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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4766646" data-attributes="member: 386"><p><strong>Fallcrest Dungeon 1: The Moonstone Sepulchre</strong></p><p></p><p>Before I can really get into the rumours I need to start building dungeons! They need something to talk about, right? I'm going to start in Fallcrest where they're low-level.</p><p></p><p>This one isn't much of a dungeon but it might prove interesting, especially if Fallcrest is taken over.</p><p></p><p><strong>The Moonstone Sepulchre</strong></p><p></p><p>1. Lobbey</p><p>A set of spiral stairs descends to a small (20x10) lobbey. Two broken statues, one male, one female, flank an archway filled with a shimmering curtain of darkness. Runes are carved into the stone archway. The stonework here, obviously good dwarven construction, looks as though it had been defaced and then repaired.</p><p></p><p>DM's Notes: The statues are of the Lady (and great hero) Aranda Markelhay and her husband, and PCs will know this information if they can pass a DC 17 History check. They have been restored as much as possible after the Bloodspear orcs defaced them. The female statue bears a striking resemblance to the Lady Allende Markelhay.</p><p></p><p>The runes on the archway are written in Supernal; anyone fluent in that language can read them. The runes Protection, Abberant, Elemental, Fey, Immortal, Natural, Shadow, Less, <unknown rune; it is the True Name of the Markelhays>, Blood, Inflict, Death, Blind, and Weakness. (The runes may also be read with a DC 21 Arcana check.) It is a level 10 Magic Circle that wards against all except those with Markelhay blood. Characters who wish to defeat the ward may attempt a level 10 skill challenge, but each failure will inflict blindness and debilitating weakness (conditions last until the next extended rest) in addition to destructive magical energies (lose 2 healing surges). </p><p></p><p>Only someone with Markelhay blood may pass through; the Lord Warden may not, as he married into the family. If someone stands in the archway, the portal will remain open - and it will likewise do so if one places Markelhay blood in the archway!</p><p></p><p>A secret trap door in the floor (Perception DC 19) opens up to reveal a staircase leading down to the postern (area 7.).</p><p></p><p></p><p>2. Foyer/Pool</p><p>This 30x30 foot room is dominated by a pool of clear water, smelling faintly sweet, and a pair of large bronze-plated double doors at its northern end. 3 benches surround the pool. The double doors have been finely carved and depict a beautiful woman and her husband along with three children standing before a waterfall. A corridor running east-west cuts through the room.</p><p></p><p>[editor's notes: there should be a clue in the art on the door. I don't yet have anything to leave a clue for though!]</p><p></p><p>DM's Notes: Anyone who drinks from the pool feels instantly refreshed (can make an Endurance check with no penalty for failure against any disease or similar condition). In addition, the drinker gains a +1 bonus to hit rolls against dragons and their kin (dragon type) until their next extended rest. If a dragonborn drinks this water, he instantly loses a healing surge. The water loses its potency if taken from this room.</p><p>The figures on the double doors are of Lady Allende Markelhay and her family; PCs know this information with a DC 15 History check.</p><p></p><p></p><p>3. Crypts</p><p>The resting places of 7 generations of the Markelhay clan. There are many bodies laid to rest here. The most recent one is Lady Allende's father. The remains lie in coffins placed in niches along the walls, and all the stonework here is of the highest quality.</p><p></p><p>These crypts lie along the corridor running east-west from the foyer.</p><p></p><p>DM's Notes: If disturbed, a haunting voice is heard: "You who would disturb our rest, beware, for we shall disturb yours." If the action is continued, a curse is brought into effect. Make an attack; +13 vs. Will; lose 1 healing surge from psychic damage and gain Markelhay's Curse (see below). This curse does not affect those of Markelhay blood. It is possible to avoid the curse; I leave the solution up to the players.</p><p></p><p>Treasure: Looting the dead, one can recover the following 250gp art objects: ivory statue of Sehanine, a silver-plated longsword, a gold bracelet with the inscription "to my daughter Ardayna on her 16th birthday", a silver necklace, a silk robe, and the following 1500gp art object: a gold statuette of Aranda Markelhay. All these items are obviously related to the Markelhays and will need to be fenced in the Nentir Vale.