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The Tyranny of the Dragon Lord Part 2

This is the secound part of the adventure started in Tyranny of the Dragon Lord Part 1. The party will have found the flying ship and have summized that they must use it to fly up to the dragon lords Hall.

The Flight

On exploring the ship the party will find that the deck has a table with strange marking on and magical runes. Reading runes will reveal this is the control mechanism. Ballons provide boyancy and the sails thrust. The steering is done by magical means from the control pannel. Mages can try a use Items role to work out how to sail the ship. The journey will take some 3 hours. After and hour a light will flash at them from the Hall. A few minutes later it will repeat. If the mages Read Runes was good enough he may be able to work out how to signal back using a magical lamp. The problem will be knowing how to signal. The chances are a patrol of flying carion (animated undead birds and riders will investigate. An officer of the Dragon Lord would now how to comunicate with them. Unless satisfied - they will attack.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Rider		4	80	30	no	80	10	no stun,immune to cold

Rider		4	80	30	no	80	10	no stun,immune to cold

Rider		4	80	30	no	80	10	no stun,immune to cold

Rider		4	80	30	no	80	10	no stun,immune to cold

Carion		6	110	40	no	110	30	no,stun immune to cold

Carion		6	110	40	no	110	30	no,stun immune to cold

Carion		6	110	40	no	110	30	no,stun immune to cold

Carion		6	110	40	no	110	30	no,stun immune to cold

The carion can breath cold bolts at +100 one per round.

Entering the Dragon Lord's Hall

1. This is the landing bay for the flying ship. 6 Orcs will be waiting for the ship to arrive and will be armed with bows and swords.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Uruk Officer	10	110	40	pl	150	10	Has a +10 sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

The room has over looking arrow slits to the south from rooms 7 and 8. The main doors leading out of the bay are shut . They are locked . The release mechansim is in room 8. Forcing the doors is a sheer folly roll with mod of upto 4 characters strength bonus.

2. Just before the T junction is a pit trap that is deactivated when the doors from 1 are opened from room 8. Otherwise the trap is very hard to detect and disarm. Falling down it causes a C crush crit and 2d10 hits.

3. Guard room. Off duty orcs are here.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Uruk Officer	10	110	40	pl	150	10	Has a +10 sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

Orc		3	65	20	ch	70	10	sword

The uruk has a key to room 4. Hidden on the south wall (hard to find is a switch to disarm the trap in corridor to room 6).

4. Herb store room. This room contains healing herbs as follows:

Name		Quantity	effect

Belramba 	2		Mends Nerves

Rewk 		20		2-20 hits	

Draff		20		1-10 hits

Burthelas	5		Mends bone

Pargen		2		Lifegiving

In addition there is a key to room 9 hidden in here.

5. This is the orcs sleeping quarters. It is filthy with rags for blankets. HIdden under floor boards in a corner (hard to find) is a small chest . IT is locked (medium to pick) . Inside is a dagger. It is a +10 dagger that casts invisability once a day.

6. The corridor to room 6 is trapped . Walking past 10ft down it tilts the corridor from end to end. The floor is smooth . IT is sheerfolly to hold on to the floor. Otherwise the unfortunate rolls down the corridor on to spike that are projecting out of the wall under the door to room 6.
Room 6 is an off duty guard room.

7 and 8 each have an archer in.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Orc		3	65	20	ch	70	10	arrow+sword

Orc		3	65	20	ch	70	10	arrow+sword

9.The door to this room is sheerfolly to pick. This room is trapped. Walking across it trips a invisable magical beam running across the room near the far side. This starts firing darts from the east wall. Anyone in the room takes 1-3 a puncture crits per turn. The far wall has a hard to find secret door.

