Quick viewing(Text Mode)

Temple of Eternal Flame

Temple of Eternal Flame

Temple of Eternal Flame Background Over 1,000 years ago the Belsimer dwarves built a For Characters of Level 9 complex under the Sumber Hills over a much older drow complex dedicated to the ancient Elemental Eye. In time the evil drew and to the region and the dwarves had to abandon the complex. Several hundred years ago a group of knights built the 4 keeps that guard the entrances to the complex while they explored the dwarven ruins. These keeps eventually fell to an horde and the threat from the Elemental Evil fell into silence until several months ago. Over the last several months, the 4 elemental prophets received visions from the Elder Eye and sojourned to this region to claim the 4 mighty magical weapons created for their arrival. Each of the prophets claimed a region of the complex and the keep that allows entrance to their region. As the PCs combat the forces in the keeps and surface region, the prophets begin to withdraw into the lower dwarven complex. The PCs will be able to encounter them here. This module helps to detail the Cult of Eternal Flame and their prophet Vanifer

Temple of Eternal Flame The following description for the rooms in the Temple and requires the campaign book to use; these descriptions only supplement the main book. Some of the treasure and statblocks are slightly changed from the main book and DMs can use either for their home game. In my home game the PCs are 9th level, which is the recommended level for this part of the campaign. They were 8th level after they cleared out the Temple of Black Earth and advanced after that adventure. Depending on how the PCs in your game play the main adventure, determines how they enter this temple. I

have listed the rooms in order according to the book for ease of play, but you need to adjust the encounters Adventure Set-Up based upon how the PCs act within the temple. This module takes place underneath Scarlet Moon Hall, but is Area 14 can bring the PCs to the lower level where all 4 connected to the other temples in the region. PCs can enter by temples collide in what is called The Fane of the Eye. coming through Scarlet Moon Hall above or through one of the This level is more dangerous and changes based upon other temples. This adventure follows the module; Cult Retaliation, but in the published adventure book there are the actions of the PCs. If they killed one of the other several other ideas for cult attacks on the local towns. This prophets, the remaining 3 will have headed further temple is the one of the last underground temples the PCs are underground and Vanifer will not be on this level. You to deal with before heading underground further to the Fane of place one of the remaining 3 prophets in the Fane and the Eye. the other 2 are in their respective nodes found below the This module requires the Princes of the Apocalypse Fane. In my home campaign, the PCs have defeated the adventure book for the room descriptions and this module only Earth Cult and the cult will be in the Fane, leaving providesSample the statblocks with minor changes. either the or water cult to filesummon their Aspect.

Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Evil: (EE 008) 2 E1: Entrance _ __ E2: Columned Chamber _ __ A lava tube provides access to the lower temple. Stairs This domed chamber contains a partial trap the have been carved into the tube to allow easy passage. razerblasts can set off dealing fire damage if PCs get too Partway down the slope an arrow slit from area 6 looks close. into the hall, but it is not guarded. PCs can notice this Treasure: The razerblasts each have 2d10sp and 2d10gp with a Wisdom check (Perception DC14). To enter the with one having a potion of greater healing. small hall, PCs would need to break open the wall some more and the noise will alert the in area 1. It Cultist, Razerblast (2) _ Med. human, CE should take just a few rounds to break open the wall Armor Class splint 18 enough for PCs to fit through. Hit Points (15d8+75) 125 Treasure: The hobgoblins each have 2d10sp and Speed 30 ft. 1d10gp. The captain also carries the listed treasure. STR DEX CON INT WIS CHA 16 11 16 9 10 13 Hobgoblin_(4) _ _ _Med. (goblinoid), LE (+3) (+0) (+3) (-1) (+0) (+1) Armor Class- chain, shield 18 Hit Points (2d8+2) 14 Skills Intimidation +4 Speed 30 ft. Senses Perception +3 STR DEX CON INT WIS CHA Damage Immunities fire 13 12 12 10 10 9 Languages Common, Ignan (+1) (+1) (+1) (+0) (+0) (−1) Challenge 5 (1,800 XP) Abilities______Senses DV 60’, Perception 0 Searing Armor. The razerblasts armor is hot and anyone Languages Common, grappling him, or is grappled by him takes (1d10) fire Challenge 1/2 (100 XP) damage at the end of the turn. Abilities______Shrapnel Explosion. When the razerblast is reduced to Martial Advantage. 1/turn can deal +2d6 damage if hits 0HP the flaming orb inside his chest explodes destroying creature w/in 5’ of ally. his body and sending armor shrapnel out from his body. Actions______Creatures within 10ft takes (6d6) piercing damage, or Longsword: +3 to hit, (1d8+1). half with a successful Dexterity saving throw (DC12). Long Bow: +3 to hit, (1d8+1). 150’/600’ Actions______Multiattack: Make 3 melee attacks. Spear: +7 to hit, (1d6+3) (1d8+4 two-handed) plus (1d6 Captain_ Med. (goblinoid), LE fire), 20/60ft range Armor Class- ½ plate 17

