diff --git a/_img/KPSC/Clockwork Myrmidon.webp b/_img/KPSC/Clockwork Myrmidon.webp new file mode 100644 index 0000000000..b583cdf58c Binary files /dev/null and b/_img/KPSC/Clockwork Myrmidon.webp differ diff --git a/_img/KPSC/L3 331 Bat Caverns Access.webp b/_img/KPSC/Lich Hound.webp similarity index 100% rename from _img/KPSC/L3 331 Bat Caverns Access.webp rename to _img/KPSC/Lich Hound.webp diff --git a/adventure/Kobold Press; Scarlet Citadel.json b/adventure/Kobold Press; Scarlet Citadel.json index a3334d8772..a69dcb8904 100644 --- a/adventure/Kobold Press; Scarlet Citadel.json +++ b/adventure/Kobold Press; Scarlet Citadel.json @@ -8712,7 +8712,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/01 Dungeon and Family Crypt Overlay 11.webp" }, - "imageType": "mapPlayer", + "imageType": "map", "title": "Map 01 Dungeon and Family Crypt\u2014Overlay 1: Shrine of Chittr'k'k", "credit": "Jon Pintar", "id": "SC-111-MO" @@ -9411,7 +9411,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/02 Scriptorium and Alchemist's Furnace (Player Version).webp" }, - "imageType": "map", + "imageType": "mapPlayer", "title": "Map 02: Scriptorium and Alchemist's Furnace (Player Version)", "credit": "Jon Pintar", "id": "SC-200-MP", @@ -9433,7 +9433,7 @@ "tokenVision": true, "fogExploration": true, "padding": 0, - "drawings": [ + "drawings": [ { "shape": { "type": "p", @@ -14654,7 +14654,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/02 Scriptorium and Alchemist's Furnace (Player Version with Overlays).webp" }, - "imageType": "map", + "imageType": "mapPlayer", "title": "Map 02: Scriptorium and Alchemist's Furnace (Player Version with Overlays)", "credit": "Jon Pintar", "id": "SC-200-MPO", @@ -14752,7 +14752,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/02 Scriptorium and Alchemist's Furnace Overlay 02.webp" }, - "imageType": "mapPlayer", + "imageType": "map", "title": "Map 02: Scriptorium and Alchemist's Furnace\u2014Overlay 2: Ooze Incubators", "credit": "Jon Pintar", "id": "SC-202-MO", @@ -14788,7 +14788,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/02 Scriptorium and Alchemist's Furnace Overlay 03.webp" }, - "imageType": "mapPlayer", + "imageType": "map", "title": "Map 02: Scriptorium and Alchemist's Furnace\u2014Overlay 3: Storerooms", "credit": "Jon Pintar", "id": "SC-203-MO", @@ -15150,7 +15150,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/02 Scriptorium and Alchemist's Furnace Overlay 16.webp" }, - "imageType": "mapPlayer", + "imageType": "map", "title": "Map 02: Scriptorium and Alchemist's Furnace\u2014Overlay 16: Time Construct", "credit": "Jon Pintar", "id": "SC-216-MO", @@ -15268,251 +15268,9979 @@ }, { "type": "section", - "name": "3", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "4", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "5", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "6", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "a1", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "a2", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "a3", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "l", - "page": 0, - "entries": [ - "" - ] - }, - { - "type": "section", - "name": "bc", - "page": 0, + "name": "Level 3: Dwarven Barracks", + "page": 68, "entries": [ - "" - ] - } - ] - } - ], - "variantrule": [ - { - "name": "Helping Search", - "source": "KPSC", - "page": 9, - "ruleType": "VO", - "entries": [ - "{@b Only one check is allowed!} All too often, when rolls are made openly, players keep trying with different characters until someone rolls a high number.", - "When searching, one character must be the designated searcher, though a second character can {@action help} in the attempt. In that case, the character making the check has advantage. The helping character must be someone who could make the check alone if necessary, and the bonus on the roll must be no less than 2 points lower than the checking character's bonus. For example, if the primary character in a {@skill Perception} attempt has a {@skillCheck perception 6} {@skill Perception} bonus, a helping character must have at least a {@skillCheck perception 4} bonus to give the primary character advantage on the check.", - "An alternative method for dealing with helping is to let each helping character make a separate {@dc 12} skill check. For each successful check by a helper, the main check gets a +2 bonus; for each failed check, the main check gets a \u22121 penalty. Any number of characters can help, and helpers don't need to be proficient or have any minimum level of bonus to help this way.", - "A simpler way to handle group searching is with a group check. Everyone who's investigating the area makes the same skill check. If at least half of them succeed, then all the secrets in that area are found, regardless of whether that's six traps and four secret doors or just one hidden compartment." - ] - } - ], - "table": [ - { - "name": "Character Levels and Advancement", - "source": "KPSC", - "page": 11, - "colLabels": [ - "Dungeon Level", - "Expected Character Level", - "Default DC" - ], - "colStyles": [ - "col-6", - "col-3 text-center", - "col-3 text-center" - ], - "rows": [ - [ - "{@adventure Ruined Citadel|KPSC|3}", - "1", - "13" - ], - [ - "{@adventure Dungeon and Crypt|KPSC|4}", - "1\u20132", - "13" - ], - [ - "{@adventure Scriptorium and Alchemist's Furnace|KPSC|5}", - "3\u20134", - "14" - ], - [ - "{@adventure Dwarven Barracks|KPSC|6}", - "5", - "15" - ], - [ - "{@adventure Bat Caverns and Diabolist|KPSC|7}", - "6\u20137", - "15" - ], - [ - "{@adventure Black River|KPSC|8}", - "8", - "16" - ], - [ - "{@adventure Howling Halls|KPSC|9}", - "10", - "17" - ] - ] - }, - { - "name": "Scarlet Citadel and Redtower Timeline", - "source": "KPSC", - "page": 14, - "colStyles": [ - "col-2 text-right", - "col-10" - ], - "rows": [ - [ - "600 years ago", - "Elves build hunting lodge and use it for centuries" - ], - [ - "482 years ago", - "Great Retreat, elves depart" - ], - [ - "450 years ago", - "Holzangers claim White Forest lands under Gerhardt the Elder" - ], - [ - "400 years ago", - "Lodge becomes a manor house for Redleaf village" - ], - [ - "250 years ago", - "Gerhardt the Elder discovers linking ley line" - ], - [ - "240 years ago", - "Waldmer the Apprentice tells others about it" - ], - [ - "230 years ago", - "Lodge replaced by stone keep and outbuildings" - ], - [ - "227 years ago", - "Death of Gerhardt the Elder in a hunting accident, succeeded by Gerhardt the Younger" - ], - [ - "202 years ago", - "Death of Gerhardt the Younger by the plague, succeeded by Gertruda" - ], - [ - "185 years ago", - "Death of Gertruda the Weaver of old age, succeeded by Gunthar the Blind" - ], - [ - "169 years ago", - "Death of Gunthar the Blind by poison, succeeded by Gerhardt III" - ], - [ - "150 years ago", - "Dwarves arrive in Redleaf, ally with Gerhardt III" - ], - [ - "145 years ago", - "Dwarf Hall burns to the ground, dwarves build citadel" - ], - [ - "140 years ago", - "Owlbear breeding yields the dire owlbear" - ], - [ - "139 years ago", - "Death of Gerhardt III by owlbear mishap" - ], - [ - "130 years ago", - "Dwarves and Gerhardt IV turn to banditry" - ], - [ - "110 years ago", - "Faithful Knights of Khors burn out the keep, falls to ruin, owlbears released to White Forest, death of Gerhardt IV, disappearance of his children" - ], - [ - "105 years ago", - "Villagers discover red tower mysteriously built overnight, rename the village" - ], - [ - "103 years ago", - "The True Cult of Charun arrives, and Quendreth establishes temple, expanding the cult's influence from the Septime cities into the cantons and connecting it with temples in Achillon and Harkesh" - ], - [ - "92 years ago", - "The people of Zobeck gain their freedom; a gearforged priestess comes to Redtower following dark Void cultists of House Stross" - ], - [ - "88 years ago", - "Priestess Miskra al-Vellec drives Quendreth and the boat cult away, opens Void portal 80 years ago Gerhardt the Changeling returns to the Citadel, quietly on the Black River, a mature and steady arcanist with deep understanding of the Shadow Realm; he speaks Void Speech and Umbral fluently and is accompanied by shadow fey servitors; the satarre are nowhere to be found" - ], - [ - "70 years ago", - "Gerhardt the Changeling marries Melanchia of Raguza, and the two gather apprentices and restore a few owlbears to the citadel as part of the family tradition" - ], - [ - "65 years ago", - "Gellert the Gruesome is born in the Citadel and anointed in the Black River; Melanchia dies in childbirth" - ], - [ - "42 years ago", - "Gerhardt the Changeling departs for the Shadow Realm's Corremel and never returns" - ], + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/L3 Splash.webp" + }, + "credit": "Egil Thompson" + }, + { + "type": "section", + "page": 68, + "entries": [ + "The dwarf mercenaries who built the citadel 150 years ago and cemented their fortunes to Gerhardt III (through a skillful combination of diplomacy, business sense, and blackmail) excavated this area to build their barracks when they built the above-ground fortress. Gerhardt needed to get the dwarves out of the town of Redtower to reduce friction with the townsfolk. He probably intended for them to simply repurpose the then-abandoned scriptorium, but the dwarves had bigger ideas. They found enough natural caverns beneath the scriptorium\u2014 little more than crawlspaces then\u2014to argue to Gerhardt that, with only a few enlargements, they could add a magnificent new level beneath the citadel that would be perfect for their needs and make the citadel impervious to assault. Gerhardt always seemed unable to oppose anything the dwarves wanted, and that's how the castle was raised and an entirely new structure was excavated beneath the scriptorium.", + "History records the dwarves who moved into the citadel were accompanied by a few powerful mages. These were, in fact, dwarven ring mages\u2014masters of a school of magic that was as poorly understood outside the closed society of the dwarves then as it is now. The reason Gerhardt seldom said no to any request from the dwarves was they'd gifted him a valuable ring as a tribute and as recognition of his lordship over the area when they first arrived. The gold ring set with fiery yellow sapphires bore the Dwarvish inscription, \"Upon the Baron's hand, this ring guarantees service of the folk of Alpentor.\" The inscription was true, but it didn't mean what Gerhardt understood it to mean. The wearer of the ring was compelled to serve the folk of Alpentor, not the other way round. Without ever suspecting, Gerhardt was manipulated into always seeing the actions and the requests of the dwarves in the most benevolent, generous light.", + "The dwarves occupied these halls for less than forty years. Gerhardt III died tragically when one of the dwarves' {@creature dire owlbear|KPSC|dire owlbears} ran amok. His son, Gerhardt IV, allowed the mercenary dwarves to launch a wave of banditry across the territory. Some histories say he encouraged the outlawry or even joined in. It's beyond question that Gerhardt IV profited from it. When the outrages eventually became unbearable, knights of Khors reduced the citadel. The surface structures were burned, driving the defenders underground, where they were weakened by a siege and crushed in a final assault.", + "Not long after, the dwarven barracks level was taken over by a clan of savage trollkin along with a few troll allies, a pack of lich hounds, and the descendants of the dwarves' dire owlbears. Gellert keeps them under control (mostly) through Imortra the Debased, but the trollkin are growing unhappy about the arrangement.", + "Aside from a portion of the level comprising a few dwarven tombs, there's little mystery here. The trollkin and trolls live in dilapidated splendor and grumble about not being given a free hand to pillage as they please.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "A Different Sort of Dungeon", + "page": 69, + "entries": [ + "While running this level, keep in mind it isn't meant to play out like a standard dungeon crawl, with explorers moving quietly into a room, slaughtering everything they meet, then moving unnoticed to the next room until the level is clear. The inhabitants here don't sit in one place waiting to be found and killed. They move around constantly in the process of going about their duties, and the lich hounds are adept at sniffing out intruders. There are too many enemies here, and they're too well organized, for a small party of 5th-level characters to scythe through in one go.", + "Characters need to tackle these trollkin in a series of forays punctuated with periods of rest. This level is designed to become a running game of cat and mouse, with the characters falling back to what they think is a safe area, the trollkin seeking them out, characters falling back, etc. In this fight, the characters should never be allowed to rest and recover anywhere near the citadel. As long as they remain in the neighborhood, they can only grow weaker while the trollkin pursuers continually replenish their force with fresh replacements. The only place characters are guaranteed to find refuge is back in Redtower.", + "The trollkin do everything in their power to kill their enemies. The sooner the players understand this, the more likely their characters are to survive. The worst thing the party can do here is underestimate the opposition. That mistake is almost guaranteed to get them all killed." + ] + }, + { + "type": "entries", + "name": "Hiding Spots", + "page": 69, + "entries": [ + "With the exception of the tombs\u2014which can't be entered until most of the level is explored\u2014no place on this level is safe for characters to take even a short rest while the trollkin remain active. As soon as any sign of intruders is noticed\u2014a body, a blood smear, an open door that should be closed\u2014a determined hunt is launched.", + "Holing up in the scriptorium is also a bad idea; trollkin scouts quickly report everyone above is dead, which prompts more trollkin and lich hounds to scour that level for enemies too, plus the Gaoler's areas and even the surface ruins. Once the trollkin are on the hunt, the only spots they don't search are the secret rooms used by the dust goblins ({@area Areas 204|SC-204|x} and {@area 205|SC-205|x}), which they don't know about, and the Holzanger ancestral shrine and crypts ({@area Areas 113|SC-113|x} through {@area 119|SC-119|x}), which are unsafe.", + "Even if the characters find a safe hiding spot, the trollkin and their allies are on high alert from that time on. They post sentries in the ruins to report when anyone approaches, they guard every staircase and entrance, they patrol aggressively all the time, and they're impossible to surprise without magical aid. If characters hide in {@area Areas 204|SC-204|x} or {@area 205|SC-205|x}, they hear trollkin and lich hounds moving and searching in the corridor outside. Furthermore, if characters return to the same hiding spot a second time, trollkin scouts detect it, and they either launch an assault, arrange an ambush, or set up to starve the characters out." + ] + }, + { + "type": "entries", + "name": "If characters raised a ruckus in the scriptorium\u2014", + "page": 69, + "entries": [ + "casting {@spell thunderwave}, for example\u2014or they dropped lights down through the hole in the floor, the trollkin already know intruders are in the citadel. That puts them on low-level alert, which means two guards are posted in {@area Area 302|SC-302|x} where they can see both staircases." + ] + }, + { + "type": "entries", + "name": "Barricades", + "page": 69, + "entries": [ + "Some descriptions mention the trollkin having barricades or building barricades in response to attacks. These are more than mere overturned furniture. The barricades are typically 5 feet high and 3 feet thick, made from tables, benches, and barrels and crates filled with debris from the armory, tied together with iron bands and often studded with spears and sharpened stakes for added protection.", + "When trollkin erect barricades \"across\" doorways, they build them 5 feet back from the opening so attackers must step through the doorway to reach the barricade, where they'll be surrounded on three sides by trollkin. the first time the characters encounter one of these barricades, show the players the {@area Point-of-View illustration|SC-BAR-POV|x} {@homebrew |on page 70}.", + "Trollkin are taller than humans to begin with, and they stand on low platforms behind the barricades to make them even taller, so they can fight across a barricade without hindrance. Medium creatures attacking trollkin defenders across a barricade have disadvantage on melee attacks. Trollkin fighting in melee have half cover (+2 AC, +2 on saving throws) against ranged attacks. Trollkin who are not in melee\u2014for example, if characters hang back and pepper the barricade with ranged attacks only\u2014can hunker down and gain three-quarters cover (+5 to AC and saving throws) while using their {@item longbow|PHB|longbows}.", + "Small creatures can't make melee attacks across a barricade at all unless they're using a weapon with reach.", + "A creature whose melee attack roll across a barricade is a natural 1 takes 3 ({@damage 1d6}) piercing damage from a spear, a stake, or an old sword blade embedded in the barricade.