Sample File Location of Precious Metals and Stones, Such As Coins and Gems, Within 60 Feet of It
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chains contain 3 clasps large enough for the arms on the #4 What’s Next ___ xorn. Past the Great Hall and down the 10ft hall will lead to a The xorn will attack the PCs if they do not pick up the 30x30 chamber that is also a four-way intersection of chains. It will try to get to the door and leave the room hallways. Turning left will bring the PCs to the Norker where it will stay for another 2 rounds before using its Mines in Part 4. The center corridor leads to Part 5 and Earth Glide ability to escape. the final showdown with the lesser vampire. The right Treasure: The duergar are holding 2 platinum ingots corridor leads to a large room containing a central worth (500gp ea). They came from another source in the stairwell leading down. This area is blocked by collapsed underdark and they are both planned to be used as rubble making access to the lower levels impossible tribute to the vampire Morg in the lower levels. without spending time moving the rubble. The quaggoths encountered earlier have been living here and clearing rubble the last few weeks. The rooms smells Xorn Med elemental, N and is littered with rubbish and filth. Read the following Armor Class- natural 19 once the PCs come to the central intersection. Hit Points (7d8+42) 75 Speed 20 ft., burrow 20’ STR DEX CON INT WIS CHA From the Great Hall you walk down the 10ft hall past a 17 10 22 11 10 11 few small storage rooms and eventually come to a large (+3) (+0) (+6) (+0) (+0) (+0) intersection measuring 30x30. 10ft wide halls lead out of each side, all heading off into darkness. Skills Perception +6, Stealth +3 Damage Resistances piercing and slashing from nonmagical attacks that aren’t adamantine PCs can make a Wisdom check (Perception DC13) to Senses darkvision 60 ft., tremorsense 60 ft., passive notice footprints most likely belonging to duergar Perception 16 leading straight ahead and both duergar and the Languages Terran quaggoths head to the right. The left tunnel has several Challenge 5 (1,800 XP) footprints as well but these are a few weeks old. PCs will Abilities______ ____________________ know this if the Perception roll was 17 or higher. Earth Glide: The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. Stone Camouflage: The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Sense: The xorn can pinpoint, by scent, theSample file location of precious metals and stones, such as coins and gems, within 60 feet of it. Actions_______________ ______________ Multiattack: Three claw attacks and one bite attack. Claw: +6 to hit, (1d6+3) damage. Bite: +6 to hit, (3d6 + 3) damage. Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 12 The Gathering Hall (Map 3) Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 13 Part 4: The Norker Mines Read the following once the PCs move to investigate and come to the large room with the 2 columns. A tribe of norker goblins occupy this level of surface mines and the deeper mines beyond the chasm shown This large room is still carved from unfinished stone on map 4. The deeper levels are not included in this measuring 40x40ft with the left side having a long wall module and DMs are free to expand the module in this running down the length, while the right side has been direction to where it joins with the deeper mines and cleared and leaves only two rough columns. Tunnels run living quarters of the mountain. out of all the walls and run in many directions. Some #1 The Partial Hall ___ rough terrain of rubble and broken carts litter the front of the room between the wall and front column. The double doors marking the entrance to the mine areas have been blocked by a large stone. The In the middle of the room you see 4 of these strange quaggoths have been used to move it when needed and goblins speaking to a large one who may be a leader of PCs may make a Strength check (Athletics DC20) to remove. some sort. They all carry primitive clubs spiked with nails and sharpened rocks. You also hear a few more coming The main finished room was used to grind ore and melt from the rear tunnel on the left. it down into ingots. Here are 2 presses and a forge for melting the copper ore. This room show signs of creature activity, but the main encounter is in the next The 4 norkers in the main room should be joined by 2 room where the cavern was being cleared out, exposing more at the beginning of combat. 