• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Cooperative Dungeon IV: Update

The stuff on the website is for people to use in personal terms, like being able to photocopy character sheets for personal use, but not in such a publication as this. If it is not in the SRD, System Reference Document, then by the bounds of this collaboration and SRD license, we can't use it. The SRD can be found here: http://www.wizards.com/default.asp?x=d20/article/srd35

Sorry, it isn't my intent to squash anyone's creativity. If you are still curious of the specifics several people in this thread can provide more answers.

Edit: Of course the link I provided goes to the Wizards website, so I thought it would be useful to point out that the SRD link is a very specific part of the Wizards website. All the spells, monsters, locales, and web enhancements you find are part of WoTC's Intellectual Property and thus different rules apply versus the information contained in the SRD documents. I hope that clears it up. :)
 
Last edited:

log in or register to remove this ad

Room 12 – Toth Nekamek’s Library (by Daryl Gubler – Ikazuchi)

Room 12 – Toth Nekamek’s Library (by Daryl Gubler – Ikazuchi)
Door:
The ironbound wooden door has hieroglyphs carved all over its surface. A crude, gnollish mark of warning is hacked into the wood. The lock has been bashed into a bare semblance of it original form. Otherwise, the door is unlocked, and opens smoothly with barely a squeak. A Hieratic inscription, barely understandable beneath the gnollish mark, requires a decipher script check of 20 to translate, and states “The Light of Knowledge. The Light of Toth Nekamek”. (Hardness 5; HP 18; Break DC 23)

Room:
The first thing you see are the bookshelves lining the walls and crammed full of ancient books of varying size and scrolls. A large table stands slightly to the left, upon which rests a three-pronged oil lamp made of silver and gold and surmounted by a tiny wooden asp. A slight scent of incense fills the air of this room. Across the room you see another wooden door, with some form of carving on it.

Traps:
None.

Features:
The room is tidy, no dust at all. All the books are in fine condition.
The oil lamp still has scented oil in it and can be lit. The lamp is worth 25gp to most merchants, but can fetch two to three times that from an dealer in antiquities. A Search check (DC 18) will allow the PCs to discover that the wooden asp can be removed from its resting spot.
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.
The books are all religious texts and the scrolls are prophecies. They are all written in hieroglyphs, and require a Decipher Script (DC 30) to comprehend. Any character deciphering the scrolls of prophecy find them to be the dark and creepy mad ravings of an ancient prophet. Any character reading a scroll of prophecy must make a Will check with a DC of 10 plus 2 for each scroll they read. Failing the check causes 1d4 points of temporary wisdom as the ravings drag the character towards the same madness that spawned them.

Novitiate Primer: There is a book in the library that was used to teach initiates the hieroglyphic script used in many places of the tomb. If the PCs find this book (a Decipher Language check, DC 20, will allow them figure out the hieratic writing within), they can use it as a guide in translating the hieroglyphs within the tombs, granting them a +4 bonus to Decipher Script checks dealing with the hieroglyphs. Randomly searching the books will give the characters a 10% + 1% per book chance of stumbling across the primer. A specific search for such a book requires a Decipher Script check (DC 20) and then a Search check (DC 15) to find the book.

Encounter:
If any character touches either the books or the door to room 13 without first lighting the all three prongs of the oil lamp, the spirit bound to the library awakens. Originally a fallen follower of Toth Nekamek, it was willing bound to the library to guard the memory of Toth Nekamek.
A dim blue light begins to emanate from beneath the floor, shining through the spaces between the floor stones. A pair of spectral hands reaches up from beneath and grips the stone floor. A moment later a ghostly form drags itself up through the floor. The form is wreathed in the tatters of once fine white robes and hundreds of ghostly scorpions climb about its body. In Hieratic the spirit shouts “Ye who would defile the memory of Toth Nekamek shall not be suffered to live!” While it speaks, the spectral form coalesces into a solid form and lunges with its outstretched hands.
The wight attacks whoever’s action awoke it.

Wight: CR 3; LA —; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk Slam +3 melee (1d4+1 plus energy drain); Full Atk (same); Space/Reach 5 ft./5 ft.; SA create spawn, energy drain; SQ darkvision 60 ft., undead traits; AL (Always) LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15.
Languages: Common
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind–Fight. (Wights have a +8 racial bonus on Move Silently checks.)
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Combat: Wights attack by hammering with their fists.
 
Last edited:

I have to agree with MArk here. It is Amazing How Cooperative the Cooperative dungeons are turning out. It makes the Editors work so much easier becuase the contributors are pulling it all together.

As far as this dungeon goes it seems to be one that they will have to hit and run some. Seems tough to me which is cool I prefer places you can't mow through in one shot.

