Trial of Champions Based on the Fighting FantasyTM book by Ian Livingstone Credits Author: Jamie Wallis Editors: Geoff Oades and Tim Birkbeck Producer: Mike Dymond Cover Illustration: Martin McKenna Internal Illustrations: Amandine Labarre Additional Illustrations: Janine Johnston, Martin McKenna, Tony Hough Graphic Design: Martin McKenna and Jamie Wallis Cartography: Jamie Wallis Typography: Jamie Wallis Project Manager: Geoff Oades Finance Planning: Nigel Dixon Lead Playtester: Tim Birkbeck Playtesters: Shane Garvey, Craig Freer, Michael Wilson, Karen MacDonald, Colin Goodman, John Partridge, Mark Chamberlain, Darren Mallins Fighting FantasyTM Consultant: David Holt
TABLE OF CONTENTS Introduction Adventure Summary Preparation Quick Play Campaign Integration How to use this Book Using Maps & Miniatures
Luck New Ability Score Standard Point Buy Method Using Luck Luck Difficulty Class Minimum Luck Score Saving Throws & Luck Skills & Luck Opposed Skill Checks & Luck Checks Without Rolls & Luck Combat & Luck Using Luck to Hit an Opponent Using Luck to Increase Damage Using Luck to Reduce Damage Taken
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Luck and Magic Luck and Turn / Rebuke Undead Stand alone Luck Checks Opposed Luck Checks Optional Luck Rule Restoring Luck Normal Regeneration of Ability Points Magical Means - Spells and Potions Discretionary Awards by the DM. Scenario Awards Monsters and Luck
2 2 2 2 2 2
3 3 3 3 3 3 3 3 4 4 4 4 4 4
Trial of Champions For the DM For the Characters The Dungeon
Appendix 1 - New Monsters Appendix 2 - New Magic Appendix 3 - Campaign Play Appendix 4 - Characters
4 4 4 4 4 5 5 5 5 5 5 5 5 5 7
22 28 29 37
legal notice The d20 conversion of Trial of Champions is © 2004 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 conversion of Trial of Champions is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Deathtrap Dungeon, Trial of Champions, Titan, Allansia, Chiang Mai, Fang, River Kok, Anvil, Dekion Strom, Ellion G'aarak, Rhana Quinn, Sarian Jax, Trialmaster, Baron Sukumvit, Blood island, Arena of death, Lord Carnuss Charavask, Grok Barrow, Bone Crusher Beast, Bone Spirit, Cold Claw, MindWarp Beast, Titan Trolls, Titan Hilltroll. All original artists have asserted their moral rights as allowed under the Copyright Designs and Patents Act 1988. Printed in Canada
Introduction Trial of Champions was the twenty-first book of the Fighting Fantasy™ series and was originally published in 1986. This revolutionary new idea, part book part game, gave the reader a unique experience - a fantasy adventure where you are the hero. The Fighting Fantasy™ series has 59 titles to date (63 including Steve Jackson's SORCERY! Series) and has sold over 15 million copies worldwide and has been translated into over 20 languages. The Warlock of Firetop Mountain alone sold over 2 million copies. Now the Fighting Fantasy™ books are being rereleased allowing a new generation of players to explore the Citadel of Chaos, confront the Warlock of Firetop Mountain or get lost in the Forest of Doom. This book is a conversion of Trial of Champions into a d20 role-playing game scenario. The original book was a solo experience; this scenario has been written to allow players to challenge the Dungeon on their own or as part of a group of adventurers. The inclusion of the new Luck rules give the single player a good chance of success without making groups of players too powerful. The Fighting Fantasy™ books could be picked up and played with a minimum of preparation, this scenario has been written to reflect this including pregenerated characters, full colour maps and other play aids to get you started quickly. For more information about Roleplay games, Fighting Fantasy™ and Trial of Champions visit the Myriador website: www.myriador.com
Adventure Summary At last - A return to the Deathtrap Dungeon! The warped and twisted mind of Baron Sukumvit has completely redesigned Fang's deadly labyrinth. New traps, terrors, mazes and monsters await you at every turn. The Prize for surviving the Trial of Champions has been raised to 50,000 gold pieces to reflect the new and increased difficulties of the Dungeon. Can you survive? The odds are strongly against you.
Preparation In addition to the books required (as stated on the cover of this product), which are referred to as the DMG, PHB and MM, a set of polyhedral dice (d4, d6, d8, d10, d12 and d20) are also needed to play. Pull out Character sheets of the four pre-generated characters can be found in Appendix 4 - Characters. Full colour maps (Battle Maps), full two-page character sheets of the pre-generated characters, monster and character token sheets and all of the adventure's new illustrations can be downloaded free from www.myriador.com
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Quick Play One of the great attractions of the Fighting Fantasy™ series of books is that it is very easy to pick up a book and start playing, everything you need is provided in the books, you just need to grab a pencil to get straight into the action. We have tried to write this scenario in
the same way, providing you with everything we can so that you can get on and play the game without having to spend ages preparing. Simply hand out the pregenerated characters, get your dice ready and start playing. Detailed dungeon floor plan maps, pre-generated character sheets with rules summaries and character and monster tokens are available free to owners of this book and can be downloaded from www.myriador.com Notes are included in the back of this book to help you integrate this scenario into an ongoing campaign, or visit our website: www.myriador.com where more information can be found about Titan, the Fighting Fantasy™ world.
Campaign Integration Although this scenario is designed to be played as a stand-alone adventure using one of the pre-generated 9th level characters provided or a mini-party of newly created 7th level characters; there is no reason why it couldn't be used as a part of an on-going campaign. Guidelines and advice are included in the appendices to help you integrate this scenario into an on-going campaign and suggestions are included about adjusting difficulty levels (see Appendix 3 - Campaign Play).
How to use this Book The first pages of this scenario contain background information for the DM. Later pages contain the rules for the new (optional) Luck ability, these rules should be studied by the DM and the players. Towards the rear of the book you will find summaries of new monsters, spells and magic items as well as advice about integrating this adventure into your campaigns. The bulk of the book contains the scenario information divided by location. Each location entry in the scenario is shown on the main map provided, a full colour 1" = 5 feet map of each location can be obtained free from: www.myriador.com. A description of each location is provided for the DM detailing its contents and any monsters present. The shaded text boxes contain information that the DM can either read out or paraphrase to the players. Other information should be kept secret from the players until they discover it. Descriptions of how each monster is likely to react are included in the room descriptions. The DM controls all the creatures within the adventure, except the player characters, and is free to change their behaviour as he / she sees fit. The DM is advised to read through the scenario at least once before you play.
Using Maps & Miniatures Using maps and miniature figures adds a whole new dimension to playing this game, they help the DM to 'set the scene' and players to see where characters are monsters, what the dungeon looks like and make combat more exciting and realistic. Full colour maps, pre-generated character sheets and character and monster tokens are all available free to owners of this book from: www.myriador.com (make
sure you have your copy of this book available when downloading these free extras).
Luck Luck was a major factor in the Fighting Fantasy™ series of books. The d20 system includes a range of Skills that are used where Luck was in the original books. However, we wanted to keep the overall tone & feel of the Fighting Fantasy™ books so we have included Luck as a new Ability score. This scenario is aimed at small parties of players (mini-groups). The inclusion of Luck gives them an edge that makes up for their lack of numbers. Players should be encouraged to use Luck as often as possible - it may make the difference between success and failure! To reflect this, it is easier for characters to recover Luck than it is for other Ability scores, methods of restoring Luck are given under the heading: Restoring Luck.
New Ability Score Luck is determined in the same way as other Ability scores. There are several options available (see DMG Chapter 2, Ability Scores Generation). The maximum possible starting Luck score is 18 regardless of race. A character's starting Luck score can only be increased by magical means or by spending attribute points gained as the character becomes more experienced. Luck will be treated as an Ability score in every respect i.e. lost Ability scores are regained at the rate of one per day (see DMG Chapter 3, Running the Game, Ability Score Loss).
Standard Point Buy Method Because there are now 7 Ability scores instead of the normal 6, the amount of starting points is increased to 30 rather than 25 (See DMG Chapter 2, Ability Scores Generation, Standard Point Buy).
Using Luck A character may use Luck to change or influence events, reducing the damage taken from an enemy's attack for instance, or increasing their chance of picking a lock. Luck can be used to modify a character's Skill checks, saving throws, attack rolls, and melee / ranged damage dealt. You can also use your Luck to reduce the damage you take from an enemy's attack. Luck checks must be resolved BEFORE the action that they are affecting is undertaken (exception: reducing damage taken in melee / ranged). The result of the Luck check is applied as a modifier to the action. You may only check Luck once per action undertaken and the result only affects that action. A character's Luck score is temporarily reduced by 1 every time Luck is checked. Luck cannot be used to give a character feats or special Abilities that she would not normally have. i.e. a fighter cannot use Luck to allow her to turn / rebuke Undead.
Luck Difficulty Class Luck is checked against a Difficulty Class (DC). (See PHB Chapter 4, Skills, Using Skills, Difficulty Class) The base DC for Luck is 10. Ability Luck check = d20 + Ability Modifier (Luck) against DC10 A total roll of 10 will give you a +1 bonus. For every 2 points over 10 that you roll you gain +1 to the outcome that Luck was used to affect (i.e. 10 = +1; 12 = +2; 18 = +5 etc…). If the Character fails her Luck check by up to 5, there is no penalty. However, if the character fails by 6 or more, she will suffer a -2 penalty to the outcome that Luck was used to affect. Example: Ellion G'aarak decides to test her Luck to help her fight 2 Orcs by giving a modifier to hit them. She rolls a d20 and adds her Luck ability modifier getting a total of 13, success! Ellion now adds +2 to her next attack roll against the Orcs and her Luck is temporarily reduced by 1. Later in the same fight Ellion decides to test her Luck to add to her attack roll again, this time she rolls a total of 4. Ellion has failed to make the required DC10 by 6. Ellion now suffers a -2 penalty to her attack roll and her Luck is temporarily reduced by 1. If she had rolled a total of 7, she would still have failed in her Luck check but not suffered a penalty. However, her Luck would still have been temporarily reduced by 1.
Minimum Luck Score When a character's Luck score reaches 0 they can no longer choose to test their Luck. Luck cannot be lowered further than 0, and cannot be used again until it is raised to at least 1.
Saving Throws & Luck Luck can be used to modify the result of a saving throw using the same method as described above (under the heading: Luck Difficulty Class). The character makes a Luck check and than applies the result as a modifier to their saving throw.
Skills & Luck Luck can be used to modify the result of Skill checks using the same method as described above (under the heading: Luck Difficulty Class). The character makes a Luck check and then applies the result as a modifier to their Skill check. e.g. Rhana Quinn has fallen off a rickety bridge into a fast flowing river. The DM determines that a skill (Swim) check (DC15) is required for Rhana to safely swim to the nearby riverbank. Rhana is not a good swimmer having no Skill bonus, which is reduced by -6 because of her equipment (-3 check penalty for medium load, doubled to -6 for the Swim skill). This means that the best she can hope to do is 20 - 6 = 14 meaning she can't succeed! She decides to use her Luck to help her reach the riverbank safely. Rhana rolls a d20 getting 15 and adds her Luck ability modifier (+2 from an Ability score of 14) for a total of 17. She has succeeded by 7 so she may add +4 to her Swim check. She now makes her Swim skill check d20 + 0
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(Swim skill) -6 (equipment carried) +4 (Luck). She rolls a 17 giving her a final result of 15. Rhana just manages to scramble to the riverbank. Rhana reduces her Luck temporarily by 1. If Rhana had failed her Luck check, for instance rolling a 3 on her d20 (+2 Ability modifier) = 5, her Swim check would then have been d20 +0 (Swim skill) -6 (equipment carried) +0 (Luck check result) giving her a maximum possible result of only 14. She would start to drown. Of course she could use Luck again in the next round to help her survive.
Opposed Skill Checks & Luck Luck can be used to modify the result of opposed Skill checks using the same method as described above (under the heading: Luck Difficulty Class). The character makes a Luck check and than applies the result as a modifier to their opposed Skill check, which is then compared to their opponents check as normal.
Checks Without Rolls & Luck You cannot 'take 10' or 'take 20' when testing your Luck.
Combat & Luck Luck can be used in combat in three ways. To increase your chance of hitting an opponent, to increase the damage you deal to an opponent, or to reduce the damage taken from an opponent's blow.
Using Luck to Hit an Opponent A character may make a Luck check (as described under the heading: Luck Difficulty Class) the result of which is then added or subtracted to her next attack roll to hit an opponent.
Using Luck to Increase Damage When a character has successfully hit an opponent, he may make a Luck check (as described under the heading: Luck Difficulty Class) and add or subtract the result to the damage dealt by his attack. The Luck check must be made before damage is rolled. Luck damage is never multiplied by a critical success.
Using Luck to Reduce Damage Taken When a character has been hit by an opponent's attack, she may make a Luck check (as described under the heading: Luck Difficulty Class) and apply the result to reduce or increase the damage she suffers from the attack. Damage reduced by a Luck check can never be reduced to less than 0. She can decide to make the Luck check before or after damage has been rolled.
Luck and Magic
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Luck cannot be used to increase or decrease the effectiveness of a spell or magical effect. Luck can be used to increase the chance of hitting with a Magical attack, such as a ray, by modifying the to-hit roll or it could be used to modify the result of a Spellcraft check to help identify a spell being cast. Similarly it could be used to increase the chance of
making a successful saving throw to counter a spells effect.
Luck and Turn / Rebuke Undead Luck can be used to increase the chance of turning / rebuking Undead but cannot increase the effectiveness i.e. Luck may be applied to the Turning Check Result, but cannot be used to increase the maximum hit dice affected, or the number of HD affected. e.g. Ellion G'aarak is a 4th level Cleric. Entering a room Ellion encounters 4 Zombies, she decides to attempt to turn them and to use Luck in her attempt. Ellion makes a Luck check, the result of which is added to her Turning check result which may make her more likely to succeed. However, Luck cannot be used to change the maximum effectiveness of her turning attempt, she can still only possibly affect Undead with 8HD or less. Neither does Luck affect the number of such Undead she can affect.
Stand alone Luck Checks There will be situations within the adventure when Luck can be used to determine the outcome. Depending on the situation the DM may appoint a higher or lower Luck DC. The DM must never use Luck to replace a saving throw or skill check that already exists. In the example below an unsuccessful Luck check would then require a (Reflex) save to avoid falling in the water. An example of a stand-alone Luck check: If the characters are walking over a rickety old wooden bridge, does a rotten plank break under the weight of one of the players? The DM decides that the characters will have to be particularly Lucky to avoid all the rotten planks and gives this situation a Luck DC of 15. As with all Luck checks, once a stand-alone Luck check has been made (whether successful or not) the character must temporarily reduce his Luck score by 1.
Opposed Luck Checks Two characters are sitting at the table playing cards. Who will win? The simple solution to this is for the characters to make an opposed Luck check. Both characters roll a D20 and add their Luck modifier. The character with the highest Luck result wins. Each character that made the opposed Luck check must temporarily reduce his Luck score by 1.
Optional Luck Rule If a character rolls a natural 1 on the Luck roll the DM may rule that that character has been so unlucky that he automatically fails whatever he was attempting to use Luck with: if he was using Luck to modify his attack roll then the attack automatically misses; if he was using Luck to modify his chance to Pick a lock the attempt automatically fails; if he was using Luck to modify his Melee damage roll, he scores no damage at all; if he was using Luck to modify his opponent's Melee damage roll, his opponent does Full damage etc.
Restoring Luck Luck can be restored in a number of ways. Luck cannot be increased past its starting value except by magical means (see Appendix 2 - New Magic, New Spells). Any excess Luck points that would take a character's Luck score above the original value are lost.
Normal Regeneration of Ability Points (see DMG Chapter 3, Ability Score Loss)
Magical Means - Spells and Potions Any spell that restores Ability points can be used to restore Luck points. Examples include: Lesser Restoration, Restoration and Fortune (see Appendix 2 - New Magic, New Spells) Any potion that restores Ability points can be used to restore Luck points.
Discretionary Awards by the DM. DMs can choose to award Luck points to characters for particular acts of daring or heroism. It should be remembered that Luck is an extremely powerful Ability that can allow characters to succeed at tasks that they normally wouldn't be able to achieve. Care should be taken when awarding Luck points, don't give the characters too much or you could make any scenario too easy, but don't be too stingy with your Luck awards or the characters will probably fail.
Scenario Awards At various points in this adventure Luck points are awarded to characters. These Luck awards can be increased / decreased at the DM's discretion. Luck awards are to the party as a whole, it is up to the DM to determine how they are divided amongst the characters. E.g. if a party of 3 characters are awarded 2 Luck points the DM can either give 1 point each to 2 of the players or 2 points to one of them. At the DM's discretion - award the points to the characters who played the most significant role in gaining them.
Monsters and Luck Luck is a player character specific Ability score. Monsters and NPCs do not gain the Luck ability score.
Trial of Champions For the DM This adventure has two possible beginnings: You may wish to play through this adventure either with or without the campaign story on Blood Island, as per the Fighting Fantasy™ book (please refer to Appendix 3 - Campaign Play, Blood Island) Fang, the most prosperous and densely populated City in the Province of Chiang-Mai is home to Baron Sukumvit's Deathtrap Dungeon; a huge labyrinth of tricks, traps and deadly monsters. Thousands of people from all across Allansia flock to the Cityport at the end of April to secure a room in one of its many taverns or inns. The reason is to witness the contenders entering the infamous Dungeon on the morning of May 1st. Last year, Chadda Darkmane emerged alive from the Dungeon exit and became the first person in history to have survived the Trial of Champions and claim Baron Sukumvit Charavask's 25,000gp prize. At the end of that day the Baron ordered the Dungeon to be closed, which it has remained so… until now. Today the city is alive with rumours and anticipation. Baron Sukumvit has announced that the Dungeon has undergone a major redesigning. He boasts that this newly improved Deathtrap Dungeon will be impossible to complete. To prove his statement, the Baron has increased the prize money to 50,000gp. This years Trial of Champions has attracted some of Allansia's most illustrious contenders: A Chaos Champion who wears spiked, Full Plate Mail Armour, an Eastern Warlord in Samurai Battle Dress, an Elven Prince and a Dwarven Noble. But illustrious contenders aren't all that have been attracted by the event's huge prize. Lord Carnuss, the evil brother of Baron Sukumvit, is being secretly represented by a slave dressed only in a loincloth and wielding a sword. Lord Carnuss has spent the last week on Blood Island filtering out the weak and unworthy in the Arena of Death. His plan, should his slave survive, is to claim the prize for himself.
