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<blockquote data-quote="Ovinomancer" data-source="post: 1401266" data-attributes="member: 16814"><p>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.</p><p></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Room 11 A Creeping Chill Brian ‘Ovinomancer’ Spell</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Doors:</strong> 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)</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Description:</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">As the players reach the eastern door:</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Traps:</strong> 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. </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Features:</strong> 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.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Encounter:</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Zombies (5):</strong> 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</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Skills and Feats: toughness, WP longsword, AP chainmail </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Brown Mold Zombie (1):</strong> 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</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Skills and Feats: toughness, WP longsword, AP chainmail </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Brown Mold</strong> 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.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Brown Mold:</strong> 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.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Tactics:</strong> 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. </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Notes:</strong> 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..... </span></span></p><p></p><p></p><p>3/7/04 edited for content and spelling</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 1401266, member: 16814"] 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. [FONT=Verdana][SIZE=2][B]Room 11 A Creeping Chill Brian ‘Ovinomancer’ Spell[/B] [B]Doors:[/B] 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) [B]Description:[/B] As the players reach the eastern door: [B]Traps:[/B] 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. [B]Features:[/B] 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. [B]Encounter:[/B] 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. [B]Zombies (5):[/B] 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 [B]Brown Mold Zombie (1):[/B] 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 [B]Brown Mold[/B] 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. [B]Brown Mold:[/B] 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. [B]Tactics:[/B] 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. [B]Notes:[/B] 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..... [/SIZE][/FONT][SIZE=2][/SIZE] 3/7/04 edited for content and spelling [/QUOTE]
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