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

Leopold said:
Is there anyway we can make the next one outside and about 3rd level or so?

See my PC's are starting over and they HATE going underground now. If can have something out in the open and if it leads underground that's just icing on the cake.

I wouldn't mind a bugbear/gnoll fort with some levels underground. Is that possible to request???

And it would get playtested too!
I must look to the common denominator. CDx's are intended to be plug-and-play adventures, which is why they are simply a dungeon map with descriptions.

Now, that said, if enough people show an interest in your suggestion, I will bend the concept and do as you ask.
 

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Hey Everyone,

I couldn't post last night for some reason so I threw it all in a file when I got the final version. So room 13 is now done. Check it out and let me know if I should make any changes. Any further suggestions on how to further link it to the rest of the dungeon is appreciated. Thanks,

Aaron.
 

Conaill said:
Looks pretty good. I like the Fiendish Rat Swarm, even though it's not quite "by the book" (can't apply Fiendish template to Swarm type, but who cares?) Looks like you forgot the DR 5/magic though.
Cool, Didn't relise, but I liked the idea of using a swarm and beefing it up.

Conaill said:
Were you planning on doing anything with that "multitude of insects that crawl from it with trapped hunger" inside the barrels? You could always add an extra CR 1 insect swarm (based on Spider Swarm) for flavor. Even if the PC's don't open the barrels, any crit miss adjacent to the barrels could burst the rotten wood and release the swarm.
I didn't plan on that, whether because two cr 3 should be enough or the rat swarm had a higher CR... Might impliment it, thought it would be a centipeed swarm, not spider...

Conaill said:
You should also clarify exactly how close they can step to the crates before the rats attack, and probably add some sort of Spot check to notice the rats. Where is the derro zombie to begin with, and why doesn't the party see him - inside one of the crates?
Good idea on the first point, the zombie is in the same box, it's being eaten.

Conaill said:
Remove the line "There is nothing else of interest in the room" from the description. At best it would be "You don't see...", but then again that's rather redundant as well.
I'll wait and see what I do.

Conaill said:
OOPS... looks you forgot to apply a bunch of the zombie template features. Including ability adjustments: "A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.". Saves need to be recalculated as well (poor Ref save).

Mind if I ask why a zombie Derro? Doesn't seem like a great combo, because the Derro loses all his cool stuff (poison use, sneak attack, spell-like abilities). Actually, he should probably lose his Madness SQ as well, since he's now mindless anyway (plus the Zombie template fixes his CHA and WIS stats).

I wanted a dwarf, and a zombie. A dreugar would have to low a CR but if I add in that insect swarm...

Thanks
 
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jester47 said:
So room 13 is now done. Check it out and let me know if I should make any changes.
Having the Wraith join the Spectre in #14 if the party leaves his room makes tactical sense from the POV of the Wraith, but could easily lead to a TPK! #14 is already a hard challenge, with the CR 7 Spectre, two CR3 Ghasts, and a trap which is likely to split up the party. Add in another CR 5 Wraith and bye-bye party!

Let's just assume the Wraith is under orders from Damnation to keep intruders out. So if the party leaves his room, he will continue attacking them in the corridor. Likewise, if the Wraith is turned, he will only go to #14 if the party has already entered. Otherwise, he will attack them inside the corridors first.
 

Ferret: you still need to make the following corrections in your stat blocks:


1) Fiendish Rat Swarm:

- add DR 5/magic from Fiendish template


2) Derro:

- should be Derro Zombie Small Undead

- remove SQ Madness (Ex). SR 15 (Ex): a zombie only retains SQ (Ex) that improve attacks

- Abilities Str 13, Dex 12, Con -, Int -, Wis 10, Cha 1 ! (See Zombie Template)

- Saves Fort +2, Ref +3, Will +5

- Propagate ability score changes: HD 6d12+0; -1 to Init and AC; +1 to attacks and damage
 
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DiFier said:
O.K. here is room 3. it is kinda long but it is a big room. I'm not sure I did the zombies right. I wanted CR 2 human zombies. so I advanced the ones in the monstermanual even tho it say that they have no advancement.
Hmm... That's a bit like giving a human an extra two levels of "racial" advancement. Are you dead set (no pun intended ;) ) on 6 HD human zombies?

I guess you *could* make them zombie half-fiend humans for a CR2. That would give them a +4 to Str and Dex, +1 to natural armor, clumsy flight, and natural weapons. Would also fit with the half-fiend Caretaker in #5.
 

Ferret said:
Who reckons I go with centipedes? http://www.enworld.org/cc/fiend_factory/elc/encounter_calculator.htm says CR 6 if just added, I could do them fiendish on there own. Or Duegar zombie, and 8 rats and centipede swarm? ( I like the last one)
Of those options, my vote would still go to the original CR 3 Fiendish Rat Swarm, CR2 zombie, plus an optional CR1 insect swarm for additional annoyance and flavor. Together, that's just a bit over EL 5 (EL 5.3 with the insect swarm, 4.5 without). Not *all* the rooms have to be in the "very hard" category, you know. ;)
 


Conaill said:
Hmm... That's a bit like giving a human an extra two levels of "racial" advancement. Are you dead set (no pun intended ;) ) on 6 HD human zombies?

I guess you *could* make them zombie half-fiend humans for a CR2. That would give them a +4 to Str and Dex, +1 to natural armor, clumsy flight, and natural weapons. Would also fit with the half-fiend Caretaker in #5.

Well the idea is that these 4 are merodak's leuitenants. they are the 4 guys carved onto the sides of the dais suporting the sarcophagus. so I wanted them to be a little tougher than your regular zombie. maybe the half fiend is the way to go. I'll look at it and then let everyone know.
 
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