Temple of Chaos

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Temple of Chaos

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----------------------------------------------------------------------------------+-- +---- + + +-+ + +---- +-+ +---- +--\ | | +-+ +-+ +--- | | |\ /| | \ | | / \ | / | | / \ / \ / | +---- | v | | / | +---- | | +-- | +---+ +---+ | | \---\ | | | | +-+ | | \ / | \ | | | | \ / / | +---- | | | +---- +---- +-+ | +--/ | | | | +-+ ---+--------------------------------------------------------------------------------NOTE:The Author (i.e. myself) is italian so maybe you will find words or phrasesnot very clear or even wrong. Be kind please, don't flame me. Or at least do itin italian :P.--------------------------------------------------------------------------------AUTHOR'S ADDRESSES:home:Bertarello Stefano via Orti, 1220122 Milano ITALYe-mail:berta@morgana.usr.dsi.unimi.it--------------------------------------------------------------------------------AUTHOR NOTESI made this adventure after mastering the well known Death below Karak-Azgaladventure in the Role play book of Warhammer Quest box.The players used the four basic characters of the box plus two elf rangers. I used the regular Elf ranger miniature for one of the two and the plasticminiature of a dark elf sorceress which I found in White Dwarf to represent theother. One was played as a mage the other as a warrior. These two were at thefirst level, the others at the second.TREASURESTreasure cards should be given only when it is explicity said.FLOORPLANSI used some floorplans which I made by myself photocopying the basic floors andjoining them in some way (you will see them in the LEVEL 2).MAPSMaps are in a separate file. I made them with Word 6.0. I add here an ASCIIversion.IDEASI added some "prizes" for the players who have some useful or intelligent ideas,you will find notes throughout the adventure about these prizes.MINIATURESFor the first level I used only the miniatures of the WHQ box plus 2 chaosbeastman. For the second i used a bunch of miniatures I bought after. Herefollows the complete list of what I used:- A box of plastic skeleton warriors- A box of plastic chaos beastman- A box of plastic chaos warriors- Two metal bloodletters of Khorne- A pink horror and its two blue horros- A chaos champion- A chaos sorcerer + familiar(?)Miniatures I wish I had used after the adventure was finished:- One elf woman to represent the motherMiniatures you can use if you got them (otherwise use their little brothers):- Chaos beastman champion- Ork boss--------------------------------------------------------------------------------THE STORYThe background is quite simple. The warriors come back from Karak-Azgal to thefortress of Morgheim which I made act as a city (I don't know what it realli is)where warriors gave the Star of the Dawn to the Dwarves, passed to level two andmet the two elf rangers.These young elves, were headed to Nuln with their mother, an elf ranger noble,and the escort. They were ambushed by orcs somwhere near the dragonbackmountains. The escort was all blown away, the noble elf was kidnapped with herpersonal bodyguard and only the two younglings escaped the slaughter.Now it's up to the six heroes to rescue the woman(?) and go back to Nuln.--------------------------------------------------------------------------------LEVEL 1[1] TEMPLE- Description:In this room there is an altar witha a statue representing a monstruos crea- ture. The ligh is very intense and comes from a brazier placed in frontof the statue. Two stairs lead to the upper level where the statue andbrazier are placed.- Monsters:There are 6 Orc Warriors guarding the temple and two orc archers on eachside of the statue.- If warriors examine the base of the statue, passing an Initiative test they will find the following writing: "RAK NOOR, MASTER OF DARKNESS, AN ETERNAL FLAME TO SOOTHE YOUR WRATH" Who has the idea of examinating the base gets 50 gold.- If warriors examine brazier, they can see an unidentified shape in the flames. It's a piece of lodestone. It's necessary to extinguish the flames with water in order to reach the stone.- If a warrior tries to get the stone with bare hands, he will suffer 1D6 wounds with no deduction for armour or toughness and he won't get it as well. If he tries to get the stone with wet hands (see room [2]), will suffer 1D3 wounds and won't get the stone. Who has the idea of getting the stone with wet hands will gain 30 gold. Who thinks of extinguishing the fire with water from the fountain will gain 80 gold. If somebody has already tried to get the stone with hands, who thinks of thro- wing water on flames will gain only 20 gold.- Once the fire has been extinguished the statue will live becoming a big mino- taur. Minotaur has 25 wounds and fight wielding a big iron mace, very thick. The monster has only one attack, but it has +2 on the to hit roll and inflicts 3D6 wounds instead of the 2D6. Mace can be used only by the barbarian and the dwarf once they manage to kill the minotaur, it causes 1D6 wound more than the usual, but it allows only one attack every other turn. It also gives +2 on the to hit roll because it's hard to parry with a normal sword. Give a Treasure card after the minotaur has been killed.