Showing posts with label role playing games. Show all posts
Showing posts with label role playing games. Show all posts

Sunday, 1 September 2024

Everything you ever wanted to know about goblins, from the Dragon Garage Appendices

Heroic Journey's Bestiary entry for Goblins, embedded with Dragon Garage. Because every fantasy book should have appendices:

Types of goblins
Ur-goblins are bred for war by unscrupulous sorcerers, warlocks & witches, and can often be found in service to them; tree goblins and faerie gobelin (also known as pukwudgies) infest dark forests and often live in harmony with giant spiders. They are shunned by other faeries, and a war of pranks between the factions has been going on since Puk spiked the solstice brew at the Third Age Conjunction.

Goblins

Also known as orcus or cowcaddens, goblins are an unopopular species of nocturnal scavengers, known for their pasty white skin, clawed hands and feet, sharp yellow teeth, pointed ears and poor hygiene. Their eyesight is weak in daylight, but tapetum lucidum give them excellent night vision, complimented by keen hearing.

There are many subspecies, ranging from enormous deep cave monstrosities to winged imps (also known as pukwudgies), which engage in endless intercenine warfare. Long ago, scheming sorcerers interbred the worst and most brutish of humankind with goblins to produce the dread ur-goblins (war goblins), the only breed that can withstand sunlight without flinching.

Commonly found in northern and temperate climes, they dwell in marginal lands, such as hills, haunted forests, mildewy caves, dank ruins and windy mountains.

Goblins are known to partner with other foul species, such as dire wolves, serpents, dragons, bats and gaint spiders. They battle their mutual sworn enemies: humans, dwarves and (especially) elves. Dire wolf packs and spider clutches provide muscle and speed in exchange for goblin ingenuity, tool making and magics.

The deep blood hatred between goblins and elves goes back eons, and the origins of this mutual hatred has been lost to time.

Goblins have been known to form mercenary companies with humans, trolls, man-eating ogres and rogue faeries, but never elves or dwarves, whose company they cannot abide. Goblin mercenaries have been known to attack during daylight hours in order to catch villagers off guard.

Underground, goblins live on magical ghost fungus and lichens that exist in great plenty. Some are highly nutritious (if tough and tasteless) or poisonous; goblin shamans know which is which, and are experts at combining them into formidable potions. Cabbage, salt and garlic are often used in both food and potions.

Their society is pitiless, cruel and tribal: the weak are either purged (to avoid waste of resources), or used as ‘cannon fodder’ in battle. Cannibalism often occurs when mushroom crops fail.

Goblin armour is often brittle, as their smiths cannot match the level of skill their elven or dwarven counter- parts. Poison and dark enchantments can help compensate. They steal elven armour whenever possible.

Cave goblin
Great Cave Goblins and Huppudums are sightless albino subspecies that live deep beneath the surface of the earth, and are allergic to sunlight. They bathe frequently and cover themselves with mud and shroompaste to cover their scent. Their tongue clicking can often be heard reverberating throughout vast underground caverns.

Dark lords (such as vampire, necromancers, evil princes, sorcerers, witches and evil spirits) often employ goblin armies, luring them with promises of vengeance against their ancestral enemies, or of gold and fertile land. As vampires are unable to digest goblin blood, and goblins cannot be infected with the vampire virus, the two species are frequent allies.

Goblins do not tan; sunlight burns their skin; if they must move about during daylight hours, it will be when it is cloudy or after imbibing fortifying mushroom brews.

Their language, Gobblese, is harsh and guttural; some say it is derived from elvish, which envious goblins stole and then bastardized.

Eternal opportunists, goblins will exploit any weakness they are presented with. They often loot battlefields for weapons, armour and food, unless ghouls get there first.

Goblins typically serve the narrative function of antagonist cannon fodder: pitiless, evil beings that can be smote in vast numbers without incurring guilt or moral judgement.

Faerie goblins may hold out wishes, but these will always come with a completely annihilating cost.

As an externalization and embodiment of human flaws, they relish in cruelty, sadism, greed, cowardice and selfishness.

They are the ying to the player yang. 

Players cannot be goblins.


Friday, 26 July 2024

The quixotic quest to build a D&D 5e megadungeon: level one, part one

1st level of Castle Druidun megadungeon
Level one of the Castle Druidun megadungeon!

If I knew how much work it would be to make a real megadungeon, which is almost as much work as writing a book, I probably would never have started. How far drive will compel me is an open question.

I've got 3 levels of the castle fleshed out, and 2 levels of the dungeon populated. Advice on The Internet recommends every room have at least 3 different points of interest in every room. Ugh. Considering that each level of Druidun has roughly 100 rooms, that's 300 items of interest. Keeping that interesting and varied has been... challenging. 

I started burning out on level 2. 

A decent megadungeon should have at least 10. 

Yikes.

On the positive side, players advance in level much, MUCH faster than they ever used to. From 1,500 to 2,500 points for 2nd level in AD&D to just 300 points in 5e. 

Since in the traditional megadungeon each level is pegged to the players level (3rd level of the dungeon is meant for 3rd level players), that means... the dungeon is WAY too big. To get enough experience to advance to the next level, in 5e the players may only need to clear 1/4 of Druidun! 

Maybe less.

I've had to go back and raise the lethality of the challenges players face in areas they haven't entered yet. They've already got enough XP for 3rd level. And hell yes, I'm making them go back to town and train with a mentor, as is right and proper to do, to advance in levels. Take that, 5e simplicity and streamlining!

The first Random Encounter list I did up for Druidun was filled with NPC characters and social interactions. I didn't roll often enough for encounters, ultimately only presented players with one. The other encounters seemed like the NPCs would just get grilled endlessly by the players for information which I didn't have, which would trigger paranoia and increasing demands ("Why aren't they telling us? Let's force them!"), which would be exhausting, so I dropped it and didn't bother. 

