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TOPIC: Map and Adventure
#56269
Map and Adventure 1 Year, 1 Month ago  
www.dwarvenforge.com/mapmaker/shared?mapId=6b3b9826a3be885dcdc56f7fdea346652ca5113d

I know it is a very large map but anyone with 2 sets and 2Cos should be able to build any room but 25. That room requires 17 curved half floor. (sorry)

In the following posts I will present


THE LOST TEMPLE OF MORADIN
An adventure for 6th-12th level characters
Nathaniel D Wolf
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Last Edit: 2013/09/30 02:37 By Nathaniel D Wolf.
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#56270
Preface and Prolog are for DM only. 1 Year, 1 Month ago  
THE LOST TEMPLE OF MORADIN

Preface and Prolog are for DM only.

Preface
Hammer strikes chisel, creasing the metal, and connecting the final rune. The air cracks with the sound of thunder and light pours forth from the warhammer's side. It is finished; The Fist of Moradin is complete. Cries of awe and triumph issue from the priests' mouths: with this weapon the Dwarven race will on longer fear daemons of the deep. Creatures summoned by the hated Drow will crumble like sandstone under the miners pick.
Deep under the mountain a glorious celebration began, but it was destined to be short lived. The songs of praise and splashes of ale were to become screams of pain and fountains of blood. For when the Fist of Moradin was completed its magnificence shook the very walls of the endless Abyss.
Daemons from all corners rose to prevent the Fist from being wielded in battle. The Greatest of them rent the very fabric of space and through it poured his brethren. The battle was violent and many fell on both sides. The defenses of the temple were activated and every priest was a warrior first. Against endless foes the priests fell one by one until the last of them took Fist of Moradin and sealed in their most sacred of vaults. The daemons threw themselves at the walls again and again but its magical barriers held firm. Realizing they could not overcome the consecrated ground they fell back and established a gateway. In time this energies of their plane would wear away at the consecration, corrupting the wards and allowing their victory.

Prologue
Thousands of years have now passed and the wards are beginning to wear thin. Adventures traveling near the Temple are having vivid dreams of wielding a dagger to accomplish their hearts desire. It is whispered by a beautiful female voice that if they but rescue her the dagger will be theirs.
Many adventures, lured by these promises, have braved the temples defenses but thus far all have failed. The first task is just getting into the temple for it is deep inside the mountain and the connecting tunnels have long since collapsed. Mostly greedy mages and shadow walking rouges have found ways to slip inside but a large force of (Orc, Druger, Chitine, etc.) have dug to the temples entrance.
After your heroes clear out these vermin for the local (lord, church, village, etc.) they will probably rest and that night they too will dream of accomplishing various goals with the dagger. (you can have it open locks, melt walls, slice through stone, etc. it doesn’t matter because the dagger isn’t real. See room 25.)

Dungeon Notes. Their is NO interior lighting system in the Temple of Moradin. Barrels represent braziers but are lit or even have fuel left in them. Pedestals represent anvil alters.
Nathaniel D Wolf
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Last Edit: 2013/09/30 03:22 By Nathaniel D Wolf.
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#56271
Adventure 1 Year, 1 Month ago  
Entrance Way: clearing way the last six inches of stone you see a short hallway with a door immediately on your left (represented by demon doors). This is a door not a door way. It stands six inches away from the wall supported by nothing. If you press against the was and try to look at it from behind it appears gone. (see Steven King Drawing of the Three for more description.) the hallway opens into a large room with doors on the north, west, and east walls.

Rm 1: Foyer: On the floor of this room is a pulsating yellowish puddle. This Ochre jelly was once the temples garbage disposal system. It now hunts adventures foolish enough to brave the temples interior.

Rm 2: Pilgrims Sleeping Quarters: This large room is a dead end. Your light sources, if any, seem to cast wildly moving shadows no mater how steady you hold the source. Desiccated blankets and shallow stone bowels are scatters amidst the remains of three people. Three (shadows, Wraiths, Specters) reside in this room along with the remains. These people hid themselves here from some enemy until the first one died of thirst. The second one killed the third for his Ring of Sustenance, but was too scared/unable to leave the room. After months of watching his companions mummify he threw aside the ring and fell upon his blade. The corpses are adventures geared to match the challenge rating of the undead you picked for this room. The Ring of Sustenance still works but whoever wears it finds that they are always uncomfortably (but never dangerously) cold, and whatever they eat tastes like ash. Their drink always tastes stale and flat, and over time the become terminally depressed. A remove curse or submerging in holy water, when not worn, brings the ring back to original condition.