</p><p></p><p><strong><span style="color: green">Markelhay's Curse Level 10 Disease (curse) Wisdom stable DC 22, improve 26</span></strong></p><p>[code]</p><p>The target < Initial Effect: <> The character regains only > Final State: </p><p>is cured The target recovers only 1/2 one Daily power per extended The character gains no</p><p> of his healing surges during rest. benefit from an extended</p><p> each extended rest. rest.</p><p>Special: Heal may not be used to treat this disease. </p><p>Substitute Religion instead, and even then only </p><p>Unaligned (at best) methods will work. </p><p>If rites of Tiamat are used, add a +2 bonus to </p><p>the Religion check.[/code]</p><p></p><p>4. Major Tombs (Encounter Level 11, XP 3150)</p><p>These tombs are valuted chambers (20x20) holding the first-born and immediate family of 7 generations of the Markelhays. The first-born of each family - (almost) always a woman - rests in a sarcophagus on a raised dias and the others rest in coffins in niches along the walls. One tomb is completely empty. Another has a place for "Lord Tarfon Markelhay, beloved of Lady Tinda" in the first-born's sarcophagus, but no body rests here.</p><p>These major tombs are connected to the tomb of Aranda Markelhay by sturdy iron doors.</p><p></p><p>DM's Notes: If disturbed, the Markelhay's curse is brought into effect (see 3. above), and protective spirits will appears to defend the dead. A Banshee (Wailing Ghost) appears in area 5. and in each tomb a Trap Haunt will appear, Trapbound to all squares in areas 4. and 5. They will attack until the tombrobbers have left the sepulchre. As in the crypts, those of Markelhay blood are not subject to this effect, and smart (and greedy!) players may come up with a solution.</p><p></p><p>Treasure: Each tomb holds a different treasure. Once these tombs held magic weapons, armour, and other items useful in battle; they were taken and lost during the Bloodspear War. If any are returned to their proper resting place, grant the PCs a Minor Quest reward (level 10) and the following boon: a holy symbol of good fortune +3, not keyed to any god.</p><p>a) A gold ring with a 100gp gem - an engagement ring (170gp).</p><p>b) A watchful ruby eye in the eye socket of a long-dead Markelhay mage.</p><p>c) A chime of awakening hanging over the first-born's coffin.</p><p>d) A lamp of discerning providing illumination to the room.</p><p>e) A silver-plated sword, still grasped by dead hands (290gp).</p><p>f) A crown studded with gems resting on the skull of a dead lord (1300gp).</p><p>g) Cloth of gold vestments dedicated to Sehanine.</p><p></p><p>5. Tomb of Lady Aranda Markelhay </p><p>The double doors from the foyer open into a large (50x100) vaulted tomb. Pillars line the walls and support the weight of the stone above. A beautiful stained-glass window, backlit with a radiant glow, dominates the north wall (15x15); it depicts a beautiful woman in plate armour doing battle with a white dragon. Her sword is pure white and shines brightly. A marble sarcophagus, the top of which is carved into a likeness of the woman depicted in the window, sits on a raised dais. The floor and walls are polished marble and reflect the scene. Four sturdy iron doors lie in the east and west walls. The air in here is cool but refreshing.</p><p></p><p>DM's Notes: This is the final resting place of Lady Aranda Markelhay and her immediate family. Each square of the window radiates a powerful aura to a distance of 5 squares. Any undead or dragon creature that enters or starts their turn in the area of effect takes 10 radiant damage. All creatures save undead or dragons gain a +2 bonus to all defenses and good-aligned immortal creatures gain regeneration 5 (does not work if they take necrotic damage). This effect can be ended if the window is destroyed (AC 5, Fort 2, HP 30).</p><p></p><p>A secret door (Perception DC 25) is recessed into the north-west corner of the room. It leads to the vault (area 6.).</p><p></p><p>Treasure: Lady Aranda Markelhay passed down her arms and armour, including the sword Moonblade, to her heirs. All have been lost in the Bloodspear Wars. If her armour or shield is returned to her tomb, grant the PCs a minor quest reward (level 10); if the Moonblade is returned, grant them a major quest reward (level 10) and they hear a voice: "You have proven yourselves worthy of my legacy. You are now of my own blood. Take my blade and use it to do good." The PCs are now considered to be heirs to Aranda Markelhay.