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/L3 Barricade.webp" + }, + "credit": "Marcel Mercado", + "id": "SC-BAR-POV" + } + ] + }, + { + "type": "entries", + "name": "Last-Ditch Defense", + "page": 70, + "entries": [ + "In the course of running this level, you will be tempted to go easy on the characters and let them hew through disorganized enemies, rest where no rest should be possible, fight more enemies who didn't react to the previous battle for no good reason, rest again in an impossible place, and so on. Don't do it! Don't cheapen the players' victory by letting them win without a struggle. To prevail here, characters need to think tactically. They need to know when to kick in the front door and when to sneak in the back, when to put their backs to the wall and fight to the end and when to run like rabbits.", + "No trick or tactic the characters devise should ever work twice. These trollkin are not just obstacles to be plowed through. They are smart, tough, motivated warriors who want to win this fight as badly as the players do, who have nothing to gain by fighting fair or being merciful, and who are defending their home." + ] + }, + { + "type": "entries", + "name": "Captured!", + "page": 70, + "entries": [ + "Overconfident characters can quickly become overwhelmed on this level. This is especially true if they recklessly stay and fight when they should run, as characters tend to do, or get careless and leave an open path for trollkin to get behind them and cut off their path of retreat. The fact the entry hall can be approached from the north and the south makes it easy for trollkin to surround reckless foes, and they do if given the opportunity.", + "If characters find themselves hopelessly overwhelmed, trollkin knock them out and take them prisoner rather than kill them. The characters wake up stripped of armor and weapons, securely tied and gagged, in {@area Area 311|SC-311|x} where trollkin can humiliate them by jeering at them and throwing rotten food on them. They take special pains to make sure spellcasters can't use their hands or their voices. They don't kill the captives, however, without permission from Imortra the Debased.", + "Exactly what happens from this point on is up to you. Possibilities include the following:", + { + "type": "list", + "page": 71, + "items": [ + "Characters are allowed to fight trollkin, unarmed and one-on-one. Winners are set free; losers are fed to the dire owlbears.", + "Characters are given ancient dwarven daggers and set free\u2014in the bat caverns of Level 4.", + "Characters are held captive for months, during which Bjrnyar and Giydya have many long, in-depth conversations with them. Allow the characters to make a group {@dc 13} Charisma ({@skill Persuasion}) check. If it succeeds, Bjrnyar or Giydya eventually slips a knife to the most charismatic character. It's up to the party to choose the right moment to make an escape attempt.", + "Imortra the Debased offers the captives an impressive amount of treasure to go away and never return.", + "Imortra drugs the characters and adds them to her stable of captives.", + "Gellert the Gruesome hears about the characters and takes an interest in them. He imprisons them somewhere on Level 5 then quickly forgets about them." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Trollkin Forces", + "page": 71, + "entries": [ + "Ten encounter groups are outlined here. These groups were selected with the assumption the party contains four 5th-level characters of average strength under the control of four players of average ability.", + { + "type": "statblock", + "tag": "table", + "source": "KPSC", + "name": "Trollkin Encounter Groups", + "page": 71 + }, + "As this battle unfolds, you're responsible for commanding the trollkin forces. You must lead them smartly. One way to deal with this is to decide how the trollkin rearrange their defenses between fights before you hear the characters' new plan. That way you'll be less tempted to put your finger on the scale in either the party's or the trollkin's favor.", + "The entire trollkin clan consists of three {@creature trollkin reaver|ToB|trollkin reavers} (Tome of Beasts), two {@creature trollkin shaman|CCodex|trollkin shamans} (Creature Codex), twenty {@creature trollkin grunt|CCodex|trollkin grunts} (Creature Codex), one {@creature troll|MM}, eight {@creature lich hound|ToB|lich hounds} (Tome of Beasts), and four {@creature dire owlbear|KPSC|dire owlbears} {@homebrew |(see the appendix)}. That's a total of 30,500 XP, or enough for four 5th-level characters to reach 6th level.", + "If your group contains more or fewer than four characters, if they're above or below 5th level, or if your players are particularly adept or inept when it comes to tricky tactical situations, you must adjust the opposition to be weaker or stronger. That applies to the overall force and also to the encounter groups on the table. You know your players. Don't hit them with opposition they can't handle or let them glide through easily just because of some numbers written here. Make any adjustments you think are needed to give your players the most exciting adventure (and to make them earn those experience points).", + { + "type": "entries", + "name": "Trollkin Leaders", + "page": 72, + "entries": [ + "The trollkin chief is a reaver named Bjrnyar. The two other reavers are his lieutenants, Egail and Gostov. Bjrnyar is a veteran of many raids that taught him the value of patience and planning. Egail is a young hothead who wants only to kill enemies and gain glory. Gostov looks up to Bjrnyar and respects his wisdom but also grows impatient with prolonged inactivity.", + "The two shamans are Giydya and Sassigne. Giydya is utterly loyal to Bjrnyar. She would (and has) killed other trollkin to enforce the chieftain's decrees. Sassigne is a fanatical follower of {@deity Thor|Norse|PHB}, but this zealotry is mostly a front to cover up Sassigne's true devotion to Chernobog, whose rites were banned by Bjrnyar.", + "The two shamans generally don't prepare {@spell dominate beast} spells here because the lich hounds and dire owlbears aren't beasts (and they're someone else's responsibility anyway). Substitute any other {@filter 4th-level druid spell|spells|source=|level=4|class=druid} of your choice. Between battles, any spell that didn't work well against the characters should be replaced with something more promising." + ] + } + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/03 Dwarven Barracks.webp" + }, + "imageType": "map", + "title": "Map 03: Dwarven Barracks", + "credit": "Jon Pintar", + "id": "SC-300-M", + "grid": { + "type": "square", + "size": 132, + "offsetX": 14, + "offsetY": -45, + "scale": 3 + }, + "mapRegions": [ + { + "area": "SC-301", + "points": [ + [ + 31, + 235 + ], + [ + 31, + 521 + ], + [ + 692, + 521 + ], + [ + 692, + 181 + ], + [ + 506, + 181 + ], + [ + 506, + 261 + ], + [ + 384, + 261 + ], + [ + 384, + 399 + ], + [ + 151, + 399 + ], + [ + 151, + 235 + ] + ] + }, + { + "area": "SC-302", + "points": [ + [ + 1033, + 8 + ], + [ + 1033, + 527 + ], + [ + 728, + 527 + ], + [ + 728, + 8 + ] + ] + }, + { + "area": 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"sight": 5 + } + }, + { + "door": 1, + "c": [ + 1200, + 1887, + 1287, + 1887 + ], + "ds": 2 + } + ] + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/03 Dwarven Barracks (Player Version with Overlays).webp" + }, + "imageType": "mapPlayer", + "title": "Map 03: Dwarven Barracks (Player Version with Overlays)", + "credit": "Jon Pintar", + "id": "SC-300-MPO", + "mapParent": { + "id": "SC-300-M", + "offsetX": -2, + "offsetY": -22, + "scaleX": 0.8823, + "scaleY": 0.8821 + }, + "grid": { + "type": "square", + "offsetX": 10, + "offsetY": 12, + "scale": 2 + } + } + ] + }, + { + "type": "entries", + "name": "301. Entry Hall", + "page": 72, + "id": "SC-301", + "entries": [ + "The broad stairs connect to the landing in the arcane scriptorium ({@area Area 210|SC-210|x}). These stairs are quite steep, descending 70 feet over a horizontal distance of 60 feet, for a downward angle steeper than 45 degrees. Characters moving on them carefully have no difficulty, but trying to run (with lich hounds on your heels, for example) is a different story.", + "The spiral stairs connect to the hidden staircase on the surface, about 400 feet from the northwest corner of the old fortress. It's possible characters found this entrance earlier, but it's more likely they learn of it by following the stairs upward from here. This is a long climb: about 140 feet from here to the surface (the equivalent of a modern ten-story building). The stairs are not completely intact. Many steps have collapsed, leaving gaps big enough to fall through. These are easy to spot and avoid for anyone with {@sense darkvision} or a light and who isn't in too much of a hurry. If characters are racing up these steps trying to keep ahead of pursuers or they're moving blind, then a successful {@dc 10} Dexterity saving throw is needed to not put a foot through one of the holes. If that happens, the character takes no damage but their movement for that turn ends, they're considered {@condition prone}, and they block everyone behind them on the stairs.", + "The dwarves intended this hall to make an impression on visitors. Despite battle damage, it's still striking.", + { + "type": "insetReadaloud", + "page": 72, + "entries": [ + "Although this hall bears the scars of battering rams and century-old magical detonations, the square-cut engaged columns and knotted, runic designs still exhibit the pride and craftsmanship of the dwarves who built it. Two gaps in the eastern wall indicate how fiercely the battle for the citadel raged. One of them probably was a doorway originally and the other is a breach created by the attackers. Now both are so battered, it's impossible to tell which is which. Twisted hinges indicate a corridor to the south once had ornamental doors at this end.", + "Set into the north wall are double doors made of brass. While everything else about this area shows significant battle damage, the doors appear almost new. An immense relief portraying the inverted hammer of Thor is carved across both doors." + ] + }, + "If characters aren't expected, this area is empty. If they are expected (they've already killed some trollkin or lich hounds, or they dropped things down from the scriptorium), there are at least two guards stationed where they can see both staircases and quickly retreat through {@area Area 305|SC-305|x} to {@area 304|SC-304|x} or through {@area 312|SC-312|x} to {@area 311|SC-311|x}.", + "The northern doors can be opened only by a symbol of {@deity Thor|Norse|PHB} hidden in the shrine of Volund ({@area Area 315|SC-315|x}; if the two {@creature monolith footman|ToB|monolith footmen} from that area are intact and following a character, they stop in the two spaces at the top of the stairs and do not descend farther). If the doors are damaged, the attack leaves a scar that slowly repairs itself and disappears over the next minute. If the tiny hammer from {@area Area 315|SC-315|x} is touched to the symbol of {@deity Thor|Norse|PHB}, the doors silently sink into the floor, revealing stairs leading down. Once they're opened, it's beyond the characters' power to close them again. The air below is dank, and the hallway itself is a few degrees colder than the rest of this level.", + "A {@spell knock} spell also opens these doors\u2014and triggers a {@spell glyph of warding}. Every creature within 20 feet of the doors takes 22 ({@damage 5d8}) thunder damage, or half damage with a successful {@dc 17} Dexterity saving throw. In this case, unless the doors are held open by some means, they close again on their own 10 minutes later, without making a sound." + ] + }, + { + "type": "entries", + "name": "302. Grand Larder", + "page": 72, + "id": "SC-302", + "entries": [ + "The dwarves stored most of their supplies here, and the trollkin do the same. If characters spend a few minutes examining what's here, they get the strong impression most of it was looted from merchants' wagons. A few crates might date back to the time of the dwarves, but most are no more than a few years old.", + "Connections to {@area Areas 305|SC-305|x} and {@area 312|SC-312|x} are both breaches, not normal doorways. The breach into {@area Area 305|SC-305|x} was created from this side by the knights of Khors. It's not clear which side of the wall the other breach was created from. In fact, it was begun on this side by the attackers, but they stopped before cutting through. Then the dwarves burst through the wall from the east side to launch an attack from behind against the knights engaged in the workroom and the armory. A dwarf with the Stonecunning trait can figure this out after examining the breach for 5 minutes." + ] + }, + { + "type": "entries", + "name": "303. Guarded Entrance", + "page": 74, + "id": "SC-303", + "entries": [ + "The missing doors at the north end of this hallway were flimsy and ornamental. Their main purpose was to make intruders think this passage is less dangerous than it is. Because the door in the breached workroom is barred from the armory side, this hallway and the breached barracks ({@area Area 312|SC-312|x}) are the only paths deeper into the level.", + { + "type": "insetReadaloud", + "page": 74, + "entries": [ + "This impressive passageway continues the decorative motifs of the entry hall. Ornate carvings and pilasters lining the walls almost conceal the arrow slits cleverly arranged between them. Double doors are closed across the southern end. The doors are sheathed in copper that's turned brilliant green-blue with age. You can still make out the inverted hammer of Thor and the god's stern visage hammered into the metal beneath the verdigris." + ] + }, + "This hallway is a trap, but the hallway itself is not the trigger. The copper-clad doors are.", + "The doors are locked, but the lock is oddly flimsy. A character who examines the doors and makes a successful {@dc 15} Intelligence ({@skill Investigation}) check realizes if the doors are opened, steel bars drop across the opposite (northern) end of the passageway. If {@skill Perception} is used instead, the character suspects the doors are trapped but gets no other information.", + "If characters were expected, three trollkin are waiting in {@area Area 306|SC-306|x} where they can't be seen by anyone peeking through the arrow slits. If the trap is sprung, they move to the arrow slits and start launching arrows at whoever's trapped in the passageway. If characters weren't expected, one to three trollkin move into these positions at the earliest opportunity. Trollkin shooting through the arrow slits have three-quarters cover (+5 to AC and saving throws) against attacks from the passageway. Characters in the passage have no cover against the trollkin's attacks.", + "The lock on the doors can be picked with a successful {@dc 12} Dexterity ({@item Thieves' Tools|PHB}) check. As soon as the doors are cracked open, steel bars drop from the ceiling across the north end of the passageway and poison gas seeps down from cracks in the ceiling. Place the appropriate {@area overlay|SC-303-MO|x} on the map to show the trap.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/03 Dwarven Barracks Overlay 03.webp" + }, + "imageType": "map", + "title": "Map 03: Dwarven Barracks\u2014Overlay 3: Guarded Entrance", + "credit": "Jon Pintar", + "id": "SC-303-MO", + "grid": { + "type": "square" + } + }, + "At the same time, two {@creature lich hound|ToB|lich hounds} position themselves directly in front of the open doorway to block movement out of the hallway and into the armory. {@creature lich hound|ToB|Lich hounds} are immune to poison, so they don't mind the gas.", + "A creature that starts its turn in the gas must make a successful {@dc 13} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. Once the saving throw is failed, damage occurs automatically if the creature starts its turn in the gas. If a creature that took poison damage from the gas leaves the gas cloud, it again must make a successful {@dc 13} Constitution saving throw at the start of its turn or take 3 ({@damage 1d6}) poison damage. The damage ends once the saving throw succeeds.", + "The bars across the north end of the passageway lock in place so they can't be lifted, but they're rusted with age and can be bent. Bending them enough to create a gap for a Medium creature takes a successful {@dc 15} Strength ({@skill Athletics}) check. If the result of the check is 10\u201314, the bars are bent far enough for a Small creature to slip through. This check can be repeated multiple times.", + "It's up to you how many more trollkin are in the armory to add to the characters' troubles. This is already a dangerous situation for four characters; if there are more than four, adding trollkin might be necessary, not optional. If one or two characters aren't trapped in the hallway, trollkin might also unbar the door to {@area Area 305|SC-305|x} and launch a sortie against stragglers in the entry hall.", + "Ideally, you want characters to retreat in humiliation from this fight, possibly dragging one or two dying comrades with them, while the trollkin jeer and laugh at their backs. You don't want a total party kill here, but you do want characters to escape with no doubt that they might have died. If characters fell into the trap, then do not under any circumstance let them win this battle! Bring in as many lich hound and trollkin reinforcements as needed to drive them out. This is your first and best opportunity to impress upon players they mustn't take this situation lightly.", + "The poison gas dissipates after 10 minutes. Bjrnyar knows the characters won't fall for this trap twice, so afterward, the doors are barred from the armory side or the trollkin build a barricade across them. At least one trollkin always watches through the arrow slits in case anyone is foolish enough to try sneaking back in this way. Even if the armory is barricaded, the doors are kept closed; the trollkin don't want any {@spell fireball|PHB|fireballs} tossed into the armory from the entry hall." + ] + }, + { + "type": "entries", + "name": "304. Armory", + "page": 75, + "id": "SC-304", + "entries": [ + "The dwarves created this enormous space for martial drills, particularly archery practice. The 10-feet-thick columns supporting the ceiling and the huge pile of rubble