Instead, I've made monster combo encounters, of giant scorpions and kobolds, for example, that might present more interesting tactical challenges.

The first level of the dungeon is divided into different themed sections: the ancient druid tunnels are in the north west (tombs and catacombs), the halls of King Eomel in the north (dining rooms, treasure display vaults, arenas), a more recent goblin warren in the north east, the prison and formal dungeon in the east (naturally), and the dwarven mines to the south, including workshops, refineries, and furnaces. 

All of these areas have long since been overrun (in some cases multiple times) but other factions and monsters, hopefully giving the space a rich history that will be figured out by the players as they progress. 

The Eldritch Veil wizards ran sinister and forbidden magical experiments on level 1 of the dungeon (some of which are still going, even after their forced departure) and particularly in the castle itself (levels 1-3, probably extending on to level 4). Level five of the castle now is dominated by a colony of giant wasps. 

The necromancer has built his lair in the west of level 1, extending the original druid complex with fresh chambers dedicated to the God of Death, Nergul. 

The whole place has then been criss-crossed by the tunnels dug by monsters like ankhegs, umber hulks, goblins, giant ants and the like, connecting areas that would otherwise be far more defensible and offering players the opportunity to bypass dangerous sections. It also allows multiple ways to enter and leave the complex. Like water pouring into the pit on Oak Island, you can never really be sure you've cleared Druidun; the monster tide keeps pouring in. 

Each staircase is aligned to the level above it in the castle. There are notes and hints for the DM on the map, which is purely functional and not meant to be seen by the players. I can't begin to imagine the amount of work a painted player map would take. 



Thursday, 4 July 2024

DM Journal 1: Jumping from AD&D to 5e

"Do you have a moment? I have a brief survey for you to complete."

I’ve been ‘running’ the D&D campaign as game master for almost a year now. I hadn’t game mastered since high school, or even played, other than a few one shots over the years. I think they were version 3 or 4? Can’t remember, we used pre-generated characters and I didn’t get into the rules. 

So what’s it like leaping straight from AD&D to D&D 5e? It’s hard to say exactly, because it’s been so long since I played but the impressions I have are:


  • The game is still spread across three core books: Dungeon Master Guide, Player’s Handbook, and Monster Manual, and I still kinda hate it. To do most things, you have to refer to multiple books. You need weapons stats from Players, monster stats from Monster, but you have to get the Player’s out to find out what the monster’s spells do. I wind up using my phone to look stuff up a lot, it’s faster. Since the web is not space constrained, why not just put the relevant spell stats right there with the monster? (I’ve tried to do this with my own mega dungeon)
  • Gameplay has become a LOT more streamlined. Those early AD&D books looked like physics texts, with endless tables, percentages and glossaries galore. The new books are more friendly looking, spaciously laid out, and while there are still a good number of tables (and a lot to learn), the basic rules are far simpler and more organized. So simpler surface, but still a lot of depth.
  • Characters in AD&D started out much more limited than 5e. For example, in AD&D, a first level magic-users got one spell, and that was it. You fire your magic missiles, or whatever, and you were done for the day. The rest of the time you’d have to hide your 1 hit point body behind the nearest fighter and just try not to die, because a strong breeze could kill you. Now? All magic users get cantrips, which they can use endlessly. I do remember cantrips being introduced in AD&D, but they were little more than parlour tricks, not bolts of flame that could incinerate people. Hell, even rogues (thieves and assassins are no longer a thing, too judgemental I guess). 
  • Characters in 5e are much more robust and resilient than in AD&D. Ability score minimums prevent you from running hopeless characters; before minimums were just a house rule. Everyone is now above average. Healing happens faster and a long rest brings you right back up to your maximum hit points. Short rests recover a couple of hit die, so having a healer as part of a party is not as crucial as it used to be. You also get multiple saving throws after reaching 0 hit points to not die. 
  • Dungeon crawls and mega dungeons are practically unheard of in 5e; they were bread and butter with AD&D. 
  • The number of classes and races players can choose from is vastly expanded. Whether you like this or not depends on the kind of fantasy setting you want to use. I prefer a more limited set, as the game was meant to be set in the world of Dragon Garage.
  • First level monsters mostly have 2 hit die rather than the old 1 hit die. They're tougher to better match the more capable 1st level modern character.
  • Monsters all have ability scores now, they never used to.
  • There's no To Hit table that goes by player level or monster hit die.
  • Armour Class is reversed, with 20 being great and 0 being terrible. In AD&D, AC 10 was an unarmored new born babe and -10 was practically invulnerable.
  • The advantage/disadvantage system didn’t exist in AD&D; it’s elegant, simple and I like it in 5e. 
  • Monsters now come with assigned weapons. This feels really weird, but I understand it for the sake of flow and simplification; I swap weapons out if I feel like it.
  • Characters advance in levels a LOT faster than before: in AD&D it could take 1,500 to 3,500 XP to reach 2nd level; now it’s a uniform 300 points! Punch a couple goblins and you’re second level. I don’t mind this, as 1st level characters are so fragile we died like flies back in The Before Time.

Ultimately, 5e is a lot more forgiving, and less deadly, than AD&D.


I wasn't really aware of this when I started, which led me to make early encounters much easier for the party than they should have been. I was pitching at AD&D difficulty for 1st level, rather than 5e. The result is that the players steam rolled through the first adventure, The Tomb of Aethelwulf, even though I was bumping up and strengthening the baddies as we went. It just was never enough.


The final boss fell a little flat (in my opinion), with the necromancer forced into a hasty retreat by the hard charging fighter. A barrage of missile attacks (both magical cantrips and non-magical arrows) made it impossible for him to hold focus. It didn’t help that I deliberately didn’t pick the deadliest spell collection (again, still thinking of player fragility). 


