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Connect to remote desktop computers and portable devices using a simple ID. The recital of the campaign sets in motion with the batch hired by Syndra Silvain. Also, a moneyed precursory adventurer oppressed with the Death curse. Her founts have pursued the Soul monger along the line of the primitive jungles of Chult. At the innards of these bushes, Tomb of Annihilation accompanies the archetypal quest constitution. Also, the alliance owns an intention, a deadline on that Silvane is dying at a low pace.
Consequently, the bloc spends prospecting brings her adjacent to the persistent death day by day. One component, hazy yellow ters on their toes. Thessalar can repair or Thessalhydra rebuild the guide for a suitable price, as can Moghadam When the characters first enter the temple, roll a d4. On if an overland trek is made to reach him. On a 3—4, it pa- Tomb of Horrors. Alternatively, replacement parts for trols the temple section areas 24 to There are no the guide might be recovered from the bottom of the fixed mechanics for encounters with the thessalhydra, underground lake at the end of the adventure—if the but feel free to have it show up in the distance whenever characters are able to deal with the thessalkraken!
The thes- salhydra ignores lizardfolk guards and known servants Exploring the Temple of Thessalar, but attacks all other creatures on sight. Ac- The temple is divided into two main sections.
Areas 1 customed to inspiring fear, and having grown somewhat through 23 are the working laboratories where Thes- lazy in its guardian role, it is usually content to let foes salar resides and operates, along with many lizardfolk flee from it rather than pursuing.
The thessalheart construct thessalkraken. That creature dwells in a deep subterra- switches to the opposite zone see below. Numbered locations are keyed to the map on page Thessalheart Construct The thessalheart construct is a strange magical-me- Temple Approach chanical device that struts about like a chicken, and which features a human heart beating madly behind its From the point at which the characters arrive outside glass front. The villagers—quiet, nervous The human heart that sits within the construct is mag- folk—can provide lodging, meager supplies to trade, and ically connected to the thessalhydra, tapping into the directions to the temple.
Whenever the thessalhydra is taken to 0 hit points, it stays dead for 1 hour before returning to life with full A general bleakness hangs over this area, with only a hit points.
Destroying the construct or claiming all the few clumps of brush and tamarack sprouting here and Infernal Machine components is the only way to end this effect. Through this, a narrow causeway leads out to a low The thessalheart construct has a telepathic bond mound, upon which stand the outer walls of what must to Thessalar, who becomes aware of the characters be the temple.
If encountered, the construct gets close enough to identify the characters, then attempts to flee The upper levels of the temple are abandoned and to protect itself. Once the characters cross. Entry Chamber in area 2. Opening the door causes the breeze to fill this corridor, creating the effect of a gust of wind spell.
Stairs from the surface lead down to this damp vaulted Creature The webs on the ceiling conceal a mutated giant spider chamber. The floor is strewn with bones and rubble. The with the beak of a giant owl use the grell stat block. Treasure A character who searches the chamber and succeeds on a DC 12 Wisdom Perception check finds 19 sp and a Arrow Slit small ruby worth 20 gp inside a lizardfolk skull.
Any character who succeeds on a DC 16 Wisdom Per- ception check notices an arrow slit concealed in a gap Manipulating Time in the stairwell stones. Spending 2 charges also causes Thacko to Oak Door grow younger or older. On a 1—2, the creature Anyone who listens at the door to the west and succeeds halves its hit points. Water Room 3. Empty Ceremonial Chamber This natural cavern provides fresh water for the temple from the cold and fast-flowing stream along its western This chamber resembles a larger version of the entry, edge.
The stream enters from the north along a tunnel, and exits to the south in the same manner. A cold wind with arches meeting at the twenty-five-foot domed peak blows from the south tunnel, generated above the sub- of the ceiling.
A nine-foot-tall wooden platform stands terranean lake the stream flows into accessed via area against the south wall, on which several bodies lie 30 or area Numerous barrels, casks, and buckets are stored here, all used to collect fresh water. The wooden platform is used as a dais for religious Pool rites. The faithful are brought here after death, blessed, The stream forms a small pool 7 feet deep at its center, and then carried to their final resting place in the which is home to numerous small, white blindfish and subterranean lake where they are consumed by the crayfish.
