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Cooperative Dungeon IV: Update


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GreyShadow said:
I know that. I meant, why restrict it to just the SRD? Why not allow ogc from some other books, eg: Tome of Horrors?

It's the safest way to be sure we're legal. With the amount of time that those of us who work behind the scenes (beyond what happens in this thread) need to put into these CD-x porjects, and with the limited amount of resources to check sources beyond the SRD, it's just the way it has to be. Sorry. Can't budge on this one.
 

Ferret said:
Um, I need something from school tommorrow and I might be on the comp doing that for a lond time (otherwise I'd have done it today).

Untill wednesday (12 midnight on tuesday gmt.)
I don't think you have to worry. There's still plenty of rooms available (9 at the moment), so by the time you are ready to work on it, just pick one then.

Keep an eye on the thread. If you see that at one point there's very few rooms, pick one then and there shouldn't be any problem.
 


Warped Burial Chamber

Room 18 - Warped Burial Chamber (created by Chris Cumming "Erekose13")

Door: The door to this room is made of heavy copper and it is unlocked. Where it once featured bas-relief carvings of jackal headed guardians, it is now a twisted morass of burnished copper, green with age and corruption. While it has maintained its shape and use, the door is stuck (Strength check DC 20 to open, Break DC 25, Hardness 8, Hit points 50.) It is possible to make out some of the faces and body parts of the carvings, though they have been twisted almost beyond recognition.

Upon opening the heavy door, a thick white smoke begins to billow out of the room into the hall beyond hanging very close to the floor. Inside the room, the floor is cracked and mangled, beneath which sickly yellow-green light radiates, coloring the smoke that hugs the ground. Around the room are the smashed remains of six stone sarcophagi. Some of them appear to have melted as have the four small columns that interspace the sarcophagi.

Traps: The miasma of smoke and sickly green light causes characters to become sickened (Fort Save DC 13) if they remain in the room for more than 4 rounds (roll save each round after 4, lasts until the character exits the room). In addition the fog grants concealment (20% miss chance) to any prone medium creature or any creature size small or smaller.
Sickening Fog: CR 2; no attack roll necessary (see below); Search (DC 25); Disable Device (DC 27 - magic); Notes: this trap is a constant presence, but it can be disabled by a rogue. A sickened creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Features: The six sarcophagi and four columns have all been warped by the presence of the forces of Chaos. They are for the most part rubble, and contain nothing.

In addition to the smoke on the floor, the uneven nature makes the floor difficult to cross. It is considered difficult terrain costing 2 squares of movement per 5ft. square and prevents running and charging.

Encounter (EL 5): A grick, one of Chaos' pets, lives in this room enjoying the smoke and nauseating green light. It hides between the furthest two sarcophagi on the right. It is currently lying prone and with it's concealment and hide bonus it is very difficult to spot (Spot DC 21).

Grick: medium aberration; CR 3; HD 2d8; hp 9, Init +2; Spd 30ft., climb 20ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grapple: +3; Atk Tentacle +3 melee (1d4+2); Full Atk 4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1); Space/Reach 5ft./5ft.; SA -; SQ Damage reduction 10/magic, darkvision 60ft., scent; AL CN (N usually); SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5.
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track.

Description/Combat: This grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark gray, with a pale green underbelly. A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. It waits patiently for anyone entering the room to move further in, hoping that the broken and melted furniture will invite curious explorers. Once characters are within 10ft. of it, the grick will leap up and attack the nearest creature. Having lived in the room for some time it is immune to the sickening effect of the smoke and light.

Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.

Other Features: Hidden under a rock (Search DC 20) beneath where the grick lay is its treasure taken from the bodies of those it was either given as food a long time ago or those who have come across it since. It's treasure includes 13 gp, 60sp, a small peice of lapis-lazuli (10gp) and a scroll in a thin leather case (enlarge person, caster level 1).

Notes: This room once held the bodies of the royal guards for king Toth Nekamek. They were buried here quite near the king so that they might serve the king in the afterlife. Chaos (room 21) brought with him a grick to whom he granted this room to feast on. The grick has enjoyed its time here, long ago having devoured the corpses of the kings ancient bodyguards. The corrupting nature of Chaos and his minions has perverted this sacred room, twisting it into its unnatural nauseating appearance.
 
