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Author Archives: theyoungking45

About theyoungking45

A gamer since High School, seeking to share a love of story telling and nit-picky game mechanics with a little help from improv theatre, video games, and historical obscura

2014 in review

The WordPress.com stats helper monkeys prepared a 2014 annual report for this blog.

Here’s an excerpt:

A San Francisco cable car holds 60 people. This blog was viewed about 2,400 times in 2014. If it were a cable car, it would take about 40 trips to carry that many people.

Click here to see the complete report.

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Posted by on January 3, 2015 in Uncategorized

 

Orc Campaign Companion for 5e

We very colloquially call it “The Orc Campaign.” I mention this from time to time – the most successful (and longest running) campaign I’ve ever DMed. It began as a one-shot to while away some summer boredom, and snowballed into my first stumbling attempt at a campaign that featured realm management and emphasized open (smallish) scale warfare and societal management. It wound up being the cornerstone achievement of my college-years gaming career.

Recently, one of my players from said campaign was kibitzing around Reddit (a worthwhile habit that I just never fell into) and noticed a request for information about running a similar kind of game. He asked if I had anything on hand I could send along to aid this DM. So I looked at my notes.

Grahhh!

Three separate editions and at least two hiatuses left my “Campaign Bible” a somewhat invoherent disarray. There was no way I could post that monstrosity on the internet. It was incomplete, unreadable to anyone but me (how do people write books for dead authors using their notes? Those must be a jumble of half-thoughts and suggested ideas! It’s madness!)

But if I could take the time to re-write it all…this time with an audience in mind instead of simply being a repository for my hastily assembled session notes – If I could re-write the campaign companion with advice on running the game and thoughts on how it should work behind the scene…then I might be on to something.

So I’ve decided to ever so slowly but surely start compiling an “Orc Campaign Companion” for use with 5th edition Dungeons and Dragons. I’ll be posting the bits and pieces (or whole chapters!) that I finish as articles here for comments and suggestions, to eventually bust out a more convenient and palatable PDF version. Potentially with new art and ideally some better formatting (yes, yes, I know, and iPad is not a replacement for a computer and doing PDF design in the Pages app makes me some kind of slack-jawed troglodyte). But between work, theatre, and running an active campaign it will be a slow process. Please bear with me – I think I uncovered some cool stuff in the seven some years of running this game on-and-off.

 
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Posted by on September 10, 2014 in Announcements, Editorial, Uncategorized

 

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Prisoners of the Seatower of Balduran

This encounter is intended for any number of players of any level using the  Dungeons & Dragons 5th Edition ruleset

Most gaming groups who run last year’s nostalgia inducing Murder in Baldur’s Gate will pick a faction and support their side throughout the adventure’s many and various short quests.

Of course, my group decides to get themselves thrown in prison as a ruse to earn the confidence of the crime faction in order to serve as a vice squad for the authorities. This is why it is hard to write RPG modules – how are you supposed to anticipate this madness?!

The result, ultimately, is that I accrued a few short encounters that you can throw into any prison scenario – whether you are in Baldur’s Gate or elsewhere in the multiverse. It’s not a full on encounter, but a string of “incidents” that can be used to spice up your game.

•An older prisoner is coughing and sputtering, but who isn’t in this damp and dreary place? A DC 15 Medicine check reveals that this prisoner has caught “the damp” and will die within a few days if not treated. Convincing the guards that he isn’t just faking the illness requires a DC 10 Persuasion check (with Advantage, if some medical jargon is applied to the entreaty). Once the prisoner is well and back in his cell, he will be grateful and reward the heroes in some way (handing them a spare shiv, warning of some impending plot against them, or cutting them in on a prison break, etc.)

•An upper level of the prison is home to the more affluent incarcerated. A nobleman named Rexus Bormul has become the defacto “lord” of the cellblock. Technically speaking he could walk right out of here (either legally or illegally) but prefers the immense power he has over the prison to the relative power he has outside it. From his poshly appointed cell he entertains guests and chats jovially with the guards and wardens, bribing them so thoroughly that they may as well be his henchmen. 

    Rexus calls the PCs up to his spacious cell block for wine, food and entertainment. After attempting to woo them, he requests their assistance in some matter – perhaps delivering a letter once they make it “outside,” breaking up an escape attempt, murdering a fellow inmate, or simply spying for him. It is up to you whether Rexus is a genuine ally, a scheming villain, a friend of an enemy, or an enemy of an enemy.

