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Cooperative Dungeon IV: Update
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<blockquote data-quote="ConnorSB" data-source="post: 1556549" data-attributes="member: 14273"><p>Room 9 - Hall of Final Justice (Created by Connor Sites-Bowen)</p><p></p><p><strong>Door:</strong> The door to this room is stone. It does not lock, but age has caused it to become stuck. It requires a strength check DC 20 to open, and has a hardness of 8 and 60 hp. Carved into the door is a bas relief of a well dressed, jackal-headed man sitting on a great stone chair. More chairs flank the man, with more jackal-headed dignitaries sitting upon them. A DC 10 smudges and claw marks from gnoll attempts to open the door.</p><p></p><p><strong>Room:</strong> </p><p></p><p><strong>Features: </strong> This room was built as part of the religious procedures associated with Toth Nekamek’s realm. It was believed that after death, the king would be judged by his god (NOTE: Insert whatever OGC god thing we come up with to replace Yeno-whatever) and his god’s advisors. In order for this metaphysical trial to take place, the king would, of course, need a physical place within his tomb, one befitting a king. </p><p></p><p>The gnolls have yet to enter this room, and so it remains relatively intact.</p><p></p><p>Each chair and corresponding item represents someone who would take part in this metaphysical trial. Numbered from north-east-south, each chair holds an item as follows:</p><p></p><p><strong>1. Clasp</strong>- representing Terrahefad (anagram of “fear hatred”), a lesser advisor of Chakal, this iron clasp is shaped like a wolf’s head. Depressing the mouth opens the clasp, the head splitting vertically. This clasp is not magical. Value- 20gp.</p><p></p><p><strong>2. Cloak</strong>- This cloak dangles almost seems to crush the rotting chair it rests upon. Upon closer inspection, one can discern that it is made of thick iron rings, and must weigh at least twenty pounds. Meant to be purely ornamental (and so old and rusted it would be useless as armor), this cloak is the token of Trayedabrug (anagram of “betray guard”), Chakal’s head guard in his macabre palace. Worth- 5 gp.</p><p></p><p><strong>3. Cutlass</strong>- representing Cerefeabark (anagram of “face breaker”), Chakal’s demonic majordomo, this masterwork cutlass was specially forged and treated so a pattern of blood red waves crest across its length. This special forging technique has been long since lost, and so this sword is especially valuable to any collector. Value- 450 gp.</p><p></p><p><em>Trap:</em> Disturbing the cutlass causes a weight sensitive trap to go off, dropping multiple bricks from the ceiling onto the chair and anything else in both the chair’s square, and the one immediately west of it.</p><p>Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two abovementioned squares); Search DC 20; Disable Device DC 20.</p><p></p><p><strong>4. Crown</strong>- This is a replica of Chakel’s crown- a circular band of silver. The front is shaped to be the upper jaw and ears of a jackal, and dark bat wings curve around, joining at the back to complete the circle. The crown is not magical, but radiates faint evil. Value- 300 gp.</p><p></p><p><strong>5. Crossbow</strong>- Once wood, this ornamented crossbow is quite rotted. Picking through the pieces will reveal any manner of small insects, as well as 3 lapis lazuli stones worth 10 gp. Value- 30 gp.</p><p></p><p><strong>6. Coin</strong>- These silver coins are flecked with lapis lazuli, giving them a blue sparkle. They seem to have been individually carved, and are each far too thick to be used as real currency. They honor Drohare (anagram of “hoarder”), who counts both coins and souls for her master, Chakal. Each is stamped with stylized wings on one side, and a leering jackal head on the other.</p><p><em>Trap:</em> These coins are in fact a living construct built to guard the room’s contents. If any of the coins are touched, the construct animates, taking one round to meld from coins into small, winged jackal heads. Treat this latter form as a Bat Swarm, CR 2. When the swarm dies, it reverts to coin form. Each coin is worth slightly more than a silver piece- 3 sp each, and there are approximately 200 coins- 60 gp worth in all.</p><p></p><p>BAT SWARM</p><p> Diminutive Animal (Swarm)</p><p>Hit Dice: 3d8 (13 hp)</p><p>Initiative: +2</p><p>Speed: 5 ft. (1 square), fly 40 ft. (good)</p><p>Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12</p><p>Base Attack/Grapple: +2/—</p><p>Attack: Swarm (1d6)</p><p>Full Attack: Swarm (1d6)</p><p>Space/Reach: 10 ft./0 ft.</p><p>Special Attacks: Distraction, wounding</p><p>Special Qualities: Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits</p><p>Saves: Fort +3, Ref +7, Will +3</p><p>Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4</p><p>Skills: Listen +11, Spot +11</p><p>Feats: Alertness, Lightning Reflexes</p><p>Environment: Temperate deserts</p><p>Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: None</p><p>Level Adjustment: —</p><p>A bat swarm is nocturnal, and is never found aboveground in daylight.</p><p>Combat</p><p>A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.</p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p>Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.</p><p>Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). </p><p>Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. </p><p></p><p><strong>7. Candle</strong>- This candle, if sniffed, smells foul. A symbol of Mewsallyl (anagram of "smelly law"), the fetid lawgiver Chackal keeps in his court, this candle, if lit, produces a puff of sordid, choking smoke that, if inhaled by the lighter of the candle, curses him, as the spell bestow curse. A fortitude save (DC 18) or a reflex save (DC 15) is needed to either avoid inhaling the smoke, or avoid the cloud altogether. Treat the curse as having a caster level of 8.</p><p></p><p><strong>Encounter:</strong> The brick trap, and the coins that turn into a bat swarm, as well as the cursed candle bring this rooms EL to 4.</p><p></p><p><strong>Notes:</strong> I’m not quite sure if Chakal is supposed to be the god of the old king, Toth, or a replacement for Yeno-whatever, the current Gnoll god. Are they one and the same?</p></blockquote><p></p>
