AD&D - Curse of Roslof Keep Campaign - (CRK3) The Depths of Roslof Keep (Folio #22) (watermarked).PDF

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Nicholas Gauthier (Order #39368768)
Nicholas Gauthier (Order #39368768)
Nicholas Gauthier (Order #39368768)
Folio Module
with a tracking ability can begin to try to work out
a probable location. To determine how long it takes
the characters to find the dungeon, the DM can
roll 2d4 and then subtract 2 from the number for
each ranger in the party, and 1 for any barbarian or
druid. If a character can make some argument that
they should also get a bonus to the roll, you may use
your discretion.
There is a minimum of a single day the characters
must search, and each day the DM should make four
random encounter rolls, plus one weather event roll.
I have detailed two random encounters below, but
feel free to expand on that list as you like if need be.
Random Encounters (1 in 6)
1d8 Frost Demons [AC -2, HD 10+10, HP 62, #AT
2, D (2–16) (Claws), Frost Aura (anyone attacking the
demon with melee will take 3–12 points of necrotic/
cold damage) (EXP: 1,980)]
An adventure in both 1E and 5E formats for
5–8 characters, levels 12–14
All ‘grey blocks’ are for 5E conversions
in this section.
Chamber of the Three Doors
Level 4 of the Kasbah Dungeon revolves around
a single chamber, a roughly thirty-by-thirty
square with stairs at the north and a door on each
of the remaining three walls. Each door glows
slightly with a mystical aura. Once characters
have moved into the chamber, they can attempt
to open any door, and once a member of the
party touches a door, the entire banner company
instantly teleports into the environment that hosts
the particular section of the Level 4 dungeon.
Once each dungeon section has been defeated,
the group will be returned to the Chamber of
Three Doors where a stair leading downward
will have appeared in the center of the chamber.
T
reasure
200
ril crysTals
1d8 Frost Demons [AC 22, HD 10d12+40,
It is up to the DM which door leads to which zone,
so once you’ve selected a destination point from a
door, please keep a note of it.
HP 100, Initiative +3, #AT 2, Hit +8, Dam
Claw 10 (1d10+5), Multiattack (2 Claws),
Frost Aura (any melee attacks made against
this creature cause 6 (3d4) necrotic/cold
damage to the attacker)]
STR: 20 (+5) INT: 12 (+1) WIS: 11 (–)
CON: 18 (+4) DEX: 15 (+2) CHA: 8 (-1)
CR: 5 EXP: 1,800
Type: Medium Fiend
The Climate Zones
Destination Zone 1 (Ice)
The first zone is a remote glacier. The characters
will be deposited on the glacial ‘roof’ and have to find
their way to the first dungeon zone. Any character
2
T
he
D
epThs of
R
oslof
K
eep
Nicholas Gauthier (Order #39368768)
1 Giant Remorhaz [AC 0 [2 for the head], HD 14,
HP 84, #AT 1, D 6–36 (Bite), Swallow Prey (on a Nat
20 roll, can swallow and instantly kill human-sized
prey), Heat Aura (anyone attacking the remorhaz’s
back (AC 0) with a nonmagical weapon will lose
that weapon due to heat, and anyone touching the
remorhaz will take 10–100 point of heat damage)
(EXP: 4,512)]
Blistering Cold
All characters without cold-weather gear, or with
minimal elemental protection (5 points), will begin
taking 1 Constitution point of damage per hour they
are exposed to this weather.
White Out
Nil visibility from blowing snow, all attacks
utilizing sight are made at -2.
T
reasure
200
ril crysTals
Avalanche!
A bone-crushing avalanche slides toward the
characters. Saves versus paralyzation must be made
at -2
[DC 18 Dexterity]
or take 3–18 points of
bludgeoning damage per round you are in the slide
(1d8 rounds if saving throw is failed).
Heavy Snow
Progress is slowed by extremely heavy snowfall,
adding 1d2 days to the total to find the dungeon.
Destination Zone 2 (DelvingDark)
The party is deposited in a fungal forest, deep
within the confines of a giant underground vault. The
ceiling of the vault glows with soft violet light, bathing
everything in a gentle twilight. The fungi stand
taller than most trees, and the forest floor beneath is
a spongy and wet thicket. Trails twist between the
stalks, and pocket vaults connect to each other in a
great maze. There are dark fortresses carved of stone
that rise above the forests and keep watch on the areas
below (a great place to have side adventures or launch
drow or other slaving race raiding parties), but for the
3
1 Greater Remorhaz [AC 17, HD 17d12+85,
HP 195, Initiative +5, #AT 1, Hit +11, Dam
Bite 40 (6d10+7) + fire 10 (3d6), Heated Body
(any melee attacks or even being within 5’ of
the creature causes 10 (3d6) heat damage),
Swallow (Any creature hit by the bite is
grappled (DC 17 Escape) and if hit again is
swallowed, taking 21 (6d6) damage from
the interior heat)]
STR: 24 (+7) INT: 4 (-3) WIS: 10 (–)
CON: 21 (+5) DEX: 13 (+1) CHA: 5 (-3)
CR: 11 EXP: 7,200
Type: Huge Monstrosity
Random Weather (1 in 4)
Once a weather event is determined, roll a d4 to
see which event below takes place.
Nicholas Gauthier (Order #39368768)
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