[2] FOUNTAIN ROOM- Description:This room is very big. In the middle of it there is a fountain full ofwater. The floor is very smooth.- Monsters:A bunch of giant spiders (6) infest the room. If warriors manage to killthe stronger. The others will flee, escaping in the water drains.The leader of the spiders has toughness 3 and gives 30 gold. Determine thisspider before the encounter, but don't tell the players which spider is.(If you feel so you can make the spider leader a gigantic spider).- If players search for secret passages they will find one (if they pass a I test) on the western wall of the room. It leads to the corridor [13].- If somebody looks into the fountain he will see some gold coins shining in the water. Their complexive value is 200 gold. Under the coins there is the plug of the fountain. If it's pulled out, water will flow away. The plug has to be placed back. It takes 3 turns before the water comes back to a sufficient level, if it has not been used to extinguish the fire. The warrior that decides to pull the plug will loose 50 gold.[3] WELL ROOM- Description:This room is very damp. The only source of light is a torch hangingfrom a wall. In the middle of the room is a well, covered by a grid nailedto the floor. On the N-E corner there is a trapdoor partially covered withdust.- Monsters:(I assure I made this before I read of the well in the Death below..)As soon as the warriors enter the room, 4 giant rats come out from the welland 2 bats attack coming from the ceiling.From room [14], where they were hidden, two skaven arrive.(Maybe you can rise also this number of monsters).- If warriors look into the well, they can see something shining at the end of it in the water. It's a key ring with two keys, one opening the door to the level 2 in the room [9], the other opens the tomb in room [5]. The well is very deep, to reach the keys it is necessary to tie the magnet with the rope. Even in this way the warriors cannot reach the bottom of the well from here, because the rope is not long enough. Warriors however can reach the keys if they go down in the tunnel reachable through the trapdoor.- If the warriors clean the dust over the trapdoor they can see that it's made of stone with a thick iron ring on it. The trapdoor is very heavy and can be opened only using the iron mace had from the minotaur in room [1]. Warriors have to use the mace as a lever. To open it they have to pass a strenght test with a -2 malus on the roll. If warriors try to use one of their weapons instead of the mace they can open the trapdoor only if the result is an exact 7. If the result is higher, the weapon will broke up and it it well become unusable. If the result is lower the warrior will not open the trapdoor. Trying again with the same weapon will make it bend giving to it a -1 malus on the rolls to cause wounds.- Opening the trapdoor will activate the trap in room [13].- The warrior who thinks of using the mace will gain 100 gold.- Under the trapdoor there is a ladder who leads to the tunnel which is halfway to the bottom of the well. Now the rope will be sufficient to reach the keys. There are 2 giant rats into the tunnel. Into the tunnel there is also a dead elf. If the two elf rangers try to identify him they will recognize him. He's the bodyguard of their mother. With him there's an Eltharion bow (obj. 34 page 69 role playing book) and a magical quiver (obj. 32), which only an elf can use.- Warriors can also use their weapons to open the grid. They will have to make a strenght test. A result of 5- won't allow to open the grid, a result of 9+ will broke the weapon. Once the grid will be pulled away, the warriors can go down to the tunnel using the rope and then they can try to reach the keys from there.- If the warriors get the keys one will have the writing "TOMB" inscribed in it. It's in elf runes and only an elf will understand it.Side view of the well and tunnel:trapdoorGrid \###### \ ----+ +----+ +---- | | | | | | | | | | | | | +----+ | | Tunnel | | +---------+ | | | | | | |Keys| +----+[4] PRISON CELL- Description:This room is quite small, on the walls of the room there are many inscribedwritings, some understandable, others not. A well in one of the corners emanates a terrible smell of excremants. It's easy to understand that theroom is a cell. Light is dim. A heap of straw is a pallet in a corner.- If a warriors arrives in the room because he's fallen into the trap in room [13], then read the following: "The only door of the room is very solid and it's not possible to open it from the inside. Through the grid in the door you see for a moment the snout of an orc, who laugh at you before going up some stairs outside the door and reaching a fellow. But you too are not alone..." You can stop playing here if it's enough late or just pass the turn to other players.================================================================================NOTE:The game in the room can be boring for the player whose warrior has been takenprisoner. You should try to avoid him killing the snotling (I've seen warriorstend to kill every unlucky thing crossing their way, even an old village womanwith a value of one in every characteristic from Move to gold value).You shoul try to keep him busy with things such as talking with the snotling orfighting the skaven which arrives later or bats on the ceiling.