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

In the center of the room lies a stone sarcophagus carved all over with the holy symbols of The Sun God, though closer inspection reveals . . .

In the center of the room lies a stone sarcophagus carved all over with the holy symbols of The God of the Sun, though closer inspection reveals . . .

yeah they both sound a little cheesy but The DM will probablly Change the gods to fit his or her campaign anyway.
 

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I didn't catch this one quickly enough to contribute, but I did notice one thing on the map that might need to be changed. The secret door between rooms 10 and 11 is placed awkwardly. By putting it around the corner, it guarantees that the PCs will look for a secret door. I think that it should be put on the hallway of room 10; either even with the last pair of sarcophagi or even with the corner. Just a suggestion to make the dungeon slightly more difficult.

~hf
 


I didn't get an ok for room 11, but seeing as how the deadline is here, I'm going to post anyway. Let me know if its ok.

Room 11 A Creeping Chill Brian ‘Ovinomancer’ Spell

Doors: The western door is mechanically barred from the west side; it opens easily from the east. The eastern door is made of stone and is locked. (Open lock DC 25; Break DC 28; hardness 8; hitpoints 60)

Description:
A long hallway stretches into the darkness ahead. Cold stone walls seem to lean inward as they rise to the ceiling 10 feet overhead. A frigid breeze blows past you, causing tendrils of freezing mist to swirl around your feet. You can see several stone sarcophagi in niches along the hall, their carved lids closed tightly against the chill air.

As the players reach the eastern door:
The eastern door has been carved to resemble an armored human warrior without a helm. As you approach, the mouth of the carving begins to speak, calling in a commanding voice: “Arise and defend the slumber of our comrades!” At these words, several of the sarcophagi lids crash to the floor and a low moaning arises. The temperature in the room plummets and your breath mists in front of you.

Traps: A magic mouth spell on the eastern door will state the above if anyone approaches within 30 ft. Six zombies arise when they hear the magic mouth. Note that the magic mouth cannot see in darkness, so if the players are not illuminated, the trap will not function.

Features: Each of 16 niches in the walls of this hallway contains a sarcophagus. The sarcophagi are to the north are numbered 1-8 from west to east, and the sarcophagi to the south are numbered 9-16 from west to east. The sarcophagi are made of stone with the lids carved to resemble recumbent warriors in chainmail armor and carrying longswords. Each lid is locked (DC 25 open, DC 28 break, hardness 8, 60 hp), but has an internal mechanism to release the lid. Hidden inside sarcophagus #6 is a small bag containing 4 emeralds worth 300gp each. If a sarcophagi holding a zombie is opened before the magic mouth speaks (see encounter below), that zombie will attack immediately. The other sarcophagi contain the preserved remains of armored warriors. The armor and weapons worn by the interred are rusted to the point of uselessness.

Encounter:
Six zombies rest in several of the sarcophagi. They are in sarcophagi #'s 2, 5, 8, 9, and 15. They are wearing badly rusted chain mail (counts as chain shirt) and are wielding rusted longswords (break on unmodified attack roll of 1-4). One zombie is covered in brown mold and rests in sarcophagus #12. With the exception of being covered in mold, it is exactly like the others.

Zombies (5): Medium Undead (humanoid) CR1/2; HD 2d12+3; HP 16; Init -1; Speed 30; AC 15 (+4 armor, -1 Dex, +2 natural), touch 9, flatfooted 15; Base Atk +1; Grapple +2; Attack longsword +2 (1d8+1) or slam +2 (1d6+1); Full Attack longsword +2 (1d8+1) or slam +2 (1d6+1); Space/Reach 5ft/5ft; SA none; SQ single actions only, DR 5/slashing, darkvision 60ft, undead traits; AL NE; Saves Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con --, Int --, Cha 1
Skills and Feats: toughness, WP longsword, AP chainmail

