Shrine of Orcus

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The Lost Shrine of Orcus Level 1 General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor - Slime and mold-covered Flagstone Temperature Cool and very damp Illumination Dark (individual creatures may carry lights) Special Dark tendrils of black mist or smoke now pervade throughout the dungeon. Anyone visiting the shrine itself has difficulty recalling what is there. Taint The shrine contains so much evil, that it manifests in corruption (physical taint). This evil is increasing daily since the Orb of Enlightenment was taken from its stand at the entrance. Corridors – Entrance to Room 1 a: Arrow Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (3d6/x3); Search DC 22; Disable Device DC 20 Has been rearmed, thanks to Cornsirius! Room #1 The Entrance and the Blue Orb West Entry #1 Archway → Leads to area #4, with Green Slime Hazard East Entry Archway → Leads to room #5, inhabited by Shattered Bone Amalgam Room Features: A group of demonic faces have been carved into the west wall (see pic). A rope ascends to a wooden platform in the north-east corner of the room. The rope is flanked by the remains of two warriors. Perhaps at one time they guarded the rope or the platform. Or both. They still have their shields and scimitars in their fleshless hands. On the platform was the Orb of Enlightenment. If touched, make Fort Save. If successful, effect 1 does not occur, but effect 2 does. If failed, both effects occur.

description

Orcus DND

Transcript of Shrine of Orcus

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The Lost Shrine of Orcus

Level 1

General Dungeon Walls Masonry (Climb DC 20)Dungeon Floor - Slime and mold-covered FlagstoneTemperature Cool and very dampIllumination Dark (individual creatures may carry lights)Special Dark tendrils of black mist or smoke now pervade throughout the dungeon. Anyone visiting the shrine itself has difficulty recalling what is there.Taint The shrine contains so much evil, that it manifests in corruption (physical taint). This evil is increasing daily since the Orb of Enlightenment was taken from its stand at the entrance.

Corridors – Entrance to Room 1a: Arrow Trap: CR 1; mechanical; location trigger; manual reset; Atk +12ranged (3d6/x3); Search DC 22; Disable Device DC 20Has been rearmed, thanks to Cornsirius!

Room #1 The Entrance and the Blue OrbWest Entry #1 Archway→ Leads to area #4, with Green Slime HazardEast Entry Archway→ Leads to room #5, inhabited by Shattered Bone AmalgamRoom Features: A group of demonic faces have been carved into the west wall (see pic).A rope ascends to a wooden platform in the north-east corner of the room. The rope is flanked by the remains of two warriors. Perhaps at one time they guarded the rope or the platform. Or both. They still have their shields and scimitars in their fleshless hands.On the platform was the Orb of Enlightenment. If touched, make Fort Save. If successful, effect 1 does not occur, but effect 2 does. If failed, both effects occur.1) +1 to Will Saves2) Random occurrence of “entrap” feature where the person is called into the orb for a while.3) While entrapped, negative physical effects are neutralized and PC gains 1 temporary hit point per game day missed.

The orb was placed here to keep the evil of the altar and shrine in check. The ancient elven powers of good could not destroy the basalt altar, nor could they cleanse the evil of the Shrine, nor even slay the four demonic presences. Instead they used the Orb of Enlightenment to imprison the 4 demons within the shrine, counteract the evil, and cause it to lie dormant.

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Once the Orb of Enlightenment is removed, the evil begins to “wake up”. Cornelius is already free and is fighting for the possession of Sirius’ dead mind and undead body. If an encounter with Sirius/Cornelius (Cornsirius?) is run in the next while, use the “Entomber” from Libris Mortis for Sirius’ stats. Not yet in DMF.

Monster: 1 x Amalgam SkeletonDMF: Not CreatedUse base Human warrior skeleton but add evolved undead template (Libris Mortis) and describe as a two-headed construction of bones made up from the two previously defeated skeletons.

Monster: Corpse Rat SwarmDMF: Not CreatedSee Libris Mortis. Not necessary for an encounter, but would be interesting.

Room #2 The Way DownSouth Entry Open Stone Door (break DC 28; hard 8, 60 hp)→ Leads to hallway #4Room Features:A narrow shaft descends from the room into the next dungeon level down.Someone has scrawled "It's a trap" in dwarvish on the east wall.The entire lower level is submerged in water. Looking into the shaft reveals about 4 feet before the stinking black water begins.And looking in the hole is when the bone rat swarm comes out, dripping in stinking black water.Monster: Bone Rat SwarmSee pages 88-89 of Libris MortisDMF: Swarm, Bone RatBone Rat Swarm: CR 2 – has only 12 hit points this time, as so much of it was destroyed last time it animated.