2 more should join the the rough columns and rough walls. fight on the following round coming from another tunnel trying to flank the PCs. When they begin combat, these goblins howl and hoot to make themselves more valiant, The initial room past the double doors was once used but this also serves to alert more of the tribe living to smelt ore and make ingots of metal. It measures deeper in the caves. 25x40ft with a smaller recess on the back center wall. A large cauldron sits in the center recess over a vast firepit. Treasure: These norkers carry no treasure worth taking. They each have minor items such as shinny rocks or a Two coal bins lay toppled next to it amid a few old tools seashell that they may value. and pieces of coal. On the left wall is a large machine used to crush the ore before melting. It stands next to a Goblin Norker (8) ___ _Sm. Humanoid (goblinoid), LE pair of old ore carts. Armor Class- natural 16 Sample Hitfile Points (2d6+2) 10 Two 10ft halls lead out of this room on either side of Speed 30 ft. the cauldron. A smaller hall leads out of the right wall. STR DEX CON INT WIS CHA All three go from a finished room to roughhewn tunnels 14 12 12 8 10 8 after several feet. You also notice sticking out of one of (+2) (+1) (+1) (-1) (+0) (•1) the ore carts is a pair of dead, strange-looking goblins. Skills Athletics +4, Stealth +5 There have a patchy, rock-like skin and a sinister Senses DV 60’, Perception 0 appearance. Languages Goblin Challenge 1/4 (50 XP) PCs searching the norker goblins can make an Abilities_______________ _____________ Intelligence check (Investigation DC13) to reveal bite Nimble Escape. Can take Disengage or Hide as a bonus marks on their necks and pale sunken skin, confirming action each turn. the legend of a vampire living in the montain. These Sunlight Sensitivity. Disadvantage on attacks and bodies look to have died only days ago. Perception checks when in sunlight. After a few minutes of searching this room, PCs can Actions________________ _____________ make a Wisdom check (Perception DC15) to hear Studded club: +4 to hit, (1d6+2) whispered voices and footfalls coming from both of the Bite: +4 to hit, (1d4+2) halls near the cauldron. As the seconds pass, more Rock: +4 to hit, (1d4+1). 20’/80’ creatures seem to be joining the group down the hall. The whispers sound like they may be speaking goblin. Not for resale. Permission granted to print or photocopy this document for personal use only. Southcrypt: (Mod-3) 14 each round. Every few rounds have a norker brute join Goblin Norker Brute __ _Sm. Humanoid (goblinoid), LE the fight as well. At some point the PCs should retreat, Armor Class- natural 16 maybe cutting the rope as well. Attacking the ropes on Hit Points (6d6+12) 35 the bridge requires an attack at an AC 14, dealing 10 Speed 30 ft. points of damage to each side. STR DEX CON INT WIS CHA 14 10 15 8 10 8 Anyone falling into the cavern takes falling damage (+2) (+0) (+2) (-1) (+0) (•1) (5d10) and awakens the stropers living at the bottom of the cavern to come and attack, unless these were Skills Athletics +6, Stealth +3 already encountered earlier (encounter #3). Senses DV 60’, Perception 0 Languages Goblin The norkers and PCs can try to climb around people on Challenge 1 (200 XP) the bridge by using the ropes to climb under the Abilities_______________ _____________ walkway. Anyone trying this needs to roll a Strength check (Athletics DC15) to succeed. PCs can also try to Nimble Escape. Can take Disengage or Hide as a bonus make a Dexterity check (Acrobatics DC17) to get around action each turn. creatures on the bridge. Anyone failing by 5 or less Sunlight Sensitivity. Disadvantage on attacks and means that they cannot move that round and failure by Perception checks when in sunlight. more than 5 results in falling. Norkers have advantage Actions________________ _____________ on this roll as a situation bonus by living here. Multiattack: Make two melee attacks. Studded club: +6 to hit, (1d6+3) Treasure: Only the shaman carries anything of value Bite: +4 to hit, (1d4+2) unless the PCs assault the tunnels beyond the far ledge. He carries a necklace of gold and gems worth 400gp and #2 Norker Rope Bridge ___ carries a potion of greater healing. The ledge on the far side of the cavern is where most Norker _Sm.