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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4776664" data-attributes="member: 386"><p><strong>Catacombs, level 2</strong></p><p></p><p>This area isn't finished yet, but I like how it's turning out.</p><p></p><p><strong>CATACOMBS LEVEL 2 </strong></p><p></p><p>Overview: This area is divided up into two sections, an east and west side. The western area has been taken over by the Gutwound Hobgoblins who lair on level 3 of the Tombwood Crypts. The eastern side is the lair of a group of desperate kobolds from the Cloak Wood, who, after an unsuccessful raid on a well-defended caravan, found a tunnel leading here. They've tamed a clutch of drakes.</p><p></p><p>Wandering Monsters: Monsters wander in from above and below. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter.</p><p></p><p>Roll</p><p>1 Goblins scouting (1 blackblade, 2 sharpshooters, 3 warriors). XP: 650</p><p>2 Kobolds taking their drakes for a walk (1 dragonshield, 2 guard drakes, 2 slingers, 1 skirmisher). XP: 675</p><p>3 Goblins and kobolds coming from both directions (4 cutters, 1 sharpshooter, 1 hexer, 4 minions, 1 slinger, 1 wyrmpriest). XP: 700</p><p>4 lvl 3</p><p>5 lvl 3</p><p>6 A gnoll huntmaster, his slave gladiator Bargus, and 4 hyenas have come here looking for slaves. (XP 950)</p><p></p><p style="margin-left: 20px">Bargus: lvl 2 elite skirmisher</p> <p style="margin-left: 20px">Init +5; Per +3</p> <p style="margin-left: 20px">HP 82/41; AC 18, F 17, R 16, W 14</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> trident stab, reach 2, +7 v AC, 1d8+3 and grabbed. Cannot attack unless grabbed target is released.</p> <p style="margin-left: 20px">Trident twist, minor, +5 v F, grabbed target only, 1d6+3 and prone.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> net, recharges when net is picked up, area burst 1 within 3, +5 v R and restrained.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> gladiator's riposte, immediate reaction, when missed with a melee attack, requires trident, +7 v AC, 1d6+3, prone, Bargus shifts 1.</p> <p style="margin-left: 20px">Cheer of the crowd, immediate reaction, when first bloodied and within LoS of 2 allies, encounter, Bargus gains +2 to atk and dmg.</p> <p style="margin-left: 20px">Bloodcut armour, minior, when bloodied, encounter, gain resist all 10 until end of next turn.</p> <p style="margin-left: 20px">Skills athletics +9, acrobatics +8.</p> <p style="margin-left: 20px">S +4 C +4 D +3 I +1 W +3 C +3 </p> <p style="margin-left: 20px">Equip: trident, net, gladiator's armour (bloodcut hide)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Bargus is a 25-year old man from Winterhaven, captured as a slave some 10 years ago. His will is broken but he might leave his gnoll master if the fight turns poorly for him.</p><p></p><p></p><p>1. Entrance</p><p>The stairs descend into a corridor stretching east and west. Dim light comes from the western corridor.</p><p></p><p style="margin-left: 20px">DM's notes: The PCs may notice yaps and screeches of the drakes in area 3 with a DC 20 Perception check. If a character succeeds at this check, the same character may make a DC 15 Nature check to identify the noises as drakes.</p><p></p><p>2. Gutwound Guard Post (XP 700)</p><p>This room, some 40x60 wide, has a wide open pit (30x20, 10 deep) in the middle of the room. Sharp wooden spikes lie at the bottom. A ledge winds its way around the pit on both sides. The walls are lined with empty niches, once used to hold the dead. </p><p></p><p>Torches light the area. The western end of the room has a low makeshift wall, about 4' high. It is constructed out of bones, wood, and debris.</p><p></p><p>There are two exits, a corridor going east in the eastern wall and another headed north in the western wall.</p><p></p><p style="margin-left: 20px">DM's notes: The Gutwound hobgoblins have created this guard post to keep out the drakes in the eastern edge (and worse from below!) until they fortified their position. Recently the drakes were tamed by a group of kobolds and this has caused the hobgoblin who commands the guard post to become exceptionally cautious to the point of paranoia. His troops have low morale (even for goblins!) as he killed a goblin blackblade whom he believed to be a kobold shapeshifter.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The hobgoblin commander is a hobgoblin archer; his troops are 2 goblin sharpshooters and 2 goblin warriors.