolds generally avoid coming here as it serves as a hunting ground for the Vicious Spiders but sometimes they do as the moss is both edible and nutritious. The kobolds use it to spice their stews.

As the PC’s enter the room there’s a 1-3 on d6 chance that a kobold named Karagga is here collecting moss.

The PC’s can roll an Intelligence Skill Check to try to understand the kobolds language and dialect. If they make the test they wont need to make another one when meeting other kobolds in the caves.

Karagga is moody and scared, she'll invite the PC’s to her village (room #5).
 

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Lemur

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Resten av room keys för level 2. Texten är inte korrläst knappt så tar gärna mot korrigeringar om ni ser något skumt :D

5 (a-b). Kobold Village
A few little houses and tents are home to about 40 kobolds.

In the middle of the village is a spring with clear fresh water. The water comes from an underground stream that is not connected to the ground water, making it perfectly safe to drink.
This well is the reason why the kobold tribe is spared from mutations.

Random Kobold Villager Table

1d6NameDescription
1ZekbiOld, blind with just one tooth. Happy though.
2VirrJungster. Jumps up and down.
3TarkaHuntress.
Bitter brooding type.
4GenaxFisher.
Has a hook made out of fishbone as nose piercing.
5RakksVery careful and suspicious towards strangers.
6TorugguPriest.
Believes the PC’s are demons.

Unless the PC’s are hostile the kobolds will take them to their leader (room #6).

It’s possible to trade rations and simple tools with the kobolds.

Kobold Villager (30)
Lizard-like little humanoids.

HD: 0 (1d4 hp)
AC: 11
Move: 30
Attack: 1 club or tool (1d6-2 damage)
XP: 10

6. Kobold Town Hall
The tribe is led by chieftain Qexenakk. She awaits the PC’s in the town hall along with her chosen warriors.

The town hall is built in stone. The inside is filled with simple tables and chairs standing in front of a throne built from bones.

There’s a big painting on the stone wall behind the throne. It was left there by the Sisters of Daybreak, the last ground dwellers to visit the caves a long time ago.
The image depicts a black chalice, around the chalice there’s a battle between mutated demonic creatures and what looks to be warrior nuns.
If asked, Qexenakk will tell the PC’s the story about the nuns who built a temple in the mushroom forest to hide an evil artifact. The temple that is now home to the God-Snake-Fish-Thing.

If the PC’s are friendly she’ll ask them to rescue the kidnapped kobolds held by the cult of the God-Snake-Fish-Thing (room #12). She’ll offer them a bag filled with gold nuggets (worth 200gp) for the job.

If/when the PC’s return with the kidnapped villagers a big feast will be held here. With stew made from fish, mushrooms and moss. Tasting just like you imagine.

Qexenakk
Rough looking kobold chieftain.

HD: 2
AC: 13
Move: 30
Attack: 1 sword (1d6 damage)
XP: 30

Chosen Kobold Warriors (3)
Rough looking armored warriors.

HD: 1
AC: 14
Move: 30
Attack: 1 sword (1d6 damage)
XP: 15

7. Guard Post
A simple makeshift palisade is built here and protected by 4 kobold warriors.
If the PC’s are friendly they’ll be let through.

Kobold Warrior (4)
HD: 1
AC: 11
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 15
 

Lemur

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8 (a-b-c). The Mushroom Forest
Entering this enormous cave the PC’s are met with an extraordinary sight. Small luminescent mushrooms are growing on the high ceiling making it look like a night sky filled with purple stars.
Beneath the mushroom sky stands a mushroom forest. Looming mushrooms of all shapes and colors. Bats flying across the mushroom sky like flocks of birds.

Random Mushroom Table
Optional: roll 2-3 times and combine the results.

1d10DescriptionEffect (if ingested)
1Red and mushyTastes bitter but is nutritious and filling.
2Green with pink dots.Makes you see things that aren't there for d20 minutes.
3Blue, faintly glowing.You immediately shit your pants.
4Purple and dry.Heals d4 hp but makes you dizzy for d20 minutes (Disadvantage on all Skill Checks).
5White with red dots.Makes you forget the last 2 hours.
6Brown with black stripes.Poisonous, Constitution Save or loose d4 hp.
7Dark green and mushyParasitic. Starts growing on your skin 24 hours after ingestion. Smells really bad. An affected PC may roll a Constitution Save every new day to get rid of it.
8Asymmetrical pattern in yellow and pink.Blinded for t10 minutes (Disadvantage on all Skill Checks including attacks).
9Pink and glossy.Heals 1 hp per eaten piece as long as you don't eat more than 5 (every 24 hours). That will make you vomit, losing all 5 hp you just gained plus 2, so 7 hp total!
10Grey and soggy.Makes you alert and awake for 1d10 minutes (Advantage on all Skill Checks including attacks).