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Thanks Mark, decided to go with a Grick anyways. Hopefully we will see a psionics one in the future, I am a big proponent of the psionics rules.
 


Mark said:
People can use stuff from here -

http://www.wizards.com/default.asp?x=d20/article/srd35

- but -

Wait for Trainz to make a call on Psionincs stuff. It might be best to do a separate CD-xx with Psionincs.
To be honest, I am not familiar at all with the Psionics, and I have little interest in it. It doesn't mean that we couldn't do it, but I wouldn't be able to participate in the edition process as much. Unless the other editors tell me that they are willing to cover it without me, I'm afraid we'll have to put the psionics aside for now.

Not all DM's use psionics, but all of them use the core rules. I want those plug-in adventures to be readily usable by all. That said, a psionics enclined DM can, with little effort, use the CDx adventures and modify them to have psionic elements in them.
 

Room 10 – Storage Room (Kris Hulsen "The Forsaken One")

Door: A strong wooden door forms the eastern entrance to this room. The door is stuck and can’t be opened normally but must be forced open. It requires a DC 23 strength check to open, doing so alerts Nestiphae the Svirfneblin who has been hiding in this room (See below). (Strength DC 25 to break; Hardness 5; hp 20)

A second door in the southern wall grants access to this room as well. Anyone who makes a DC 15 spot check will notice that this door is quite new and must have been placed only recently. The door is sturdy and will open with a grinding sound as it’s hinges are unoiled as of yet which might alert other creatures down the hallway. Otherwise it is unlocked. (Strength DC 25 to break; Hardness 5; hp 20)

Upon entering this room the smell of ale mingled with another faint odour greets you. In the flickering light of your torch you can make out several cupboards lining the western and northern walls and some crates, boxes and a barrel dotting the southern wall suggesting you found a storage room of some sort. Across the room the outline of another door can be made out.

Features: The four cupboards in the room contain only a small assortment of food and drinks. They contain nothing of real value or interest unless the characters are extremely hungry or thirsty. Of the two small boxes in the room the left contains 4 whetstones, some flint and steel and 4 spindles each of which holds 60 ft. of hemp rope. The right one contains spare mining equipment for the Gnolls, 4 shovels, 6 picks, 5 hammers and a couple of dozen nails. The barrel in the south-eastern corner was once filled with ale but now hold the bloody corpse of the Gnoll Nestiphae killed last night. The two larger crates lined up against the southern wall of the room contain nothing but an assortment of random goods the Gnolls use to make their living here.

Encounter (EL 5): Nestiphae, a young female Svirfneblin, has been down on her luck the last months and when she caught wind of a Gnoll excavation she felt the winds of fortune were changing. Searching out in a nearby pass for a clue where the Gnolls might be she found four Gnolls robbing a travelling merchant. She followed them while they carried the stolen supplies back to their lair. There she waited for nightfall and she sneaked into the tomb. There she has been hiding out now for over a day in the storage room where she found a couple of potions and some gold.

Last night she watched as one of the Gnolls came running anxiously down the hallway carrying some sort of scroll case. Figuring by the Gnoll’s excitement that it must be valuable she tripped her unwary victim as the he passed by the storage room on his way to his inform Ergash the Cleric (See room 8) of his findings. The Gnoll soon found himself being dragged into the storage room bleeding to death with a dagger sticking out from his neck. Nestiphae tried to cover the blood in the hallway as well as she could with some dirt after she hid the Gnoll’s body in the barrel in south-eastern corner of the storage room. But a keen eye might still notice the blood stains on the floor (Spot check DC 20).

Seeing the scroll as something obviously magical and valuable, Nestiphae’s common sense has been telling her to leave with what she was able to steel and be content. Her greed however has gotten the upper hand and she has decided to play this dangerous game a little longer. Hiding out in a crate in the storage room pondering how she can lay her tiny greedy hands on more of this lost tomb’s riches she waits for her next opportunity.