in the middle of the room make it feel smaller.", + "The rubble pile is nearly 10 feet tall at its highest point. The debris is the remains of the collapsed scriptorium floor above. The pile was much larger at one time, but the trollkin removed a lot of it to make this space more useful.", + "Whether any trollkin or lich hounds occupy this room when characters arrive depends on what's happened previously. They might try to hold attackers back with a combinations of lich hounds, dire owlbears, and barricades at the doors to {@area Areas 303|SC-303|x} and {@area 305|SC-305|x} while archers launch arrows through the doors and arrow slits. The trollkin won't waste blood trying to hold a chamber that isn't defensible, so they won't get drawn into a wild free-for-all in this wide-open space. Defenders withdraw through {@area Area 310|SC-310|x} (locking but not barring the door behind them; they want characters to rush into this trap!) before they're overrun or cut off.", + { + "type": "insetReadaloud", + "page": 75, + "entries": [ + "This immense hall stretches farther than your lights or {@sense darkvision} can reach. It appears to be used as both a martial training room and a smithy. A mound of dirt, stones, and broken tile in the middle of the chamber is taller than you, and judging from the damaged floor tiles around it, it used to be even bigger than it is now." + ] + }, + "The dwarves built their smithy along the western wall. The forge is set into the wall like a fireplace; only dwarves could have built a forge more than 100 feet underground with a chimney that would draw properly. An anvil, bellows, and other blacksmithing tools are scattered around. If an attack was expected, the forge is out; the trollkin won't give their enemies a ready-made fire.", + "The door to {@area Area 305|SC-305|x} is normally kept barred from this side except when scouts need to retreat through it. The door to {@area 306|SC-306|x} is neither barred nor locked. The door to {@area 303|SC-303|x} is initially locked with a rather flimsy lock. After that trap is sprung, the trollkin can either bar the doors from this side (if they want to channel attackers through the breached workroom), they can bar the workroom doors and build a barricade across {@area 305|SC-305|x}, or they can barricade both doorways and channel the attackers through the breached barracks ({@area Area 312|SC-312|x})." + ] + }, + { + "type": "entries", + "name": "305. Breached Workroom", + "page": 75, + "id": "SC-305", + "entries": [ + "The breach through the northern wall was created by the knights of Khors when they stormed in to destroy the dwarven bandits. The knights battered down a heavy door, the remains of which are still on the floor along with other debris. The trollkin use this room for repairing weapons and armor.", + "The door between this room and {@area Area 304|SC-304|x} is barred on the armory side except when someone is working in here. It can be opened from this side only by destroying it (AC 15, 20 hit points) or with a {@spell knock} spell. Either method is heard throughout the level and draws a quick response.", + "Steps climb 3 feet up into a murder bay overlooking the guarded entrance ({@area Area 303|SC-303|x}). Arrow slits allow bows and spells to be rained down on anyone in that corridor while providing defenders three-quarters cover against attacks from the corridor." + ] + }, + { + "type": "entries", + "name": "306. Intact Workroom", + "page": 75, + "id": "SC-306", + "entries": [ + "The trollkin use this room for repairing weapons and armor. Well-maintained metalworking tools are stored on the workbench or hung on pegs in the wall. The door from {@area Area 304|SC-304|x} is unlocked, and the hinges are well oiled so it can be opened quietly.", + "Steps climb 3 feet up into a murder bay overlooking the guarded entrance ({@area Area 303|SC-303|x}). Arrow slits allow bows and spells to be rained down on anyone in that corridor while providing defenders three-quarters cover against attacks from the corridor." + ] + }, + { + "type": "entries", + "name": "307. Tomb of Heroes", + "page": 75, + "id": "SC-307", + "entries": [ + "For a description of the outer doors, see the entry hall ({@area Area 301|SC-301|x}).", + "The \"door\" to this tomb is a carved stone slab cemented in place with mortar. A design is carved into it showing a family crest above three crossed weapons of dwarven make. A character who succeeds on a {@dc 15} Intelligence ({@skill History}) check recognizes the symbol as the crest of the Holzanger family. Any dwarf knows the weapon carvings indicate this is the tomb of heroic warriors.", + "The door can be broken open with a successful {@dc 20} Strength check. Using a {@item crowbar|PHB|prybar} gives a character advantage on the check and allows the character to apply their {@skill Athletics} proficiency bonus. If the Strength check fails, the door can be opened with a {@spell knock} spell or smashed with {@item sledgehammer|PHB|sledgehammers} or {@item maul|PHB|mauls} (not {@item warhammer|PHB|warhammers}); it has AC 17 and 20 hit points.", + { + "type": "insetReadaloud", + "page": 76, + "entries": [ + "Seven small, stone sarcophagi are arranged around the walls of the crypt. Judging by their size, they're probably ossuaries rather than coffins. All of them bear inscriptions in Dwarvish runes." + ] + }, + "All the boxes have stone lids that are set in place but not sealed or cemented, so they can be opened easily by any two characters working together. The boxes are ossuaries; the disarticulated bones of the deceased were interred, not whole bodies. The bones are carefully arranged according to ancient dwarven customs.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 76, + "entries": [ + "These remains are from six dwarves who distinguished themselves as warriors plus Gerhardt III, who was promised a place of honor as one of the inducements offered by the dwarves. In clockwise order beginning in the northwest, the names inscribed on the ossuaries and their contents are:", + { + "type": "list", + "page": 76, + "items": [ + "Thaull Hrodvaldr: gold armband (250 gp)", + "Linum Adelsteinn: a {@item light hammer of throwing|KPSC} {@homebrew |(see appendix)}", + "Kairis Ingvildr: a {@item Spell Scroll (1st Level)|DMG|spell scroll} of {@spell protection from evil and good} enclosed in a {@item Map or Scroll Case|PHB|sturdy scroll tube}", + "Gerhardt Holzanger III: {@item Gerhardt's Bargain|KPSC} {@homebrew |(see appendix)}, gold and silver necklace (300 gp), two gold teeth (10 gp)", + "Hago Hjylmarr: {@item communal flute|KPSC} {@homebrew |(see appendix)}", + "Injrvan Vandmyrs: {@item black and white daggers|KPSC} {@homebrew |(see appendix)}", + "Hildur Hildursdottr: {@item Hildur's War Pick|KPSC} {@homebrew |(see appendix)}" + ] + }, + { + "type": "entries", + "name": "Hago's Flute", + "page": 76, + "entries": [ + "Hago Hjylmarr was a bard. Her {@item communal flute|KPSC} has the standard properties for that magic item. In addition, if anyone plays even a single note on it in this crypt, Hago's spirit awakens.", + { + "type": "insetReadaloud", + "page": 76, + "entries": [ + "A pale light flickers in the skull's eye sockets, and the jaw trembles on its pillow but doesn't quite rejoin itself to the skull. A whispery voice intones, \"Who disturbs us?\"" + ] + }, + "As with the {@spell speak with dead} spell, characters can ask Hago up to five questions. Unfortunately, she died before the fall of the Scarlet Citadel, so she knows nothing about its current occupants. She isn't even aware of the hole in the floor of the stables that leads down to the caverns; it hadn't been made yet during her lifetime. Useful things she does know include:", + { + "type": "list", + "page": 76, + "items": [ + "Somewhere beneath the Scarlet Citadel is a branch of the Black River. The dwarves knew it flowed through this area, but they were careful in their excavations to avoid breaking into the river's channel. Nothing good could come from that.", + "Her {@item communal flute|KPSC} was her prized possession. She can explain its use.", + "Chansar the Pale was still alive and leading the dwarves when Hago died, so she doesn't know any details of his tomb. If characters ask about the White Circle, she reveals the double meaning of the words and warns them that Chansar was allied with powerful ring mages who had little regard for life, and his crypt is bound to be protected by dangerous magic.", + "The statue of Thor in the shrine ({@area Area 309|SC-309|x}) houses a {@creature ring servant|CCodex}, a terrifying construct of the ring mages. She doesn't know what conditions would call it back to wreak their vengeance, but she advises against tampering with it lest the {@creature ring servant|CCodex} awaken. If she also knows Chansar is entombed nearby, she urges the characters to leave immediately and take no further risks here." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "308. Tomb of Chansar the Pale", + "page": 76, + "id": "SC-308", + "entries": [ + "For a description of the outer doors, see the entry hall ({@area Area 301|SC-301|x}).", + "An inscription in {@language Dwarvish} runes on the double doors reads, \"The White Circle.\" Beneath that is a carving of a ring emitting rays. A character who is a native speaker of {@language Dwarvish} (in other words, a dwarf) or someone who understands {@language Dwarvish} and makes a successful {@dc 15} Intelligence ({@skill History}) check recognizes the runes used here could have another colloquial meaning closer to \"the pale group\" or even \"the pale one's faction.\"", + "Captain Chansar the Pale was the leader of the Scarlet Citadel dwarves from the time they first approached Gerhardt III until they were overthrown by the knights of Khors. The dwarves of the citadel were involved in rampant banditry and worse deeds, but they didn't start out as thieves and murderers. When they first came to the area, they were mercenaries no different from any other group of soldiers for hire. The exceptions were Captain Chansar and his right hand, the ring mystic Valence Hellhand. Their goal was nothing less than eventual dominion over the region and the establishment of their own dynasty. Hellhand crafted the ring they gave Gerhardt III ({@item Gerhardt's Bargain|KPSC}), and together they twisted his will to match their own desires. Once they had a secure base with Gerhardt's blessing, they set about subduing the countryside through terror and chaos.", + "According to witnesses among the attacking knights, Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.", + "That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics\u2014the Pale Circle\u2014were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.", + "But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar's mausoleum have no purpose other than to kill.", + "The double doors are made of brass-clad iron and have a standard lock. Hellhand took the key with him when he left. The lock can be opened with a successful {@dc 15} Dexterity ({@item Thieves' Tools|PHB}) check, but any failure causes the tools to break. Any attempt to force the doors open sets off an explosive {@spell glyph of warding} that deals 22 ({@damage 5d8}) thunder damage to everyone within 20 feet of the door, or half damage with a successful {@dc 17} Dexterity saving throw. The glyph is the only trap on the door.", + { + "type": "insetReadaloud", + "page": 77, + "entries": [ + "A silver casket rests atop a platform at the center of this crypt. The casket is covered in ornate carvings. Six upright stone coffins are arrayed around the walls. Two of the upright coffins stand open and empty. The others are all closed. The decayed corpse of a dwarf in splendid armor lies sprawled on the floor in front of one of the open coffins." + ] + }, + "The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn't completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.", + "The carvings on the silver coffin are {@language Dwarvish} runes spelling out the great achievements of Chansar the Pale. Reading his entire history in the runes takes at least 30 minutes. If characters aren't patient enough for that, a character who reads {@language Dwarvish} can make a {@dc 15} Intelligence ({@skill Investigation}) check to skim the runes for highlights in just a few minutes. If the check succeeds, they notice a section of the account spelling out deeds after the date of Chansar's death. They include defeating the prelate of the knights of Khors in single combat, destroying the church's sanctum in the region, rebuilding the Scarlet Citadel, and ruling from a silver throne for centuries. No history check is required for characters to know none of this ever happened. Chansar was spelling out his plans for after his return in undeath, all of which were derailed by Hellhand's betrayal.", + "Chansar and his five loyal retainers are now six {@creature wight|MM|wights}, but they never \"awoke\" because the enchantments weren't properly completed. That won't matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Chansar.webp" + }, + "title": "Captain Chansar the Pale", + "credit": "Bryan Syme" + }, + "The wights' awakening is sudden and violent. They aren't likely to surprise the characters (no adventurer enters a crypt without expecting undead), but roll twice for their initiative and use the higher of the two results to reflect the intense burst of energy that animates them, which flashes like a dark wave across the room and the eight squares at the west end of the corridor. Every living creature in that area takes 18 ({@damage 4d8}) necrotic damage and becomes {@condition frightened} of the wights. A successful {@dc 13} Constitution saving throw halves the damage and prevents being {@condition frightened}. A {@condition frightened} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "Chansar and one of the wights have nonstandard abilities for {@creature wight|MM|wights}. See {@variantrule The Pale Circle|KPSC} in the appendix for full details.", + "If six wights would be too much for the characters, the body on the floor can be just a corpse that failed to complete the transformation. (If you change your mind partway through the fight and decide six wights wouldn't be too much after all, the sixth body can rise then.)", + "Also, if characters already opened Thor's shrine but didn't activate the {@creature ring servant|ToB}, it activates one round after the wights. That's a fight no 5th-level party can win! Their only chance for survival at that point is to rush past the monolith footmen, absorb the opportunity attacks, and run for their lives. If Thor's shrine hasn't been opened yet, the {@creature ring servant|CCodex} remains inactive.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 78, + "entries": [ + "Chansar the Pale wears a {@item ring of evasion}. All the wights wear elaborate studded leather armor of dwarven make; each suit is worth 90 gp because of its ornamentation. Chansar also wears a silver crown set with small diamonds worth 6,000 gp, and his {@item battleaxe|PHB} would fetch 500 gp from a collector for its historical value. To anyone else, it's just a well-made battleaxe." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "309. Thor's Shrine", + "page": 78, + "id": "SC-309", + "entries": [ + "For a description of the outer doors, see the entry hall ({@area Area 301|SC-301|x}).", + "The door to the shrine is brass-clad iron similar to others on this level. Etchings on the door portray the inverted hammer of Thor above a roiling cloud being pierced by a lightning bolt. The door can be opened by only two means: the right way and the wrong way.", + { + "type": "list", + "page": 78, + "items": [ + "The right way involves touching the small hammer of Thor from {@area Area 315|SC-315|x} to the hammer symbol on the door while simultaneously exposing the cloud-and-lightning symbol to thunder, an electrical discharge, or a physical impact. A spark from static electricity or even a rap with knuckles is enough. If the {@creature ring warden wight|KPSC} in Chansar's tomb cast {@spell reverberate|KPSC} or if one of the characters cast {@spell thunderwave}, the door absorbs enough thunder to last 30 minutes. Opening the door this way causes it to slowly sink until the top is level with the floor.", + "The wrong way involves casting {@spell knock}. This opens the door but also sets off an explosive {@spell glyph of warding} that deals 22 ({@damage 5d8}) thunder damage to everyone within 20 feet of the door, or half damage with a successful {@dc 17} Dexterity saving throw. Opening the door this way causes it to drop suddenly into the floor, but it skews and jams in place with about 3 feet of door still blocking the lower portion of the doorway. Characters can step over it without risk." + ] + }, + { + "type": "insetReadaloud", + "page": 78, + "entries": [ + "This small chamber contains only three items: two unlit braziers and a towering statue of Thor. The statue is 8 feet tall and portrays Thor as a gigantic, muscular figure with dwarven features and a stern scowl on his face. Its hands grip the handle of a massive, inverted hammer." + ] + }, + "The chamber actually contains a fourth item. Tucked behind the northern brazier is a ceramic jar containing peppercorns, juniper sprigs, dill, caraway seeds, powdered iron, and slivered rams' horn, all dry and crumbling. Characters find the jar if someone specifically looks behind the braziers or they search the room and make a successful {@dc 12} Wisdom ({@skill Perception}) check.", + "The statue of Thor houses a {@creature ring servant|CCodex} (Creature Codex), a tremendously powerful creation of Valence Hellhand and the other ring wardens. Its task was to act as guardian of Chansar the Pale and the Pale Circle after their reawakening.", + "What happens in this shrine depends on what characters do here and what they did in the two burial chambers.", + { + "type": "list", + "page": 78, + "items": [ + "If characters open the shrine before fighting the wights in Chansar's tomb, the {@creature ring servant|CCodex} activates 1 round into that fight and joins in on the side of the wights, almost guaranteeing the party will die. Urge them to run if they can.", + "If characters defeat the wights before opening Thor's shrine, the {@creature ring servant|CCodex} activates and attacks them if any character is carrying the ring-staff, Chansar's silver crown, or Chansar's battleaxe. It doesn't care about the {@item ring of evasion} or anything else from the tomb.", + "If characters light the two braziers in the shrine and pour some of the ritual powder from the ceramic jug into each brazier, the {@creature ring servant|CCodex} won't activate (if it hasn't already). If it has activated, it stops fighting, returns to the shrine, and becomes inactive. It remains inactive for as long as the braziers and powder burn (the powder lasts {@dice 2d4} hours) or until it takes damage. If it reactivates because of damage, it fights until it's destroyed. The braziers can be kept lit for days with charcoal from the forge in the armory ({@area Area 304|SC-304|x})." + ] + }, + "During this fight, the two {@creature monolith footman|ToB|monolith footmen} from {@area Area 315|SC-315|x} (assuming they are intact) remain immobile at the top of the stairs, blocking the doorway. They stay there until the {@creature ring servant|CCodex} ({@area Area 309|SC-309|x}) is destroyed. The monoliths take no part in combat unless they take damage from a character. As long as the monolith footmen aren't fighting, characters can move through their spaces unobstructed. However, once the {@creature ring servant|CCodex} activates, moving through a monolith footman's space triggers an {@action opportunity attack} from its weapon. These monolith footmen have unlimited reactions for the purpose of making {@action opportunity attack|PHB|opportunity attacks} against creatures moving through their space. They move out of the doorway only to allow the {@creature ring servant|CCodex} through.