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der_kluge

Adventurer
Ilium said:
I like the kobold shadows. Cool. But the text says there are 3 and the stat block says there are 5. Which is it?

D'oh! My bad. I was originally thinking 3, but then it didn't make sense to have medium-sized shadows which were spawned from kobolds, so I dropped the shadow down to medium size, and felt justified to drop the CR to 2 (since the damage dropped to just 1d4 strength), and that meant I could bump up the number to five without having too great of an EL. Good catch. Thanks.

KB9JMQ said:
Just to let you know I am really looking forward to running this and can't wait till it is done.

Great! Hopefully It'll get finished one of these days. It's getting very close.


I'm working on an EL ~25 Red Dragon lair in my spare time (exceedingly spare) so I can have an excuse to use my Colossal Red Dragon. :)
 

Mark

CreativeMountainGames.com
der_kluge said:
Great! Hopefully It'll get finished one of these days. It's getting very close.


Excellent! Coming along nicely. You're almost done with difficult part one. Next comes editing, proofing, layout, second proofing, and marketing. Or as those of us who worked behind the scenes on the CD projects like to call them, difficult parts two, three, four, five, and six! ;)

Hang in there! :)
 

der_kluge

Adventurer
12. A Door to Nowhere (EL 6)

You move easily through the hallway and find that it opens up into a very large earthen chamber. The ceiling rises abruptly to about 20 feet tall. A large pool of water sits quietly still before you. Beyond that, the chamber continues on into inky darkness. The air here is still.

This chamber is empty save for a few small (harmless) rats scurrying about just out of the edge of the PC’s light source. The pool of water is actually a pool of corrosive acid. Anyone deliberately entering the pool takes 2d6 points of acid damage each round they remain init. Simply sticking a hand of finger into the pool incurs 1d4 points of damage each round. The pool radiates faint Transmutation magic. At the bottom of the pool is a curious gem – an acid emerald, which can be found with a Search DC of 26.

Acid Emerald
This magic emerald has the ability to convert water to acid at a rate of 16 ounces per day (1/8th of a gallon, or roughly half a liter). This process takes a full day. At the end of the day, treat the result as a vial of non-magical alchemical acid.
Faint transmutation; CL 5th; Craft Wondrous Item, make whole, creator must have 10 ranks in the Craft(Alchemy) skill; Price 2,000 gp.

Beyond the pool you see a ten to fifteen foot ledge which divides the room in half. The cavern continues on into the darkness on the upper level above the ledge.

PCs can climb the ledge with relative ease (Climb DC 10). The top of the ledge is relatively flat. All along the far eastern walls here the walls are covered in crude cave paintings. In the middle of the wall is a huge door, some 15 feet wide and 15 feet tall. This appears to be nothing more than a crude wooden double door with iron door handles.

The walls along the edge of the cave chamber are covered in various primitive cave paintings. While these beckon your attention, the main feature that catches your eye here is an enormous 15 foot wide by 15 foot tall wooden double door with iron handles.

In fact, the door is a huge mimic which has found its disguise to be quite effective. In fact, periodically the kobolds send “chosen ones” to the door (when they have numbers to spare) to see if they are successful opening the door. Thus far, none have returned. As such, near the edge of the wall lie numerous kobold and rat bones in small piles (Spot DC 15) at the base of the door. Particularly keen observers might also note a short sword and a dagger stuck to the frame of the door (Spot DC 20). Anyone coming within 15 feet of the door causes the mimic to spring to life and attack.

Advanced Mimic
Size/Type:
Huge Aberration (Shapechanger)
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 16 (-2 size, +8 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+24
Attack: Slam +15 melee (3d6+8)
Full Attack: 2 slams +15 melee (3d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +10, Ref +5, Will +8
Abilities: Str 27, Dex 10, Con 22, Int 10, Wis 13, Cha 10
Skills: Climb +15, Disguise +15, Listen +10, Spot +10
Feats: Alertness, Improved Natural Attack, Lightning Reflexes, Weapon Focus (slam)
Challenge Rating: 6
Alignment: neutral

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 21 Reflex save. A successful DC 21 Strength check is needed to pry it off.

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A mimic deals 3d6+8 points of damage with a successful grapple check.

Treasure In a small nook behind the mimic lies a pile of treasure – 8pp, 47gp, 84sp, and 112cp. Two bronze rings (5sp each), and a silver necklace (5gp). A +2 shortsword is stuck in the mimic’s frame, but can be freed easily if the creature is slain. The dagger stuck here is masterwork, but not magical.

Cave paintings

The walls here are covered in cave paintings. Within the images, you find crudely drawn animals, hunters wielding spears, scenes of nature, and other flora and fauna. The images cover almost the entire length of the twisty rock wall, probably over a hundred feet of it in all.

