Introduction You're about to e mba rk 0 11 a jo urney fu Il ofdanger and exc iteme nt , in rr igue and c halle nge-a jo...
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Introduction You're about to e mba rk 0 11 a jo urney fu Il ofdanger and exc iteme nt , in rr igue and c halle nge-a jo urney to t h e Shatt ered Gate s of Slaug hte rgard e! You'll face off aga in st si n isrer foe s fro m ram pag ing d rago ns to c alcu lati ng demo ns. As pan of a closc-k n u team of advent ure rs, yo u'll gro w in power an d k nowle dge. A nd you'l l e arn glory e nd accl ai m, as we ll as pile s of treasure. Bur to do a ll th at , you need a c ha racter. Th aI's whe re th is book comes in.Th is p/l1Ya's Gllillt' is a lin k bet wee n the 0 & 0 ru les a nd the ad venture you're abo ut ro unde rt a ke. He re yO ll can find all sons of advic e on how 10 make a memorable c h aracte r wh o can su rv ive th e r igors of Slaug luerga rde an d emerge victoriou s. O n ce the adve n t u re h as start ed, you 'll sul l find the Plll ycr's Cllidt' u se fu l. You r c h arac te r em acq ui re som e of t he m agi c items de tailed in thi s book. In t ime, you r PC mi g ht all y wi t h one or bo th of th e o rgan izat io ns de ta iled h er e- the Lu min ou s a rtie r a nd the Ebe n Ca ba l. Th e Pla ycr'sGuidl' tel ls you th e bene fits of th at affilia lion, including p restige cl as ses avail able on ly to member s of o ne of th ese gro ups. Share th e PIII.\'t'r's GuidI'arou nd the table as you u nder take the advent u re. That's what it's de signed for. Re fer to it as a rle n as you wi sh- the know ledge i n thi s book migh t save your ch arac ter' s life !
CREATING A CHARACIER You an d you r fri end s begin your ad ve nt ure s in t he Valle y of O bel isks , a r ugged land o n the fro n tier o f c iviliza tion . As you ge ne ra te a new Isr-level c ha ract er. co nsi de r the follow in g po in ts. The Va lley of O bel isks is a big p lace. Eve n a fasr r ider woul d take d ays to travel its len g t h by road , Th us, ne arl y any ch aracter you ca n imag ine ca n be from he re. Don 't be shy abou t tr y ing an u nu sual com bin ation or cla ss and race, or a typ e of c ha racter n ew to YO li . Your Dungeo n Ma ste r has all sorts of advent urematcria ls. but they requ ire a re aso na bly cohe sive cast of c h arac ters to spring ro life. Discu ss with you r fr iends wh at ki nd ofc h arac ter you're ma king. Th at w ay, you make su re you've go t th e basics covered-c-someone who ca n heal, so meone w ho ca n figh t, someo ne who is sk ille d w ith arca ne mag ic, and so me one w ho ca n de al w ith traps. Ideas that your fr ie nds h ave for their c ha racte rs mi g ht in sp ire yOll, An oth er way you can m ake th e DM 's li fe easier is by invc nti ng some sort of socia l co n nec tion be twee n your c ha racte r and at least one othe r I'C. Doing so pro vides a rea son yo ur c ha rac ters ar e togethe r, and it h elps mak e su re that everyone mak es ch arac ters th at wo rk w it h one a no t her. You don't have to play a c harac te r who's best frien ds wi th everyon e el se, of co urse, bUI 0 & 0 is a coope rative ga me, so you sho u ld n't playa com ple te mi santh rope eithe r. Root your c h arac te r in t he world-or at lea st plant some seeds tha i ca n grow roo ts in time. You shou ld be able to pick a com m u ni ty in th e Valle y of O belis ks that you r ch arac te r
c alls hom e, and you shou ld k now th e basics of how you r c harac te r gre w up, whet he r livi ng rela tives exis t, a nd so on . You do n't have to have a de tai led h isto ry unless you wa n t to. In fact , it's o fle n conven ie nt to leave so me pari s o f th e sto ry blan k in itia lly, so you ca n fill t hem in late r w ith det a ils t h at con nec t ro th e on going ca m pai gn . 1n an y case, you shou ld be able ta lk abo ut you r c hara cter in a way [h at doesn 't rel y on rac e, cl ass, and level.
