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Cooperative Dungeon IV: Update

tarchon said:
He wrote up a god who seems to be a jackal god in some parts and a hyena god in some parts, based apparently on the fairly common belief among people who live in North America, who've never seen either jackals or hyenas, that jackals and hyenas are the same thing. It is fantasy, OK, but I'm just saying that one might consider that it might make sense to take this one god that was conceived out of confusion between a small wild dog and a big, smelly matriarchal quasi-cat and divide it into two separate gods.
He might have been confused by the jackal statues or room 1. We could ask him to change the name and give it a hyena head.

We could call it Vilnamog or somesuch...

What do you think thullgrim ?
 

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Room 16 - The Crypt of Aris (Ben Tiefenback [John Q. Mayhem])
Door: A metal-bound wooden door. The door is locked, but most of the wood has rotted away, leaving it fragile and easily breakable. Locked (DC 25) Break DC 13. Hardness 5, Hit points 5.
As you enter the room a blast of air and the stench of funeral spice hit you. This was evidently a tomb for a favoured wife; the walls are covered with complex bas-relief images. However, when you look closer, you see that the pictures portray hideous rituals and monstrous creatures. On the far wall above a stone sarcophagus there are letters scrawled on the wall in a brownish substance. They are in Abyssal, and spell "No rest for the unfaithful."
Traps : When someone moves the sarcophagus lid. Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (Ghoul fever, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.); Search DC 22; Disable Device DC 17. Market Price: 4,720 gp.
Features : This small room is lined with columns. The sarcophagus occupies a central location, against the far wall. Flanking it are two statues of the jackal-creatures that have become a familiar sight to you.
Encounter : The sarcophagus contains the body of a wife of Toth Nekamek, punished with eternity as an undead beast for her imagined unfaithfulness.

Aris Jeal su Nekamek
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+3 plus paralysis)
Full Attack: Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralyis, stench
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves:Fort 1, Ref 1+3, Will 4+2
Abilities: Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
Skills: Balance 4+3, Climb 6+3, Hide 5+3, Jump 6+3, Move Silently 5+3, Spot 6+2
Feats: Multiattack, Toughness
Climate/Terrain: Any
Organization: Solitary, gang (2–4), or pack (2–4 plus 7–12 ghouls)
Challange Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —

Combat

Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Aris su Nekamek has been terribly warped, both by the ghoul poison and the centuries alone in darkness. She will attempt to grapple the first person who opens the sarcophagus, perhaps in the belief that she is taking revenge upon Toth Nekamek. If this fails, she will continue attacking one person until they are paralyzed, then attack another. If half of the party is paralyzed, she will begin to coup de gras paralyzed characters, starting with the first one paralyzed.

Other Features : Aris su Nekamek has torn off her ceremonial jewelry. It lies in the bottom of the sarcophagus. This jewelry is worth about 800 gp, but much more to a collector of such things.
Notes : Aris su Nekamek was the most favoured wife of Toth Nekamek. She was unfairly accused of infidelity by some of the lesser wives, who planted evidence against her. Aris was exposed to ghoul fever, a hideous supernatural disease that animates those who die from it as undead. She was then buried alive, and a trap set in hopes that the (fictional) paramour would attempt go to her crypt.
 

I am very flexible about the name and appearance and such. I was simply writing a deity to act as a patron for some gnollish tribes. As such I think renaming him to avoid confusion is a good idea, along with editing to make sure there is little confusion. I want him to resemble more hyena than jackal. I will take care of that today.

What I was thinking in regards to the jackal statues was this was a complex of a rival god whom the gnollish deity vanquished. He then sent some of his followers here to recover an artifact of the jackal deity that would be useful to his own followers. Perhaps some kind of device of canine control or something that allows a gnoll to act like a lycanthrope.

Thullgrim
 


I'm rather new at designing encounters, so I'd appreciate comments on my setup for Rooms 4 and 6 (post #67). Specifically, I'm wondering about the following: Is the randomized room state a good thing? Do I have the ELs arranged correctly? Are there too many Gnolls? Should I avoid using the Gnolls mentioned in other rooms?

Thanks in advance :)
 

Elephant The problem with random Set up like that is where are they when not in the room. Its alright to set up the room as dynamic but is usually easier to do it by a time schedule (in my opinion) and say where they are if not there. Putting them somewhere else is a little harder in this sort of cooperative dungeon, not wanting to tread on others toes.

