Monday, August 29, 2005

The Lower Chambers 4-6


4. Mud Filled Doorway:

While the silt blockage is in place this stone door has a Hardness of 8, 100 hp and a break DC of 35. It acts as a normal stone door once the blockage has been cleared. The door hinges have Hardness 10 and 30hp, but only one can be attacked unless the silt is cleared.


5. Tomb Stone and Wet Lime:

The wet lime in this room is both acidic (1d6 acid damage per round of exposure) and poisonous (contact DC 15, initial damage 1 str, secondary damage 1d4 str, all damage temporary). Pushing the block inward requires a DC 30 strength check, up to 3 additional characters can help with the aid another action. Doing so takes 10 minutes – 1 minute per 5 points the str check to move it was exceeded by.

6. Rubble-filled Staircase

This area is particularly prone to cave-ins, as described in Notes for the DM.

Saturday, August 27, 2005

The Lower Chambers:


3. The Roost of the Conch

Kalka-Kylla

Large Magical Beast

Hit Dice: 6d10+30 (63 hp)

Initiative: +6

Speed: 20ft, swim 20ft

Armour Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 18

Base Attack/Grapple: +6/+17

Attack: Claw +13 melee (2d6+7)

Full Attack: 2 Claws +13 melee (2d6+7), 2 slams +8 melee (1d6+7), Bite +8 melee (1d8+7)

Space/Reach: 10ft./5ft.

Special Attacks: Trample, shell crush

Special Qualities: Dark vision 60ft, low-light vision

Saving Throws: Fort +14, Ref +11, Will +8

Abilities: Str 25, Dex 15, Con 20, Int 16, Cha 14, Wis 14

Skills: Appraise +6, Decipher Script +6, Diplomacy +8, Intimidate +5, Knowledge (arcane) + 6, Knowledge (history) +9, Listen +8, Sense Motive +8, Spot +8, Use Magical Device +5

Feats: Improved Initiative, Improved Grab, Power Attack

Environment: Any aquatic, underground

Organization: Solitary

Challenge Rating: 6

Treasure: Standard

Alignment: Usually Chaotic Neutral

Advancement: 7-8 HD (large), 9-18 (Huge), 18-25 HD (Gargantuan)

(Sa) Trample: As a full round action, Kalka-Kylla can move 40ft dealing 1d6+10 damage to any creature over-ran; DC 20 reflex save for half damage.

(Sa) Shell Crush: During a full attack action, Kalka-Kylla may substitute 2 slams for a shell crush attack. To use the shell crush, a target must be in an adjacent square to both Kalka-Kylla and a wall. Kalka-Kylla makes a melee touch attack against the target, which can make a DC 20 reflex save for half damage if the hit is successful. A hit causes 3d6+7 damage, and is subject to a grapple check as if Kalka-Kylla was one size category larger (+21 for a standard Kalka-Kylla). In subsequent rounds, Kalka-Kylla may continue to substitute 2 slams to inflict 1d6+7 constriction damage on the target after a successful grapple check (as the constrict feat).

The Lower Chambers:

2. Hall of Thrashing Canes

Stone Log trap: CR 4; location trigger; repair reset; atk +15 melee (4d6, stone blocks plus +15 bull rush); multiple targets (10ft. radius); Search DC 20, Disable Device DC 28.

One activated this trap acts as a 1ft. thick reinforced masonry wall (Break DC 45; Hardness 8, HP 180)

Friday, August 26, 2005

The Lower Chambers:

  1. The Vault of Chicomoztoc

Poison gas in room acts as Fog (DMG. 94).

Animated Figures:

Olman Warrior Statue CR 1

Human warrior 2

NC Medium humanoid

Init +2 Senses Listen +2 Spot +3

Languages Olman

AC 13 (12 with great club)

Hp 10

Fort +3, Ref +2, Will +0

Spd 30 ft.