================================================================================- Monsters:4 giant bats are hanging from the ceiling and they will attack only if theprisoner tries to fight them or to throw someting at them.- After a couple of turns a skaven arrives in the room coming from the same trap. The skaven is hostile and will attack next turn if the warrior has not attacked yet.- Looking from the door the warrior can see the feet of two orc guards in room [15]. It's also possible to see the top of a door oon the southern side of room [15]. That door leads to room [5], the tomb chamber.- Under the straw there is a shield. Shield of Ptolos (page 74).- Snotling Prisoner:From a dark corner of the room a snotling comes out. If the warrior tries totalk to him, he will tell him of a minotaur hidden in the room [15]. If thewarrior comes to know about the minotaur can warn his companions when theywill arrive in the room (see room [15]).Use a slip of paper to pass the information to the player so that the otherscannot know it in advance.If the warrior speaks to the snotling instead of killing him will gain 70gold. If he has the idea of shouting to warn the other warriors he will gain other 60 gold.Who kills the snotling after having freed him and the warrior will loose 200gold. Cruelty is not admitted :)The snotling has an healing salve which he says it was able to steal from the store room. If the warrior promises not to kill him once they are free,he will give the potion. This should bring all the warriors in a room backto their starting wounds. The potion is used to heal all the members of the party before they go downto level 2.If the warrior asks about the door that can be seen throug the grid, he willget 70 gold and will know what follows.The snotling knows that in the room [5] there is a tomb of an elf hero, itis said that the tomb contains a treasure. In that room elf skeletons fightagainst dark elf skeletons for the possess of the body of the hero. From what it has heard, the dark elf forces are overwhelming the elves.The snotling tells about strange beings that live at the lower level. Crea-tures of Chaos that made a pact with orcs. The latters must get rid of everystranger who enter this dungeon.He then talks about strange creatures that he has not seen before. Pinkmonsters with a head bigger than orcs' that move spinning fast. Once someorcs killed one, but in its place two other blue creatures had appeared.If the warriors free tha snotling he will take them to room [9] and will fight with them at the lower level. The snotling has also a slip of paper(give the warriors handout 3).[5] TOMB CHAMBER- Description:This room is on two levels, one higher where a tomb of a elf hero is placed,one lower where the door is.- Monsters:There are 1D3 skeletons armed with sword and 1D6+2 skeletons armed with axesor long weapons. Skeletons are fighting ones against the others and don't notice the presence of the warriors.Skeletons with swords are elf skeletons that are fighting to defend the tombof their hero against dark elf skeletons.Say to players that skeletons are not of a human height. If an elf warrior tries to identify elves, on a successful initiative test he will noticethat elves generelly do not use axes.- If warriors fight with elf skeletons against dark elf ones and they manage to destroy them, they will be rewarded by elves with some gems:2 rubies each worth 200 gold1 emerald worth 300 gold5 other precious stones complexively worth 250 gold After giving the gems, elves will disappear inside the tomb with a warning: "Do not try to desecrate the resting place of Aradiliel, the great hero of wars against dark elves!" If warriors want to open the tomb in spite of the warning, they will suffer 2D6 wounds without deductions. Inside the tomb they will find only dust and a little sack with a big diamond inside. It is worth 1200 gold. Once they will be arrived in the settlements, nobody will buy it because it is cursed and warriors will have to throw it away if they don't want to be lynched by the citizens.- If warriors make no distincion between skeletons and fight them all, once every skeleton has been killed, they can open the tomb (if they have the key found in room [3]). Elves will refuse to do this and will go out of the room (place miniatures outside the door), as they don't want to profane the tomb.- If warriors chose dark elf skeletons, then they will receive from these, once the fight is over, one amulet that brings bad luck. Starting after two turns, every warrior will suffer 1D3 wounds with no deductions, until the amulet is dropped. Dark elves will thank the warriors for their help and will ask them the key of the tomb to protect it from thieves (of course it's not this way).[6] STORE ROOM- Description:This little sqare room contains packs and boxes of every sort. Themain part of the boxes contains food that only orcs can eat. However thereare also two iron boxes. In a corner there are also a broom and an iron bucket.- The bucket can be used to carry the water from the fountain inside room [2] to the brazier in the temple (room [1]). The broom is of no use.