Also tempting a party kill on a random roll is an iffy idea. No problem having a challenge they can't overcome but need to flee from is okay if you make the situation obvious to some extent. Doing it at random is very risky.



Just a small bit of advice :)

Later
 
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Room -3 Shrine to Hrauk (Shannon ‘Thullgrim’ Troester)
Opening the doors into this room your senses are assaulted by the stench of death. The large room is flanked down both sides by large granite columns with carved likenesses of the jackal headed humanoids from the statues you have already seen. At the far end of a large room stands an altar with a woman screaming and struggling against her bonds.

Behind the altar stands a large gnoll wearing yellow robes stained with blood. There is a small winged creature hovering near his shoulder. Draped one the ceiling beyond the altar is a huge yellow banner bearing the emblem of a grinning gnollish skull flanked by bat wings.

Between you and the altar is a gnoll, larger than any you have seen thus far. Off to the right side of the room there appears to be a side passage, a small group of people can be seen bound there.

Door: On the north side of the room is a strong wooden door behind the row of columns. The door is unlocked but can be locked by using the key found with Karak. When locked the door has the following statistics Break DC 25, Hardness5, 20 Hit Points.

Traps: None

Features:
The columns are carved in the same likeness as the statues outside this room; a likeness of a jackal headed humanoid. A successful Knowledge(religion) DC 20 yields the following: The jackal headed statues are associated with a deity revered by werecreatures.

The banner hanging above the altar is associated with the gnollish deity Hrauk, this can be determined with a successful Knowledge(religion) DC 20.

The altar is carved with grinning jackal heads, appears to be cut from a single block of granite. It has been reconsecrated to the worship of Hrauk. It currently holds a bound human female. The altar is stained with blood.

Encounter (EL 6-8): This room contains 3 combatants: the warband leader, and the priest of Hrauk and his Quasit companion. In addition there are the 4 bound prisoners and one prisoner bound to the altar. This has the potential to be a difficult encounter. The characters must be quick about dispatching Karak and Bagrak before Shatrix brings reinforcements.

Bagrak (warband leader) Medium Humanoid (Gnoll) Ftr2; CR 3; HD 2d8+2+2d10+4; hp 30; Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 13 (+1 natural, +2 leather armor), touch 10, flat-footed 13; Base Atk +3; Grp +6; Atk Greataxe +8 melee (1d12+4/x3) or shortbow +3 ranged (1d6/x3); Full Atk Greataxe +8 melee (1d12+4/x3) or shortbow +3 ranged (1d6/x3); SA -; SQ Darkvision 60 ft.; AL neutral evil; SV Fort +7, Ref +0, Will +2; Str 16, Dex 10, Con 13, Int 12, Wis 10, Cha 10
Skills: Listen +2, Spot +3, Climb +8, Handle Animal +3, Intimidate +8, Jump +5
Feats: Power Attack, Cleave, Iron Will, Weapon Focus (Greataxe)
Possessions: MW Greataxe, Leather Armor, 7gp, 6sp.

Fang Karak Medium Humanoid (Gnoll) Clr2; CR 3; HD 2d8+2+2d8+4; hp 24;Init +2; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 13 (+1 natural, +2 leather armor,), touch 10, flat-footed 15; Base Atk +2; Grp +4; Atk Dire Flail +4 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3); Full Atk Dire Flail +2/+2 melee (1d8+2/1d8 +1/x3) or shortbow +2 ranged (1d6/x3);SA -; SQ Darkvision 60 ft., Smite, +1 caster level to Evil spells; AL chaotic evil; SV Fort +6, Ref +2, Will +4;Str 14, Dex 15, Con 13, Int 12, Wis 14, Cha 12
Languages: Gnoll, Common
Skills: Listen +4, Spot +5, Concentration +7, Diplomacy +3, Knowledge (religion) +6, Spellcraft +5
Feats: Exotic Weapon Proficiency(Dire Flail), Two Weapon Fighting
Smite (su): 1/day you may make a single melee attack with a bonus of +4 on attack and a damage bonus equal to your cleric level.
Spellcasting: (Evil, Destruction)
0 Level: Guidance, Light, Read Magic, Detect Magic
1st Level (DC 13): Inflict Light Wounds (d), Cause Fear, Command, DoomPossessions: Dire Flail, Leather Armor, Holy symbol, Lapis Lazuli (10gp), cat-o-nine tails, small curved dagger, flaying knife, key.

