Let's Write a Bad Module

Slife

First Post
But wait! We don't have a way for the party to get into the room! Here's the introductory snare.

Errataed in! A bonus encounter to excite and delight!

Encounter 0
[boxed]
The next day, you continue down the road until you see 3d6 bandits. They are all armed with greataxes and their armor is made of gold. They are singing a merry tune and dragging a butchered pig behind them. Roll a d6. On a 1, 4, 5, or 1 the bandits are suprised. On a 2, 3, 6 or 1 the party is suprised. On a critical success, the pig is suprised.

3d6 first 1 level 1 bandits (Ftr1)
THACO: 6
HP: 2d7
Saves: all 18
Damage: with short sword or bow.
% Liar 30
Treasure - None

Butchered Pig
THACO -10
HP: 0
MP: 0
Gold: 145
%Liar 100%
Treasure - BBQ

the ground falls in around you and you fall into a teleportation trap [/boxed text]

Roll a d6.
On a score from 1-3 the party is teleported to Encounter 1
On a result from 3-4, the DM scraps the current campaign and starts one in planescape
On a roll from 5-7, Pun-Pun finishes his ascension. This result is otherwise as if the party had roled a 3. Note that in this case there's a 3d2 in 7d5 chance that Gomezatron is punpun at DM's descriction. There is nothing the players can do about this.
 
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ssampier

First Post
nevermind. Looking good!

Thanks for the thread necromancer. It'd be interesting seeing this PDF.

*wipes a tear*

to think of all the hours (minutes?) we didn't work on this. :p
 


Tharen the Damned

First Post
Insight said:
THE TIDES OF WAR
DM'S INTRODUCTION

There is a war brewing between the forces of Good and Evil. To the west are the armies of the Kingdom of Tuman, who are good. They would not think of doing evil. To the north are the armies of the Kingdom of Hant, who are evil. They are neither good nor neutral, and are generally thought to be evil and despicable. These kingdoms have a long-standing dislike for one another, and are not on diplomatic terms. They are at war, but are not currently fighting and not at peace.

Isn´t this the Blue Rose Campaign Setting? :D
 

Chaldfont

First Post
Temple of Thorglaak

The temple is hidden by a section of collapsed corridor. It will take 125 man hours to clear a path large enough for a human to crawl through. Diggers have a 1 in 6 chance to fall victim to a rock slide or collapse. Victims should save versus Breath Weapons or take 2d4-1 damage and be trapped until freed by a companion (1d4 rounds of digging, half that if a dwarf is digging).
Once the PCs find a way past the rock pile, read the following:
You enter a 30’x60’ rectangular chamber. The ceiling is vaulted and reaches a height of 20’ in the center. Black granite columns shot through with viridian and vermillion veins line both sides of the chamber. At one end is cyclopean altar made of cerulean gemstone, its lines and angles seem to shift in and out as though its geometry does not follow natural laws. Twisted runes are carved into its surface in a long-dead language that, for some reason, you find yourself able to read. The runes say, “Offerings to Thorglaak will not go unrewarded”.
If any character places a magic item of no less than 1,000 gp value on the altar, the item will disappear and the chamber will be filled with the gurgling sounds of the deep and the smell of rotten fish. A great eyeball will appear in the altar and fix its gaze upon the character who made the offering. All who witness this unspeakable horror must Save vs Death Magic or run fleeing from the room. The character who made the offering must make the same save and if he fails will die only to return as a wraith in 1d10 hours. If he makes the save, roll on the following table:

1: A Deck of Many things appears on the altar.
2: The offerer gains 1 point of Strength.
3: The offerer gains 1,000 xp but goes blind.
4: The offerer changes gender.
5: The eye turns into a sphere of annihilation.
6: 2d12 X 100 copper pieces appear on the altar. They are stamped with the Eye on one side and the offerer’s face on the other.
7: An Imp appears on the altar. The Imp becomes the offerer’s henchmen but will tempt him to damnation at every opportunity.
8: DM’s choice.

In any case, if the eye is caused to appear, one of the columns will turn into a purple worm, the others will turn into purple trolls (which attack as a stone giant). The trolls and the worm will attack the party immediately.
 

Herzog

Adventurer
So your not putting anymore encounters in the module.

Why should that stop us adding new ones to the thread? ;-)


Room 101: The dining hall
Read the following to the players:
You enter a large hall. The center of the hall is dominated by a large table, containing expensive silverware and china plates. Along the walls hang several expensive looking tapestries, as well as hunting trophies, some of which of animals you have never seen before. The table is set for 14 people, and the center of the table contains various foodstuffs normally reserved for the very rich. Each plate is accompanied by a glass filled with an excuisite whine, filled to the rim. On the opposite wall of you there are two bookcases and a fireplace. The bookcases contain books on hunting, fishing, and several scrolls containing 0 level wizard spells. There are four doors in this room, one in each wall.
Your vision of the room is blocked by a Gargantuan red dragon which seems to be disturbed by the fact that you interrupted his meal.

Stats red dragon: see appendix 14Ca section 4

<Accompanied by image of pseudodragon>

(NB:note that the various items in this room are not accompanied by prices. )
 

Simm

First Post
Additional area: The Railroad station

[Box]
Following the secret passage you come to a railroad station. You get on the train that is waiting there and are immidiatly teleported to an area of your DM's choosing.
[/Box]

This is an ordinary railroad station. In one corner is a passage that leads to area 19.
 

WarlockLord

First Post
Room 102: It's art!

As the players enter the next room, they see a random pile of junk. If any player says the obvious (it's junk or something similar), 100,000,000,000,000 screaming morons (use kobold stats)n come in, screaming "It's ABSTRACT art!" They are immune to diplomacy, bluff, or intimidate. They immediately attack.


Designer's note: This is supposed to be a roleplaying encounter.

Treasure: the "art" (worthless)
 

Sykopup

First Post
I'm still reading through this, but did anybody remember to add the rule that on a natural 20, everyone at the table must move 2 seats to the right unless they are seated on the opposite side of the table? If they did and I have missed it, I apologize.
 

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