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The pit has spikes at the bottom (atk: +4 v Ref, 1d6 dmg), and they have set up 3 sledgehammer traps in the middle of the ledge that leads around the pit.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Sledgehammer: lvl 2 minion (trap)</p> <p style="margin-left: 20px">Per/Dungeoneering: </p> <p style="margin-left: 20px">DC 15: There is a sledgehammer in the niches in the ledge around the pit.</p> <p style="margin-left: 20px">DC 20: A nearly invisible wire 3' off the ground will trigger the sledgehammer.</p> <p style="margin-left: 20px">Trigger:</p> <p style="margin-left: 20px">When a character enters the trapped squares.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> immediate reaction, encounter, +4 v R, 3d6+3 damage and push 1.</p> <p style="margin-left: 20px">Countermeasures:</p> <p style="margin-left: 20px">Avoiding the tripwire requires a DC 15 acrobatics check or a move action.</p> <p style="margin-left: 20px">Cutting the tripwire requires a DC 20 check. Failure: the trap triggers.</p><p></p><p>3. Kobold Guard Post (XP 675)</p><p>This room (40x50) slopes up 25' to a 10x50 ledge at the eastern end. A 5' wide walkway runs around the room; 15' and 30' away from the western entrance, 5x5 columns jut out from the northern and southern ledges into the room.</p><p></p><p>The room is dark.</p><p></p><p style="margin-left: 20px">DM's notes: The 8 squares in the middle of the slope have been covered with a grease rendered from animal fats, placed here by the kobold trapmaster. It is considered difficult terrain and characters who enter these squares must make an acrobatics check (DC 15) or slip and fall prone, tumbling to the bottom of the slope, and ending their move. Any fire damage done to the greased squares results in ignition; the square burns for the rest of the encounter, dealing 5 points of fire damage to any character who enters or begins their turn there. Fire spreads at a rate of 1 square per round in all directions (but only on greased squares). A character can see the grease with a DC 15 Per check.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2 kobold slingers lie down flat on the top of the southernmost columns, hiding there (Per DC 22). At the top of the slope, 2 kobold dragonshields, just barely in sight from the bottom of the slope (Per DC 20), hold onto a needlefang drake swarm (!). In addition, they have a long (20') spiked log that they can release with a standard action - on this action the log will roll down the hill, making an attack against any character whose space it passes through: +4 v R, 3d6+3 damage, prone. A character who wishes to block it can do so, though he will take maximum damage (21) and make an attack: +6 v F, prone. Ask the players what their characters do as the log rolls down the slope.</p><p></p><p>4. Goblin Lair (XP 850)</p><p>The main corridor runs 20' to the west. At the end of the corridor is a wooden door. Beyond the door, squabbling voices can be heard.</p><p></p><p>The room is some 50x50 feet. A curtain cuts off a 20x10' area of the southwestern corner. Three fire pits hold disgusting stews. 10 straw matresses covered in fleas are spread around the room. Boxes and barrels are strewn about the room. There is a corridor leading south about 30' from the door in the southern wall.</p><p></p><p>A stairway leads up in the western wall.</p><p></p><p style="margin-left: 20px">DM's notes: The voices are goblin, and they are squabbling about all sorts of things.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">6 goblin cutters, 2 sharpshooters, 2 warriors, 1 blackblade, and a hobgoblin lasher are here. The lasher and the sharpshooters are behind the curtained area, while the minions and the warriors are spread about the room. The blackblade is in the corridor, which leads to a latrine.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A bed, desk, and chest are beyond the curtain.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If stew is dumped into the fire, it will create concealment for 1 round in a burst 1 area, as well as a horrible stench: +4 v F, -2 atk (sv). The same effect occurs if a straw mattress is burned, though this zone lasts until the end of the encounter.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[editor's note: It might be simpler to just add an extra -2 to atk if someone's in the area of effect; however, making an attack means that there's slightly more tactical space to maneuver in. Is it worth it? I don't know.]