Hit Points (8d8+16) 60 Speed 30 ft. E5: Crumbling Barricades _ __ STR DEX CON INT WIS CHA guard this room from incursions from the Black 16 14 14 12 10 12 Earth Temple. (+3) (+2) (+2) (+1) (+0) (+1) Treasure: Listed. Senses DV 60’, Perception +0 Languages Common, Goblin (2) _Lg. , CE Challenge 3 (900 XP) Armor Class- partial armor 13 Abilities______Hit Points (7d10+21) 70 Martial Advantage. 1/turn can deal +3d6 damage if hits Speed 40 ft. creature w/in 5’ of ally. STR DEX CON INT WIS CHA Soldiers Resolve. 1/rest he can heal himself or ally within 19 8 16 5 7 7 5ft for 2d8+8hp. (+4) (−1) (+3) (-3) (-2) (-2) Actions______Multiattack: Make 2 attacks Senses DV 60’, Perception -2 Greatsword: +5 to hit, (2d6+3). Languages Common, Giant Javelin: +4 to hit, (1d6+2). 30/120’ Challenge 2 (450 XP) SampleActions______file ______Leadership 1/rest: For 1 minute allies he can see w/in Greatclub: +6 to hit, (2d8+4), plus make a Strength save 30’ gain 1d4 to attack and saving throw rolls. (DC12) or be pushed 10ft. Javelin: +6 to hit, (2d6+4) 30/120

Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Evil: (EE 008) 3 2nd lev. (3 slots): misty step, scorching ray Ogre, half (4) _ _ Lg, Giant, CE rd Armor Class- hide 12 3 lev. (3 slots): fireball, counterspell Hit Points (4d10+8) 35 4th lev. (3 slot): dimension door, wall of fire Speed 30 ft. 5th lev. (1 slot): hold STR DEX CON INT WIS CHA Metamagic 1/rest: Able to use both the quickened 17 10 14 7 9 10 ability and the heightened ability once each. (+3) (+0) (+2) (-2) (-1) (+0) Actions______

Skills Intimidation +2 Dagger: +5 to hit, (1d4+2), plus (2d4) fire. Range 20/60 Senses DV 60’, Perception 0 Languages Common, Orc Elemental, Fire _Lg. elemental, neutral Challenge 1 (200 XP) Armor Class- Natural 13 Actions______Hit Points (12d10+36) 102 Greataxe: +5 to hit, (1d12+3). Speed 50 ft. Javelin: +5 to hit, (1d6+3). 30’/120’ STR DEX CON INT WIS CHA