The forest is home to several beasts and monsters. Random encounters happen on 1-2 on d6, roll every Turn.

Forest Random Encounters

1d8Encounter
1Vicious Spiders (d4) see page XXX
2Giant Rats (d4)
3Mushroom Monkey (d4)
4Aggressive Bat Swarm (1)
5Predator Slug(d6)
6Big Predator Slug (1)
7Kobold Hunters (d4)
8Kobold Cultist Raiders (d6)

Giant Rats
A rat the size of a cat.
HD: 1
AC: 12
Move: 20
Attack: Bite (1d4 damage)
Special: The rats are diseased on 1 on d6. A bitten PC must Constitution Save or be infected.
An infected PC becomes feverish the following night immediately losing d4 hp. He or she continues to lose d4 hp every new day until magically healed or treated by the kobolds (who know the cure).
XP: 15

Mushroom Monkey
A special species of underground monkeys. They have no eyes and lack fur, their skin is light grey and looks almost transparent.
They’ll try to steal the PC’s equipment and will scurry off as soon as they manage to grab something.

HD: 1
AC: 13
Move: 35
Attack: Bite or claw (1d6 damage)
Special: They steal your stuff!
XP: 15

Aggressive Bat Swarm
A swarm of angry blood sucking bats!

HD: 2
AC: 12
Move: 40
Attack: many tiny bites (1d6 damage)
Special: Invulnerable to piercing damage like arrows or swords. Very scared of fire though and will flee if someone waves a torch at them.
XP: 30


Predator Slug
Big squishy slug with sharp teeth.

HD: 1
AC: 11
Move: 10
Attack: Bite (1d6 damage)
Special: None
XP: 20

Big Predator Slug
Giant slug, big as a dog. Big mouth full of sharp teeth.

When killed it bursts into a slimy puddle. Things in its belly that it hasn't been able to digest are now visible among the slime on the ground.

Treasure in slugs belly (d6, roll two times and combine results):
  1. Nothing
  2. Potion of Cure Light Wounds
  3. Gold necklace (worth 50 gp)
  4. Chainmail
  5. Helmet with a skull in it.
  6. Box containing 1d100 gp.

HD: 3
AC: 12
Move: 10
Attack: Bite (1d6 damage)
Special: If it successfully bites someone it is now stuck to that person, sucking blood. Every round the PC is allowed a Strength Save to shake off the thing or lose 1d6 hp (the slug won't need to roll for another attack while it’s stuck).
XP: 60

Kobold Hunters
Kobolds from the village in room #5. Not hostile unless the PC’s have already done something to offend the tribe.
They will ask the PC’s to accompany them to their chieftain Qexenakk unless the PC’s haven't already met with her.

HD: 1
AC: 11
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 15
Kobold Cultist Raiders
Mutated kobolds wearing robes that they have painted a fish like symbol on with red color. They are raiders from the cult residing in room #12.
Unless the PC’s are themselves mutated they are very hostile and probably attack.

HD: 1
AC: 11
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 15

9. Stone Bridge
This bridge was originally built by the Sisters of Daybreak, it looks ancient.
There’s a 1 in d6 risk that a battle is ongoing here as the PC’s first approach. The battle is between d6 Kobold Warriors (from Qexenakks tribe) and d6 Kobold Cultist Raiders.

10. Cult Guard Post
The room is guarded by 6 Kobold Cultist Guards.

Kobold Cultist Guard (6)
HD: 1
AC: 13
Move: 30
Attack: 1 sword or bow (1d6 damage)
XP: 20

11. Kobold Cult Camp
A small village made out of makeshift sheds. All over the place the red fish symbol is painted - the symbol of God-Snake-Fish-Thing, the god that they worship.
In a small cage sits 4 chained and terrified kobolds, waiting to be sacrificed.

In the camp are 4 Kobold Cultists and the cult leader Brakkenhugg.

In the unlikely event that the PC’s are here as visitors they will meet with the cult leader Brakkenhugg. He acts manic and is very excited about the coming sacrifice to the God-Snake-Fish-Thing. He’ll invite the PC to join in the sacrifice but first he will offer them “holy water”. This water is directly from the lake beneath the sunken temple (room #XXX level 3) mutates a person on 1-4 in d6, Constitution Save is permitted.

Brakkenhugg
He has several mutations, sharp sharklike rows of teeth and several eyes in places where eyes should not be.

HD: 2
AC: 11
Move: 30
Attack: 1 mace (1d6 damage)
Special: 2 x Curse (spell)
XP: 40

Kobold Cultists
HD: 1
AC: 11
Move: 30
Attack: 1 Club (1d6 damage)
XP: 15

12. Temple Entrance
In the midst of the mushroom forest, overgrown with moss and mushrooms stands an ancient temple.
Over the entrance is a stone relief of a sun with a bird flying in front of it, a typical Hiratotep motive.
The door is massive and made from stone. It has been pushed open (by the cultist kobolds).

