Salanthrax's Lair - LVL 9 Friday, July 31, 2015
3:18 PM
Salanthrax, an Adult Red has made his home in the Thunder Peaks East of the Hullack Woods He has subsumed a tribe of kobolds that worship him and meticulously and methodically defend his lair from entry. Sal enters from the top of an old magma tunnel, climbing down and sleeping on the superheated rock floor at 10a.
Unless PCs are in areas 10, 11, 12 or 13, They are under constant threat of bow Fire from scouts. Lightning Bolts on map Indicate tiny sized holes to fire a bow from
Sal gives free reign to the Kobolds for the rest of the lair. The kobolds worship Sal as a god and made sure their cave has large repertoire of rudimentary, yet devious, traps all about the cave. The Kobolds have dug a network of tunnels around the natural pathways of the caves. They have set numerous traps of a wide variety in order to hinder intrusion as much as possible. Kobolds have captured any poisonous creature they could and keep the+m in the various large caverns, harvesting them for poisons. Some trogoldytes have made their home in the back of the lair with their own tunnels, allowing travel between the various refuse pits. Total combat XP - 71, 750, Quest XP - 2500 + Completion (optional) - 5750
Episode 6 - Salanthrax (Lv9) Page 1
All over - 15 Kobold Scouts - 16500 XP 3 - Darkmantle x 6, Piercers x 14 - Medium - 2000 XP 4 - Roper, Piercers x 9 - Medium; Stirges x 10 - Easy - 2700 XP 5 - G. Centipede x 8, Carrion Crawler x 3 - Easy - 1750 XP 6 - Umber Hulk - Easy - 1800 XP 7 - Basilisks x 4 - Easy; Red Wyrmling sleeps in the pit - Easy - 3900 XP 8 - Ettercaps x 4, Phase Spiders x 2 - Medium - 3200 XP 9 - Salamanders x 2, Fire snakes x 7 Hard - 5000 XP 10 - Adult Fire Dragon 12/12/13 - Each have 2 Kobold Scouts doing various living activities
Location
Spot
L1
15 (20) Medium or heavier Entire area crumbles down 15' (3d6 bludg.) fall, onto nice collection of sharp rocks (2d4 bludg.) creature steps onto area
L2a
20 (25) Tripline
Malice filled bellows are compressed, DC15 CON vs poisoned and blind for 1 hour.
L2b
15 (20) Medium or heavier creature steps on area past trap L2a
A carved slate of rock acts as a lever with your weight pressing down on it, the other side flings Carrion Crawler Mucous - DC13 CON save or Paralyzed for 1 minute; saves each round. Simultaneously, a 3' wide log swings from a recess in the ceiling, striking the victim in the back (+8 w ADV, 2d10 bludg) if hit, need a DC13 STR save vs being shoved into next space.
L2c
20 (25) Medium or heaver creature steps into or is shoved onto space after L2b
The floor crumbles away and a DEX DC15 (DAVD if shoved from L2b) vs 1d10 / round, falling into a 5' area of super -heated fetid water. If successful, take half damage as their legs fall into the water while they grabbed a ledge. Water is 10' deep. If fallen in DC 15 CON or infected with Sight Rot from swallowing the water.
L3a
25 (30) Small or heavier A 20' by 10' pit opens up beneath and funnels into a 4' wide chute. The chute is covered by carefully placed rocks supported by each other and creature jumps the hovering Gas Spores (4), breaking the pit's cover pops all the spores, causing all creatures in 20' to be affected by the Gas Spore listed in down from 2 to L3a the Poison Table at a +3 DC (18). The chute drops the victim from the top of the 20' high ceiling in east side of 5, taking 4 d6 bludg. plus 2d10 from the rubble that covered the pit. The chute is coated in Taggit oil, victims need to make a DC13 CON vs poisoned and slee p for 24 hours after all damage resolves. Damage wakes the victim.
L3b
15 (20) Tripline
A 15' long log swings down from the ceiling (+8 w ADV, 4d10 bludg.). The log has several loosely stitched skins filled with O il of Taggit, all creatures in 15' of the second from top step DC14 CON vs poison and sleep for 24 hours. Damage wakes.
L4a
10 (15) Falls in
An uncovered 5' wide pit containing 10' deep searing hot fetid water 5' from the ledge. In the space above the water, a length of rope is tied in a horizontal cross shape, anyone falling in breaks the line, which drops a rock-weighted wood trellis over the pit. Falling into the water causes 1d10 fire damage each round, an Athletics or Acrobatics DC10 allows creatures to escape. If the trellis is covering the pit a DC20 Athletics check is required to move it, this is done at DAVD from inside the pit. DC15 CON or infected with Sight Rot from swallowing the water.
L4b
20 (25) Tripline
Malice filled bellows are compressed, DC15 CON vs poisoned and blind for 1 hour.
L4c
25 (30) Medium or larger creature enters 15' x 10' space
A kobold pulls a board allowing two 15' x 5' stone doors in the floor to open downwards into a 10' deep pit, the doors pull a rock-weighted trellis down over the opening. Attached to the trellis are 10 stirges that are jostled awake, the first round after the trap is sprung, the stirges are stunned from being thrown to the ground. Creatures who fell take 2d6 bludg damage and DC13 STR vs prone. If the trellis is covering the pit a DC20 Athletics check is required to move it
L6a L6b
Trigger Rules
Effect
L6b is tripped
A kobold knocks over two long boards propping up a wall that allows a mound of rubble to cover all but the top 6 inches of th e highlighted areas. DC 15 STR to clear it out.
Enemy enters highlighted area
A kobold runs across the ceiling dumping a diluted oil of taggit into the corridor. Will creatures in the corridor must make a DC 15 CON save vs Poisoned for 1 minute.
L7
20 (25) Enemy enters highlighted area
Two kobolds dump a large trough of searing hot fetid water that flows through a rocky grate showing the area. A DEX DC15 half vs 2d10 and DC15 CON or infected with Sight Rot from swallowing the water.
L8a
25 (30) Two or more Medium or larger use the stairs
A web-supported fake floor of rocks gives way, Take falling damage (2d6) as the victims fall down a chute 40' landing in area 7b. T wo large animal skins sewn together cover the chute exit, in between the skins are burnt remains and they explode out of an opening in the side of the skins when a creature exits the chute. The burnt remains cover a 10' area for one round; creatures starting their turn or in the ashes for the first time must make a CON DC15 vs Incapacitated by fits of coughing for 3 turns, making a save each round after the first.
L8b
15 (20) Enemy enters space Two ettercaps wait in the corridor ready to web garrote the last person to walk by here. Add 5 to escape DC. +4 (1d4+2 bluldg ) victim is grappled and suffocating.
Episode 6 - Salanthrax (Lv9) Page 2
KS1: 14 /
KS2: 14 /
KS3: 14 /
KS4: 14 /
KS5: 14 /
KS6: 14 /
KS7: 14 /
K81: 14 /
K91: 14 /
KS10: 14 /
KS11: 14 /
KS12: 14 /
KS13: 14 /
KS14: 14 /
KS15: 14 /