Room #3 Secret RoomSouth Entry #1 Secret door – panel on pillar in the SE corner slides, which causes the door to slide down. (slides down, +1 to break DC) If the party is searching, DC10 to spy some dried blood on the SE pillar.→ Leads to hallway between rooms 1 and 5.Room Features:Several pieces of spoiled meat are scattered throughout the room.Monster: 1 x Reanimated GhoulDescription should indicate previous damage to ghoul.Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft.,undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack

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Room #4 Wide HallwayNorth Entry #1 Stuck Stone Door (break DC 28; hard 8, 59 hp)→ Leads to room #6, inhabited by Bone Rat SwarmNorthwest Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)→ Leads to room #6, inhabited by ?Room Features:Pit in hallway 15 feet long, 10 feet wide, and at least 5 feet deep. It is 5 feet down to a slimy, green, gloppy-looking floor. There was a trap door over this pit but it is half gone. The left side cannot be seen anywhere. The right half is present but open. It lies flat against the bottom of the wall, facing down. There is a door in the center of far wall.Light reveals that the substance is semi-transparent and looks to be at least a foot deep. No light means you can’t see that.This is Green Slime with obvious door on the other side. Only run this if Adam is there so he can warn people. There will be another way to the same area so this does not have to be navigated..Hazard Green Slime (CR 4)This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.

Room #5 Pile O’ BonesWest Entry 10 foot Archway→ Leads past secret room #3 to room #1North Entry 10 foot Archway→ Leads to room #7Room Features This large room is devoid of any features except for the pile of bones in the southeast corner. The bones are, of course, the remains of the large skeleton or bone creature you previously destroyed. Nothing to be concerned about here. But as soon as that thought crosses your mind, the pile of bones begins to stir, bits of shattered and broken bone knitting together into an entirely new shape.As the party readies for battle, the bones settle again. Then two of the largest bones flop end over end and approach the party and attack!Monster: Shattered Bone Amalgam Bone x 2DMF Entry: Skeleton, Bone Amalgam RemainsThe remains of the Bone Amalgam try to gather themselves up into a cohesive being. They fail, but two of the largest bones remain animated and attack.2 Bones: CR 1; Medium undead

Room #6 Sacrificial AltarSouth Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)→ Leads to hallway #4 and Green Slime HazardNorth Entry 10 foot Archway

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→ Leads to room #9, inhabited by Pirate ZombiesRoom Features A set of demonic war masks hangs on the west wall from spikes. They are the same faces as room #1. A huge altar made of bloodstone (see Heroes of Horror) is in the center of the room. Huge Braziers flank the hallway leading in.If anyone tries on a mask, ask which one they try on. There are no straps for the masks, but as they approach flesh, there is a sort of suction set up and they adhere. As the mask slurps onto your face, you hear the word, ‘Mask name here’.” There are no harmful effects if they do not leave the masks on, other than the creepiness. The mask for Cornelius is now missing, as Sirius has taken it.The mask for Rokan is now missing, as Calmert wears it.This effect does not happen to elves!

Room #7 Priest Prep RoomWest Entry Broken Strong Swollen Wooden Door (break DC 23; hard 5, 20 hp) 2→ Leads to hallway that leads to room #5East Entry Broken Strong Swollen Wooden Door (break DC 23; hard 5, 20 hp)→ Leads to hallway that leads to room #5 and False Door #8North Entry No Door → Leads to Shrine itselfMonster 1 x Ghoulish Bugbear Zombie DMF: Zombie and Ghoul AmalgamUndead here is an amalgam of a single Bugbear Zombie and two Ghouls. It ought to be somewhat terrifying to behold.

Room #8 A Door to Nowhere→ Sets off a trapNorth Entry #1 Permanently stuck Strong Wooden Door - TRAPDoor Features This door is in much better shape thanTrap has been sprung and now there is no gas left. Here it is for the record:Poison Gas Trap: CR 1; mechanical; action trigger (pull door handle); manual reset; Atk +99 (Never miss)Poison Cloud 10x20 (Burnt othur fumes) Inhaled Fort DC 18; damage 1 Con/3d6 Con; Search DC 22; Disable Device DC 20

Room #9 Watery GraveSouth Entry 10 foot Archway→ Leads to room #6Waterlogged ZombieThis zombie reeks of the swamp water that it has been submerged in for centuries. It constantly dips slime, water, and ooze.It gets a single attack with its spear, which it will throw at Penny or Sirius.Add 1d4 acid damage (from slime residue) to its slam attack and make it a 2HD undead.Show pic – “Water Undead Achab03 peg leg mod”Waterlogged Zombie: CR 3; Medium Undead; HD 2d12;