An unusual mineral formation occupies the thessalkraken. The bodies currently upon the plat- bottom of the pool. Tunnels Secret Door The tunnel to the north has no air space within it, Seven small knobs of stone protrude from the south and leads back to the underground spring that is the wall at the level of the platform.
The tunnel to the south is higher, leav- ceeds on a DC 12 Intelligence Investigation or Wisdom ing an ample air space along which the brisk wind is Perception check notices which three knobs show the channeled. Characters can make an arduous journey most wear. Pressing those knobs in any order opens the along the south tunnel to the underground lake see that secret door.
If the skeleton is examined by a creature in the from sight. This fits the secret door lead- 4. Guardroom ing to the treasure vault in area This ob- stationed around the entrance at all times. If they are alerted to intruders by the lizardfolk in The watertight ivory tube dislodged by the skeleton area 5, they head directly for area 1 to challenge them.
However, slow seepage has blurred all but a small portion, so that Secret Tunnel the map now shows only area 1; area 2; the passage to A secret trapdoor in the floor opens to an access tunnel area 3, with that area only a smudge; and the passage to leading to area 5.
It can be found with a successful DC area 26, starting about 20 feet south of the secret door 12 Wisdom Perception check. Manipulating Time Manipulating Time Having a mechanical guide spend 1 charge in this area Having a mechanical guide spend 1 or more charges causes the guards to change shifts, leaving for the bar- in this area creates a 10 percent cumulative chance for racks area 6. You determine where the guards water into the temple.
Additionally, if 2 or more charges are spent, enough of the lime flakes off the skeleton in the pool that it can be identified without an ability check. Watch Room Manipulating Time Having a mechanical guide spend 1 charge in this area The guards here are companions of the force resting causes the guards to change shifts, leaving for areas in area 4.
They are on active duty, watching the stairs 4 and 5. Spending 2 charges also brings the prisoner down into area 1. Little Gadai is a lawful neutral human spy. Creatures He joins the characters if allowed to, seeking to rescue If the four lizardfolk stationed here spot intruders, and rejoin the other thieves to complete their original two of them travel through the secret tunnel to alert mission. His knowledge of the temple is limited to areas the guards in area 4 and join their hunt.
The other two 1 through 6. This is a general storage area for the temple, holding crates, sacks, and barrels filled with typical goods in Arrow Slit support of temple operations foodstuffs, cloth, oil, tools, An arrow slit opens up in a gap in the stairwell stones, and so forth. Use the Storage Area Discoveries table to A secret trapdoor in the floor opens to an access tunnel determine what a character discovers, or as inspiration leading to area 4. It can be found with a successful DC for unusual discoveries of your own.
Manipulating Time Manipulating Time Having a mechanical guide spend 1 or more charges in Having a mechanical guide spend 1 charge in this area this area has a 20 percent cumulative chance that 1d4 causes the guards to change shifts, leaving here for the lizardfolk guards arrive to fetch more supplies for the barracks area 6.
Spending 2 charges causes them temple. They attack intruders at once. Office of the Torturer arrived. You determine where the guards might be en- countered as a result.
Characters approaching this area from the north can see activity through the open doorway to area 9, but 6. It the walls, and the place has a foul smell. If he is not at playing at a rudimentary board game using dice and work in area 9, Andras will be found here. If they have been alerted to trouble by the lizardfolk in areas 4 or 5, they head into Treasure the temple to challenge intruders.
A successful DC 14 Intelligence Investigation check made to search the desk uncovers several papers stolen Prisoner from Stolos see area 11 , which discuss the split nature A gruesome scene plays out along the east wall. One of of Andras and Stolos. It can be opened with a successful DC been given to the lizardfolk to consume. The strongbox can be smashed open with a success- In addition, twelve uncut rubies worth 50 gp each ful DC 20 Strength check.
Manipulating Time Having a mechanical guide spend 1 charge in this area causes Andras to return here from area 9 and pre- pare to rest. Read the following if any character mold.
The character who discovers them must approaches within 30 feet of the open doorway: succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. A low groaning rises from this chamber, whose open 06—15 A tiny mimic is disguised as a sack. The mimic deals half damage with its pseudopod and bite attacks, doorway provides a hint of its source. This is a torture and has only 1 hit point. Silver wires connect the tables to a and marinating in their own excreted oil.