10 17 6 11 10 7 E6: Bastian’s Quarters _ __ (+0) (+3) (−2) (+0) (+0) (−2) The fire genasi is the second in command of the temple Damage Resistance Non-magic weapons and has plans on being first in command. He is Damage Immunities poison, fire distrusting of all but will try to pit the PCs after Vanifer in Condition Immunities exhaustion, grappled, paralyzed, order to retrieve the magical dagger Tinderstrike. poison, restrained, prone, unconscious There is a secret door that leads to the hallway arrow Senses DV 60ft., Perception +0 slit in area E1. An Intelligence check (Investigation Languages Ignan DC15) is needed to locate it from either side. Challenge 5 (1800 XP) Treasure: Bastian has a hidden chest under his bed Abilities______which is easily found if searching the room. Inside is Fire Form. It can move through spaces as little as 1” w/o delicate leather sacks containing 200sp, 150gp, and squeezing. A creature that touches or hits it with a 20pp. He also has 2 elemental gems that contain fire weapon w/in 5’ takes (1d10) fire. The elemental can and will use one in the encounter having only enter someone’s space and stop there causing the target one as a reward. to take (1d10) fire and catch fire; until someone takes an action to douse the fire, take (1d10) fire damage at the start of each turn. Illumination. Bright light 30’ and dim to 60’. Bastian Thermander Med. Fire genasi, NE Cultist, Water Susceptibility. For every 5’ it moves in water or Armor Class mage armor 15 each gallon splashed on it, it takes 1 point of damage. Hit Points (12d8+25) 105 Actions______Speed 30 ft. Multiattack: Make two melee attacks. STR DEX CON INT WIS CHA Touch: +6 to hit, (2d6+3) fire, plus ignite; until someone 10 14 16 11 10 17 takes an action to douse the fire, take (1d10) fire damage (+0) (+2) (+3) (+0) (+0) (+3) at the start of each turn.

Skills Arcana +3, Religion +3 Damage Immunities fire E7: Barracks _ __ Senses Perception +0 This room houses many cultists, but only a few are here Languages Ignan, Common when the PCs arrive. Reinforcements arrive from areas Challenge 8 (3,900 XP) E6, E8, and eventually E9. Two of the flame guardians Abilities______were resting and wear no armor so will only have shields Innate Spellcasting: Constitution (DC13, +5 to hit) and AC13. At-will: produce flame 1/day: burning hands (5d6 damage) Treasure: The cultists and guardians each have 1d10sp Spellcasting. 9th level caster. (Cha) DC 15 / +7 hit and 1d6gp. CantripSample (at-will): fire bolt (2d10), mage hand, message, file prestidigitation, shocking grasp (2d8) 1st lev. (4 slots): mage armor, magic missile, shield

Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Evil: (EE 008) 4 Cultist, Flame Guardian (4) Med. human, CE Cultist, Eternal Flame Priest (2)_ Med. human, NE Armor Class- Breastplate, shield 17 (15) Armor Class mage armor 15 Hit Points (7d8+14) 50 Hit Points (8d8+16) 60 Speed 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 15 13 14 8 11 13 12 15 14 10 11 17 (+2) (+1) (+2) (-1) (+1) (+1) (+1) (+2) (+2) (+0) (+0) (+3)

Skills Intimidation +3, Athletics +4 Skills Deception +5, Intimidation +5, Religion +2 Damage Resistances fire Damage Resistances fire Senses Perception +2 Senses Perception +0 Languages Common Languages Ignan, Common Challenge 2 (450 XP) Challenge 3 (700 XP) Abilities______Abilities______Flaming Weapon 1/rest: As a bonus action, he can cause Spellcasting. 5th level caster. (Cha) DC 13 / +5 hit flames to burst upon his weapon that last until the end Cantrip (at-will): control flames*, create bonfire*, fire of his next turn. The weapon deals (+1d8 fire) bolt (2d10), light, minor illusion Actions______1st lev. (4 slots): burning hands, expeditious retreat, Multiattack: Make two melee attacks. mage armor Longsword: +5 to hit, (1d8+2) 2nd lev. (3 slots): blur, scorching ray Hvy Crossbow: +4 to hit, (1d10+1) range 100/400 3rd lev. (2 slots): fireball, slow