RACES OF THE VALLEY Most co rnrnu ni ries in th e Valley of O belisks are we lco m ing to reside n ts of all rac es, but so me natu rall y attrac t more o f one race t han a no t her. Ot her s are t he hi stor ical home o f a spec ific race . \X:T hen yOll c hoose a race, you don 't n ecessa ril y have to be fro m one of the co m muni tie s descr ibed in rh nr race's sect ion. You ca n pic k a differenr se n lcment, decl ar e th at you're from a sma ll h am let or t ho rp that isn't shown on th e map, or eve n dec ide that you wa u r 10 play a visitor from a far-off
land. Dwa r f: Few o f the valley 's dw ar ves are farm e rs. In sread . the)' are arti sans in urban ce nte rs o r mi ners up in th e foo lhi lls a nd mou nt ai ns. CO"' UrIllllfifS: Dwarves dominate th e town of Krokar r an d (he su rro u nd ing Sardarian 1-1 ills. Recently, a dwarfc lan has moved to Hem yul nk. w here its membe rs are scour ing th e nearby mouu t nin s for ore. Elf: The e lves of the valle y call its ma ny fo rest s horn e. Elves spe nd t he ir tim e ten ding the grea t t ree s, hu nti ng, ga t her in g rare herbs, an d pe r fec ting wi zardry. COll l lll lll ll lit', : Built amo ng t he t ree s of the Oa kwoo d, t he tow n of s hu l She n ne k is t he larges t cl uster of e k es in th e valley. Sh ul Vaath in the Vaathwo od ru ns a close sec ond. Bo th [he O a kwood a nd t he Vaathwood haw smalle r elf ham lets as wel l. Elf co m m u ni tie s a re mo re spo radic in t he o t he r forests. and no elves live in the Forest o f Turlek . Werewolves w ipe d th em al l OUI. Gnome: Gno mes in the valley kee p to th eir ow n , living qui et ly i n thorps burro wed into t he hill s a nd ro ll ing past ures that c ha rac terize th e ce nt ral pa n of t he valley. M any are she pherd s ot vege table far mer s. Conmlllllitk s: Gnomes have a sig n ificant prese nce in Ri verbe nd , a nd t he Ri"erbend Carn ival is jus tly famo us for its sk ill ed, e nt erta in ing g nomes . Half-Elf: H al f-elves have a re putation as d iplo ma ts and sh rewd bargaine rs, so many gravitate to t he me rcha nt trades or other job s requ iring tr avel. COllll111l11 ilics: Those half-e lves of th e Vall ey o f Obe lisk s who live wi th e lves are usually fou nd in s h u I Shc n nck . Th ese in d ivid uals are t reated as fu ll-blo ode d elves in the co m m u n ity, set apart from the ot he rs onl y by the ir sho r t life spa n s. Si nce th e e lves of Shu I Vaet h di sdai n outs ide rs , • ha lf-e lves are rare am ong th em . H al f-e lves wh o live wi th their hum an ki n are usuall y residents of large se rtle ruen ts such as Su rnbcr ron. Half-Orc: Fu ll-blood ed orcs o nce com prise d t he majorit y of th e barbar ian tribes roam ing th e fringes o f t he valle y, bu t th ey began mi xing w irh humans lon g ago. Many of
these trib es are now mad e up ent irely of half-orcs. A few suc h tr ibes wand er the fri nges of the Valley of Obel isks, hu nt ing and gathe r ing when they can, and raidi ng nearby se ttle ments whe n they mu st. COl1 l11l1l1lilics: Th e mountain s nort h of th e VaHey ofO belisks an d th e headw aters of the Ma r ril ach River arc th e terr itor y of th e two larges t hal f-ore trib es. Ha lfl ing: Th e M nn-ilnch River that run s th roug h the hear t of the valley also ru ns th rough th e heart ofevery ha lfling , it is said. Th e vast majo rity of hal flings lives and work s wi thin a few miles of the r iver, many on th e ri ver boats that carr y goods back and for th betw een th e Valley of Obel isks and the rest of th e world. C O/ll I11tlllr ti CS: Three hal fling cl an s are pnrticu larly common in the valley. The Markt un scl hal flt ngs are h istoric ally from Sum berton; Lu kr im ar Keep is home to the H und ivarsr cla n; and the I ami nestri clan is fro m Jewel fon l. Halflings from all th ree clans, as well as a scatteri ng of "exten ded fam ily" from o ther cla ns, live any where w ithi n sight of the Marr ilach River. H u ma n: Th e dom ina nt race of the Valley of Obelisks, h um ans built th e roads an d erected the scttlern em s whe re most of the valley's res iden ts live. Hum an far mers m ake up the pr epond eran ce of th e valley's co mmon folk. COllllllllllitics: The city of Sum bc r tc n is th e largest settlement in the Valley of O belisks, and nearly ha lf of its pop ulation is h uma n . Jewcl ford is ano ther tow n tha t ha s a large hu ma n populat ion , and m any of the sma ller v illages and hamlets suc h as Dondu rran,'Iu lvercross,and Silver moru have a hu man m ajorit y.
