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Devil's Stair

By: Joaquín Menchaca



Presented in this page is the general statistics for the monsters found within the Devil's Stair Side Adventure. This is a good adventure for those adventurers needing to improve their levels.

The Storyline

About a one day trek sout-east of Verge, lies a famous druidic circle often frequented by many faithful of the Circle of the Raven. This place of worship has been recently cursed by an mysterious ancient evil that has re-awakened. A farmer's son, name Ludovic, somehow discovered a passage way when lightning struck and knocked one of the stones down. Ludovic discovered the stairway and journeyed downwards. He was never heard from again.

Afterwards, many sheep of the herdsmen were disappearing. Strange rumors of a black unicorn appearing near the druidic circle was often told. The villagers are wise to stay away from this area and move their cattle to other pastures.

If the player's do not investigate the Devil's Stair, as the villagers call it, the players's will be approached by members of the Circle of the Raven. The Circle will request assistance of the party to investigate this stair and destroy whatever evil may lie below.

Within the Devil's Stair is a dungeon untouched for untold thousands of years before the time when dinosaur's roamed Mystara. Within is an artifact named The Founding Stone that existed during the time when the fey ruled Mystara. This artifact uses an ancient forgotten powerful magic to summon nightmarish creatures.

Within the depths of the dungeons lies a cave (Room 38) that connects to the rest of the underworld. These caves connect to other places including the Shadow Elves' and the Dark Elves' areas within the underworld. Also, the caves connect to the dungeons under the Moathouse (Room 31 of Moathouse Dungeons).

Game Master's Notes

The module and dungeon's used for this adventure is based on a module called The Shattered Circle. The overall module content is actually pretty good, but the module references four different Monstrous Compendium Annuals, which were out of print at the release of the module. Some may argue that these are not needed, but some statistics, ecology notes, combat notes, may prove invaluable and necessary to the utilization of these monsters. Also players may demand photos of the opponent. None of this information is provided within the module context. Game Masters should be aware of this issue before purchasing the module.

Provided within this text is some alternative monsters presented that are within the spirit of the module and the artifact known as "the founding stone". Some of these monsters will be more of a challenge for the party. This is designed for players that take advantage of specialization, kits, speciality priests, proficiencies, and even psionics.

The Monsters

59 Hachioji's Lair

This monster is surprisingly enchanced with greater hide in shadows and move silently abilities. This makes it an ideal creature to perform ambush tactics against the players as the module describes.

Hachioji, male meazel: AC 8; MV 24 (boots of speed); HD 4; hp 25; THAC0 17 (13 from behind); Speed 3; #AT 2; Dmg 1d4/1d4 or strangulation (save vs death or die in 2 rounds); SA backstab; SD hide in shadows, move silently; SZ M (5' tall); ML Steady (12); XP 120

Thief's abilities: PP 45, OL 37, FRT 35, HS 70, MS 70, DN 15, CW 88

63 I Saw It On The Stairwell

This is the real description of a black unicorn. The module makes this creature significantly weaker. There are also no description, nor statistics for the centaur form.

Mizar (Black Unicorn form): AC 3; MV 24; HD 4+4; hp 29; THAC0 15; Speed 3; #AT 4; Dmg 1d6/1d6/1d4/1d12; SA charge for 3d12, cause light wounds three times a day; SD teleport once per day; SZ L; ML Fearless (20); XP 975

Mizar (Dark Centaur form): AC 3; MV 18; HD 4+4; hp 29; THAC0 15; Speed 3; #AT 4 or 2; Dmg 1d6/1d6/1d2/1d2 or bow 1d8; SD teleport once per day; SZ L (7' tall); ML Fearless (20); XP 975

70 Defended Territory

This area contains a custom monster described as a Deinoychus with froggy legs. This is suppose to be a pre-historic creature summoned by The Foundingstone. Howver perhaps a more primitive Bvanen's can be used. (page 18 of Monterous Compendium Annual 3).