•A scrawny halfling inmate palms a valuable or contraband possession from one of his fellow convicts – one who has been threatening the tiny criminal. The thief plants this personal treasure on one of the PCs, hoping that in the ensuing scuffle, the party will be able to solve this problem for him.

•One select nights, a corrupt warden holds prisoner brawls in the late evening. He allows guards, and maybe even inmates to net on one another in bare-knuckle brawls (fought until unconscious). This is highly illegal, and no doubt he PCs will be pulled into the matches. They may be asked to take a fall in a fight, may curry favor with their keepers by winning fights and earning a particular guard a lot of money, or they might try and rat out the whole operation to the day warden.

     Perhaps the fights even take on a more sinister turn as knives, or even desperate wild dogs are pulled in off the streets to fight inmates for “entertainment.”

•A hero with a particularly valuable skill (a bard who performs, a crafter, a learned sage, etc.) is taken from the general population cell to a private chamber where a warden, or ranking guard asks their help in a special project. This might confer the party some boon, earn the ire of their fellow convicts, offer a chance for escape, or even present an opportunity for an advantageous romance.

•An odd, squirrelly inmate reveals that he was a mage the whole time, hiding his abilities for months (or even years!) in order to facilitate a riot or prison escape plan. The PCs might learn this ahead of time with an Arcana DC 15 check by finding impromptu spell notes carved amongst the hash marks that litter the wet stone walls.

•Being below sea level, this section of the prison has a small pond in the ruined part of the tower. Escape would be impossible through the sturdy iron grate, but small fish do manage to swim in and out. Inmates are welcome to try and catch their own meals by hand (eaten raw, or cooked by sympathetic guards), or this paltry place to while away the hours might be the scene of a struggle as one convict attempts to drown another. Or perhaps impromptu lock-picks can be crafted out of the bones of some unlucky fish?

•That dead rat has been there in the corner for weeks, and the guards refuse to remove it! In truth, the very slowly decaying corpse is serving as a dead-drop for the passing of notes; perhaps between prisoners, guards, or someone on the outside. Tiny notes are rolled up and slid into the varmint’s rotting maw. 

Map

       

Features of the Area

1. Stairs up

2. Guard Station

3. Storage

4. Double locked entry portcullis

5. West general population cell block (Barred walls and locked doors, includes simple cots and sewage holes for bodily waste) DEX DC 15 to Lockpick

6. East general population cell block (Barred walls and locked doors, includes simple cots and sewage holes for bodily waste) DEX DC 15 to Lockpick

7. Mess hall

8. Kitchen (Locked, guards only. Only dull knives present)

9. Underground pond (entry to the lake barred by an iron grille)

 
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Posted by on August 6, 2014 in Incidents, Playtested

 

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The Thing in The Pit

This encounter is intended for 3-5 characters of 2nd level and makes use of current playtest/5th Edition data as of July 6th 2014


This one is a quickie: a room I designed for a one-shot dungeon crawl that unfortunately got passed over. Some of the party will be forced to fend off the slapping appendages of an abhorrent otherworldly creature, while the rest of the team attempts to breach the entrance to the dungeon before the lot of them are crushed. Make certain to have a player character on hand who can pick locks – or else this encounter is far from being fair.

Map

                                

Features of the Area

    Terrain: Each large block of dungeon floor is 10 feet by 10 feet. Any 5 foot squares marked with a star are considered difficult terrain

   The Pit: This yawning chasm reaches far down into the Underdark, where a massive, amorphous beast from the Far Realm is trapped. The drop is 20 feet where tight cracks and crevices leech deeper into the ground. The elastic tentacles have wormed their way up through these openings. Because the uneven walls of the pit provide good handholds, no check is necessary to climb back up (the writhing tentacles may pose their own challenges, however)

   Treasures: The locations of the two treasure caches are indicated by gold sunbursts on the map (see “Rewards” below)

   Exit Door: This sturdy steel door is a half-foot thick and incredibly heavy. It is shut up tight by three identical locks. Passage to and through the door is blocked by a toppled over column (see below).

      •Each lock requires a DEX DC 10 check to open, and some appropriate lock-pick must be used (a set of Thief Tools would suffice, and Proficiency in such tools grants advantage as normal). 

