Wednesday, May 29, 2024

Level Two
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Make sure to hammer home that this also is dwarven construction, Hordus can tell easily.

Pit Traps: (1-in-6 chance) Roll random times.
- 10 foot pit with unpleasently sharp branches and brambles at the bottom. DC18 to notice. 1d6 fall damage.

Random Encounters: (1-in-6 chance) Roll random times.

1) Goblin Patrol 1d6
2) Giant Rats 1d6
3) N/A
4) N/A

Goblin
AC 6 [13], HD 1–1 (3hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.

Giant Rat
3’ long (or larger), with black or grey fur.
Often live in dark, dungeon areas and
close to undead monsters.
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3
+ disease), THAC0 19 [0], MV 120’ (40’)
/ 60’ (20’) swimming, SV D12 W13 P14
B15 S16 (1), ML 8, AL Neutral, XP 5, NA
3d6 (3d10), TT C
▶ Disease; Afraid of fire;

Specific Encounters:
1) Gelatinous Cube (Looks like a transparent ooze of mindless, gelatinous matter in the shape of a cube.)
3’ 10' Cube
Often live in dark, dungeon areas
AC [12], HD 4 (32hp), Att 1 (1d8)
+ Paralyzation), MV (30’)
SV D12 W13 P14 B15 S16
ML 8, AL Neutral, XP 450,
▶ Surprise on 1-3 (D6)
▶ If Hit: Save vs Paralyzation 5-20 rds;
Cold Attacks (Save vs Spell for No Damage, if Save is Failed - Cube moves 1/2 speed & Does 1/2 Damage)
1) The Entrance Hall: As you step through the threshold of the entrance, you can see a large room, approximately 80x80 feet with a 30 feet high ceiling. The room is in a state of complete and total disarray. This appears to have once been some sort of massive library, with bookshelves against all the walls. Books lie scattered across the floor in front of and around the bookshelves. Also around the room are a half dozen tables with various things scattered across them from food, to papers and random trash.

In the center of the room on the floor is a large emblem of a dragon head with some strange lime green arcane runes "that seem to shed a soft green'ish light" encircling it.

The floor, once smooth granite, is now nearly completely covered in dirt and dust. In some corners of the room you can see different types of mold and fungus, of all different colors running along the walls and the floor. You do see on the far side of the room, a group of Goblins [Numbers vary depending on size of group] mulling about the room - one Goblin is asleep on a table, two other Goblins are playing dice on the floor, rolling the dice against the far wall. At this moment, they do not notice you.

Goblin (equal to party size)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’
▶ Hate the sun: –1 to hit in full daylight.

2) The Offering Chamber: This large chamber is approximately 100x100 feet. Eight pillars support the higher ceiling (50 feet). Each pillar is solid stone, with a statue of a armored dwarf carved out of it. One wields a great axe, one a two-handed sword, one a thick book and another holds a dagger in hand - the other 4 columns are just dwarves without weapons. All are depicted in wearing different styles of plate armor, but all have a stone ring with the same sigil [nic nic Sigil on a DC12], several of the stone column dwarves have shields [Dwarven designed Shields on a DC12].

The West wall has a raised floor (two stairs) with two torch wall sconces each with lit torches. Bookshelves line the room against the walls. Books lie scattered across the floor in front of and around the bookshelves. In the southern wall you see what once was a tunnel but has collapsed in on itself. In the south/west corner of the room is a cauldron filled with bones. Around the room, hang tattered old tapestries depicting various scenes of dwarves fighting strange, dark, ghostly figures wielding various sorts of weaponry. On the largest tapestry it shows many many dwarves standing in the background watching three dwarves holding their fists high with clench fists. Beams of energy stream from their fists to an enormous evil looming over them. Larger than any evil, dominating the background over the dwarves heads is the scene of a [5 headed dragon], each head being a different color - (red, blue, green, black, and white), [DC8 to know this is Takhisis].

If any of the characters say the name Takhisis, the name will echo through their minds over and over for 30 seconds, causing the players extreme pain. If the character is any Dwarf type class, the pain will be doubled and they will fall to their knees.

