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Cooperative Dungeon IV: Update


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The Forsaken One said:
Everyone ok with my idea for room 17? Especially the guys who did 20 and 16 with the connecting stories and stuff?

(the idea for the room was back on page 10).

Sounded good to me.
 

So far everything looks killer. Can everyone who wants to start looking over the entries and check for spelling an inconsistancies.

Thanks


Come one had top have some reason to bump it ;)
 

The Forsaken One said:
Everyone ok with my idea for room 17? Especially the guys who did 20 and 16 with the connecting stories and stuff?

(the idea for the room was back on page 10).
The story sounds great. There's a lot of rooms with interesting background that the players otherwise may never even get to know, so it's nice to have some sort of "narrator" who can tell the players what's the story behind all of it.

Of course, you still need to get rid of the Elhoriad creature and replace it by something else - preferably something from the SRD - maybe a Wight (or do we already have one of those?).

I would also tone down the number of cursed items a bit. Maybe just the Robe of Powerlessness, plus one more. Any more than that, and they start to count as "loot": the players will assume they're *all* cursed items, carefully collect them, and either sell them or use them as a weapon against some future opponent. You've got more than 10,000 gp in cursed items here, and that seems a bit much as "treasure" for what would be a very easy encounter...
 

Conaill said:
I would also tone down the number of cursed items a bit. Maybe just the Robe of Powerlessness, plus one more. Any more than that, and they start to count as "loot": the players will assume they're *all* cursed items, carefully collect them, and either sell them or use them as a weapon against some future opponent. You've got more than 10,000 gp in cursed items here, and that seems a bit much as "treasure" for what would be a very easy encounter...

2nd on the curse items - it's a little much unless there's some particular reason for them being there, like she collected cursed items or they were warped by chaotic evil influences.
 

Conaill said:
Of course, you still need to get rid of the Elhoriad creature and replace it by something else - preferably something from the SRD - maybe a Wight (or do we already have one of those?).

There's a wight protecting Room 12 (the Library). If The Forsaken One really needs a wight for his room, I can rewrite the room with my orginal idea of an enhanced allip (though that version of the encounter was a bit creepier).
 


Ah, forgot about the Wight in #12. But I feel like we're falling back into the "undead of the week" theme we had with CD3. There's no reason we can't have more than one of each type of undead, and we definitely don't have to have *all* core undead types represented.

That being said, I think a Ghost might be a better choice for #17. I feel ghosts are a more "natural" type of undead, in the sense that they don't really need to be created by some necromancer. They just naturally happen after some tragic deaths. They're also a very flexible template in terms of adding class levels, personality, etc.

Perhaps Nyovne is being confined to her room by magical wards above the door, which only the PCs can remove for her. She will only find rest once she has been reunited with (what's left of) Aris, and has seen Toth being defeated. Seems like that would fit with the theme quite well.
 

Conaill said:
Ah, forgot about the Wight in #12. But I feel like we're falling back into the "undead of the week" theme we had with CD3. There's no reason we can't have more than one of each type of undead, and we definitely don't have to have *all* core undead types represented.

It is a tomb though, kind of hard to escape the natural gravitation toward undead. There are other ways to do this NPC, but they're all pretty weird.
Mummy animated as an object by her trapped spirit
Sentient flesh golem
Warped into something non-human and immortal by the taint of Chaos (like the gibbering mouther), say a phasm or something extraplanar
 

I tried that encounter out, they identify the items, then put them on because they are all damned good and they're all screwed :p

And for room 17, I'll turn it into a ghost then. Your idea looks good.
 

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