   Broken Columns: One of these collapsed columns has fallen in front of the locked exit door. With the stone ruins blocking the way, it will be impossible to unlock the door.

      •The column is very heavy, and another party member will be needed to lift it, if not completely move it out of the way. A STR DC 10 check is sufficient to lift the column up, allowing access to the lock. This same character can keep the column elevated for several rounds without having to make another check, but must use their action on their turn to do so. A STR DC 15 check will allow the character to shove the column aside and out of the way for good.

Monsters

The otherworldly abomination is far too massive and durable to be killed by a few paltry, low-level heroes. Fortunately for them, the beast cannot drag its squamous bulk through the caverns below to reach them. Instead, it has extended several of its slimy, mouth-covered tentacles to probe for prey. Though each individual tentacle can be destroyed with some ease, more will take their place, and the creature itself will take little damage. Is the monster regenerating these tentacles, or does it just have a near inexhaustible number on its body? That’s a question bets left unanswered.

•x(# of PCs) Tentacles (40 EXP each)

__________________________________________

     Beast Tentacle (Medium Aberration – Limb)

AC 12 (Vulnerable: Slashing)

HP 8

   Available Actions:

Slam  (Within 15 feet of any part of the pit; one creature) +3 to hit (1d6+3 bludgeoning damage); automatic hit and +1d6 bludgeoning damage if target is already restrained

Trip  (Within 15 feet of any part of the pit; up to two creatures) DEX save DC 12 or target(s) are knocked prone

Ensnare (Within 15 feet of any part of the pit; one creature) +4 vs. STR or DEX (target’s choice); on hit target is restrained and may attempt the check again to escape as an action. A tentacle that has ensnared a target in this way may deal it 1d6+3 piercing damage as an action

   Traits:

•Each time a beast tentacle is destroyed, roll 1d4-1 (minimum of 1) – a new tentacle replaces it after that number of rounds has passed.

____________________________________________

Tactics

The tentacles have supernatural blindsight, and the best has enough intelligence to try and interrupt any character attempting to escape. Otherwise, they try to kill and eat every PC (like you do, when you are an amorphous beast)

Rewards

In the nook in the north part of the room, the skeleton of an unfortunate explorer (wounded by the beast and unable to escape) is crumpled against the wall. Amid the ragged ruin of bones and torn clothes are x1 Healing Potion, a silver ring worth 10 gp, and three raw, uncut gems worth a total of 100 gp

One of the water basins in the eastern section of the dungeon is home to the formation of some uncut precious stones. A STR DC 10 check (advantage if a dagger, prybar, or other tool is used) will free the gems, which can be sold for 50 gp

 

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D&D 5th Edition Release Update

Things are afoot for Dungeons and Dragons! So I wanted to pop in with a few editorial notes.

Though it may be a rolling release, 5th edition is, as of now, in the hands of the players! If you haven’t gotten a chance to take a look for yourself, the D&D 5th Basic Rules can be downloaded here.

In case you missed the details on Basic, the following sums it up: The most rudimentary rules necessary to run the game (Four most common races, classes, along with iconic class builds, monsters, key rules, etc.) are going to be released for FREE on Wizard’s website as a pdf called “D&D Basic.” At the moment this document only includes information for character creation, though by the end of the year it should be fleshed out with monsters and a slew of DM guidelines. This document will be enough for introducing new players to the game, though it won’t feature nearly the breadth of content that the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide will provide.

Going forward; for the sake of convenience, when I need to reference a page in “the rules,” my preference will be for the Basic document (since it is available to everyone). If I pull a monster or rule from the Monster Manual or other source, I’ll be sure to indicate it along with the page number.

Having looked the document over, I am very pleased with just about everything I have seen! The best changes from the playtest have been carried over, and further tweaks have pushed the game in a good direction (with some unexpected and very cool surprises among class abilities!) A lot of good work went into the playtest and I’m glad to see nearly everything survived.