CLASSES OF THE VALLEY It isn' t hard to j ust ify th e presen ce of any class w ith in th e com mu n ities of the Valley of Obelisks. Some classes na tu rally gr avitate to certa in occ upations an d locatio ns.
Barbarian Th e set tle d lands of th e Valley of Ob elisks ha ve few native barbarian s. Some tr ibes wander along the nort hern pe r iphery or the headwaters of th e Mar rt lach River. Occupations: Barbarians wh o come to th e valley fin d work as car avan guards or soldiers, or as band its wh o figh t car avan guar ds an d soldiers. c hara ct er Co n cep ts Th e berserke r who glares at everyone and let s an axe do rhc talking. The exot ic hu nt er-gath erer who's cu rio us but naive abo ut civiliz ation. The survivo r who lived rh rough a massacr e or disaster that wip ed out the tr ibe.
Bard The art of son g is partic ularly es teemed in th e Valley of Obelisks . Per form er s are co m mon, bur only the bes t can call themselves bard s. Oc cu pa t io ns: Every bard needs an audience, so the natural tende ncy is for bard s to gravit ate to larger cities suc h as
Sum be non and jewelford. The gno mes of Riverbend pro duce a nu mber of bards as well. many of wh om learn th eir craft in the travel ing Riverbc nd Carn ival. Cha ra ct er Co n cep t s Th e tale-spin ner wh o's eager to hit th e road, perform heroic dee ds, and tell stor ies abo ut th em. The fencer m ins trel wh o wie lds a rapier as well as he does a m and oli n. The dabbler who's fasci na ted by anc ien t lore, de lving into cru mbling ru ins and long-fo rgotten cry pts in sea rch of secre t k now ledge.
Cleric The folk of th e Valley of Obe lisk are cos mopo litan enoug h to toler ate the wors hi p of ,my no n-evil deity. \X'i th no sing le religion dom inating the area, clerics of m any faiths ", & n K ~GO~'S, D& D, Dll:>"GI'O:>" :\'!ASfU , ,120, tyl' 011 a mel' r prolllOll ttlrY. Bril fgt' ~ [l"OSS till' r it'tT to lilt' north 11I111 50 11 111. U,'0I1 tlWll, 1t'llg0Pl lmffi( bustles 10 and f rotll thf [t1l'flIS of "it, Vallt")' of o l,dlSb. Drifting ht'IOI I' hr itfgt's arc rolorfill r;IIt'rlloltt~ Ithlm willi footl l,olllitl for tilt' cines of tIl l' 50 11 111 or fi " i~" t',l gO(ll l~ IIt'lllft'tf fo r tilt' 11I 1111)' Ilfll r"r {tm llillg vi llllgC~. Amitl til l' g lOOHI of t'llrly sprillg's O t !l'r(lI ~ 1 ~I~)', t Ilt' "Ill/IY hctlrt"~ li ll d friflH/ly fl1 (t' ~ of S II III /Jl'rt OIl h l'cI, Oll , lIS 110 lilt, (asb of ~p i(d alt' tllat art' 1I1i' cily\ claim to j;111 IC.