This is complex control panel standing between them. Like that of any owl, his head can 46—55 A cookbook written in Goblin sits in a cast iron rotate almost fully around for degree vision. However, the torturer is almost impossible to understand, with his speech 56—65 A small book is found, colorfully illustrated and resembling the hoots and clicks of an owl.
Conversing offering a variety of rumors and advice regarding with Andras requires a successful DC 10 Wisdom monsters and dungeons, information on various Insight check or a speak with animals spell, but the items of specialized adventuring gear, and short torturer speaks to the characters only in bold threats. In combat, Andras uses weapons coated in blood of 66—70 An empty sack is an uncommon magic item that the lycanthrope poison see appendix C.
He uses the spits out a random mundane object once per day. Constitution saving throw or be cursed with wererat lycanthropy. If the map is not Andras carries keys that open the concealed door followed to its end within 30 days, it rewrites itself leading to area There is a 50 percent chance that the Mack Francache, the neutral wererat leader of Mogh- map leads to an actual treasure. The silver wires connect Francache to a lawful neutral 00 A box holds a rare magic item of your choice.
As Andras operates the controls to this strange torture device, he. They can also be unlocked with a success- one involved. His previous assign- Prisoners ment for Moghadam was to spy on its workers while in The cells are occupied as follows: rat form. Three lizardfolk here are being punished for various transgressions. Mean-tempered and suspicious, Control Panel they nonetheless offer information regarding the temple The control panel is covered with dials, switches, and in exchange for their freedom, knowing their fate is oth- buttons—including a speckled gold button recogniz- erwise horrible experimentation.
They are likely to turn able as one of the missing components of the Infernal against the party at the first opportunity. Removing this component deactivates the con- 10b. They are periodi- Anyone attempting to disrupt the controls or the wires cally taken out for interrogation in area 9, and are aware must succeed on a DC 13 Constitution saving throw or that experiments performed on them have created take 11 2d10 force damage.
The controls and the wires clones of themselves. They vehemently claim to be the are self-repairing, and cannot be severed or destroyed. The two join the characters if allowed, seeking to Concealed Door rescue and rejoin the other thieves to complete their Located at the back of an empty iron maiden, this locked original mission.
Their evil nature inspires them to be- door leads to area 23, and is used by Andras to check tray the characters if doing so works to their advantage.
It can be detected with a successful 10c. This cell is currently empty. DC 14 Wisdom Perception check. Without the key car- 10d. This cell contains magically created duplicates of ried by Andras, its lock can be picked with a successful the thieves in 10b. They also claim to be the real thieves. Two doppelgangers are being held here for study Manipulating Time and as eventual experimental subjects.
They attempt to Having a mechanical guide spend 1 charge in this area look like Mack Francache, Seodra the gemsmith, or any- causes Andras to return to his quarters area 8 to rest. This cell is sealed off behind a padlocked sheet original forms—the human Andrastolos and his giant of transparent glassteel—a resilient magical material snowy owl companion.
The oblex can still use its Eat Memories to neutral. He is endlessly grateful to the characters, action and Sulfurous Impersonation trait to create cop- providing any information about the temple he can he is ies of anyone approaching too closely. Prison Cells causes one of the cell doors chosen at random, exclud- Characters entering this area can see activity through ing cell F to rust with age and weaken.
If the characters engage in any Strength check from either side. Office of the Warden from area 11 to investigate. A long hallway leads past six cell doors, alternating three on each side.
Five of the doors are constructed from iron The end of the cell hallway opens up to an office. A most bars, with the exception of what appears to be a glass unusual figure is seen behind a large desk strewn with door at the end. He readily converses with DC 14 Wisdom Animal Handling check can success- the characters even if their initial appearance is suspi- fully quiet them.
Barbatos If asked about his unusual appearance, Stolos angrily The neutral evil human ranger Barbatos is either here admits that he and Andras derived from a singular hu- or in area 13 a 50 percent chance for either; see appen- man subject and his giant snowy owl companion years dix B for his stat block , accompanied by his hell hound before.