          ____________________________________________________________________

Also! on the off chance that any readers might find it valuable to their own games, I’m linking to the Obsidian Portal page that will follow the game I’m currently running. I’ve found myself with a large chunk of time with few responsibilities, so I’m attempting to hammer through the entirety of Murder in Baldur’s Gate. The PC game of the (almost) same name is one of my top ten video games of all time, so a tabletop expedition to my favorite part of the Sword Coast (or ANY coast for that matter) was an easy sell. Combined with the adventure’s casual structure and concise sequences, I’m looking forward to running a campaign that might be able to go from start to finish in a reasonable time span while staying satisfying to the players. But we’ll see. Plans and contact with the enemy and all…

       

 
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Posted by on July 6, 2014 in Editorial

 

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In Defense of the Refugees (AKA: “Save the Ladies!”)

This encounter is intended for five PCs of 3rd or 6th level using the most recent D&D 5th Edition statistics as of July 2

I was really fond of the Lord of the Rings console games that popped up in the mid 00’s. I mean sure, these weren’t the best beat-um-ups on the market, but they hit home by leveraging a franchise that I was obsessed with at the time. Given that one of my earliest memories is of playing Golden Axe with my father while propped up on a stool in front of an arcade cabinet – loving a co-op beat-um-up is never hard for me to do. 

A particular gem from those games was the “Minas Tirith Courtyard” level. In essence, it was a siege scenario in which you had to hold off endless hordes of increasingly difficult opponents, while making way for a flood of civilians to escape. The level ended once two-hundred villagers (all women, as I recall. Hence why this level became “save the ladies!” In common parlance) escaped to the safety of an inner wall. It was a grueling task, and a perfect complement for the scenes of devastation and warfare it was meant to invoke.

This encounter attempts to capture the feel of that scenario with a satisfying set-piece battle.

Setup

The PCs have agreed to help defend a community (castle, city, fortress, whatever is appropriate) from an invading army. While regular troops man the walls, the party is overseeing an evacuation. Civilian refugees may be fleeing the city out of a postern gate, falling back to an inner defensive ring, or breaking for the harbor to board boats that will take them out of the conflict. Regardless of the particulars, citizens have no choice but to rush through a warzone to reach safety. When the scenario begins, enemies have breached the defenses and the PCs will need to earn their keep covering the refugee’s flight.

At your discretion, some of the soldiers defending the walls may come down to lend the PCs a hand. Assign no more than one soldier per player, and bump the number of monsters in each wave up by one to compensate.

The party will face endless waves of opponents in this encounter. Their goal is to hold out until all refugees have made it through the exit gate in the southern corner of the map, before themselves pulling back to safety. Depending on the difficulty you intend, the number of total civilians can be adjusted up or down. As an alternate way of working the scenario, the parties goal might be to stand their ground until a prescribed number of refugees makes it through the gate (in this case, consider deducting the EXP value of slain refugees from the party’s total EXP).

   •Each round, 1d4 refugees arrives at the eastern edge of the map (Labelled “Refugee Entry” with eligible squares shaded in blue).

  •Every refugee that successfully escapes through the gate grants its EXP value to the party in the same way a defeated enemy would.

  •Number of refugees: Easy – 10; Moderate – 20; Difficult – 30

Map


When monsters enter the battle, roll 1d4: that monsters arrives in the corresponding entry point on the map (Labelled “Monster Entry”) and takes its turn. Monsters that arrive through entrance 4 will almost always make for the exit gate to cut off any refugees that get past their brethren.

Features of the Area

    Rubble: Walls broken by siege equipment, burning wagons, overturned market stalls, or even piles of corpses. Areas of rubble require 10 feet of movement to pass through.

     Barricade: These stacked barrells, crates, and debris grant half cover.

    Tower: This watchtower is positioned to overlook a great deal of the courtyard. The room is 25 feet up and features an arrow slit that grants Superior Cover, but does not allow the shooter to see anything east of the fountain. The advantage of being able to snipe from the safety of the tower are obvious, but not being on the ground to draw enemies away from the fleeing refugees is a serious disadvantage.

    Porch: This adjoined patio area has a sturdy stone railing all around it that can grant half cover if someone inside crouches. Leaping over the railing is easy enough to do, but requires 10 feet of movement.

    Fountain: The fountain in the middle of this battlefield grants half cover, or full cover if the attacker is on the other side of the large statue in the middle. Enterprising or vicious PCs will find it deep enough to drown orcs in.

   Stone Structures: The low stone buildings might compirse homes, gatehouses, customs offices, or storage. Though their slate roves aren’t especially steep, a 15 foot climb is still required to get to the top, where a PC could enjoy an elevated vantage point. Some of these building have missing walls, destroyed by siege weaponry, creating a path for the city’s invaders to stream into the courtyard.