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Streza bo Footh ills (ge n tl e hills, average EL 5): Daring h unters som etim es stalk th e dis plncer beasts of t h t.~ Strezabo Foo th ills, bur they often f nd them selves stalked in ret urn. Also livi ng here is a tribe of og res that was Cou gh! nearly to ex t inction after it attac ked Sh u l Shen nek. T Ill' og res' numbers are small, bu t th e ir hatred [or the elves is great, and th ey accept aid from any sour ce th at prom ises death to th e elves. Tan gl ctuft M ountains (r ugged m ountains, ave rage EL 3):Th ese mountain s rise at a steep pitch our of th e su rroundi ng plains- on e of the most str iking sights in the vall ey, Sur rina k ho ldings dot the Tmglenrfts, includ ing Castl e Surri nak in the no rthwest. an d S u n- in ak mountaineers patrol t he lowe r elevatio ns regularl y. A tribe of bugbears has sent raids agai nst isolated lowland farm s, but g iven the sw ift, br utal, and tena cious reta liation s of
Sum bc r to n is the t;n ly ur ban locale most reside nts of the Valley of Obelisks have ever seen . It's regarded as bot h sophisticated and bew ildering . Sin ce it's J city fou nded 011 the ri ver trade , Su mberton is indeed more cosmopolitan than th e r ural co m mun ities that su r round it. At th e heart of the city is Sum berto n Keep, an old fort ress bu ilt so that a lo ng-dead king co uld contro l and [ax the traffic on th e Marr ilach River. t\ setrlern enr g rew up arou nd the kee p and. w ith th e passin g of years, overwhelmed it. Wer e it not for the height of th e promonror y . on wh ich the fortress res ts, visito rs mig ht never know the keep is th ere. Two- and th ree-story bu ild in gs crowd the edges of the c ity's na rrow, wi nding streets, and eve n lifelong Sum be r ro nians have to th in k tw ice to avoid gt.>tring tu rned aro un d or lost.
Leaders hip: l ord Bariss Ca rsrcllan ha s been g rant ed taxi ng auth ori ty w ithin th e city li m its in exc h ang e for provid in g cit y services. An elde rly m an , Carsrellan is teachin g the ba sics of governan ce to hi s two sons, [arr ik an d Thra nn. Cit y bureauc rat s unde rst and that if lar r ik or Thrann wan t so me th in g, it's as goo d -'cl !/1i.1':Jic (D C 2 1 Sp cllcraft c hec h l o Jde rlllin0 it 's illus io n). A IllW h u m e lll ittl, J by the arcll in c r .... a :;.c:;. Li st e n DC:;."tll hear a nvt.l lil1~ h~~~m'J 'i l bv 10 . Sllll cloa k, a ~pel l bonk ("N' tIl e t il,rJi ng wi 7.. tu can s l h e fir e coos out, iln d th e c rea t nrc is no lon ge r o n li n,'. Rl,ll i ng (111 the ,;: rolln d to e xt i ngui :>ll t he fi re crouts a c rc e t urc a + 4 h om'[:" on t he sa ve. I f til(' c rea t u re i::, weL,I off on cc d le elemental emerges. The bellow"
F II I"I1b b l'r J o es in t he nex t scene . TI l e con h-n t s the 111all'l'ia lizl'{! A bv5:> fu n ct io n ,1S thl' ht.->z roll in A2 0 J o es, bu l Ga511b rr ju st ~e ts luck y wlll' ll till' Ill'z rou 111 ach :' L8 ami L6 . DC ·2 0
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Deep Mud:TIle squarcs ll1arkl' ({ ,1;: d e e jl mud cos t 2 sq uare s ll r rn o vom ent Lo en l c r , ami t ill' DC o f Tumble checJ...s ill :'llc h
i ncrea scs by 2. '\ :" a m ov e acti o n, a PC ca ll pro d all adja ccn t ::, q ua re wi d l a l o n ~ i m p ll'llll' ll t l o se t' wlll' l1ll'Y il lJi15 J ee p IllUlI. }' l(l\' i n~ in to lill' SqlliHC gives till' S,I Ill C i nfn rma tio n , Ma rL.l' abl e unt il it' :.> tlug ou t. B l' Ca l1;;l~ o f th c r isk o f fut u rc cave-jn s, it bkl..''; one p~ r,; o n a n 110 11 1' to clear eadl 5 - fo l,t sec tion Ill' dlL' ro om . D,lu J,le th c J i g~jn g ti me if I lll' ex cnvetors llon' l h ave piclcs a nd·s lw\'t'ls .