That mini-dungeon adventure took 2.5 sessions; the remainder of the third was spent in town threatening to murder the NPC I had set up to be their fence for treasure and magical goods. The complications from this will be fun to play out, for while the wheels of justice turn slowly in Pelshire, they do turn. Nothing that a pot of gold can’t solve, though.


I’m still trying to get a handle on player expectations for 5e. Their experience with the game is completely different from mine, and I don’t have a really good idea of how the game is now played. I just know the game we are playing isn’t what they’re used to, and I’m curious what the heck their usual game sessions are like. I gather they are more story focused, rather than exploration with a story running in the background. 


I’m basically running an AD&D megadungeon crawl (also no longer done) using D&D 5e rules.

 

I did try and inject some motivation in the beginning: each character got 3 ‘story cards’ at the outset, and chose their favourite; they each have a bit of background with a story hook tied to the megadungeon, such as a lost family artifact (which will make them the legitimate leader of the family house) buried deep in Druidun, or a missing relative, or an evil sibling rival, or what have you. 


First session, they started at a tavern (naturally) and were interrupted by a couple of villagers fleeing Aethelwulf’s tomb, where their coworkers had been captured by an evil necromancer’s crew. 


For the next adventure, they were given a mission by a medieval fixer/talent agent… whom they immediately betrayed, going behind his back to cut out the middle man. He's not going to be giving them any more missions. My NPC set ups are 0 for 2. 


The only ‘person’ the team has bonded with (and not threatened to kill, behead, mutilate, torture or worse) is a decapitated talking head the necromancer left in their path to intimidate them. Now the head’s hanging from the cleric’s belt. Every now and then they un-gag him to listen to threats of death and dismemberment. 


That’s probably why they like him. 

Saturday, 30 March 2024

The Tomb of Aethelwulf: A Dungeons & Dragons adventure scenario

Map of the Tomb of Aethelwulf
Map of Aethelwulf's Tomb

Note: This Dungeons & Dragons adventure takes inspiration from the 'Five Room Dungeons' movement on the internets (specifically the awesome Matthew Colville). I couldn't keep it at five rooms though, and it ballooned to around 20. It's meant as a starter adventure to take Dungeons & Dragons players from level 1 to level 2, and is my first effort to create a dungeon since, well, high school. Consider yourselves forewarned! Use and modify as you see fit.

Inciting incident: 

Two villagers, Alwyn and Gwyneth (two women), come running down a hill, towards the tavern the characters have just left. Gwyneth has an arrow embedded in her arm. They are out of breath and terrified. 


“Verily, milord! Kobolds! Them foul creatures be defilin' the sacred resting place of Aethelwulf! They're... they're conjurin' dark sorcery, I says. And there were a necromancer, pale as death itself, breathin' fire; his evil gaze struck down Waerstan! They've snatched Oswin and Godric. I beg thee, someone, save them afore 'tis too late!


The village priest of Fairfield, Athric, asks you to go to the tomb, rescue Oswin and Godric, and cleanse it of the kobold infestation. He will pay you 50 gold if you do so, and quickly. 


It is the fifth of the month of Darkwane: the snows have melted, the days grow longer, and buds appear on trees. 


The Remembrance festival starts in 3 days, when heroes of the past are celebrated. Sir Aethelwulf was the greatest of these, fighting the undead in holy crusades for years before retiring to his farm. His spirit is believed to watch over the spring planting. For that to go well, the ritual offering must be made at his tomb on time.


Aethelwulf is said to have wielded the holy sword of Duranthar, which served him well against the Necromancy. He also bore the Aegis of Alamane, an enchanted shield. Supposedly these rest with him in his tomb.


Praying at the Altar of Aethelwulf may be heard by his spirit, and grant advantage on an attack roll the next time the players face undead. It will also cause 1d6 of radiant damage to the target.


If the characters fight to prevent the desecration of Aethelwulf’s tomb, there is a chance, should they be in dire peril (only from undead), that he will appear as a spirit to aid them (1 in 20).


1. Glen outside the tomb: The entrance is set into the face of a limestone cliff face, flanked by two twenty foot tall reliefs of Seraphic Knights carved into the rock. In centre of the glen there is a statue of Aethelwulf atop a ten foot tall granite plinth. Like the reliefs, it is weather worn and covered in moss, but the inscription in the base has been recently cleaned. 

BADDIES: There are two kobolds on sentry duty in the woods nearby (if at night), or inside the darkness of the entry chamber (if during day). They are armed with crossbows and daggers. As soon as the characters move into the clearing, they will open fire from the cover of the woods/entrance. They fire with disadvantage if outside during daylight but are not affected inside the entrance. The zombies and skeleton will then attack. If inside the entrance, one kobold will fire a bolt and then go to warn the necromancer inside.


TOMB DOORS: The tomb doors are heavy, and made of copper. Reliefs panels depict knights praying, boarding a ship, slaying undead creatures, and laying siege to a city. Someone has scrawled graffiti in charcoal across the door: 


The dread it feigns is but a guise,

Embrace the truth, and it shall demise.


TRACKS: There are many tracks going in and out of the tomb. Some are human, some kobold. Some are imprints of… skeletons, and others seem to be of the lame. 


STATUE INSCRIPTION:

In every skirmish, he led the way,

Guiding his comrades, come what may,

From treacherous crypts to haunted glens,

His bravery inspired his loyal friends.


STATUE PLINTH: On the side of the plinth there is a panel that can be pressed, it pivots when pressed, revealing a small chamber containing an iron key that unlocks the storage rooms and secret library.


2) Entry chamber

A clean chamber decorated with elaborate frescoes, with a twenty foot wide staircase at the north end, flanked by large braziers that burn with golden flame. A cold damp wind howls from the hall beyond. There is a heavy oak door in the middle of the east wall. An extinguished torch lies in the centre of the chamber. Blood splatters nearby lead towards the stairway. 


