Diablo II by To Hell & Back

Diablo II by To Hell & Back

Author:To Hell & Back
Format: epub


Random Encounters When the PCs enter a zone in Upper Kurast, roll 1d10. Ona 7 or higher, they have an encounter. Quests No Quests to resolve exist within this region, unless you place the Black Book in one of the two sub-regions random dungeons) under Upper Kurast. Each PC receives a story award of 3,000 XP when the Black Book is returned to Alkor at the Kurast Docks. Fixed Encounters 1. Bridge 1: The stone bridge leads back to the Kurast Bazaar. 2. Bridge 2: This grand stone bridge marks the beginning of the Kurast Causeway. Two wide flights of stairs offer passage to the region beyond. 4. Stairs Down: Upper Kurast has two stone stairways down into the first level of the Sewers. 5. Waypoint. 6. Stash: A lone stone marker in the middle of a green field between buildings is obviously a stash and thus a possible source of treasure. It’s a magical lightning trap, set to activate when the stash is touched or anyone attempts to open it. Discovering the trap requires a Search check (DC 15), and disabling it requires another check (DC 20). If the trap s activated, the person closest to the stash (and anyone standing directly cehind in a line 30 feet ong) must make a Reflex save (DC 20) or suffer 6d6 points of lightning damage. Those who save take half damage. 7. Stairs Up 1: Steps lead up to this stone building. n its center is an altar, which conceals the entrance to the Forgotten Temple. A Strength check DC 20) is necessary to force open the altar and reveal the way below. For details of the Forgotten Temple, see below. 8. Stairs Up 2: Steps ead up to this stone building. In its center is an altar, which conceals the entrance to the Forgotten 97 Reliquary. A Strength check (DC 20) is necessary to force open the altar and reveal the way below. For details of the Forgotten Reliquary, see below. The Forgotten Temple and the Forgotten Reliquary These small dungeons have no more than three or four separate chambers, but it’s likely that each is packed full of monsters ready to deal mortal blows to the PCs. The dungeons have stone floors and walls with occasional bits of writing. Rats and rats nest abound. Skull piles, baskets, caskets, and chests contain chances for treasure. Triangular doorways frequently mark the passage from corridor to chamber, and stone stands hold long torch sconces to provide light for villain and hero alike. Delicate old murals remain on some of the walls, evidence of brighter and better days. While each of the six small dungeon sub-regions (two in Upper Kurast and four more elsewhere) are essentially identical, only one contains the Black Book resting on a small stand. Also, only one (usually the Ruined Temple in the Kurast Bazaar, but you can change that) contains the villainous Battlemaid Sarina. You can



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