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "If the ring servant activates and characters don't destroy it,", + "page": 79, + "entries": [ + "the construct remains active. Anytime they return to this dungeon level, it attacks them if it can. It doesn't necessarily return to the shrine; it can be anywhere on the map. (Parking it in {@area Area 317|SC-317|x} right next to the hole in the floor would be a bit much, at least right away. Give the characters some chance to evade it through good tactics.) If characters use the owlbears' tunnel to sneak in and out, they might find the tunnel collapsed the next time they return. Once activated, the {@creature ring servant|CCodex} knows its enemies and seeks revenge for Chansar the Pale, but it doesn't leave the dungeon unless you decide otherwise.", + "Even if characters deactivate the construct by lighting the braziers and burning ceremonial powder, the braziers eventually burn out or the powder runs out and it reactivates." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "310. Gauntlet", + "page": 79, + "id": "SC-310", + "entries": [ + "If possible, Bjrnyar tries to lure attackers up this murderous corridor. He might do that by posting a weak defense in the armory with orders to fight only briefly and then retreat through here. In that event, retreating trollkin lock the door behind them to slow the characters and to emphasize the appearance of trying to deter attackers from coming this way.", + "There's no read-aloud description for this area. When characters open the doors, casually tell them, \"It's what it looks like: a 70-foot corridor with arrow slits on the north and south walls and doors at both ends.\"", + "Besides the arrow slits lining the sides, which are apparent, the hallway contains three separate traps: a pit trap near the west end, a spear trap in the middle, and a crossbow trap at the east end. The overlay shows all three traps; you can place it on the map when the moment is appropriate, or you can cut it apart into three pieces and place them separately.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/03 Dwarven Barracks Overlay 10a.webp" + }, + "imageType": "map", + "title": "Map 03: Dwarven Barracks\u2014Overlay 10a: Pit Trap", + "credit": "Jon Pintar", + "id": "SC-310a-MO", + "grid": { + "type": "square" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/03 Dwarven Barracks Overlay 10b.webp" + }, + "imageType": "map", + "title": "Map 03: Dwarven Barracks\u2014Overlay 10b: Spear Trap", + "credit": "Jon Pintar", + "id": "SC-310b-MO", + "grid": { + "type": "square" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Maps/03 Dwarven Barracks Overlay 10c.webp" + }, + "imageType": "map", + "title": "Map 03: Dwarven Barracks\u2014Overlay 10c: Crossbow Trap", + "credit": "Jon Pintar", + "id": "SC-310c-MO", + "grid": { + "type": "square" + } + } + ] + }, + "If characters search for traps, what they find depends on how and where they search. If characters are being shot at through the arrow slits, they have disadvantage when checking for traps.", + "All three of these traps are triggered manually by creatures watching through the arrow slits. The triggers are rigged with pull cords so anyone next to an arrow slit in {@area Area 311|SC-311|x} or {@area 317|SC-317|x} can trigger any of the traps as a reaction. They try to catch as many characters as possible with each trap.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Pit Trap", + "page": 79, + "id": "SC-310a", + "entries": [ + "The pit trap is 30 feet from the western door. A successful {@dc 14} Intelligence ({@skill Investigation}) check made within 5 feet of the trap spots the collapsing floor tiles, indicating there's a pit underneath. Perception indicates only that a 10-foot-by-10-foot area of the floor is dangerous.", + "The pit is only 10 feet deep, but it's lined with sharpened, poisoned stakes. A character who falls in takes 3 ({@damage 1d6}) bludgeoning damage from the fall plus 5 ({@damage 1d6 + 2}) piercing damage apiece from {@dice 1d4} stakes plus 9 ({@damage 2d8}) poison damage from each stake; a successful {@dc 14} Constitution saving throw halves the poison damage." + ] + }, + { + "type": "entries", + "name": "Spear Trap", + "page": 79, + "id": "SC-310b", + "entries": [ + "A successful {@dc 14} Intelligence ({@skill Investigation}) check made within 5 feet of the trap reveals holes between stones in the walls where spears can stab out. {@skill Perception} reveals the holes but not what comes through them.", + "A creature in a space affected by the trap is struck by {@dice 1d4 + 1} spears. Each spear does 5 ({@damage 1d6 + 2}) piercing damage, and the creature must make a successful {@dc 14} Constitution saving throw or become {@condition poisoned}. A {@condition poisoned} creature repeats the saving throw at the end of its turn. A success ends the condition; one failure {@condition incapacitated|PHB|incapacitates} the creature while it's {@condition poisoned}, and a second failure {@condition paralyzed|PHB|paralyzes} the creature for {@dice 1d4} hours. A {@condition paralyzed} creature automatically fails any further saving throws against this poison.", + "Once the spear trap is deployed, the spears become an obstacle to movement. To enter a space containing spears, a character must make a successful {@dc 11} Dexterity ({@skill Acrobatics}) check and expend 10 feet of movement. The check can be repeated multiple times per turn, either to enter multiple spaces or while trying to enter one space multiple times.", + "Alternatively, the spears can be destroyed. One 5-foot square of spears has AC 12 and 15 hit points and is immune to all damage except bludgeoning, slashing, fire, and force." + ] + }, + { + "type": "entries", + "name": "Crossbow Trap", + "page": 80, + "id": "SC-310c", + "entries": [ + "Four crossbows are positioned behind concealed arrow slits at the east end of the corridor, in two stacks of two. A successful {@dc 15} Intelligence ({@skill Investigation}) check made within 5 feet of the trap reveals the arrow slits and crossbows. A successful Wisdom ({@skill Perception}) check made from anywhere in the corridor spots the arrow slits.", + "These crossbows have {@hit 2} to hit and deal 5 ({@damage 1d10}) piercing damage. Each crossbow shoots straight west along the row of squares in front of it. Its target is the closest creature in that row of squares. If the first target is missed, roll again to hit the next creature and so on until a creature is hit or the bolt strikes the far wall of the armory (or a door, if characters close them).", + "The crossbows have intricate self-loading mechanisms designed by the dwarves. Once the trap is triggered, they shoot every round for 10 rounds before running out of ammo. If removed from their mounts, they become normal {@item heavy crossbow|PHB|heavy crossbows} without auto-loading capability or {@hit 2} to hit." + ] + }, + { + "type": "entries", + "name": "Doors", + "page": 80, + "entries": [ + "The two sets of doors at the east end of the corridor have no locks. The doors into the stables ({@area Area 317|SC-317|x}) open normally. The doors into the great hall ({@area Area 311|SC-311|x}) can't be barred from the north side, but the trollkin might have blocked them shut with rubble-filled barrels. This isn't guaranteed; Bjrnyar might decide being able to move through the door quickly to get behind enemies is more important than blocking this entrance. If the doors aren't blocked, there are two rubble-filled barrels near the doors, and those barrels can be heaved into blocking positions in 2 rounds. If the doors are blocked, they can be forced open with a {@spell knock} spell, a successful {@dc 20} Strength check, or destroyed (AC 15, 20 hit points)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "311. Great Hall", + "page": 80, + "id": "SC-311", + "entries": [ + "This is the trollkin's primary living space where they eat, socialize, argue, and relax when they're not drilling in the armory or sleeping in a barracks.", + "Until recently, this hall contained many plank-and-trestle tables and benches. Assuming characters don't reach this area during their first foray, most of the furniture has been turned into barricades by the time they see this chamber.", + "When characters first arrive, they probably won't have time to notice much more than the trollkin, lich hounds, and dire owlbears facing them. When they have a chance to appreciate their surroundings, read the following:", + { + "type": "insetReadaloud", + "page": 80, + "entries": [ + "The dwarves built this magnificent hall for feasting, drinking, and dancing. Its grandeur is only slightly dimmed by time and battle damage. The flagstone floor is now covered with grime, the vaulted ceiling is caked with soot, and the massive columns are scarred by weapon strikes.", + "More recently, the hall's furnishings of heavy wooden tables and benches have been piled into barricades in the northwest portion of the hall." + ] + }, + "Bjrnyar would prefer not to stage a final defense here for the same reasons he doesn't want a pitched battle in the armory: he believes wide-open space favors the intruders, who probably have plenty of magic to throw around. He'd rather keep them bottled up in corridors or fight them from behind barricades.", + "The barricades in the northwest of the hall are constructed to defend against attackers coming from the breached barracks ({@area Area 312|SC-312|x}). If the positions are flipped\u2014trollkin on the north side, characters on the south and east\u2014the trollkin smash the platforms before scrambling over so characters can't use them. The barricade then has the same effect against characters as usual, but the characters also have half cover against attacks from the trollkin (+2 to AC and saving throws), who lose some of their height advantage." + ] + }, + { + "type": "entries", + "name": "312. Breached Barracks", + "page": 80, + "id": "SC-312", + "entries": [ + "Originally this was sleeping quarters for up to fifty dwarves. The room was crowded with bunk beds, footlockers, and little else. Now half the trollkin use it as their chamber, sleeping on bunks pushed together and piled with furs. All the chests have been thoroughly looted since the dwarves were defeated, and little of value remains other than the trollkin's meager possessions. These include many amulets and charms made from bone, feathers, and claws, a variety of daggers and other small weapons, and an assortment of gems and jewelry looted from merchants (total value 150 gp).", + "The trollkin are likely to build a barricade around the breach to the grand larder, though they might not defend it to the death. It may only serve as a delay before they fall back to the main barricade in the great hall, where up to seven archers can be ready to shoot anyone coming through the doorway." + ] + }, + { + "type": "entries", + "name": "313. Looted Barracks", + "page": 82, + "id": "SC-313", + "entries": [ + "This barracks is identical in every way to {@area Area 312|SC-312|x} except there's only one way in and out.", + "The trollkin would have to be desperate to make a last stand here because there's nowhere to retreat. What they might do, however, is barricade the doorway and hope to trick the characters into believing they're inside while another part of their force waits to sortie from the stables and attack the characters from behind along with the last of the dire owlbears and lich hounds." + ] + }, + { + "type": "entries", + "name": "314. Bjrnyar's Chamber", + "page": 82, + "id": "SC-314", + "entries": [ + "Bjrnyar and Giydya share this chamber. It's not much nicer or more comfortable than either of the two barracks in terms of furnishings and overall condition, but it does have a small table and a pair of sturdy, intact chests.", + "Both chests have locks, but only one is locked. The unlocked chest holds furs, blankets, and spare trollkin-sized clothing. The locked chest can be opened with a successful {@dc 15} Dexterity ({@item Thieves' Tools|PHB}) check or with the key tucked into Bjrnyar's belt. It contains most of the treasure the trollkin have looted from merchants and other adventurers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 82, + "entries": [ + "1,400 gp, 7,000 sp, 6,500 cp, 13 gems (50 gp each), a {@item potion of heroism}, a {@item Spell Scroll (5th Level)|DMG|spell scroll} of {@spell teleportation circle}, a single {@item bead of force}, and a beautiful soapstone carving of a horse's head can all be found in the locked chest. (If you change the contents of the chest, always include the soapstone carving; it's part of the key to {@area Area 315|SC-315|x}.)" + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Bjrnyar.webp" + }, + "title": "Bjrnyar", + "credit": "Bryan Syme" + } + ] + }, + { + "type": "entries", + "name": "315. Shrine of Volund", + "page": 82, + "id": "SC-315", + "entries": [ + "The door to this area appears to be brass, but heavy scarring from axe blows reveals it's brass-clad iron. The door was attacked by frustrated trollkin who believed a treasure chamber lay beyond. They never figured out how to open the door.", + "Despite the damage to the decorative brass, characters can still just make out the stylized motifs. From top to bottom, they show a large anvil with a hammer above it, flames from a forge, and a horse's head. All are symbols of Volund, master smith of the gods. Dwarves, characters who serve Volund, and characters with proficiency in {@skill Religion} recognize this automatically. Otherwise, a character can recall this information with a successful {@dc 15} Intelligence ({@skill Religion}) check.", + "The door is sealed with a puzzle mechanism similar to a lock but more intricate. It can be opened two ways:", + { + "type": "list", + "page": 82, + "items": [ + "The first is by succeeding on three sequential Dexterity ({@item Thieves' Tools|PHB}) checks ({@dc 14}, {@dc 17}, and {@dc 20}). If any check fails, all three mechanisms lock up and the attempt can't be retried (starting over from scratch) until the mechanism resets 24 hours later.", + "The second is by simultaneously pressing the soapstone carving of a horse (from the chest in {@area Area 314|SC-314|x}) against the symbol of the horse, a burning ember or flame against the symbol of flame, and striking the anvil symbol with a {@item hammer|PHB}." + ] + }, + { + "type": "insetReadaloud", + "page": 82, + "entries": [ + "You hear an audible clack and the squealing of long-dry gears. Dust filters down from the lintel as the brass-clad door sinks slowly down into the floor.", + "Beyond is a chamber the same size as the one you're in, but completely different. At the center stands an immense golden anvil gleaming in the light. An inscription in Dwarvish runes is carved into the pedestal beneath the anvil. At each end of the room, larger-than-life statues of heavily armored dwarves stand guard." + ] + }, + "The anvil is much larger than any typical blacksmith's anvil: 7 feet long and 5 feet tall. It's on a 2-foot pedestal atop a 16-inch riser, which places the top of the anvil almost 8.5 feet above floor level. Even someone who stands on the steps around the anvil can't see the top.", + "The inscription in {@language Dwarvish} states, \"Mighty Thor overlooks the sins of those who praise his name.