FRESCOES: Depict a noble knight across several panels, with him praying, giving food to the poor, confronting undead hordes, leading a great army, and standing at the side of a king with a long red beard. 


ODDS and ENDS: there is a broken back half of an arrow shaft lying near the entrance. There is blood on it.


3) Storage room

A small musty room, 20 feet by 20 feet. There are stacked barrels and crates along the south wall. Along the east side is a copper rack with picks, shovels, torches, and a coil of hemp rope hanging from it. One  barrel has been smashed open; white sand has spilled out. 


BARRELS: There are two barrels of oil, 4 of sand. There is a crate filled with blue robes of various sizes, a crate torches, and a crate filled with small carved soapstone figurines of knights (50 figurines). 


ROPE: 100 foot long.


4) Bridge over chasm + river

A long bridge fitted stone, lit by flickering gold flames set in small braziers along its length, crosses over a deep and vast limestone cavern, and reverberates with echoes. Glittering ore streaks can be seen in the rock, which is slick with moisture. Long glittering stalactites hang from above, and the roar of rushing water can be heard far below. The air is damp and cold, and you taste the tang of minerals.


To the west, set in the cavern wall, is a stone platform surrounded by a railing, jutting out, illuminated by a flicking light from an iron brazier set in the centre.


Far below, on the east side, you can dimly perceive an elaborately carved passage cutting through the rock, under a thick lintel. A stone slab platform is set in front of it. The edges have eroded away into the foaming water. An old boat is tied up to a stone column at the platform’s edge, with two oars lying on it. 


You can hear the faint flapping of wings in the darkness above…


MONSTERS: Two winged kobolds flit about the cave. They will attack anyone who tries to cross. A kobold on the west platform will fire crossbow bolts. 


5) Hall of Offerings

This is a long chamber with two rows of stone columns carved into the effigies of knights, hands resting atop sword hilts. At the far end is a large burbling fountain atop an inscribed plinth, about 80 feet away. The walls are painted with colourful frescoes. 


The far end is lit by two torches mounted on sconces set into the columns. There are dirty blankets, animal pelts and straw piled around the base of the fountain. A giant rat, tied by a leash to the furthest column, squeals and strains, trying to get at intruders. 


FRESCOES: Depict knights saving villagers, fighting the undead, and praying to the All-Being. There is a dry barren fountain in the centre of the chamber; a pile of sacks in the north east corner.


There are bags of copper coins bearing Aethelwulf’s visage piled in the NE corner (72 cp).


FOES: Four kobolds and a pet giant rat on a leash. The kobolds will hide with their crossbows behind the columns and ambush players as they approach.


TRAP 1:

The first set of columns has a trip wire between them that will spill a trough of oil on players as they advance. The kobolds will then light their crossbow bolts (flaming rags tied to the tips) and fire them at the player. If they are covered in oil, it will do 1d6 fire damage for 1d6 turns; can be put out by rolling on floor DEX DC 10 to put out, can keep rolling for 1 save per turn.


TRAP 2: 

At the second set of columns is a trip wire trap (SPOT WIS DC 10) that will topple a player prone. DEX save DC 10 or take 1 point damage.


4 KOBOLDS, GIANT RAT


Embedded into the limestone base of the fountain is an inscription:


HERE IS INTERRED THE HEART OF AETHELWULF, HERO OF AVALON.


On the back of the fountain is a pressure panel, which will open a small vault on the front. Inside is a small brass chest decorated with red garnet stones. Inside it is a mummified heart. 


HEART OF AETHELWULF: Those who bear the relic are alerted to the presence of the undead, like a weapon of warning. The bearer will hear an unnerving whine when they are near. The relics material worth is 100 gp, but it is virtually priceless to the Seraphic Order (1000 gp). It rightly belongs in the tomb, and removing it, or trying to sell it, will be looked upon with extreme ire by locals and anyone who values it. 



6) Hall of Warriors (19 sarcophagi)

There are modestly decorated sarcophagi in two rows in this L shaped room. Most of the lids have been set on their side, against the sarcophagi. 


A stone ringed cross of the All-Being has been thrown down near the entrance, smashed into a dozen pieces.


There is an inscription on the wall. 


Non nobis, Domine, non nobis, sed Nomini tuo da gloriam

 

(Not for us, My Lord, not for us, but to your Name give the glory)


INSIDE THE SARCOPHAGI: Corpses of knights, clutching a sword lain over their chest, lie wearing their finest plate mail armour, now rusted. 


5TH SARCOPHAGUS: Tucked beside the knight is an ivory tube with a brass skull effigy cap. Inside the tube is a delicate parchment map of a desert beside a mountain range, showing the location of the legendary Cursed City of Amit, otherwise known as The City of the Dead. It is rumoured to be the richest city in all the world, lined with gold and precious jewels. 


SOUTH END: A pile of burnt branches and ashes, and small animal bones scattered around them. 


7) Platform overlooking chasm (high)

Stone platform with a roof slab supported by columns sculpted to look like knights. There is a brazier with a magical flame here.


INCRIPTION ABOVE THE ENTRANCE: 

Now resting here, in honor, side by side, 

Their legacy of greatness shall endure, 

Their names engraved, forever to abide, 

In tales of old and battles pure.


8) Landing platform (low)

The stone tiles are slick and wet. Something in the water submerges with a ‘ploop’ sound. There is a strong breeze from the west and the air is damp.


GIANT FROGS: The water is inhabited by giant cave frogs, who live on blind fish, but aren’t picky where their meal comes from; they will attack players near the water’s edge.


9) Island in river

On the island is the body of a long dead ‘monk’ slouched over a copper chest. Beneath his robes is leather armour, a dagger, and a pouch containing a lockpick set. Inside the chest are 110 gold pieces, a +1 short sword (+2 vs undead) called Victus that was once wielded by the paladin Aed, and is said to have slain the great barrow wight Drathoric, a Wand of Web (4 charges), and two scrolls: Pass without Trace, Bless.