For the Characters DMs Note: If you are playing the Campaign story, Blood Island, please read out the 'For the Characters' section in Appendix 3 - Campaign Play, Blood Island. If not, continue below. Read this aloud to the players: Situated on the continent of Allansia is the City of Fang, the capital city of the province of Chiang-Mai. The city is home to Baron Sukumvit Charavask, ruler of Chiang-Mai and creator of the Deathtrap Dungeon that has seen the deaths of hundreds of would-be heroes all trying to survive the deadly traps, monsters and mazes in an attempt to claim the prize of 25,000gp. Last year, Chadda Darkmane became the first person to emerge alive from the Dungeon's exit. Since
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that day the Dungeon's doors have remained closed while it undergoes a major redesigning, overseen by the Baron himself. This year, posters have appeared all over Allansia announcing that the Trial of Champions will once again be held on the first day of May. The posters claim that the Baron is deeming his new, improved Deathtrap Dungeon as impossible to complete and that the Prize money has been increased to 50,000gp. Gathering your equipment you travel to Fang in plenty of time to register for the Trial of Champions. As a competitor in the event you are given a room in one of Fang's most prestigious inns, the Black Dagger. Food and ale are provided free of charge, courtesy of Baron Sukumvit Charavask himself, and while you are wearing the purple armband of a contender in the Deathtrap Dungeon you are treated like a personality by the city folk. On the morning of the Trial of Champions a man knocks at your door to remind you of the Dungeons rules: You are only allowed to take your own equipment into the dungeon but it is limited to: Any weapons and armour; magic items are permitted (but contestants are limited to four potions); food and drink is allowed; no sundry items such as a compass, rope or pitons (with the exception of an empty backpack, thieves' tools and holy symbols) are allowed to be taken into the Dungeon. The use of Magic spells is also prohibited until you have entered the Dungeon. The man then leads you through back alleys and narrow streets. Soon you come to a wide road lined with cheering crowds. Ahead you can see the dark mouth of a tunnel disappearing into the hillside with two huge stone pillars on either side. As you approach you can see Baron Sukumvit ready to greet the contenders in the Trial of Champions. Only four other contestants are entering this year, but they are indeed illustrious competitors: A Chaos Champion who wears spiked, Full Plate Mail Armour, an Eastern Warlord in Samurai Battle Dress, an Elven Prince and a Dwarven Noble. The Baron holds out 5 straws, you pick one with the number '2' on it. "Before you enter the Deathtrap Dungeon", announces the Baron, "I will offer you all this advice: An odd number of identical items need to be found to be successful in the Trial of Champions". The Dwarf disappears into the Dungeon first and then, 30 minutes later, it is your turn…
The Dungeon All rooms and corridors have 12ft. ceilings. Corridors are rough-cut stonework either 5ft. or 10ft. wide (Please refer to the overlay map for details). Doors are wooden (good), unless otherwise stated in the text. All doors are unlocked unless otherwise stated. Any locked doors have average locks unless otherwise stated. The dungeon is lit at 80ft. intervals by Crystals which radiate soft light in a 40ft. radius unless other-
wise stated. These Crystals are called Light Crystals (see Appendix 2 - New Magic). Doors: Good Wooden; Hardness 5; hp 15; Break DC18 Locks: Average lock; Open lock DC25 Listen Checks: All Listen check DC are calculated for the characters standing in the adjacent square to the door (2½ ft. away) unless stated in the text. If the characters actively listen at a door (presses his ear to the door) then reduce the Listen DC by 2. Encounter Stats: All encounter statistics have been calculated presuming that the creature is using a onehanded weapon with one hand. If the DM decides that the creature will use its one-handed weapon with two hands it will gain 1½ times its Strength bonus to damage (provided it has a bonus). Luck Awards: The DM may award the party Luck ability points based on how they handled an encounter; 1-3 Luck for defeating a Monster encounter with at least an equal EL rating to the party; 1-3 Luck points for discovering an item or clue vital to the success of the adventure (see Luck, Restoring Luck, Scenario awards for more information); The DM may also award discretionary Luck for acts bravery / heroism (see Luck, Restoring Luck, Discretionary Awards by the DM) DMs note: There is a permanent Dimensional Anchor effect that will prevent any magical travel from within the Dungeon to outside of it. Encounter 54 on the overlay map represents the furthest point of the spell effect. Encounter 15 is the only exception to this rule and was incorporated into the dungeon by its creators.
1. The Walk (EL0) Read this aloud to the characters: To the cheers of the exalted onlookers, you pass between the stone pillars and down a dimly lit passage way. The sounds of the cheering crowds soon disappear behind you as you proceed further into the labyrinth. What horrors lie ahead you cannot imagine. You know that Baron Sukumvit has spent over a year redesigning the Dungeon so that it is now lethal beyond comprehension. Your chances of success are very slim indeed.
2. Keep Out! (EL3) Read the characters the following: Ahead you can see a T-junction leading east-west. Just before the junction in the left hand wall is a door with a sign pinned to it. The sign is written in dried blood and reads 'Keep Out !'. A Hellhound occupies this room. It will attack at the most opportune moment. A straw bed lies in a corner. If the characters make a successful skill (Search) check (DC15) they will find a small gold ring (The small gold ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure).
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Hellhound, Medium Outsider (Evil, Extraplanar, Fire, Lawful): HD 8d8+8 (hp 44); Init +5 (+1 Dex, +4Improved initiative); Spd 40ft.; AC 16 (+1 Dex, +5 Natural) Touch 11, Flatfooted 15; Attack Bite +9 melee (1d8+1 +1d6 fire); Full Attack Bite +9 melee (1d8+1 +1d6 fire); Space / Reach 5ft. / 5ft.; SA Breath weapon, Fiery bite SQ Darkvision 60 ft., Immunity to fire, Scent, Vulnerability to cold; Saves Fort +7, Ref +7, Will +6; AL LE, Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6; Skills Hide +17, Jump +16, Listen +11, Move silently +17, Spot +11, Survival +11 Feats Improved initiative, Run, TrackB, Endurance: Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, (Reflex) save (DC15) half. Fiery Bite (Su): A Hellhound deals an extra 1d6 points of Fire damage every time it bites an opponent, as if its bite was a flaming weapon.
3. Pay to Cross (EL0) As the characters near the bridge, read the following: Up ahead you can hear the sound of running water and soon the tunnel ends at the edge of a very large and deep natural cavern. A sturdy looking rope bridge straddles the cavern and beyond it the tunnel continues straight on. A wooden box is tied to the rope bridge and there is a sign above it which reads, 'Pay gold to cross'. To the left of the bridge a rope has been firmly tied to metal piton and hangs down the cavern.
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The rope bridge is very strong and will hold the weight of the characters. Whether the characters pay the gold or not, nothing untoward will happen on the bridge. DMs note: 'Pay gold to cross' is a trick to try to make the characters part with the gold ring (if they found it) in encounter 1. The wooden box is slotted and hinged, so that it can be opened. The box does not contain any objects.
If the characters climb down the rope they must make a skill (Climb) check (DC5). If they decided to climb down without using the rope they must make a skill (Climb) check (DC10). Climbing down with or without the rope leads 100ft. down to encounter 4. If the characters decide to take the rope (Hemp) it is 100ft. long and weighs 20lbs.
4. Strider the Assassin (EL6) DMs Note: There are no Light Crystals in encounter 4. The characters will be able to see while on the ledge due to the light from above but not in the cave. Strider the Assassin has been in the cave for several hours and has become accustomed to the light. Whether the characters have climbed down using the rope or not they will find themselves on a very narrow ledge about 10ft. above a fast flowing underground river. To the left of them the characters can see a very dark, 10ft. high by 10ft. wide cave entrance. In order to reach the cave entrance the characters must move along the narrow ledge by making a successful skill (Balance) check (DC5). The cave is the home of Strider the Assassin who has heard the characters and will attack at the most opportune moment. Tactic: Strider will attempt to push the first character he sees into the fast flowing underground river. If Strider is successful, and one of the characters falls into the fast flowing underground river, they have one chance to make a successful skill (Swim) check (DC15) to make it to the side of the river wall. If they fail, they will be swept into the mountain where they will drown. Characters in the river who have succeeded at their Swim check must make a skill (Climb) check (DC10) to climb back upto the ledge. The cave is empty apart from Strider's straw bed and belongings. Strider the Assassin, Human male Rog6: CR 6; Size M (6 ft., 1 in. tall); HD 6d6+12 (hp 40); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 17 (+2 Dex, Leather Armour +3) Touch 12, Flat-footed 15; Attack +10 melee (Shortsword 1d6+5 19-20 / x2); Full Attack +10 melee (Shortsword 1d6+5 19-20 / x2); SV Fort +4, Ref +7, Will +4; AL CE; Abilities Str 16, Dex 15, Con 14, Int 12, Wis 15, Cha 10: Languages Spoken Common, Infernal:
Skills Balance +12, Bluff +11, Disguise +6, Hide +10, Listen +10, Move silently +9, Sleight of Hand +8, Search +9, Spot +7, Tumble +11; Feats Dodge, Weapon focus (Shortsword), Skill focus (Balance), Skill focus (Bluff): Equipment Leather Armour +3, Shortsword +2, Bone Necklace (grants a +4 bonus to (Fear) saves).
5. An Alcove (EL5) As the characters near the alcove, read the following: The passageway comes to a dead end. Set into an alcove in the east wall is a stone tablet with a hole in its centre. Etched around the hole are the words, 'One is on, and Two is gone'. Trap: If the characters look into the hole they will see two levers, one has the number one etched onto it in Common, the other has the number two. There is only enough room for one character to reach into the hole at a time and that character will have to stretch quite far to pull the lever. If the character pulls the lever with the number one on it a secret door in the north wall will open, skill (Search) check (DC30) to find the secret door prior to opening. If the character pulls the second lever a poison needle will be fired into his or her arm (the character will be considered Flat-footed). Poison Dart Trap: CR 1; mechanical; touch trigger; manual reset; Atk +15 ranged (1d4 plus poison, dart); poison (giant wasp, (Fort) save (DC18), Initial and Secondary damage 1d6 Dex); Search DC 20; Disable device DC 18.
6. The Witch's Room (EL7) As the characters near the door, read the following: The door in the east wall has an old broomstick nailed to it and there is a foul smell coming from within. If the characters open the door, read the following: The foul smell is coming from the centre of the room where an old woman is dropping dead rats, slugs, centipedes and maggots into a huge cauldron which sits upon a large open furnace. The old woman seems to be enjoying herself. The old woman is a Witch. If she spots the characters at the door (-2 to her Spot roll - which is incorporated
in her stats) she will send her two Stirges to attack. The Witch will join in and attack the characters. If the Witch is killed the characters are free to look around. On a shelf at the rear of the room is a small ornately carved wooden box and a vial of liquid. The box is magical and is called The Box of Entrapment (see Appendix 2 - New Magic). If the characters examine the small wooden box they will notice that it has a face carved on to the front. The characters will recognise the face as the Dwarven Noble who started the Trail just before they did. If they open the box and make the saving throw, they will see a swirling mist inside the box. The vial of liquid is labelled in Common and reads, 'Potion of Heroism'. Any character who tries the concoction in the Witch's cauldron must make a Fortitude saveDC20) or suffer 2d6 hit points damage. Stirges (2): hp 7, 6 (see MM for information on Stirge) The Witch, female Human Sor6: CR 6; Size M (4 ft., 11 in. tall); HD 6d4+18 (hp 33); Init +1 (+1 Dex); Spd 30 ft.(6 squares); AC 15 (+1 Dex, Mage Armour spell) Touch 11, Flat-footed 14; Attack +6 melee (Dagger 1d4+2 19-20 / x2), or +6 ranged (Dagger 1d4+2 19-20 / x2); Full Attack +6 melee (Dagger 1d4+2 19-20 / x2), or +6 ranged (Dagger 1d4+2 19-20 / x2); SV Fort +5, Ref +3, Will +9; AL CE; Abilities Str 10, Dex 12, Con 16, Int 11, Wis 14, Cha 14: Languages Spoken Common: Skills Concentration +7, Hide +1, Listen +4, Move silently +3, Spellcraft +7, Spot +4; Feats Alertness, Empower spell, Iron will, Weapon finesse: Equipment Dagger +2 Sorcerer Spells Known (6 / 7 / 6 / 3) - Spell DC12+ spell level: 0th -- Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Mending, Open / Close, Ray of Frost. 1st -- Charm Person, Erase, Mage Armour, Magic Missile. 2nd - Acid arrow, Summon swarm. 3rd -- Lightning Bolt.
7. …and into the Freezer (EL5) As the characters near the door, read the following: Nailed to this door is a small bird, long dead and shrivelled. If the characters open the door read the following: The temperature inside this derelict room is much lower than in the passage. You can see your breath hanging in clouds in the cold air. In the far wall you can see a large tunnel entrance. Ask any character who enters this room to make a skill (Listen) check (DC8). If they are successful them can hear the sound of slow footsteps and low hissing coming towards them from the cave. The noise belongs to a Coldclaw which will attack the characters at the most opportune moment. Anyone who makes a successful skill (Search) check (DC10) will find a small clay pot under some rubbish in the corner. The clay pot contains a small gold ring (The ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure). Coldclaw: hp 40 (see Appendix 1 - New Monsters)
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8. The Coldclaw's Lair (EL5) As the characters enter this cave, read the following: The floor to this large natural cave is littered with bones, humanoid remains and torn clothing. This must be the lair of the creature that just attacked you. If the characters look amongst the remains they have a chance of finding two items: if they make a successful skill (Search) check (DC15) they will find a fine, almost new looking pair of boots. The boots are magical Boots of Speed (See DMG, Chapter 8 - Magic Items, Wondrous Items for more information on Boots of Speed). If they make a skill (Search) check (DC20) they will find the Boots of Speed and a small gold ring on a bone finger. (The ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure). If the characters go in the back of the cave, read them the following: Towards the rear of the cave in a dark recess is a Human skull which has been painted gold. The eyes, nose and mouth cavities have been sealed with wax and you can see that a section of the top of the skull has been removed and replaced with a cork. Should any of the characters remove the cork a blast of cold, icy air with a misty tail rushes around them and then encircles the cave at high speed. Lots of bones begin to rise from the floor and join together to form a humanoid Skeleton. The whirlwind disappears into the eye sockets of the newly formed Skeleton and it advanced to attack. The Bone Spirit has the small gold ring on its finger. Bone Spirit: hp 41 (see Appendix 1 - New Monsters)
9. Crossbow Trap (EL5) Trap: Ask the characters to make a skill (Spot) check (DC10). If they are successful they can see several rows of spears protruding from the ceiling (Location 9a). This is not the trap. The spears are in fact a useless decoration, but it is a ploy to make the characters press themselves against the south tunnel wall, which is not covered by the spears, in an attempt to pass the fake trap. Along the floor of the south wall is a pressure plate which will activate a Heavy Crossbow hidden behind the west wall (Location 9). Heavy Crossbow Trap: CR 3; mechanical; location trigger (pressure plate); manual reset; Atk +15 ranged (1d10 plus poison, bolt); poison (shadow essence), (Fort) save (DC17), Initial damage 1 Str (permanent), Secondary damage 2d6 Str
10. Goodberries (EL0) If the characters enter this room, read the following: On an ornate plinth in the centre of this otherwise empty room has a small bowl on it full of various kinds of berries.
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All of the 30 berries in the bowl have been enchanted with the Goodberry spell. Each berry eaten will heal 1 hp of damage up to a maximum of 8 hp in a 24 hour period (see PHB, Chapter 11, Spells for more information on the Goodberry spell).
11. Target Practice (EL7) Ask the characters to make a skill (Listen) check (DC8). If they are successful they can hear voices on the other side of the door arguing in Orcish. The argument is about who is closer to the middle of the target. If the characters open the door, read the following: Two Orcs are having a knife throwing contest. They are using a dead rat pinned to a post as their target. If the Orcs spot the characters they will attack. The room contains two wooden beds, a crude table, two chairs and a sturdy looking wooden trunk. The trunk contains the two Orc's most prized possessions: A jar of rat-tails, an Ogre's hip bone, mouldy bread, a pair of worn out boots, a broken arrow, three wooden pegs, a cracked clay jug and Breastplate Armour. All of the items, with the exception of the Breastplate Armour, have no use in this adventure. The Armour is magical Breastplate +1 Grosh and Farog, male Orc Ftr5 (both): CR 5 (each); Size M; HD 5d10+10 (hp 41,56); Init +2 (+2 Dex); Spd 30 ft.(6 squares); AC 16 (+2 Dex, Chain shirt) Touch 12, Flat-footed 14; Attack +9 melee (Longsword 1d8+5 1920 / x2); Full Attack +9 melee (Longsword 1d8+5 19-20 / x2); SQ Darkvision 60 ft., Light sensitivity; SV Fort +6, Ref +3, Will +0; AL CE; Abilities Str 16, Dex 15, Con 15, Int 9, Wis 9, Cha 9: Languages Spoken Orc: Skills Climb +4, Hide +2, Listen +2, Move silently +2, Spot +1; Feats Alertness, Dodge, Power attack, Weapon focus (Longsword), Weapon specialisation (Longsword): Equipment Chain shirt, Longsword (each).