\" A dwarf with the Stonecunning trait who inspects the inscription recognizes that it's more recent and less artistic than other features of the chamber. It's also an odd thing to write in a shrine to Volund, but that's not something to give away; players must realize that on their own.", + "The statues are also on 2-foot platforms and are 7 feet tall themselves, so they too tower over the chamber. The top of the anvil lines up approximately with their eye level.", + "The statues are carved in the characteristic style of the northern dwarves. Both are portrayed in ornate plate armor. The statue to the east grips the handle of a greatsword with its tip resting on the floor, while the statue to the west grips a similarly inverted maul.", + "The anvil is not solid gold. It's made of iron with thin gold plating. If all the gold were scraped off, it would be worth only 10 gp.", + "This chamber is a shrine to Volund (Svarog), as is obvious to any dwarves or other characters with knowledge of the deity. He is popular among smiths and other craftsmen and also with the reaver dwarves who built this complex. As the dwarves turned more and more to raiding, their worship turned more heavily to {@deity Thor|Norse|PHB}.", + "An important item lies atop the anvil, where it's difficult to spot. Medium-sized characters standing on the platforms alongside the statues are about 8 feet above the floor\u2014still below the 8.5-foot height of the top. To see the top of the anvil, someone must climb up the anvil, fly, or stand near a statue and jump up.", + "A tiny representation of the hammer of Thor, about 5 inches long, rests atop the anvil. It's plated in the same gold as the anvil and appears to be part of it.", + "If the gold plating is scraped away, the hammer comes free; it's a separate piece resting in a shallow indentation in the anvil and encased in the same gold plating.", + "When the tiny hammer is picked up from the anvil, blue light swirls around the statues as they transform into two {@creature monolith footman|ToB|monolith footmen} (Tome of Beasts). These {@creature monolith footman|ToB|monolith footmen} were fashioned by elves at the request of Gerhardt III. What they do depends on what happened earlier.", + { + "type": "list", + "page": 83, + "items": [ + "If characters opened the shrine by operating the mechanism properly (with the statue, an ember, and a hammer) or if the character who picked up the hammer spoke Thor's name aloud and in a praiseful manner while doing so, the monolith footmen make no offensive moves.", + "If characters bypassed the door mechanism with {@item thieves' tools|PHB} and didn't praise Thor's name as they took the hammer, then the monolith footmen attack.", + "If characters scrape more than a few square inches of plating off the anvil, looting or defacing the shrine, the monolith footmen attack.", + "If characters attack either monolith or cause damage to them, they turn hostile and attack." + ] + }, + "If the monolith footmen don't attack, they stand quietly until the character with the tiny hammer leaves. The footmen follow that character. They don't leave this level and they don't protect the character; they just follow.", + "The tiny hammer is the key that opens the tombs ({@area Areas 307|SC-307|x}\u2013{@area 309|SC-309|x}). Once characters enter that area, the monolith footmen stand at the top of the stairs, blocking the doorway. For more details on their actions, see Thor's shrine ({@area Area 309|SC-309|x}). They stay there until the {@creature ring servant|CCodex} ({@area Area 309|SC-309|x}) is destroyed. The monoliths take no part in combat unless they take damage from a character." + ] + }, + { + "type": "entries", + "name": "316. Kitchen", + "page": 83, + "id": "SC-316", + "entries": [ + "There's nothing remarkable about this kitchen area. It's obviously well used and well taken care of. The attached room is a pantry full of preserved foods and seasonings. A narrow chute gives access to the oubliette that drops from Level 1 to Level 4. The trollkin cook uses it as a garbage chute." + ] + }, + { + "type": "entries", + "name": "317. Stable", + "page": 83, + "id": "SC-317", + "entries": [ + "The dwarves used this area to house their trained dire owlbears. Those owlbears' descendants still use it as a den, but these are considerably less well trained.", + { + "type": "insetReadaloud", + "page": 83, + "entries": [ + "As soon as you open the door, the reek of an animal den hits your nostrils. Despite how powerfully the place smells, it looks reasonably clean. The stone floor is deeply gouged by claw marks, but you see no animal droppings and only a few blood smears and crushed bones." + ] + }, + "Whether any dire owlbears remain depends on how the battle for this level unfolded. It's possible characters have already killed all of them by the time this door is opened. If that's the case, only one dire owlbear cub is here. It's enclosed in the larger of the two stables at the east end of the room. The cub has the stats of a {@creature brown bear|MM}.", + "Characters might cook up various schemes to raise this cub and domesticate it. Someone with {@skill Animal Handling} proficiency, a {@class druid}, or a {@class Ranger|PHB|Beast Master ranger|Beast Master|PHB} can establish an uneasy rapport with it by making a successful {@dc 13} Wisdom ({@skill Animal Handling}) check. The dire owlbear, however, is neither a beast nor easily domesticated. It's a feral monstrosity, and eventually (sooner rather than later) it turns and tries to tear off the hand that feeds it. Don't shy away from having this happen at the worst possible moment.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Dire Owlbear.webp" + }, + "title": "Dire Owlbear", + "credit": "One of: Miguel Regodón Harkness, Marcel Mercado, William O'Brien, Sam Perin, Florian Stitz, Bryan Syme, Egil Thompson, Jon Pintar" + }, + "If characters haven't killed all the dire owlbears, then the surviving ones are here and they go berserk when strangers appear. Closing and even barring doors slows them down for only 2 rounds before they tear the door to splinters and come through. With a speed of 40 feet, they're considerably faster than most characters. They don't chase anyone up the spiral stairs. If they haven't caught their prey in 10 rounds, they give up and return to this den.", + "As noted in the description, this chamber is relatively clean (for a stable) despite the smell, and the dire owlbears are well fed and in good health. The trollkin have long tribal knowledge of handling such creatures, and they take good care of them.", + "The alcove to the north contains four auto-loading heavy crossbows trained along the gauntlet ({@area Area 310|SC-310|x}). They can be dismounted and used as normal {@item heavy crossbow|PHB|heavy crossbows}. Eighty additional {@item crossbow bolt|PHB|bolts} are also stored in boxes in that area; there are no quivers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The Drop", + "page": 84, + "entries": [ + "In the western portion of the chamber, a hole is smashed through the floor. This opening was created by the derro living below as a shortcut to the surface after the dwarves were wiped out, allowing them to avoid a long trek on the Black River. The trollkin allowed the derro to use the tunnel on their surface raids in exchange for the derro occasionally leaving behind a weak or dying captive for the dire owlbears to kill and eat.", + "The hole drops 80 feet to the bat caverns below ({@area Area 401|SC-401|x}). It's the only way for characters to reach the lower levels (or to get out again!) until they find other means from below.", + "A rope ladder made from an unfamiliar, spongy fiber is tied to a wooden post in this chamber and hangs down the hole. A character who examines it and makes a successful {@dc 12} Intelligence ({@skill Nature}) check realizes it's woven from tough, giant fungus. If any trollkin or dire owlbears survive (and some almost certainly do; see {@adventure Restocking|KPSC|6|Restocking}), this ladder might be destroyed or removed at some point when the characters return to the hole." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "318. Surface Tunnel", + "page": 84, + "id": "SC-318", + "entries": [ + "This tunnel was carved out by dwarves and dire owlbears long ago. It's dark, narrow, twisting, uneven, and nearly three-quarters of a mile long. It emerges in an overgrown jumble of boulders somewhere southeast of the ruined citadel. The dire owlbears use the tunnel to travel to and from the surface for hunting. The trollkin sometimes use it for the same reason, but the low ceiling makes it awkward for them.", + "When only a handful of trollkin remain, this is the most likely spot for them to make their final stand. They build a barricade around the door and fight until honor is satisfied (meaning no one flees until they're wounded). When all appears lost, having this tunnel at their backs gives them an escape route. The last few survivors do not die where they stand; one heroically remains behind to block the path while its comrades retreat up the tunnel and escape back to Jotunheim, happy to shake the dust of this cursed place off their boots and with epic tales of battle and tragedy to tell their kin.", + "A sturdy door set into the south wall of the tunnel a couple dozen paces beyond this chamber leads to {@area Area 319|SC-319|x} in the Clacking Caverns." + ] + } + ] + }, + { + "type": "section", + "name": "Clacking Caverns", + "page": 85, + "entries": [ + "This section of the Scarlet Citadel was carved out by the dwarves to serve as tombs for their heroes. They used a chain of natural caverns as the central core of the crypts and cut rectangular chambers to the sides. This area of the dwarven redoubt was never entered by the knights of Khors, so most of the tombs remain sealed.", + "The influence of the Black River is felt here, and it's worked its magic on the dead occupants of the tombs.", + "In addition, the disappearance of the dwarves allowed aggressive underground hunter-scavengers called clacker beetles to move into the caverns and establish a nest. Clacker beetles roam freely through the whole sub-level, with the exception of the still-sealed crypts.", + "The real mystery in this area is a pair of pools that float in midair in the two largest caverns. The pools were here when the dwarves arrived, and the dwarves never figured out how these enigmas came to exist. Carnivorous fish live in the pools, making them mildly dangerous to the curious. The dwarves found the strange features both fascinating and beautiful, so they took precautions and worked around them and even used them as burial grounds\u2014and hiding spots for valuable caches. (The nature of the floating pools is explained in the description of {@area Area 320|SC-320|x}.)", + "Most of this level is lightless. The exceptions are those areas where glowing moss grows: {@area Areas 319|SC-319|x}\u2013{@area 321|SC-321|x}, {@area 325|SC-325|x}, {@area 330|SC-330|x}, and {@area 331|SC-331|x}. Glowing moss produces dim illumination throughout the chamber. Everywhere else, characters must provide their own light.", + "This level presents a slowly rising threat that suddenly explodes into deadly danger. Characters should be drawn to the potential for loot in the dwarven tombs and the mystery of the floating pools, the shrine, and the trollkin armor surrounded by charred beetles. While the characters investigate, clacker beetles are slowly but surely surrounding them and getting ready to pounce. By the time characters discover the clacker beetle nest, they should be thoroughly hemmed in. 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Main Passage", + "page": 85, + "id": "SC-319", + "entries": [ + "From the door connected to the tunnel out of the dwarven barracks ({@area Area 318|SC-318|x}), the passageway slopes downward at a rate that's obvious but gentle by dungeon standards. The floor levels out 20 feet before the bend and widening of the passage.", + { + "type": "insetReadaloud", + "page": 85, + "entries": [ + "The walls, floor, and ceiling of this passage show signs of careful smoothing, but it's obvious this was a natural tunnel before the dwarves went to work improving it. It's equally obvious they didn't try to erase its natural origin but only aimed to improve on it\u2014to make the tunnel easier to traverse.", + "Past a sweeping bend in the tunnel, a soft glow illuminates a large cavern ahead. The glow comes from blue-green moss blanketing the floor and walls. The moss emits a pale light that actually twinkles weakly, almost like starlight. The glow intensifies where the moss is crushed underfoot, so you leave glowing, twinkling footsteps in your wake.", + "Smoothly cut and finished passages branch off the mosscovered tunnel to your right and left." + ] + }, + "The glowing moss is harmless and can even be useful. Any character can figure out how to properly harvest and preserve the {@item glowing moss|KPSC} {@homebrew |(see the appendix)} with 15 minutes of study followed by a successful {@dc 18} Intelligence ({@skill Nature}) check. Druids make this check with advantage." + ] + }, + { + "type": "entries", + "name": "320. Glowing Moss Cavern One", + "page": 85, + "id": "SC-320", + "entries": [ + "The main feature of this cavern is the pool of water floating midair and teeming with fish. If characters have already explored the adjacent mossy cavern ({@area Area 321|SC-321|x}), skip the readaloud text and simply tell players this cavern is much like that one.", + { + "type": "insetReadaloud", + "page": 85, + "entries": [ + "The walls and floor of this cavern are covered in a thick blanket of glowing, twinkling moss. The 25-foot-high, domed ceiling is mostly bare except for a few scattered, softly glowing spots. But the moss isn't the arresting sight here.", + "Near the center of the cavern, an immense blob of water floats in midair.", + "The blob is about 12 feet in diameter, is irregular in shape, and undulates slowly. The liquid is dark and somewhat obscured by reflections of the twinkling moss light, but you catch occasional glimpses that might be things swimming in it." + ] + }, + "As unusual as this pool and the one in {@area Area 321|SC-321|x} appear, reality is even stranger than appearance. The pools aren't self-contained globs of water floating in midair. They're spots where a wrinkle in space-time induced by the Black River allows reality to intersect itself so two locations exist in the same space. In this case, the second location is a distant, tropical sea teeming with quippers. For example, if a character extends their hand into one of the pools, their hand exists simultaneously here beneath the Scarlet Citadel and in that tropical sea hundreds of miles away. There's always only one hand, but it occupies two coinciding spaces at the same time.", + "Characters might get a glimmer of this truth if they study the phenomenon. First, within moments of approaching the pool, characters notice dead fish lying among the moss under and around the pool. These fall into two categories: freshly dead fish (no more than a day old) and clean, scattered bones (that's all the clacker beetles leave behind). Anyone with {@skill Nature} proficiency recognizes most of the fish as {@creature quipper|MM|quippers} but an unfamiliar variety they've never seen in this part of the world.", + "Someone who observes the pool for at least 10 minutes and makes a successful {@dc 12} Intelligence ({@skill Investigation}) check notices fish in the pool sometimes swim across the pool's boundary and simply disappear. Other times, a fish or other sea creature (a squid, shark, or turtle for example) enters the pool the same way. The fish entering and leaving the pool must come from somewhere and go somewhere, and one logical assumption (though not the only one, in a magical world) is that via some mysterious mechanism, the water the characters see is part of a larger body of water the characters can't see.", + "Alternatively, you can declare that at some point while characters are in this chamber or {@area Area 321|SC-321|x}, a fish swims out of the pool and drops to the floor, where it flops around gasping for air.", + "Characters can gain another clue by crawling under the pool and looking up through it. They see what appears to be sunlight (if it's daytime) dappled across the surface of water far above them. They're seeing the surface of the distant sea. This is dangerously deceptive; the pool is 300 feet below the surface of the sea.", + "An important feature is mounted to the ceiling of the cavern directly above the pool: a bronze pulley. The bronze has darkened to nearly the same color as the stone, and its position above the pool makes it difficult to spot. A successful {@dc 15} Wisdom ({@skill Perception}) check is needed to notice it. Reaching the pulley is a challenge, since it's 25 feet above the cavern floor and directly over the pool.