10) Badge storage chamber 

Hundreds of tin badges bearing the image of Aethelwulf are stacked on a shelf. There is a stool and a table here, an oil lantern, and several hundred leather strings. In a bowl are 20 tin badges that have been attached to string to make an amulet.


11) Altar of Athelwulf

The walls are lined with frescoes. Against the east wall is a marble altar on a broad plinth, topped by a statue of Aethelwulf praying; an inscription is set below him. A battered chest, two metal cages, and two burlap sacks are on the south side of it, near where a small fire burns beneath a spit. You can smell the sizzle of fresh meat.


Gleaming black shell casings are scattered across the floor. 


Caltrops gleam in the light, directly before the entrance. Behind them are toppled oak barrels and stacked crates, behind which several small creatures crouch. 


To the North side of the entrance is a knight in tarnished armour, engraved with holy symbols; within is a desiccated corpse, which glows with a sickening green light. It wields a mighty two handed sword.


FRESCOES: The North wall with pictures of Aethelwulf farming and planting, the South wall with Aethelwulf leading an army against undead, before a mighty castle.


ENEMIES:

There is a zombie knight, a kobold shaman, 3 kobold warriors and 1 giant centipede here.


KOBOLD SHAMAN, 3 KOBOLDS 2/w crossbows, 1 GIANT CENTIPEDE:

The kobold shaman works with the necromancer, who is helping increase the power of the tribe and promises to teach the kobold shaman necromancy. The kobold will order the trained centipede to attack, and will flee if wounded.


The kobold shaman has a key for the cages. 


ZOMBIE KNIGHT

AC 16, HP 18, attack -1, damage 1d10; resistant to fire, necrotic damage. Speed 10ft, STR +2, DEX-2, CON+2 It wears enchanted armour, holy armour, and if blessed, it will glow with a white light and incinerate the zombie within.


SHAMAN

AC 13, HP 17 Speed 30ft.

STR -1 DEX +2 CON +1 INT 0 WIS +2 CHA +1

Pack tactics, sunlight sensitivity, passive perception 11, Languages: common, draconic

Spells: Produce flame, shillelagh, cure wounds, fog cloud, healing word, flaming sphere, heat metal

Armed with a cudgel Att +1, 1d4 damage


GIANT CENTIPEDE

Small Beast, Unaligned

Armor Class 13 (natural armor)

Hit Points 4 (1d6 + 1)

Speed 30 ft., climb 30 ft.

STR (-3) DEX (+2) CON(+1) INT(-5) WIS(-2) CHA(-4)

Senses Blindsight 30 ft., Passive Perception 8

Languages --

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


KOBOLDS STR -2, DEX +2, CON-1, INT-1, WIS-2, CHA-1

Senses: Darvision 60ft, passive perception 8

AC 12, HP 5, 5, 4; Speed 30 ft, Dagger +4, D1d4+2, Sling 1d4+2 range 60/120.


CHEST: Contains 230cp, 30sp, 20gp; a bone statuette of an infernal god (10gp, infernal focus point), a gold bracelet (20gp). A goblet of silver worth 10gp, 3 silver rings (5gp each). Sacks contain 1) 100cp and 2) silverware (100 pieces, silver, worth 50gp). 


ALTAR:

There is a marble altar topped by a statue of Aethelwulf praying set against the centre of the east wall, and an inscription below. 


PANEL:

There is a key hole to a panel lower on the altar plinth; it is a small key hole. Within the chamber is a small velvet bag tied with a piece of string, 4 glowing crystals, a silver medallion, and five vials filled with a clear blue liquid.


BAG: Contains blessed seeds that will grow into mighty oak trees. They go x10 times as fast as normal. 


VIALS: 5 potions of healing: 2d4+4 each.


MEDALLION: It is a Crusader's Living Spirit Medallion: It bears a relief of an angel shielding a praying knight before a grave. Grants resistance to necrotic damage and is inscribed with ‘Fortitudo Vitae’


RADIANT CRYSTALS: Glowing crystal, that when thrown, detonates and releases 1d10+2 radiant damage to undead. It does not damage or affect the living, other than temporarily blinding them. 


ALTAR INSCRIPTION:


Oh, Aethelwulf, a name forever sung,

In legends, your praises will be strung,

Pelshire's champion, with heart ablaze,

Your memory lives on in eternal praise.


Reciting the verse and laying an offering before the altar in good faith opens the secret door to the crypt. 


The secret door can also be spotted and forced open with a STR DC roll of 15. Players may assist each other in opening it.


11 A) Opens when a player repeats the altar inscription to Aethelwulf. Before the wall are scratch marks in an arc (the door swings inward) on the floor. WIS DC 14 to spot the latch that opens the door, hidden at the base of the wall.


12) Library of Athelwulf

Stone shelves stuffed with scrolls and books, some now gone to rot; the room smells of must and mildew. There is a smooth stone table and several worn stools in the centre of the chamber. 


Tomes on martial arts, religious doctrine, prayer books, lists of knights, visitors, curators, ceremonies, ledgers of transactions, genealogy trees of local farmers, history of the Order of Dawn, The Seraphic Order, and more. Many are in other languages (High Eltharian, Catharese, Aostan, Old Avarish). 


Some of the more interesting texts:


"Liber Arcanum Aetherealis" (The Ethereal Tome): Penned by Aethelwulf himself, this tome chronicles his encounters with ethereal entities (from ghosts to apparitions) and their influence on the mortal realm, offering insights into the interplay between material and ethereal planes.


"Codex of Sanctified Wardings": A compendium of protective incantations and holy seals crafted by Aethelwulf's high priests and closest allies. It details wards against necromantic forces and safeguards against the corruption of malevolent energies. +1 on the next dispel magic roll.


