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Original Adventures Reincarnated - #6 - Temple of Elemental Evil - Vol. 1 (5e)

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Published by Capn_Ragnar, 2022-10-04 06:19:10

OAR - #6 - Temple of Elemental Evil - Vol. 1

Original Adventures Reincarnated - #6 - Temple of Elemental Evil - Vol. 1 (5e)

Keywords: Dungeons & Dragons,DnD,RPG Adventures

Gnolls (S) : AC S, MV 9 w, HD 2, hp 11, 9, 9, Each ogre has a belt pouch containing 5-30 sp SO, 48, 46, 44, 42
8, 7, #AT 1, D 2-8 (morning star), SA and 5-30 gp. The wine barrel contains sour,
throwing axes (D 1-6, ranges 1 H12 •/3 "); thin wine. The chest is unlocked, and holds 2 Ten man-turns of searching the corridor
maces, S hand axes, 1 battle axe, 6 morning reveals the following intact items: lS
XP SO, 46, 46, 44, 42 stars, 2 shortswords, and 1 broadsword. arrows, 4 silver arrows, S morning stars, 3
longswords, 2 shortswords, 3 shields, 1 ring
Hobgoblins (2): AC S, MV 9 w, HD 1 + 1 , hp The stone slab under the spear barrel is mail, 2 chain mail, and 1 plate mail.
8, 6, #AT 1, D 1-8 (longsword), SA long loose and can be lifted by anyone with 18
composite bows with lS arrows each (D Strength, or two persons with a combined 126. ROOM, 20' x 20'
1-6); XP 36, 32 Strength of 30. Underneath is a cavity with
870 sp and a silver bracelet (170 gp) adorned Herein dwells an ogre, the chief of the entire
Carpets and tapestries cover the plain with six azurites worth 10 gp each. ogre force. He reports to the clerics in area
stone walls of this room, and a few rugs are 137 from time to time. If he hears a commo­
on the floor as well. From the appearance 125. CORRIDOR OF BONES tion in the corridor or nearby rooms, he
of all this, the room was once the quarters probably (90 % ) ignores it, trusting his flun­
of some fairly important person - an For at least 100 feet of its length, this 20 ' kies to handle the minor matters. He
underpriest of the Earth Temple, from the wide corridor is covered with bones. responds to any direct call for help at his
scenes depicted on several tapestries. Skeletons of humans and humanoids are door, of course.
Whatever furniture was once here is now mixed in a terrible jumble. Many skulls
gone. Heaps of cloth lie near the walls, and loose bones seem gnawed. The com­ Ogre leader: AC 3, MV 9 ", HD 4 + 1, hp 26,
showing where the inhabitants sleep. A plete skeletons, though, still wear sun­ #AT 1, D S-12 (ld8 + 4, with battle axe);
small brazier stands in the northeast cor­ dered armor, dented caps, or sprawl by XP 220
ner. A small keg of cheap beer is in the cen­ broken shields. Bent and broken weap­
ter of the room. The only exit is the door in ons likewise testify to a great melee hav­ This place appears to have been another
the south wall of the alcove. ing taken place here; a hundred, two, visitors' chamber, but the plastered walls
perhaps more. . . all met death here. Fur­ are broken and smoke-stained from the
Each of the seven humanoids herein has 1-4 ther progress along the corridor requires struggles of the past. Several couches
sp, 1-4 ep, and 1-4 gp. Under the dead coals carefully picking a path between these have been shoved together to form a
of the brazier are 27 pp. grim remains of the Temple hordes. huge bed in the northeast comer. Several
Nothing of value is discemable. empty sacks lie on the floor, and a nearly
124. ROOM, 20' x 20 ' full barrel of ale is near the west door. A
If the party enters the corridor area shaded large table and rude chair are in the
The two ogres here are in charge of the on the map, they spring a trap. When they northwest corner; a big, yellowish
gnolls and hobgoblins to the southwest. get to the central area (just south of the cheese and several hard sausages lie atop
Each wears a brown leather jack, set with secret door to area 131 ), the following the table, beside an empty gallon jug.
thin bronze plates (giving AC 4). Unless events occur: Under the table is an iron chest. Nine
they are summoned, they ignore sounds spears, 3 morning stars, and 2 long­
from areas 121-123, concentrating their a. Ten human skeletons spring up from swords lie piled by the south door.
attention on possible victims in area 125. the west end of the shaded area, charging
However, their chief is in area 126, and they east to the attack; The ogre wears a copper belt worth 3S gp,
investigate unusual noises from that place. upon which hangs his purse, containing 11
b. Six gnoll skeletons spring up at the east sp, 19 ep, and 38 gp.
Ogres (2): AC 4, MV 9 w, HD 4 + 1, hp 22, end of the shaded area, moving west to
20, #AT 1 , D S-10 (stone-set club, surround the intruders. The iron chest is locked but not trapped,
ld6 + 4); XP 200, 190 and contains 311 gp and 2 huge and remark­
In addition, the two ogres (area 124) watch­ ably perfect agates (worth 100 gp and SOO
This place is plastered and the floor paved ing for trouble join the fray if the intruders gp, respectively) . The lock can be picked or
with polished brown granite slabs. It is (PCs) are nearly slain, or if the party broken open by 30 points of damage.
now dirty and cluttered, but must once retreats into the southern 20 ' wide corridor
have been a plush guest chamber. Many leading to their door. If the latter, the ogres 127. L-SHAPED ROOM
cushions and pillows are piled so as to probably (7S % ) gain 1-4 surprise segments
make beds in the northeast and northwest unless their door is being carefully watched. Three gnolls are quartered here. They are
comers of the room. A half-empty wine reasonably alert, and if called rush to help,
barrel and a like container with a few Skeletons, human (10): AC 7, MV 12 ", HD hurrying more to serve the ogre (area 126),
salted fish stand along the south wall. of course, than for their fellows with the
Another barrel there holds seven long 1, hp 8, 6, S, S, S, S, 4, 4, 4, 3; #AT 1, D bugbear (area 128). If opportunity presents,
spears. Pegs on the wall hold one shortbow the one gnoll armed with a bow uses it until
and three quivers, each containing 20 1-6; XP 22, 20, 19 (x4), 18 (x3), 17 opponents close. Each gnoll has 1-4 sp, 1-4
arrows. Beside the barrels is a chest. ep, and 1-4 gp.
Skeletons, gnoll (6): AC 7, MV 9 w, HD 2, hp
12, 11, 10, 9, 8, 7; #AT 1, D 2-7; XP S2,

49

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