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Entering the Pool", + "page": 86, + "entries": [ + "Characters can jump into these pools and swim into that southern sea, but it's a daunting proposition indeed.", + "The first problem is the depth. As soon as a character enters the water, they're aware of the crushing pressure. A character who enters the pool bodily must immediately make a successful {@dc 15} Constitution saving throw just to hold his or her breath. If that saving throw fails, all the air is squeezed from their lungs and they must either swim out of the pool or begin suffocating.", + "The second problem is predators. Not everything in that sea is dangerous but {@creature reef shark|MM|reef sharks}, {@creature giant shark|MM|giant sharks}, and {@creature swarm of quippers|MM|quipper swarms} abound, along with any other sea creatures you add to the mix. Anyone who enters the sea should have to fight at least one hungry predator. If that fight leaves them bleeding, more predators appear.", + "The final problem is finding their way back to the Scarlet Citadel. A character who stays in the portion of the pool that overlaps the Scarlet Citadel can return to this chamber automatically. A character who swims away into the sea can easily lose sight of the small spot where the sea and this mossy cavern overlap. A creature within 30 feet of the pool can spot it with a successful {@dc 10} Wisdom ({@skill Perception}) check. From 31 to 60 feet away, the DC increases to 15; from 61 to 90 feet, the DC is 20; and so on. If a bright light is shining into the pool from this chamber, the DC is reduced by 5.", + "While in the pool, a creature sees both the mossy cavern and the surrounding sea overlapped in a confusing jumble. By concentrating on one or the other, a creature can see the chosen scene more clearly. The effort is similar to trying to focus your eyes on a 3D photograph: hard to explain but not terribly difficult to do once you get the hang of it." + ] + }, + { + "type": "entries", + "name": "Treasure of the Pool", + "page": 86, + "entries": [ + "The pool is 300 feet from the sea's surface and 200 feet above the sea floor. The bottom can be seen by someone who's inside the pool bodily or even someone who sticks only their head into the water. The sea bed is covered by stones, gravel, and sand, being too far down for most kelp and coral.", + "The dwarves recognized this was a great security measure for objects they wanted to keep safe. A character who scans the sea bed from the floating pool and makes a successful {@dc 15} Wisdom ({@skill Perception}) check spots something that looks different from the surrounding stones and with an unnaturally regular shape.", + "The object is a bronze cylinder decorated to resemble a large, thick, squarish fish. It's 50 inches long, 18 inches in diameter, and weighs 220 pounds. Because this is heroic fantasy, we assume a character who's brave enough to swim down to the cylinder can lift it and even carry it while swimming, albeit clumsily. Creatures without a swimming speed move at half speed in water, and carrying this cylinder halves a creature's speed again. To retrieve the cylinder, a character with a speed 30 feet swimming as fast as possible (using {@action Dash} actions) needs about 45 seconds (7 turns) to swim down to the sea bed, a few seconds (1 turn) to retrieve the cylinder, and another 90 seconds (14 turns) to swim back up to the mossy cavern (assuming they can find it). That's between 2 and 3 minutes in the water. Strong characters can hold their breath for that long without difficulty, provided they don't run into complications such as being attacked by sharks or getting lost in the dark water. We recommend against adding {@skill Athletics} checks (for swimming) or Constitution saving throws (for holding your breath) to this attempt because they only turn it into a dice-rolling exercise. Sea predators and the threat of getting lost are enough danger, and they're more interesting.", + "Characters might want to tie a rope around the cylinder and raise it that way instead of carrying it. This won't work unless the rope can be pulled straight up by someone suspended above the pool\u2014or is threaded through the bronze pulley attached to the ceiling. The pool is a dimensional wrinkle in space, not a hole in the floor. If the rope is pulled sideways, it simply falls out of the water onto the floor and the bottom 200 feet of it are sliced off by a sharp paradox. The pulley was the dwarves' answer to this problem, and it works like a charm.", + "The dwarves made a special bronze hook (which can be found in the fountain in {@area Area 327|SC-327|x}) that's magically paired with the bronze cylinder. When the hook is lowered to the cylinder, it automatically catches in the fish's open mouth so the cylinder can be hauled up with a rope. The hook trick isn't apparent until characters see the bronze hook and someone gets a close look at the container.", + "In reverse, the cylinder wasn't lowered into the sea, it was just dropped into the pool to sink under its own weight.", + "See {@adventure Treasure|KPSC|6|Treasure|3} for details on how to open the cylinder and on its contents." + ] + }, + { + "type": "entries", + "name": "Clacker Beetle Attacks", + "page": 88, + "entries": [ + "Assuming characters enter this chamber before entering {@area Area 321|SC-321|x}, they aren't attacked by clacker beetles here. If they explore {@area Area 321|SC-321|x} first, then the attack described in that chamber occurs here instead." + ] + }, + { + "type": "entries", + "name": "Treasure", + "page": 88, + "entries": [ + "The fish-cylinder is hollow, as anyone who taps on it quickly discovers. It has no apparent means of opening such as a screwed-in plug or a clamped-down hatch. A few minutes of close examination and a successful {@dc 13} Intelligence ({@skill Investigation}) check reveals a narrow, mud-clogged slot along the fish's belly. This slot is just wide enough for a knife edge to grip, and that's what's required; if a knife is dragged along the slot as if cutting the fish open, the cylinder splits apart into left and right halves that are joined by a concealed dorsal hinge.", + "Inside the cylinder are a leather pouch containing a diamond and two emeralds (5,000 gp, 1,000 gp × 2) and a 5-inch-diameter golden disk embossed with a {@language Dwarvish} rune that means \"safe entrance.\" A character carrying this disk can unlock the doors to the tombs on this level automatically and can open them safely without setting off any {@spell glyph of warding}." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/L3 320 Glowing Moss Cavern One.webp" + }, + "credit": "Marcel Mercado" + } + ] + }, + { + "type": "entries", + "name": "321. Glowing Moss Cavern Two", + "page": 89, + "id": "SC-321", + "entries": [ + "The main feature of this cavern is the pool of water floating midair and teeming with fish. If characters have already explored the adjacent mossy cavern ({@area Area 320|SC-320|x}), skip the read-aloud text and simply tell players this cavern is much like that one.", + { + "type": "insetReadaloud", + "page": 89, + "entries": [ + "The walls and floor of this cavern are covered in a thick blanket of glowing, twinkling moss. The 25-foot-high, domed ceiling is mostly bare except for a few scattered, softly glowing spots. But the moss isn't the arresting sight here.", + "Near the center of the cavern, an immense blob of water floats in midair.", + "The blob is 12 to 15 feet in diameter, is irregular in shape, and undulates slowly. The liquid is black and further obscured by reflections of the twinkling moss light." + ] + }, + "See the description of {@area Area 320|SC-320|x} for a full explanation of the wrinkle-in-reality nature of the pool. Both pools result from the same phenomenon.", + "Both wrinkles do not, however, overlap the same region of sea. The pool in Area 320 intersects a warm tropical sea that's deep but not too deep for characters to swim in. This pool is an intersection with the depths of an icy northern sea, which makes it considerably more dangerous.", + "The first danger is pressure. At the bottom of the pool in {@area Area 320|SC-320|x}, 500 feet below the surface of the sea, a character was under about 15 atmospheres of pressure. Here, a character who enters the pool is crushed by 200 atmospheres of pressure, caused by the depth of more than 6,500 feet. This immediately inflicts 27 ({@damage 6d8}) bludgeoning damage to a character sticking a head, chest, or entire body into the pool, or 9 ({@damage 2d8}) to an arm or leg. Fresh damage is caused every time the character starts its turn in the water.", + "The second danger is cold. The water is barely above freezing. Compared to the risk from pressure, this danger is almost negligible. The character takes no cold damage just from poking a hand or other appendage into the water but takes 2 ({@damage 1d4}) cold damage every time it starts its turn more than half immersed in the water. Warm clothes don't help; they just get soaked with freezing water.", + "The sea floor is 800 feet below this floating pool. There's no light at this depth, so it's impossible to see what's down there from the cavern (or even how far away the bottom is) and impossible to explore firsthand without a considerable amount of magical protection the characters almost certainly don't have. As in {@area Area 320|SC-320|x}, however, there is a bronze pulley affixed to the cavern ceiling above the pool and another fish-shaped bronze cylinder lying on the sea bed. If characters have the magical fishhook and 800 feet of rope, they can retrieve the cylinder. Its contents are described in the {@adventure Treasure|KPSC|6|Treasure|4} section.", + "Before getting to that point, however, characters must deal with a surprise, because the cylinder doesn't come up alone. A {@creature giant octopus|MM} hitches a ride on it. If the characters pulling up this cylinder are the same ones who pulled up the other cylinders, they notice quickly that this object is heavier than the other one, but they have no way of knowing why until they get it to the cavern.", + "When the cylinder reaches the floating pool, the octopus strikes. Characters can't see the creature clearly because it's obscured in the dark water; increase the octopus's AC by 5 to 16. Also, the octopus stays at the dead center of the pool (you should always feel free to treat the grid printed on the map as a measuring convenience, not a positioning restriction) and uses its 15-foot reach to its advantage. Characters whose melee weapons have only a 5-foot reach can't attack the octopus at all without sticking at least their arms into the crushing water. If a character is {@condition grappled} at the start of the octopus's turn, the octopus tries to pull that character into the water. Resolve this like a shoving contest, with opposed Strength ({@skill Athletics}) checks.", + "The quickest and safest way for characters to kill the octopus is to lift the cylinder fully out of the pool into the cavern. The sudden, massive drop in pressure inflicts 27 ({@damage 6d8}) force damage to the octopus every time it's out of the water at the start of its turn. If it survives the first burst of this damage, it does its best to escape back into the pool as quickly as possible and return to the safety of the lightless, frigid deep.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Clacker Beetle Attack", + "page": 89, + "entries": [ + "At some time while characters are exploring this chamber, they're attacked by clacker beetles. The attacking group contains one {@creature clacker beetle soldier|KPSC} per character in the party. The purpose of this fight is to make characters aware of the beetles and the threat they pose." + ] + }, + { + "type": "entries", + "name": "Treasure", + "page": 89, + "entries": [ + "This cylinder opens the same way as its twin, by dragging a knife blade across its \"belly.\" The only thing inside it is a {@item mace of nightmares|KPSC} {@homebrew |(see the appendix)}." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "322. Clockwork Tomb", + "page": 90, + "id": "SC-322", + "entries": [ + "The door to this tomb is hammered bronze. Skillfully beaten into the metal by dwarven smiths is an impression of interlocked gears.", + "The door is locked. It can be opened with a successful {@dc 15} Dexterity ({@item Thieves' Tools|PHB}) check. It is also trapped with explosive runes ({@spell glyph of warding}) that cause 22 ({@damage 5d8}) lightning damage to all creatures outside the tomb and within 20 feet of the door, or half damage to creatures that make a successful {@dc 15} Dexterity saving throw.", + { + "type": "insetReadaloud", + "page": 90, + "entries": [ + "Two stone coffins stand against the wall. Both are decorated with a motif representing interlocking gears, springs, and cams. A few clay jars are stacked in the corners of the room, and one wall shows signs of collapse." + ] + }, + "The sarcophagi are intact with no signs of tampering.", + "The sarcophagus to the right as seen from the doorway holds the remains of a former dwarven mechanist. He is arrayed in what once would have been an impressive robe trimmed with fur and with dozens of decorative bronze gears sewn on.", + "The sarcophagus to the left as seen from the doorway holds the mechanist's greatest creation: a {@creature clockwork myrmidon|ToB} (Tome of Beasts) entombed along with him to guard its maker through eternity. This clockwork myrmidon differs from the standard version only in that its size is Medium instead of Large.", + "The clockwork myrmidon bursts out of its sarcophagus and attacks if the mechanist's sarcophagus is opened. If the myrmidon's sarcophagus is opened first, the myrmidon remains inert until it's attacked or damaged. A character who presses an ear against the construct and makes a successful {@dc 10} Wisdom ({@skill Perception}) check hears a faint ticking inside it. Any damage activates the myrmidon, even just a scratch on its enameled surface. Assume the myrmidon's initiative result is 22 when it attacks; characters aren't surprised (adventurers always expect things to burst from coffins) but only alert characters should beat it to the punch. Against a mixed party, the myrmidon ignores dwarves until they attack it. After that, it attacks everyone freely.", + "The passage between this chamber and {@area Area 320|SC-320|x} was created by clacker beetles. It's a tunnel 3 to 4 feet in diameter, not a corridor. Halflings and gnomes can walk through it if they crouch; Medium creatures must get down on their hands and knees.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 90, + "entries": [ + "The clay jars are sealed with stretched parchment covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. They contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 1,280 gp." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Clockwork Myrmidon.webp" + }, + "title": "Clockwork Myrmidon", + "credit": "One of: Miguel Regodón Harkness, Marcel Mercado, William O'Brien, Sam Perin, Florian Stitz, Bryan Syme, Egil Thompson, Jon Pintar" + } + ] + }, + { + "type": "entries", + "name": "323. Effigy Tomb", + "page": 90, + "id": "SC-323", + "entries": [ + "The door to this tomb is smashed inward from the hallway side. This was done by a small cadre of dwarves who fled into these catacombs to escape from the attacking knights of Khors and who believed this tomb held particularly rich treasures they could use to fund their journey home as refugees.", + { + "type": "insetReadaloud", + "page": 91, + "entries": [ + "The door to this tomb was smashed open from the hallway side long ago and now lies in pieces on the floor. Inside the tomb, the lid of the stone sarcophagus is shoved askew. Two clay jars stand intact in the near corner." + ] + }, + "The would-be thieves were disappointed by what they found. The sarcophagus contains a stone effigy of a body. It represented a dwarf who was slain in combat against a monster that devoured the body. Lacking a corpse, the hero's friends and family interred this effigy instead.", + "Sprawled atop the effigy, however, are the real bones of a real dwarf decked out in rotten studded leather armor that shows significant damage from cutting and stabbing weapons. This was the dwarf who told his companions the tomb contained rich treasures; the harried would-be thieves murdered their companion and stuffed his body into the sarcophagus as payback for leading them on this wild goose chase.", + "The clay jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. Both contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 330 gp." + ] + }, + { + "type": "entries", + "name": "324. Elemental Tomb", + "page": 91, + "id": "SC-324", + "entries": [ + "The tomb's door is riveted iron. Etched into the metal by dwarven smiths is an impression of a shining sun.", + "The door is locked. It can be opened with a successful {@dc 15} Dexterity ({@item Thieves' Tools|PHB}) check. It is also trapped with explosive runes ({@spell glyph of warding}) that cause 22 ({@damage 5d8}) thunder damage to all creatures outside the tomb and within 20 feet of the door, or half damage to creatures that make a successful {@dc 15} Dexterity saving throw.", + { + "type": "insetReadaloud", + "page": 91, + "entries": [ + "One stone coffin stands against the wall. It is decorated with a sun motif. A few clay jars are stacked in the corners of the room." + ] + }, + "The sarcophagus is intact and shows no signs of previous tampering. It holds the remains of a former cleric of Aten. She is arrayed in {@item chain mail|PHB} and a bronze helmet and clutches a {@item +1 warhammer|DMG} across her chest.", + "The clay jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. Four of the five contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 1,280 gp. The fifth contains the life spark of an {@creature air elemental|MM} the cleric of Aten trapped and vowed to imprison for eternity. From the outside, this jar is no different from the others. If it's opened or broken, the elemental immediately reconstitutes its body from the surrounding air\u2014and it's furious about being imprisoned. Characters are surprised by default. After the elemental's surprise turn, roll initiative normally." + ] + }, + { + "type": "entries", + "name": "325. Beetle Husk Chamber", + "page": 91, + "id": "SC-325", + "entries": [ + "Decades ago, this chamber was the scene of an epic battle between an armored, magic-wielding trollkin and swarms of clacker beetles. If characters have already fought clacker beetles in {@area Area 320|SC-320|x} or {@area 321|SC-321|x}, point out the insect remains here could be from the same sort of creatures. Characters can't be sure because the remains are old, charred, and torn apart.", + { + "type": "insetReadaloud", + "page": 91, + "entries": [ + "This cavern is blanketed in the hollowed-out, blackened husks of dead giant beetles. There are hundreds of them, maybe thousands. They're heaped more than a foot deep across the cavern floor. The shells are cracked and charred from intense heat, and the creatures must have been blown to bits; none of the remains you see are intact. The walls of the chamber are also charred, and you can still see the pale outlines where beetles clung to the stone when the flames struck.", + "In the middle of the cavern lies a suit of plate armor. It's too large for most humanoids. Whoever wore it was nearly 8 feet tall. A representation of a skeleton is painted ornately on the armor in luminescent pigment that glows under your lights. Whoever wore this armor would have looked like a glowing skeleton advancing out of the darkness." + ] + }, + "All that remains inside the armor is the skeleton of the trollkin explorer. She was a hero of the clan living in the dwarven barracks who entered these caves to explore. Clacker beetles swarmed her at this spot, and she set off a {@spell fireball} spell from a scroll. Unknown to her, the spell on the scroll was written at 9th level. The blast killed everything in the chamber, including the trollkin. Subsequently, her bones were picked clean inside the armor by other clacker beetles.", + "As characters advance into the chamber, they're attacked by {@creature clacker beetle soldier|KPSC|clacker beetle soldiers} and {@creature clacker beetle swarm|KPSC|clacker beetle swarms} that push their way up from under the charred husks all over the chamber. The attacking force of beetles includes one soldier for every character in the party, plus half that number of swarms. These beetles emerge from under the husks, attack, then crawl back under the husks where they have complete concealment. They disappear into the piles of husks so quickly that only creatures with Dexterity scores of 16 or higher can make {@action oppourtunity attack|PHB|opportunity attacks} against them as they retreat.