"Lakban Chronicles: The War Against Shadows": A historical account chronicling Aethelwulf's campaign against the necromantic threat in the Lakbans, describing battles fought, allies rallied, and the strategies employed to confront the dread Luthius, Lord of the Undead. Luthius would often feign a retreat and then turn upon pursuing knights as their horses tired and ranks became ragged.


“Luthius: Bane of Light": A forbidden text detailing the dark origins and powers wielded by Luthius, shedding light on the nature of his malevolence, including an overview of flesh golems and death knights he employed. Little known fact: Luthius was resistant to radiant energy, but vulnerable to fire.


"Avalon's Resilience: An Analysis of Necrotic Resurgence": A scholarly examination of the cyclical nature of necromantic threats in Avalon's history, with Aethelwulf's annotations on how to fortify against such resurgences. Great trauma, whether from battles, plague or natural catastrophe, opened up gateways to the beyond, through which the dead could return. These sites needed to be blessed in order to seal the rift.


"Divine Edicts of Light's Justice": A collection of sermons espousing the virtues of righteousness, penned by Aethelwulf to inspire future champions in their battles against darkness. Provides +1 attack for 1d6 hours after reading when fighting undead.


"Tome of Benedictions: Healing Arts of the Paladin": A manual detailing sacred healing techniques practiced by Aethelwulf and his followers, combining divine blessings with medicinal lore to mend wounds inflicted by unholy forces. Add +1 to cure wounds/healing rolls for paladin who have read the book. 


“Codex of Cosmic Balance": Explores the delicate equilibrium between life and death, delving into Aethelwulf's philosophical musings on the necessity of harmony in the cosmic order. Bestows +1 to wisdom rolls against undead attacks for 1d6 days after reading.


“Lore of the Lakbans: Veil of Shadows": An exploration of the arcane and necromantic practices prevalent in the Lakbans, documenting their rituals, artifacts, and the dangers posed by these malevolent arts. +1 to knowledge rolls related to undead and the Lakbans.


"Paladin's Oathbound: Tales of Sacrifice and Triumph": An anthology of heroic deeds and sacrifices made by Aethelwulf and his companions, serving as an ode to their unwavering dedication in combating the forces of darkness.


13) Stairs over chasm

A narrow stone bridge of worn steps soars over a seemingly bottomless natural chamber. Chains hang from oak crossbeams far above, set into the cavern walls. The slick wet walls glisten with ore, and what might be gold. There is a thirty foot wide platform, ten feet deep, before the stairway, and a room as wide on the far side of the cavern, leading up into a chamber beyond. 


THE ‘GHOST’:

As you approach, a ghostly figure appears at the top of the stairs, emanating an unearthly green glow. It appears to be Aethelwulf himself. He draws a great sword and bellows, “Who dares disturb the rest of Aethelwulf? Begone, lest Duranthar strike you down!” 


He is sickly green and glowing, streams of mist peeling away from him into the dark, as if he’s eternally disintegrating, cloak buffeting in the howling wind, which sounds like a thousand voices crying out in anguish. It’s hard to hear anything else.


In a bone chilling voice he says, “Who dares disturb the rest of Aethelwulf? Go back, foul thieves. Go back.” 


He laughs if you try and shoot arrows at him, as he is unaffected. He can engage in limited conversation. His task is to frighten. 


The ‘ghost’ is an illusion created as a guardian of the tomb, it doesn’t matter. It is harmless and can be passed through safely. It can, however, cast FEAR.


WIND: There is a sudden gust of wind that threatens to knock you off balance. Make a DEX or STR roll to avoid being buffeted off the stairs, DC 10. If hit by a blow, make a DEX save to avoid falling off.


CRUMBLING STEPS: Some of the steps are crumbling. WIS/Perception DC 15 to spot them before crossing. They crack and shift as you climb up them (especially after the boulder rolls down); DEX DC 15 to avoid falling as a stair collapses otherwise. 


BOULDER 7 foot round (rolled by ZOMBIES): 3d6 damage if hit, 6d6 if rolled over. Dodge it DC 15 on bridge. Can leap for a chain DC 8. Boulder weighs about 6000 pounds. A large 8 foot round round boulder will be rolled out by zombies down the stairway to try and crush the players. DEX 15 to dodge, DEX 12 to grab a chain off to the side instead of falling into the depths. DEX 8 to grab if fail first time, but now 1d20 feet down.


HANGING CHAINS: Some of the chains are blown over the stairs by the wind, threatening to hit you. Attack -6, 1d4 damage, DC 6 DEX or get knocked off balance and fall.


13B) Old mining platform. Scattered bits of wood. There are holes 6 inch wide in regular pattern in the stone tiled surface. There is a wooden crane that extends out off the east side, and tarnished metal tracks that lead to the west side and a small round hole in the limestone. 


14) Chamber of Pillars

A large square chamber with four 20 foot wide pits in the corners, forming a cross, lined with stone pillars with thousands of names etched into them. The ceiling is almost 20 feet high with dozens of oak crossbeams. A tattered, mouldy red curtain hangs a rod set over the middle of the east wall. It is colder here. 


MUCH colder the closer you get to the curtain.


The mosaic floor features ten foot wide squares overlaid with an elegant, flowering, curling vine that flows northward from a point at the centre of the south side. Stinging insects are depicted around the vines. There are several burnt husks of what were once humanoids lying on the floor in heaps.


FLOOR TRAP: Those who step away from the vines are engulfed in a column of flame from within the mosaic square, which glows red, then erupts, causing 1d8 fire damage. A square then takes 2 rounds to recharge. 


There are 4 zombies and an acolyte commander here. “Go back, wretched intruders!” “You do not understand the powers you are interfering with!” He will send the zombies against the characters. They are unarmed, claw attacks only. 


ZOMBIES AC 8, HP 22 +3 to hit, 1d6+1 bludgeoning, on dying get save: 1d20, if more than 5+ damage, they go up to 1 HP and keep going.