12. The Caged Imp (EL2) If the characters open the door, read the following: The door opens into a narrow, gloomy corridor at the end of which you can see a stone plinth with a large glass dome resting on top of it. Four black candles are burning on each of the corners of the plinth, illuminating the dome with an eerie glow. If the characters take a closer look at the glass dome, they will see that there is a tiny humanoid inside jumping up and down, trying to attract the characters' attention. The humanoid is in fact an Imp, which has used its Alternate form Ability to look like a 2ft. tall humanoid wearing a tight fitting black hose and has a grey wispy beard and pointed ears. If the characters lift the glass dome and free the Imp it will attack them. Tactic: The Imp will turn invisible and turn back into its true form, attacking the characters with its sting. If it renders any of the characters helpless, it will steal any small objects that they have collected (small gold rings) and flee the area. The Imp will fly south out of the corridor and hide (invisible) in room 10. Imp: hp 19 (see MM, Devils for more)
13. Just a Pile of Rocks (EL 0) In the middle of the passage the characters will see a big pile of stones, several inches high. Any character who makes a successful skill (Spot) check (DC10) will see metal glinting from under the stones. Buried under the stones is a magical Scimitar +3
14. The Riddling Skeletons (EL7) As the characters approach this door they will notice that several planks of wood have been nailed across it to keep it shut. The characters can easily pry the boards from the door if they wish to gain access. If the characters open the door read the following: This room looks like it has not been entered for years. A thick layer of dust and cobwebs cover the room's sparse contents: an old, rickety table with a single drawer and two Human Skeletons half buried in the dust. One of the Skeletons appears to be pointing at the other. Any character who makes a successful skill (Spot) check (DC20) will see a small metal rod protruding from the wall behind the pointing
Skeletons arm. Any character who touches the metal rod will suffer 8d6 Electrical damage. The rod can be removed from the wall by making a successful ability (Strength) check (DC25). If the metal rod is removed from the wall the Lightning trap will cease to function and the metal rod will be useless. Trap: As soon as the first person enters the door it will slam shut. The pointing Skeleton will start to speak: "Brothers and Sisters have I none, but that man's Father is my Father's son. Who is he?". The correct reply to this riddle is: he is his son. If an incorrect answer is given or any character attempts to leave the room a bolt of lightning will shoot from the metal rod behind the pointing Skeleton and strike whoever gave either the
incorrect answer or is trying to leave. If the correct answer is given the pointing Skeleton will say: "You are a wise adventurer. Your reward for giving the correct answer is in the draw of the small table". The Skeleton will ask his question every time the door is opened. Lightning Bolt Trap: CR 5; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 8th-level wizard, 8d6 electricity, (Reflex) save (DC14) Half damage); Search (DC28); Disable device (DC28) Trap: The drawer in the small rickety table is trapped. If anyone attempts to open the drawer without either disabling the trap or answering the Riddling Skeleton's question correctly they will release a cloud of poisonous gas into the room. Burnt Othur Vapour Trap: CR 7; mechanical; touch trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by10-ft. room); never miss; onset delay (3 rounds); poison (burnt othur fumes, (Fortitude) save (DC18) resists, 1 Con drain / 3d6 Con); Search (DC21); Disable device (DC21). Inside the drawer of the rickety table is a small iron key. The small iron key is important to the adventure and is used to open the locked door in encounter 49. DMs note: If the door is wedged open the Riddling Skeleton will not ask its riddle.
15. Teleport Trap (EL0) Trap: As soon as someone enters this room the door will slam shut and the contents of the room will be instantly teleported to Location 15a. The door to the room can be easily opened. Teleport Trap: CR 4; magic device; location trigger; automatic reset; spell effect (Teleport to Location 15a); Search DC 28; Disable device DC 28.
16. Challenge of the Lich Queen (EL13) As the characters approach the door ask them to make a skill (Listen) check (DC8). If they are successful they can hear a female voice softly chanting in a language long forgotten.
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If the characters open the door to this room read them the following: As the door to this room opens into a lavishly decorated, marble floored room your eyes transfix with horror to the sight before you. Sitting on an ornately decorated marble throne is a woman dressed in a lavish gown. Her face is almost a skeletal skull, with only remnants of dried skin hanging loosely from it. She stares at you with evil, blood-red eyes. As the last character enters the room (or if it is obvious that some are staying outside or there is only one character), the Lich Queen casts a Wall of Force spell across the doorway. Read them the following: The Undead creature leans forward in her throne and speaks in a voice that seems to cut through you like a knife, "Those that enter my chamber must accept my challenge of pain… or die". If the characters attack the Lich Queen she will fight ruthlessly to the death. If they except her challenge, read the following: The creature stretches a skeletal hand behind her back and pulls a metal gauntlet out from under one of the cushions. She then throws it on the floor in front of you. "The challenge is a simple one: Wear the gauntlet and bear the pain. If you are successful you will be rewarded".
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If the characters refuse to take the challenge the Lich Queen will fight ruthlessly to the death. If a character agrees to take the challenge and puts on the gauntlet, pain immediately grips their hand and starts to spread throughout their body. The pain feels like their whole body is being crushed within a vice! Ask the character to make a (Will) saving throw (DC12). If he is successful he overcomes the illusion of pain. The Lich Queen pulls a small gold ring from one of her bony fingers and drops it on the floor by the character. "You are successful adventurer, now be gone" she commands. The small gold ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure. If the character fails the saving throw he will believe the pain to be real and writhe about on the floor in agony. The Lich Queen stands up and says, "You are not worthy of the Trial of Champions". She then attacks the characters to the death. While the character is wearing the gauntlet of pain he suffer a -6 attack penalty and cannot use his Dex bonus for AC. Lich Queen, Medium-sized Undead (Formerly Sor11): CR 13; Size M (5 ft., 8 in. tall); HD 11d12 (hp 101); Init +0; Spd 30 ft.(6 squares); AC 15 (+5 natural) Touch 10, Flat-footed 15; Attack +4 melee Touch (Chill Touch 1d8+5 20 / x2); Full Attack +4 melee Touch (Chill Touch 1d8+5 20 / x2); SA Fear Aura, Paralysing Touch; SQ +4 Turn Resistance, Damage Reduction 15 / Bludgeoning and Magic, Immunities: SV Fort +3, Ref +3, Will +8; AL CE; Abilities Str 9, Dex 10, Con 11, Int 16, Wis 12, Cha 17: Languages Spoken Common: Skills Climb +5, Concentration +14, Hide +8, Knowledge (arcana) +15, Listen +8, Move silently +8, Search +8, Sense motive +8, Spot +8; Feats Craft magic arms and
armour, Craft wand, Craft wondrous item, Empower spell, Maximize spell. Sorcerer Spells Known (6 / 7 / 7 / 6 / 6 / 4) - DC13 + spell level: 0th -- Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending, Prestidigitation, Ray of Frost. 1st -- Burning Hands, Magic Missile, Message, Shield, Sleep. 2nd -Alter Self, Blindness / Deafness, Darkness, Levitate, Resist Elements. 3rd -- Fireball, Flame Arrow, Hold Person, Summon Monster III. 4th -- Arcane Eye, Charm Monster, Polymorph. 5th -- Cloudkill, Wall of Force. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, non-lethal damage, Ability damage, energy drain, or death from Massive damage. Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Lich must succeed at a (Will) save (DC18) or be affected as though by fear as cast by a sorcerer of the Lich's level. Paralysing Touch (Su): Any living creature the Lich touches must succeed at a (Fortitude) save (DC18) or be permanently paralysed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow Curse spell). The effect cannot be dispelled. Anyone paralysed by a Lich seems dead, though a successful skill (Spot) check (DC20) or a skill (Heal) check (DC15) reveals that the victim is still alive. This power works in conjunction with the Lich's damaging Touch (see above). Turn Resistance (Ex): A Lich has +4 turn resistance. Damage Reduction (Su): A Lich's Undead body is tough, giving the creature damage reduction 15 / Bludgeoning and Magic. Immunities (Ex): Liches are Immune to cold, Electricity, Polymorph, and Mind-affecting attacks.
17. Along came a Spider… (EL 4) As the characters approach this natural cave entrance, they can hear high-pitched cries for help coming from within. If the characters enter the cave, read the following: Strands of spider's web line the walls, floor and ceiling. As you enter further into the cave the strands get thicker and more dense. Towards the rear of the cave you can make out the source of the cries for help. A small humanoid about 2½ ft .tall is caught in the main body of a enormous spiders web. If the characters are visible the small humanoid calls out to them in the Common tongue, "Strangers, please help me I beg of you!". The small humanoid's kicking and wriggling has attracted the predator in whose web he is stuck. A Huge, Monstrous Spider comes out of hiding and makes its way quickly across the web towards its prey. If the characters kill the Spider and free the humanoid he will introduce himself as Billybob of the Little People. He explains that the Little People are a race of sub-terrainian dwellers who have lived peacefully beneath this mountain for generations. The excavations of Baron Sukumvit's new Deathtrap Dungeon
have breached the Little People's tunnels. As a reward for rescuing him, Billybob hands the characters a small gold ring that he says he just found (the small gold ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure). He thanks the characters and disappears into a small crack in the wall barely big enough for him to slide through. DMs note: Billybob does not know anything about the layout of the Dungeon as this is the only room he has been in. The crack in the wall that Billybob went into is far too small for the characters to fit into. Huge, Monstrous Spider (Huge Vermin): 15HD; hp 82 (see MM, Appendix 2 - Vermin for more information on Spiders) Huge, Monstrous Spider Venom: Injury; (Fort) save (DC22); Initial and secondary 1d8 Str
Animated Armour Trap: CR (as Monster); magic device; touch trigger; automatic reset; Damage (as Monster); Search (DC30), Disable device (DC30) If the characters defeat the Monster they are free to take the Shield and Helmet (the Armour will become useless once defeated). The shield is a Heavy Shield +3 and the Helmet is a Winged Helmet which acts as Winged Boots (see DMG, Chapter 8: Magic Items, Wondrous Items for more information on Boots, Winged) Medium-Size Animated Object (Medium-Size Construct): hp 20 (see MM for more information on Animated Objects) Hardness (Ex): The animated object (Armour) has the same hardness it had before it was animated: Hardness 10
18. Infected Rats (EL3) The door opens into a small store room full of mouldy crates of rotten food. Four Dire Rats are in here scavenging for food. The Dire Rats will attack at the most opportune moment and are all carriers of an advanced form of the disease Demon Fever. If the characters make a successful skill (Search) check (DC22) they will find a ring hidden in an old mouldy loaf of bread. The ring is a Magical Ring of Dexterity which provides a +2 Enhancement bonus to Dex. Dire Rats (4): hp 6, 5, 7, 7 (see MM for more information on Dire Rats) Advanced form of Demon Fever Disease: Injury; (Fort) save (DC18); Incubation 4 hours; 1d6 Con** The recipient of the Advanced form of Demon Fever disease must make a save every 4 hours or suffer 1d6 temporary Con damage. ** When the character is damaged, she must succeed at another saving throw or 1 point of Temporary damage is permanent drain instead.
19. Treasure Chest (EL0) Positioned on the back wall of the passage at the top of the stairs is an oak chest. The chest is neither locked nor trapped and contains the following items: 100ft. of hemp rope (20 lbs), a Masterwork War Hammer and a Potion of Neutralise poison (labelled in Common).
20. Winged Helmet (EL2) If the characters open the door to this room, read them the following: In the middle of the room is an impressive suite of Full Plate Mail Armour which has been propped up in-between two high-backed chairs. On top of the Armour is a magnificent looking Helmet with wings etched into the sides. Leaning against one of the chairs is a Heavy Shield which matches the Armour. Trap: If a character touches the Helmet the Armour will animate and attack.
21. Trialmaster Noy (EL10) If the characters open the door to this room, read them the following: Sat crossed-legged on the floor in the middle of the room is a small old man, oriental in appearance. The man has a quarterstaff across his lap and a small, hollow pipe tucked into his belt. Standing silent and still in the corner of the room is Neanderthal man who is holding a coil of rope. The room is sparsely decorated with only a slatted wooden bed in the corner and a wooden box. If the characters enter the room, read the following: The old man looks up and speaks, "I am Trialmaster Noy, here to test you and see if you are worthy to continue in the Trial of Champions. The only way onwards is to take the tests and succeed. Failure will result in your death". If the characters attack Trialmaster Noy, he will fight to the Death. If they except his challenge, read the following: "The two trials that I must administer to you are to test your Strength and Intelligence. The first will be your test of Strength". Noy commands the
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Neanderthal to come to him by tapping his staff on the floor. "A simple tug-o-war contest against my servant will prove your Strength". The Neanderthal takes hold of his half of the rope and waits for his opponent to do the same at the other end. In the middle of the rope is a red tag and two white lines are positioned on the floor. " You must pull your opponent so that the red tag crosses the white line", Noy says. The character in the tug-o-war contest must make an opposed ability (Strength) check with the Neanderthal (Str 16 +3) and record the result. They must keep doing this until one of the contestants has built up a difference of 15 points greater than his opponent. This will signify that one of the contestants has pulled the red tag across the line. If the character fails, Noy will fire a poison dart at him and attack to the death. "The second test is one of Intelligence. Answer this question correctly and think carefully before answering: In the corner of the room is a wooden box. Inside the box are six smaller boxes and each of those contain three smaller boxes. How many boxes are there all together? The answer to this question is 25. If the characters get it wrong (Noy will accept the first answer only) he will shoot a poison dart at the characters and attack to the death. If the character answers correctly, Noy will open a secret door - or the character must make a successful skill (Search) check (DC30) to find the secret door without Noy's help - he can then tell the characters that this is the way onwards. The secret door cannot be opened from the other side. Trialmaster Noy, male Human Ftr10: CR 10; Size M (5 ft., 6 in. tall); HD 10d10+30 (hp 90); Init +7 (+3 Dex, Improved initiative); Spd 30 ft.(6 squares); AC 13 (+3 Dex) Touch 13, Flat-footed 10; Attack +18 melee (Quarterstaff 1d6+11 19-20 / x2), or +13 ranged (Blowdart 1 point +poison 20 / x2); Full Attack +18 / +13 melee (Quarterstaff 1d6+11 19-20 / x2), or +13 / +8 ranged (Blow-dart 1 point + poison 20 / x2); SV Fort +10, Ref +6, Will +3; AL NE; Abilities Str 18, Dex 17, Con 16, Int 11, Wis 11, Cha 13: Languages Spoken Common: Skills Climb +17, Hide +5, Listen +6, Move silently +6, Spot +6; Feats Alertness, Dodge, Improved initiative, Improved critical (Quarterstaff), Improved critical (Blow-dart), Improved unarmed strike, Point blank shot, Weapon focus (Quarterstaff), Weapon focus (Blow-dart), Weapon specialisation (Quarterstaff), Weapon specialisation (Blow-dart): Equipment Quarterstaff +3, Blowpipe and 4 poisoned Blow-darts Blowpipe and Blow-Dart; Simple Weapon - Ranged; Cost - -; Damage 1; Critical x2; range inc. 10ft.; Weight - -; Type Piercing. Black Rose Poison: Injury, (Fort) save (DC20); Initial 2d6 Con; secondary 3d6 Con.
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22. Skeleton King (EL7) As soon as the last character is through the secret door it will swing shut (unless it is blocked open). The secret door cannot be opened from this side. Read the characters the following:
You can hear the sound of hooves thundering along the stone floor. The noise gets louder and louder until a shape emerges from around the right hand corner of the long corridor ahead. Seated astride a white skeletal horse is a skeletal warrior clad in armour and wearing a crown on its skull. The rider holds aloft a gleaming sword as it charges down the wide corridor towards you. If the characters defeat the Skeleton King and his steed they will find a small mirror and Potion of Cure Serious Wounds (labelled in Common) in the Undead horse's saddlebags. The mirror has no use in this adventure. Skeleton King: hp 65 (see Appendix 1 - New Monsters) Skeletal Heavy War-Horse (Large Skeleton, Large Undead): HD 4d12 (hp 30); Init +6 (+2 Dex, Improved Initiative); Spd 50ft.; AC 17 (-1 Size, +2 Dex, +6 Natural) Touch 11, Flat-footed 15; Attack Hoof +6 melee (1d6+4); Full Attack 2 Hooves +6 melee (1d6+4) and Bite +1 melee (1d4+2); Space / Reach 10ft. / 5ft.; SQ Immunity to Cold, Damage Reduction 5 / Bludgeoning, Darkvision 60ft., Undead traits; Saves Fort +1, Ref +3, Will +4; AL NE; Abilities Str 18 (+4), Dex 15 (+2), Con --, Int --, Wis 10 (+0), Chr 1 (-5); Skills none; Feats Improved initiative;
23. A Deep Pit (EL0) As the characters approach the pit, read the following: The passageway ends at the mouth of a large pit which looks very deep. The walls of the pit are smooth and flat making climbing it without a rope impossible! At the bottom of the pit, a small light source can be seen. The pit is 100ft. deep. Any character who attempts to climb down the pit will fall (due to the smooth, flat sides of the pit walls) and take 10d6 damage. The bottom of the pit is marked Pit 1 on the overlay map. DMs Note: The Chaos Champion is closing in on the characters. He will encounter them anywhere you see fit between Locations 23-30 and attack at the most opportune moment. Lord Kurgash, Chaos Champion, male Human Ftr8: CR 8; Size M (6 ft., 5 in. tall); HD 8d10+16 (hp 70); Init +5 (+1 Dex, +4 Improved initiative); Spd 20ft. (4 squares) - 30 ft. base; AC 19 (+1 Dex, Full Plate Mail) Touch 11, Flat-footed 18; Attack melee (Heavy Mace used two-handed 1d8+11 19-20 / x2); Full Attack +16 /+11 melee (Heavy Mace - used two-handed 1d8+11 19-20 / x2); SV Fort +8, Ref +3, Will +3; AL CE; Ability Str 18, Dex 13, Con 15, Int 15, Wis 12, Cha 9: Languages Spoken Common, Dwarven, Elven: Skills Disable device +4, Hide -5, Intimidate +4, Listen +4, Move silently -5, Ride +8, Spot +4; Feats Alertness, Cleave, Dodge, Great cleave, Improved critical (Heavy Mace), Improved initiative, Power attack, Weapon focus (Heavy Mace), Weapon specialisation (Heavy Mace): Equipment Spiked, Full Plate Mail, Heavy Mace +3, Small Leather Pouch containing: a small gold ring (the small gold ring is not magical but is one of
nine identical rings which need to be collected and are vital to the success of the adventure) and a piece of paper on which is written in black ink: Set two 3-5-8 (This combination is one of three sets of numbers which need to be collected and are vital to the success of the adventure).
24. Cursed Bracelet (EL2) As soon as a character touches the door handle the Two-Headed Dog will start to bark loudly. If the characters open the door, read the following: Inside the room, straining at a leash fastened to a hook on the back wall is a vicious-looking TwoHeaded Dog. Its eyes are blood red, and saliva drips continuously from its fanged mouths. The room is in a mess, with everything either broken or chewed. On a shelf mounted on the wall above the Dog, there is a metal box. The Two-Headed Dog will attack if the characters come within striking distance. If the characters open the metal box they will find a copper bracelet inside. The bracelet is cursed. Any character who wears it will suffer a -4 penalty to their Strength until it is removed. The cursed bracelet can only be removed with a Remove Curse spell. Two-Headed Dog: hp 35 (see MM for information on the Worg) DMs Note: With regard to statistics, treat the TwoHeaded Dog as a Worg with 2 Bite attacks
25. Minotaur's Lair (EL4) As the characters walk along the passage, ask them to make a skill (Listen) check (DC10). If they are successful, they can hear a feint grunting noise coming from inside a cave entrance. If the characters enter the cave they will find themselves in a natural cavern. A strange looking, large humanoid creature with a boar's head and tusks steps out from behind a rocky outcrop at the rear of the cave and advances with a stone club in its hand. The creature is a Minotaur, but this one has a large boar's head rather than a bull's head. If the characters defeat the Minotaur and make a successful skill (Search) check (DC20) they will find the creature's only possession: a small clay pig. The pig rattles and has a ring inside it. The ring is a cursed ring of misfortune. Anyone who wears the ring will suffer a -6 penalty to their Luck Ability score while it is worn. The ring can only be removed with a Remove Curse Spell. At the rear of the cave is a passage which leads to some stairs (Location Stairs 1 on the overlay map) Minotaur: hp 40 (see MM for more information on Minotaurs).
down on the left tusk (pulling the right tusk has no effect). Inside the Elephant is a small gold ring (the small gold ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure). Secret Compartment: Search (DC20); Disable device (DC20)
27. Hole in the Floor (EL0) At this location there is a 3ft. square hole in the floor which leads to the corridor below (Location 27a on the overlay map). The drop to the floor below is 20ft. If a character jumps down the hole they will take 1d6 Falling damage (2d6 if they fall). The hole can be easily spotted from above and below.