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En cou nter Level 2
Rescuing whil e stan ding on the plank bridge takes a DC 20 Balance check. If the check fails by 1 to 4 , the rescu er .':. ·(·'!n't attemp t th e rescue th at round. Failure by 5 or mor e mean s the resc uer falls in too. Wi th it s stee ply slop ing southe r n ingr ess, thi s roo m is a dan gerous obstacle. A DC 8 Surv ival chec k is su fficien t to tell that th e water y mud here is li ke quicksa nd. When the pe s start hea di ng over th e planks, have th em roll ini tiaIf th e PCs head roward L1 6, and Narnb rakh is stil l th ere, tive so everyo ne act ~ inrurn . \X'h ere peopl e are stand ing th ey hear ch ant ing. It's a repe t itious intonation ofa couple is im po rta n t. sraremcn ts. PCs who make DC 10 Listen checks and speak Gobli n understand it as, "o h , M aglub iyet! Great Maglu W h en th e pes reach the edge of t he r oom, r ead: liiver!" Any PC who m akes th e l isten chec k and a DC 10 Little more thall a wiac spot ill thc'll arrow tU/lllel, Knowled ge (religio n) check ca n pick out "Mag lubiyct" and recall th at Maglub iyet is the evi l deit y of all goblino ids. this room's floor is nothing but watcry mud.
SETUP
CONCLUSION
Rivilicis of water t lHl dowll the walls, A se rics of /larrow' plallb stretchcs across the mud to allothcr passagcway.
SINKING PIT Rickety plan ks cross this sink hole. Tools: Three shovels, three un lit tor ch es, and 20 feet of muddy rop e lie near the sout her n en tranc e. Plank Bridge: t\ DC 15 Balance check is requi red to walk along th e planks across th e mu d; eac h successful chec k let s a PC mo ve at half spee d for 1 round . PCs who ger a result betwe en 11 and 14 teeter preca rio usly and don't make any progress th at round. Tho se wh o fail by 5 or more fall into on e of th e sin king pit squ ares. Det ermine wh ich 011e by roll ing Id6 and consu lting th e map . Falling In: f\ character wh o falls into th e sin king pit can atte mpt J DC 10 Swi m chec k ever y roun d to stay at th e surface or a DC 15 Swim chec k to move 5 feet. Someo ne who fail s th e chec k by 1 to 4 ma kes no progress, bur a PC who fails by 5 or marc sinks below the surface and begins to d rown (see the Swim sk ill, PH 84). Rescuing: A rescu er need s a lon g tool that can reach th e victim. A DC 15 Streng th chec k is su fficient to pull an adjace nt victi m out, but the vic tim must succee d on a DC 10 Streng th che ck to h ang on . If th e Pc 's use a rope , othe rs ca n assist using th e aid anoth er actio n (DC to Streng th ch eck , +2 on the rescuer's chec k for each succ essfu l helper). If both rescu er and victim succeed, th e victi m moves 5 feet toward safety. If either check fails, the victim is still at the same place in the mud .
FE ,\TURES
or T ilE ROmI
T I1 \;.' ro o m b a s
tilL' roll ' l w i [~ g
fc a l ures.