Actions______Cultist_(4) _ __ __Med humanoid, non-good Dagger: +4 to hit, (1d4+2). Range 20/60 Armor Class- leather 12 Hit Points (2d8) 9 E10: Hobgoblin Lair _ __ Speed 30 ft. STR DEX CON INT WIS CHA This room contains the equipment of the temple’s 11 12 10 10 11 10 hobgoblin contingent. In the room are 4 sleeping (+0) (+1) (+0) (+0) (+0) (+0) hobgoblins and another captain. The sleeping hobgoblins have only an AC13 after spending their first Skills Deception +2, Religion +2 round arming themselves with weapons and shields. Senses Perception 0 Languages usually Common Treasure: Each has 2d10sp and 1d10gp. The captain has Challenge 1/8 (25 XP) a potion of greater healing which he will try to drink Abilities______when wounded below half his HP. Dark Devotion. Adv. vs. charmed or frightened. Actions______Med. (goblinoid), LE Scimitar: +3 to hit, (1d6+2). Hobgoblin_(6) _ _ _ Lt. Crossbow: +3 to hit, (1d8+1). Armor Class- chain, shield 18 Hit Points (2d8+2) 14 E8: Priest’s Room _ __ Speed 30 ft. STR DEX CON INT WIS CHA Two of the three eternal flame priests will be here 13 12 12 10 10 9 while the third is in another room. (+1) (+1) (+1) (+0) (+0) (−1)

Treasure: Instead of the listed treasure, each priest has Senses DV 60’, Perception 0 2d10sp and 2d10gp. One has potions of fire breath Languages Common, Goblin which he will use on the PCs and leaving one for Challenge 1/2 (100 XP) treasure. DMs can decide on how many he uses on the Abilities______PCs, but one should not be used and left as treasure. Martial Advantage. 1/turn can deal +2d6 damage if hits Potions of fire breath deal (4d6 fire) to one target in a creature w/in 5’ of ally. 30ft range, (DC13) Dexterity save for half. Actions______SampleLongsword: +3 to hit, (1d8+1). file Long Bow: +3 to hit, (1d8+1). 150’/600’

Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Evil: (EE 008) 5 Hobgoblin Captain_ Med. (goblinoid), LE Cultist, Flamewrath (2)_ Med. human, CE Armor Class- ½ plate 17 Armor Class mage armor 15 Hit Points (8d8+16) 60 Hit Points (14d8+42) 125 Speed 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 14 14 12 10 12 10 14 16 11 10 17 (+3) (+2) (+2) (+1) (+0) (+1) (+0) (+2) (+3) (+0) (+0) (+3) Skills Arcana +3, Religion +3 Senses DV 60’, Perception +0 Damage Immunities fire Languages Common, Goblin Senses Perception +0 Challenge 3 (900 XP) Languages Ignan, Common Abilities______Challenge 6 (2,300 XP) Martial Advantage. 1/turn can deal +3d6 damage if hits Abilities______creature w/in 5’ of ally. Spellcasting. 7th level caster. (Cha) DC 14 / +6 hit Soldiers Resolve. 1/rest he can heal himself or ally within Cantrip (at-will): control flames*, fire bolt (2d10), friends, 5ft for 2d8+8hp. light, minor illusion Actions______1st lev. (4 slots): burning hands, color spray, mage armor Multiattack: Make 2 attacks 2nd lev. (3 slots): scorching ray, suggestion Greatsword: +5 to hit, (2d6+3). rd Javelin: +4 to hit, (1d6+2). 30/120’ 3 lev. (3 slots): fireball, hypnotic pattern 4th lev. (1 slot): fire shield (duration is until dispelled, and Leadership 1/rest: For 1 minute allies he can see w/in continues to burn after his death until his body is 30’ gain 1d4 to attack and saving throw rolls. consumed)

Actions______E11: Cellblock _ __ Dagger: +5 to hit, (1d4+2), plus (2d4) fire. Range 20/60 There are 2 Flame Guardians and 2 Flamewraths here in furnished cells along with both salamander and azer prisoners. The last room is left unused due to the secret door hidden inside. Treasure: The guardians and flamewraths each have 2d10sp and 2d10gp.