Monsters

   —Level 3 encounter: One wave every other round

 Wave 1: 10 Goblins (Pg. 49)

Wave 2: 10 Hobgoblins (Pg. 55)

Wave 3: 1 Hobgoblin Leader (Pg. 55), 2 Hobgoblins

Wave 4: 1 Ogre (Pg. 69)

Continuous Waves: 1d4+1 Hobgoblins

—Level 6 encounter: One wave every other round

Wave 1: 10 Orcs (Pg. 70)

Wave 2: 7 Oorogs (Pg. 71)

Wave 3: 1 Orc Leader (Pg. 70), 2 Oorogs

Wave 4: 1 Hill Giant (Pg. 46)

Continuous Waves: 1d4+1 Oorogs


Allies

For the civilian refugees, use the stats for:  Human Commoner (Pg. 57) [And for the record, the civilians comprise both men, women, and children, not just ladies! All the same, don’t NOT save the ladies – that isn’t very feminist either.]

•For allied soldiers (if you choose to provide them), use the stats for:  Human Warrior (Pg. 58 – Replace armor with “Ringmail” and bump AC to 14)

Enemy/Ally Tactics

The attackers (be they orc or hobgoblin) are in the thick of city fighting now, and much of their discipline is fading in the chaos of battle. Use the following guidelines in determining an enemy’s targeting priorities:

1. If a PC is within 10 feet of an enemy, it will attempt to attack the PC

2. Enemies will otherwise attack the nearest opponent, whether they are a civilian, soldier, or PC

3. Enemies will switch targets to the last target that attacked them, thus allowing your players to “pull” the horde off of a civilian

4. Enemies who come out of entrance 4 will make for the exit gate, to block the passage of those fleeing

Though based on a video game, the best part of tabletop RPGs is their infinite mutability. These rules of engagement make for an interesting tactical encounter, but as always, use your judgement. Smart players will find ways to draw enemies away from the fleeing refugees. And likewise, a moment of dramatic ramping-up in which a foe purposefully ignores the players to slay the defenseless civilians might be just what the story needs.

Similarly you can follow a set of guidelines for the behavior of the fleeing refugees:

1. A refugee will always avoid provoking attacks of opportunity when possible (unless ordered by a PC)

2. Refugees always attempt to move toward the exit gate at best possible speed, allaying this only for reasons of safety

3. If within reach of an opponent, a refugee will use the Disengage action

4. If in reach of an opponent and unable to move closer to the gate, a refugee will use the Dodge action

5. Refugees consider PCs and soldier allies and can move through their space unhindered

If you opt to provide the players with back-up in the form of additional soldiers, consider letting the PCs give orders to the troops. They are in control of where the soldiers move to and how they form up, and can even order them to attack particular targets. If you wish to make this more complicated, perhaps an Easy Charisma roll is needed to clearly explain orders over the din and confusion of battle. In this case, PCs might only be able to give vague directions (“Stand left of the gate” or “form up on my right”) rather than letting the players choose which precise square for each soldier to stand in (the more tactical option).

 

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Sanctum of the Fiend of Possession

This encounter is intended for four 3rd level characters

     Concluding this series of encounters based on my old defunct Neverwinter game is the ultimate boss fight. Since the goal of the dungeon was investigating a cult’s plot to possess citizens with the spirits of evil outsiders, I figured the most fitting final encounter would be with a creature that is eager to possess the PCs. Originally, I paired this fight with a language substitution puzzle that could be uncovered using a series of scattered notes (your favorite “tell the story with journal entries” gimmick, from System/BioShock games). The recovered notes would reveal a key to the puzzle, allowing players to translate a magical glyph system that they would then apply to scribing a summoning circle in order to bind the Devil they were fighting. My notes were incomplete and relied on some specific circumstances so I eschewed them for the sake of this write-up.

     As before, I make references to people, places, and organizations in Neverwinter; swap these out for entities from your own campaign world where necessary.

Story Background

     Understanding the circumstances of this encounter requires a little setup. Any of these plot elements can be reworked or discarded as need be, but for brevity’s sake I’ll transcribe the situation as it was planned in my game. Beneath the House of Knowledge were a series of crypts and archives that housed ancient books, scrolls, records, manuscripts and relics. Alongside these were the bodies of priests and acolytes who served the temple in life – now comfortably resting between stacks of books in death.