Ill u m i nat io n: It's J 1 ill ~ thc ir red ,1'" if thcy' t" li r"J or woun cleJ . te ll till" PCs, bu t t ill' se arc zo m bie trucks). Bo o!..! ,;.,ml Pap er,;: TIll' library W,H loot eJ l o n ~ 6ef o rl' t llc goblin:; arrived, hut some valuables rem a i n . o.t, t[w"e wlto ca ll feuJ li lt.' A IJ\'"sa[
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l lll if v it and its effed (a ciJ IJ].",I ). 1l1::iillc the c he s t arc ersat illn in Co mmo n nil tbe te dio u'::lll'::" o f ttua n l aut y. If a righ t o,,:,,: u l"l'l,d hl'f l>ill T4 , Iw wl'ver , the J l>n ize llS of '1'5 are "ill>nl. S~Jlltl1.:'/'Il Do.Jr.;::; O pe n ,:uu tll ward . '\ 11 iron ba r Ica m ali;!a in"t dll' wall t o tlH' wes l o f t he d O<Jr~ . It t ak c", a -mo ve act.ion t o ri cb u p the !Jdo:)r is clo>'l'cl a n d un lli ckeJ; it b as n o btch
'H' lo,;k. Footloc!..crs: The [oo d,lc kl'r " are lo,;L.. J (O pen Loci.. DC 20). T!t"y can be !Ji\t-llCd lJpe ll (ililnln l':''' 5 , 2 0 IIp) ,
F..k,t/ocka I: D rl.HV cll)t hi llg and 1 70 gpo , poot/ocker 2: Dw w d ,)t h ing and ,1Il ivor y bru:-], (30 ~p ).
Reach 10 ft. with cha in (can attack adjacent) Base Atk +1; Grp +3 Co mbat Gear potion of cure moderate wounds Guard 1: scroll of fi reball Guard 2: scroll of deep slumber, wand ofmagic missile (25 charges)
Wizard Spe lls Prepared (CL 1st; 10% spe ll failure chance): 1st-expeditious retreat, ray of enfeeblement (+2 ranged touch), shield a-detect magic (3) Spe ll-Like Abilities (CL 2nd):
1jday- dancing lights , darkness ,faeriefire Abilities Str 15, Dex 12, Con 12, lnt 15, Wis 12, Cha 10 Feats Exoti c Weapon Proficiency (spiked cha in), Scribe Scroll", Weapon Focus (spiked chain] " Skills Concentration +5, Listen +5, Search +4, Spellcraft +6, Spot +5
Possessions combat gear plus mithra l cha in sh irt, masterwork sp iked cha in, trave l spell book Spellbook spe lls pre pared plus a-mending. message. prestidigitation , read magic; 1st-cause fear, Tenser's flaating disk Light Blindness (Exl Blinded for 1 roun d in daylight , then dazz led while still in daylight.
..
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N En cou n t er Level 4
CR 4
GAR GOYLE MM 113
SETUP
hp 30 (full nor ma l 37) (4 HD); DR 10/ma gic
A gargoyle (G) recen tl y slipped in through the tunnel in bu rn ed by the fie r y arc h th er e. It has since been sneak ing around, taking wh atever it can . The ga rgoy le m igh t h ave heard a battle in T5 (Liste n DC 6), and it certa in ly heard one in T7. If so, it's hiding behind
no, an d it was sligh tly
th e tab le in th e nor thea ster n corne r (use the higher H ide bo nus). If not , th e pes m ight su rprise it pilfer ing the pew ter flatw are.
CE Med ium monstrous h um a no id (earth) lnit +2 ; Senses d a rkvis ion 60 ft.: Listen +4 , S pot +4 La ngu a ges Com mon , Te rr an
AC 16, to uch 12, flat-footed 14 For t +5, Ref + 6, Will +4
Speed 40 ft. (8 squares), fly 60 ft. (ave rage) Melee 2 claws +6 each (1 d4+2) and bite +4 (l d 6+1) and gore +4 (ld6 +1 ) Base Atk + 4; G rp +6
When the p es open the door, read:
Two beds are set against the northern wall of this small chamber, footlocliers at their feet, while three beds are set against the southern wall with no accompanyillg lockers. A rotmd table sits ill the northeastern corner. Time places all it are set with pewter j1atware. If the PCs su rpris e the gargoyle , read:
A grotesque, winged 11lImanoid that has stollY shill, claws, and horns stands next to the table. Over its shoulderis a leather satchel.
TACTICS Th e gargoy le prefers to attac k pe s who are blockinga clear path out of th e room . It kee ps figh ting un til it can flee, ma king for Ttu wheni t can. It doesn't fly while in T8, but as soon as it gets into the hall , it starts flying. .