Room #10 The Shrine of OrcusWest Entry #1 10 foot Archway (with hidden portcullis dwarf DC 20 to spot DC 15 to search)→ Leads to hallways between rooms 6 and 9 (dude)

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East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)→ Leads to hallway that leads to room #7Room FeaturesThis large room was apparently at one time a church or chapel. Stone benches line up on each side of a long aisle. Torches are lined up at the front and the back (north and south walls) of the room, somehow still alight. (Torches are burning with actual fire that burns and is hot – but fire is magical) At the front of the room is an altar with what appears to be a large bronze head of some sort of demon or grotesque God. It has enormous front fangs, and red gems for eyes that glow in the torchlight.The statue will not activate unless an orb is touched. The orbs are crystal, not gems, and that can be determined with Dwarven Appraisal (DC 15) even without touching, but must be close. They are magic, though. Once an orb is touched, a Magic Mouth will speak loudly, asking “Who seeks to possess the Left/Right eye of Orcus?!” If the correct answer is not given, the statue animates and attacks.

The AltarThe altar now oozes black smoke or mist. It does not appear to have any taste or odour, and doesn’t choke or irritate as normal smoke would do.

Magical Orbs of Orcus:The Left Eye of Orcus (Ruby) grants the user the ability to create undead 1x/day. There must be corpses nearby. When the orb is activated by saying, “Rise in the name of Orcus!” 3 HD worth of undead are created and are under control of the summoner (as long as they continue to possess the gem). Of course, bodies need to be nearby – undead are not created out of thin air. If the gem is given to someone else, the undead become free-willed and attack the former owner of the gem. The new owner cannot control them. Undead cease animation after 24 hours.Each use of the gem causes a single taint point. Even carrying the gem causes a taint point per week.The Right Eye of Orcus (Fire Opal) acts as a fireball spell 1x/day. If the phrase “Die in the name of Orcus!” is uttered, the gem radiates a 3d6 blast of heat and fire in a 10’ radius globe. It can be placed on the ground or tossed at enemies. It cannot be activated again for 24 hours.Each use of the gem causes a single taint point. Even carrying the gem causes a taint point per week.he Taint of Evil TrapThe Shrine of Orcus is wholly evil, but now that the protections have been stripped away, the evil is free and gaining in power. Cornirius has cast the proper spells to release the Black Mist from the basalt altar. The Black Mist is wholly evil, and filled with negative energy. It is now knee-high throughout the dungeon.

Each character encountering the Black Mist must roll a Fort Save vs. DC 12. If they fail, they get 1d3 points of taint. If that taint score exceeds their CON modifier, see the end of this document for the results.

Monster: 3 x Human Warrior SkeletonDMF: No Entry yetNeed to create some more powerful undead than simple warrior skeletons.

Monster: Animated ObjectDMF: Use Large ConstructReview the power of such a thing. Can the party handle it? They, could, but barely. Good thing I knocked down the DR on it from 10 to 5 at the last moment. That’s because it was made of bronze – yeah I had that in mind all along!

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Portcullis Trap x 2CR 1; magical/mechanical; keyword trigger; manual reset; Atk +99 melee (3d6); Search DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis when it closes. Portcullis blocks passageway. It takes 3 rounds to come down. If moving under portcullis on round 3 a Reflex Save must be made to avoid the 3d6 damage.The smaller portcullis was quite rusty and the party broken the bars so it is now passable. Only 2 people can get through it in a given round because of the bottleneck, however.