Rm 3: Pilgrim Luggage Check: This skinny room once served as a storage closet for visitors items. Empty shelves line the walls and you can make out skirting movement in the far back. Shutting the door in this room will not work because of the hole ripped in the bottom corner. Bone Rat Swarm, Libris Mortis, page 88. Or, Corpse Rat Swarm, Libris Mortis, page 92 resides in this room. (treasure for the encounter should be rolled and added to the treasure in room 26.)
Nathaniel D Wolf
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#56272
Adventure 1 Year, 1 Month ago  
Rm 4: First History Chamber (Warriors): As you turn the corner another large room lays before you. Although its size matches those before it, that is where the resemblance stops. In each corner rests a brazier. They are unfortunately BYOB (bring your own burnables). The walls are covered in murals showing the Dwarves in military formations. On the far wall is a Mithral Heavy Shield hung on display. On the floor directly in front of it is an open spiked pit trap with the body of a wizard at the bottom. The real trap here is not the pit but the shield itself. This shield appears magical with detect magic but actually has a Bestow Curse trap on it ( -att saves etc). An identify spell will reveal nature of trap. CR4. Search DC28 Disable device DC28 Also hidden behind a painted shield of a dwarf commander in mural is a small niche holding a potion of heroism. SearchDC20

hallway: Hail of needles from west wall CR3. Search DC18 needle dart in corner of hallway. Search DC22 pressure plate. Disable device DC22


Rm 5: Second History Chamber (Miner): When entering the room the first thing of note is that On floor in middle of room lays a robed man face down in a pool of dried blood, he has three silver needles protruding out the back of this right shoulder and a gash on the inside of his left thigh. He is harmless but works as a good clue that another trap lays in store for your greedy adventures.
If the brazers are lit then the adventures see the walls of this room are also painted. From the north going widdershins (counter clockwise) you can watch as Dwarves drop their axes and picking up mining picks. Upon reaching the south wall they have accumulated a vast amount of gold and gems, and yet they all look depressed. The south wall painting looks very realistic, because it is. On this wall is 1000gp worth of beaten gold a star ruby(1200gp) and a large golden yellow topaz(800gp) A Whirling poison blade trap on floor in front the of south wall. CR 6; mechanical; timed trigger; automatic reset; Atk +10 melee (1d4+4/19-20 plus poison,); (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares); Search DC 20; Disable Device DC 20. It was this trap that killed the wizard in the middle of the room. The poison left him too weak to bind his wounds. Tapping a certain mining pick on the east wall will open a cubby containing three potions of restoration. SearchDC25
The door leading out of this room is far more reinforced then any previous ones. It is also weighted to closes on it own unless held/propped open.

Rm 6: Third History Chamber (Lost Pilgrimage): The floor and walls of this hall are made of flint and sends up sparks if any metal touches them. The walls are also etched with scenes of Dwarves laying down their picks and folding their hands in prayer. Half way into the hall the walls have large slits in them. By now your players should be very on edge for a trap, but this one may not be what they are expecting. Instead of arrows or spike a coming from the wall, a large pressure plate releases natural gas from the wall vents and the sparks from the flint or a lit torch will ignite it as fireball trap. CR5 (fireball, 8th-level 8d6 fire, DC 14 Reflex save half damage); Search DC 20 to locate pressure plate; Disable Device DC 20 to stop from depressing. If there is no flame source, and no one is wearing metal foot wear, or creates any sparks, then the hall fills with gas but otherwise nothing significant happens. Provided they do not stick around and pass out from the fumes. The reinforced exit door is also weighted so as to close on its own.

Rm 7 Fourth History Chamber (Enlightened Craftsmen): The walls of this chamber show Dwarves working at forges and praying before alters. The looks on their bearded faces displays joyous rapture. In each corner above the brazier is a shelf near ceiling. Perched on these shelves are statues of a Dwarf with shield and warhammer. They are set to attack any non Dwarfs, but will defend themselves if attacked. (Treat as medium animated objects x4 CR6 or use Gargoyles x4 CR8). Treasure for this encounter should be rolled as though it was standard and then placed either in room 26 or room 8. SearchDC20 reveals that the chain shirt the dwarf is holding is actually real. This +1 light fortification chain shirt of quickness, was inset in the wall until flush with the picture.
Nathaniel D Wolf
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#56273
Adventure 1 Year, 1 Month ago  
Rm 8 VIP Guest room: Safe: This room has the dusty but intact furnishings of a grand bedroom. If any treasure is to be placed in this room it should most likely be placed in the strong iron bound trunk set beside the bed. (recommend a bottle or two of bless weapon oil)

Rm 9 Guest Dining Hall: Safe: Search DC 15 reveals blood stains soaked into the benches and long scratches in both the table, stone floor, walls, and even ceiling. If the party spends more than a minute in this room they see ghostly shapes of Dwarves eating a huge meal. Song fills the room and a sense of merriment surrounds the party. It is short lived however; the sound of a door slamming open and a roar of some unholy beast shatters the joyous scene. The attackers are not visible but as you watch Dwarfs are tossed through the air and slammed into walls. Long rents appear in cloth and flesh, and the vision fades into a mist disappearing completely.

