Scene: The Desolate Hollow
The party has learned of the location of Jozare Lionhearts' (Member of the Champions of silmanwen body. To investigate and safekeep the weapons of this legendary paladin the party headed north.
Upon arrival in the Northern Tundra, the party gets sprung by a wandering group of deathlock (MTF 128) and two wights (MTF 129). Springing the party by casting hunger of hadar.
Afterwards the party may continue searching for the cave. Roll a [1d4], if the roll is a 4 they find it, choose one of the encounters from the The Desolate Hollow page:
1) Winter wolves (MM 340, 1d4+1) Some bones can be found a few coin. Good shelter.
2) 2d6 ice mephits (MM 215) God this one is annoying...
3) A frost giant scout encampment (MM 155, 1) Can be found eating a winter wolf
4) Empty cave, nothing of interest here, great for resting.
Next, after the initial encounter, a small crevace can be found. Following this for a little bit continues from a few cramped cavelike spaces suddenly into a big web covered cave section. Here, three phase spiders (MM 334)
10 by 10 ft carved hallway.
The hallway continues for a little bit (roughly 20 ft) before turning into a downwards stairs (about 50 ft), here suddenly the room curves strakly to the right into the The hero trio (Puzzle room). In this room also, there are a bunch of old old bookshelves with a few decrepit books on there. In here knowledge can be found of the time period, the builder of the lab, and the reason for the labs existence.
After this puzzle is completed the hallway continues and walks past a small room on the left. This room is a small (10x10ft) storage room with a lot of putrid food.
Continuing on the main hallway leads into the The golem number riddle (Puzzle room) the stone golem (MM 170) blocks the door leading onwards. As soon as the party all three step inside the room the golem asks his the question, "Who is the strongest paladin in all the lands, Who is the strongest fighter of Markesh, Who is the strongest wizard in all of Irodan and Banora" The answers being; Jozare, Nu'un Talai and Vosal Chigh in that order. He deactivates and lets the group pass. If they do not answer correctly or move towards him battle commencees, poison gas will begin to flood the room from the hole in the center (DC 12 CON every turn, 2d10 poison damage). Moving or holding a spell initiates battle. Defeating or answering his questions will open the door behind him and behind the party.
Onwards, the hallway continues into the last trap room, the specimen room. 6 blue luminescent tubes line the sides of this room. Inside two oaken bolters and a stone defender are standing among the last tubes. They turn to face the party and will order any party member with a non common race to enter a chamber.
Moving onwards the hallway continues to the main living quarters and research quarters.
REWARDS SCATTERED AROUND THE ROOM:
1. 200 PP
2. Onyx Dog statue (DMG 170, FIGURINE OF WONDROUS POWER)
Above in chest in closet. Below scattered around the room:
1. 1 Potions of healing, 1 potion of greater healing
2. OIL OF ETHEREALNESS DMG 183
Here a few more rooms can be found. A study, a tiny eating room, a teleportation circle and a big round stone door, leading to a chamber that was once locked magically.
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Parent Plot
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