The two hybrid creatures now have an intense companion, Sadie III. He carries keys to the cages in hatred for one another, owing to a mutual disgust for this area and area Arrogant and cruel, Barbatos their split nature. If they prove too powerful, or impede Andras most easily by freeing the prisoners he flees and sets up hit-and-run ambushes for them as being tortured in area 9. His only real aim is for the they continue to explore the temple. Stolos carries the keys to the cells in area Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 2d10 Treasure force damage.
The wires are self-repairing, and cannot A successful DC 14 Intelligence Investigation check to be severed or destroyed. Owls In addition, a locked strongbox can be found under If the owls are freed, they try to escape, flying out to the desk. It can be opened with a successful DC 15 area 1 and up the stairs.
A failed check triggers A character who succeeds on a DC 18 Wisdom An- the trap, which sprays a dose of dust of the mummy imal Handling check can convince at least one of the poison see appendix C at the character making the owls of your choice to remain with the party for the du- check. The strongbox can be smashed open with a suc- ration of the adventure.
Feeding the owls first provides cessful DC 20 Strength check, but doing so targets each advantage on this check. There is a blood of the lycanthrope antidote see appendix C. The Manipulating Time skeletal, rotted creature uses the giant owl stat block Having a mechanical guide spend 1 charge in this area with the following changes: causes Stolos to leave and check on the cells in area See area 9 for details.
Owl Laboratory Bear Laboratory Whenever anyone enters this area, a huge cacophony of shrieks and hooting is raised from the animals kept Whenever anyone enters this area, a low growling here. The walls of the room are lined with cages filled rises from the animals kept here. A number of large, with owls—one pair each of barn owls, horned owls, sturdy cages house one pair each of black bears, screech owls, and snowy owls. Against one wall, a huge brown bears, and polar bears.
In addition, shelves and cage holds a giant owl. In addition, several terrariums cupboards throughout the room hold dried fish, dried hold live mice, lizards, and small snakes used as food berries, and grubs as food for the bears, along with tools for the owls.
Various cabinets hold prepared owl food, and supplies. If the locathah are freed, they attempt to flee for area Barbatos 2, hoping to escape the temple via the river. However, The ranger Barbatos is either here or in area 13 a 50 a successful DC 16 Charisma Persuasion check can percent chance for either , accompanied by his hell convince them to remain with the characters for the du- hound companion, Sadie III.
See appendix B for his stat ration of the adventure, as long as they can access fresh block, and area 12 for more information. Bears Control Panel If the bears are freed, they scatter throughout the tem- The control panel is covered with dials, switches, and ple, attacking anyone they see before eventually making buttons—including a cloudy orange button recogniz- their way to area 1 and up the stairs.
If Barbatos is able as one of the missing components of the Infernal still in the room when the bears escape, they attack Machine. Removing this component deactivates the con- him first. Feeding the bears first pro- take 11 2d10 force damage.
The controls and the wires vides advantage on this check. Manipulating Time Treasure Having a mechanical guide spend 1 charge in this area Any search of the room finds two vials of thessaltoxin causes all the cage doors to rust with age and weaken, poison see appendix C , whose polymorph capabilities allowing the bears to break free. There is a 50 percent are being used to facilitate the experiments here. Main Laboratory North Depending on how they move through this area, the Amazing instruments of complex design fill characters might see into area 16 at the same time.
See this laboratory, all seemingly engaged in active that area for additional details. Facing the doorway is a wooden desk, its legs resembling four small dryads whose outstretched A massive L-shaped laboratory space is filled with hands are clasped together to support a desktop littered creatures strapped down to tables or chained to the with thick tomes, alchemical vessels, and a complex floor, all attended to by lizardfolk workers.
In this north control panel. See appendix B for his pair of locathah. If attacked, the shamans release the stat block. In truth, he will never part with them as long as they fuel his exper- iments, and he looks to subvert any deal by eventually feeding the characters to the thessalkraken in the sub- terranean lake. This will allow the captured gemsmith to complete the skull for Thessalar instead. Removing these missing com- mentioning the thessalkraken that dwells there.
If the homunculus is destroyed, the to a diminution effect and subsequently petrified. If the eidolon in the main temple area 25 must immediately characters have the ability to undo this state for all of use its Incorporeal Movement trait to enter the nearest them, the dryads are grateful to them.