Common hall area: Safe: Secret Door on north wall Search DC 20

[By now a party that has found the shiny armor and relatively free potion stash from room 8 should be sweating bullets. My party at least knows that I never hand out items unless I think they are going to be going right through them in the next few rooms.]

Rm 10: Fountain room: This room is dominated by a fountain which still flows with clear clean water. A Water Elemental (of the appropriate CR) guards this room. If no one in the room is openly displaying the holy symbol of Moradin then the guard attacks. (Standard treasure for the CR is rolled and stacked in room 26.) Water from the fountain will act as a potion of cure light wounds. Heals injuries 3/day and only functions at the fountain. Bottling the water while still pure does not impart any healing effects.

Rm 11 Guest Chapel: This Chapel is in shambles, ripped cloth, tattered parchment, and dented mugs litter the area. The only things to survived the assault are a holy symbol of Moradin and the holy window. This window allows a person who is devote to Moradin to view anyone anywhere if they know their true name. It also gazes upon many lands, possibly even ones outside of this dimension. If the viewer is not a worshiper of Moradin they must make a will save DC 15 or become entranced by the visions in the window. They take 1d4 points of Wisdom damage and can make another will save every hour to brake free. Failure results in another 1d4 points of Wisdom damage. Removing the person from the room will not brake the connection. A remove curse or 3 points of damage (actual or subdual) will snap them out of the trance. (trying to move this item will destroy it.)

Rm 12: Temple Defenses: The room is dominated by a mosaic of heavenly bodies on floor and ceiling of room 60ft over head. Stepping on the mosaic will teleport the person to ceiling where they will fall to floor and teleport back up again without any loss of speed. Fly, levitate, or feather fall will allow someone to stop the patten. A rope shorter than 60 feet may allow another party member to haul them in and a dispel magic will cancel the effects of the mosaic but that would result in the person in question hitting a stone floor at quite possibly terminal speeds. Otherwise the random gravitational pulls and celestial winds of the mosaics will atomize anything falling through it in around a hundred years.

Rm 13: Holy ingredients: Safe: The floor of this room is dominated by a mosaic of a field. If given the proper command (“Earth” in Terran) the picture will rise up becoming a small pasture of wheat and barley ready to be cultivated. Farming tools line the walls in the rest of the room

Rm 14: Room of plenty: Safe: The floor of this room is dominated by a mosaic of a sea shore. If given the proper command (“Water” in Terran) the picture will turn into a pool stocked with fish. Nets, harpoons, and fishing poles can be found throughout the rest of the room.


Rm 15: Room of life: The floor of this room is dominated by a mosaic of pasture land. If given the proper command (“Sky” in Terran) the picture will rise up becoming a small pasture for grazing animals. On the west side is an Illusion of a treasure. (place appropriate level item) The floor in front of treasure is a trap that will teleport you to middle of the ceiling trap in room 12. It cannot be disabled as long as the corrupting influence of the daemon rifts are still active.
The way to collect the treasure is to realize the mirrored nature of the room. If door to 15 is open and someone is looking through it while backing up in room 14 until they are equal with where the treasure would be in room 15 then, and only if they are concentrating on the treasure, can they reach behind them and collect it. True seeing will immediately reveal the answer. See invisibility will show that the treasure is also in room 14 but not how to get it. Various knowledge checks can be used to help puzzle this out. (Recommend items are wand of Searing light 10 charges, metamagic rod extend lesser, or rod of bodily restoration)
Nathaniel D Wolf
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#56274
Adventure 1 Year, 1 Month ago  
Rm 16: crossroads room: This small room is the division point between the High Crafters and everyone who came to visit. They would come here with offerings for room 18 but no one was allowed further into the temple unless they took vows and gave up life outside this holy place. SearchDC20 to find loose brick in bottom right hand corner of the wall. Behind brick is a lever that opens the secret door.

