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Temple of Kolrak Mar
Temple of Kolrak Mar
This temple may have once been the place of not mindless trolls that just wander about.
worship for one of the gods of light as it is not They have patrols and watches. Keep in mind a
far from civilization. That; however, is no longer crested gutter troll ranges in intelligence from
the case. A tribe of Crested Gutter Trolls took it Low to Very with Buhrdur being Very intelligent.
over and have consecrated it to the Trollish god
Kolrak Mar. The stats for a crested gutter troll are as
follows:
The temple is located not far from civilization Climate/Terrain: Subterranean
and its presence has not gone unnoticed. The Frequency: Uncommon
local Lord sent troops to deal with the problem, Organization: Tribal
Activity Cycle: Night
thinking he was only dealing with one or two Diet: Carnivore
trolls at the most. When those troops did not Intelligence: Low to Very (5-12)
return he sent a larger number. One those did Treasure: M, N, Q (individual)
not return he sent even more. Luckily for those D, E, F (in lair)
troops their commander had battle experience. Alignment: Lawful Evil
No. Appearing: 20-200
Before entering the area he sent scouts ahead
Armor Class: 3 an up
who were able to determine they faced an Movement: 12
entire tribe of trolls; trolls in armor and Hit Dice: 7+7
brandishing weapons. THAC0: 13
No. of Attacks: 3
The commander exercised the better part of Damage/Attack: By weapon +3/6-9/6-13
Special Attacks: Berserk Fury
valor and tactfully withdrew to inform his lord
Special Defenses: Regeneration, Immune to Dsease
of the situation. Now the lord has decided he Magic Resistance: Nil
needs a hardy band of adventurers to go in and Size: L (10’ tall)
clear out the trolls. Truth be told, he will offer Morale: Elite (14)
the party a large sum of money but doubts they XP Value: 3,000
will survive to collect it. His plan is to use 5,000 leaders
adventurers to whittle the number of trolls
down, thus lowering his reward each time until
the trolls are killed or their numbers have been The temple is a good sized temple with an
sufficiently lowered for his own troops to attached graveyard and an underground
handle the problem. ossuary. The Trolls have employed guard beasts
as well. Buhrdur is attempting to summon an
He will enter into a standard contract with the avatar of Kolrak Mar to help in his plans for
party offered 10,000 gold shillings, a kingly
conquest
reward, and the right to keep whatever spoils
they find in the temple. In true keeping with his Random Encounters
alignment he will only tell the party they face
trolls not the type or that it is an entire tribe. The only random encounters that will happen in
this module is if the pCs run into a patrol of
DM Information
The Crested Gutter Trolls that have taken over Crested gutter Trolls. This happens on a 1 on
this temple belong to the X. They are led by 1d10. Roll on the below table for a patrol:
Buhrdur a 5th level cleric. He has two
lieutenants another 5th level cleric and a 4th Patrol 1 - Crested Gutter Troll: HP: 40, 46;
level one. There a total of 190 Crested Gutter THAC0: 13; AC: 3; ATT: 3; DMG
Trolls, not counting the leaders, in the temple. 2d4+3/1d4+2(+3)/1d8+2 (+3); Regenerate 3
They are organized and well armed. They are
Temple of Kolrak Mar
hp per round; 90’ infravision; cannot Crested Gutter Troll: HP: 40, 46; THAC0: 13;
regenerate fire or lightning damage AC: 3; ATT: 3; DMG 2d4+3/1d4+2(+3)/1d8+2
(+3); Regenerate 3 hp per round; 90’
Patrol 2 - Crested Gutter Troll (2): HP: 40, 46;
infravision; cannot regenerate fire or lightning
THAC0: 13; AC: 3; ATT: 3; DMG
damage
2d4+3/1d4+2(+3)/1d8+2 (+3); Regenerate 3
hp per round; 90’ infravision; cannot Treasure
regenerate fire or lightning damage
Troll 1- 4 gp, 2 pp, 1 gem (Banded
Patrol 3 - Crested Gutter Troll (5): HP: 40, 46, Agate (Ornamental), GP value: 10
41, 47, 41; THAC0: 13; AC: 3; ATT: 3; DMG
Troll 2 – 4 gp, 3 pp, 3gems (rock Crystal
2d4+3/1d4+2(+3)/1d8+2 (+3); Regenerate 3 (Semi-precious), GP value: 50, Banded Agate
hp per round; 90’ infravision; cannot (Ornamental), GP value: 10, Spinel (Precious), GP
regenerate fire or lightning damage value: 500
Patrol 4 - Crested Gutter Troll (3): HP: 40, 46, 2. “You have entered the main worship area,
31; THAC0: 13; AC: 3; ATT: 3; DMG the nave. Pews are arraigned in the center of
2d4+3/1d4+2(+3)/1d8+2 (+3); Regenerate 3 the room, there is a bench and small font
hp per round; 90’ infravision; cannot along the back wall. Murals that may have
regenerate fire or lightning damage depicted scenes that belonged to the former
clergy and their god have been defaced and
Temple replaced with images if a very large troll with
1. “You can see the entrance to the temple, gray mottled skin and a horrible visage. This
two solid wooden doors that are closed. On troll is performing different acts. Some are
either side of the doors stands a 10’ tall weirdly benign such as apparently blessing troll
creature. They wear crudely forged armor and warriors to horrible ones such as ripping the
carry huge wooden clubs with metal spikes intestines out of elves, dwarves and humans or
driven through the head to form a fearsome roasting Halflings on a spit.”