Tactics: Nestiphae is a smart and stealthy deep gnome and she is all to aware of her not unimpressive skills in this area. If someone starts breaking through the stuck eastern door she’ll won’t take any chances and climb out of her crate (which takes a full round action) and head out the southern door to find another safe place to hide out. If the adventurers leave the stuck door for what it is and enter through the southern door Nestiphae will try to remain hidden.

If discovered she will try to flee the tomb unless there is but a single opponent in the room who she will try to kill and rob. After all, there are plenty of half empty crates and boxes left to hide bodies in and if necessary in pieces. If the adventurers leave the room and leave only a single member behind to search the room she will sneak attack him the moment he searches her crate using her surprise action and trying to get another sneak attack in using her high initiative modifier. If all adventurers leave the room and she is still undiscovered and continue their search of the tomb she will follow them as quietly as possible. When they might emerge in a tight spot or appear heavily wounded after a fight she will attack them if she thinks she can take them.

Whenever she is severely hurt Nestiphae will take her chances with the potions she found in the storage room and hope for the best that they are healing potions. Depending on her luck they might well be.

Nestiphae, female Svirfneblin Rog 4: CR 5; Small humanoid; HD 4d6+2 (rog); hp 24; Init +9; Spd 20 ft.; AC 24 (+5 Dex, +1 buckler, +4 dodge, +1 size, +3 masterwork studded leather), touch 15, flat-footed 14; Base Atk +3; Grp -1; Atk Masterwork Dagger +9 melee (1d4, 19-20/x2) or Masterwork Light Crossbow +9 ranged (1d8, 19-20/x2); Full Atk (same); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, Sneak attack +2d6; SQ darkvision 120 ft., Spellresistance 15, Stonecunning, Nondetection, Trapfinding, Uncanny Dodge, Evasion, Trapsense +1; AL NE; SV Fort +5, Ref +11, Will +6; Str 10, Dex 20, Con 14, Int 12, Wis 16, Cha 5.
Languages: Undercommon, Gnome, Common, Terran
Skills: Concentration +5, Listen +12, Spot +10, Search +8, Disable Device +12, Open Lock +10, Hide +16, Move Silently +12, Decipher Script +5, Tumble +12, Escape Artist +7
Feats: Improved Initiative, Weapon Finesse

Possessions: masterwork studded leather armor, masterwork light crossbow, bolts x8, masterwork dagger, buckler, cursed nexus map, potion of cure light wounds (CL 1) x2, Potion of poison (Ingestion, primary and secondary damage 1d6 points of constitution), pouch (contains 28 gp and a small silver seal ring worth 9 gp)

Spell-Like Abilities: 1/day—blindness/deafness (DC 13), blur, disguise self (CL 4).

Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).


Cursed Nexus Map: This ancient looking scroll is one of the many cursed item that dot this forgotten tomb. It looks like it might fall apart at any moment but closer examination reveals that the magic with which it is imbued holds it together. The scroll is full with runes and glyphs which are made to look like a map. Magical analysis indicates that this scroll is a normal Nexus Map. However, the scroll is cursed. If the item is used as a focus for a teleport or a similar spell, it causes the spell to go awry and automatically result in a teleport mishap on the teleport % check. Immediately after use the scroll randomly teleports itself to another treasure hoard to be found by others.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport, bestow curse; Market Price: 5,000 gp.

Nexus Map: This flat piece of lacquered wood is carved and inlaid to look like a map. If the item is used as a focus for teleport or a similar spell, it allows the caster to reroll the teleport % check. A reroll can only be made once per day. The caster must use the result of the reroll, even if it is worse than the original roll.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport; Market Price: 5,000 gp.


Note: Nestiphae’s ring might be a typical seal ring used to gain access to a safety deposit box at an inn or some kind of shop in a nearby city. The box might contain a map or some clue that might lead the hero’s on another adventure.


[NB: The Nexus Scroll is a custom item taken from SeanKReynolds site and made by him. It is not protected by copyright or any such thing and it is part of OGC. It might be nice through to name him in the credits.]
 
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