Goblin (equal to party size)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: 20sp, 1 dagger (good condition), black gemstone woth 20stl.
On the raised floor is a cloak with the Thorbardin emblem crumbled up against the wall with a bloodstone gem inside worth 50stl.

3) Table Room: This room is 60x60 feet and has a 20 feet high ceiling. Formerly this room appears to have been quite ornate, in reference to worshipping a platinum dragon [Paladine], now it is just a room full of tliter and trash. In the center of the room is a massive sized round table. Books, trash and papers scatter across the table. The room is in a state of complete and total disarray. This appears to have once been some sort of massive library, with bookshelves against all the walls. Books lie scattered across the floor in front of and around the bookshelves.

Two Goblins are in this room. If the Goblins are threatened, they will both not attack, speaking in goblin to try and de-escalate the encounter but for mercy but they both still appear very aggressive. [Anyone speking Goblin or something similar] You can tell these goblins do not want to fight, probably because they are out numbered. [They will both attempt to back outa the room as they talk eventually turning and running towards room 4].

Goblin (2)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: N/A

4) The Toilet: You are aware of this room before you reach it, the smell is horrible, almost to the point of making you vomit. In the corner of the room reclined on a pile of filth you see a rather sturdy looking Goblin, slightly larger than the others. [Once combat begins, the other 4 Goblins rush in to fight]. If the players start searching the refuse . . . a Gray Ooze attacks.

Bogan Redcap
AC [13], HD 4 (4hp), Att 2/rd two shortswords
(1d6),
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: Wearing a Ring of the city of Thorbardin - Stashed in the refuse 229stl

Goblin (4)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: N/A

Gray Ooze
AC [12], HD 2 (12hp), Att 2/rd two shortswords
(1d6),
Immunities: Blind, Charm, Deafened, exhaustion, fear, prone
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)

6) Barracks: At the far side of the room, you see a huge statue of a Dwarven warrior standing tall, as if watching over the room. The entire state is made of some sort of pale stone. [Hordus would know this was crafted around the time of the cataclysm]. Along both sides of the room, raised two feet higher than the center of the room are many tables. In the center of the room down both sides are bookshelves that completely block the left/right sides of the room. Four tables are in the center of the room. Many books lie scattered across the floor around the bookshelves. The tables have half eaten rotten food on them.

[If Hordus character is wearing the ring, the statue begins to glow a soft white light from it. The ring on the finger also glows with a soft white light. The Dwarf statue will seemingly come to life, extending it's hand toward the ring bearer. If the ring bearer touches the statues hand, the group is teleported to the secret room].

Goblin (6)
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Treasure: N/A

Secret Room: You suddenly appear in a 60x60 feet room. The room has a soft green glow coming from the coins that are piled atop the three northernmost tables. A few bookshelves stand in two corners of the room along with two tables with chairs on either side of the room. In the center of the room a man sized statue of a Dwarven warrior, sits on a small stone block - dressed in heavy plate armor and a medium shield with the Thorbardin emblem engraved upon it. The Dwarf has a heavy looking hammer on his side. The entire statue and block seems to have some type of magical glow surrounding it. The statue seems stone but very realistically carved.

[When the statue is approached by the Dwarf, it seems to come to life and it speaks to him by name].

"name" - you have proven yourself worthy. You have many trials ahead of you and many hardships. If you do not stand true to your beliefs these trials will break you. Take this mighty dwarf, may it show you the light even in your darkest hour - the dwarf pulls out the warhammer and hands it to you and says . . . "use it well". It then returns to its former stone form. You and your companions are then transported back to the entrance of the tomb where you started.

Treasure: 2,500stl (total amount)
Warhammer [Picture]
1d8 (+1 to attack/damage)
vs Dragons & Draconians gives additional 2d6
When commanded it gives off a (Dim) soft ghostly light 20ft radius

Chest: 500stl, (3) Scrolls: Spider Climb, Wizard Lock, Water Breathing

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