28. Poison Dart Trap (EL5) Trap: A pressure plate (Location 28a on the overlay map) will trigger three poison darts to fire from a concealed location in the north wall (Location 28 on the overlay map). Poisoned Dart Trap: CR 5; mechanical; location trigger; manual reset; 3x Atk +15 ranged (1d4+4 plus poison, dart); poison (Giant wasp poison), (Fort) save (DC18), Initial and Secondary 1d6 Dex; Search (DC21); Disable device (DC22).
29. Xoroa's Lair (EL7) As the characters approach the cave entrance, ask them to make a skill (Listen) check (DC12). If they are successful they can hear faint clicking coming from within. DMs note: This cavern is not lit by light crystals and is completely dark. If the characters enter the cavern, read the following: The cavern is not lit and is completely dark. Strange clicking noises can be faintly heard coming from somewhere within the cavern. Characters with Darkvision or a light will see the source of the clicking. A strange creature with the head and torso of a Man and the lower body and legs of a large Ant has located the characters with its senses. The Creature is a Formian Warrior (although the locals refer to them as Xoroa) and it will attack at the most opportune moment. Formian Warrior: hp 35 (see MM for more information on Formian) During the melee, there is a chance that the remaining 4 Formian Warriors in Location 29a will hear the combat. The DM must make a skill (Listen) check (DC10) for each of the Xoroa. If they hear the combat they will investigate and attack the characters. Formian Warriors (4): hp 32, 28, 21, 30 (see MM for more information on Formian).
26. Lucky Elephant (EL0) If the characters enter this room, read the following: Stood in the centre of the room is a metre high statue of an Elephant which has been carved from soapstone. Secret Compartment: The Elephant has a secret compartment in its belly which is opened by pulling
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ing them impossible to open again without breaking them: Iron Door: 2 in. thick; Hardness 10; hp 60; Break / stuck (DC28); Locked (DC28) Standing in the wide corridor is a mob of twelve Zombies. Their orders are to attack anyone who passes through the Double Iron Doors. They will pursue the characters as far as the Pit (Location 32 on the overlay map) but will not attempt to cross it. Tactic: If the characters are stood near the Pit the Zombies will attempt to push / throw them down it. Human Commoner Zombies (12): hp 20 each (see MM for more information on Zombies)
32. Another Pit (EL7) The open Pit is 12ft. wide and spans the width of the corridor. To cross the Pit a character will have to make a successful skill (Jump) check (DC12). The walls of the Pit are smooth and flat making them impossible to climb without a rope. The Pit is 100ft. deep with large spikes embedded into the floor at the bottom. Any character who falls down the Pit will take 10d6 Falling damage + 4d8 damage from the spikes.
33. Wings of a Dove (EL0) 30. A Helping Potion (EL0) If the characters make a skill (Spot) check (DC15) they will see a small crack in the right hand wall which is just big enough to fit an arm through. Inside the crack is a Potion of Cure Critical Wounds (labelled in Common) which will heal 4d8+10 hit points of damage.
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31. Zombies (EL4) DMs Note: As soon as the last person passes through the huge double, iron doors they will swing shut. There is no handle on the west side of the door mak-
DMs Note: This passageway is 20 ft. high If the characters look into the passageway, read them the following: At the end of a narrow passageway you can see a bronze coloured bell suspended at shoulder height from the west wall by a metal bracket. Any character who examines the bell and makes a skill (Spot) check (DC20) will notice a small, 6in. hole located high up in the top corner of the passage. The hole is home to a trained Pigeon who has a small gold ring in its beak. If a character rings the bell, the Pigeon will flutter down and drop the ring at their feet (the
small gold ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure).
34. Blocked Door (EL0) As the characters near the door, read the following: The end of this passage looks like it has suffered a cave-in. Lots of rubble and stone is piled up in front of the wooden door. It will take the characters about 20 minutes to clear enough of the rubble to be able to open the door. If the characters open the door, read the following: The wooden door creaks open on rusty hinges and looks as if it hasn't been open in a very long time. Beyond the door is an old, unlit, rough-cut stone passage way. The air is dank and musty here. If the characters venture into the passage way they won't be able to get far. 30ft. along the passage it is completely blocked by another cave-in. If the characters make a successful skill (Search) check (DC15) they will find some words and numbers etched into the back of the door. It reads: Set one 2-4-9 (This combination is one of three sets of numbers which need to be collected and are vital to the success of the adventure).
35. Elven Prince (EL3) As the characters approach the door they can hear the agonizing screams of someone inside. If the characters open the door, read them the following: The whole of the north wall has been carved into the shape of a huge face. Steps lead up to the huge, gaping mouth. Lying motionless in the grasp of a large animated, purple Tongue is the Elven Prince. The Tongue drops the corpse on the top step and retracts into the mouth. If the characters search the dead Prince they will find his possessions: A suit of Studded Leather Armour +3, a Dagger +1, a Rapier +1, a Pouch containing: a Potion of Cure Moderate Wounds - labelled in Elven (which will heal 2d8+3 hit points of damage) and a small vial of blue dye (the blue dye has no relevance to this adventure). If the characters venture into the mouth they will be attacked by the Large Tongue. If the Tongue is defeated, the characters may proceed down the steps to encounter 40. Large Animated Object (Tongue): hp 30 (see MM for more information on Animated Objects) Constrict (Ex): A flexible animated object such as the Tongue deals Automatic Slam damage with a successful Grapple check against creatures up to one size larger than itself. An object of at least large size can make constrict attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and fit under it.
36. The Ladder (EL0) Positioned against the south wall is a wooden ladder which leads up through a hatch in the ceiling. The ladder is very sturdy and will support the weight of the heaviest character.
37. Szordrin's Box of Life Draining (EL5) If the characters venture in to the room above the passage, read them the following: On the floor near the back of the room lies a motionless Goblin. The creature is gripping a small, ornate silver box that has its lid open. A brick has been removed from the north wall and a small hammer, presumably used to remove the brick, lay on the floor. The Goblin on the floor is long dead. The box it is holding is magical and is called Szordrin's Box of Life Draining (see Appendix 2 - New Magic).
38. Dog-Headed Idol (EL0) As the characters near the alcove, read the following: In an arched recess in the west wall you can see a large, bronze Idol of a Dog-Headed Deity. The Idol stands 6ft. tall and has both its hands out stretched, palm upwards. On the base of the Idol is an inscription which reads, 'A gift of gold will let you pass, unless you want death by gas'. If the characters look around the Idol and surrounding area, they will see that the nostrils of the Idol are open holes and several other holes can be found in both the alcove and ceiling around where the characters are standing. Whether the character put gold on the Idols hands or not, nothing untoward will happen. DMs note: This is a trick to try to make the characters part with a small gold ring they may have found during the adventure.
39. Dragon Head Arch (EL4) As the characters near the arch, read the following: Situated across the middle of the passageway is an ornately decorated stone archway. Magnificent sculptures of Dragons' heads line the inside of the arch. The sculptures each have their mouths wide open from which flames shoot out continuously forming a wall of fire. Any character who passes through the wall of fire will take 6d6 Fire damage (Reflex) save (DC15) for Half damage.
40. The Siren's Song (EL10) If the characters descend the stone stairs, read them the following: The steps end at the edge of large underground cavern which is mostly submerged in gently bubbling water. Steam rises from the water beyond which, at the far end of the cavern, an exit can be seen. Sitting on a large rock in the water is a beautiful, naked , dark skinned woman. The water in the room is 15ft deep but it is calm. Any character who wishes to cross will have to make a skill (Swim) check (DC10). The woman on the rock is a beautiful, but evil Black Elf. If she can see the characters she will use her Harp of Charming (see DMG, Chapter 7, Magic Items) to suggest the characters swim to her. She will then attack at the most opportune moment.
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Submerged in the water in the north-east corner of the cavern is a Tentallus (warm water Giant Octopus), which will attack anyone who enters the water (except the Black Elf) Anistasial, female Elf (Black) Sor6: CR 6; Size M (5 ft., 1 in. tall); HD 6d4 (hp 16); Init +3 (+3 Dex); Spd 30 ft.(6 squares); AC 15 (+3 Dex, Ring of protection +2) Touch 13, Flat-footed 12; Attack +8 melee (Dagger 1d4+4 19-20 / x2), or +8 ranged (Dagger 1d4+4 19-20 / x2); Full Attack +8 melee (Dagger 1d4+4 19-20 / x2), or +8 ranged (Dagger 1d4+4 19-20 / x2); SQ low-light vision, Elven traits: SV Fort +2, Ref +5, Will +5; AL CE; Abilities Str 14, Dex 17, Con 10, Int 14, Wis 11, Cha 15: Languages Spoken Common, Elven: Skills Concentration +8, Hide +1, Knowledge (arcana) +4, Listen +4, Move silently +1, Perform (string instruments) +6, Search +1, Spot +2; Feats Empower spell, Silent spell, Weapon finesse: Equipment Harp of Charming, Dagger +2, Ring of Protection +2 Sorcerer Spells Known (6 / 7 / 6 / 3), (Base spell) save = 12+ spell level: 0th -- Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic. 1st -- Burning Hands, Magic missile, Mage Armour, Shield. 2nd -- Fog Cloud, Invisibility. 3rd Lightning Bolt. Tentallus (Giant Octopus): hp 50 (see MM, Animals for more information on Giant Octopus)
41. Five Urns (EL0) When the characters are in view of the Urns, read them the following: Lining the east wall are five, 2ft. high Urns. Each of the Urns are identical in shape and decoration. Inside the third Urn is a cloak. The cloak is a magical Cloak of Energy Resistance, Major (Fire). This Cloak acts as a Ring of the same name (see DMG,
Chapter 7, Magic Items, Rings for more information on Ring of Energy Resistance, Major). All of the other Urns are empty. DMs Note: The Eastern Warlord is closing in on the characters. He will encounter them anywhere you see fit between Locations 39-47 and attack at the most opportune moment. Zen-Kut-Sedatche, Eastern Warlord, male Human Ftr7: CR 7; Size M (6 ft., 0 in. tall); HD 7d10+14 (hp 42 from 70); Init +7 (+3 Dex, +4 Improved initiative); Spd 20ft. (4 squares) -30 ft. base; AC 17 (Splint mail+1); Attack +13 melee (Longsword - used two handed 1d8+8 16-20 / x2); Full Attack +13 / +8 melee (Longsword - used two handed 1d8+8 16-20 / x2); SV Fort +7, Ref +5, Will +2; AL NE; Abilities Str 16, Dex 16, Con 15, Int 17, Wis 10, Cha 9: Languages Spoken Common, Dwarven, Elven, Giant: Skills Balance -5, Bluff +1, Hide -4, Intimidate +2, Jump +7, Listen +2, Move silently -3, Spot +2; Feats Cleave, Dodge, Great cleave, Improved critical (Longsword), Improved initiative, Power attack, Weapon focus (Longsword), Weapon specialisation (Longsword): Equipment Splint Mail (Oriental Armour) +1, Longsword +2 The Eastern Warlord jumped the Pit at encounter 32 because of his superior Jump skill (+13 without Armour on).
42. The Fighting Statue (EL7) If the characters open the door to this room, read them the following: Positioned in the centre of this room on a marble plinth is a 6ft. tall bronze statue of a six-armed woman. The statue holds Scimitars in five of its hands and a Lantern in the sixth. If the characters touch any part of the statue, including its swords or lantern, it will come to life and attack them to the death. The Lantern is non-magical, but it does contain a small gold ring (the small gold ring is not magical but is one of nine identical rings which need to be collected and are vital to the success of the adventure). Statue, Six-Armed: hp 55 (see Appendix 1 - New Monsters)
43. MindWarp Beast (EL6)
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This room is the home of a dreaded MindWarp Beast. This Beast is capable of creating and then hiding itself amongst the most believable of illusions. The Beast has used its Illusionary abili-
ty to make this empty room look like a king's treasure room with a throne, huge chests bulging with gold coins and gems and lavish tapestries hanging from the walls. If the characters fail the (Will) saving throw (DC12) they will believe the room to be a treasure room. If they enter the room the MindWarp Beast will attack at the most opportune moment. If the characters make their saving throw against the Illusion read them the following: Standing in the middle of the room is a very strange looking creature. Its huge mouth, lined with rows and rows of razor sharp teeth, is supported by a very muscular, stalk shaped torso with small stumpy legs. It sits very still…. Waiting. The Beast will attack any character who enters the room. MindWarp Beast: hp 51 (see Appendix 1 - New Monsters).
has dropped, poison gas will pour on the characters from holes in the ceiling. The gas cloud will reach all characters within the caged area. Poison Cage Trap: CR 8; mechanical; location trigger; repair reset; gas; Reflex (DC20) avoids; onset delay (1 round); poison (burnt othur fumes, Inhaled; (Fort) save (DC18); Initial 1 Con (permanent); Secondary 3d6 Con); multiple targets (all targets in the 10-ft.-by-10-ft. cage); Search (DC25); Disable device (DC20).
46. The Creator's Portrait (EL0) DMs Note: The characters will be able to hear the Ailing Hilltroll from encounter 47 grunting loudly and punching the walls from here. Read the characters the following: Hanging from the north wall is a portrait of Baron Sukumvit Charavask. The framework around the painting looks quite ordinary. If the characters make a successful skill (Search) check (DC10) they will find some writing on the back of the painting which reads: Set Three: 1-7-6 (This combination is one of three sets of numbers which need to be collected and are vital to the success of the adventure).
47. Ailing Hilltroll (EL3) 44. Rope Cutter (EL2) If the characters enter this room, read the following: In the centre of the room is a large tree stump with an axe embedded in it. The axe has the inscription, 'Rope Cutter' etched into the blade on both sides. A medium-sized wooden box is suspended from the ceiling by a rope, the other end of which loops through a metal hoop in the floor and onto the stump where it is fastened by iron bands. The tree stump is fixed firmly to the ground, but can be moved by a successful ability (Strength) check (DC25). The iron bands fastening the rope to the stump can be pulled out by making a successful ability (Strength) check (DC15). If the characters cut the rope with their own weapons the box will crash to the floor and break open. Inside is a pair of brass clock hands (the clock hands are used in encounter 50a). Trap: The axe is in fact an animated object which will attack any character who frees it from the tree stump. Animated Axe: CR 2; attack and damage as Monster; Search (DC30); Disable device (DC30) Animated Object, Tiny (Axe): hp 6 (see MM for more information on Animated Objects) Hardness (Ex): The animated object (Axe) has the same hardness it had before it was animated: Hardness 5
45. Caged Like Animals (EL7) Trap: A 5ft. wide pressure plate spans the corridor. If the pressure plate is stood on iron bars will drop from the ceiling (Location 45a on the overlay map) trapping the characters. The cage is 10ft. long and spans the width of the corridor. The bars can be bent enough to squeeze through by making a successful ability (Strength) check (DC25). One minute after the cage
If the characters look down this corridor, read them the following: Leaning against the wall and hammering it with his fist is the largest and most feared of the Titan Trolls, A Titan Hilltroll. It appears to be very angry about something. A leg of meat is on the floor by its feet and its Greataxe is propped up next to him. The Titan Hilltroll has just eaten some of the meat that is by its feet before noticing that it was full of Rot Grub eggs. The Titan Hilltroll's fate is sealed when the eggs hatch in a couple of hours time. If the creature spots the characters it will attack. If a character eats some of the infested meat she will die a horrible death when the Rot Grubs hatch out and eat her from the inside-out in 1d4 hours time. Titan Hilltroll: hp 45 (see Appendix 1 - New Monsters)
48. Slide Trap (EL0) Trap: A section has been cut into the south wall to make it look as if a secret door is present. If the characters make a skill (Search) check (DC15) they will find a small button. If the button is pressed, a hinged 10ft. by 10ft. section of the floor will drop down on to a chute - (Reflex) save (DC20) to avoid. The chute is angled at a 60 degrees slope and will take the characters down almost 250ft. to encounter 49. A character on the slippery slope may attempt to stop them from sliding by making an ability (Strength) check (DC22). The slippery slope can be climbed back up by making a skill (Climb) check (DC15). Hinged Floor Trap: CR 2; mechanical; location trigger; manual reset; (Reflex) save (DC20) avoids; multiple targets (first target in each of two adjacent 5-ft. squares); Search (DC24); Disable device (DC19).
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49. Do You Have the Key? (EL1) DMs note: This room is 20ft. high The only way to reach this room is via the chute at Location 48 which will open out in the middle of the ceiling, in room 49, dropping the characters 20ft. to the floor below and suffering 2d6 Falling damage. If the characters arrive in this room, read the following: This small room has an iron bound, metal door in the north-west corner. The door has a small lock, but no handle. The only other way out seems to be the way you came in. The key to the Iron Door can be found at encounter 14, The Riddling Skeletons. The Iron Door in the north-west corner has been magically enhanced (damage reduction) to make it harder to break open: Iron Door (3 in. thick): Hardness 10; hit points 90; Break (DC28); Damage reduction 20 / Amazing Lock: skill (Open lock) check (DC40)
50. Trialmaster Lexus, Grand Sorcerer (EL12) If the characters open the Iron Door into this room, read them the following: The door opens into a lavish furnished room. Before you, sat in an ornate golden throne and reading a book, is an old man dressed in Sorcerer's robes. A winged creature, red in colour and boasting a long tail, sits upon the old man's shoulder. Upon the wooden bench to the right of the throne are various glass receptacles linked by glass tubes. Different coloured liquids bubble at various stages of the contraption. At the end of the zigzag tubing, a bowl collects the slow dripping liquid. If the characters are visible, read the following: The old man looks up from his book. His eyes, although aging, have a menacing look in them. "Enter", he says in an even tone. "I must admit, I was not expecting to see anyone today. The deadly traps are obviously not deadly enough for the likes of you. Allow me to introduce myself: I am Lexus the Grand Sorcerer by training. I have been hired by Baron Sukumvit for this years Trial of Champions. You are now at the final stage of the trials and only I stand between your success or failure. May I assure you that I am not part of your trial and attacking me will result in your quick and painful death". If more than one character is present, read them the following: "What is this I see?" says Lexus, "Teamwork? There can only be one winner in the Trial of Champions. I suggest you sort this out before coming to see me again. You must fight to the death until one victor remains alive."