</p><p></p><p>6. Vault (XP 1500)</p><p>Through the secret door is a small (10x10) area which leads to a thick (5') steel door. Beyond this door is the Markelhay vault. This is a fair-sized room (20x20) with mostly-empty shelves. There are a bags, bins, and chests strewn about the room, as well as wickedly-barbed spear leaning against one wall. </p><p></p><p>DM's Notes: This room is trapped. Only Lady Allende Markelhay and her immediate family know how to bypass the traps. When the door to the vault opens, the secret door slams shut. Make an attack against any characters in its space: +13 vs. Ref; 3d8+5 damage, and the target is pushed 1. The secret door cannot be opened while the vault door is opened (DC 28).</p><p></p><p>1 Electrified Floor Trap</p><p>1 Force Blast Trap (Elite level 10 Blaster trap)</p><p>Trap: This trap is a small orb on the far side of the room. It emits a thundering blast of energy.</p><p>Perception</p><p>DC 21: The character locates the orb.</p><p>Additional Skills: Arcana</p><p>DC 25: The character realizes that getting close to the orb will provoke a powerful blast.</p><p>DC 21: The character's knowledge provides a +2 bonus to Thievery checks to disable the trap.</p><p>Trigger</p><p>The trap rolls initative when a creature enters the vault or begins its turn in the vault.</p><p>Attack</p><p>Standard Action Ranged 6</p><p>Target: One creature</p><p>Attack: +15 vs. Fortitude</p><p>Hit: 3d6+5 thunder damage and the target is pushed 1 square.</p><p>Miss: Half damage.</p><p></p><p>Immediate Reaction Close Blast 5</p><p>Trigger: When a character is adjacent to the trap</p><p>Target: All creatures in burst</p><p>Attack: +15 vs. Fortitude</p><p>Hit: Push 2 squares.</p><p>Countermeasures</p><p>An adjacent character can disable the trap with a DC 26 Thievery check.</p><p>The orb can be disabled with attacks (AC 24, Reflex 0, Fortitude 24).</p><p>A secret password can be uttered to disable the traps. When the correct phrase is clearly stated, an audible groaning sound can be heard as the traps shut down.</p><p></p><p>Treasure: The Raven Queen has not been kind to the Markelhays since Tarfon Markelhay fled the Battle of Gardmore Abbey with the Moonblade. As a result, the vault has only 500gp, 10,000sp, and 50,000cp in it. The spear is a Spear of Wounding +1.</p><p></p><p>7. Postern</p><p>The stair from the lobbey descends deep into the earth. 20' down there is a landing and a passage that heads further north, and you can feel a cool breeze of fresh air coming from that direction. The stairs continue to descend.</p><p></p><p>The passage ends in a small bolt-hole, a room partially filled with rubble. Fresh air is coming from the other side of the rubble.</p><p></p><p>DM's notes: The passage leads outside Fallcrest and was used as a secret means of entering and exiting. It was intentionally destroyed after an assassination attempt by Bloodspear orc assassins during the final days of the war. There is no roll to clear the rubble, it just takes time.</p><p></p><p>The staircase continues down to a secret door that leads into the cisterns.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4766646, member: 386"] [b]Fallcrest Dungeon 1: The Moonstone Sepulchre[/b] Before I can really get into the rumours I need to start building dungeons! They need something to talk about, right? I'm going to start in Fallcrest where they're low-level. This one isn't much of a dungeon but it might prove interesting, especially if Fallcrest is taken over. [b]The Moonstone Sepulchre[/b] 1. Lobbey A set of spiral stairs descends to a small (20x10) lobbey. Two broken statues, one male, one female, flank an archway filled with a shimmering curtain of darkness. Runes are carved into the stone archway. The stonework here, obviously good dwarven construction, looks as though it had been defaced and then repaired. DM's Notes: The statues are of the Lady (and great hero) Aranda Markelhay and her husband, and PCs will know this information if they can pass a DC 17 History check. They have been restored as much as possible after the Bloodspear orcs defaced them. The female statue bears a striking resemblance to the Lady Allende Markelhay. The runes on the archway are written in Supernal; anyone fluent in that language can read them. The runes Protection, Abberant, Elemental, Fey, Immortal, Natural, Shadow, Less, <unknown rune; it is the True Name of the Markelhays>, Blood, Inflict, Death, Blind, and Weakness. (The runes may also be read with a DC 21 Arcana check.) It is a level 10 Magic Circle that wards against all except those with Markelhay blood. Characters who wish to defeat the ward may attempt a level 10 skill challenge, but each failure will inflict blindness and debilitating weakness (conditions last until the next extended rest) in addition to destructive magical energies (lose 2 healing surges). Only someone with Markelhay blood may pass through; the Lord Warden may not, as he married into the family. If someone stands in the archway, the portal will remain open - and it will likewise do so if one places Markelhay blood in the archway! A secret trap door in the floor (Perception DC 19) opens up to reveal a staircase leading down to the postern (area 7.). 