weapon. They appear to be alert.” The nave itself is huge forming a T with the
altar at the being on top of the T. Pews also fill
There are two crested gutter trolls guarding the
cross section of the T. Steps lead up to the altar
entrance to the temple. They take their mission
and there is a set of stairs leading down to the
seriously and will not be easily distracted. Each
right of the altar.
troll has a horn on their belt. If attacked one
will sound the horn while the other attacks. There are doors on the east and west wall when
They have already worked out who will attack you first come in and doors in the northern
and will sound the alarm based on the way they wall.”
are attacked. As stated these trolls are not
stupid. At any given time there will one of Buhrdur’s
acolytes in here at the altar and five crested
Temple of Kolrak Mar
gutter trolls. The worshippers, the crested 3. “This is the alter area for the temple. Behind
trolls, will be armed. the physical alter are three statues. These are
hideous statues of trolls. There are two chairs
Crested Gutter Troll Cleric 4th Level HP 34;
along the far west wall and stairs leading down
THAC0: 13; AC: 3; ATT: 3; DMG 2d4+3/
against the east wall. Past the chairs on the
1d4+2(+3)/1d8+2 (+3); Regenerate 3 hp per
west there is a fourth statue in an alcove on
round; 90’ infravision; cannot regenerate fire
the north end of the wall. This is another troll
or lightning damage
statue.”
Spells – 3/2
A religion proficiency check is needed to identify the
1st level – Command, Cause Light Woundsx2 statues. If the check is successful the PC knows the
statue in the center of the alter space is Kolrak Mar,
2nd level – Cause Moderate Wounds x2
the chief god of the trolls. A second check at -3 must
Crested Gutter Troll (5): HP: 41, 35, 44, 36, be made to identify the other statues. They are of
minor troll gods. On either side of Kolrak Mar are
34; THAC0: 13; AC: 3; ATT: 3; DMG 2d4+3/
Ghworg, the god of Kill on the right and Ghnomb,
1d4+2(+3)/1d8+2 (+3); Regenerate 3 hp per the god of Eat, on the left.
round; 90’ infravision; cannot regenerate fire
or lightning damage The final statue in the far alcove is that of Zoka, god
of mating.
Treasure: Troll 1 – 7 gp, 6 pp, ruby
4. “This appears to be a small storage area where
(Jewel), GP value: 5000
supplies for some ceremonies were kept. There are
Troll 2 – 7 gp, 3 pp, Zircon some barrels in here as well as rotting paper that
was probably some sort of pamphlets for the
(Semi-precious), GP value: 50, Zircon (Semi-
faithful.”
precious), GP value: 50 , smoky Quartz (Semi-
precious), GP value: 50 There is nothing in this room of interest,
Troll 3 – 5 gp, 3 pp, Spinel 5. “This is a large room with a square pool of water
(Precious), GP value: 500, Aquamarine in it. The water does not appear to be deep and you
(Precious), GP value: 500, Bloodstone (Semi- think you can see glints of shiny things at the
precious), GP value: 50, pinel (Precious), GP bottom. As you approach the pool the water begins
value: 100 to swirl and a snakelike creature rears its head.”
11J – Skeleton, nothing else 12 B. “There are holy symbols all around this sealed
crypt.” Locked inside this crypt is a Dark Guard. No
11K – 3,500 gp
one knows it. Not even the necromancer in room 19.
11L – Skeleton, Skeleton Lord: HP: 44; AC: 7, THAC0: If it gets loose it will be the most powerful creature
11; ATT: 2; DMG: War Flail 1d12/1d12; ALIGN: CE; in the area. The former priest of the temple
XP: 2,000 managed to lock the creature in here but was killed
before he could actually destroy it.