ACOLYTE AC 8, HP 7, +1 to hit, dagger 1d4. Wears medallion of the Necromancer, a skull in lead with silver traceries, inscribed with "Clypeum Acutum” (Sharp Shielding). 10 platinum pieces (Eltharian doubloons). 


14B) Ten foot wide pit, 20 feet deep. It is colder here. There is water below, freezing cold. Walls are slick and cold stone.


15) Dragon pit

The bones of a large dragon are laid out on a bed of gravel at the bottom of a pit, 10 foot deep, along with dozens of poplar spears. There were once frescoes on the walls, but they have all deteriorated into illegibility. There is brown mould to the west, making it particularly cold. The air is still, frigid, and damp.


BROWN MOULD

AC 5 HP 5, vulnerable to cold, bludgeoning, immune to fire, poison, fire heals it, cold kills it. SPORE BURST: 15 foot cube, lingers 1 min, DC 13 or take 36 HP 8d8 necrotic damage. Those who get close to it take 1 HP of cold damage per turn. 


16) Tomb of Athelwulf

Two skeleton guards with copper shields and wielding spears bar the entrance.


A tall figure in sumptuous purple vestments stands on the steps beside the sarcophagus of Aethelwulf, surrounded by dozens of flickering candles. He is a wizened and pallid, with sunken eyes that glow with a maniacal fervour. His lipless face is skull like, and his long silver hair is slicked back.


He is flanked by two black robed acolytes holding books bound in human flesh.


The marble top of the sarcophagus has been put aside. All around you, the stone walls have been meticulously painted with glyphs that make your skin crawl (symbols of Nergal), as has the sarcophagus, in a thick white paint.


Godric and Oswin are behind the acolytes, both held in small wooden cages, with large iron padlocks. (Each acolyte has one key).


AETHELWULF CORPSE: Red garnet stones have been placed in Aethelwulf’s eye sockets, and the egg of snake into his mouth. White powder of bone has been sprinkled over him, and fresh blood poured over his lips, which are now stained. Aethelwulf holds an ornately decorated bronze sword facsimile of Duranthar, a ceremonial replica which is -2 in combat. He lies on a decorative facsimile of Alamane (-1 in combat). The facsimile is worth 100 gp and the shield 150 gp to collectors, but only evil locals would even consider buying it. Anyone of good alignment will want them returned to the tomb.


THE NECROMANTIC RITUAL: The necromancer is attempting to raise Aethelwulf’s corpse as a death knight, but isn’t having much luck. 


On seeing the characters, the necromancer summons a BAT SWARM from the cavern beyond to attack.


The necromancer can also raise the other knights as armoured skeletons… if he has time.


The necromancer says some nasty things, fires off some spells, then disappears into green smoke and flees, leaving his bewildered acolytes to die. 


NECROMANCER 

Galdroch the Dread 

Galdroch is a tall, gaunt figure with sunken yet hypnotic eyes and a permanent scowl etched on his face. He wears flowing purple robes and an amulet around his neck in black obsidian. Around his waist hangs a sheathed dagger; he wields a long staff capped by a gold Seteshan vulture with red ruby eyes.

ST8, DX12, CO15, IN18, WI12, CH8

HP50, AC13 

SAVES: INT, WIS, CON +3

CLASS FEATURES

Arcane Recovery

Grim Harvest

+2 INT

Undead Thralls

Feat: Resilient (CON)

SPELLS

Cantrips: Chill Touch, Ray of Frost, Minor Illusion + 2

1 (IIII): Ray of Sickness, Mage Armor, Absorb Elements, Shield

2 (III): Mirror Image, Ray of Enfeeblement, Misty Step

3 (III): Animate Dead, Counterspell, Lightning Bolt

4 (II): Blight, Greater Invisibility


DUST OF BLINDING: he has a pouch at his waist, and in it is an itchy powder that he will toss into the air between him and characters, it will persist in the air in swirls for 6 rounds, and anyone who enters the space must save vs. CON 15 or be blinded for 1d6+1 rounds. 


2 ACOLYTES AC 12, HP 15, +3 to hit, dagger 1d4+1. Wear medallions with Skulls in lead and decorated with silver traceries. (Protect from zombie attacks by Necromancer’s raised army) 3 and 5 platinum pieces (Eltharian doubloons).


2 SKELETONS 

Medium undead, lawful evil

Armor Class 13 (Armor Scraps)

Hit Points 13 (2d8+4)

Speed 30 ft.

11 STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)

Vulnerabilities Bludgeoning

Damage Immunities Poison

Condition Immunities Exhaustion, Poisoned

Senses Darkvision 60 Ft., passive Perception 9

Spear +4 to hit, 1d6 piercing damage

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.


Can animate more undead from the nearby chamber that has Aethelwulf’s most trusted knight henchmen. In there sarcophagi are the following lesser magic items:


Lionheart Brooch (20gp): A finely crafted brooch depicting a lion, symbolizing the knight's courage. When worn, it grants a +1 bonus to saving throws against fear effects. 


Virtuous Medallion: A medallion imbued with the knight's sense of honor. Once per day, it allows the wearer to reroll a failed saving throw against a curse or charm effect.


Tattered Rustic Travel Cloak: A rugged yet finely tailored cloak that provides resistance against cold weather and grants advantage on cold Survival checks in the wilderness (when repaired).


Chalice of Healing: A silver chalice that, when filled with water, becomes a font of healing. It can restore 1d4 hit points or cure minor ailments once per day.


Family Heirloom Ring: A ring passed down through generations. It can cast the Lesser Restoration spell to cure disease.


Whetstone of Sharpness: A magical whetstone that, when applied to a weapon, grants a +1 bonus to attack and damage rolls for 1d6 strikes.