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If the characters attack Lexus, he and the Fire Mephit will fight to the death. If (and only if) only one character is left alive in the presence of Lexus, read them the following: Lexus continues, "I hope that you will have discovered that there are a number of small gold rings hidden through out the dungeon, and that the number
you have collected is vital to your success. Show me how many small gold rings you have collected adventurer?" Throughout the Dungeon are scattered the nine small gold rings that Lexus is talking about. These rings are found in Locations: 2, 7, 8, 16, 17, Lord Kurgash, Chaos Champion has one of the rings, 26, 33 and 42. If the character has not collected nine small gold rings Lexus will say, "Oh dear, this is an incorrect amount. You must return to the Dungeon and collect all of the small gold rings". Lexus will lock the door behind the characters. If the characters attempt to return back into the Trialmaster's room without the nine small gold rings or attack Lexus, he will fight to the death. Tactic: Lexus has readied his Ring of Spell Storing to cast a Lightning Bolt at the character which has been empowered by the Maximise spell feat (60 points of Electrical damage). He and the Fire Mephit will then attack to the death. If the character has the nine, small gold rings in his possession, read him the following: "So far, so good", says the Trialmaster. "Now, if you will take the rings and sit on the golden throne, we will proceed to the next stage". If the character sits on the golden throne they will notice that there is a square, flat panel on the arm of the chair which has been divided into nine squares (three by three). Each square has a single number (one to nine) etched into it. "Place three of the rings on the grid in the sequence of Set One", orders Lexus. If the character puts the rings on the grid in the correct sequence, he will be asked for Set Two and then Set Three. Lexus is referring to the three sets of numbers which are found at Locations: 34 - The Blocked Door (Set One's numbers 2-4-9), Lord Kurgash - Chaos Champion is in possession of a piece of paper with Set Two's numbers on (numbers 3-5-8) and 46 - The Creator's Portrait (Set Three's numbers 1-7-6). If the character does not put the rings on the grid in the correct sequence, Lexus and the Mephit will attack (please refer to the tactics above). If the character has placed the rings in the three correct sequences, read them the following: "Incredible!", exclaims the Sorcerer, "Who would have thought it possible? Never mind, lead the way to the final trial please". Lexus points towards the opening in the north-west wall. The Fire Mephit will fly ahead of the character into the larger room (marked 50a on the overlay map). Once the character has passed into the room, Lexus will cast a Wall of Force spell across the doorway separating himself from the character. Read them the following: The room which you have followed the winged creature into is quite large and has a 20ft. high ceiling. In the centre of the west wall is a magnificent grandfather clock with no hands. Next to the clock are four
levers with the numbers 3, 6, 9, and 12 above them. Looking behind you in the passageway you can see Lexus standing behind a shimmering Wall of Force which blocks your retreat from this room. "This is where I leave you to fend for yourself adventurer" says the old Sorcerer as he turns and walks back along the passage and out of sight. The Fire Mephit will attack the character Fire Mephit: hp 18 (see MM for more information on Mephits) If the Fire Mephit is slain, a Fire Demon will rise from the ashes and attack the character: Fire Demon: hp 40 (see Appendix 1 - New Monsters) Trap: Once the Fire Demon has been slain, the east wall of the room will start to move towards the west wall in an attempt to crush the character. If the character has found the brass clock hands from encounter 44 and places them on the Grandfather clock, they will fit and reveal the time as 3 o'clock. If the character pulls the lever with the number 3 above it, a secret door will open in the front of the clock allowing the character to escape - or the character must make a successful skill (Search) check (DC40) to locate the secret door prior to pulling the lever with the number 3 above it. Pulling any of the other levers, numbered 6, 9 or 12, will disable the lever with the number 3 above it and stop the secret door from opening. Crushing Wall Trap: CR 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); Search (DC25); Disable device (DC25). Trialmaster Lexus, male Human Sor10: CR 10; Size M (6 ft., 1 in. tall); HD 10d4+10 (hp 48); Init +1 (+1 Dex); Spd 30 ft. (6 squares); AC 19 (+2 Dex, +3 Ring of Protection, Mage Armour spell) Touch 12, Flat-footed 17; Attack +4 melee (Dagger 1d4+2 19-20 / x2), or +7 ranged (Dagger 1d4+2 19-20 / x2); Full Attack +4 melee (Dagger 1d4+2 19-20 / x2), or +7 ranged (Dagger 1d4+2 19-20 / x2); SV Fort +4, Ref +5, Will +7; AL NE; Abilities Str 9, Dex 15, Con 12, Int 14, Wis 10, Cha 17: Languages Spoken Auran, Common: Skills Hide +3, Knowledge (Arcana) +15, Listen +2, Spellcraft +13, Spot +3; Feats Craft wondrous item, Maximise spell, Point blank shot, Skill focus (Spellcraft): Equipment Ring of Protection +3, Ring of Spell Storing (Lightning Bolt enhanced with the Maximise spell Feat and Magic Missile enhanced with the Maximise spell Feat), Dagger +3 Sorcerer Spells Known (6 / 7 / 7 / 7 / 5 / 3), (Base spell) save 13+ spell level: 0th -- Dancing Lights, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic. 1st -Charm Person, Chill Touch, Identify, Magic Missile,
Shield. 2nd - Acid Arrow, Invisibility, Mirror Image, Web. 3rd -- Dispel Magic, Flame Arrow, Lightning Bolt. 4th - Arcane eye, Stone Skin. 5th - Wall of Force. DMs Note: Lexus will use Arcane eye to keep a vigil on room 49 so that he knows when the characters are there. Once they arrive he will cast Stoneskin and Mage Armour on himself.
51. The Lying Hunchback (EL3) As the character approaches, read him the following: Between two archways in the north and south walls is a hunchbacked man, sitting on a stool and sharpening a stick. He looks very surprised to see you. This is Algore the Hunchback. His job is simple, to send the characters in the wrong direction. If the character is visible, he will say, "Well, I didn't expect to see anyone today. Well done adventurer you're almost at your journey's end. Follow the south passage and you will be out in less than 5 minutes". Algore will defend himself to the best of his ability if attacked. Algore the Hunchback, male Human Ftr3: CR 3; Size M (5 ft., 2 in. tall); HD 3d10+9 (hp 28); Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft. (6 squares); AC
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11 (+1 Dex) Touch 11, Flat-footed 10; Attack +7 melee (Dagger 1d4+3 19-20 / x2), or +5 ranged (Dagger 1d4+3 19-20 / x2); Full Attack +7 melee (Dagger 1d4+3 19-20 / x2), or +5 ranged (Dagger 1d4+3 19-20 / x2); SV Fort +6, Ref +2, Will +5; AL NE; Abilities Str 16, Dex 12, Con 17, Int 8, Wis 14, Cha 12: Languages Spoken Common: Skills Hide +3, Listen +4, Move silently +1, Spot +2, Swim +5; Feats Alertness, Improved initiative, Iron will, Point blank shot, Weapon focus: Dagger Equipment Dagger, Ragged Clothing
52. Cave-in (EL5) Trap: A pressure plate spanning the width of the passage will trigger a massive cave-in. The bury zone of the cave-in is positioned directly above the pressure plate. If the character is caught in the bury zone he will take 8d6 damage, (Reflex) save (DC15) for Half damage, and is considered pinned. Characters in the slide zone will take 3d6 damage, (Reflex) save (DC15) for no damage, and are considered pinned (see DMG, Chapter 3 Adventures, Cave-Ins and Collapses for more information). Cave-In Trap: CR 8; mechanical; location trigger; one time use; no attack roll required (8d6, crush); Search DC 20; Disable device DC 25.
53. Acid Rain (EL1) If the characters takes the north passage, read them the following: Ahead you can see a long tunnel from which water is dripping at random (but very frequent) intervals. The water is in fact a very corrosive acid. If the character passes under the tunnel she will not be able to avoid the acid and will take 1d6 damage per round of exposure. If the character makes it through the 60ft. tunnel, read her the following:
Appendix 1- New Monsters Bone Crusher Large Magical Beast Hit Dice: Initiative: Speed: AC:
7d10+28 (66 hp) -2 20ft. (4 squares) 17 (+10 natural, -2 Dex, -1 size), Touch 7, Flat-footed 17 Base Attack / Grapple: +7 / +16 Attack: Claw +12 melee (1d6+5) Full Attack: 2 Claws +12 melee (1d6+5) Space / Reach: 10ft./ 10ft. Special Attacks: Crushing Grip Special Qualities: Damage reduction 10 / magic, Darkvision 60 ft., Poor balance, Blindsense 20 ft. Saves: Fort +11, Ref +3, Will +4 Abilities: Str 21, Dex 6, Con 19, Int 4, Wis 10, Cha 7 Skills: Balance -8, Listen +10 Feats: Great fortitude, Iron will, Power attack Environment: Subterranean Organisation: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 8-10 HD (Large), 11-15 HD (Huge) Level Adjustment: -
There is a large crowd gathered at the exit to the dungeon. When they see you appear, they can hardly believe their eyes and burst into rapturous applause, cheering at the tops of their voices. A message is sent out to Baron Sukumvit who was not expecting anyone to emerge from his killer labyrinth. Two men lift you up onto their shoulders and take you to the town square where the victor's ceremony is to take place. You are carried up a platform and set down on a cushioned chair while several of the Baron's personal servants tend to you, bandaging your wounds and giving you a Potion of Cure Serious to drink. Baron Sukumvit walks up to the platform and stands before you, "You have survived the Trial of Champions are indeed worthy of this prize of 50,000 gold pieces. Well done adventurer".
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The BoneCrusher is a hideous abomination, doubtless spawned by some loathsome race that dwells in the shadowy depths of the earth, far from the wholesome sun. It is a misshapen, brutish monster as tall as a bear but twice as wide. It has incredibly tough, leathery skin that resists most normal attacks entirely. The creature's head is small and flattened, with two nearly blind eyes and a flat nose. Its taut mouth is covered by a writhing mass of sensory tendrils, which con-
stantly taste the air around it. The grotesquely wide body of the monster ripples with enormously powerful muscles and two powerful arms reach to the ground at its sides. By comparison, its legs seem spindly and weak, indeed it can be seen to shudder uncertainly when moving around.
Treasure: Alignment: Advancement: Level Adjustment:
None Always neutral evil 6-9 HD (Medium) -
Combat BoneCrushers are quick to anger, and tend to crush things such as humanoids when they find them. They will try to grapple with foes, and hold them in their crushing arms until the foe dies. They are generally too stupid to realise when they are outmatched, and therefore are unrelenting in their assault. Note that BoneCrushers have no special Ability to start a grapple; they provoke attacks of opportunity as normal.
Blindsense (Ex) The BoneCrusher can use its sensory tendrils to detect creatures within 20 feet.
Crushing grip (Ex) If the BoneCrusher succeeds at grappling someone, it automatically maintains the grapple each round inflicting 1d6+7 damage each round.
Damage Reduction 10 / Magic The BoneCrusher is notoriously difficult to harm with normal weapons.
Poor Balance (Ex) The monsters are very unstable and suffer a -6 racial penalty to balance checks. In addition, the BoneCrusher resists Trip attacks at a -6 penalty. Should a BoneCrusher be knocked prone, it is unable to right itself for 2d6 minutes and the deformed beast cannot make any attacks from the prone position.
Bone Spirit Medium Undead Hit Dice: Initiative: Speed: AC:
5d12 (32 hp) +4 30ft. (6 squares) 12 (+2 natural), Touch 10, Flat-footed 12 Base Attack / Grapple: +2 / +4 Attack: Claw +6 melee (1d4+4) Full Attack: 2 Claws +6 melee (1d4+4) Space / Reach: 5ft./ 5ft. Special Attacks: Paralysing aura Special Qualities: Damage reduction 5 / bludg eoning, Darkvision 60 ft., Immunity to cold, Undead traits Saves: Fort +1, Ref +5, Will +5 Abilities: Str 19, Dex 10, Con --, Int 10, Wis 12, Cha 15 Skills: Move silently +8, Hide +8, Listen +11, Spot +11 Feats: Alertness, Improved initia tive Environment: Any Organisation: Solitary Challenge Rating: 5
The Bone Spirit is a disembodied evil spirit, powerless in its natural state. However, the creature is able to inhabit a Human Skeleton, causing the bones to rejoin and animate to serve as a vessel for it's malign intelligence. The hateful Bone Spirit then seeks to bring death to all living things, as quickly as possible. When deprived of victims, the Spirit will become dormant, allowing it's skeletal body to collapse again until needed. Should the Skeleton be destroyed while the Spirit still animates it, the foul creature will disperse forever, with a mournful wail.
Combat When possessed of a skeletal host, the Bone Spirit radiates an aura of fear that causes paralysis in living opponents. The creature will quickly tear apart a paralysed foe before turning on those unaffected. The Bone Spirit never retreats or surrenders, fighting until destroyed.
Damage Reduction 5 / Bludgeoning The Bone Spirit lacks flesh or internal organs.
Immunity to Cold (Ex) The Bone Spirit is unaffected by cold.
Paralysing Aura (Su) Any living creature within 15 feet of the Bone Spirit is paralysed with fear, Will DC 14 negates. The save DC is Charisma-based. This paralysis lasts 1d6 rounds. A new saving throw is required each round spent in the aura.
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Coldclaw Medium Aberration (Cold) 6d8+6 (hp 36) Hit Dice: Initiative: +4 Speed: 30ft. (6 squares) AC: 16 (+6 natural) Touch 10, Flat-footed 16 Base Attack / Grapple: +4 / +6 Attack: Claw +6 melee (1d6+2) Full Attack: 2 Claws +6 melee (1d6+2) and bite +1 melee (1d4+1) Space / Reach: 5ft./ 5ft. Special Attacks: Cold aura, heat drain Special Qualities: Darkvision 60 ft., Fire resist ance 5 Saves: Fort +5, Ref +2, Will +5 Abilities: Str 14, Dex 11, Con 12, Int 6, Wis 10, Cha 5 Skills: Listen +3, Spot +3 Feats: Great fortitude, Improved initiative, Power attack Environment: Subterranean, cool Organisation: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually chaotic evil Advancement: 7-8 HD (Medium), 9-12 HD (Large) Level Adjustment: -
forth the innards with their jaws. A supernatural cold surrounds the creatures at all times, sapping the strength and life from their victims as they attack. These beings seem to regard all other life as either prey, or predators to evade. There is little recourse but to fight for your life when one is encountered!
Combat Coldclaws rely on a combination of their sharp claws and the aura of cold which surrounds them to wear down prey. If they become heavily injured or are threatened with Fire attacks however, they will attempt to withdraw and crawl away to hide somewhere. Tactically, they are somewhat basic - they move towards and attack any foe within reach.
Cold Aura (Su) Coldclaws are surrounded by an aura of supernatural cold that extends in a 30 burst at all times. Anything within this area suffers 1d4 points of Cold damage each round, and take 1 point of temporary Strength damage ((Fortitude) save DC 14 negates). The save DC is based on Constitution. If the Cold damage is somehow negated, the Strength damage is also negated.
Fire Resistance 5 Due to the aura of cold surrounding them, Fire attacks are reduced in potency.
Heat Drain (Ex) If the Coldclaw hits an opponent with a Bite attack, the victim suffers 1 point of temporary Strength damage from the heat draining from their body (Fortitude DC 14 negates). The save DC is based on Constitution.
Fire Demon
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These loathsome beings walk upright, on two clawed feet that extend from insect-like legs. Their bodies resemble that of a toad with a grossly bloated stomach, and their heads are misshapen and huge, atop a thick rubbery neck. The mouth of a Coldclaw is like that of a Lamprey, somewhat like a sucker ringed with sharp teeth. Their long insectoid arms end in vicious slicing claws, ready to vivisect their prey and draw
Large Outsider (Chaotic, Extraplanar, Evil, Fire) Hit Dice: 8d8+8 (44 hp) Initiative: +0 Speed: 30 ft. (6 squares) or Fly 60 ft. (good) AC: 19 (+10 natural), Touch 9, Flat-footed 19 Base Attack / Grapple: +8 / +12 Attack: Large Longsword +12 melee (2d6+4+1d8 Fire damage) or whip +12 melee Touch (1d8 Fire damage, plus pain) Full Attack: Large Longsword +12 / +7 melee (2d6+4+1d8 Fire dam age) and whip +7 melee Touch (1d8 Fire damage, plus pain) Space / Reach: 10ft./ 10ft. Special Attacks: Fiery touch, Fire breath, Whip Special Qualities: Damage reduction 10 / magic, Dark tongues, Darkvision 60 ft., Frightful presence, Spell resistance 15 Saves: Fort +6, Ref +7, Will +6 Abilities: Str 18, Dex 11, Con 12, Int 11, Wis 12, Cha 17
Skills:
Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Intimidate +14, Knowledge (arcane) +11, Knowledge (planes) +11, Listen +12, Search +11, Sense motive +12, Spellcraft +11, Spot +12 Alertness, Improved initia tive Any warm or temperate land Solitary or war band (6-20) 8 None Always Chaotic Evil 9-12 HD (Large) -
aggressive tactics it can. Fire Demons are wrathful in the extreme, and will not accept surrender once they have begun an assault. If slain, they will be consumed by their own flames and vanish. Damage Reduction 10 / Magic The demonic nature of these creatures makes them hard to hurt.
Dark Tongues (Sp) A Fire Demon can speak the language of any evilaligned creature within 100 feet.
Fiery Touch (Su) Any weapon wielded by the Fire Demon deals 1d8 points of Dire damage as well as its Normal damage. Additionally, anything touching a Fire Demon with skin or a natural weapon takes 1d8 Fire damage.
Fire Breath (Su) As a free action, the Fire Demon can project a stream of fire from the nostrils. This affects a 10 ft. cone directly in front of the Demon, dealing 4d6 points of Fire damage, (Reflex) save DC 17 for half. This save is based on Charisma. The Fire Demon may use its breath weapon every 1d6 rounds.
Frightful Presence (Su) Any creature with fewer hit dice or levels than the Fire Demon that is within 30 feet when it attacks is subjected to its frightful presence. They become shaken for 5d6 rounds, a (Will) save DC 17 negates. This save is based on Charisma. This is a mind-affecting fear effect.
