Monday, February 11, 2013

Kobolds and the Cube- A Dungeons and Dragons Mini Adventure


System: Dungeons and Dragons 3.0/3.5
Number of Players: 3-6 (Including GM)
Resources Used: Players Handbook, Monster Manual, Dungeon Masters Guide

The Backstory: Players take the role of a group of Kobolds deep underground mining for gems and precious metals.  The tunnel floor gives out and the group falls into a narrow passageway with well-worn stairs leading down.  The passage back up is blocked thus the only way to proceed is down the stairs.

The Scene: The stairs lead 1000 feet down and end in 5x5x5 opening.  Through the opening, which is 20 feet off the ground, there is a 100x100x100 ft room.  On the opposite wall, there is a set of 5ft wide stairs that ascend to an altar.  The altar is encrusted with gems that glimmer when exposed to light.  They have a total value of 2,500 gp.  Two large unlit torches flank either side.

The Action: This altar room is part of a temple complex dedicated to Juiblex the god of Slimes, Oozes, and Puddings.  Though abandoned long ago the temple priest installed a guardian of sorts to kill intruders.  The sentinel of the temple is a cursed Mind Flayer who is now an intelligent Gelatinous Cube.  The Cube retains some of its Pscionic powers and is hostile to the players.  The two torches are trapped and go off if any player touches the altar. 

GM Notes

Torch Trap:  CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 1st-level wizard, 2d4 fire, 15ft Burst, DC 11 Reflex Save half damage); Search DC 26; Disable Device DC 26.

Intelligent Gelatinous Cube/Former Mind Flayer:
Size/Type:                            Huge Large Ooze
Hit Dice:                               4d10+32 (54 hp)
Initiative:                             –5
Speed:                                  15 ft. (3 squares)
Armor Class:                                   4 (-1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple:        +3/ +7
Attack:                                  Slam +2 melee (1d6 plus 1d6 acid)
Full Attack:                          Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach:                     15 ft./10 ft.
Special Attacks:                   Acid, engulf, paralysis, Detect Thoughts DC 10 At-Will, Suggestion DC 11 At-Will, Levitate At-Will
Special Qualities:                Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves:                                               Fort +9, Ref –4, Will –4
Abilities:                                Str 10, Dex 1, Con 26, Int 10, Wis 1, Cha 1
Skills:                                     —
Feats:                                    —
Environment:                     Underground
Organization:                     Solitary
Challenge Rating:              4
Treasure:                             245 Gp, 80 sp, 20 cp
Alignment:                           Chaotic Evil

The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body.
A typical gelatinous cube is 10 feet on a side and weighs about 50,000 15,000 pounds.

COMBAT
Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime; however, they will then not be entitled to a saving throw against being engulfed. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Players

Kerlak (2cd-Level Warrior)
HP: 16
Initiative: +1
Speed: 30ft
Armor Class: 16 (+1 size, +1 Dex, +1 Natural, +2 Leather, +1 Small Wood Shield) Touch 12, Flat-footed 14
BAB/Grapple: +2/-2
Attack: Spear +2 melee (1d6/x3), Dagger +2 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 10, Dex 12, Con 12, Int 8, Wis 8, Char 9
Skills: Climb +4, Craft (trapmaking) +3, Hide +4, Listen +1, Spot +2, Swim +1
Equipment: Backpack, Bedroll, Flask, Miner’s Pick, Rope 30ft, Torch x2, Dagger x4

Gurkar (3rd-Level Adept)
HP: 14
Initiative: +0
Speed: 30ft
Armor Class: 13 (+1 size, +1 Padded, +1 Natural) Touch 11, Flat-footed 13
BAB/Grapple: +1/-3
Attack: , Dagger +1 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 10, Dex 10, Con 11, Int 12, Wis 12, Char 8
Skills: Concentration +4, Craft (trapmaking) +2, Hide +4, Heal +4, Knowledge Religion +4, Listen +1, Spellcraft +1, Spot +5
Spells Per Day: 3/3, Save DC 11 +Spell Level
Spells: 0-Detect Magic, Create Water, Cure Minor Wounds.  1-Burning Hands, Cure Light Wounds, Obscuring Mist 
Equipment: Backpack, Bedroll, Flask, Miner’s Pick, Spell Pouch, Alchemist Fire x1, Acid Flask x1, Holy water x1, Scroll-Cure Light Wounds,

Tarvic (2cd-Level Expert)
HP: 11
Initiative: +1
Speed: 30ft
Armor Class: 13 (+1 size, -1 Dex, +1 Natural, +2 Leather) Touch 10, Flat-footed 13
BAB/Grapple: +1/-3
Attack: Crossbow +0 Ranged (1d6/19-20x2), Dagger +2 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +0, Ref -1, Will +2
Abilities: Str 12, Dex 9, Con 10, Int 12, Wis 8, Char 7
Skills: Craft (trapmaking) +6, Disable Device +5 Hide +6, Knowledge Dungeoneering +4, Listen +3, Search +6, Spot +5
Equipment: Backpack, Bedroll, Crowbar, Flask x2, Miner’s Pick, Rope 15ft, Torch, Lamp Common, Lamp Oil x3, Potion-Enlarge Person, Potion-Jump, Oil-Magic Weapon

Rak (2cd-Level Warrior)
HP: 22
Initiative: +0
Speed: 30ft
Armor Class: 15 (+1 size, +1 Natural, +2 Leather, +1 Small Wood Shield) Touch 11, Flat-footed 15
BAB/Grapple: +2/-2
Attack: Longsword +3 melee (1d6/19-20x2), Dagger +3 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 12, Dex 10, Con 16, Int 6, Wis 11, Char 4
Skills: Climb +5, Craft (trapmaking) +1, Hide +2, Listen +1, Spot +1, Swim +1
Equipment: Backpack, Bedroll, Miner’s Pick, Torch x2, Dagger x2, Salted Gnome Meat

Murtav (2cd-Level Commoner/1st-Level Warrior)
HP: 15
Initiative: +1
Speed: 30ft
Armor Class: 13 (+1 size, +1 Dex, +1 Natural) Touch 13, Flat-footed 12
BAB/Grapple: +2/-2
Attack: Shortbow +3 ranged (1d4/19-20x2), Dagger +2 melee (1d3/19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision, Light Sensitivity
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 14, Int 8, Wis 14, Char 7
Skills: Climb +2, Craft (trapmaking) +1, Hide +7, Listen +3, Spot +2
Equipment: Backpack, Bedroll, 5 foot pole x2, Miner’s Pick, Rope 20ft, Torch x1, Dagger x2, Chain 10ft, Hammer, Jug, Grappling Hook, Arrows x15

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