1) The Entrance: After descending a very deep staircase you find yourself
in a dark cavernous hall with several stone pillars looming
before you like monoliths that reach up to the twenty plus
foot high ceiling. It appears that multiple tunnels branch off
from this area. The air is cool and has a musky scent to it. The
atmosphere is eerily silent. But what steals the bulk of your
attention is a shimmering dark light at the far end of the hall
to the north east of the pillars (basically, ahead of you). It’s as if the entire open alcove
at the end of the hall is glowing with a purple aura - but at this distance, you can't really tell what it is.
[Inspecting the Wall of Force PC's can tell a large room exists on the other side but the field of view is blurred and they can't tell anything about the chamber.]
- [The space in between area #1 & #2 is blocked by a wall of
force.]
- [In order to bypass it one must insert five amulets into
the pillars in the main hall.]
[Each pillar has a small space in it
around eye level that allows an amulet to be inserted. Each
pillar represents one of five chromatic dragons (white, black,
green, red, and blue) and the amulets found in area #3 are the
keys. It is up to the DM to decide which pillar correlates to
which color amulet as each pillar is painted in accordance to
which chromatic dragon it represents. The PC’s can worry
about that later though for if they loiter around for too long
they “hear heavy foot steps echoing throughout the chamber”
as four baaz draconian soldiers arrive from area #3 and
immediately attack.]
Baaz Draconian:
ARMOR CLASS: 14
HIT DICE: 2
HP 16,10,8,6
NO. OF ATTACKS: (2) 1d4 (each attack)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 20%
MORALE: 20%
Size (5½ tall)
XP VALUE: 175 (each)
▶ Treasure: 25stl
When a Baaz reaches 0 hit points, it turns into a stone statue.
The person who struck the death blow must roll a successtul Dexterity
Check with a -3 penalty or his weapon is stuck in the statue.
The statue crumbles to dust within ld4 rounds, freeing the
weapon. The weapons and armor of the Baaz remain behind after
it turns to dust.
Bozak Draconian:
ARMOR CLASS: 18
HIT DICE: 4
HP 30
NO. OF ATTACKS: (2) 1d4 (each claw attack)
SPECIAL ATTACKS: Upon Death, body crumbles, next turn explodes for 1d6 damage (10' radius)
SPECIAL DEFENSES: +2 to all Saves
MAGIC RESISTANCE: 20%
MORALE: 20%
Size (5½ tall)
XP VALUE: 1,400 (each)
SPELLS: Burning Hands, Enlarge, Magic Missle, Shocking Grasp, Invisibility, Stinking Cloud, Web, Sleep
▶ Treasure: Spellbook (strapped to back) with above spells.
Treasure: 200stl
When a Bozak reaches 0 hit points, its scaly flesh shrivels and
crumbles from its bones in a cloud of dust; this process takes one
round. In the next round, the bones explode, causing 1d6 points
of damage to all within ten feet (no saving throw)
2) Hatchery:
A large sunken area spills out before you that is overlooked
by an imposing statue of a five headed dragon. All around the chamber, the ground is
covered with what appear to be dragon lances (like those that were used in the War of the Lance)
but, these appear different somehow, like the metal has been corrupted somehow and they have a dark red and black appearance to them,
not like normal metal as they should be. Their are dozens of them and they all appear
dark and twisted like disturbing reflections of what they should be.
The statue of the dragon queen is intricate and ancient. [DC15 Wisdom check to tell the stone work is hundreds of years old (precataclysm).] The shrine and the marble imagery on the walls all display the circular symbol of Takhsis.
[Non evil PC's that touch a lance will take 1 point of corruption damage].
3) Shrine: This small room has an alcove in the far wall from the door with a human
sized statue of a five headed dragon. Around each of the necks dangles an amulet. Upon the wall near the
entry way are marble reliefs: one relief depicts a circular
symbol comprised of dragon claws while the other depicts
a ceremonial mask with five dragon heads upon it bestowed
like a crown.
4) Vestment Chamber: [These chambers have little of interest aside from storage trunks containing a total of a dozen black robes fitted for Draconians]
6) Alter of the False Mask:
A good sized room spills out before you in the darkness. On
the back wall is a fifteen foot long black stone slab flanked by
statues of five headed dragons. Upon this alter are several
burnt black, green, red, white, and blue candles resting
among an elaborate ceremonial mask with five dragon heads
set upon it like a crown.
If they search for secret panels DC12 they find a panel
that drops open from the wall. Inside is a chest (Mimic).
Wander into room from behind
Baaz Draconian:
ARMOR CLASS: 14
HIT DICE: 2
HP 16,10,8,6
NO. OF ATTACKS: (2) 1d4 (each attack)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 20%
MORALE: 20%
Size (5½ tall)
XP VALUE: 175 (each)
▶ Treasure: 25stl
When a Baaz reaches 0 hit points, it turns into a stone statue.
The person who struck the death blow must roll a successtul
Dexterity Check with a -3 penalty or his weapon is stuck in the statue.
The statue crumbles to dust within ld4 rounds, freeing the
weapon. The weapons and armor of the Baaz remain behind after
it turns to dust.
Mimic:
ARMOR CLASS: 13
HIT DICE: 7
HP 26
NO. OF ATTACKS: (1) 1-12
SPECIAL ATTACKS: Glue (STR-DC to escape each round)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
Size (Chest Size)
XP VALUE: 450
▶ Treasure: 6 Gems (100stl each)
[The mask has no magical power]
7) The River Entrance: You hear the trickling sound of running water echo through
the cavernous tunnel long before you finally see the dark
river carving it’s way through the area and blocking your path.
It’s a dead end! The water is running very swift.
It seems (both ways) that the water eventually goes beneath the stone walls on each end.

No comments:
Post a Comment