Whip The whip of the Fire Demon is a strange, insubstantial weapon - it ignores armour in the same way as an Incorporeal attack. It deals no Direct damage other than the effect of the demons fiery touch, but it causes intense pain in living victims. Anyone struck suffers a -1 morale penalty to attacks, Armour Class, checks and saves for 10 rounds, (Fortitude) save DC 17 negates. This save is based on Charisma. This is a mind affecting effect. This penalty is cumulative, to a maximum penalty of -4. The Fire Demon resembles a tall, red-skinned man with great leathery wings, horns and cloven hooves instead of feet. This monstrous fiend is continuously wreathed in flames, and further blasts of fire are regularly blown from its nostrils. These foul beings are sent from Hell to strike at the good races, and to rally lesser evil beings such as Orcs and Goblins to serve their dark masters. They are ruthless, impatient beings renowned for butchering their own followers while waiting for another battle. They rule the earthly races of darkness through fear and slaughter, and tolerate no insubordination whatsoever. They are notoriously difficult to control, and are rarely engaged by even the more depraved sorcerers of the earthly planes.
Combat The Fire Demon prefers to close with a cornered foe, breathing flames over them and ruthlessly hack them to the ground. It will fight intelligently, using the most
MindWarp Beast Medium Aberration Hit Dice: Initiative: Speed: AC:
6d8+12 (39 hp) +4 15ft. (3 squares) 18 (+8 natural) Touch 10, Flat-footed 18 Base Attack / Grapple: +4 / +14 Attack: Bite +11 melee (2d8+9) Full Attack: Bite +11 melee (2d8+9) Space / Reach: 5ft./ 5ft. Special Attacks: Improved grab Special Qualities: Blindsight 60 ft., Illusion Saves: Fort +4, Ref +2, Will +5 Abilities: Str 22, Dex 11, Con 14, Int 5, Wis 10, Cha 13 Skills: Move silently +6 Feats: Improved initiative, Power attack, Weapon focus (Bite)
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Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Subterranean Solitary 6 None Usually Neutral Evil 7-8 HD (Medium), 9-14 HD (Large) -
Blindsight (Ex) A MindWarp Beast can sense all foes within 60 feet just as a sighted creature would, using only its sense of smell and hearing.
Illusion (Sp) The MindWarp Beast can cast a Silent Image spell as a standard action. This is treated as though cast by a 6th level Sorcerer. The save DC for this spell is based on Charisma. The creature is not creative, and can only use this spell to create an illusionary treasure over itself.
Improved Grab (Ex) To use this Ability, the MindWarp Beast must hit with its Bite attack. It may then begin a grapple, without provoking an attack of Opportunity. MindWarp Beasts gain a +4 Racial bonus to Grapple checks.
Skeleton King Medium Undead Hit Dice: Initiative: Speed: AC:
The MindWarp Beast is seldom seen until it is too late for the observer… When undisguised, they resemble little more than an enormously powerful set of massive jaws atop a muscular stalk, which contains their digestive tract and crudely shaped stump-like legs. Their maw is truly impressive, lined with razor sharp teeth and given bone-snapping strength. However, they are usually disguised by their natural Ability to create simple illusions to cover themselves. Typically, the beast will mask itself in an illusion of a grandiose treasure casket brimming with jewels, or a refreshing font of cool water. As soon as a hapless victim comes close enough to investigate, the mighty jaws snap shut around them and the process of devouring another meal can begin. MindWarp Beasts are not very intelligent, and rarely have the capacity to change their illusions to suit the environment - for example, illusionary jewels will not respond to having a stick thrown amongst them, giving the wary an advantage in detecting these horrid monsters.
Combat
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The MindWarp Beast will lie in wait for someone to approach, cloaked in an illusion. If someone comes within reach, it will attack them. If it manages to grab another creature in its maw, it will hold on until it has finished eating them - regardless of attacks from others!
10d12 (65 hp) +0 30ft. (6 squares) 23 (+3 natural, +10 full Plate Armour and Shield), Touch 10, Flat-footed 23 Base Attack / Grapple: +5 / +9 Attack: Longsword +10 melee (1d8+4) Full Attack: Longsword +10 melee (1d8+4) Space / Reach: 5ft./ 5ft. Special Attacks: -Special Qualities: Damage reduction 5 / bludg eoning, Darkvision 60 ft., Immunity to cold, Sovereignty, Undead traits Saves: Fort +3, Ref +3, Will +8 Abilities: Str 18, Dex 10, Con -, Int 10, Wis 12, Cha 15 Skills: Intimidate +15, Listen +14, Ride +13, Spot +14 Feats: Mounted combat, Weapon focus (Longsword), Ride-byAttack, Spirited charge Environment: Any Organisation: Solitary, often with skeletal horse (Large Skeleton) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 11-13 HD (Medium) Level Adjustment: An especially foul necromantic ritual enables the creation of a Skeleton of much greater potency that the usual fare. Typically raised from the remains of fallen lords, a Skeleton King is a bold and murderous warrior who will ceaselessly patrol its 'domain' looking for living trespassers to slay. Sometimes a Skeleton King can be found commanding lesser skeletal followers, who seem to obey its silent commands. A Skeleton King is almost always found mounted on its
steed, a skeletal horse (treated as a Large Skeleton). Although intelligent, Skeleton Kings never speak or offer parley.
Special Qualities:
Saves: Abilities: Skills: Feats: Environment: Organisation: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Construct traits, Damage reduction 10 / magic, Darkvision 60 ft. Fort +3, Ref +5, Will +1 Str 19, Dex 14, Con -, Int -, Wis 10, Cha 1 -Multiattack Any Solitary 7 None Always neutral 11-14 HD (Large), 15-21 HD (Huge) -
Combat Once the Skeleton King has sighted a living trespasser into its domain, it will usually charge hard into battle and hew at the foe until they are dead. If it has minions, they will follow their liege into the fray. The Skeleton King will pursue foes until they have been slain or driven out of its domain, a nebulous area known only to the twisted mind of the Undead creature itself.
Damage Reduction 5 / Bludgeoning The Skeleton King lacks flesh or internal organs.
Immunity to Cold (Ex) The Skeleton King is unaffected by cold.
Sovereignty (Su) The Skeleton King can automatically command any Skeleton within 120 feet of itself as a free action. The Skeletons will obey any instruction, overriding their normal orders. All Skeletons (including the Skeleton King) within this area also gain +4 turn resistance.
Statue, Six-armed Large Construct Hit Dice: Initiative: Speed: AC:
10d10 (55 hp) +2 30ft. (6 squares) 21 (+10 natural, +2 Dex, -1 size), Touch 11, Flat-footed 19 Base Attack / Grapple: +7 / +15 Attack: Large Scimitar +11 melee (1d8+4) or slam +11 melee (1d4+4) Full Attack: Large Scimitar +11 melee (1d8+4) and 4 large scimitars +9 melee (1d8+2) and one slam +9 melee (1d4+2) Space / Reach: 10ft./ 10ft. Special Attacks: --
The countless varieties of servants crafted from metals and stone and animated to obey a sorcerer or to guard a tomb could fill a library. One of the more elegant automatons crafted by magicians is the Six-Armed Statue. Formed from bronze, it resembles an eight-foot tall Human woman garbed in silk. Five of its hands hold curved Scimitars, while the remaining appendage usually holds some item of value. The statue remains motionless until either it is attacked, or a would-be thief takes the item it holds without issuing the proper password set by the creator. Once one of these conditions is met, the statue comes to life and attacks with a fluid grace quite captivating to watch unless of course you are the focus of its attention. Once it has despatched the wrongdoer, it will recover the object it is designed to protect and return to its vigil.
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Combat Once activated, the statue will relentlessly attack and pursue its enemy. Unless attacked itself, it will ignore any bystanders during combat - however, once engaged the construct will never desist.
Damage Reduction 10 / Magic The statues enchanted bronze skin repels most normal weapons.
Construction A six-armed statue must be crafted from specially treated bronze, weighing at least 750 pounds. The cost of the metal and the special alchemical process it is subjected to is not less than 1,000 gp. Creating the body requires a Craft (sculpting) check against a DC of 20. CL 9th; Craft Construct, animate objects, cat's grace, lesser geas, caster must be at least 9th level; Price 25,000 gp; Cost 13,500 gp + 1,000 XP.
Titan Hilltroll Large Humanoid Hit Dice: Initiative: Speed: AC:
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6d8+18 (46hp) +0 30ft. (6 squares) 18 (-1 size, +5 natural, Leather Armour, Heavy Shield) Touch 9, Flat-footed 18 Base Attack / Grapple: +4 / +13 Attack: Shortspear +9 (1d8+5) or Greataxe +9 (1d12+5) or slam +9 (1d4+5) Full Attack: Shortspear +9 (1d8+5) or Greataxe +9 (1d12+5) or slam +9 (1d4+5) Space / Reach: 10ft./ 10ft. Special Attacks: None Special Qualities: None Saves: Fort +8, Ref +2, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 8, Wis 11, Cha 8 Skills: Climb +10, Jump +7, Survival +3 Feats: Cleave, Power attack Environment: Temperate hills, Mountains Organisation: Solitary, pair, war band [3- 8 or tribe [10-30] Challenge Rating: 3 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: By character class Level Adjustment: +3 The interminable wars between the Dwarfs and the Hilltrolls have continued since before history was recorded, for the two races loathe each other. Hilltrolls are warlike beings, who provide endless hazards to travellers and settlers in the higher regions. They are the largest of all Trolls, usually dressed in furs and leathers, their long hair braided with bones and jewellery. Their favourite weapons are spears and axes, and they also use shields and odd scraps of armour to
protect themselves. They dwell in tribal villages high in the hills, from where they can sweep down into the valleys to attack the settlements of Dwarfs and Humans alike.
Appendix 2- New Magic New Magic Items Light Crystals The Light Crystal was added to the Original Deathtrap Dungeon so that the people entering could hold a weapon and shield without having to worry about carrying a light source. The Light Crystals have also been added to the Improved Dungeon. The Light Crystals are simple in design in that they are just a continual flame cast into a large crystal. Caster Level: 2nd; Prerequisites: Craft Wondrous Item, continual flame; Market price 90gp
Box of Entrapment This box was created by an evil Necromancer who dwells on Skull Island. If the box is opened by any creature or character (except Undead), that creature must make a (Will) save (DC20) or have his mind, body and soul sucked into a dimensional void. The creature / characters face will appear as an expertly engraved carving on the front of box. The character will remain in the void until another unsuspecting creature opens the box and replaces him. Creatures in the dimensional void do not age, nor do they require sustenance. Strong conjuration; CL 17th; Craft Wondrous Item, trap the soul; Price 36,000 gp
Szordrin's Box of Life Draining Szordrin, Grand Sorcerer and Principle Magic User of the Tower of Sorcery, situated in Fang's Military district, was asked to create this diabolical magical item by Baron Sukumvit Charavask himself for the improved Deathtrap Dungeon. Any unsuspecting individual who opens the small wooden but ornately decorated box must make a (Will) save (DC16) or suffer 1d4 negative levels. Creatures reduced below level 1 (or 1HD) die instantly. Moderate Necromancy: CL 9th; Craft Wondrous Item, enervation; Price 18,000 gp
Appendix 3 - Campaign Play This section has been added to Trial of Champions for those DMs amongst you that wish to incorporate this scenario into your ongoing campaign, rather than play the 'quick version'. The Original Fighting Fantasy™ book started with the Player Character being captured by Pirates and taken as a slave to Blood Island to fight for his life in the Arena of Death. If the Character survives he must enter the redesigned Deathtrap Dungeon as Lord Carnuss's (Baron Sukumvit's Brother) champion. This part of the adventure is detailed in this Appendix under the heading Blood Island. Please note that the campaign adventure is designed and written for a solo character. With a little effort, the DM could alter this for a small party of adventurers.
Character Level This adventure is designed to be played by a single character of 9th level or a mini-party of 1-4 7th level characters. Four pre-rolled 9th level characters are provided in Appendix 4 - Characters with 4 pre-rolled 7th level characters available for download from www.myriador.com.
Scaling the Adventure As mentioned before, Trial of Champions is designed to be played with a single pre - rolled 9th level character or a mini-party of 1-4, 7th level characters. However, it can be adjusted for lower or higher level characters with a few modifications. Some examples are given below.
Party Levels 4-6 Consider allowing the PCs to find some extra healing, maybe potions or scrolls, and make sure they have plenty of opportunities to rest and fully recuperate between encounters. Encounters of EL7 or greater should be tweaked to increase the parties chance of survival and the DM may even consider removing poisons altogether for 4th level adventurers:
Party Levels 8-10 In order to challenge characters of these levels, you will need to increase the number and / or strength of the foes: In either case the DM should consider that the Baron only expects one character to survive the dungeon, you may wish to change the wording of the trial to allow a party to claim the prize.
Blood Island Blood Island is situated 75 miles off of the Skull Coast of Old Allansia. The island is saturated in history dating back many years, mostly revolving around its pirate inhabitants. The island is now mainly deserted with the largest population being the giant turtles that are most frequently seen on the Ebony Coast and on the beach named Turtle Bay.
Fresh water is sparse on Blood Island with the only known river with drinkable, fresh water being the Chalad River whose source flows out as a waterfall from beneath Lord Carnuss's castle (3 and 4 on the Blood Island map). Food on land is also scarce. Most of the fruits and berries that grow here are poisonous to Humans (although the Dwarves don't ever complain) and the population of Giant Turtles seem to get smaller with each passing year. Death Hawks (from the small islands baring the same name) are responsible for the demise in the rabbit and fowl populace although fish is in abundance. Lord Carnuss Charavask, the youngest brother of Baron Sukumvit Charavask - Ruler of Chiang-Mai, has set up his home here. His small but effective army of followers have almost completely rebuilt the crumbling ruins of Port Wintersholm (1 on the Blood Island map), a once thriving port that was home to one of the islands most famous naval captains, Chalad Dhurang. Chalad spent almost two years sailing the surrounding waters with his Carsepolis Navy in an attempt to subdue the pirate threat to merchant vessels. He was very successful and almost wiped the pirate threat out completely. Lord Carnuss has a different reason for being here: Revenge on his brother. Carnuss has heard of his brothers improved Deathtrap Dungeon and the increased reward of 50,000gp for surviving. Carnuss hates his older brother's fame and popularity. His plan is to send a slave into the Trial of Champions as an incognito representative of himself. Should the slave survive, the money will belong to Carnuss, but he will release the slave as a reward. But first, he needs a worthy slave. One of the large stone coliseums has been rebuilt to house Lord Carnuss's plan to filter out the weak and worthless as an Arena of Death (3 on the Blood Island map).
Map Key 1. 2. 3. 4.
Port Wintersholm Lord Carnuss Charavask's Castle The Arena of Death Chalad River (freshwater)
Trial of Champions (Campaign Adventure) For the DM This adventure will begin on board a huge pirate ship on the Western Ocean, just off the coast of Old Allansia. The characters have been captured by one of the most feared pirates that ever sailed the seas, Captain Bartella. Bartella has struck a deal with Lord Carnuss (Baron Sukumvit's younger, evil brother) to sell him as many slaves as he can muster. Bartella is to deliver the slaves to Port Wintersholm on Blood Island. How, when, where and why the character has been captured by the pirates is up to you, the DM: perhaps the pirate ship was docked in the harbour in the City of Fang and the character was attacked and taken on board, or maybe the characters boat was rammed while on route to Oyster Bay and climbing on board was the only escape from drowning; Maybe in your
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own campaign the character has already been captured by evil doers, and is sold to the pirates, this is up to you to decide.
For the Players Read this aloud to the player: It is another fiercely hot day, and the temperature in the sticky gloom below decks is unbearable. The air is thick with the acrid smell of sweating bodies. Nobody is allowed to speak and the only noise to be heard above the monotonous creaking of the ship is the regular sharp crack of a whip and the agonised cry which follows it. "Row harder you dogs!", shouts the one-eyed overseer as he cracks the whip once again. "Enjoy this pleasant voyage while you can, because you'll wish you were back on board after a day or two of where you are going!". Chained to a bench and straining hard at the long oar which you pull with other galley-salves you think back to the day, almost one week ago, when you were thrown down here. Since that day, you have been chained to your oar, rowing to the point of collapse towards an unknown destination. Suddenly you hear a shout of, "Land ahoy!", and begin to wonder what evil awaits you. An hour later, you feel the ship bump against a jetty and there is much shouting until the ship is finally moored. You are dragged from the ship with the other slaves, and see in the glaring sunlight that you are on a small island. A man wearing black chain mail armour hands Captain Bartella, your capturer, a bag of coins. Satisfied with his payment, he orders his men back to the ship and you watch them set sail. The man in black armour steps forward, "You are all now the property of Lord Carnuss. It is your honour to die for his pleasure in the Arena of Death here on Blood Island. Only one of you shall survive and he or she will represent Lord Carnuss in Fang for the next Trial of Champions. Baron Sukumvit has modified his deadly labyrinth and is now offering a prize of 50,000 gold pieces to anyone who gets through it. Of course, Lord Carnuss will keep the prize money should you get through, but you will be spared your life as a reward. Baron Sukumvit's reputation suffered when Chadda Darkmane emerged alive from the Deathtrap Dungeon, but he now boasts that no one can survive his new dungeon. Lord Carnuss would like one of you to make Sukumvit eat his words. You must understand that he hates his brother's fame and popularity. Now follow me!". You are all led up the hill to a castle where you are locked in a cell in the depths of the lower chambers. Sharing the dark cell with you are other slaves: a Dwarf, a Man-Orc, a sinewy easterner and a bald, muscle-bound man. The mood is grim as you consider your own health; you are tired, under nourished and weak from rowing, yet on the morrow you must fight for survival. Forty-two slaves have arrived on this island and only one can survive. The dubious reward is entry into a Deathtrap Dungeon.
The Arena of Death Just down the hill from the castle, Lord Carnuss's army has been busy rebuilding the largest of the islands ancient coliseums. This huge arena, now named The Arena of Death, is well over 300ft. long and stands two stories high. New deadly contraptions have been imported to furnish the arena, designed with the sole purpose of ending the life of a poor slave whose Dexterity and Strength don't match that of the stronger and faster inmates.
Poor Health Due to the characters' recent treatment below decks on the pirate ship, they will be in ailing health due to malnutrition and over exertion: -2 to Str, Con and Dex; -25% hit points (rounded up); no equipment, weapons or armour.