2. Foyer/Pool This 30x30 foot room is dominated by a pool of clear water, smelling faintly sweet, and a pair of large bronze-plated double doors at its northern end. 3 benches surround the pool. The double doors have been finely carved and depict a beautiful woman and her husband along with three children standing before a waterfall. A corridor running east-west cuts through the room. [editor's notes: there should be a clue in the art on the door. I don't yet have anything to leave a clue for though!] DM's Notes: Anyone who drinks from the pool feels instantly refreshed (can make an Endurance check with no penalty for failure against any disease or similar condition). In addition, the drinker gains a +1 bonus to hit rolls against dragons and their kin (dragon type) until their next extended rest. If a dragonborn drinks this water, he instantly loses a healing surge. The water loses its potency if taken from this room. The figures on the double doors are of Lady Allende Markelhay and her family; PCs know this information with a DC 15 History check. 3. Crypts The resting places of 7 generations of the Markelhay clan. There are many bodies laid to rest here. The most recent one is Lady Allende's father. The remains lie in coffins placed in niches along the walls, and all the stonework here is of the highest quality. These crypts lie along the corridor running east-west from the foyer. DM's Notes: If disturbed, a haunting voice is heard: "You who would disturb our rest, beware, for we shall disturb yours." If the action is continued, a curse is brought into effect. Make an attack; +13 vs. Will; lose 1 healing surge from psychic damage and gain Markelhay's Curse (see below). This curse does not affect those of Markelhay blood. It is possible to avoid the curse; I leave the solution up to the players. Treasure: Looting the dead, one can recover the following 250gp art objects: ivory statue of Sehanine, a silver-plated longsword, a gold bracelet with the inscription "to my daughter Ardayna on her 16th birthday", a silver necklace, a silk robe, and the following 1500gp art object: a gold statuette of Aranda Markelhay. All these items are obviously related to the Markelhays and will need to be fenced in the Nentir Vale. [b][color=green]Markelhay's Curse Level 10 Disease (curse) Wisdom stable DC 22, improve 26[/color][/b][color=green][/color] [code] The target < Initial Effect: <> The character regains only > Final State: is cured The target recovers only 1/2 one Daily power per extended The character gains no of his healing surges during rest. benefit from an extended each extended rest. rest. Special: Heal may not be used to treat this disease. Substitute Religion instead, and even then only Unaligned (at best) methods will work. If rites of Tiamat are used, add a +2 bonus to the Religion check.[/code] 4. Major Tombs (Encounter Level 11, XP 3150) These tombs are valuted chambers (20x20) holding the first-born and immediate family of 7 generations of the Markelhays. The first-born of each family - (almost) always a woman - rests in a sarcophagus on a raised dias and the others rest in coffins in niches along the walls. One tomb is completely empty. Another has a place for "Lord Tarfon Markelhay, beloved of Lady Tinda" in the first-born's sarcophagus, but no body rests here. These major tombs are connected to the tomb of Aranda Markelhay by sturdy iron doors. DM's Notes: If disturbed, the Markelhay's curse is brought into effect (see 3. above), and protective spirits will appears to defend the dead. A Banshee (Wailing Ghost) appears in area 5. and in each tomb a Trap Haunt will appear, Trapbound to all squares in areas 4. and 5. They will attack until the tombrobbers have left the sepulchre. As in the crypts, those of Markelhay blood are not subject to this effect, and smart (and greedy!) players may come up with a solution. Treasure: Each tomb holds a different treasure. Once these tombs held magic weapons, armour, and other items useful in battle; they were taken and lost during the Bloodspear War. If any are returned to their proper resting place, grant the PCs a Minor Quest reward (level 10) and the following boon: a holy symbol of good fortune +3, not keyed to any god. a) A gold ring with a 100gp gem - an engagement ring (170gp). b) A watchful ruby eye in the eye socket of a long-dead Markelhay mage. c) A chime of awakening hanging over the first-born's coffin. d) A lamp of discerning providing illumination to the room. e) A silver-plated sword, still grasped by dead hands (290gp). f) A crown studded with gems resting on the skull of a dead lord (1300gp). g) Cloth of gold vestments dedicated to Sehanine. 