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CD3: -=- THULLGRIM -=- please read last page

14. Damnation's Domain (Shannon ‘Thullgrim’ Troester)
Door: The door is made of stone, open inward and is unlocked.

You open the door and before is a large chamber flanked by engraved pillars along all the walls. The front half of the room is well lit by many torches placed in black iron sconces. At the far end of the chamber, barely visible through the dense shadows is a raised dais. A set of carved stone steps can be seen rising to the top of the dais.

Trap: Hidden sub-level trap; CR2; mechanical; location trigger (square marked with trap icon near center of the chamber); switch reset (first pillar to the right upon entry Search DC 22 to find); DC 20 Reflex save to avoid 20ft. fall to sub-level below (2d6); multiple targets (every square blacked on map below); Search DC 22, Disable Device 20

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This is a map of the room once the trap has been sprung. Black areas denote the lower level floor, 20ft. beneath the surface area of the room. Gray areas are 5x5 squares that character can freely jump to or from. DC’s for Jump check vary by distance and whether a running start of 20ft. is possible. The following DC’s are for standing jumps of a given distance: 5ft’ DC 10, 10ft’ DC 20.

Features: Closer inspection of room reveals the following information about individual components:
Torches: Appear to shed light but don’t give off heat or smoke. If removed from the wall (DC 25 Strength check), they explode for 1d6 damage to everyone in a 5ft’ radius.

Columns: Columns-The columns reach from the floor to the ceiling. The columns themselves are stone and are between 2ft. and 3ft. thick. At the bass of each column is a brass plate, resting atop the plate is an engraved cylinder wrapping around the column. The writing on the column is unrecognizable. The engravings have been enameled in many different colors, certain words and phrases, and in one case an entire cylinder have been enameled in multiple colors, though red, black and various metallic colors predominate. There are 8 such cylinders, each atop the other. They stretch from the floor to roughly 8ft. in height, and are capped with a second brass plate. Character examining a column when the floor trap is sprung can attempt to hang onto the cylinder with a successful Reflex save DC 16 (to avoid the falling floor) and then a successful Strength check DC 15 (to hang onto the column while the floor falls.

Dais: The dais at the far end of the room is two tiered. Each tier has a staircase carved from the stone of the platform. In the center of the top tier there is a single wooden chair. The chair appears to be crafted from the same dark, lustrous wood as were the shelves in the library and engraved in a manner matching the column wheels. The dais has a secret chamber beneath it that can be reached from either the dais itself via a hidden trap door beneath the chair (Search DC 18 to find), or via a secret door found on the on the rear wall of the stone dais. The secret door is reachable from the lower level only and can only be found if the trap has been tripped.

Lower Level (EL4): If the trap has been sprung then it is possible some of the character have fallen into the lower level of the room. Once the floor collapses there are two portcullises in the far wall marked A & B on the lower level map. These open and release 2 ghasts who have not eaten in a very long time.

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Black squares are dead space, gray squares are playable area.

A-Ghast #1 emerges from this portcullis
B-Ghast #2 emerges from this portcullis
C- This secret room can be entered via the trap door under the chair on the dais (see above text) or via the secret door on this level.

The room contains a desk with a large book written in the same language as the pillars above, two floor standing candleholders, a small iron coffer, and small wooden box.

Encounters: Two ghasts are released when the floor trap is sprung on the upper level. They proceed to travel throughout the level looking for anyone. If they someone they attack immediately, they proceed to the sound of battle should they get separated. In addition, if no one is caught in the trap they proceed to climb out of the lower level and onto the upper floor to attack whomever is closest.

Ghast (2): Medium Undead CR3; HD 4d12+3; Init +3; Speed 30 (6 squares); AC 17 (+2 Dex, +4 Natural), touch 12, flat-footed 14; Base Atk +2, Grapple +4; Atk Bite +5 melee (1d8+3 plus paralysis); Full Atk Bite +5 melee (1d8+2 plus paralysis), 2 claws +3 melee (1d4+1 plus paralysis); Space/Reach 5ft./5ft.; SA Ghoul Fever, paralysis touch, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL Chaotic Evil; Saves Fort +1, Ref +4, Will +6, Str 17, Dex 17, Con --, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8, Multiattack, Toughness
Ghoul Fever (Su): Disease-bite, Fort DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Save DC is Charisma based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 hit dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even Elves cen be affected by this paralysis. The save DC is Charisma based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10ft. must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their savings throws. The save DC is Charisma based

Other features:
Iron Coffer-locked; DC 25 to unlock, hardness 10; hp30; Break DC 30:
Once opened this box reveals a purple velvet lined interior with a small tray, the tray has multiple compartments but only three have anything in them right now. There are 2 rings and one small pearl in the box.
Ring #1-The ring appears to be some sort of signet ring, the ring itself is platinum and the symbol is done in black star sapphires. (300gp)
Ring #2-This ring is done in black iron. (ring of protection +1)
Pearl-this small pearl is highly lustrous and shimmers in the light. (Pearl of Power 1st level spells)
Small Wooden Box-locked; DC 20 to unlock, hardness 5; hp 15; Break DC 23: It contains several pouches of mixed coins. (300gp)

Upper Level (EL7)
Encounter: Once the door has been opened Damnation will wait patiently for the PC’s to spread out into the room, and hopefully trip the trap. Once the trap has been sprung or the PC’s are suitably spread out, Damnation will begin his attack. He attempts to target obvious clerics first and then other lightly armored foes after that. He stays away from obvious fighters until the very end. He constantly moves using his flight to as much advantage as possible.
Damnation appears as he did in life, obviously a priest of some sort though the holy symbol visible in his ghostly form is unrecognizable to you. His hovering form is clad in misty plate and a shield is visible strapped to his right arm. In his left hand a vaporous mace.

