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Cooperative Dungeon IV: Update

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

[snip]

I'm still not sure what I plan to do with the actual room 21, I did have a thought on doing something with curse of the mummy myths. I also have other ideas and a list of possible minions (its hard to find good minions without raising the EL too high, the babau is CR 6 on its own).

If you want to do something with the "wings of death" / "choking sand" for your room 20 go for it.
 

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All right guys, thanks for everything so far. Nice to see you starting work on room synergies.

The only unacounted for is Jester 47 Room 19. In 3 hours his room will become available again, unless he gives a sign. If someone "sees" him in a thread, I invite you to invite him to come give an invited sign in this inviting thread.
 

Chronicles of Toth Nekamek

Room 13 - Chronicles of Toth Nekamek Created by Craig stone “Ferret”

Door: The door that blocks the passageway to the room is inscribed with Hieratic, a decipher script check of 20 will reveal that the phrase is “A little knowledge can be a dangerous thing”. Otherwise the door swings freely outward.

Features:
The walls of the room are lined with book selves, each full of books as thick as a fist, and smothered in a thick shroud of dust. The book’s chronicle Toth Nekameks life in astounding and pointless detail; what’s more is that each is written in Hieroglyphics and requires a Decipher script check of 30. A single book sticks out; it looks as though it has been recently read and it’s gold adorned cover is clear of any dust. If you can read the hieroglyphs (DC 30) on the cover, you tell that this is The Book of the Dead, or you could recognise with a knowledge: religion check (DC 18). Otherwise you can blindly open it, either way when you crack open this tome you see that the first page is made out of gold and reads,

Chained no more he will arise
His sarcophagus behind the sarcophagus
And there he shall lay, the desert at his feet
Oh, whence the animals flock to him he shall awaken,
Soon with the Jackal at his feet.

And His six loyal guards will rise with him
While the two traitors suffer in eternal torment
And he will reclaim his throne in the hall of celebrants,
In songs and laughter the people will feast his return,
The Ram and Horse will await him,
Soon he will arise anew.


You find many other, unrelated passages and indecipherable scribbles between margins on the following papyrus pages. One phrase that sticks out in particular, once the players succeed a search check (DC 15) is that whoever added the extra messages believed that “things do not bode well for the Pharaoh”.

Also an observant adventurer would notice that the first book shelf on the right is in fact a cleverly disguised slab of rock, this however requires a spot check 20 to discover.

Encounter (EL 3-4):
On the second square in is a pressure plate that triggers the first book shelf on your right to fall. Rock slab: CR 1; mechanical; location; manual reset; Reflex dc 15(3d6, stone); on square; Search DC 15; Disable Device DC 20.

A lone human figure stands in the room; he seems shy and wants to be lead out of the tomb. If the party can defeat the characters bluff check (See stat block) they can tell that he is lying. If the Librarian is ‘persuaded’ he may reveal that he is in fact a doppelganger paid by one of Toth Nekamek’s enemies to be a spy inside the Kings tomb after it had been opened, however the doppelganger was taken by surprise when the Gnolls trapped it behind the Wight. If all enemies are defeated it may venture further to gain more information on the dead pharaoh, how it is unlikely that it will be co-operatve.

Doppelganger CR 3;Medium Shapechanger ; HD 4d8+4 (Shapechanger); hp 22; Init +1; Spd 30; AC 15; Atk +4 base melee, +4 base ranged; +4 (1d6+1, 2 Slam); SA: Detect thoughts (Su); SQ: Alter self (Su), Immunity: Charm (Ex), Immunity: Sleep (Ex); AL N; SV Fort +5, Ref +5, Will +6; STR 12, DEX 13, CON 12, INT 13, WIS 14, CHA 13.
Skills and feats: Bluff+12, Disguise+12, Listen+11, Sense Motive+6, Spot+8, Alertness, Dodge.

Description/Combat:
The Doppelganger first assumes a human male with flowing yellow black robes that suggests some one of high status perhaps a ritual researcher or official chronicler. Given the chance he may negotiate with the Gnolls for his safe return.

If the doppelganger enters combat it will assume the largest and most scary form it can to better intimidate the party, however it has no weapons or armour so does not make much of an opponent. If it realises certain defeat it may change into a gnoll and run off to alert the others.

Notes:
If the doppelganger is allowed to leave it may lead on to a new adventure. Also note that some of Toth Nekameks enemies may be goodly.
 
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Phineas Crow said:
I'm still not sure what I plan to do with the actual room 21, I did have a thought on doing something with curse of the mummy myths. I also have other ideas and a list of possible minions (its hard to find good minions without raising the EL too high, the babau is CR 6 on its own).

If you want to do something with the "wings of death" / "choking sand" for your room 20 go for it.

Yeah, seems like it'll have to be seriously hindered or the PCs seriously helped. The DR alone will make it unbeatable for a 3rd level party. I usually avoid using demons below 5th level, and even then it's tricky to do without a TPK. At the very least, they're going to need access to cold-iron or good weapons.

I could find a place for a key in room 15 too, if that's a convenient spot for one.
 

Phineas Crow said:
If you want to do something with the "wings of death" / "choking sand" for your room 20 go for it.
As I said, I'm not planning on using them so far, but do let me know if you'd like to use them.

Likewise, do you have any use for the two statues on either side of the door between #20 and #21? I have some ideas, but could just as easily use some wall paintings for the same purpose. Thought they might come in handy for your trapped door...
 

ikazuchi said:
I'll take a stab at Room 12. If you've got a key for me, Phineas Crow, I'll fit it in there.

Key 3 of 7: ikazuchi's key
Wooden Asp figurine: A tiny asp made from a dark wood with a circular base one inch in diameter. The word “Hafau” is etched on the base and it appears that it was made to attach to something.
 

A thought just occured to me...
What if the PC's sell a few of their "keys" mid-adventure, thinking they are just low art objects... it'd be funny to see them hit the puzzle and realize that they sold two of the keys they need, running back after the buyers, begging for a sell back... heh.

Well, after 48 hours, all rooms have been dispatched. I foresee all rooms being submitted within another 2 days, meaning this adventure will be completely submitted within 4 days.

Fascinating. ENworld is really a force to behold when someone bothers to set things in motion. Incredible.
 
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tarchon said:
Yeah, seems like it'll have to be seriously hindered or the PCs seriously helped. The DR alone will make it unbeatable for a 3rd level party. I usually avoid using demons below 5th level, and even then it's tricky to do without a TPK. At the very least, they're going to need access to cold-iron or good weapons.

I could find a place for a key in room 15 too, if that's a convenient spot for one.

Key 4 of 7: tarchon’s Key
Copper Ibis figurine: A tiny ibis bird forged from copper with a circular base one inch in diameter. The word “Tekhen” is etched on the base and it appears that it was made to attach to something.


By my wild guesstimation, the PC's could potentially be up to 5th level by the time they get room 21, though they are more likely be about 4th level. It depends on what the EL's are of all the rooms and whether they bother to clear them all out.

I am going to wait till most of the rooms are done before I finish the final encounter, so I can make sure its EL is right.
 

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