It only takes 1 point of damage from edged weapons
but full damage from blunt weapons Dark Guardian: HP:120; AC: -1; THAC0:5; ATT: 2;
DMG:2d6+6/2d6+6; regenerates 3 hp a round until
11M - Skeleton, nothing else killed then explodes for 1d6 pts of damage; XP
11,000
11N - Wight
12 C. “This sealed crypt contains a finely dressed
Lingering Wight: HP: 30, AC: 5; THAC0: 15; ATT 1; skeleton wearing the items of jewelry: Wrought
DMG: 1-4 or by weapon; Hit only by +1 or silver Platinum crown (1500 gp), Wrought silver and gold
weapons. ALIGN: LE; XP: 1,400 brooch (800 gp), Wrought silver and gold necklace
(400 gp), Wrought silver and gold pendant (900 gp)
Initial hit causes 1d4 points of damage and continue
to bleed causing an additional 1d4 points of damage 13. “This is a square opening of the hallway. There is
until the wound is bandaged or healed a broken stone door in the northwest part of the
wall and an opening in the southwest wall.”
11O - Skeleton, nothing else
There is a secret door that leads to the passage to
11P - Skeleton, nothing else the underground part of the cementary.
The Skeleton is armed with Visala Chakrams Anyone that leaps off into the hole, they are dead
and their body is lost. It cannot be climbed down as
it will keep going at least 300 feet.
Temple of Kolrak Mar
11E - Skeleton, nothing else 11R – Falling Ceiling Trap (save or die), 219 gp
11J – Skeleton, nothing else 12 B. “There are holy symbols all around this sealed
crypt.” Locked inside this crypt is a Dark Guard. No
11K – 3,500 gp
one knows it. Not even the necromancer in room 19.
11L – Skeleton, Skeleton Lord: HP: 44; AC: 7, THAC0: If it gets loose it will be the most powerful creature
11; ATT: 2; DMG: War Flail 1d12/1d12; ALIGN: CE; in the area. The former priest of the temple
XP: 2,000 managed to lock the creature in here but was killed
before he could actually destroy it.
It only takes 1 point of damage from edged weapons
but full damage from blunt weapons Dark Guardian: HP:120; AC: -1; THAC0:5; ATT: 2;
DMG:2d6+6/2d6+6; regenerates 3 hp a round until
11M - Skeleton, nothing else killed then explodes for 1d6 pts of damage; XP
11,000
11N - Wight
12 C. “This sealed crypt contains a finely dressed
Lingering Wight: HP: 30, AC: 5; THAC0: 15; ATT 1; skeleton wearing the items of jewelry: Wrought
DMG: 1-4 or by weapon; Hit only by +1 or silver Platinum crown (1500 gp), Wrought silver and gold
weapons. ALIGN: LE; XP: 1,400 brooch (800 gp), Wrought silver and gold necklace
(400 gp), Wrought silver and gold pendant (900 gp)
Initial hit causes 1d4 points of damage and continue
to bleed causing an additional 1d4 points of damage 13. “This is a square opening of the hallway. There is
until the wound is bandaged or healed a broken stone door in the northwest part of the
wall and an opening in the southwest wall.”
11O - Skeleton, nothing else
There is a secret door that leads to the passage to
11P - Skeleton, nothing else the underground part of the cementary.
If the party decides to open the sarcophagi they will Iron Troll: HP: 96; THAC0: 9; AC: -2; ATT: 3;
find a skeleton in each dressed in silks and jewels. DMG 7-11/7-11/9-19; CE; S: L (11’ tall)
The one on the east wall is a male with a large signet
Regenerate 3 hp per round; 90’ infravision; +3
ring on and the one on the west wall is a female with
or better weapon to hit; XP – 10,000
a diamond tiara. Looting this grave is an evil act,
subtract 1,000 xp from those that loot the tombs,
500 from those that do nothing to stop it, no penalty
or bonus that speak against it and 500 xp bonus to
nay that actively try to stop the looting.
Buhrdur
Crested Gutter Troll Priest of Kolrak Mar
AC: -4/-5 vs. missiles
HP: 63
THAC0: 12
# Att: 3
DMG: By weapon +3
Special Attacks: Spells as a 6th Level Cleric
Special Defense: Immune to disease, regenerate 3 hp
round, -4 hp per attack
Size: L (10’ tall)
XP: 5,000
Magic Items:
Valiant Ring of Health (+2 AC, +3 AC vs. Misslies; -1
hp of damage suffered per attack)
Holy Girdle of Absorption (+5 AC; -3 hp of damage
suffered per attack)