Brown Mold Zombie (1): Medium Undead (humanoid) CR3; HD 2d12+3; HP 16; Init -1; Speed 30; AC 15 (+4 armor, -1 Dex, +2 natural), touch 9, flatfooted 15; Base Atk +1; Grapple +2; Attack longsword +2 (1d8+1) or slam +2 (1d6+1); Full Attack longsword +2 (1d8+1) or slam +2 (1d6+1); Space/Reach 5ft/5ft; SA Brown mold; SQ single actions only, DR 5/slashing, darkvision 60ft, undead traits, brown mold; AL NE; Saves Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con --, Int --, Cha 1
Skills and Feats: toughness, WP longsword, AP chainmail
Brown Mold The zombie is covered in brown mold. Brown mold feeds on warmth, drawing heat from anything around it. The temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of non-lethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size, spreading to the surrounding walls and floor, and to other zombies within 5 feet. Cold damage, such as from a cone of cold, instantly destroys the brown mold, but does not injure the infected zombie. If the host zombie is destroyed, the brown mold remains in the space the zombie was killed.

Use the below description for any brown mold left after a host is destroyed. Note that the normal CR of the mold is included in the host above.

Brown Mold: Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.

Tactics: The zombies do not use any concerted tactics except close and bash. Note that destroying a host zombie does not destroy the brown mold. If the brown mold doubles, it spreads from the zombie to the surrounding walls and floors. If no one remains in the hallway, the zombies return to their sarcophagi and replace the lids.

Notes: The original builders of this tomb intended to seal it off from the outside world to preserve the sleep of its inhabitants. While preparing to close off the tomb, the priests were attacked by a tribe of goblins. Outnumbered and overwhelmed, the priests fought valiantly to defend the final resting-place of the warriors, but were cut down and butchered. Strangely enough, the invading goblins feared the tombs, and did not enter or loot them. Two priests had hidden in the tombs, and, dying of starvation and thirst, trapped by the goblin tribes, slowly succumbed to madness. One of them raised the zombies in this room, and set them to defend against all intruders. Their tortured souls still lurk in the nearby library, trapped by their own madness.....



3/7/04 edited for content and spelling
 
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I may need to lower the nomber of zombies in this encounter... I can't find the EL table in the SRD and I loan out my DMG. I'll try to find out, but if someone figures it out in the meantime, let me know. I am aiming for an EL of about 5-6.

Also, should I combine the zombie and the brown mold descriptions? Should I make brown mold zombies? Or is it fine the way it is?
 

All right !

Sorry I didn't get here sooner, I had 100 CD's to burn and a rehearsal to go to... among other things...

The Secret Door: Merak told me it doesn't matter that it is like that, because it is intended to be found quick. It's just not openable by any means short of solving the riddle written on the secret door itself.

Dirigible had until tonight midnight before posting his contribution for room 5... so I made that room available again. If Dirigible requests it (and if I see his request before someone else posts a description for room 5), I will reserve it for him again.

This was fast guys. Beside room 5, we're only waiting for room 14 by Thullgrim to be posted and they're all done. You guys are REALLY getting the hang of this, and I want to congratulate you all.

Even when all rooms will be submitted, I will not start compiling the rooms. I will leave some time for ALL contributors to check their rooms again, and I mean ALL, to make sure all is fine and dandy. Some contributors might also want to create some synergies between their rooms, and there will also be time for this. We only started editing CD2, so there will be time to do all this.

A big "YAY" to all of you !
 

Ovinomancer said:
I may need to lower the nomber of zombies in this encounter... I can't find the EL table in the SRD and I loan out my DMG. I'll try to find out, but if someone figures it out in the meantime, let me know. I am aiming for an EL of about 5-6.

Also, should I combine the zombie and the brown mold descriptions? Should I make brown mold zombies? Or is it fine the way it is?
The zombies alone are an EL 6 encounter.

The formula is simple: you divide the number of critters by 2 for every EL 2 increment.

Thus EL 6:

8 x CR 1/2
4 x CR 2
2 x CR 4
1 x CR 6

HTH
 


Trainz said:
The zombies alone are an EL 6 encounter.

The formula is simple: you divide the number of critters by 2 for every EL 2 increment.

Thus EL 6:

8 x CR 1/2
4 x CR 2
2 x CR 4
1 x CR 6

HTH

acording to the table in the DMG (if I'm reading it right) for 1/2 cr creatures you can have anywhere from 7-12 creatures and still have a CR 5 encounter.
 


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