Damnation spectre medium undead (incorporeal) CR7; HD 7d12; hp 45; Init +7; Speed 40ft. (8 squares), fly 80ft. (perfect); AC 15 (+3Dex, +2 Deflection) touch 15, flat-footed 13; Base Atk +3, Grapple --; Atk Incorporeal touch +6 melee (1d8 plus energy drain), Full Atk Incorporeal touch +6 melee (1d8 plus energy drain); Space/Reach 5ft./5ft.; SA Energy Drain, create spawn; SQ Darkvision 60ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura; AL Lawful Evil, Saves Fort +2, Ref +5, Will +7; Str--, Dex 16, Con--, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12. Spot +14, Survival +2 (+4 following tracks), Alertness, Blind-Fight, Improved Initiative
Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma based. For each such negative level bestowed, the spectre gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Unnatural Aura (Su): Animals, whether wild or domesticated can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they within that range.
Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

Other Features: None

Notes: The ghasts in the lower chamber are subservient to Damnation and can reset the trap and climb back down to their lair via the trap door under the chair. Damnation was once a cleric but is not eternally damned for committing the ultimate sin of his religion. He knows what he did and is regretful but accepts his penance. His nature is conflicted. The origins of the pillars on the upper level and book are left to the GM to specify. My suggestion is either another prime plane world or an ancient culture, a secret society with its own unique language is also a possibility.
 

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Ovinomancer

No flips for you!
don't you mean the eastern door

Isn't north up, south down, east to the right and west to the left?

Yah, that would be logical. :D

The EL for the room (11) is still got me troubled. I know that it takes a lot of 1/2 CR to bump up the EL, but I've added a CR 2 enviroment chalenge to each. I think I'm going to combine the brown mold with the zombies to make CR 2 creatures, and solve from there. I think 4-6 zombies will suffice at that point. Ideas?
 




der_kluge

Adventurer
I'm a big fan of the undead/brown mold combination. Especially if you have a fireball happy wizard in the party, just itching to take down a group of zombies. In a hallway like #11, if you clumped up a bunch of zombies at the end of the hallway just ASKING to be pelted by a fireball, the party would have a real problem on their hand if one of the zombies was covered in brown mold. The zombies would die, but then the entire exitway would be blocked by brown mold.

Tough.
 

DiFier

First Post
Wow. I love these rooms with traps/puzzles. I have a couple of minor questions about 2 of the rooms.

thullgrim said:
14. Damnations Domain (Shannon ‘Thullgrim’ Troester)
Columns: Each column appears to be constructed of stone and then atop the stone have been placed 8 1ft’ diameter cylinders. Each cylinder rotates around the main column like a wheel on a tire. Each spindle is constructed of beaten copper and then engraved in a language which is unfamiliar. In some places the script has been enameled in order to color a particular word or phrase, in one case an entire cylinder is covered in multi-colored enameling.

I have some questions about the columns. They have a stone base up to a point where there is this group of spindles. and then a stone cap/top? How tall is the base? how tall are the spindles. could a PC who is say stuck between 2 columns when the trap is sprung grab onto the spindles and use them to swing/climb around the colum to the safe area just past it? what would the DC be to not fall. what would the check be?

die_kluge said:
Room #2 The Iron Door
Anyone touching the door, either to examine the locks, or scorchings, or to listen at the door will be blasted by 6 magic missiles - one from each of the room's statues. These deals 6d4+6 points of damage with no save. If more than one person touches the doors at the same time, the statues split their targets as best they can.

how do you deal with total consealment cover with this trap. with magic missle we have always played that you can't target someone that has total consealment/coverage. (someone that you can't see) wheather invisible or behind something. if the PC's make the guy, who is touching the door, invisible have they beaten the trap? what if they all stand so that their bodies are blocking him from the line of sigth of the statues. what if someone has a tower shield? just some thoughts.
 

See if this reads any better...
Columns-The columns reach from the floor to the ceiling. The columns themselves are stone and are between 2ft. and 3ft. thick. At the bass of each column is a brass plate, resting atop the plate is an engraved cylinder wrapping around the column. The writing on the column is unrecognizable. The engravings have been enameled in many different colors, certain words and phrases, and in one case an entire cylinder have been enameled in multiple colors, though red, black and various metallic colors predominate. There are 8 such cylinders, each atop the other. They stretch from the floor to roughly 8ft. in height, and are capped with a second brass plate. Character examining a column when the floor trap is sprung can attempt to hang onto the cylinder with a successful Reflex save DC 16 (to avoid the falling floor) and then a successful Strength check DC 15 (to hang onto the column while the floor falls.

Let me know if anything else needs changes.

Thullgrim
 

Conaill

First Post
Ovinomancer said:
Eight zombies rest in several of the sarcophagi. Each zombie is covered in brown mold.

Zombies (8): Medium Undead (humanoid) CR1/2

Brown Mold (CR 2)
If I understood this correctly, you have EIGHT brown molds in this corridor, for a total EL of 8!

Unless you specifically state that the mold covering all eight zombies is really a single organism, so a single Cold attack on one zombie destroys the mold on *all* the zombies...

Edit: The CR for brown mold also assumes the mold is stationary (which is why the doubling in size is a big deal). Having the mold "walk around" means that you're giving those CR 1/2 zombies a 3d6 "proximity attack" for which they don't even have to roll anything. That seems *hugely* overpowered!
 
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MerakSpielman

First Post
You might want to have only one of the zombies be covered with brown mold.

Also, I have updated my entry for room 10. Please let me know what you think.
 
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