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Hobgoblin lasher: lvl 3 controller (leader)</p> <p style="margin-left: 20px">Init +2; Per +2 (low-light)</p> <p style="margin-left: 20px">HP 49/24; AC 17, F 16, R 14, W 14</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> poignard, +7 v AC, 1d4+4.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> black lash, ranged 3, +8 v AC, 1d6+4 and -2 atk (sv).</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> wild lash, close blast 2, +7 v F, 1d6+4.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> trip, ranged 3, +7 v F, 1d6+4 and prone. Miss: lasher falls prone.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> He who bears the lash and drives us ever on, minor, all allies within 3, 5 damage and +4 atk and dmg until end of next turn.</p> <p style="margin-left: 20px">S +4 C +4 D +2 I +1 W +2 Ch +0</p> <p style="margin-left: 20px">Equip: lash, dagger, chain.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: 105 gp, 31 sp, 70 cp in a locked chest (DC 20) behind the curtain. The lasher has the key.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4776664, member: 386"] [b]Catacombs, level 2[/b] This area isn't finished yet, but I like how it's turning out. [b]CATACOMBS LEVEL 2 [/b] Overview: This area is divided up into two sections, an east and west side. The western area has been taken over by the Gutwound Hobgoblins who lair on level 3 of the Tombwood Crypts. The eastern side is the lair of a group of desperate kobolds from the Cloak Wood, who, after an unsuccessful raid on a well-defended caravan, found a tunnel leading here. They've tamed a clutch of drakes. Wandering Monsters: Monsters wander in from above and below. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter. Roll 1 Goblins scouting (1 blackblade, 2 sharpshooters, 3 warriors). XP: 650 2 Kobolds taking their drakes for a walk (1 dragonshield, 2 guard drakes, 2 slingers, 1 skirmisher). XP: 675 3 Goblins and kobolds coming from both directions (4 cutters, 1 sharpshooter, 1 hexer, 4 minions, 1 slinger, 1 wyrmpriest). XP: 700 4 lvl 3 5 lvl 3 6 A gnoll huntmaster, his slave gladiator Bargus, and 4 hyenas have come here looking for slaves. (XP 950) [indent]Bargus: lvl 2 elite skirmisher Init +5; Per +3 HP 82/41; AC 18, F 17, R 16, W 14 :bmelee: trident stab, reach 2, +7 v AC, 1d8+3 and grabbed. Cannot attack unless grabbed target is released. Trident twist, minor, +5 v F, grabbed target only, 1d6+3 and prone. :area: net, recharges when net is picked up, area burst 1 within 3, +5 v R and restrained. :melee: gladiator's riposte, immediate reaction, when missed with a melee attack, requires trident, +7 v AC, 1d6+3, prone, Bargus shifts 1. Cheer of the crowd, immediate reaction, when first bloodied and within LoS of 2 allies, encounter, Bargus gains +2 to atk and dmg. Bloodcut armour, minior, when bloodied, encounter, gain resist all 10 until end of next turn. Skills athletics +9, acrobatics +8. S +4 C +4 D +3 I +1 W +3 C +3 Equip: trident, net, gladiator's armour (bloodcut hide) Bargus is a 25-year old man from Winterhaven, captured as a slave some 10 years ago. His will is broken but he might leave his gnoll master if the fight turns poorly for him.[/indent] 1. Entrance The stairs descend into a corridor stretching east and west. Dim light comes from the western corridor. [indent]DM's notes: The PCs may notice yaps and screeches of the drakes in area 3 with a DC 20 Perception check. If a character succeeds at this check, the same character may make a DC 15 Nature check to identify the noises as drakes.[/indent] 2. Gutwound Guard Post (XP 700) This room, some 40x60 wide, has a wide open pit (30x20, 10 deep) in the middle of the room. Sharp wooden spikes lie at the bottom. A ledge winds its way around the pit on both sides. The walls are lined with empty niches, once used to hold the dead. Torches light the area. The western end of the room has a low makeshift wall, about 4' high. It is constructed out of bones, wood, and debris. There are two exits, a corridor going east in the eastern wall and another headed north in the western wall. [indent]DM's notes: The Gutwound hobgoblins have created this guard post to keep out the drakes in the eastern edge (and worse from below!) until they fortified their position. Recently the drakes were tamed by a group of kobolds and this has caused the hobgoblin who commands the guard post to become exceptionally cautious to the point of paranoia. His troops have low morale (even for goblins!) as he killed a goblin blackblade whom he believed to be a kobold shapeshifter. The