Rm 17: Dwarven Armory: This hidden room holds the weapons that the worshipers of Moradin once wielded in battle. Unwilling to allow continued bloodshed by their edges but unable to destroy such fine craftsmanship they stored them inside the temple for safe keeping. (Dozens of fine axes, shields, helms, boots, etc. some magical most masterwork. Set to the standards to your campaign. (Recommend at least one blessed weapon to assist with the daemons that will be shortly encountered)

Rm 18: Grand Chapel: This room houses many works of art both crafted here and given as donations from pilgrims. The window looks into the Feast hall in room 22 so that the wonders may be viewed during meals. The entrance is barred by a locked portcullis, and the floor just inside of this room is a trap that will teleport you to middle of the ceiling trap in room 12. the floor cannot be disabled as long as the corrupting influence of the daemon rifts are still active. Some treasures may be accessible through the window in room 22 since it is an open space with not traps in it. 1d10x100gp, 1d10x100sp, 1d10x1000cp 3d4 minor wondrous items. (in my game 50coin is 1 lb so they may not be taking it all with them)

Rm 19: Stables: This hall contains many small rooms on its southern side. In the rooms are the remains of chicken goats and even the skeleton of a pig. These used to be taken to the pasture in room 15 and tended by novice priests. In the corner of a desiccated chicken coop rests an invisible Quasit. Though it was set as a lookout hundreds ago, fear of its master has kept it in place. When the party enters room 19 the Quasit will try to contact its master with 100% success rate. Fortunately for the party the great and terrible Balor who commands this lookout has completely forgotten of its existence. Upon hearing from it the daemon lord commands a Palrethee to deal with the intruders and then dispatch the Quasit for daring to bother the Balor on its day off. (If running a higher level party through this dungeon simply have a stronger daemon show up.) (Roll standard treasure for this encounter and place in room 26.)

Rm 20: Hallway: In the left hand pillar of this area is a hidden compartment Search DC 20 containing a wand of cure moderate wounds (42 charges) and a scroll of remove disease which were kept for the livestock in room 19.

Rm 21: The Great Hall: This room has beautifully decorated pillars depicting dwarves working at forges and creating wondrous items. Anyone stepping between to pillars on a horizontal vertical or diagonal who is not holding, or touching the person holding a holy symbol of Moradin. Such as the one from room 11. will set off a chain lighting trap between all the pillars in all the aforementioned directions. CR7: 5D6 Ref DC19 for half SearchDC31 Disable DeviceDC31. Anyone with the holy symbol of Moradin takes not damage. (Roll standard treasure for this trap and place in room 26.)

Rm 22: Feast Room: This giant room boasts a huge table over 30 feet long. Perched in the middle of this massive dining area sits a giant humanoid vulture. Flexing its gray wings the Vrock takes off flying high into the decorative vaulted ceiling and then swoops back down to rain havoc on the party. (Money rolled in the treasure should be put in room 26)

Rm 23: Kitchens: three Abyssal Stalkers and two Abyssal Maws prowl amongst the the ovens and prep areas of this massive kitchen. Knowledge Plains DC25 reveals that these creatures are forward scouts of a re-awakened army. (Roll standard treasure for this encounter and place in room 26.)

Rm 24: Bed chambers: This was the bedroom of the High Priests of Moradin. What spartan furnishings they once had have been thoroughly soiled and the alters desecrated. Hidden in the leg of the southern most bed is a wand of scorching ray 8th caster level (10 charges). SearchDC22
Nathaniel D Wolf
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#56275
Adventure 1 Year, 1 Month ago  
Rm 25: Holy Forge: This room was once shaped in the image Moradin but the corruption of the daemon rift has begun to alter the very shape of the room. On the floor of this room is a mosaic of shifting flames. If given the proper command (“Fire” in Terran) the picture will roar to life and power every forge in the room. (all the open spaces)
Floating ten feet up inside a sphere of coruscating translucent energy is a gorgeous, nude female elf. She is located below the nose and over the mouth of the room. Hearing her voice inside your head you immediately recognize it as the one from your dreams. She quickly confirms this notion by telepathically offering once again a powerful magic dagger to whoever frees her from this torment.
If asked how she became imprisoned here, she replies that her father was a great wizard who helped the dwarves make their magic items. The daemons captured her in here to force her fathers hand.
If asked where the dagger is she replies that it is in her fathers study which only she can access.
If asked how to be let free she responds that speaking the Terran word for fire will start the forges below her and the word Achor she-ki! (daemonic for fire) will increase the power of the forges and brake the enchantment.

