Creature Codex Lairs_Tu6GAo.pdf
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LAIRS
Shawn Merwin
LAIRS
CREATURE CODEX LAIRS
C
redits
Design:
Shawn Merwin
Editing:
Meagan Maricle
Art Direction & Graphic Design:
Marc Radle
Cover Art:
Roberto Pitturru
Cartographer:
Jon Pintar
Interior Art:
Michele Giorgi, Leesha Hannigan,
Michael Jaecks, Josh Hass, Marcel Mercado, William O’Brien, Roberto Pitturru, Florian Stitz, Bryan
Syme, Egil Thompson, and Eva Widermann
Publisher:
Wolfgang Baur
© 2018 Kobold Press
Kobold Press and and its associated logo and mascot are trademarks of Open Design.
The 5E logo is used by kind permission of Sasquatch Game Studio..
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names,
new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements
that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content:
Open content in this book includes the monster names, descriptions, monster statistics, and
monsterabilities. No other portion of this work may be reproduced in any form without permission.
www.KoboldPress.com
ISBN: 978-1-936781-98-0
Printed in the USA
Kobold Press
PO Box 2811
Kirkland WA 98083 USA
2
LAIR TITLE
t
able of
C
ontents
Lair of the Fire Cult .....................................4
A Rat Among Us Part One ........................... 8
A Rat Among Us Part Two ..........................13
Caverns of the Howling Moon ................... 18
Paying the Shadow Toll ..............................22
Swept Away ...............................................26
Ice Maiden’s Kiss ....................................... 30
King of Ill Fortune ..................................... 34
Trollkin Hunt ............................................ 38
3
CREATURE CODEX LAIRS
l
air of the
f
ire
C
ult
An agnibarra lair suitable for four or five 1st-level characters
b
aCkground
Dr. Ezra Freejus opened the Freejus Institute for the
Restoration of Equilibrium to help those with conditions that
prevented them from interacting in normal society. Catering to
all walks of life, Dr. Freejus accepts clients based on uniqueness
of situation rather than social station. For years she helped
countless people who even the most powerful clerics could not
heal with magic.
Recently, however, Dr. Freejus has been seen very rarely, even
by her staff. She has locked herself in her basement office. She
comes up to retrieve a patient, takes them into the basement,
and is gone for hours or even days. The patient is not seen by
the staff again: Dr. Ezra claims they were cured and returned to
their families.
In reality, Dr. Ezra has been stricken with a pyromantic
condition of her own. She believes madness can be burned
out of people, and she established a fire cult to support her.
Unfortunately, her experiments are destroying her patients and
bringing agnibarras into the world that want to burn everything
to the ground.
When the PCs ask about Dr. Freejus or Jessop, however, the
staff become nervous. A successful DC 10 Wisdom (Insight)
check reveals that the staff cleverly avoids answering questions
about them.
If a PC succeeds on a DC 10 Charisma (Intimidation or
Persuasion) check, one of the staff says that Dr. Freejus has been
taking Jessop into the basement treatment facilities frequently
over the last few days. She instructed the staff not to interrupt.
The staff is uncomfortable with the doctor’s demeanor, but they
do not question her. The doctor’s treatments seem to work,
because the patients are released soon after she treats them. The
staff does not see them released, but they believe the doctor.
If the characters speak to any of the clients at the Institute,
they might provide fragmented or confusing information about
the basement. Not every patient has seen the basement, so some
of them might even provide misleading information to the PCs.
i
nto the
b
asement
1. GUARDS
a
dventure
h
ook
The characters can access the basement by going through a
locked door at the Institute that leads down a set of stairs to the
passage into Area 1.
A rich and powerful merchant named Solly Steffard asks the
characters to look in on her son, who was placed in the care of
Dr. Freejus in a nearby city. The young man, Jessop Steffard, saw
and spoke to spirits, which urged him to sometimes do illegal
things. Solly had her son placed with Dr. Freejus because she had
heard the doctor could cure any illness. However, the last two
times Solly tried to visit the Institute, the staff told her that her
son was in a delicate state and could not be seen at the moment.
She offers them a total of 100 gp to infiltrate the Institute, locate
her son, and ensure he is safe.
Two people in leather armor sit at a table, playing a game of cards.
At your approach they rise and pull scimitars. “The doctor is not to
be disturbed,” says one in an angry bark. “Go back.”
a
t the
i
nstitute
These two
cultists
are devoted to the fire cult, and they attack
if the PCs don’t turn back immediately. The Institute staff know
nothing about these people, as none of the staff has been allowed
in the basement since Dr. Freejus established the fire cult. The
cultists know the uniform of the staff members, and, if a PC is
disguised as a member of the staff, they might have a touch more
leniency and give the “staff member” an extra round or two to
leave before attacking.
Fire Blast Trap.
The doors to Area 4 are locked and trapped. If
the PCs attempt to forcefully open the doors into Area 4, the
trap triggers. A successful DC 10 Dexterity check with thieves’
tools unlocks the door but triggers the trap, if it hasn’t been
deactivated. When the trap triggers, each creature within 10 feet
When the PCs arrive at the Institute, they are greeted by staff
who politely show them around the facility and answer their
questions. Everything seems fine at first glance. All patients are
treated kindly, and the minimum amount of restraint is used in
keeping them from hurting themselves or others.
4
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