Melee dagger +4 (1d4+2/19-20), hand axe +5 (1d6+2/x3) or great club +5 (1d10 +3)

Ranged short spear +4 (1d6+2)

Base Atk +2, Grp +4

Abilities Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8

Feats Alertness, Weapon Focus (appropriate weapon)

Skills Climb +6, Jump +6, Intimidate +3, Listen +2, Spot +3

Possesions light wooden shield, dagger, short spear, hand axe or greatclub

Olman Priest Statue CR 1 1/2

Human adept 3

NC Medium humanoid

Init +3 Senses Listen +2 Spot +3

Languages Olman

AC 12

Hp 12

Fort +2, Ref +0, Will +5

Spd 30 ft.

Melee great club +2 (1d10 +1)

Base Atk +1, Grp +1

Spells Prepared (Adp 3rd, -1 ranged touch):

1st – bless, burning hands, cause fear

0 – guidance (4)

Abilities Str 10, Dex 8, Con 13, Int 12, Wis 15, Cha 14

Feats Improved Initiative, Weapon Focus (great club)

Skills Concentration + 6, Handle Animal +6, Heal +6, Survival +6

Possesions great club, ceremonial armour

Olman Peasant Statue CR 1/2

Human commoner 1

NC Medium humanoid

Init +1 Senses Listen +4 Spot +4

Languages Olman

AC 10

Hp 7

Fort +1, Ref +0, Will -1

Spd 30 ft.

Melee dagger +1 (1d4+1/19-20)

Ranged short spear +4 (1d6+2)

Base Atk +0, Grp +1

Abilities Str 12, Dex 11, Con 13, Int 9, Wis 8, Cha 10

Feats Alertness, Toughness

Skills Climb +3, Listen +4, Spot +4

Possesions dagger

Constrictor Snake Statue MM. 279; CR 2

Dog Statue MM. 271; CR 1/3

Puma Statue (leopard) MM. 274; CR 2

Wandering Monsters:

Roll 1d10

1 – Rat Swarm, MM. 239; CR 2

2 – Bat Swarm, MM. 237; CR 2

3 – 1d4 Giant Fire Beatles, MM. 285; CR 1/3

4 – 2d8 Human Commoner Zombies, MM. 266; CR ½

5 – Will-O'-Wisp, MM 255; CR 6

6 – 1d4+1 Baboons, MM 268; CR 1/2

7 - 1d3 Medium Vipers, MM. 280; CR 1

8 – 1d4 Killer Frogs, see Dungeon Magazine 126, pg. 60; CR 3

9 - 1 Leopard, MM. 274; CR 2

10 – Huge Monstrous Spider, MM. 289; CR 5

C1: The Hidden Shrine of Tamoachan Conversion Notes

Notes for the Dungeon Master

Collapsing Corridors: Rules for collapses are detailed on pg. 66 of the DMG. Any character casting a fireball, lightning bolt or similar spell or effect (DMs discretion) causes a cave-in. Cave-ins are centred on the middle of the blast template for area effect spells and at the impact point for targeted spells.

Poison Gas: CR 3; mechanical; location trigger; automatic reset; gas; never miss; onset delay (10 rounds); poison (special poison gas, DC 18 Fortitude save resists, 1D6/0 hit point damage); Search DC 10; Disable Device N/A

[Design Note: Straight out of the gates, something tricky to convert – the original poison does a straight 1d6 damage per AD&D round (1 minute); poison in 3.5E D&D tends to both allow a saving throw and do ability damage. Since this poison is designed to kill players, in 3.5E terms it would do Con damage; the problem with this is that if we have the player take even 1 point of Con damage every minute the average sixth level character will be way dead in about 10 minutes, where as the original gave characters a survival time of between 10 minutes and 1 hour. I opted to have the poison do hit point damage, which is non-standard for 3.5E but in keeping with the original – I've allowed the player a average difficulty Fort save to bring the poison gas up to date and compensate for the lower hit points of 3.5E characters.]

Dried Potions: A character eating a dried potion must make a DC 15 Fort save or be affected by a Confusion spell cast at level 4 (SR not applicable).