If the words are spoken all the forges shoot flames to the ceiling dealing 21 points of damage (no saving throw, half the damage is considered evil for purposes of damage reduction.) to anyone in contact/ passing through them. 1 point of damage is applied to the Yochlol who changes shape as she lands and begins attacking. The flames return to a normal forge in three rounds.

If anyone is pushed into a forge they take 10d6 damage per round and catch on fire.

The three portals at the crown of the room are one way portals like that seen at the beginning of this module. The left one leads to room 27 the middle leads to the entrance of the dungeon and the right one leads to room 26 (it is hoped that the party members would be smart enough to use some sort of divination magic before crossing what are quite possibly one way magic portals.)


Rm 26: Treasure Chamber: The entrance to this room has one last terror. A Hezrou has been trapped here since the first incursion. The pillars at the entrance to the hallway are the borders of a holy force field. Nothing of evil alignment can pass beyond them. Moving into the hallway will grant the players safety from this daemons attacks and spells. The various treasures rolled throughout this adventure are stacked here along with the Fist of Moradin.
the portal at the top of the hammer leads back to the entrance of the dungeon.

Fist of Moradin: +2, Ever bright, Thundering, Chaotic Outsider Bane, Warhammer
Damage 1d8+2 +1d6 +2d6 x3crit
2/day all creatures within 20 of you are blinded for 1 round.
Reflex save DC14 negates. DC20 to negates if Chaotic Outsider
immune to acid and rusting effects.

Rm 27: Brothers sleeping quarters. Once the sleeping quarters of the Moradin brotherhood, it is now the location of the Daemon rifts. Corruption from the rifts proximity has altered the very stone. Pulsating pillars of unholy flesh and rivers of blood course over this twisted landscape. This portal is no longer a two way portal in as part of the temples defenses. The daemons in the kitchen and feast hall have pushed through a weak spot in the fabric of the temples existence. This weak spot is located in the wall behind the High priests chambers. SearchDC30 or true seeing reveals the location.
There are three other more approved ways out of this room. One is magic such teleport, another is to enter a daemon rift and wander through the endless Abyss until an exit can be found, or if you posses the Fist of Moradin you can collapse the walls over the rifts and demolish the pillars freeing the temple and returning the portals to two way passages. (note the one by the entrance remains a one way exit.)
Of course even if the party has the Fist they are not going to stop a thousands year operation without some opposition. A daemon should gate through every 1d4 rounds while both gates are open. Becoming every 1d10 rounds when one has been closed. (some recommend daemons are Dretchs CR2, Abyssal Maws CR2, Abyssal Ravager CR5, Jovocs CR5, and Demon Arrows CR7. Of course you should match this to the conditions of the party.)
Only the Fist may be used to destroy the corrupted architecture. Fist of Moradin deals the full 1d8+1d6 sonic+2d6 bane to the corruption ignoring hardness it will also due x3 damage on a critical hit. The daemon rifts have 60hp and the pillars 20hp.
Nathaniel D Wolf
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Last Edit: 2013/09/30 03:19 By Nathaniel D Wolf.
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#56276
Feedback 1 Year, 1 Month ago  
upon further review I realize the compass did not save on my map. For reference North is at the top of the map. This makes west walls on the left and east walls on the right.

Also would like feedback on what you think of this adventure
Nathaniel D Wolf
Kobold
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Last Edit: 2013/09/30 03:16 By Nathaniel D Wolf.
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#57282
Re:Feedback 1 Year ago  
Hi Nathaniel,

Can't believe this has been up for a two weeks and no one has commented. I figured i would step up to the plate! I suspect others were daunted by the scope of the adventure, i read it through twice over the course of several days, there is lots of goodness to dig into.

I love this adventure. I am partial to traps and this delivers in spades. Very old school feel with lots of danger. Couple of good places to rest which seem like they will be needed, this looks like a killer module to me!

Love the way the history slowly unfolds as the party progresses through. Will be interesting to see how the party solves many of the challenges. You have suggested solutions, but it is always entertaining to see the cockamamie things your players will come up with!

Great adventure, welcome to the forums!
kitenerd
Ogre
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Last Edit: 2013/10/20 15:01 By kitenerd.
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#57328
Re:Map and Adventure 1 Year ago  
Wow!
This has been here for 3 weeks!!!
Maybe it could be posted as it's own thread?

Anyway. It looks outstanding - I'll post more when I've given it a thorough reading.
LordTentacle
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#57337
Re:Map and Adventure 1 Year ago  
Perhaps over in the Modules/Maps section, where it wouldn't be "hidden".
jackattack
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