David Dudka - Sceptre of Yolacha.pdf

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The Scepter of Yolacha
By David Dudka (david_dudka@hotmail.com)
Published under Creative Commons (http://creativecommons.org/licenses/by-sa/3.0 )
While traveling through a wooded region the characters are approached by an venerable elf named Nindrol.
"I am in need of heroes. I have known these
woods for a score of centuries and it's spirit is as dim as I can remember. At the heart of this shadow is a single tree, a Geldar tree, almost as ancient as I.
Once great and noble it is now bent by darkness. I possess knowledge of such things and a shadow of memory reveals that I must go deep beneath the
roots to find that which curses green leaf to gray. Will you aid me in this noble quest?."
1.
The mass of the Geldar tree
spans thirty feet across and
hundreds high. It's age thick bark
would be like taking axe to iron.
The canopy casts an unwelcome
shadow on your approach.
Between the roots near the center
trunk an entrance is visible.
- the tunnel descending under the
tree is only 5' high and very steep
at some points (70 degree slope).
2.
The tunnel opens into a natural
cavern (6' high). The body of an
adventurer in leather armor lays
partially buried in the earth. The
body is punctured with more than
a dozen stab wounds. A money
pouch with 15 gold can be found.
- The group can spot a saber
worm slide back into the earth
nearby.
9.
In the center of this rough hewn
cave a large hole opens into the
blackness below. A length of rope,
secured to rock by iron spikes,
disappears into the depths.
1.
- Pulling up the rope will reveal a
corpse tied to the other end
(Kalen). He is bitten in numerous
places and drained of blood.
10.
You descend into a large
chamber of ornate pillars and
smooth stone. Nestled in a large
alcove is a grotesque statue of
some forgotten deity; a blob of
entwined tentacles and deep set
eyes. Before the statue is a stone
alter.
11.
A large well filled with a tar
like ooze sits at the far end of the
room. One of the main roots of
the Geldar tree descends from the
ceiling disappearing into the
poisonous ichor. To root must be
cut free to end the taint of the
Geldar tree.
12.
This narrow corridor is lined
with three dark alcoves per side.
A mummified husk crawls from
the shadow glaring at you with
hungry eyes. As a low hiss
escapes its fanged lips it paws at
the air with taloned hands.
As the characters battle with the
six Guwls (AC 15, Hp 12 each,
ATK two at +4, DMG 1d6, SA
Blood drain, Silver or magic
weapon needed), Nindrol will
return to the altar and retrieve his
vestments and scepter from a
secret compartment. He was an
acolyte of the demon Yolacha.
As they exit they will find Nindrol
waiting. “I
have waited lifetimes to
return to Yolacha. His unholy
place buried by the mountain's
collapse so long ago. Through his
power and the consumption of
your blood I shall reclaim my
place and return Yolacha to the
world.”
(6
th
level priest, AC 15,
Hp 24 each, ATK +6,
DMG Scepter, SA
Spells)
Treasure:
1,200 gold
3,200 silver
Gems worth 500 gold
Ring of Darkvision
Bracers AC+2
Scepter of Yolacha
- +3 weapon (1d6)
- Acid Arrow (1)
- Black Tentacles (3)
- Create Guwl (3)
- 25 charges
2.
3.
4.
5.
6.
7.
8.
- 1d8+6 saber worms will attack,
stabbing from the floor, ceiling and
walls in the tunnels between area
2 and 3 and area 3 and 5. (AC 16,
Hp 5, ATK +2/+4 surprise, DMG
1d4+1).
3.
The tunnel opens into a large
deep cavern filled from top to
bottom with a spiderweb of roots.
In the near darkness dog sized
creatures scurry and leap across
the tangled landscape.
-This area is a nest of 2d6+10
clawtail rats (AC 14, Hp 6, ATK
two at +3, DMG 1d4, SA Hide).
They will be very protective of
area 4. Moving through the roots
will require both climbing and
cutting. At the bottom of the
cavern is a partially eaten body
inside a suit of plate armor. A fine
steal broadsword lies wedged in a
crevasse.
9,
11.
10.
12.
5.
This large cavern appears
empty.
- There are a dozen small pit traps
concealed throughout the room.
Trogres use the pits to capture
rats. Anyone stumbling into one
will impale their foot for 1d4+1
damage.
6.
A fire pit smolders in the center
of this cavern. The discarded
gristle of saber worms and
clawtail rats lay strewn about the
ground. Two hunchback
humanoids leap forward and
attack.
- These are Trogres (AC 14, Hp
10 each, ATK +5, DMG 1d4+2, SA
regenerate 1 hp per round).
7.
A rough wooden barricade
made of roots separates a small
cave. Inside is Wilhelm. He and
another prisoner (Kalen) were
captured by the Trogres a week
ago. The other prisoner was taken
away by the Trogres yesterday.
4.
A bloated horse sized rat and
30 pups occupy this cave. The
matron (AC 10, 25 hp) cannot
move but four body guards (as
above but with 10 hp) will fight to
the death. Amongst the filth are
36 gold coins and Dimmer, a +2
short sword that grants +3 to hide
in shadows bonus.
8.
A crude camp of three hide
tents dominates this cavern.
Harsh smelling incense smolders
from several small fires. With
growls of rage six hunchbacked
Trogres scramble to the attack.
Nindrol will explain,
“These
maligned creatures come here on
some dark pilgrimage. Drawn to
worship that which taints the
Geldar tree with no knowledge of
the true evil they serve.”
A crude wooden chest holds 134
gold coins, 430 silver, a potion of
healing and a flask of magic
weapon oil (+2).
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