Thanks again everyone.

Later
 

Indeed this is coming together really quickly, nice work all. Sorry I havent been more talkative, since putting in my room. Things got rapidly busy for me over the past couple of days. Glad I managed to get it in cause it looks like I would have missed the boat on another great dungeon had I waited. I will have a look through all the other rooms that have popped up in the past day, but there was one concern I have. If players miss the secret door in area 14, what clues have we left them to clue in to the fact that there is more to the dungeon than the gnoll's depradations? I know there are the room keys for area 21 scattered through out the dungeon, but what if as someone suggested, players just assume they are art objects to sell. My question may already have been answered, pardon me if it has - like I said earlier I havent had a chance to read all of the rooms in detail yet.
 

Erekose,

The keys function is to bypass a trap, not to pass through a door, so even if the PC's don't solve the riddle, they will still be able to proceed, albeit in bad condition before meeting the BBEG. :D

I'm glad you could be part of CD4. As you saw, these rooms get filled within 48 hours, so it is hard to slip one in !
 

Erekose13

that's sort of one of my jobs when I do the initial edit is to make sure the little inconsistences are covered. If someone doesn't interject something to cover those circumstances I will. I think the keys won'tbe just thrown aside if the players find 2 or more. Since they seem to have the same 1 inch bases and such. (if memory serves) I hope most players will lock into this motif and not discard them. Even if they do it just makes it harder not impossible which is acceptable.

No need to pardon you for asking questions. I much prefer these questions and answers come from the contributors/others than from me. I still have other things I add so if everything is covered it makes my job easier and makes the dungeon more cooperative and less influenced by a single person. I want to minimize my influence so the community shines through and isn't clouded by my anal nature.

Later
 

Erekose13 said:
If players miss the secret door in area 14, what clues have we left them to clue in to the fact that there is more to the dungeon than the gnoll's depradations?
Good point.

There's a few unobvious ways the PC's can find it. If the PC's get to interact with some gnolls before slauthering them, they might learn that the gnolls are here looking for a hidden tomb somewhere. Also, since it is the only secret door in the gnoll sector, and PC's being what they are, they might decide to make sure they didn't miss something before leaving.

I know, it's very thin. One possibility would be to have a book somewhere in celestial (which very few gnolls know how to read) explaining that the body of Toth Nekamek and his riches is buried within in a secret room, thus clueing the PC's to start searching.
 
Last edited:

Another way to get them into the hidden section... the tunnels dug by the dire badger in #14 come awfully close to rooms #16 and #19. Let's say that on a successful Search check (DC 15 or so?) in the partially collapsed western badger tunnel they find traces of solid, worked stone - the outside of the wall of #16.

Let's call it Hewn stone: 3 ft. thick, break DC 50, hardness 8, 540 hp. Far from easy to get through, but it would at least tell them *something* is there. Maybe they'll decide to go straight through the wall, especially if they have some adamantine tools.

Hm... anyone have actual *stats* for a miner's pick? It's listed as 3 gp, 10 lb. in the SRD, but I can't figure out how much damage it does. There is a Heavy pick weapon, which is 8gp, 6lb. and does 1d6 damage - but that's not even enough to get through the normal hardness 8 of rock! Do you need to hope for that 1-in-20 crit to actually be able to chip off some rock?
 
Last edited:

Conaill said:
Hm... anyone have actual *stats* for a miner's pick? It's listed as 3 gp, 10 lb. in the SRD, but I can't figure out how much damage it does. There is Heavy pick weapon, which is 8gp, 6lb. and does 1d6 damage - but that's not even enough to get through the normal hardness 8 of rock! Do you need to hope for that 1-in-20 crit to actually be able to chip off some rock?

On the other hand, the damage delt is against creatures, not rock. A jackhammer is entirely impractical to be used as a weapon, but it works pretty well for construction. I'm guessing that the GM would just call it a tool and use a skill check.
 

Shallown said:
I have to agree with MArk here. It is Amazing How Cooperative the Cooperative dungeons are turning out. It makes the Editors work so much easier becuase the contributors are pulling it all together.

As far as this dungeon goes it seems to be one that they will have to hit and run some. Seems tough to me which is cool I prefer places you can't mow through in one shot.

Thanks again everyone.

Later

Yes, it is pretty amazing.

I finished my first read through of all the posts so far and I'm considering changing Nazgra from a druid to an Adept. It seems many of the encounters are tough and I think removing the animal companion, which will reduce the Encounter Level of Room 7, might be a judicial. Hmm. I suppose I could just remove her animal companion with a note that the snake was killed in the same incident with Room 14 and the shaman, which I need to reflect in my post anyway.
 

Into the Woods

Remove ads

Top