The door has an inscription:
This door is made to be forever closed. Great evil rests below. Don't enter here, for your own sake and for the sake of everyone.

Inside, wet and slippery stairs are leading down to level 3.
 
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Lemur

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Level 3. The Forbidden Vault


1. Stairwell

The stairs from level 2 end here. It’s a simple stone room with no ornaments or signs except for the inscription on the door:

One last friendly warning.

The door is unlocked.

2. The Gallery
The Sisters of Daybreak constructed this room as a warning to whomever entered. In the event that someone found the vault without knowledge of the Chalice of Exaltation and the evil it represents.

There are four murals on the walls and they are supposed to be read from left to right.

The first mural shows a demon, looking like a terrible centipede, handing over a chalice to a group of humans in black robes.

The second mural shows a person drinking from the chalice and transforming, growing insect-like arms from his back. Behind the person stands other humans, already transformed.

The third mural shows a great battle between mutated humans dressed in black and warrior nuns.

The final mural shows warrior nuns building an underground vault, digging and dragging stone blocks. The chalice is depicted with a dark aura, locked inside the vault.

The door in the far end of the room has an inscription:

Now you know why this place must remain shut. There will be no more warnings.

3. Ruined Trap Room
This room was once a trap. The floor was rigged with spikes that would shoot up and nail anyone who stepped on the plates.
One plate was still active when the kobold cultists entered not that long ago. The spikes are still sticking up from the floor skewering a decaying kobold corpse. Other plates are cracked and reveal the once deadly mechanism beneath.
The far end of the room is completely collapsed. Among the rubble it’s possible to make out pieces of the door that once led to room #6. The doors inscription is partially readable:

Pass through and meet the wrath of the warden.

A stream runs straight through the room, coming from room #4 and flowing into the cliff, eventually pouring down cracks too small to enter.


4. Lair of the God-Fish-Snake-Thing
An eel lived in the stream that flowed into these cursed chambers. It made its home in this cave.
Over the years it has been drinking and breathing the cursed water, constantly mutating, growing and getting stronger. The demon Nagremka fully controls this evil monstrosity and it will do everything to prevent anyone from reaching the chalice.

God-Fish-Snake-Thing
Giant eel with insect-like claws. It’s about 10 ft. (3m) tall and has dark blue scaled skin. Black ichor is dripping from its mouth.

HD: 4
AC: 12
Move: 30
Attack: 1 bite or claw (1d6 damage)
Special: Nagremkas Spit. Once every d4 rounds the God-Fish-Snake-Thing spits black ichor at a target. The target must make a Wisdom Save or become insane, the person remains insane until he or she makes a Wisdom Save (roll every round).
While insane the person will drink as much water as s/he can, while laughing uncontrollably. Drinking water from room #4 has a 1-4 on d6 chance of causing a mutation, Constitution Save is permitted.
XP: 250

5. The Chalice of Exaltation
In the center of this room, sunken in the stream stands a stone coffin. As the water pours through the coffin the water gets coloured in a dark hue. The water is not deep, about 4 ft. (1.2 m)

The lid of the stone coffin can be pushed aside with a simple Strength Skill Check. Inside the water filled coffin sits the Chalice och Exaltation. It’s a fancy looking silver chalice with inset red gems. It’s literally oozing evil making any goodhearted person feel uneasy in its presence.

Lifting it out of the water is effectively stopping the curse. The water is no longer becoming stained as it flows through the coffin.

6. The Guardian
This room is completely collapsed. It was once guarded by a powerful golem, placed here by the Sisters of Daybreak. All that is left of the golem is its hand, sticking out from beneath the rubble.
It’s holding a magical longsword named Hiratoteps Finger.

Hiratoteps Finger
Damage: 1d8+1
To Hit: +1
Special: 1d4 extra damage to demon spawn, cultists and minions.
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,536
Du har gjort ett super imponerande jobb och skapat en super cool setting för en kampanj :D
 

Lemur

Chatbot som låtsas vara en lemur
Joined
7 Sep 2015
Messages
2,617
Du har gjort ett super imponerande jobb och skapat en super cool setting för en kampanj
Tusen tack! Jag blev själv nöjd, det är ganska klassiskt, men det är så jag föredrar min osr.
 

Lemur

Chatbot som låtsas vara en lemur
Joined
7 Sep 2015
Messages
2,617
Får man fråga vad du använder för att göra kartorna?
Absolut! Jag har en wacom-platta och ritar dem i Krita. Det är så jag ritat alla bilderna till äventyret. Fuskar en hel del, copy-paste och sånt. Har exempelvis gjort ett golv-rut-nät etc som jag kan återanvända.
 
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