Cultist, Flame Guardian (2) Med. human, CE Armor Class- Breastplate, shield 17 (15) Hit Points (7d8+14) 50 Speed 30 ft. STR DEX CON INT WIS CHA 15 13 14 8 11 13 (+2) (+1) (+2) (-1) (+1) (+1)

Skills Intimidation +3, Athletics +4 Damage Resistances fire Senses Perception +2 Languages Common Challenge 2 (450 XP) Abilities______Flaming Weapon 1/rest: As a bonus action, he can cause flames to burst upon his weapon that last until the end of his next turn. The weapon deals (+1d8 fire) Actions______Multiattack: Make two melee attacks. LongswordSample: +5 to hit, (1d8+2) file Hvy Crossbow: +4 to hit, (1d10+1) range 100/400

Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Evil: (EE 008) 6 Azer (6) Med. elemental LN E13: Foundry _ __ Armor Class- Natural, shield 17 An efreeti oversees a few salamanders and azers being Hit Points (6d8+12) 45 forced to work the forges inside this room. It is aided by Speed 30 ft. a pair of flame guardians and a razerwrath. STR DEX CON INT WIS CHA Treasure: The guardians and flamewraths each have 17 12 15 12 13 10 2d10sp and 2d10gp. (+3) (+1) (+3) (+1) (+1) (+0) Genie, Efreeti Lg. elemental, LE Saving Throws Con +4 Armor Class- Natural 17 Damage Immunities poison, fire Hit Points (16d10+112) 220 Condition Immunity poisoned Speed 40 ft., fly 60ft Senses Perception +1 STR DEX CON INT WIS CHA Languages Ignan 22 12 24 16 15 16 Challenge 2 (450 XP) (+6) (+1) (+7) (+3) (+2) (+3) Abilities______Heated Body. A creature that touches or hits it with a Saving Throws Int+7, Wis+6, Cha+7 melee attack takes (1d10) fire damage. Damage Immunities fire Heated Weapons. When using a metal melee weapon, Senses DV 120ft., Perception +2 the azer deals (+1d6) fire damage (already included) Languages Ignan Illumination. It’s body sheds bright light in a 10ft radius Challenge 11 (7,200 XP) and dim light for an additional 10ft. Abilities______Actions______Elemental Demise. When it dies, its body disappears in a Warhammer: +5 to hit: (1d10+3) two-handed, plus (1d6) puff of smoke, leaving items behind. fire. Innate Spellcasting. Charisma is ability (DC15), +7 to hit. At-will; detect magic Salamander_(4) ___ _ Lg Elemental, NE 3/day; reduce/enlarge, tongues Armor Class- natural 15 1/day; conjure elemental (fire), gaseous form, invisibility, Hit Points (12d10+24) 90 gaseous form, plane shift, wall of fire Speed 30 ft. Actions______Multiattack: Make two scimitar or two hurl flame , or STR DEX CON INT WIS CHA 18 14 15 11 10 12 one of each without provoking an opportunity attack. (+4) (+2) (+2) (+0) (+0) (+1) Scimitar: +10 to hit, (2d6+6) slashing. Hurl Flame: +7 to hit, (5d6) fire, range 120ft. This counts Damage Vulnerabilities. cold as a ranged spell attack. Damage Resistance nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., Perception +0 Languages Ignan Challenge 5 (1,800 XP) Abilities______Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes (2d6) fire. Heated Weapons. Any metal melee weapon wielded deals an extra (1d6) fire on a hit (included in the attack). Actions______Multiattack. Two attacks: spear and tail. Spear. +7 to hit, range 20 ft./60 ft.(2d6+4) piercing, or (2d8+4) piercing if used with two hands in a melee attack, plus (1d6) fire. Tail. +7 to hit, reach 10 ft., Hit: (2d6 + 4) bludgeoning plus (2d6)Sample fire, and the target is grappled (escape DC 14). file Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and it can't make tail attacks against other targets.

Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Evil: (EE 008) 7