The Cell As mentioned before, the characters are sharing their cell with three other slaves. The other slaves will not attempt to talk to each other, nor will they sleep. Lord Carnuss's guards will bring food and water to the surviving slaves at regular intervals during their stay on the Island. He knows that the slaves will not be at their fittest without full bellies. Any attempts to overcome the guards who bring the food (or any attempts to escape from the dungeon cell) will be met with severe force. No less than four guards per cell will be present at meal times and to take the slaves to the Arena of Death. DMs note: No maps have been provided of the dungeon area of Lord Carnuss's Castle. Typical Guard, male Human, Ftr4: CR 4; Size M (6 ft., 0 in. tall); HD 4d10+4 (hp 35); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 16 (+2 Dex, Chainmail shirt) Touch 12, Flat-footed 14; Attack +7 melee (Shortsword 1d6+4 19-20 / x2) or +6 melee (Dagger 1d4+2 19-20 / x2) or +6 ranged (Dagger 1d4+2 19-20 / x2); Full Attack +7 melee (Shortsword 1d6+4 19-20 / x2) or +6 melee (Dagger 1d4+2 19-20 / x2) or +6 ranged (Dagger 1d4+2 19-20 / x2); SV Fort +5, Ref +5, Will +0; AL NE; Abilities Str 14, Dex 15, Con 12, Int 8, Wis 8, Cha 9: Languages Spoken Common: Skills Hide +2, Intimidate +2, Listen +1, Move silently -2, Sleight of Hand +2, Spot +1, Use rope +1; Feats Alertness, Cleave, Power attack, Point blank shot, Weapon focus (Shortsword), Weapon specialisation (Shortsword): Equipment Chain shirt, Shortsword, Dagger. Grok Barrow, male Titan Hilltroll, Captain of Lord Carnuss's Militia, Ftr 5: CR 8; Size L (9 ft., 11 in. tall); HD 6d8+20 + 5d10+25 (hp 121); Init +0; Spd 30 ft. (6 squares); AC 17 (-1 Size, +5 Natural, Leather Armour) Touch 9, Flat-footed 17; Attack +16 melee (Greataxe used two handed 3d6+12 19-20 / x3); Full Attack +16 /+11 melee (Greataxe - used two handed 3d6+12 19-20 / x3); SV Fort +10, Ref +2, Will +2; AL CE; Abilities Str 21, Dex 10, Con 18, Int 9, Wis 11, Cha 13: Languages Spoken Common, Giant: Skills Climb +11, Hide -4, Listen +3, Move silently +0, Spot +3, Swim +10; Feats Cleave, Improved critical (Greataxe), Power attack, Weapon focus (Greataxe), Weapon specialisation
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(Greataxe): Equipment Leather Armour, Greataxe (large)+2
Day One On the morning of day one all of the slaves are taken from their cells and marched down to the Arena of Death. Read the characters the following: Although it is early morning the sun is already beating down, making the sand in the arena unbearably hot to your bare feet. Seated high in the stands is a dark, hooded figure surrounded by guards. You watch him rise to his feet and lift his arms into the air commanding silence. "You all know why you are here", begins Lord Carnuss, "It is my wish to be represented in the Trial of Champions. Some of you will die today, some tomorrow and more the following day, until only one of you is left alive. For those about to die, I salute you". Lord Carnuss sits down again and nods his head to indicate the start of the proceedings.
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The slaves are split into seven groups of six. The character will find himself in a group with a Mountain Elf, a Man-Orc and three Humans. The first event is a race to test the Strength, Constitution and Dexterity of the slaves. The character's group is chosen to go first. Each slave is given a backpack containing heavy rocks (weight 60 lbs) and told to run around the track until one of the slaves is lapped or collapses. There are two points around the makeshift oval track where the slaves will have to jump over some hot coals, which have been poured into shallow 5ft. wide pits. Lap One: The characters must make an ability (Con) check (DC10) to avoid dropping behind in the race. The check is subject to the following conditions: · If the characters have a Strength of between 9 and 14 they will be moderately encumbered due to their heavy packs and suffer -3 penalty to the Con and Jump checks;
· During each lap the characters must make two skill (Jump) checks (DC5) to clear the pits. For each failed Jump check, the ability (Con) check increases by 5. · Characters with a 20ft. movement rate (Dwarvess etc.) will also suffer an additional -5 to the ability (Con) check. Lap Two: If the character made his ability (Con) check for lap one, he is in a comfortable position and not in danger of being lapped or collapsing. If the character failed his ability (Con) check for lap one, he is in last place and is in danger of being lapped or collapsing. The character must again make an ability (Con) check (as per lap one). If he succeeds, the race is brought to a close due to the Dwarf collapsing. The Dwarf is swiftly put to death while the other characters are taken back to their cells. Read the following: The pack that you are carrying is very heavy, you are not sure how much longer you can keep up the pace. Suddenly, the whistle blows to indicate the end of the race. Looking around you see that the Dwarf has collapsed from exhaustion. Several guards walk towards him and draw their swords. His terrified screams ring in your ears as you and the other surviving slaves from your race are led back to your cells. If the character fails his second, consecutive ability (Con) check, he is lapped by the Man-Orc and swiftly put to death by the guards. Read the following: The heavy pack is weighing you down. From behind, you can hear the heavy breathing and fast pace of the Man-Orc. Within seconds, he takes a wide birth around you and sprints ahead. A whistle sounds to indicate the end of the race. Looking up, you see several guards walking towards you with their weapons drawn. You are no match for them in your state. Death is swift….. If the character succeeds at the first lap ability (Con) check but fails the second, he must make a second ability (Con) check (DC10) or drop out of the race due to being exhausted. He will then be put swiftly to death by the guards. Read the following: The pace of the other contestants is too fast and you collapse in a heap on the track from exhaustion. A whistle blows to indicate the end of the race. Looking up, you can see several guards walking towards you with their weapons drawn. Death is swift… Example: Rhana (Str 11 - due to ailing health) starts the race. She makes one of the Jump checks and fails the second. Her ability (Con) check for the first lap is DC18 (-5 for failing the Jump check and -3 for being moderately encumbered). She rolls a 16 and is in last place and in danger of being lapped. On the second lap she makes two successful Jump checks and rolls an 18 for her ability (Con) check (DC13). The Dwarf then collapses due to exhaustion and the character survives to day two.
Day Two There are only three other slaves left in the character's cell. The bald headed man did not return to his cell
yesterday. On the morning of the second day, the slaves are taken from the cells one at a time (the character is taken first) and led to the arena. The character is told to choose his weapons from the ones laid out on the table: a Net and Trident, or a Longsword and Shield. Once the character has chosen, the doors open and he is thrown into the arena alone to face a deadly BoneCrusher Monster. BoneCrusher: hp 35 (see Appendix 1 - New Monsters) If the character survives he is taken back to his cell. Later in the evening the sinewy easterner is also brought back, but he is the only other inmate left in the characters cell. The guard opens a small hatch in the door and says, "There are two of you in this cell, when I come back to fetch you in the morning I only want to find one of you alive". He starts to laugh out loud and drops two Daggers through the hatch. The easterner makes a dash for the blades… Easterner, male Human Rog6: CR 6; Size M (6 ft., 1 in. tall); HD 6d6+18 (hp 16 from 45); Init +7 (+3 Dex, Improved Initiative); Spd 30 ft. (6 squares); AC 13 (+3 Dex) Touch 13, Flat-footed 10; Attack +8 melee (Dagger 1d4+1 19-20 / x2), or +8 ranged (Dagger 1d4+1 19-20 / x2); Full Attack +8 melee (Dagger 1d4+1 19-20 / x2), or +8 ranged (Dagger 1d4+1 19-20 / x2); SA +3d6 Sneak Attack; SV Fort +5, Ref +10, Will +4; AL NE; Abilities Str 13, Dex 17, Con 16, Int 10, Wis 14, Cha 12: Languages Spoken Common: Skills Bluff +5, Climb +8, Disable device +9, Disguise +10, Escape artist +9, Hide +10, Listen +5, Move silently +11, Open lock +11, Sleight of Hand +10, Spot +2, Swim +9, Tumble +11; Feats Dodge, Improved initiative, Weapon focus (Dagger), Weapon finesse.
hurt". He smiles from ear to ear and orders the machine to be put in motion. The poor slave jumps the low blade as it whizzes around but isn't fast enough to duck the high one. As his head bounces down the steps the guard yells, "Next !" Duck: The character must make a Reflex save (DC8) to duck the blade. If he fails he will suffer 2d12 damage. Jump: The character must a skill (Jump) check (DC5). If he fails he will suffer 2d12 damage (Reflex) save (DC15) for Half damage. The survivors of this ordeal (six slaves in total including the character) are taken to the centre of the Arena of Death. Once there, they have a chain with a spiked ball on the end fastened to their sword arm (1d6 damage) and a small buckler placed on the other arm. A full-faced helmet is then placed on their heads, which has had the eye holes blanked off denying the slaves any vision at all. Anyone caught trying to cheat (peeking under the helmet etc.) will be shot at by the
Day Three If the character has survived this far he is now one of only twelve remaining slaves. The slaves are led to a platform on which stands a large and gruesome looking machine: a pole fixed to a heavy base has two very sharp blades attached to it at different heights and on opposite sides. The first is at ankle height; the second is at head height. The slaves must take it in turn to stand inside the machine while a large handle turns it for 30 seconds. As the pole spins, so do the blades. The slaves must make 6 alternative checks (3 Jump and 3 Duck) to jump and duck the blades. Read the following: It is day three of your ordeal and you are one of only twelve slaves left remaining. You are all lead across the Arena of Death to a raised platform on the south side where you behold a gruesome looking machine: A large pole fixed to a heavy base which has two very sharp looking blades fixed to it on opposite sides and at different heights. One is at knee height (approx 1ft off of the floor) and the other at chest height (approx 4ft. off of the floor). The guards grab the slave to your right and marches him up to the machine. "The pole is gonna spin those blades around", the guard explains, "If you don't jump the low one and duck the high one it's gonna
guards. The guards will spot the cheaters by making a skill (Spot) check (DC15). DMs note: Please refer to the map below for the starting positions of the slaves and the character. Each square on the map represents 5ft. The slaves and the character are effectively blind for this contest. The Player will be allowed to look at his starting position prior to the event, he must then sit with his back to the DM from that point onwards. The character must decide which direction to travel in (indicated by the numbers in the top right hand corner of the map) and how far. He may attempt to move silently and make skill (Listen) checks (DC5 +1 per 5ft) to see if he can detect the position of the other slaves. The DM is in charge of the other 5 slaves (all Human). He rolls a d8 and d6 together for each slave and moves them the amount of squares rolled on the d6 in the direction rolled on the d8.
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The DM must use the rules from the DMG for fighting invisible creatures (see DMG, Chapter 8, Glossary, Invisibility). Round One: Read the following at the end of the round: From somewhere in the distance you hear a blood curdling scream followed by a thump on the floor. The guards who are watching from the side lines are all cheering. You can only presume that someone has been eliminated. DMs note: Remove one of the slaves numbered 1-5 As soon as there are two slaves left, read the following:
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The whistle sounds to signal the end of the event. You remove your helmet to see one other, blood splattered survivor. "Well done you two", says Lord Carnuss from the comfort of his chair. "Tomorrow we will see which one of you will represent me in the Trial of Champions. For now though, go back to your cells and rest. My servants will be along to tend to some of your wounds". The guards lead you both back to the cells. Minutes later two women
arrive to clean your wounds, bring you food and administer a single healing potion. The healing potion is a Potion of Cure Moderate Wounds which will heal 2d8+4 hit points. Slave 1-5, male Human Ftr3 (all): CR 3 (each); Size M (5 ft., 11 in. tall); HD 3d10 (hp 13 from 22); Init +2 (+2 Dex); Spd 30 ft. (6 squares); AC 13 (+2 Dex, Buckler) Touch 12, Flat-footed 11; Attack +5 melee (Spiked ball on chain 1d6+2 20 / x2); Full Attack +5 melee (Spiked ball on chain 1d6+2 20 / x2); SV Fort +5, Ref +3, Will +1; AL NE; Abilities Str 14, Dex 14, Con 11, Int 12, Wis 10, Cha 11: Languages Spoken Common, Orc: Skills Balance +1 Hide +1, Intimidate +1, Listen +3, Move silently +4, Spot +3, Swim +7; Feats Great fortitude, Improved unarmed strike, Power attack, Weapon focus (Longsword). Weapon focus (Longbow): Equipment Spiked Ball and Chain, Buckler Shield
Day Four (The Last Day) This is the final day of events at the Arena of Death. If the character has survived she is one of the remaining two slaves on Blood Island. Today's event is a simple
battle to the death. The two slaves are allowed to choose from the following weapons: Greataxe, Longsword, Shortsword, Bastard Sword or Mace and the following suits of armour: Chain shirt, Leather Armour or Banded Mail Armour (all with a light Wooden Shield). Khalim, Southerner, male Human Ftr5: CR 5; Size M (6 ft., 2 in. tall); HD 5d10+15 (hp 14 from 62); Init +3 (+3 Dex); Spd 30 ft. (6 squares); AC 18 (+3 Dex, Chain shirt and Small Wooden Shield) Touch 13, Flat-footed 15; Attack +8 melee (Longsword 1d8+2 20 / x2); Full Attack +8 melee (Longsword 1d8+2 20/x2); SV Fort +8, Ref +4, Will +4; AL N; Abilities Str 15, Dex 16, Con 17, Int 13, Wis 17, Cha 12: Languages Spoken Common, Undercommon: Skills Climb +8 /+4, Hide +1 / -3, Jump +4 / +0, Listen +3, Move silently +1 / -3, Sleight of Hand +3, Ride +4, Spot +3, Survival +3; Feats Alertness, Dodge, Lightning reflexes, Track, Weapon focus (Longsword), Weapon focus (Greataxe): Equipment Chain shirt, Small Wooden Shield and Longsword. If the character kills the southerner in the final battle, read them the following: As the southerner drops to his knees clutching his stomach, he manages to utter a few words with his dying breath. "Good luck in the Deathtrap Dungeon. But if you get a chance to be alone with Carnuss, remember those of us who died in his Arena of Death". The southerner grimaces with pain and then falls silent. That night you are the honoured guest of Lord Carnuss and you indulge your every whim. You gorge yourself on delicious food and enjoy yourself long into the night. After a week of luxurious living and being looked after by Lord Carnuss's personal healer, you return to full fitness. Then, locked in chains, you set sail with Lord Carnuss and thirty of his guards, and ten days later you arrive in Fang, the venue for the Trial of Champions. The town is swarming with people intrigued by the Trial and eager to celebrate. However, there is no time for you to enjoy the hospitality of Baron Sukumvit, as it is late on the evening of April 30th and the Trial begins at dawn tomorrow. The following morning the guards lead you to the entrance of the deadly labyrinth. You can see Baron Sukumvit ready to greet the contenders in the Trial of Champions. Only four other contestants are entering this year and they are indeed illustrious competitors: A Chaos Champion who wears spiked, Full Plate
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Mail Armour, an Eastern Warlord in Samurai Battle Dress, an Elven Prince and a Dwarven Noble. The Baron holds out 5 straws, you pick one with the number '2' on it. "Before you enter the Deathtrap Dungeon", announces the Baron, "I will offer you all this advice: An odd number of identical items need to be found to be successful in the Trial of Champions". The Dwarf disappears into the Dungeon first and then, 30 minutes later it is your turn. Equipped with a magnificent Longsword, a suit of Leather Armour an old pair of leather boots and a waist pouch containing two potions of Cure Serious Wounds (all loaned to you by Lord Carnuss) you descend into the darkness… The Longswords loaned to the characters by Lord Carnuss are magical Longswords +2.
Alterative Ending If the characters are playing the campaign adventure, use this ending. Read the following: There is a large crowd gathered at the exit to the dungeon. When they see you appear, they can hardly believe their eyes and burst into rapturous applause, cheering at the tops of their voices. A message is sent out to Baron Sukumvit who was not expecting anyone to emerge from his killer labyrinth. Two men lift you up onto their shoulders and take you to the town square where the victor's ceremony is to take place. You are carried up a platform and set down on a cushioned chair while several of the Baron's personal servants tend to you, bandaging your wounds and giving you a Potion of Cure Critical Wounds to drink. Baron Sukumvit walks up to the platform and stands before you, "You have survived the Trial of Champions and are indeed worthy of this prize of 50,000 gold pieces". With that, Lord Carnuss steps up on to the platform and stands before you to intervene. Looking surprised, Baron Sukumvit asks why his hated brother has come to Fang. In a voice full of contempt, Carnuss replies, "Because this person stood before you is my slave and is representing me. I will take the prize, if you don't mind!". Baron Sukumvit turns to you and says, "This year, I will grant the victor an additional gift: The right to fight your master for your freedom". The Potion of Cure Critical Wounds will heal 4d8+10 hit points If the characters except this gift by Baron Sukumvit, read them the following: Lord Carnuss attempts to refuse any such challenge, but the jeering and booing of the crowd give him no choice. He draws his sword and says, "So be it!". If the characters kill Lord Carnuss they will be given the prize of 50,000gp, their freedom from slavery and the freedom of Chiang-Mai. Lord Carnuss Charavask, male Human Ftr6: CR 6; Size M (5 ft., 11 in. tall); HD 6d10+6 (hp 41); Init +2 (+2 Dex); Spd 20 ft. (4 squares) - base 30ft.; AC 20 (+2 Dex, Breast plate +3) Touch 12, Flat-footed 18; Attack +12 melee (Bastard Sword 1d10+7 19-20 / x2); Full Attack +12 /+7 melee (Bastard Sword 1d10+7 19-20 / x2); SV Fort +6, Ref +5, Will +8; AL CE; Abilities Str 16, Dex 15, Con 12, Int 14, Wis 18, Cha 6: Languages Spoken Common, Dwarven: Skills Climb +3, Hide +5, Listen +5, Move silently+1, Spot +4, Tumble +1; Feats Alertness, Dodge, Exotic weapon proficiency (Bastard Sword), Iron will, Leadership, Power attack, Weapon focus (Bastard Sword), Weapon specialisation (Bastard Sword): Equipment Breast Plate +3, Bastard Sword +2.
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The Potion of Fortune will restore 1d4+3 Luck points. The Potions of Cure Moderate Wounds will heal 2d8+3 hit points each.
Potions:
Low light vision: Half Elves can see twice as far as Humans in starlight, moonlight and similar conditions. Immune to magical sleep: Half Elves are immune to magical induced sleep. +2 save against enchantment - Half Elves gain a +2 bonus against Enchantment spells or effects.
Racial abilities:
Are features that give Ellion special capabilities, or improve ones that she already has. Listed below are Ellion's feats and a brief description of each one.
The Potion of Fortune will restore 1D4+3 Luck points. The Potions of Cure Moderate Wounds will heal 2D8 +3 hit points each.