5. Tomb of Lady Aranda Markelhay The double doors from the foyer open into a large (50x100) vaulted tomb. Pillars line the walls and support the weight of the stone above. A beautiful stained-glass window, backlit with a radiant glow, dominates the north wall (15x15); it depicts a beautiful woman in plate armour doing battle with a white dragon. Her sword is pure white and shines brightly. A marble sarcophagus, the top of which is carved into a likeness of the woman depicted in the window, sits on a raised dais. The floor and walls are polished marble and reflect the scene. Four sturdy iron doors lie in the east and west walls. The air in here is cool but refreshing. DM's Notes: This is the final resting place of Lady Aranda Markelhay and her immediate family. Each square of the window radiates a powerful aura to a distance of 5 squares. Any undead or dragon creature that enters or starts their turn in the area of effect takes 10 radiant damage. All creatures save undead or dragons gain a +2 bonus to all defenses and good-aligned immortal creatures gain regeneration 5 (does not work if they take necrotic damage). This effect can be ended if the window is destroyed (AC 5, Fort 2, HP 30). A secret door (Perception DC 25) is recessed into the north-west corner of the room. It leads to the vault (area 6.). Treasure: Lady Aranda Markelhay passed down her arms and armour, including the sword Moonblade, to her heirs. All have been lost in the Bloodspear Wars. If her armour or shield is returned to her tomb, grant the PCs a minor quest reward (level 10); if the Moonblade is returned, grant them a major quest reward (level 10) and they hear a voice: "You have proven yourselves worthy of my legacy. You are now of my own blood. Take my blade and use it to do good." The PCs are now considered to be heirs to Aranda Markelhay. 6. Vault (XP 1500) Through the secret door is a small (10x10) area which leads to a thick (5') steel door. Beyond this door is the Markelhay vault. This is a fair-sized room (20x20) with mostly-empty shelves. There are a bags, bins, and chests strewn about the room, as well as wickedly-barbed spear leaning against one wall. DM's Notes: This room is trapped. Only Lady Allende Markelhay and her immediate family know how to bypass the traps. When the door to the vault opens, the secret door slams shut. Make an attack against any characters in its space: +13 vs. Ref; 3d8+5 damage, and the target is pushed 1. The secret door cannot be opened while the vault door is opened (DC 28). 1 Electrified Floor Trap 1 Force Blast Trap (Elite level 10 Blaster trap) Trap: This trap is a small orb on the far side of the room. It emits a thundering blast of energy. Perception DC 21: The character locates the orb. Additional Skills: Arcana DC 25: The character realizes that getting close to the orb will provoke a powerful blast. DC 21: The character's knowledge provides a +2 bonus to Thievery checks to disable the trap. Trigger The trap rolls initative when a creature enters the vault or begins its turn in the vault. Attack Standard Action Ranged 6 Target: One creature Attack: +15 vs. Fortitude Hit: 3d6+5 thunder damage and the target is pushed 1 square. Miss: Half damage. Immediate Reaction Close Blast 5 Trigger: When a character is adjacent to the trap Target: All creatures in burst Attack: +15 vs. Fortitude Hit: Push 2 squares. Countermeasures An adjacent character can disable the trap with a DC 26 Thievery check. The orb can be disabled with attacks (AC 24, Reflex 0, Fortitude 24). A secret password can be uttered to disable the traps. When the correct phrase is clearly stated, an audible groaning sound can be heard as the traps shut down. Treasure: The Raven Queen has not been kind to the Markelhays since Tarfon Markelhay fled the Battle of Gardmore Abbey with the Moonblade. As a result, the vault has only 500gp, 10,000sp, and 50,000cp in it. The spear is a Spear of Wounding +1. 7. Postern The stair from the lobbey descends deep into the earth. 20' down there is a landing and a passage that heads further north, and you can feel a cool breeze of fresh air coming from that direction. The stairs continue to descend. The passage ends in a small bolt-hole, a room partially filled with rubble. Fresh air is coming from the other side of the rubble. DM's notes: The passage leads outside Fallcrest and was used as a secret means of entering and exiting. It was intentionally destroyed after an assassination attempt by Bloodspear orc assassins during the final days of the war. There is no roll to clear the rubble, it just takes time. The staircase continues down to a secret door that leads into the cisterns. [/QUOTE]
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