I ran a one-shot called The Temple of Stone yesterday with a party of three clerics, a barbarian and a fighter. Here's my preparation and a short look at how it went. It was a very fun night, a bit on the easy side, but with different dice throws it could have been on the very hard side also. I've changed the names of the gods a bit, because of copyright I'm not sure about. But look it up if you need.
***
You all meet up in front of the Temple of the Dwarven mother within the town of Horn. The high priest of the Dwarven Mother has asked you to do something about the goblins that are defiling the Temple of Stone, the old temple of Dwarven Mother, that has seen disuse for 4 decades now. The temple in the forest is overrun and the goblins are setting up camp. It’s a crime against the Gods. An acolyte of the temple meets up with you and you follow him on the road, out of the city, into the forest.
After two
or three hours of walking, the acolyte points at the bushes and trees, where
the old path has been overgrown and is barely visible. He says:
“Good
luck with your quest. The temple lies this way beyond the river. I must return
to the town.”
You’re
now on your own. You look at the others in the party and you see:
Let the party introduce and prepare of spells if needed.
Let the party introduce and prepare of spells if needed.
**
One of
you is leading you through the forest to the river. Who is this? Roll a survival check until made: DC 12. Every failed check
will forward the time with 3 hours.
You
arrive at the river and see the temple doors locked in the rocky hillside.
Goblin tents are set in front of the temple and a bridge made of rafts that can
lead you across the fast stream of the river. Some goblins are keeping watch
over this bridge and a palisade of wooden sticks and javelins guard the
bridge’s entrance.
Goblins
will try to cut away the rope that binds the bridge together: DC 14.
Every 1d4
turns: 2 goblins come from tents with a maximum of 2 goblins per tent
throughout the fight. The tents are destroyable.
Swimming:
STR DC 14 to swim.
Rope: DEX
DC 12 to walk across the middle rope.
Rope:
DC10 attack to hit.
Pulling
the rope and bridge towards you: STR 14
Goblins: 7 HP, 15 AC, STR -1, DEX +2, WIS, CHA -1
Scimitar: +1 to hit, 1d6-1 damage. Bow: +4 to hit, 1d6+2 damage.
**
As you
enter the temple you see the goblin priest at the far end bashing his 10-feet staff
unto the floor tiles. The braziers that are set up next to the basin of water
start to glow more fiery. There are two sturdy looking goblins guarding the
temple and the priest. Behind the priest are the two statues of Dwarven Mother and Forge Father, and beneath the Dwarven Mother’s statue is an entrance made.
The
ceiling is high, about 20 ft up front and 30 ft in the back. There are two
pillars holding up the construction.
Roll initiative.
Every 1d4
turns fire oozes spawn from the braziers.
Goblins: 12 HP, 15 AC, STR -1, DEX +2, WIS, CHA -1
Scimitar: +1 to hit, 1d6-1 damage. Bow: +4 to hit, 1d6+2 damage.
Goblin Priest: 25 HP, 14 AC, STR -1, DEX +2, WIS +2
Staff: 3x touch 10ft Cure Wounds 1d8+2.
Scimitar: +1 to hit, 1d6-1 damage.
Fire Ooze: 10 HP, 12 AC, DEX +2
Fire
breath attack: 5ft cone, 1d6+2, dex halves
**
There’s a
secret compartment underneath the statue of the Forge Father and the button to open it
is the toenail of the statue (Investigation DC 14). Underneath is a Smithing
Hammer of the Forge Father with Elven wood handle and the symbol of the Forge Father and the Dwarven Mother engraved in the base. Also can be used has holy symbol.
The
Goblin Priest has a 10ft staff with a small orb attached that can deliver touch
attacks/heals.
The path
to the summit starts within the pedestal underneath the statue of Dwarven Mother,
where the stone has been cleared out by the goblins.
**
Guarding
the summit are 4 goblins with vials in their hands. They rise about 16 feet
above you, on the higher reaches of the hill. There’s some green liquid in the
bottles. On the field are some standing stones/monoliths/runestones and on the
platform you can see a blackened grey, almost statue-like 11 feet tall goblin
with fiery eyes.
What will you do? Roll ini.
Goblins: 10 HP, 12 AC, DEX +2, STR -1, WIS +1.
Poison vial: does 1d6 damage +2 every turn.
Statue of a Goblin God: 90 HP, 16 AC, Str +2, Dex +1, INT -1, Wis -1, Cha -1.
Battle axe: +4 to hit, 1d10+2. Earthquake: 30 ft. ray on the ground. 1d6, Dex save half. SS +1d4 damage, dex negates. Fire bolt: -1 to hit, 1d10 damage-1. When
under 20 health: Whirlwind: Battle
axe everyone that is in melee range.
He
prefers melee.
***
How did it go?
First of
all it was a very fun game and I was happy to try this adventure out. Khoth the
Barbarian ran towards the bridge, but immediately fell into a ditch when trying
to hit the first goblin. The goblins missed a lot of attacks at range, but did
make a lot of nice saving throws. The goblin that was critical to the encounter
fell in the river with a natural 1 and couldn’t break the rope that tied the
two parts together, after which the players pulled the bridge towards them and
tied the rope for easier passage. The timer rolled quite high, but it was still
a nice fight.
When they
entered the temple the Priest summoned the oozes, but they would take 3 turns
to spawn. The players got rid of the goblins easy and were already extinguishing
the braziers before the timer ran out. The fire oozes never spawned.
The
players took a short rest and investigated the temple. Beforehand I had
promised myself to interrupt a short rest with bottles of poison, but in the
end I decided to hand it to them for the last battle against the statue of the Goblin God.
They ran
past the poison throwers, which was expected and began fighting the Goblin God. I
rolled low on damage and low on to hit, but I managed to get the earthquake to
hit and the whirlwind. The fight was a bit easy though and could maybe have
used legendary actions or two attacks to make a bit better.
They
defeated the statue and looted treasure. It was a fun night.
***
Things
that are not in my write-up:
·
The statue of the Goblin God is the warchief that got blessed into being a
statue for his god.
·
The High priest of the Dwarven Mother will give you a reward of golden coins for
clearing the temple.
·
As DM, think of physics when toying with the Goblin Bridge. The river
stream is quite fast and it will pull on the bridge.
·
If the poison throwers are not defeated, you can let them climb down and
flank the players.
edit: I forgot the pictures.
edit: I forgot the pictures.
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