d20 Amalara Dungeon Dive 2 Abandoned Temple.pdf

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AMA1002A
Abandoned Temple
by David Garrett
Requires the use of the Dungeons & Dragons Pla yer's Handbook,
Third Edition, published by Wizards of the Coast, Inc.
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Dungeon Dive 2:
Abandoned Temple
by David Garrett
Playtesters: David Kuchler, Scott Perry, Robert J. Schumacher, Sarah Zielinski
Interior Art: Jason Walton, Rick Hershey
Dungeon Dive 2: Abandoned Temple is ©2005 Amalara. All rights reserved. Reference to other
copyrighted material in no way constitutes a challenge to the respective copyright holders of that
material.
Dungeon Dive , Amalara, and their associated logos are trademarks of Amalara.
Amalara
4903 Yorkshire Rd. Parma, OH 44134
Email: custserv@amalara.com
Web: www.amalara.com
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in
the United States and other countries and is used with permission.
"d20 System" and the "d20 System" logo are trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System License version 6.0. A copy of this License can be
found at www.wizards.com/d20.
Art by Jason Walton from Image Portfolio © Louis Porter, Jr. Design, All Rights Reserved
Art by Rick Hershey from Fantasy Filler Art © Rick Hershey, All Rights Reserved
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timelessness, and two delay poison
Using this product
Unlike typical "adventures," this product is
designed to be used by a GM who has already
designed a plot, NPCs, and a big, bad, boss
creature. Unlike typical "maps," this product
is designed to be used with very little
preparation. In addition to the layout of a
dungeon, this product includes traps, hazards,
creatures, and treasure.
+
Medium: two cure moderate wounds, one
lesser restoration, and one shield of faith
+3
+
High: two cure serious wounds, one
barkskin +5, and two remove curse
In the second type, the entry for each power
level stands alone. These are bulleted with a
"–". This entry, in the general construction
section, is a standalone entry.
Each Dungeon Dive product is also adaptable
to a wide range of power levels, and each
encounter area contains a section with
information targeted toward low, medium and
high-level parties.
-
Low: Good wooden doors (Break DC 18),
and good locks (DC 20).
-
Medium: Strong wooden doors (Break
DC 25), and better locks (DC 25).
There are two types of encounter areas. In the
first type, the entry for each power level (low,
medium, high) builds upon the last. These
entries are bulleted with a "+". For example,
this entry, describing the contents of a treasure
chest, is a cumulative entry:
-
High: Iron doors (Break DC 28), and even
better locks (DC 30).
As you read through the product, simply refer
to the power level appropriate to your party.
+
Low: two cure light wounds, one oil of
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Section 2: Underground, is under the effect of
a hallow spell, the result of the holy relic still
contained therein. All creatures that have
wandered into the area are neutral, and are
therefore unaffected by the magic circle
against good effects generated by the hallow
spell.
Additionally, DCs for certain skill checks may
have multiple values, for example (Search DC
20/25/30). This should be read as the DCs for
Low/Medium/High level parties.
For easy reference, the stat blocks for traps
and hazards are included directly in the
description of each encounter area. Short stat
blocks for creatures are also included inline.
Full stat blocks for creatures not found in the
Core Rules are included in an appendix at the
end of this product.
The creatures left to guard the relic are all of
good alignment, but they have no means to
detect the alignments of others, so they will
attack any creatures that they do not
recognize.
Running the Temple
If the DM wishes, he may provide some
method to demonstrate to the guardians that
the party has a rightful claim to the relic. For
example, the PCs might have learned a secret
phrase, or acquired a special amulet that the
guardians would be able to recognize.
The abandoned temple described herein was
once dedicated to the god of the sun, and its
purpose was to house a holy relic. A GM can
run the temple with very minor modifications
if he wishes it to be dedicated to a different
god.
If the PCs are able to present this sort of pass-
key, the fire creatures and earth elementals in
Encounter Area 19 will allow the PCs access
to the relic.
When the temple was abandoned, the priests
secreted the relic in the bowels of the
structure, and then summoned several
creatures to guard it. Why the temple was
abandoned is intentionally left up to the GM.
Most of the current residents of the abandoned
temple are monstrous creatures who have
claimed sections of the structure as their
personal lairs. They are content to ignore most
commotions, and will ignore the PCs until
they set foot in their Encounter Area.
Depending on the target power level of the
party, though, there may be several intelligent
creatures that have the capability and desire to
accost PCs that bring attention to themselves.
Particularly, the medusa in Encounter Area
16, the phase spiders in Encounter Areas 11
and 18, and the pixies in Encounter Areas 2
and 14 are likely to be proactive about trying
to eliminate the PCs.
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