- The two iron boxes contain:1) 2 healing potions that will restore 2D6 wounds each.2) 1 bottle of venom that will cause 2D6 wound with no deduction.1 potion against stomach-ache. It is possible to identify the bottles passing a Wp test. Venom cannot be used to improve weapons' strenght. When a warrior fails a test to identify a bottle, it's no possible to try again with the same bottle. It can only be drank. The first bottle identified will always be the stomach-ache potion, then healing potion and then venom. In a way that if there are bottles not identified they are venom or at most healing potions (it's almost impossible to miss 4 tests).- In the southern wall of the room can be discovered a secret passage leading to room [7]. To find it it's necessary to pass an initiative test. To open it warriors must examine the floor. The one who does it will notice a small lever and will gain 60 gold.[7] ORCISH DORMITORY- Description:This room is used as a resting place by orcs that guard the temple. Orcsusually sleep on the floor or on heaps of straw. There's a strong smellof spoiled food and excrements. Some bowls are scattered all around onthe floor, with some food remaining inside them.- Monsters:In this room there are 1D6+2 orcs, that are sleeping. If somebody tries totake the bowls, one will fall and make noise that will wake up 1D6 orcs.The others will wake up next turn. One of them is an Orc Boss and will sleepin a corner with other orcs around him.If a warrior attacks the sleeping orcs he will automatically hit, but 1D6 ofthem will wake up.Give a treasure card once all the orcs are dead.- There's a secret passage on the northern wall, that leads to room [6]. To find it, it is necessary to passa an initiative test.[8] CORRIDOR FROM THE ENTRANCE- Description:You are in a corridor well illuminated by two rows of torches at the walls.At the end of the corridor there is a door similar to the one you have justpassed trough. The ceiling is made of wooden boards, and some sunlight fil-ter from the outside.- Monsters:At the other end of the corridor there are 4 goblin spearmen, as soon as they see the warriors approaching, one of them tries to open the door towarn other guards.- If warriors know of the guards, maybe because they have listened at the door when they were outside, they have a chance of hitting the goblin with a mis- sile weapon or a spell before this desappear into the other room. See room [20] for the monster waiting depending on the situation.[9] CORRIDOR TO THE STAIRS- Description:The corridor turns suddenly to the right. Here the light is very dim.The only source of light is the torch and a fleble light from behind thecorner. At the end of the corridor, hidden in the dark there's a heavywooden door with iron hinges. It's very damp here.- Monsters:There are 4 chaos beastman guarding the door.- The door is locked and can be opened only using the key from the well in room [3].[10] STAIRS- Description:A granite staircase leads down, in the most absolute obscurity. Dampness ishigher at eveery step. You can find mould everywhere and a nauseatingsmell comes from darkness at the end of the stair.- If players don't search for traps, passing an Initiative test with a -3 malus (because of the darkness), they will activate a trap, steps will desappear and the stair will become a chute. Warriors will suffer 1D3 wounds falling at the end of the stairs, with no deductions.[11] ENTRANCE- Description:This is the entrance of the building where the temple is located. Highmarble walls enclose the room for three sides, behind them the warriors cansee mountains that they could not see again for a long time, if ever. Infront of them, towards North, a big door leads inside.- The door is not closed.- If a warrior tries to listen at the door he will hear some rumors therefore knowing there are guards in the inside (see room [8]).[12] CORRIDOR- Description:This corridor seems very frequented. There are several Orc footprints andblood of some bodies dragged on the floor. A nauseating smell comes from theside near room [7].The door in that direction is very old and hinges are covered with rust.- If warriors try to listen at the door they will hear someone snoring in the other room.- If warriors decide to open the door promptly, they will have one turn to at- tack the orcs before these start to defend themselves. If they decide this by themselves, they will gain 40 gold each, 90 for the one who actually has the idea. Conversely, if they decide to open the door slowly, a result of 4+ on a D6 will make the door creak and have the orcs waken up.[13] T-SECTION- Description:(If warriors come from the secret passage): You are in a narrow corridorleading West with a branch leading North. At the West-end there's a closeddoor, to the North another closed door.(If warriors come from the Western door): You are in a corridor that endswith a wall. There's a passage to the North leading to a door similar tothe one you came from.- If warriors have opened the trapdoor in room [3], the trap located on the Northern branch of this T-section will be activated. The first warrior passing through the two sqares near the door will fall inside and will be transported by a chute to room [4], the prison cell.- The trapdoor will immediately close shut again, allowing the others to pass, these will probably try to jump. If they decide to use the rope with a hook or something like that, let them do it and make them bump against the wall on the other side of the trap. They will then suffer 1D3 wounds with no deductions.