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 92, + "entries": [ + "The trollkin armor can't be worn by anyone under 8 feet tall. Because it's unique, it could fetch up to 2,000 gp from a collector, but a typical merchant or armorer offers only half that. If characters dig through the beetle husks near the armor, they also find a {@item warhammer|PHB}, a {@item heavy crossbow|PHB} that needs a new bowstring, fourteen steel {@item crossbow bolt|PHB|bolts}, a {@item handaxe|PHB}, a {@item shield|PHB}, three {@item dagger|PHB|daggers}, and a {@item potion of fire giant strength} buried among the beetle husks." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "326. Warlocks' Tomb", + "page": 92, + "id": "SC-326", + "entries": [ + "The door to this tomb from {@area Area 327|SC-327|x} is riveted iron with silver inlays. The inlays depict what appear to be leering demonic faces, but they're not identifiable by the characters as any specific beings.", + "The door is locked. It can be opened with a successful {@dc 15} Dexterity ({@item Thieves' Tools|PHB}) check. It is also trapped with explosive runes ({@spell glyph of warding}) that cause 22 ({@damage 5d8}) cold damage to all creatures outside the tomb and within 20 feet of the door, or half damage to creatures that make a successful {@dc 15} Dexterity saving throw.", + "Characters who approach from {@area Area 325|SC-325|x} instead of from {@area 327|SC-327|x} don't encounter a door. Opening the door from inside the chamber doesn't trigger the {@spell glyph of warding}.", + { + "type": "insetReadaloud", + "page": 92, + "entries": [ + "Three stone coffins are arrayed against the wall opposite the door. They're decorated with silver-inlaid depictions of hideous faces that may represent demons or devils, but they don't fall neatly into the canon of any cults you're aware of. A narrow tunnel has been clawed roughly through one wall of the room, and several sealed clay jars are stacked in the corners." + ] + }, + "The three dwarves interred here were all warlocks who were bound in a pact with the same fiend. The leering faces etched in silver across the door and the coffins all represent this fiend. They appear to represent many different fiends, but deception and disguise are part of this fiend's portfolio. This particular cult of warlocks is highly secretive, so characters have no chance to identify the symbols unless there's a dwarf warlock among the group; a dwarf warlock recognizes the cult's insignia with a successful {@dc 13} Intelligence ({@skill Arcana}) or Intelligence ({@skill History}) check. In that event, tell the player this crypt is the work of a cult dedicated to trickery and guile. Otherwise, characters are in the dark.", + "All three coffins hold the bodies of dwarves in similar condition: mummified, dressed in rich (but now badly deteriorated) robes, wearing minor items of jewelry worth {@dice 2d100} gp each, and clasping a wand in their folded hands. Of more immediate interest to characters may be the fact that all three bodies are also decapitated. The heads are in the coffins, arranged carefully so it isn't obvious to a casual observer that they're not attached at the necks. If the bodies are disturbed\u2014to get at the jewelry, for example\u2014 the separation of head from body becomes apparent.", + "All three coffins indicate the presence of magic with a {@spell detect magic} spell. This is a trick. The wands clutched by the mummies are affected by permanent versions of the {@spell Nystul's Magic Aura|PHB|magic aura} spell that make them reveal evocation magic, but the wands are simply decoys and do nothing.", + "Nothing unusual happens until all three coffins have been opened. As soon as the third lid is removed, the three bodies animate as {@creature warlock wight|KPSC|warlock wights} {@homebrew |(see the appendix)} and attack.", + "The passage between this chamber and {@area Area 330|SC-330|x} was created by clacker beetles. It's a tunnel 3 to 4 feet in diameter, not a corridor. Halflings and gnomes can walk through it if they crouch; Medium creatures must get down on their hands and knees.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 92, + "entries": [ + "Aside from the minor jewelry noted on the bodies of the three {@creature warlock wight|KPSC|warlock wights} ({@dice 6d100} gp total value), the only other treasure in the chamber is held in the clay jars. The jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. They contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 1,800 gp. They also contain an assortment of notes and other arcane writings that reveal the nature of the dwarves' warlock pact to anyone who can read {@language Dwarvish}, has proficiency in {@skill Arcana}, and spends an hour poring over the material." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "327. Fountain", + "page": 92, + "id": "SC-327", + "entries": [ + "This decorative fountain is magical, but the magic serves only to keep fresh water flowing into it, much like a {@item decanter of endless water|DMG}. The fountain doesn't overflow because channels under the floor allow excess water to drain into the river.", + { + "type": "insetReadaloud", + "page": 92, + "entries": [ + "A square-sided pool of water stands in the center of this chamber. Water bubbles up at its center, creating a relaxing fountain effect. It's not at all obvious where this water comes from or how the fountain continues operating. There's no foul odor from the water, but quite a few dead beetles float on the surface and lie at the bottom." + ] + }, + "The water is clean and safe to drink, although the dead beetles give it an unpleasant taste. The beetles weren't poisoned but simply drowned in the fountain.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 95, + "entries": [ + "If characters state they remove the dead beetles from the fountain, or if they search the fountain generically and someone makes a successful {@dc 12} Intelligence ({@skill Investigation}) check, they find a bronze hook lying at the bottom. This is a heavy chunk of metal, about the size of someone's hand and weighing several pounds. It's clearly of dwarven make and resembles a stylized, giant fishhook.", + "This hook is magically paired with the fish-shaped container described in Area 320. If it's attached to a rope and lowered through the floating pool to the submerged cylinder, it automatically hooks onto the fish's mouth so the cylinder can be raised from the sea bed. The best way to do this is by threading the rope through the hard-to-spot pulley on the cavern ceiling, as noted in that chamber's description.", + "Once the hook attaches to the cylinder, it stays attached until someone manually removes it. It can be removed easily by anyone who takes hold of it.", + "The hook wound up in the fountain when clacker beetles found it. They were in the process of dragging it back to {@area Area 330|SC-330|x} when they stopped at the fountain for a drink and inadvertently dropped it in. By the time they were done drinking, their tiny brains had forgotten about the shiny hook that was then hidden among the dead beetles lining the bottom of the fountain." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "328. Opened Tomb", + "page": 93, + "id": "SC-328", + "entries": [ + "The door to this tomb lies shattered on the floor. It was smashed open by the trollkin adventurer who died shortly afterward in {@area Area 325|SC-325|x}. Clacker beetles first started swarming her in this tomb immediately after she opened the middle coffin. They drove her back to the mossy caverns, where her retreat was cut off and she was forced into {@area Area 325|SC-325|x} to make her final stand.", + { + "type": "insetReadaloud", + "page": 93, + "entries": [ + "The tomb's stone door lies on the floor, shattered into pieces. Inside are three coffins, each cast as a single block of metal.", + "Those on the ends are copper and tin; the coffin in the middle is bronze. The lid from the middle coffin lies on the floor but the other two are still closed.", + "The copper coffin is decorated with designs representing fish and water. Any decorations that might remain on the tin coffin are obscured by decades of corrosion and black patina. The middle, bronze coffin shows scenes of a dwarf with a crossbow killing an immense boar.", + "Besides the coffins, several large, sealed clay jars are stacked in the corners of the chamber." + ] + }, + "Nothing remains in the middle, bronze coffin but a skull, a pelvis, and a few other large bones. Everything else was eventually devoured or dragged away by clacker beetles.", + "The copper, fish-themed sarcophagus holds the bones of a former dwarf ranger. He is arrayed in magical scale mail and clutches a long sword across his chest. The enchantment on the scale mail allows the wearer to make {@skill Stealth} checks normally and confers a swimming speed of 30 feet on the wearer.", + "The lid of the tin coffin is nailed on with iron nails. It can be removed readily enough with a {@item crowbar|PHB|prybar} or with a successful {@dc 15} Strength ({@skill Athletics}) check, but it's an odd feature. The dwarves feared this person had died from a vampire bite, so they took precautions. On the inside, the coffin is lined with dried-out garlic and salt, and dozens of holy symbols representing every religion practiced by dwarves across Midgard are placed on the body. There's no danger, however; this dwarf died battling a vampire but wasn't killed in a way that caused him to return as undead. The body is surprisingly well preserved, however\u2014yet another detail that might make characters nervous. Other than the holy symbols, which are mostly silver, the body was interred with no weapons, magic items, or other things of value.", + "The body isn't the only thing in the coffin, however. A search of the coffin and a successful {@dc 18} Intelligence ({@skill Investigation}) check reveals the coffin has a false bottom with a compartment under it. If the body is removed from the coffin, the {@skill Investigation} check is made with advantage.", + "A {@spell detect magic} spell directed toward the tin coffin reveals it is infused with abjuration magic. This is the result of a powerful enchantment similar to {@spell nondetection} meant to shield the contents of the secret compartment.", + "The passage between this chamber and {@area Area 330|SC-330|x} was created by clacker beetles. It's a tunnel 3 to 4 feet in diameter, not a corridor. Halflings and gnomes can walk through it if they crouch; Medium creatures must get down on their hands and knees.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 93, + "entries": [ + "The copper coffin contains a beautiful but nonmagical {@item longsword|PHB} and magical scale mail that allows the wearer to make {@skill Stealth} checks normally and grants the wearer a swimming speed of 30 feet. The compartment hidden beneath the false bottom of the tin coffin contains a {@item vampire bane light crossbow|KPSC} (+1, and deals an additional {@damage 3d6} piercing damage to vampires), a {@item belt of dwarvenkind}, and a {@item wand of binding}.", + "The clay jars are sealed with stretched parchment liberally covered in hard wax. They can be opened only by cracking the wax and cutting the parchment or by smashing the jar. All of them contain normal grave goods: household items, brushes, mirrors, daggers, decorative pins, and simple jewelry worth a total of 3,750 gp." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "329. Shrine of Charun", + "page": 94, + "id": "SC-329", + "entries": [ + "The dwarves who built the citadel venerated many deities, but Charun was chief among them. This shrine hasn't seen an adherent of Charun since the citadel fell to the knights of Khors a century ago, and during those silent years it lost whatever connection to the divine it might once have had. The danger now comes from an entirely mundane source.", + { + "type": "insetReadaloud", + "page": 94, + "entries": [ + "There's no mistaking this is a shrine to Charun, god of death and patron of rivers. Or rather, it was such a shrine. A statue of the enigmatic rower rises from dark water beyond a polished granite floor. The dwarves hid their icon well. From the looks of it, you may be the first visitors here in generations.", + "Still, this area is unusually clean and well preserved compared to the chambers behind you." + ] + }, + "Although this shrine directly adjoins the clacker beetle nest, the beetles tend to avoid it. The reason lurks in the water: a {@creature gargoctopus|CCodex} (Creature Codex) frequents the area, and it snatches away and devours any clacker beetles it hears scuttling across the stone floor. When the beetles attack en masse, characters who retreat into this chamber can find relative safety along the water's edge; the few beetles that pursue them here hug the wall.", + "Near the water, however, characters are well within reach of the {@creature gargoctopus|CCodex}, which isn't picky about what it drowns and eats.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Black River Tributary", + "page": 94, + "entries": [ + "The stream flowing past this shrine is a small branch of the Black River that flows through Level 5. In a world where spatial relationships make sense, this shrine is about 120 feet above the level of the Black River. But the Black River isn't simply flowing water; it's a current of magic. If characters travel along this branch somehow (they'd have to swim, fly, or make a raft from scavenged material\u2014the \"boat\" in this shrine is part of a stone statue), it links up with the Black River somewhere near the portion shown on the Level 5 maps. There's no sensation of descending 120 feet along that watercourse. As far as the rafters are concerned, it's a flat, level trip. The length can be whatever you choose to make it. It can even be different distances when moving in opposite directions.", + "Alternatively, if characters explore this stretch of water but you don't want them on Level 5 yet, after some length of time on the water, they arrive back at the shrine. They might come from the opposite direction (from the south if they headed out to the north, as if they'd traveled in a big circle), or they might approach from the same direction from which they left (somehow returning from the north even though they headed out to the north and never turned around or followed any branches). The Black River doesn't need to make sense; it follows its own rules. Recall the Black River is also a shadow road; characters who get too aggressive about exploring this waterway could suddenly find themselves rushing along the River Argent through the Rothenian Plain, on a mountain lake in the Ironcrags, or even paddling through the sewers of Triolo." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "330. Clacker Beetle Nest", + "page": 94, + "id": "SC-330", + "entries": [ + "This cavern is the clacker beetles' home and breeding ground, and it's where they drag all the shiny bits of gold and gems they find in the tombs.", + { + "type": "insetReadaloud", + "page": 94, + "entries": [ + "Three features immediately catch your attention in this natural cavern.", + "One is the amount of gold and silver coins, gems, glass, and jewelry scattered haphazardly across the floor.", + "The second is the towering mounds of dirt and gravel that rise from the floor or form sloping heaps against the walls and which are laced with narrow tunnels.", + "The third is the sound of continual clicking and clacking coming from those tunnels and from the large beetles you see crawling from the tunnels and across the floor, walls, and ceiling." + ] + }, + "The number of {@creature clacker beetle|KPSC|clacker beetles} and {@creature clacker beetle swarm|KPSC|clacker beetle swarms} in this chamber is effectively unlimited. You can hurl as many or as few against the party as you want, and there are always more available. Even if characters set off three {@spell fireball|PHB|fireballs} in this chamber, one after another, enough clacker beetles survive in their deep tunnels to overwhelm arrogant groups. (This doesn't mean characters can turn this chamber into an infinite XP farm. If characters actually fight an army of beetles, they should get the XP for them, but we recommend capping experience for fighting clacker beetles at 1,500 points per character. You can learn only so much from killing bugs; after that it's just gratuitous slaughter.)", + "Clacker beetles are primarily scavengers, not hunters, so they don't see live humanoids as prey. They do, however, see large, noisy creatures as threats, and any threat near the nest must be eliminated at any cost.", + "The key to safety in this chamber, then, is being slow, stealthy, and methodical. A character who stands still and makes no loud noises or sudden moves\u2014such as those involved in casting most spells, but not (for example) bending down to pick up a ruby from the floor\u2014isn't bothered. A character who moves no more than 5 feet in a turn must make a successful {@dc 8} Dexterity ({@skill Stealth}) check to avoid causing alarm in the nest. A character who moves 6 to 10 feet in a turn makes the same {@skill Stealth} check but with disadvantage. A character who moves farther than 10 feet in a turn or does anything else a nervous beetle might find startling\u2014brandishing a weapon, casting a noisy or flashy spell, shining a {@item bullseye lantern|PHB} around the room or opening a {@item hooded lantern|PHB}, speaking above a whisper, bumping against one of the nest mounds, or kicking over a small heap of coins\u2014 automatically causes alarm in the nest.", + "Once an alarm is triggered\u2014and it's inevitable, eventually, no matter what characters do (see {@adventure The Swarm|KPSC|6|The Swarm})\u2014characters are attacked by one {@creature clacker beetle|KPSC} and one {@creature clacker beetle swarm|KPSC} per every two characters in the party. Another beetle and swarm joins in every round, or more if you deem it necessary to maintain the excitement. See {@adventure The Swarm|KPSC|6|The Swarm} for advice on staging this part of the level.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "page": 95, + "entries": [ + "The beetles have accumulated significant treasure in this vault by raiding the grave goods left in the tombs. In each 5-foot square, careful characters can gather 1 to 600 ({@dice 1d100 × 1d6}) gp worth of coins, loose gems, jewelry, small decorative carvings, and other trinkets. Clearing a single 5-foot space this way without alarming the nest takes at least 5 minutes of slow, methodical movement. Going faster than that requires a {@dc 8} {@skill Stealth} check, and going much faster causes alarm automatically.", + "Two special items of note can be found here by persistent characters. These are a {@item potion of supreme healing} in a crystal vial with a topaz stopper (hauled from the slain trollkin's kit) and a gold {@item ring of lightning resistance}. You can place these wherever you like, but both should be in different spaces and at least 20 feet from where characters enter the chamber." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "331. Bat Caverns Access", + "page": 95, + "id": "SC-331", + "entries": [ + "The hole in the floor of this cavern opens in the ceiling of {@area Area 406|SC-406|x}. The floor of that cavern is 50 feet below this one. There are no ropes, ladders, or notched handholds to serve as climbing aids, just a 50-foot drop to the cave floor. There are a few broken stones here a rope could be tied to plus plenty of places where a spike can be hammered into the wall to secure a rope. Other than that possible escape route for reckless characters who choose to flee into this room from pursuing beetles, there's nothing of interest here." + ] + } + ] + }, + { + "type": "section", + "name": "The Swarm", + "page": 95, + "entries": [ + "This level is the clacker beetles' home, and they become aware of intruders as soon as the characters arrive. Clacker beetles aren't very intelligent but they do have a well-honed instinct for survival and for defending the nest. Note the layout of the map. No matter where characters are searching and exploring in the tombs, clacker beetles can move quietly through other chambers and corridors to get past the intruders and surround them.", + "The whole time characters are on this map, clacker beetles are stealthily maneuvering all around them. Unless characters post guards in positions where they can see every passage, the beetles find a way to get around them unseen. When the time is right, they attack en masse from every direction.", + "\"When the time is right\" is up to you. If characters assault the nesting chamber ({@area Area 330|SC-330|x}) or cause alarm there, that certainly qualifies. If they unleash an alarming string of destructive magic (multiple rapid-fire {@spell thunderwave} spells in the warlocks' tomb, for example), that's another good trigger. Or if they're just being overly cautious and you're getting bored, that's an equally good excuse to liven things up. Ideally, however, the attack should come near the end of the party's explorations, after they've had a glimpse into the nesting chamber so they have an inkling of what they're losing out on by retreating.", + "Remember, the number of soldier beetles and swarms is limitless. That doesn't give you carte blanche to overwhelm the characters with a single massive attack and kill everyone. You want to deliver a series of blows that knock the characters off balance and keep them that way until they withdraw from the level. Ideally that will be a fighting withdrawal with characters battling their way through weak points in the beetles' deployment to escape from traps and constantly seeking ways to get closer to the exit.", + "Throw a wave of beetles at the party from several directions and, when those are nearly (but not entirely) all gone, launch the next wave. Appear to leave a path open for retreat, then when characters take it, slam it shut with another wave of beetles. Make it seem that the beetles are nearly wiped out and characters are on the verge of triumph, then bring in the biggest wave of reinforcements they've seen yet.", + "Don't make it a shooting gallery; characters need to be pressed hard and pushed to the brink of defeat by every wave for players to feel the excitement. When they're down to their last spells and their last hit points, and they're certain the next wave is bound to roll over them, that's the time for the beetles to commit a small but important mistake and leave a weak perimeter the characters can smash through to escape with their lives\u2014barely.", + "In these fights, aim for a roughly even mix of soldier beetles and swarms. Vary the sizes of the waves. You can start big or small, but keep mixing it up. A small wave should have one enemy per character. A big one could have two, three, or even four enemies per character if they're arrayed in a way that lets the characters narrowly escape from a trap and bottle them up. Remember, the soldiers have a trait that allows them to double up in a 5-foot space, and a swarm can be in there too. Soldiers also like to position themselves behind swarms and attack by clacking. The more beetles overlap their clacking cones on targets, the better.", + "Again, put the pressure on and keep it on, but keep it pulsing. Like any story, the battle should have dramatic highs and lows, furious action and brief lulls. The beetles are an implacable foe that simply doesn't ever give up." + ] + }, + { + "type": "section", + "name": "Restocking", + "page": 96, + "entries": [ + "If characters retreat to rest after only partially clearing this level, the trollkin's aggressive response is detailed in the introductory section of this level. Once the level is cleared, a few things can still happen to cause problems for the characters.", + "First, some number of trollkin and lich hounds could have been away on a hunt or a raid when the characters arrived. Returning to find all their clansfolk killed is certain to set them on the path of vengeance. They are more than capable of resetting the level's traps and devising new ones in likely areas such as the tunnel to the surface ({@area Area 318|SC-318|x}) and the drop down to the bat caverns. Something as simple as weakening the fungus-rope ladder so it breaks while someone is climbing it gives that character a long fall and potentially traps the whole group in the deep levels.", + "Second, one or two dire owlbears were left out of the level's forces because a few are always out hunting. Being barely intelligent, they're unlikely to seek revenge for murder; they kill for the sake of killing. They might also rip apart the fungus-rope ladder in the hole once the party uses it and gets their stink on it.", + "Finally, the ring servant continues prowling through this level once activated in search of its enemies until it or they are destroyed. It's up to you whether it recovers hit points between battles; we recommend giving it {@dice 12d10} Hit Dice and letting it heal via those, the same as a character. It recovers half its Hit Dice every 24 hours. The monolith footmen might also aid the ring servant by blocking critical pathways, as they did at the top of the stairs outside Thor's shrine.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/revilowaldow/homebrew/BREW-479/_img/KPSC/Lich Hound.webp" + }, + "title": "Lich Hound", + "credit": "One of: Miguel Regodón Harkness, Marcel Mercado, William O'Brien, Sam Perin, Florian Stitz, Bryan Syme, Egil Thompson, Jon Pintar" + } + ] + } + ] + }, + { + "type": "section", + "name": "4", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "5", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "6", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "a1", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "a2", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "a3", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "l", + "page": 0, + "entries": [ + "" + ] + }, + { + "type": "section", + "name": "bc", + "page": 0, + "entries": [ + "" + ] + } + ] + } + ], + "variantrule": [ + { + "name": "Helping Search", + "source": "KPSC", + "page": 9, + "ruleType": "VO", + "entries": [ + "{@b Only one check is allowed!} All too often, when rolls are made openly, players keep trying with different characters until someone rolls a high number.", + "When searching, one character must be the designated searcher, though a second character can {@action help} in the attempt. In that case, the character making the check has advantage. The helping character must be someone who could make the check alone if necessary, and the bonus on the roll must be no less than 2 points lower than the checking character's bonus. For example, if the primary character in a {@skill Perception} attempt has a {@skillCheck perception 6} {@skill Perception} bonus, a helping character must have at least a {@skillCheck perception 4} bonus to give the primary character advantage on the check.", + "An alternative method for dealing with helping is to let each helping character make a separate {@dc 12} skill check. For each successful check by a helper, the main check gets a +2 bonus; for each failed check, the main check gets a \u22121 penalty. Any number of characters can help, and helpers don't need to be proficient or have any minimum level of bonus to help this way.", + "A simpler way to handle group searching is with a group check. Everyone who's investigating the area makes the same skill check. If at least half of them succeed, then all the secrets in that area are found, regardless of whether that's six traps and four secret doors or just one hidden compartment." + ] + } + ], + "table": [ + { + "name": "Character Levels and Advancement", + "source": "KPSC", + "page": 11, + "colLabels": [ + "Dungeon Level", + "Expected Character Level", + "Default DC" + ], + "colStyles": [ + "col-6", + "col-3 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "{@adventure Ruined Citadel|KPSC|3}", + "1", + "13" + ], + [ + "{@adventure Dungeon and Crypt|KPSC|4}", + "1\u20132", + "13" + ], + [ + "{@adventure Scriptorium and Alchemist's Furnace|KPSC|5}", + "3\u20134", + "14" + ], + [ + "{@adventure Dwarven Barracks|KPSC|6}", + "5", + "15" + ], + [ + "{@adventure Bat Caverns and Diabolist|KPSC|7}", + "6\u20137", + "15" + ], + [ + "{@adventure Black River|KPSC|8}", + "8", + "16" + ], + [ + "{@adventure Howling Halls|KPSC|9}", + "10", + "17" + ] + ] + }, + { + "name": "Scarlet Citadel and Redtower Timeline", + "source": "KPSC", + "page": 14, + "colStyles": [ + "col-2 text-right", + "col-10" + ], + "rows": [ + [ + "600 years ago", + "Elves build hunting lodge and use it for centuries" + ], + [ + "482 years ago", + "Great Retreat, elves depart" + ], + [ + "450 years ago", + "Holzangers claim White Forest lands under Gerhardt the Elder" + ], + [ + "400 years ago", + "Lodge becomes a manor house for Redleaf village" + ], + [ + "250 years ago", + "Gerhardt the Elder discovers linking ley line" + ], + [ + "240 years ago", + "Waldmer the Apprentice tells others about it" + ], + [ + "230 years ago", + "Lodge replaced by stone keep and outbuildings" + ], + [ + "227 years ago", + "Death of Gerhardt the Elder in a hunting accident, succeeded by Gerhardt the Younger" + ], + [ + "202 years ago", + "Death of Gerhardt the Younger by the plague, succeeded by Gertruda" + ], + [ + "185 years ago", + "Death of Gertruda the Weaver of old age, succeeded by Gunthar the Blind" + ], + [ + "169 years ago", + "Death of Gunthar the Blind by poison, succeeded by Gerhardt III" + ], + [ + "150 years ago", + "Dwarves arrive in Redleaf, ally with Gerhardt III" + ], + [ + "145 years ago", + "Dwarf Hall burns to the ground, dwarves build citadel" + ], + [ + "140 years ago", + "Owlbear breeding yields the dire owlbear" + ], + [ + "139 years ago", + "Death of Gerhardt III by owlbear mishap" + ], + [ + "130 years ago", + "Dwarves and Gerhardt IV turn to banditry" + ], + [ + "110 years ago", + "Faithful Knights of Khors burn out the keep, falls to ruin, owlbears released to White Forest, death of Gerhardt IV, disappearance of his children" + ], + [ + "105 years ago", + "Villagers discover red tower mysteriously built overnight, rename the village" + ], + [ + "103 years ago", + "The True Cult of Charun arrives, and Quendreth establishes temple, expanding the cult's influence from the Septime cities into the cantons and connecting it with temples in Achillon and Harkesh" + ], + [ + "92 years ago", + "The people of Zobeck gain their freedom; a gearforged priestess comes to Redtower following dark Void cultists of House Stross" + ], + [ + "88 years ago", + "Priestess Miskra al-Vellec drives Quendreth and the boat cult away, opens Void portal 80 years ago Gerhardt the Changeling returns to the Citadel, quietly on the Black River, a mature and steady arcanist with deep understanding of the Shadow Realm; he speaks Void Speech and Umbral fluently and is accompanied by shadow fey servitors; the satarre are nowhere to be found" + ], + [ + "70 years ago", + "Gerhardt the Changeling marries Melanchia of Raguza, and the two gather apprentices and restore a few owlbears to the citadel as part of the family tradition" + ], + [ + "65 years ago", + "Gellert the Gruesome is born in the Citadel and anointed in the Black River; Melanchia dies in childbirth" + ], + [ + "42 years ago", + "Gerhardt the Changeling departs for the Shadow Realm's Corremel and never returns" + ], [ "41 years ago", "Gellert restarts his father's experiments, seeks to open connections between Void cults, Wandering Crow ley line, and the satarre and others" @@ -16504,6 +26232,143 @@ "{@i 75,000 Years} in the Future. By this time, the upper layers of the citadel are gone, blasted away by some titanic cataclysm. The area is open to the sky, which is wreathed in sheets of perpetual green flame. The dominant life form is {@creature chuul|MM|chuuls}, and they've become considerably more intelligent over the millennia. Two {@creature chuul|MM|chuuls} stand nearby. Their stats are identical to standard chuuls except they have an Intelligence score of 24 and telepathy (240 feet). They are only momentarily perturbed by the arrival of the time construct and the characters. One of the chuuls issues a telepathic command to \"surrender the devices and prepare for cranial cessation.\" The other chuul levels a complex metal device about 9 feet long at the characters. The device is a lightning gun capable of shooting a lightning bolt every other round (100-foot line; {@damage 8d6} lightning damage; save {@dc 13}; can be fired only by someone with chuul claws and telepathy)." ] ] + }, + { + "name": "Trollkin Encounter Groups", + "source": "KPSC", + "page": 71, + "colStyles": [ + "", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "colLabels": [ + "Group", + "{@creature Trollkin Grunt|CCodex}", + "{@creature Trollkin Shaman|CCodex}", + "{@creature Trollkin Reaver|ToB}", + "{@creature Troll|MM}", + "{@creature Dire Owlbear|KPSC}", + "{@creature Lich Hound|ToB}", + "XP" + ], + "rows": [ + [ + "Weak A", + "4", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "1,800" + ], + [ + "Weak B", + "2", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "1", + "2,000" + ], + [ + "Medium A", + "6", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "2,750" + ], + [ + "Medium B", + "4", + "\u2014", + "1", + "\u2014", + "\u2014", + "\u2014", + "2,900" + ], + [ + "Medium C", + "3", + "\u2014", + "\u2014", + "\u2014", + "1", + "\u2014", + "3,150" + ], + [ + "Medium D", + "\u2014", + "1", + "\u2014", + "\u2014", + "\u2014", + "2", + "3,300" + ], + [ + "Medium E", + "3", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "2", + "3,550" + ], + [ + "Hard A", + "2", + "1", + "\u2014", + "\u2014", + "\u2014", + "2", + "4,200" + ], + [ + "Hard B", + "3", + "\u2014", + "\u2014", + "1", + "\u2014", + "1", + "4,250" + ], + [ + "Hard C", + "4", + "\u2014", + "1", + "\u2014", + "1", + "\u2014", + "4,700" + ], + [ + "Hard D", + "4", + "\u2014", + "1", + "\u2014", + "\u2014", + "2", + "5,100" + ] + ] } ], "object": [