Potions:
Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while Flat-footed. Extra turning: Each time you take this feat, you can use your Ability to turn or rebuke creatures four more times per day than normal. Toughness: You gain +3 hit points. Weapon focus (Heavy Mace): Ellion is especially good with the Heavy Mace. She adds +1 to her attack roll with this weapon. Turn Undead: Ellion can turn Undead as a Supernatural ability. Spells:Spells per day are: 0 level- 6; 1st level- 5+1; 2nd level- 5+1; 3rd level- 3+1, 4th level- 2+1 and 5th Level- 1+1. Her domains are: Good (all Good spells are cast at +1 level) and Luck (use good fortune once a day and re-roll a dice roll you just made) - see PHB Chapter 11 for a list of Clerical Domain spells Spells: Ellion will typically revise the following spells per day:0 level - Create Water, Detect Magic, Detect Poison x2 and Light X2. 1st level - Protection from Evil (Good Domain spell), Command X2, Cure Light Wounds x2 and Doom. 2nd level - Aid (Luck Domain spell), Cure Moderate Wounds x2, Delay Poison and Lesser Restoration x2. 3rd level - Protection from Elements (Luck Domain spell), Dispel Magic X2 and Summon Monster III. 4th level - Holy Smite (Good Domain spell), Cure Critical Wounds, Neutralise Poison. 5th Level - Break Enchantment (Luck Domain spell) and Flame Strike Spontaneous casting- Ellion can channel any spell into a Cure spell (not Domain spells).
Feats:
These are features that either give Rhana special capabilities or improve ones that she already has. Listed below are Rhana's feats and a brief description of each one: Combat casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like Ability while on the defensive or while you are grappling or pinned. Skill focus (Spellcraft): You get a +3 bonus on all checks involving the named Skill. Spell focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Maximise spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
Ellion has a number of Skills that she can use during the course of this adventure. In order for Ellion to succeed at a Skill, she must roll equal to or greater than the Difficulty Class (DC) number for the Skill in question on a d20 while adding the Skill modifier. An example of this would be that Ellion is listening at a door. In order to hear the conversation on the other side she must make a skill (Listen) check (DC15). She rolls a d20 and adds her listen modifier (+5). Note that some of Ellion's Skills have a slash separating two figures (i.e. Climb +5 / +1). The first number given is Ellion's modifier without her Armour penalty (-1 for her Heavy Steel Shield and -3 for her Breastplate). Balance: Use this skill when you need to keep your balance on a ledge etc. Climb: Use this skill to climb the tallest mountain or descend the deepest pit. Concentrate: Use this skill if you need to focus your mind or cast a spell in combat. Hide: Use this skill to sink into the shadows and remain unseen. Jump: Use this skill to leap over pits, vault low fences or leap onto tables. Listen: Use this skill to hear approaching enemies or to listen at doors. Move silently: You can sneak up on an enemy, or slink away without being heard. Search: You can find simple traps, hidden doors, and other details not readily apparent Spellcraft: you can identify a spell being cast or a spell effect. Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster. Swim- You can swim.
Skills:
Feats:
Rhana has a number of Skills that she can use during the course of this adventure. In order for Rhana to succeed at a Skill, she must roll equal to or greater than the Difficulty Class (DC) number for the Skill in question on a d20 while adding the Skill modifier. An example of this would be that Rhana is listening at a door. In order to hear the conversation on the other side she must make a skill (Listen) check (DC15). She rolls a d20 and adds the listen modifier (+7). Balance: Use this Skill when you need to keep your balance on a ledge etc. Climb: Use this Skill to climb the tallest mountain or descend the deepest pit. Concentrate: Use this Skill when you need to focus or cast a spell in combat. Hide: Use this Skill to sink into the shadows and remain unseen. Jump: Use this Skill to leap over pits, vault low fences or leap onto tables. Listen: Use this Skill to hear approaching enemies or to listen at doors. Move silently: You can sneak up on an enemy, or slink away without being heard. Search: You can find simple traps, hidden doors, and details not readily apparent. Spot: Use this Skill to spy a rogue hiding in the shadows or a Camouflaged monster. Swim: You can swim.
Skills:
In order for Ellion to hit her opponent, she must do the following: Roll a d20 and add her combat modifier for the weapon she is using (+15 for her Heavy Mace). If the result is equal to or greater than her opponents Armour Class (AC), then she has hit. Ellion then rolls her damage for the weapon she is using (1d8+8 Heavy Mace). If a monster's roll to hit is equal to or greater than Ellion's AC, then the monster has scored a hit and Ellion looses hit points (hp). When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead.
In order for Rhana to hit her opponent, she must do the following; Roll a d20 and add her combat modifier for the weapon she is using (+7 for her Quarterstaff). If the result is equal to or greater than her opponents Armour Class (AC), then she has hit. Rhana then rolls her damage for the weapon she is using (1d6+3 for her Quarterstaff). If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has scored a hit and Rhana looses hit points (hp). When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead.
ellion g’aarak Combat:
Rhana Quinn
Combat:
Ellion G'aarak Half-Orc / Female Cleric / 9 9D8+0 (hp 57) +0 20ft. (4 squares), base 30ft.
Ellion G’arrak Name Race / Sex Class / Level Hit Dice Initiative Speed
Hit Points
57
Luck
16
Armour Class 20 (Breastplate Armour +1 and Heavy Steel Shield +2) Touch 10, Flat-footed 20 Attack +15 melee (Heavy Mace 1D8+8 20 / x2) or +8 ranged (Light Crossbow 1d8+2) Full Attack +15/+10 melee (Heavy Mace 1D8+8 20 / x2) or +8 /+3 ranged (Light Crossbow 1d8+2) Darkvision 60 ft., Half-Orc (Man-Orc) traits SQ
Saves Abilities Skills
Fort +6, Reflex +3, Will +8 Str 20 (+5), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 15 (+2), Chr 9 (-1) Luck 16 (+3) Balance +0 / -4, Climb +5 / +1, Concentrate +4, Heal +6, Hide +0 / -4, Jump +5 / -5, Knowledge (Religion) +4, Listen +5, Move silently +0 / -4, Search +3, Spellcraft +8, Spot +3, Swim +8 / +0
Common, Goblin, Orc Sindla (Titan Goddess of Luck) Luck and Good
Feats Combat reflexes, Extra turning, Toughness and Weapon focus (Heavy Mace) Class Feats Turn Undead, Spells, Spontaneous casting Equipment Heavy Mace +3 (12 lbs), Light Crossbow (6 lbs) 10 Bolts +2 (1lb total) Breastplate Armour +1 (20 lbs), Heavy Steel Shield +2 (15lbs), Backpack (2lbs): Rations for four days (2lbs total), Holy Symbol, Potion of Good Fortune and 2 x Potions of Cure Moderate Wounds. Encumbrance Light load carried (weight carried 58 lbs) Languages Deity Domains
Notes
45
Luck
14
Rhana Quinn Half-elf / Female Sorcerer / 9 9d4+27 (hp 45) +2 (+2 Dex) 30ft. (6 squares) 15 (+2 Dex, Amulet of Natural Armour +3) Touch 12, Flat-footed 13
Hit Points
Name Race / Sex Class / Level Hit Dice Initiative Speed Armour Class
Rhana Quinn
Attack
Skills
SQ Saves Abilities
Full Attack
+7 melee (Quarterstaff 1d6+3 20x2) or +7 melee (Dagger 1d4+4 19-20 / x2) or +9 ranged (Dagger 1d4+4 19-20 / x2) +7 melee (Quarterstaff 1d6+3 20x2) or +7 melee (Dagger 1d4+4 19-20 / x2) or +9 ranged (Dagger 1d4+4 19-20 / x2) Low light vision, Half-Elf traits Fort +8, Reflex +5, Will +8 Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18 (+4) Luck 14 (+2) Balance +2, Climb +1, Concentration +15, Hide +2, Jump +1, Listen +7, Move silently +4, Search +3, Spellcraft +19, Spot +7, Swim +2 Combat casting, Skill focus (Spellcraft), Spell focus (Evocation), Maximise spell Feats
hit points
22
Spells Spells castable per day (6 / 7 / 7 / 7 / 5); Base DC = 14+ spell level): 0 level- Daze, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Mage Hand, Open / Close, Ray of Frost; 1st level- Charm Person, Detect Secret Doors, Disguise self, Mage Armour, Reduce person; 2nd level- Acid Arrow, Invisibility, Flaming sphere, Spider climb; 3rd level: Displacement, Lightning Bolt, Slow; 4th level - Fire shield, Stone skin. Equipment Wand of Magic Missiles (5th level, 10 charges), Quarterstaff +2 (4lb), Dagger +3 in Belt Scabbard (2lb), Sorcerer's Robes (2lbs) Amulet of Natural Armour +3, Backpack (2lbs), Rations for four days (2lbs total), Potion of Good Fortune and 2 x Potions of Cure Moderate Wounds Encumbrance Light load carried (weight carried 13lbs) Languages Common, Elven, Orc
Milano - Rhana’s familiar
Name Milano Race Rat (tiny animal) HD 9 (22 hit points) AC 19 (+2 size, +2 Dex, +5 Natural) Touch 14, Flatfooted 15 Attack Bite +8 melee (Bite 1D3 -4 20/x2) Full Attack Bite +8 melee (Bite 1D3 -4 20/x2) Saves Fort +3, Reflex +5, Will +7 Abilities Str 2, Dex 15, Con 10, Int 10, Wis 12, Chr 2 Special Improved evasion, Share spells, Empathic link, Speak with Master, Speak with animals of its type, deliver Touch spells, Weapon finesse, low-light vision, scent. Balance +10, Climb +10, Hide +14, Listen +3, Move silently +10, Spot +3 Skills
The Potion of Fortune will restore 1D4+3 Luck points. The Potions of Cure Moderate Wounds will heal 2D8 +3 hit points each.
Potions:
These are features that give Dekion special capabilities, or improve ones that he already has. Listed below are Dekion's feats and a brief description of each one: Combat reflexes: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while Flat-footed. Cleave: If the Dekion deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), he gets an immediate, extra Melee attack against another creature in the immediate vicinity. Dekion cannot take a 5-foot step before making this Extra attack. The Extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. Dekion can use this Ability once per round. Dodge: During the Dekion's action, he designates an opponent and receives a +1 Dodge bonus to Armour Class against attacks from that opponent. Improved Critical (Scimitar) - When using the Scimitar, Dekion's threat range is doubled. Great Cleave: As Cleave, except that Dekion has no limit to the number of times the he can use it per round. Power attack: On Dekion's action, before making attack rolls for a round, he may choose to subtract a number from all Melee attack rolls and add the same number to all Melee damage rolls. This number may not exceed the character's Base Attack bonus (+9). Weapon focus (Scimitar): Dekion is especially good with the Scimitar. He adds +1 to his attack roll with this weapon. Weapon specialisation (Scimitar): Dekion's extra training allows him to gain +2 damage with this weapon.
Feats:
Dekion has a number of Skills that he can use during the course of this adventure. In order for Dekion to succeed at a Skill, he must roll equal to or greater than the Difficulty Class (DC) number for the Skill in question on a d20 while adding the Skill modifier. An example of this would be that Dekion is listening at a door. In order to hear the conversation on the other side he must make a skill (Listen) check (DC15). He rolls a d20 and adds the listen modifier (+4). Note that some of Dekion's Skills have a slash separating two figures (i.e. Climb +16 /+12). The first number given is Dekion's modifier without his Armour penalty (-3 for his Breast plate and -1 for his Heavy Steel Shield). Balance: Use this skill when you need to keep your balance on a ledge etc. Climb: Use this skill to climb the tallest mountain or descend the deepest pit. Hide: Use this skill to sink into the shadows and remain unseen. Jump: Use this skill to leap over pits, vault low fences or leap onto tables. Listen: Use this skill to hear approaching enemies or to listen at doors. Move silently: You can sneak up on an enemy, or slink away without being heard. Search: You can find simple traps, hidden doors, and other details not readily apparent. Spot-:Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster. Swim: You can swim.
The Potion of Fortune will restore 1D4+3 Luck points. The Potions of Cure Moderate Wounds will heal 2D8 +3 hit points each. Potion of Spider Climb (see DMG Chapter
Potions:
Dodge: Sarian is adept at dodging blows. Designate an opponent and receive a +1 bonus to AC against attacks from that opponent. Improved initiative: +4 to initiative roll. Point blank shot: Sarian gains a +1 to hit with ranged weapons up to 30ft. Rapid shot: You can get one extra attack per round with a ranged weapon. The attack is at your highest Base Attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the Full attack action to use this feat. Weapon focus (Shortbow): +1 to hit with the named weapon Sneak attack: If Sarian catches his opponents flatfooted he gains Additional damage (+5D6) Evasion: Any attack that would require a save for Half damage deals no damage (if the save was successful). Uncanny dodge: Sarian can never be caught flatfooted, nor can he be outflanked. Trap sense: Sarian gains a +3 bonus to Armour Class and Reflex saves against traps.
Feats:
Sarian has a number of Skills that he can use during the course of this adventure. In order for Sarian to succeed at a Skill, he must roll equal to or greater than the Difficulty Class (DC) number for the Skill in question on a d20 while adding the Skill modifier. An example of this would be that Sarian is listening at a door. In order to hear the conversation on the other side he must make a skill (Listen) check (DC15). He rolls a d20 and adds his listen modifier (+11) Balance: Use this skill when you need to keep your balance on a rocking boat etc. Climb: Use this skill to climb the tallest mountain or descend the deepest pit. Disable device: Use this skill to disable traps both mechanical and magical. Hide: Use this skill to sink into the shadows and remain unseen. Jump: Use this skill to leap over pits, vault low fences or leap onto tables. Listen: Use this skill to hear approaching enemies or to listen at doors. Move silently: You can sneak up on an enemy, or slink away without being heard. Open lock:- Sarion can open locks with the aid of lock picks. Pick pockets: Sarion can steal from people without them knowing. Search: You can find traps, hidden doors, and other details not readily apparent. Spot: Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster. Tumble: Sarion can use his acrobatics to avoid combat. Swim: You can swim.
Skills:
In order for Sarian to hit his opponent, he must do the following: Roll a d20 and add his combat modifier for the weapon he is using (+9 for his Shortsword). If the result is equal to or greater than his opponent's Armour Class (AC), then he has hit. Sarian then rolls his damage for the weapon he is using (Shortsword 1d6+3). If a monster's roll to hit is equal to or greater than Sarion's AC, then the monster has scored a hit and Sarion looses hit points (hp). When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead.
Skills:
Combat:
In order for Dekion to hit his opponent, he must do the following; Roll a d20 and add his combat modifier for the weapon he is using (+16 for his Scimitar). If the result is equal to or greater than his opponents Armour Class (AC), then he has hit. Dekion then rolls his damage for the weapon he is using (1d6+8 for his Scimitar). If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster has scored a hit and Dekion looses hit points (hp). When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead..
sarian jax
Combat:
Dekion strom
Sarian Jax Medium (5ft. 10 in) Human / Male Rogue / 9 9D6+9 (hp 56) +9 (+5 Dex, Improved initiative) 30ft. (6 squares)
Sarian Jax Name Size Race / Sex Class / Level Hit Dice Initiative Speed
Hit Points
56
Luck
16
Armour Class 20 (+5 Dex, Leather Armour +3) Touch 15, Flat-footed 15 Attack +9 melee (Shortsword 1d6+3 19-20 / x2) or +14 ranged (Shortbow 1d6+3 20 / x2) or +8 melee (Dagger 1d4+2 19-20 / x2) or ranged +12 (Dagger 1d4+2 19-20 / x2) Full Attack +9 /+4 melee (Shortsword 1d6+3 19-20 / x2) or +14 /+9 ranged (Shortbow 1d6+3 20 / x2) or +8 /+3 melee (Dagger 1d4+2 19-20 / x2) or ranged +12 /+7 (Dagger 1d4+2 19-20 / x2) Sneak attack +5D6
SA Saves Abilities Skills
Feats
Fort +4, Ref +11, Will +6 Str 13 (+1), Dex 20 (+5), Con 13 (+1), Int 15(+2), Wis 17 (+3), Cha 14 (+2), Luck 16 (+3) Balance +11, Bluff +6, Climb +13, Disable device +14, Hide +17, Jump +8, Listen +11, Move silently +17, Open lock +17, Sleight of Hand +7, Search +14, Spot +9, Tumble +19, Swim +8 Dodge, Improved initiative, Point blank shot, Rapid shot, Weapon focus (Shortbow)
Class Feats Evasion, Uncanny Dodge, Sneak Attack, Trap Sense +3 Equipment Shortsword +2(3lbs), Shortbow +1 (2lbs), 20 Arrows +2 in Quiver (3lbs), Dagger +1(1lb), and Leather Armour +3 (15), Backpack (2lbs): Thieves' Tools (1lb), Potion of Good Fortune, Potion of Cure Serious Wounds (neg), Potion of Spider Climb (neg) and a Potion of Darkvision. Encumbrance Total weight 29lbs (light encumbrance) Languages Common, Orc and Giant
Notes
Name Size Race / Sex Class / Level Hit Dice Initiative Speed Armour Class
Attack
Full Attack
Saves Abilities
Skills Feats
Equipment
Encumbrance Languages
Common, Elven, Goblin
108
Notes
Light load carried (weight carried 55 lbs)
Luck
13
Balance +3 /-1, Climb +16 /+12, Hide +3 /-1, Jump +16 /+6, Listen +4, Move silently +6 /+2, Search +2, Spot +4, Swim +12 /+4 Cleave, Combat reflexes, Dodge, Improved critical (Scimitar), Great cleave, Power attack, Weapon focus (Scimitar), Weapon specialisation (Scimitar) Scimitar +2 (4lbs), Heavy Crossbow +1 (6lbs), 10 Bolts (1lb total), Breast Plate +2 (30lbs), Heavy Steel Shield +2(15lbs), Backpack (2lbs): Rations for four days (2lbs total), Potion of Good Fortune and 2x Potions of Cure Moderate Wounds.
Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 12 (+1), Chr 11 (+0) Luck 13 (+1)
Fort +9, Reflex +6, Will +4
+16 /+11 melee (Scimitar 1d6+8 15-20 / x2) or +14 /+9 ranged (Heavy Crossbow 1d10+3 19-20 / 2)
+16 melee (Scimitar 1d6+8 15-20 / x2) or +14 ranged (Heavy Crossbow 1d10+3 19-20 / x2)
24 (+3 Dex, Breast plate +2 and Heavy Steel Shield +2) Touch 13, Flatfooted 21
Dekion Strom Medium (6ft. 2inches tall) Human / Male Fighter / 9 9d10+27 (hp 108) +3 (+3 Dex) 20ft. (4 squares) - base 30ft.
Hit Points
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Dekion Strom
OPEN
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