[14] CORRIDOR- Description:A narrow corridor whose floor is made of loam, goes from South to North, till a door on the northern end.- The door is sticked and can only be opened with a shove by two warriors who have to pass a strength test and a toughness test too to see if they hurt themselves. If they don't pass this test they will have their WS lowered by one (I don't know if this is the right translation), because their shoulder is dislocated, this will last for 5 turns. The strength test is made with a -3 malus, the toughness one is made normally.[15] GUARD ROOM- Description:This room is illuminated by many torches hanging at the walls. On the Northwall a small stair leads down to a door (use stair counter). The door ismade of iron and has a small window with bars in it. The door leadsto room [4].Southward there's a door (leading to room [5]). The door is closed, but can be opened easily, as it's not locked.- Monsters:There are two orc guardians on top of the stairs. They seem to be thicker than a usual orc. They have 3 wounds more and Stranght and Toughness +1 thanthe average.One of them has the key of the cell door with him. When warriors attack him,he will gulp the key, and a warrior has to (bleah) open his stomach to getthe key.If there's a volunteer it's not necessary to use warrior counters to see whohas to do the "surgery". Use counters or a die to force someone to do itotherwise.Every warrior has to see if the scene is too crude for his or her stomach.Rolling 1D6 on a result of 5+ the warrior will be safe, otherwise he will(ehm..) vomit suffering 1D3 with no deduction. The warrior who chops theorc will suffer 1D3+2 wounds on the same results, but he will get 80 gold.If someone has found a stomach-ache potion he will not suffer the wounds drinking it.In the room there's also a minotaur. This will hide in the corner not seenby the warriors and will have the first attack unless the prisoner warn hiscompanions shouting.Give a treasure card for completing the event.- If warriors arrive in the room before one of them is imprisoned, they will find two orcs. The ork with the key, his companion and the minotaur will appear only if there's a warrior prisoner inside the prison cell, because they have been warned of the new arrival. The door to room [4] cannot be opened in this situation.[16] CORRIDOR CORNER- Description:As soon as you turn round the corner, you will see a huge wooden door thatseems not to be locked. Leaned to the right wall there are the doors missingfrom the corridor.If warriors try to move the doors, passing a strenght test, they will find a small hole in the wall.Inside the hole there's a rat that will attack as soon as one warriors tries towatch inside or insert an arm in the hole.Once the rat is dead, warriors can examine the hole and will therefore find: - Dadaan Ring (obj. 25 Dungeon room treasure). - An healing salve that, will restore 1D6 to all the warriors inside the room when it will be opened.[17] CORRIDOR- Description:This corridor slopes northward, till another archway without the door. Thebeginnning of next room can be seen (room [16]). Beyond the corner, the deepest darkness.[18] T-JUNCTION- Description:Here the corridor parts in two directions. One leading South to a closeddoor, the other descends slowly northward going through an archway withoutdoor. Next room can be seen, but at a point it is completely hidden intodarkness.- There's the body of an orc in a corner, not long dead. He has a deadly wound in the belly and a slip of paper held by both hands (see handout 2) with whom the boss is told aboud a method to distinguish the two kinds of skeletons in room [5].[19] CORRIDOR- Description:This corridor goes from East to West. The walls are made of smooth stone,and so is the floor. A torch is hanging at the southern wall.- Monsters:In this room there's the goblin from room [8], with him there are 6 snotlingthat will attack immediately (see Wizmob). The goblin has a map that showswhere the prisons are (give handout 1).WIZMOBA powerful chaos sorcerer has experimented his magic on some snotlingsgiving them the ability of cast some spells.The power of the spells come from the number of snotling that try to castthem.Throw a D6 and add the number of snotling in the room. Look in the Orc andgoblin magic table.- On the northern wall there's a secret passage leading to room [5]. To find it the warriors have to pass the usual Initiative test. To open it the warriors must pull the torch on the southern wall. Who has this idea gains 40 gold.[20] THE ENTRANCE HALL- Description:This room is illuminated by some oil lamp hanging from the ceiling. The ceiling itself makes it clear that the room is dug in the rock. The floor issmooth and made of tiles white and black. There's a vague smell of close.There are 4 doors on the 4 walls of the room.- The door on the North wall leads to room [2].- The door on the West wall leads to room [12].- The door on the East wall leads to room [19].- Monsters:In this room there are 4 goblin spearmen. If the goblin of room [8] has arrived here there will be also 4 goblin archers that will fire immediatelytheir arrows.The goblin who warned his fellows is not present here. He's in room [19]instead.- If the warriors examine the room, they will find a piece of cloth, that surely belongs to the elves' mother.