10.This is a room that the occupant of the hall do not enter as it is part of the defenses. The door is locked and hard to unlock . Opening the door releases the 8 skeletons within.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Skeleton lord	8	100	40	no	100	20	Has a +10 sword,

skeleton		3	80	20	no	60	20	sword

skeleton		3	80	20	no	60	20	sword

skeleton		3	80	20	no	60	20	sword

skeleton		3	80	20	no	60	20	sword

skeleton		3	80	20	no	60	20	sword

skeleton		3	80	20	no	60	20	sword

skeleton		3	80	20	no	60	20	sword

11.The end of the corridor here ends in a blank wall . A large brass statue stands infront of the wall. When the party approach it will say. "None may pass except those who my master wishes". THis is a brass golem. Its sole mission is to prevent access to the dragon lord's chambers.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Brass Golem	10 	150	10	pl	150	0	cannot be stunned

When the creature has been over come the party will see the wall beyound. It is in fact illusionary - a fact that the magic users may detect (very hard) DM might have fun rolling to see if characters can be persuaded through it. The room beyound is trapped . It is quite empty but the 10ftx10ft area nearest to the door to 13 is trapped . It is very hard to detect. Treading on it releases a firestones spell in the room giving all in the room a B heat crit for up to 4 rounds (the duration of the burn). It may be disarmed with a very hard roll . If this occurs a glass globe appears in the centre of the room. This contains the spell and can be used by smshing the globe.

12.Elite troll guard.

4 Elite mountain trolls guard this room . 2 will be asleep in a corner. The other 2 guard the door to 14. It will take 2 rounds for the sleeping trolls to rouse.

Name		Level	OB	DB	AT	HITS	MM	SPEC

Mountain Troll	10	110	40	20	240	10	Throw stones to 100ft

Mountain Troll	10	110	40	20	240	10	Throw stones to 100ft

Mountain Troll	10	110	40	20	240	10	Throw stones to 100ft

Mountain Troll	10	110	40	20	240	10	Throw stones to 100ft

These use large creature crits and ignore A and B crits.

14.Dragon's Hall. This chamber is open to the sky above. The rock floor has chains and iron rings. Remnants of bodies and dried blood show that prisoners are sacrificed to the Dragon Lord Here. The only door out is to the treasure room 12. The walls of the chamber are steep but ragged and climable (hard). The walls go up 150 feet. The dragon will be pearched high up on the rim of the room -looking down. On his back is a huge Uruk Lord. I infact changed the plot here to incorporate a Uruk Lord who the party had already met. If DMs wish the Dragon could be left alone. The dragon will be invisable as will the Uruk Lord. He will wait untill the party try to gain access to the treasure room and then he will then attack.He will use Cold The Uruk will watch and perhaps fire arrows into the fight

Name		Level	OB	DB	AT	HITS	MM	SPEC

Cold Drake	10 	100	60	pl	400	30	Use large creature chart

								cold cone breath weapon

								1 per 6 rounds. Cold ball /bolts

								in between 80pp.

Uruk Lord	15	180	70	pl	180	20	

13. Treasure room. This room is locked . It is hard to pick and hard to detect the trap. The trap drops a trap door infront of the door- plunging the unfortunate into a hot larva trail underneath. 2 E heat crits per round will be taken. One of the rings - without blood near it( hard to spot) can be pulled to disarm this.

IN the treasure room are the following.

i.A repeating crossbow. Fitted with a magazine this crossbow can fire 2 rounds a minute for 3 rounds. It does need 6 rounds reload the magazine after wards. It is a +20 weapon. Only humans and dwarfs could use it as it is bulky and need strength to use.

ii. Enchanted bracelets. These add +10 to DB. They also enable the wearer to gain a +20 bonus on adrenal deflections AND a wearer can parry without any weapon.

iii.Enchanted Warg skin robe. Gives +20 to DB and acts as chain - but magic users can wear it without effect on their magic.

iv. Pendant of detect traps. Use 3x per day adds 50 to detection rolls.

V Claws of climbing .Adds +25 to climbing rolls.

Vi 2 Arrows of dragon slaying +30 arrows.

vii 500 Gpc.


Yes the treasure is a lot BUT the path was dangerous.


  

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