Knight's Banner: A battle-worn banner that, when unfurled, emits an aura of bravery. Allies within its radius of 50 feet gain temporary 1d8 hit points at the start of combat.


Taking these things will be viewed as grave robbing and seen in very dim light by the people of Avalon. Anyone found carrying these out of the tomb will be arrested. They are there as temptation. 


17) Treasure room

The walls here are roughly cut and unadorned stone, and it is filled with chests, crates and barrels. Two large shields rest against them. Wooden shelves along the walls hold various artifacts, and a rack has well oiled weapons.


WEAPONS: nine knives, two maces, a Warhammer, and four long swords. 


CHESTS: Contain objects from Aethelwulf’s adventures throughout the world. Statues of various prophets, a griffin’s claw, a dozen dragon teeth, a hideous grey humanoid claw wearing jewelled rings, a necklace, a chalice of silver, a thick fur rug, a thick heavy robe of scales, a large glass eyeball, an Eltharian rug, a Catharn captain’s brass baton, six broken staffs engraved with unholy emblems and topped with skulls and demonic faces. Detect magic reveals their power is spent and they are inert. 


18) Great chasm

A large natural chamber of limestone, it smells of minerals. The walls are slick and wet and gleam in the dull light, and there are large fissures on the north side, leading into abyssal depths. Dozens of stalactites hang from the ceiling. Strange geometric patterns and glyphs can be seen etched into the chamber walls, at a very large scale.


The bottom floor of the chamber is filled with clear water and dotted with stalagmites.


A GHALEB DUHR living rock creature, a Namtaru or Quikstein, is living in this chasm, and it dislikes noise. If a battle occurs in the main tomb, it will wake the Duhr, and it won’t be happy. 

It speaks common.


GALEB DUHR DURRORUCH STONEGREAT

Size: Large 16 feet high

Type: Elemental

Alignment: Neutral

Armor Class: 16 (natural armor)

Hit Points: 105 (10d8 + 40)

Speed: 20 ft., burrow 20 ft.

Abilities: Strength 20 +5, Dexterity 11, Constitution 18, Intelligence 10, Wisdom 12, Charisma 9

Skills: Perception +3

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't adamantine

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 13

Languages: Terran

Challenge: 6 (2,300 XP)

Actions:

Multiattack: The ghaleb duhr makes two slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Rock Catching: If a rock or similar object is hurled at the ghaleb duhr, the duhr can make a Dexterity saving throw DC 10 to catch the missile and take no bludgeoning damage from it.


The Galeb duhr eats rock, and collects precious gems. It can sniff out precious ores, gold and gems. They are slow to think and act, but determined once they make up their mind. 


Durroruch has made her lair beyond the main tomb. She also likes to sculpt, and there are geometric patterns in the rocks of the chamber. A concave depression, lined with gems, is set into the floor of the chamber, where she intends to move her egg (the boulder). She will want her egg returned.


She has an agreement with the keepers of the tomb to not disturb Aethelwulf’s resting place in exchange for being allowed to mine in peace.


19) Secret treasure chamber

A hidden space where there are ancient circles of rocks, animal bones, tusks, and piles of charcoal. The floor is rough and natural. 


B) Trap door

There is a stone that can be pressed before the trap door, that will fix it in place and make it safe to cross. WIS DC 12 to spot the trap door, which is devoid of dust. The stone in the wall is WIS DC 15 to spot. It is of a slightly smoother stone than the rest of the wall.


TRAP: 20 feet deep, 2D6 damage. 


C) Altar trap:  

Two altars have been dug into either side of the passage here, ten feet deep, lined with mosaics, each containing a marble sarcophagus, with the altar atop. There is an inscription above each tome, the west says ALL ARE ONE, ONE IS ALL; the east says PRAY IN PEACE, PASS IN UNITY. The altars are cracked and scorched.


Those who do not make the sign of The All-Faith as they pass will be hit by a blast of radiant energy emanating from the altars for 1d6 damage.


REFERENCE: 

These are the statistics for the magic items that have been replaced with facsimilies and are now lost:


Duranthar, Sword of Dawn, the Dawnsword

Weapon (Longsword), Legendary

History: Duranthar is a legendary sword wielded by the paladin Aethelwulf. It was said to have been forged by the famed swordsmith Adanthil and contains a sliver of the Holy Lance. It has been passed down through the ages as a symbol of valor and heroism.

Details: Duranthar grants its wielder a +2 (+5 vs undead) bonus to attack and damage rolls. It also acts as a weapon of warning, but only for undead presence. 


Additionally, once per day, the wielder can use the sword to unleash a powerful radiant energy burst, dealing 2d6 radiant damage to all undead creatures within a 20-foot radius (Dexterity saving throw for half damage). 


The Spirit of Aethelwulf may also appear if the players face an exceptionally dangerous and powerful undead being. Aethelwulf appears angelic and noble in full armour, bearing a spectral Duranthar. He will stay within 20 feet of the real sword for 1d10 turns, before dissipating. Undead creature's speed is halved in the area. Aethelwulf can strike once per turn, and it will always be the most powerful undead creature within reach. Targets must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage.


Place of Creation: Created in the fires of the Elves' Celestial Forge.


Aegis of Alamane

Armor (Shield), Unique

History: The Aegis of Alamane is a legendary shield said to have been carried by Aethelwulf. It was said to have been blessed by the All-Being.

Details: The Aegis of Alamane grants a +3 bonus to AC when wielded. Additionally, the shield has three charges, and the wielder can expend one charge to cast the Shield spell as a reaction. The shield regains 1d3 charges at dawn.

Place of Creation: Forged and enchanted by the Eltharian craftsmen of Mount Ebernus.


Crusader's Living Spirit Medallion: This ornate medallion grants the wearer resistance to necrotic damage and advantage on saving throws against spells and effects that would inflict a curse or disease. (Wondrous Item, Uncommon)