Temple of 1000 Swords
- Based on the original adventure by Brad Kerr
- Published by Swordlords Publishing
- Conversion by Joshua Skootsky
General Notes
- Swords are d6
Drukk
4 HP, 1 Armor, 12 STR, 11 DEX, 8 WIL, sword (d6)
- Will make deafing war cry if 5+ drukks present, deafens for d6 minutes all within 50’ of drukk
Drukk Leader
8 HP, 2 Armor, 14 STR, 12 DEX, 11 WIL, sword (d6+d6)
Merfolk
4 HP, 1 Armor, 11 STR, 14 DEX, 12 WIL, sword (d6)
Merfolk Leader
8 HP, 2 Armor, 14 STR, 12 DEX, 11 WIL, sword (d6+d6)
Lydia, the Merfolk Queen
8 HP, 2 Armor, 14 STR, 16 DEX, 14 WIL, enchanted sword (d8 + d6)
- Urchin Lock: DEX save or take 3d6 STR damage
Giant Octopus with a Sword
10 HP, 2 Armor, 15 STR, 12 DEX, 8 WIL, sword (d6), tentacles (d4, ×7)
- Tentacles: On hit, grab and constrict (automatic d4 damage per round)
- Can emit ink cloud and escape at triple speed
- Tentacles can be severed with 6+ damage from slashing weapons
Sand-Persons
9 HP, 1 Armor, 13 STR, 12 DEX, 8 WIL, sword (d6 + d6)
Fetal Drukk Horror
12 HP, 1 Armor, 15 STR, 11 DEX, 14 WIL, bite (d8)
- Monstrous unborn drukk that dies within one minute of hatching
- Born knowing only rage and psychic violence
- Attacks anything it can sense, including other drukks
- Primal Scream: All within 50’ must save WIL or take d8 damage
- Psychic Assault: Target must save WIL or act randomly for d4 rounds (roll d6):
- Attack nearest creature
- Stand still babbling
- Walk in random direction
- Attack self (d4 damage)
- Follow any command given
- Act normally
- Critical Damage: Psychic feedback forces all nearby to save WIL or suffer effect of Psychic Assault (roll a d6)
Remy LeFou
12 HP, 2 Armor, 15 STR, 15 DEX, 16 WIL, bite (d8)
- Critical Damage: Drains blood, healing self for damage dealt
Wight (Hierophant)
8 HP, 2 Armor, 14 STR, 12 DEX, 15 WIL, cursed touch (d8)
- Energy Drain: Target saves WIL or permanently lose 1d4 STR
- Critical Damage: Ages target visibly
Ghost of the Weeping Empress
12 HP, 3 Armor, 14 STR, 15 DEX, 16 WIL, numbing tears (d8, save against sleep)
- The Haunt: All who see her must save STR or become pinned to ground, immobilized by weapon weight. Each sword carried makes the save harder, (reducing the STR by 1 for each sword carried). Character may voluntarily abandon their weapon to move freely.
Sword/Person Hybrids
8 HP, 3 Armor, 14 STR, 8 DEX, 6 WIL, sword-parts (d6)
- Former sword enthusiasts who fused with their weapons
- Constantly begging for death due to endless pain
- Absorb Metal: Non-magical metal weapons may become stuck on hit (WIL save)
- Critical Damage: Permanently absorbs target’s metal weapon
- Found in the Tower (T16)
Sword/Fish
6 HP, 1 Armor, 12 STR, 14 DEX, 6 WIL, sword-beak (d6)
- Pack Tactics: One grabs while others attack
- Critical Damage: Target impaled by sword-beak and dragged underwater. Loses 1d4 STR per round until freed (requires STR save from self or savior)
Random Encounters
Drukk
4 HP, 1 Armor, 12 STR, 11 DEX, 8 WIL, sword (d6)
- Will make deafing war cry if 5+ drukks present, deafens for d6 minutes all within 50’ of drukk
Iron Mongrel
8 HP, 3 Armor, 16 STR, 8 DEX, 6 WIL, metal claws (d8)
- Critical Damage: Tears off target’s armor or shield
Merfolk
4 HP, 1 Armor, 11 STR, 14 DEX, 12 WIL, sword (d6)
Sword-Filled Gelatinous Cube
8 HP, 1 Armor, 15 STR, 6 DEX, 3 WIL, devouring touch (d8) or sword-filled slam (d6)
- Immune to cold and lightning damage
- Critical Damage: Target is engulfed, taking d6 STR damage per round from both digestion and sword wounds
- When destroyed, spills 100 swords across the area (walking through requires STR save or take d4 damage)