I'm going to follow the same process to set the parameters of the Shrine of the Hobgoblin Ancestors before using DMG Appendix A to generate it:
d4 for Num of levels = 1
d10 for level = 4
d10 for starting room = 7 (room 4)
d8 for rooms = 7 (plus starting room)
I've already decided that the primary monster is going to be some division of the hobgoblin legions that we know have been sited moving towards the shrine. I check pct in lair and get 38%, so this is going to be a pretty big scouting party of some sort rather than a formal camp or settlement..
The number appearing is 2d10x10 and I roll a 49x2 for 98 hobgoblins plus 4 leaders and 8 sergeants (9hp each) based on the AD&D MM entry.
Armaments:
38 are equipped with Ranseurs (Disarm on a hit vs AC8; dismount rider on a successful separate to hit roll; see AD&D PHB pg37-38; this is going to be fun...)
20 are equipped with Long sword and composite bow
20 are equipped with Morning star
10 are equipped with Long sword and spear
10 are equipped with Spear
Leaders are equipped with Long sword and morning star
Sergeants are equipped with Long sword and whip
There is an shaman (L6 cleric; AC2, 4hd, 22hp; Spells: L1 CLWx3; L2 Augury, Chant, Snake Charm; L3 Dispel Magic, Prayer) acting as the spiritual leader of the band. He is responsible for leading the troop to the shrine, following the visions of the ancients.
Interestingly, there are no rules for mundane whips in the Holy Books of AD&D PHB or DMG 1st Edition, even though there are conflicting entries for various magic and monster versions. I decide to use the version from the Unearthed Arcana rules since it's technically still 1st edition, though it is a heretical branch that veers dangerously close to the apostasy of 2nd edition.
A hundred-odd hobgoblins are a bit much to cram into an 8 room dungeon, so I decide that they are camped outside the shrine and are kept from it's depths due to a threat of some sort. The shrine was hidden by overgrown forests atop a good-sized hill. The goblins have cleared the immediate error to give them a commanding view of surrounding terrain, but have not yet had time to build palisades, as they would for a more permanent location.
They've taken up positions around the shrine and are guarding all approaches, as follows:
That's a pretty impressive display of hobgoblin might. Let's see how the bros handle it when they show up.
We turn to Appendix A and let the dice gods speak! After some aesthetic cleanup of dead ends etc we have our Ancestral Shrine:
Key:
Room 1 - The Entrance (Monster)
I roll up a 5 head pyro-hydra (22hp) - instant classic! The boys better be on point or there going to be the guests of honor at a bro-beque! The eastern door is smashed open indicating that the hydra burst into this room as it chased down the NPCs that fled to room 3 before barricading themselves inside. A 9% indicates that this is the hydra's lair so this means this is its lair.
Room 2 - Vestibule (Monster and Treasure)
The dice gods are on fire tonight and I roll up 2 hellhounds (see what I did there?) with 17hp and 19hp. Maybe they were lured here by the flaming awesomeness of the pyro-hydra? Dunno but I like it! The in lair comes up as 87%, so the hellhounds are just visiting.
There's a room treasure of 3000ep and 4000sp in pottery jars guarded by Blinding Gas Trap (d6 turns of blindness) and 4000sp in bags.
Room 3 - Antechamber (Monster and Treasure)
I get a character party result so we have some NPCs trapped in this room by the pyro-hydra and the hellhounds. Random rolls on the character subtables and some online name generator visits give us:
- Alethra Lvl4 Ranger human female (Chaotic Good) with Graal Praleldan Lvl4 Fighter human female (Lawful Good) as her henchman
- Wallen Starag Lvl4 Thief human male (True Neutral)
- Truell Lvl4 Magicuser human female (Chaotic Evil)
- Hoykim Lvl4/4 Cleric/Magicuser half-elf male (Lawful Good)
- Immeral Lehlenath Lvl4/4 Fighter/Assassin half-elf female (Chaotic Evil)
- 3 men-at-arms (scale mail, shield, spear, hand axe)
Looks like Hoykim is enamored making some poor life decisions by dating the psychotic hot chick (we've all been there, my friend...) Wallen is clearly a low-testosterone soyboy that has been friend-zoned by Alethra and Graal, but persists in chasing the toxic Truell because he's been taking relationship advice from Hoykim. See? This is just like all the published 5e content!
The room treasure is a suit of +1 Leather Armor (300xp/1200gp) and 1000gp in an iron trunk. The NPCs will give this to the party in exchange for safe passage out of the shrine.
Let's see what happens when the bros run into them....
Room 4 - The Crypt of the Guardians (Empty)
This room is empty, but contains the relics of the household guards of the hobgoblin ancestors. Their relics are stored in ossuaries in hundred of niches carved into the walls. The contents of this room and rooms 7/8 is why the hobgoblins have journeyed this far south and they will be enraged if either of these areas are defiled in any way.
Room 5 - Guardroom (Treasure)
This was the guardroom of the shrine's inner sanctum. This looks like the primary lair of the pyro-hydra before it went NPC hunting. It is guarded by a pit trap just outside the smashed door of room 1 (10ft deep, 3 in 6 to fall in).
Since I the hydra rolls indicated the shrine was its home, I decide to substitute the hydra's lair treasure for the room treasure and it's stored in iron trunks:
Treasure Type: C
Monetary Contents: 3,101sp
Gems (qty 6):
Fancy Stone - Chrysoberyl: yellow green to green (100gp)
Semi-Precious Stone - Onyx: bands of black and white or pure black or white (50gp)
Fancy Stone (Precious) - Garnet: violet (the most prized) (500gp)
Fancy Stone - Amethyst: deep purple (100gp)
Fancy Stone (Precious) - Peridot: rich olive green (Chrysolite) (500gp)
Fancy Stone (Precious) - Aquamarine: pale blue green (500gp)
Magic Items (qty 2):
Wand of Frost (M) [99 charges] (6,000xp, 50,000gp)
Oil of Etherealness (600xp, 1,500gp)
Total Hoard Value: 53,405gp
Total Monetary Value: 155gp
Total Gem Value: 1,750gp
Total Magic Item Value: 51,500gp
Room 6 - Antechamber (Monster)
I roll up another pair of hellhounds here (21hp, 24hp) which is very cool since it continues the theme already established.
Room 7 - The Crypt of the Ancestors (Empty)
This is room is much like the other crypts, but is clearly more ornate since it contains the remains of the greatest hobgoblin chiefs and shamans.
Room 8 - The Crypt of the Kings (Monster and Treasure)
The dice say this is another monster/treasure combo, so I just decide to throw in another couple of hellhounds (17hp, 24hp) to keep the theme. The room treasure consists of (8) +3 arrows and 4000sp in small coffers. This room is similar to room 4, except that it contains the remains of legendary warriors and subchiefs.
Next time: The bros head north....
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