They promise a available sacred statue, where it remains trapped. The one of the missing components of the Infernal Machine. The controls and the wires Barbatos in areas 12 or 13, and the ettin in area For example, using 1 charge might weaken, even as the owlbears age into undead versions, cause the pseudodragon to age into an undead pseu- break free, and attack until destroyed.
Each of the do-dracolich form, the miniature human to revert into a skeletal, rotted creatures uses the owlbear or two- miniature baby that wakes from stasis and starts crying, headed owlbear stat block with the following changes: and so forth.
See that area for additional details. Midden As the characters approach this area, a foul stench be- A massive L-shaped laboratory space is filled with gins to rise. When the door is opened, read: creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west The stench from the chamber beyond the door delivers a wing of the lab, two owlbears are chained to the floor, punch like an angered demigod.
The floor slopes toward connected by silver wires to a third creature that appears an open pit at its center, and is covered in a layer of to be a two-headed owlbear. More silver wire connects waste, blood, and viscera. The temple residents bring their refuse to this filthy chamber, including organic waste from the various labo- The experiment underway in this area involves creating ratories. Upon entering this area, a character must succeed on Creatures a DC 12 Constitution saving throw or become poisoned Four lizardfolk shamans work here as lab managers, for 1 hour.
Each character who moves across the floor overseeing the process by which two owlbears are must succeed on a DC 12 Dexterity check or fall prone fueling the creation of a new creature—a two-headed at the end of their move.
If the check fails by 5 or more, owlbear nicknamed Bear-Bear see appendix B for its the character slides 5 feet closer to the pit. If the lizardfolk shamans are attacked, they release the owlbears and the two-headed owlbear to Manipulating Time take on the characters, then flee to alert the rest of the Having a mechanical guide spend 1 charge in this area laboratory section of the temple areas 1 through The lizardfolk ignores the characters, the cruel experiments performed on them have pushed expecting that anyone hanging out in the midden must them all to the breaking point.
They ignore each other have some good reason to do so. Disposal Pit Elite Guard Barracks This open pit collects the waste thrown into the midden This damp chamber is filled with dry straw sleeping area 17 , where it feeds the otyugh that dwells in the palettes, and houses the guards responsible for the pro- pit. Creatures Manipulating Time Three lizardfolk renders are stationed here. They Having a mechanical guide spend 1 charge within 5 feet attack any intruders to subdue them, then drag them be- of the pit evolves the otyugh into a neo-otyugh, which fore Thessalar in area If the characters flee, the neo-otyugh begins to roam the tem- Manipulating Time ple, attacking all creatures as it looks to establish itself Having a mechanical guide spend 1 charge in this area as the new ruler of the site.
Sitting Room believing the thieves have just arrived. You determine where the guards might be encountered as a result. A fireplace along the Alchemical Lab west wall is carved to resemble a smaller version of the famed statue of Moloch in the main temple area This laboratory space is filled with worktables holding Treasure tubing, glassware, and all manner of alchemical With successful DC 14 Intelligence Investigation experiments. All the various experiments are connected checks made to search this area, the characters can by silver wires to a complex control panel.
A fireplace along the east dote. See appendix C for all these items. Manipulating Time Having a mechanical guide spend 1 charge in this area Treasure advances the experiments underway here, producing A successful DC 12 Intelligence Investigation check three identical vials of liquid. One is water, one is a po- made to search this area uncovers a key to the treasure tion of poison, and one is a potion chosen by you.
Body Tanks poison and his vulnerability to magic potions and salves that restore hit points. If the characters have met Thessalar already, they rec- ognize the bodies in the tank as the artificer. Adjust the Manipulating Time following read-aloud text accordingly: Having a mechanical guide spend 1 charge in this area causes Thessalar to return here from his private lab This chamber holds a half-dozen floor-to-ceiling glass area 15 and prepare to rest.
His homunculus remains in the lab to clean up experiments in progress, providing tanks, four of which are filled with a light-blue fluid in the characters with a window of opportunity to deal with which the body of an elderly male human is suspended. Three of the bodies appear lifeless and inert. The fourth looks toward you and mouths silent words.
Main Temple ing chemicals here, prepared by the spell of the same name and awaiting his use. Three clones are inert. The impressive the Infernal Machine, and mouths its demand to be set free. If freed, it claims to be the true Thessalar and that figure rises twenty-five feet high, nearly touching the the artificer in area 15 is an impostor.
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