Some ramblings:The Shrine is ancient indeed, from the days when Orcus was the only deity of the undead that existed. Although in these times he would be considered just a demon with influences in the land of the dead, back in then he was the only one called upon and worshipped by those interested in undead life and the reanimation of corpses, and that attention garnered him a lot of power.The temple in question existed before the Flanaess was very populated with humans. It flourished for a while as merely a place of worship, but once the humans there got the attention of Orcus, he saw that he had found a way to allow partrs of his power into Greyhawk and the surrounding lands. He sent 4 of his lieutenants, Corneius, Jakoba, Rokan, and Spibbans, minor demons all, to the Prime Material to direct the humans in their worship and to create hordes of undead from the denizens. The demons wore the visages of humans (although monstrously ugly ones) and became high priests of the cult, directing the actions of the worshippers. Eventually, they had the Shrine to Orcus built, with its magical altar and huge bronze statue.Once the elves of the Gnarley (a much more vast forest in those days, and not named as such) realized what evil was growing there, they mounted an attack. They imprisoned the demons into masks and bound them in such a way that their only escape would be to bind with a creature who was to die within the temple. There were already other undead present, but the demons could not inhabit these already dead beings. The elves then put a powerful artifact in place at the front door – the Orb of Entrapment. The orb kept the door shut to Orcus so he could no longer “feel” the temple. It kept the evil within the basalt altar still. And it kept the 4 demons at bay so they could not even bind with anyone or anything that died within the temple. The orb would have to be removed for that to happen.Then the elves sunk the temple into the surrounding swampland. It filled with water and sunk down so that not even the roof could be seen. The elves were confident that they had quelled the evil. For years the elves avoided the place, and not even plants would grow there, but after 200 years, even that trace was gone. Recent events in the Temple of Elemental Evil have influenced both earth and water and have accidentally pushed the Shrine of Orcus back to the surface. The removal of the orb has freed the demons to possess creatures which die within the temple, and has allowed the negative energy of the temple to animate the dead over and over, no matter how many times they are “put down”. The bopne-amalgam was the result of this negative energy flow.Sirius was the first to die within the temple, and Cornelius inhabited his body. At first there was no control to be had, and Sirius rose three separate times because of the negative energy levels. Finally, Cornelius found the secret to control and took over, making Sirius play ‘possum.

Rokalmert, Male Human Clr3/Wiz1: CR 7; XP: 8000; Medium Undead ; HD 3d12+1d12; hp 28; Init +2; Spd 20; AC 16; BAB: +2;Melee BAB: +0;Ranged BAB: +4;Melee Unarmed strike +0 (1d3-2/crit 20/x2 ); SA: Domain power (Chaos) - Cast chaos spells at +1 caster level, Domain power (Death) - Use the death

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touch power 1/day, Smite Good (Su) ; SQ: Resistance: Cold (Ex): 5, Spell Resistance (Ex): 4 + 5, Resistance: Fire (Ex): 5, Damage Reduction (Su): 5/Magic, Darkvision (Ex): 60 ft., No Natural Healing (Ex), Immunity: Cold (Ex), Immunity: Critical hits (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Raise Dead (Ex), Immunity: Death Effects (Ex), Immunity: Sleep Effects (Ex), Immunity: Reincarnate (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Damage Reduction (Su): 5/Slashing, Racial Traits: Undead, Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores); AL CE; SV Fort +2, Ref +3, Will +8; STR 7, DEX 14, CON 8, INT 11, WIS 17, CHA 12.

Skills and Feats: Appraise +0, Balance -2, Bluff +1, Climb -6, Concentration -1, Control Shape +3, Craft -2, Diplomacy +4, Disguise +1, Escape Artist -2, Forgery +0, Gather Information +1, Heal +9, Hide -2, Intimidate +1, Jump -12, Knowledge Religion +5, Listen +3, Move Silently -1, Perform Act +1, Perform Comedy +1, Perform Dance +1, Perform Keyboard Instruments +1, Perform Oratory +1, Perform Percussion +1, Perform Sing +1, Perform String Instruments +1, Perform Wind Instruments +1, Profession Scribe +5, Ride +2, Search +0, Sense Motive +3, Spot +3, Survival +3, Swim -10, Use Rope +2; Armor Proficiency: heavy, Brew Potion, Armor Proficiency: medium, Simple Weapon Proficiency, Craft Wondrous Item, Shield Proficiency, Scribe Scroll, Scribe Scroll, Armor Proficiency: light.

Cleric Spells (4/3+1/2+1): 0-Create Water (1), Detect Magic (1), Light (1), Resistance (1); 1-Cause Fear* (1), Command (1), Doom (1), Obscuring Mist (1); 2-Darkness (1), Death Knell* (1), Desecrate (1).

Wizard Spells (3/1+1): 0-Acid Splash (1), Mage Hand (1), Mending (0), Message (0), Open/Close (0), Prestidigitation (0), Ray of Frost (1), Read Magic (0), Resistance (0), Touch of Fatigue (0); 1-Chill Touch (1), Obscuring Mist (0), Unseen Servant (0).

Equipment: 2 PP, 13 GP, 21 SP, , Scale mail, Coin: gp (13), Coin: sp (21), Coin: pp (2).

Notes on Final TreasureNeed something that makes sense for each character. I think a crapload of gold so they can buy Masterwork items ought to work. So 2,251gp and 3,167spAnd a Ring of Protection +1

The Shrine of Orcus will cause the taint of corruption on the unwary.If more taint is obtained at once than the PC’s CON modifier, they must make a Fort Save vs.. DC of 15+points of taint acquired.Successful = sickened (-2 tp most die rolls)Failed = nauseated (cannot act at all other than single move action per round)

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