[QUOTE="ConnorSB, post: 1556549, member: 14273"] Room 9 - Hall of Final Justice (Created by Connor Sites-Bowen) [B]Door:[/B] The door to this room is stone. It does not lock, but age has caused it to become stuck. It requires a strength check DC 20 to open, and has a hardness of 8 and 60 hp. Carved into the door is a bas relief of a well dressed, jackal-headed man sitting on a great stone chair. More chairs flank the man, with more jackal-headed dignitaries sitting upon them. A DC 10 smudges and claw marks from gnoll attempts to open the door. [B]Room:[/B] [B]Features: [/B] This room was built as part of the religious procedures associated with Toth Nekamek’s realm. It was believed that after death, the king would be judged by his god (NOTE: Insert whatever OGC god thing we come up with to replace Yeno-whatever) and his god’s advisors. In order for this metaphysical trial to take place, the king would, of course, need a physical place within his tomb, one befitting a king. The gnolls have yet to enter this room, and so it remains relatively intact. Each chair and corresponding item represents someone who would take part in this metaphysical trial. Numbered from north-east-south, each chair holds an item as follows: [B]1. Clasp[/B]- representing Terrahefad (anagram of “fear hatred”), a lesser advisor of Chakal, this iron clasp is shaped like a wolf’s head. Depressing the mouth opens the clasp, the head splitting vertically. This clasp is not magical. Value- 20gp. [B]2. Cloak[/B]- This cloak dangles almost seems to crush the rotting chair it rests upon. Upon closer inspection, one can discern that it is made of thick iron rings, and must weigh at least twenty pounds. Meant to be purely ornamental (and so old and rusted it would be useless as armor), this cloak is the token of Trayedabrug (anagram of “betray guard”), Chakal’s head guard in his macabre palace. Worth- 5 gp. [B]3. Cutlass[/B]- representing Cerefeabark (anagram of “face breaker”), Chakal’s demonic majordomo, this masterwork cutlass was specially forged and treated so a pattern of blood red waves crest across its length. This special forging technique has been long since lost, and so this sword is especially valuable to any collector. Value- 450 gp. [I]Trap:[/I] Disturbing the cutlass causes a weight sensitive trap to go off, dropping multiple bricks from the ceiling onto the chair and anything else in both the chair’s square, and the one immediately west of it. Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two abovementioned squares); Search DC 20; Disable Device DC 20. [B]4. Crown[/B]- This is a replica of Chakel’s crown- a circular band of silver. The front is shaped to be the upper jaw and ears of a jackal, and dark bat wings curve around, joining at the back to complete the circle. The crown is not magical, but radiates faint evil. Value- 300 gp. [B]5. Crossbow[/B]- Once wood, this ornamented crossbow is quite rotted. Picking through the pieces will reveal any manner of small insects, as well as 3 lapis lazuli stones worth 10 gp. Value- 30 gp. [B]6. Coin[/B]- These silver coins are flecked with lapis lazuli, giving them a blue sparkle. They seem to have been individually carved, and are each far too thick to be used as real currency. They honor Drohare (anagram of “hoarder”), who counts both coins and souls for her master, Chakal. Each is stamped with stylized wings on one side, and a leering jackal head on the other. [I]Trap:[/I] These coins are in fact a living construct built to guard the room’s contents. If any of the coins are touched, the construct animates, taking one round to meld from coins into small, winged jackal heads. Treat this latter form as a Bat Swarm, CR 2. When the swarm dies, it reverts to coin form. Each coin is worth slightly more than a silver piece- 3 sp each, and there are approximately 200 coins- 60 gp worth in all. BAT SWARM Diminutive Animal (Swarm) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/— Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, wounding Special Qualities: Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits Saves: Fort +3, Ref +7, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills: Listen +11, Spot +11 Feats: Alertness, Lightning Reflexes Environment: Temperate deserts Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — A bat swarm is nocturnal, and is never found aboveground in daylight. Combat A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. [B]7. Candle[/B]- This candle, if sniffed, smells foul. A symbol of Mewsallyl (anagram of "smelly law"), the fetid lawgiver Chackal keeps in his court, this candle, if lit, produces a puff of sordid, choking smoke that, if inhaled by the lighter of the candle, curses him, as the spell bestow curse. A fortitude save (DC 18) or a reflex save (DC 15) is needed to either avoid inhaling the smoke, or avoid the cloud altogether. Treat the curse as having a caster level of 8. [B]Encounter:[/B] The brick trap, and the coins that turn into a bat swarm, as well as the cursed candle bring this rooms EL to 4. [B]Notes:[/B] I’m not quite sure if Chakal is supposed to be the god of the old king, Toth, or a replacement for Yeno-whatever, the current Gnoll god. Are they one and the same? [/QUOTE]
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