Abilities St r 15, De x 14 , Con 18, Int 6, Wis 11, Ch a 7 SQ freeze Fe a t s Multiattack, To ug hne ss Ski lls Hid e +7 (+15 near stone), List en +4 , S po t + 4 Pos s es si o ns satche l (content s des cr ibed in Co ncl us io n) Fre e ze (Ex) A ga rgoy le c a n appea r to be a s ta tue; DC 20 Spot c he c k to te ll it' s no t.
CONCLUSION If th e gargoy le flees to TlO, it o nc e
arch , flees from th e dire bats, an d heads to the su rface. If th e PCs ta ke th e gargoyle's sat chel, th ey d iscover it conta ins two kr ts daggers (each has a J im evil aur a if viewed using delcd cvil), an arcane gu ard's travel spellbook (see th e stati stics in T7 for th e spells within), and 66 g p o
.: P EATUI,ES OF TH E
Roo »
Th e room h as th l: fnll o win g fea!. u rl:s. Illumin a -3 pr Dfill1 e penalty, 'l lHl ulld ead ga i n ,1 + 1 pror,1 1le bOll u::, on aHa ck ro lk da mage . roll s, um! "il" i l1 ~ t ll row ,; (inc luclcd in til e zo m b ie;;' st et.is ti cs}. U n Jl'a J crca t~d her e, ~ ll dl a s lh e rlHltll'S gll.'led cl·il.
Tilhlc: T ll isla lJll' fun ct io ns lik-e till' onc in T8. A lo p till' taI ,le is a jewelry ]w x witll a p u zzle cla sp tbat in volv es prcssin c til e ei~ b l ,;l wl " o n t h e l id in a s pcci jic orJer. A DC 2 0 O pen L o ck e1wck is su ffic ien l to o Jlen it, o r it ca n !'l' s1l1 a ;;lll' J ( ha l"l[nl~s ;; 5 , 10 IIp). Tr yi n g all til l' Jlos sib le co rn 6ina tipll s 1e. I f non e o f till' ntlH:' 1" ardw" haveGcel1 ,K ti\'ale J ., ,li"aL1,1S/ iclc ill\leJ i1l 1l1 h UlllaJw id , hat1 ~ i n ~ upside ltowll.If till' pc :: cnt ope n till' webb i n~ (611 p), t1wy f illl[ tlll' co r pi't' o f a dru w llla lL-' wbo iln gL-'J'l·J L ,111 t11l1 J'r ae. I-It.' h ~ ,; a llla'::lc r\\'o rk rapi er, 1ll,1 ::> l L-' r worl~ s tmIJ(,J Il'a tl wr, allli a 'k l"'Y tkl t n lWlls f{lo Ll o c k.... r 2 i ll T7.
i:,
EALE
HRINE OF THE Encounter Level 7
SETU P The fiendish spide r here (5) doe sn't react to so unds out side the doors. When you show pes the map forthis roOID> don't show them the floor webbing marked on the map. See th e Floor Web s sectio n,
H U G E FIENDISH S PI DER
CR 7
MM 107 and 289 hp 52 (8 HD); DR 5jmagic N E H uge m agical be ast (au gme nted verm in , ext rap la na r) Init +3; Sen ses d arkvisio n 60 ft.. tremo rsens e 60 ft. ; Li st en +0, Spot +4 Lan guages -
AC 16, to uch 11, flat-footed 13 Immun e m ind -affe cti ng s pe lls a nd a bilities
When the PCs enter t h e roo m, read:
A rcd-eyed spider the size of a small hut crouches to the south. Beyond it, upon a black altar, an idol of a hulking figure wea ring spii<ed armor and wielding a halberd glows with baleful green light. The westcn! wa ll ofthe room isan avalanche of stone and dirt, and this lavemouschamber might be natural. It's hard to mai<e out details. Thic!, wcbs that have bones among them c115hro'ld the room and obscure thefloor, but it seems like something On thealtar isglittering in the green light.
FLOOR WEBS Sticky webbing is spu n acro ss th e floor as marked on the map. When a charac ter is about to step into a squa re that has floor web s, have that PC make a DC 20 Spot check Sue-
. cess indicates the character catche s