Shrine of Orcus
Shrine of Orcus
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.
1) +1 to Will Saves
2) 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.
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 Skeleton
DMF: Not Created
Use 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 Swarm
DMF: Not Created
See Libris Mortis. Not necessary for an encounter, but would be interesting.
Room #2 The Way Down
South Entry Open Stone Door (break DC 28; hard 8, 60 hp)
Leads to hallway #4
Room 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 Swarm
See pages 88-89 of Libris Mortis
DMF: Swarm, Bone Rat
Bone 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 Room
South 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 Ghoul
Description should indicate previous damage to ghoul.
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6
squares); 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+1
plus 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 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently
+6, Spot +7; Multiattack
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 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); 2Darkness (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 Treasure
Need 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 3,167sp
And 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 PCs 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)