Bvanen(4): AC 4; MV 6, Sw 12; HD 4+1; hp 25; THAC0 17; Speed 3; #AT 3; Dmg 1d3/1d3/2d4; SA secreted ooze; SD secreted ooze; SZ M(5' tall); ML Average(10); XP 420

The ooze of the bvanen reduces the damage taken by one point. This ooze is also used can be used to stick to enemies instead of inflicting damage. The inflicted body part (on d8: 1: head, 2-3: right arm, 4-5: left arm, 6-8: either leg) is unusable until a bend bars roll is made. A hit to the head to a foe of equal or smaller size means that the victim may suffocate as if drowning.

All summoned Bvanen have the following pscionic powers (note use this option if player's in the group possess psionics):

Summary: Dis 2/Sci 3/Dev 3; PS 10; PsPs 40; Att: EW, II, MT; Def: MB, MBk, TS
Player's Option: #AT1; MTHACO 16; MAC 4

Psychometabolism: Sciences: animal affinity; Devotions: displacement, flesh armor, immovability.

Telepathy: Sciencies: domination, mindlink; Devotions: attraction, contact (send thoughts), ego whip (sight link), id insinuation (inflict pain), mind thrust (synaptic static), phobia amplification.

75 Necromanfeion

Caullum, werespider (hybrid form): AC 0 (natural AC4, Dex, Cloak of Protection +1); MV 12, Web 9; Fighter 5; hp 45; THAC0 9 (ice razor) and 10 (web sword +1) or 14 (bite); Speed 1 (ice razor) and 2 (web sword+1) or 1 (bite); #AT 4; Dmg 1d8+9 (ice razor) and 1d8+8 (web sword +1) or bite 1d4+1; SA web traps, transformation, poison; SD regeneration; SZ M(5' takk); ML Steady (12); Str 16, Dex 17, Con 13, Int 15, Wis 10, Cha 5 (13 to chitines); XP 2000

Caullum, werespider (spider form): AC 1 (natural AC4, Dex); MV 12, Web 18; Fighter 5; hp 45; THAC0 14 (bite); Speed 4 (bite); #AT 1; Dmg 1-12; SA web traps, transformation, poison; SD regeneration; SZ L(8' diameter); ML Steady (12); Str 16, Dex 17, Con 13, Int 15, Wis 10, Cha 5 (13 to chitines); XP 2000

Notes Caullum regenerates 3 hit points per round due to the power of The Foundingstone. All weapons have been coated with the werespider's own poison (Type A: save vs. poison or take 15 points of damage within 15 minutes). The werespider spins webs at the rate of 1 foot per round. Victims caught in the webs require 1 round per point of their strength below 19. Caullum can prepare traps just like the chitinese were disguised webbing conceals spikes that inflict 1d6 points of damage.

Caullum was a reknown warrior and thus specializes in long sword. Additionally Caullum practiced Dual Weapon Style and is naturally ambidexterous like other chitines.

Caullum's culmative bonuses when using a sword +3 for THACO (hybrid form, specialization), +7 for damage (hybrid form, specialization, strength), and +2 for speed factor (Dex). Additionally the enchanted web swords grant a bonus +1 and the ice razor grants a bonus of +2.

In spider form, the bite of the werespider is more damage and the poison is more potent (Type F: save s. poison or die immediately). The bite also injects a lycantrophic eggs (30% chance). These eggs will be injected into the body and have a two week gesteration period, where the egg will hatch and release muti-genic cells into the blood stream which transform the victem into a werespider (1% per day).

Ice Ravor is a magical sword which appears as a sword completely made of ice. A nature roll of 20 causes a shard to break off in the wound causing additional damage. The damage will 1 point per round until the shard melts in 1d10 rounds. For every four levels the wielder posesses, the sword has a +1 point of damage. Additionally, all of the additional damage is inflicted in the wound, thus a 17th level wielder would have a +5 blade, and inflict 5 points of damage per round for 1d10 rounds should a shard fall into a wound.

 

References

The Shattered Circle by Bruce Cordell (TSR# 11325, ISBN# 0-7869-1325-8)
MONSTEROUS COMPENDIUM Annual Volume Two by Jon Pickens (TSR# 2158, ISBN# 0-7869-0199-3)