     Loremaster Atlavast; the last Oghman priest to have survived the cataclysm makes his home in these crumbling archives, navigating through the sewers beneath the city when he needs to make trips above-ground. Eccentric, jealous, and more than a little snooty, Atlavast kept to himself, seeking only to preserve the knowledge that survived disaster beneath the temple’s crumbling façade. 

     But ever paranoid, Atlavast was quickly made aware of the Ashmadai cult’s infiltration into the refugees living in the temple above. He began a one-man guerrilla campaign against the cultists; using old spells and traps of his own devising to discourage them from exploring the lower levels of the House of Knowledge. He began to research devils and their other fiendish kin in order to better combat his enemy…and this was his undoing.

     In a moment of uncharacteristic boldness he read from a tome in the “Dangerous Books” wing of the archives. Lurking in the pages was a spectral possession devil named Xamzael that was freed from its prison between the covers when Atlavast read from a forbidden passage. The creature immediately possessed the priest but was denied access to the surface due to ancient wards placed on the the door to the archives, trapping it there. 

     Vaguely aware of the Ashmadai thanks to its limited ability to read Atlavast’s thoughts, the devil uses its host to find a means of escaping, and has even constructed a summoning circle to call more of its brethren into the mortal plane to help. Were it to escape, the devil would happily join the Ashmadai forces in conquering the city…with the expectation of becoming Neverwinter’s new infernal king, of course.

Tactics

Much of the flow of this fight is dictated by this devil’s particular qualities, so read its stat-block carefully and get a feel for how it orchestrates the battle. Xamzael will do its best to avoid direct confrontation with the PCs at all costs. It’s first action is to attempt to possess the nearest and hardiest available target; using the host as both weapon and human shield.

The fiend begins combat with a random devil arleady summoned, and Invisibility cast on itself if it is aware of the PCs incursion. Xamzael will prioritize summoning more help when his follwers are killed. He can use the summoning circle even while possessing a foe. 

Summoning Chart


Map


Features of the Area

  Illumination: Between the menacing red glow of the summoning circle and the flickering candles positioned about the room, the chamber is filled with dim light.

  Book Stacks: Each wall (Including those around the square columns in the center of the room) is covered in rickety shelves containing moldy old tomes. Some are ancient and forgotten spellbooks, some merely treatises on the magical arts, still others tertiarily related to the craft of wizards (such as accounts of a city’s “Mage Laws” or ledgers of the names of individuals burned for “witchcraft”).

There are eight and a half foot tall, free-standing bookshelves as well. A Moderate STR (Athletics) check could be used to topple the case over, dealing 1d6 bludgeoning damage and potentially trapping a target if they are not strong enough to remove the fallen shelf.

  Tables and Chairs: Worn out tables and chairs occupy the north side of the room. Once these were used for scholars studying the potentially dangerous tomes around them. Age has worn the furniture down, and the surfaces are caked with cobwebs and dust.

  Summoning Circle: This circle is a weak gateway to the outer planes. Xamzael has been using it to call forth lesser fiends to do his bidding. He need only spend an action to loudly incant in a foul language while adjacent to the circle in order to call forth a random devil (see the chart above). Once the circle has been used it will require an indeterminate time to recharge. 

Roll 1d6: on a 5-6 another devil is poised, ready to pass through into the material plane. This will be apparent to the PCs: the creature’s growls can be heard through the veil between worlds and the glyphs of the summoning circle itself glow with a pulsing red light.

Any spellcaster who expends a 3rd level spell slot and succeeds on a Hard Intelligence (Arcana) roll can disable the circle, closing the portal for good.At your discretion, appropriate spells like Protection From Evil might also close or disrupt the circle as appropriate. 

Monsters

Imp (pg. 26)

Lemure (pg. 27)

Spinagon (pg. 29)

x1 Possession Fiend/Xamzael (See below)

Rewards

Originally, the destruction of Xamzael was required to free Loremaster Atlavast, and the reward for this harrowing battle was acquiring a new ally. The needs of your campaign will dictate an appropriate compensation: the room is filled with scrolls, old spellbooks, and rarities. New spells, a tome sought after as part of a quest, treasure maps, or even some secreted away relic would all be suitable. 

New Monster

                                           


 

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