hobgoblin commander is a hobgoblin archer; his troops are 2 goblin sharpshooters and 2 goblin warriors. The pit has spikes at the bottom (atk: +4 v Ref, 1d6 dmg), and they have set up 3 sledgehammer traps in the middle of the ledge that leads around the pit. Sledgehammer: lvl 2 minion (trap) Per/Dungeoneering: DC 15: There is a sledgehammer in the niches in the ledge around the pit. DC 20: A nearly invisible wire 3' off the ground will trigger the sledgehammer. Trigger: When a character enters the trapped squares. :melee: immediate reaction, encounter, +4 v R, 3d6+3 damage and push 1. Countermeasures: Avoiding the tripwire requires a DC 15 acrobatics check or a move action. Cutting the tripwire requires a DC 20 check. Failure: the trap triggers.[/indent] 3. Kobold Guard Post (XP 675) This room (40x50) slopes up 25' to a 10x50 ledge at the eastern end. A 5' wide walkway runs around the room; 15' and 30' away from the western entrance, 5x5 columns jut out from the northern and southern ledges into the room. The room is dark. [indent]DM's notes: The 8 squares in the middle of the slope have been covered with a grease rendered from animal fats, placed here by the kobold trapmaster. It is considered difficult terrain and characters who enter these squares must make an acrobatics check (DC 15) or slip and fall prone, tumbling to the bottom of the slope, and ending their move. Any fire damage done to the greased squares results in ignition; the square burns for the rest of the encounter, dealing 5 points of fire damage to any character who enters or begins their turn there. Fire spreads at a rate of 1 square per round in all directions (but only on greased squares). A character can see the grease with a DC 15 Per check. 2 kobold slingers lie down flat on the top of the southernmost columns, hiding there (Per DC 22). At the top of the slope, 2 kobold dragonshields, just barely in sight from the bottom of the slope (Per DC 20), hold onto a needlefang drake swarm (!). In addition, they have a long (20') spiked log that they can release with a standard action - on this action the log will roll down the hill, making an attack against any character whose space it passes through: +4 v R, 3d6+3 damage, prone. A character who wishes to block it can do so, though he will take maximum damage (21) and make an attack: +6 v F, prone. Ask the players what their characters do as the log rolls down the slope.[/indent] 4. Goblin Lair (XP 850) The main corridor runs 20' to the west. At the end of the corridor is a wooden door. Beyond the door, squabbling voices can be heard. The room is some 50x50 feet. A curtain cuts off a 20x10' area of the southwestern corner. Three fire pits hold disgusting stews. 10 straw matresses covered in fleas are spread around the room. Boxes and barrels are strewn about the room. There is a corridor leading south about 30' from the door in the southern wall. A stairway leads up in the western wall. [indent]DM's notes: The voices are goblin, and they are squabbling about all sorts of things. 6 goblin cutters, 2 sharpshooters, 2 warriors, 1 blackblade, and a hobgoblin lasher are here. The lasher and the sharpshooters are behind the curtained area, while the minions and the warriors are spread about the room. The blackblade is in the corridor, which leads to a latrine. A bed, desk, and chest are beyond the curtain. If stew is dumped into the fire, it will create concealment for 1 round in a burst 1 area, as well as a horrible stench: +4 v F, -2 atk (sv). The same effect occurs if a straw mattress is burned, though this zone lasts until the end of the encounter. [editor's note: It might be simpler to just add an extra -2 to atk if someone's in the area of effect; however, making an attack means that there's slightly more tactical space to maneuver in. Is it worth it? I don't know.] Hobgoblin lasher: lvl 3 controller (leader) Init +2; Per +2 (low-light) HP 49/24; AC 17, F 16, R 14, W 14 :bmelee: poignard, +7 v AC, 1d4+4. :ranged: black lash, ranged 3, +8 v AC, 1d6+4 and -2 atk (sv). :close: wild lash, close blast 2, +7 v F, 1d6+4. :ranged: trip, ranged 3, +7 v F, 1d6+4 and prone. Miss: lasher falls prone. :area: He who bears the lash and drives us ever on, minor, all allies within 3, 5 damage and +4 atk and dmg until end of next turn. S +4 C +4 D +2 I +1 W +2 Ch +0 Equip: lash, dagger, chain. Treasure: 105 gp, 31 sp, 70 cp in a locked chest (DC 20) behind the curtain. The lasher has the key.[/indent] [/QUOTE]
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