Spellcasters who study the picture for more than a brief moment will get a vague sense that something is not quite right. Indeeed, the magic is a gigantic spell, Permanent Image to be exact. Because of the bizarre nature of the writing, the DC to study the spell is 26 (instead of 21, as would be normal for a 6th level spell). Read Magic can read the spell normally, but the unconventional nature of it makes it harder to study. Successfully copying the spell (should a wizard choose to do so) does not remove it from the wall.

Contributor: Curtis “der_kluge” Bennett
 
Last edited:

der_kluge

Adventurer
Room 2. (slight revision)

At the bottom

Anyone who falls down the chasm will get trapped about 100 feet down in a tangle of thick spider webs. Here, a dozen small monstrous spiders make their home, and typically feast on a healthy diet of bats, and the occasional rat. But any victim entering their webs is fair game.

12 Small Monstrous Spider (EL 5)
Size/Type:
Small Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +4 melee (1d4-2 plus poison)
Full Attack: Bite +4 melee (1d4-2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attack: Poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 7, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Hide +11*, Jump -2*, Spot +4*
Feats: Weapon Finesse
Challenge Rating: ½

Poison (Ex): A small monstrous spider has a poisonous bite. The bite deals 1d3 points of strength damage (initial and secondary damage). The Fort save DC is 10.

Web (Ex): These spiders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to medium size. An entangled creature can escape with a successful Escape Artist check (DC 10) or burst it with a Strength check (DC 14). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

The bottom of the chasm (some 20 feet below the spider's webs) has some treasure scattered about. Lying about amidst some rubble and debris one will find quite a few bones (kobold, rat, bat, and other), 12gp, 5sp, 1 misshapen pearl (12gp), and an arcane scroll which contains the following spells: Crushing Despair, and Lesser Geas.

Dm's notes: If you're feeling adventurous, you could place an entrance into more caves here for even more adventure.
 


Ilium

First Post
Cool, because I think they're a really interesting idea. Let me know if you'd like a hand statting out one of the NPC kobolds.
 


der_kluge

Adventurer
Room #3 addendum

First From the Forest, Kobold Ftr3/Sor4/Dragon Disciple3 (green dragon)
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 3d10+4d4+3d12+3 (48 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 size, +3 Dex, +2 natural, +3 leather), touch 14, flat-footed 14
Base Attack/Grapple: +7/+4
Attack: Spear +9 melee (1d6+2/×3) or bite +8 (1d4+1) and claws +3 (1d3+1)
Full Attack: Spear +9 melee (1d6+2/×3) or bite +8 (1d4+1) and 2 claws +3 (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +8, Ref +6, Will +7
Abilities: Str 12, Dex 16, Con 10, Int 14, Wis 9, Cha 16
Skills: Bluff +9, Climb +4, Concentration +5, Craft (trapmaking) +4, Hide +7, Jump +4, Listen +2, Move Silently +5, Profession (miner) +1, Search +4, Spot +2, Knowledge (arcana) +8, Swim +4
Feats: (Alertness), Improved Initiative, Dodge, Mobility, Spell Focus (Necromancy), Greater Spell Focus (Necromancy)
Challenge Rating:
Alignment: Lawful evil
Spells Known: 6, 3/1
Spells Per Day: 6,6/5
Possessions: +1 Shortspear, +1 small leather armor

First From the Forest’s typical tactic is to cast spider climb if he is threatened into melee, and then to soften up his opponents with his blindness spells. He will attempt to put his kobold warriors between him and himself to buy himself some time. First From the Forest has a toad familiar.

Spells Known: 0 – acid splash, arcane mark, detect magic, detect poison, light, read magic; 1st – grease, ray of enfeeblement, true strike; 2nd – acid arrow, blindness/deafness, ghoul touch, fog cloud, spider climb

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

Breath Weapon (Su): First From the Forest can breath a cone of corrosive gas which extends out to 30 feet. The breath weapon deals 2d8 points of acid damage. The Reflex save DC is 13.
 

der_kluge

Adventurer
Dragon Speaker, Ade6
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 6d6+6 (27+ hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +3/-1
Attack: Spear +3 melee (1d6/×3)
Full Attack: Spear +3 melee (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 13
Skills: Concentration +7, Craft (trapmaking) +8, Profession (miner) +4, Heal +6, Knowledge (arcana) +6 , Knowledge (Dungeoneering) +6, Listen +4, Spellcraft +6, Spot +4
Feats: (Alertness), Great Fortitude, Improved Initiative, Leadership
Challenge Rating: 5
Alignment: Lawful evil
Spells Per Day: 3,3/2

Dragon Speaker has a weasel familiar.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
 

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