Shastrix (Quasit) Tiny Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 3d8; hp 13;Init +7; Spd 20 ft., fly 50 ft. (perfect); Space/Reach 2-1/2 ft./0 ft.; AC 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk Claw +8 melee (1d3-1 plus poison); Full Atk 2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1); SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10; AL Always chaotic evil; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6
Feats: Improved Initiative, Weapon Finesse
Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. The save DCs are Charisma-based. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form(Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.
Poison(Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus

Combat/Development:
Once the inhabitants become aware of the intruders they quickly respond. Shastrix goes for more help. Bagrak immediately draws his axe and heads towards the intruders. Karak cast his spells in the following order and then proceeds into the melee.

Round #1: cause fear on any obvious spellcaster, if none is present, then on the strongest looking fighter.

Round #2: Doom on any fighter in melee with Bagrak.

Round #3: Karak comes down from the altar and melees with the intruders. He and Bagrak fight intelligently together, concentrating on one opponent at a time. By round 3 Shastrix should be back with 1d4 gnolls from the surrounding rooms. As they arrive they join the combat when they can.

Should the player’s free the bound prisoners they will assist in the fighting as best they can. The prisoners consist of the following:
Name Race Sex Class Condition
Marik Hum Male Ftr2 bound, unarmed
Eolis Elf Male Wiz2 bound, unarmed and without spells.
Marin Hum Female Rng2 bound, unarmed
Aleen Hum Female Clr2 Currently strapped to altar, without spells


The group was captured assaulting the gnolls in order to prevent them from recovering the artifact hidden further in the tomb. They know what the object is, but not how to locate it. They were sent here by one of the nature deities or a druid in order to prevent the gnolls from acquiring the artifact.

The gnolls know there is a powerful artifact hidden within the complex though they have not located it yet. Shastrix knows about the babau guardian. The gnolls can converse with the guardian through Shastrix and hopefully gain the artifact without having to combat the demon himself. The demon was a servant of a rival of Hrauk whom Hrauk later vanquished and now he directs his followers to collect artifacts from that deity that may be of use to them.

Notes: This room was once the sanctuary of the temple. It was dedicated to the worship of the jackal headed deity depicted on the statues. The gnolls have rededicated the altar to the worship of Hrauk
 
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Yikes, Thulgrim! Keep in mind that this is supposed to be a level 3 adventure! EL 6-8 is just going to wipe the floor with the party, especially this early in the dungeon (they will presumably have gone up a level by the time they reach #21).

I would get rid of the quasit altogether. If it's played well, there's no way the party can prevent it from getting help (invisibility at will - remember?) from any of the dozen or so other gnolls in the complex. The Gnoll Ftr2 and Clr2 are an EL 5 encounter by themselves, which is a challenging encounter for a 3rd lvl party.

Edit: You may also want to try avoid having four 2nd level NPCs following the party around for the rest of the encounter. The Wiz and Clr may be out of spells, but the Ftr2 and Rgr2 would be valuable allies. And if the party decides to rest for a night after clearing out the front half of the dungeon, they'll have two more spellcasters as well. I would recommend you find a reason to send them away, so the PCs won't have a troupe of NPCs tagging along. Chopped off limbs, burned out eyes, madness (always a good one to drop a few prophetic hints)... anything that can't be solved by a simple Cure Light from a 3rd level Cleric. Have the released prisoners head back to their village, with a promise that they'll send reinforcements - that also sets up an opportunity to bail out the party later if need be.
 
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I am so used to planning for a larger group of players (usually 6-7) that I think I had those numbers in mind rather than the standard 4. In any case I want a tough encounter I just don't know how tough. Let me think some on how to tone it down.

I think I like the quasit but I think if I change its location to over by the captives, then have it flee down the closed the doors, the party can deal with the cleric and fighter, and bar the door to prepare for reinforcements. At least thats how I envisioned it.

The other option for the party is to free the prisoners who can actually help, especially in holding the door while the pcs finish off the two enemies in the room.

again let me think about it some before I change it.

Thullgrim
 

All right guys, time to check deadlines, sorry...

The following rooms are past due, but I will give you guys the next six hours to either finish them or make your presence known, so that you can ask for an extension or somesuch:

Thullgrim Room 2
Wycen Room 7
The Forsaken One Room 17
Jester47 Room 19

Thanks !
 

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