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Cooperative Dungeon IV: Update


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Room -2 Entry Hall of the Jackal (Shannon ‘Thullgrim’ Troester)
With much effort you push open the stone doors and find yourselves in an ornate hall. The hall runs about three paces and each wall holds a masterfully constructed inlaid mosaic mural. The hall opens into a larger room, with two stone doors opposite where you are standing. Standing before the door between two statues are a pair of gnolls obviously on guard.

When the two guards see the intruders coming down the hall, or open the door even, they charge down the hall with a mighty yell. See encounter below.

After defeating the guards you get a moment to examine your surroundings in more detail. Looking around the room you notice hallways heading north and south, along with carved stone double doors on the west wall. The Doors are emblazoned with images of Jackal and a Man facing each other, one on each door. Flanking the door two statues, each depicts a canine human hybrid creature holding a large sword resembling a falchion. Several columns are located near the doors. Each is engraved with a repeating pictogram pattern.

Also in the room, in the northeast corner, is a large pile of crates and bags. Looking down each hallway you can see more doors.

Door: Double stone doors opening inward. Hinges are located on the inside of the doors. Doors are trapped with a mechanical trap. Attempting to open the doors without bypassing the trap via a hidden switch causes the swords each statue holds to be swung inwards towards the door. Doors: locked; hardness 8; hit point 60; break DC 28.

Traps: Swinging Falchion Trap: CR1; mechanical; touch trigger (attempting to open the doors); automatic reset; hidden bypass switch Search DC 25 (replacing the missing eye); Atk +10 (2d4,18-20/x2); Search DC 21 to locate the trap; Disable Device DC 20.

Features:
Murals: On one wall the mural depict scenes of running jackals, leaping through tall grass, hunting prey, and then gorging on their catch. The opposite wall depicts several progressive scenes, a group of jackals gathered around a fire on the night of a full moon, a group of what appear to be half-man half-jackal hybrids dancing around the fire, and finally a group of men. The men are dressed simply, in robes of white bound in gold rope. They are all thin with long heads and torsos. Most are depicted as dark complexioned though one or two appear to have had lighter skin. Each sports a goatee.

Columns: There seems to be no beginning or end to the pattern just three simple images. The first is a thin four legged canine. The second image is of a canine humanoid hybrid, while the third is a human with thin features. These are much simpler images compared with the murals in the entry hall but are obviously related in subject matter.

Statues: The statues each have the lapis lazuli eyes that the exterior statues possessed. One of the eyes is missing from the statue on the left.

Doors: The left door is emblazoned with the human face, while the right door has the jackal head on it. The features of the man are strange; he has a long face with narrow eyes and is wearing a long thin goatee.

Crates, packs, and bags: The crates and bags contain various trade goods which the gnolls obtained by robbing a caravan several days ago. The survivors of the raid are being held in room #3 awaiting sacrifice. There are also several packs here which contain various standard adventuring gear, which was owned by the captives. Weapons, armor and such are also found here. This is left vague for the individual DM to hand out. If necessary let me know and I will fill it in.

Encounter (EL2): The gnolls are on guard here. They attack the intruders upon sight. The will attempt to make as much noise as possible during the fight hoping to draw more gnolls to the area. Under no condition will the cleric of warleader from room #3 respond to the commotion as they are in the midst of a ceremony.

Gnoll(2) Medium Humanoid (Gnoll); CR 1; HD 2d8+2; hp 11,13;
Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3); Full Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3);SA -; SQ Darkvision 60 ft.; AL Usually chaotic evil; SV Fort +4, Ref +0, Will +0;Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Languages: Gnoll
Skills: Listen +2, Spot +3
Feats: Power Attack

Combat/Development:
If captured alive and put to the test each gnoll knows approximately hom many total gnolls there are in the complex. They know how long they have been here and that there is a ceremony being performed in the next room. They also know of the captives that are going to be sacrificed. They are warriors and are tired of doing slave work (referring to the digging).

This information may be obtained through several methods, evil parties may use torture. Bribery might also work if the offer includes freedom and a small amount of money or a weapon.

Notes: This room was once the entry hall of the temple to the jackal god. When active this room was filled with burning incense and dancing, chanting worshippers
 

I'm currently working on a puzzle key for the door to room 21 (the puzzle is not mandatory, solving it disables the doors myriad traps, but the door and traps can be bypassed without solving the puzzle).

The puzzle requires assembling keys from several parts, and while I could put all the parts in my other room (room 8), I'd like to spread the keys around. So I'm looking for volunteers willing to insert these keys into their rooms.
 

Yeah, I can hide one in the altar in room#3 or wherever you would like. Just let me know what it looks like (if its not a conventional key shape) and I will put in either 2 (as part of the mosaic maybe).

Thullgrim
 


Hey Phineas, here's some ideas for #21...

I've been drawing inspiration from Tutankhamen's tomb to design the encounter in #20, including curses, etc. The supposed "curse of the Pharaoh" goes as follows:

"They who enter this sacred tomb shall swift be visited by wings of death."

There's actually no such inscription in King Tut's tomb, however there *is* an inscription as follows on the shrine of Anubis:

"It is I who hinder the sand from choking the secret chamber. I am for the protection of the deceased."

To which an imaginative journalist added:

"and I will kill all those who cross this threshold into the sacred precincts of the Royal King who lives forever."

I'm thinking of having some or all three of these lines spoken out loud by my awakened jackal cleric, as part of an invokation of "Bestow Curse".

It would be fun if we could also have "wings of death" and/or "sand choking the secret chamber" either in #20 or #21. So far, I'm not planning on using either in #20, but let me know if you're interested in doing anything with this.

Here's some images for inspiration...

1) Howard Carter's view of the statue of Anubis guarding the doorway to the Treasury:

2) A close-up of the statue of Anubis, aka Yinepu, the Awakened jackal Clr3 guardian of the tomb:

[both moved to the actual post: Room 20 - Yinepu's Vigil]

Note the gold necklace around his neck... haven't yet decided what to do with that, but it could very well serve as one of your keys. Maybe the one that disables the pit trap below the door, which fills up with sand as soon as someone falls into it? ("It is I who hinder the sand from choking the secret chamber.")
 
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thullgrim said:
Yeah, I can hide one in the altar in room#3 or wherever you would like. Just let me know what it looks like (if its not a conventional key shape) and I will put in either 2 (as part of the mosaic maybe).

Thullgrim

ok, here is your key

Iron Scarab figurine: A tiny scarab beetle fashioned from iron with a circular base one inch in diameter. The word “Mekharr” is etched on the base and it appears that it was made to attach to something.

I'll post The Forsaken One's next, and will post them as people volunteer.
 

The Forsaken One said:
I can hide one in 17, what are the details?

And here is your key...

Sandstone Hippo figurine: A tiny hippo carved from sandstone with a circular base one inch in diameter. The word “Nehes” is etched on the base and it appears that it was made to attach to something.
 


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