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Dungeon Difficulty: post your dungeon stats
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<blockquote data-quote="AntiStateQuixote" data-source="post: 6875423" data-attributes="member: 30770"><p><strong>PCs</strong>: five PCs, levels 4 - 7 (not sure which character each player is taking, but expect most of them to be 5th or 6th level)</p><p><strong>Dungeon location</strong>: The Warlock's Crypt in the Troll Hills on the Sword Coast</p><p><strong>Dungeon purpose</strong>: Igglwilv (of Greyhawk fame) hid some of her spellbooks, treasure and information about the Demonomicon here. The PCs have been hired by a gold dragon to find more information about the Demononicon to use against the demon lords invading the Underdark (Out of the Abyss).</p><p></p><p>I'm using <a href="https://rpgcharacters.wordpress.com/2016/03/18/the-lost-ossuary/" target="_blank">this excellent map</a> I found when I did GIS for "warlock's crypt map."</p><p></p><p><strong>Encounters</strong></p><p>1. Entry Chamber: two <em>magic mouth</em> spells and a <em>programmed image</em> of a <em>fireball</em> (8d6 fire damage; DC 20 half damage).</p><p></p><p>2. Igglwilv's statue: <em>magic mouth</em> spell and <em>programmed image</em> of a <em>fireball</em> (8d6 fire damage; DC 20 half damage).</p><p></p><p>3. Insane vrock - fights to the death trying to take as many PCs as possible back to the Abyss with him</p><p></p><p>4. 2 trapped shadow demons: will use rubble for cover and hiding to trick the PCs into believing there's only one demon in the room. Will make a break for it to escape given the chance.</p><p></p><p>5. Uncontrolled shield guardian: orders to destroy any intruders. If the PCs find the treasury before coming to this room they may have the amulet to control this creature and avoid a fight (and get a shield guardian as treasure).</p><p></p><p>6. False library has three <em>glyphs of warding</em> (DC 18, 5d8 damage; one each of acid, lightning and thunder) casts on three different books.</p><p></p><p>7. Two banshees wander about this huge dining hall. They will invite the PCs to take their seats and have dinner. If the PCs go along with the charade the banshees will mimic serving a multicourse meal over a 30 minute period and then vanish. If not they will wail and attack.</p><p></p><p>8. [as yet undetermined encounter]</p><p></p><p>9. [as yet undetermined encounter]</p><p></p><p>10. <em>Suggestion</em> spell (DC 20) targets the first creature entering the room: remove all clothing, weapons, armor and gear and open the nearby door (into room 11).</p><p></p><p>11. Two wraiths rest in coffins and will attack when anyone enters the room. Small crawl space passages connect from inside the coffins to other rooms in the dungeon.</p><p></p><p>12. Three basilisks wander this hallway littered with statues.</p><p></p><p>13. Two suits of animated armor, 2 rugs of smothers and 4 flying swords in this armory attack any who enter.</p><p></p><p>14. Eight shadows wander this tunnels working to protect entry to area 16. <em>Guards and wards</em> fog covers this area.</p><p></p><p>15. Eight shadows wander this tunnels working to protect entry to area 16. <em>Guards and wards</em> fog covers this area.</p><p></p><p>16. Area protected by <em>Guards and Wards</em> spell (DC 20). <em>Minor illusion</em> covers the door to room 18. <em>Suggestion</em> effect compels people approaching the door to leave the crypt by the shortest available route. <em>Gust of wind</em> from room 18 when door opened. <em>Stinking clouds</em> obscure the approaches to this area (bordering areas 14 and 15 above).</p><p></p><p>17. Eight shadows wander this tunnels working to protect entry to area 16. <em>Guards and wards</em> fog covers this area.</p><p></p><p>18. Final guardian: a glabrezu awaits the unwary (probably hears nearby combat). Uses <em>darkness</em> before party enters if possible. <em>Power word stun</em> on first person entering the room.</p><p></p><p>19. Flameskulls rest in each of the three crypts in this room. A <em>suggestion</em> spell on the door to room 18 compels anyone who touches the door to room 18. Compulsion: open one of the crypts.</p><p></p><p>20. Eight shadows wander this tunnels working to protect entry to area 16. <em>Guards and wards</em> fog covers this area.</p><p></p><p>21. [as yet undetermined encounter]</p><p></p><p>22. [as yet undetermined encounter including an acid pool and secret passages into shadow tunnels above]</p><p></p><p>23. Two vampire spawn rest in the coffins. Attack on entry. If this room bypassed on the way to the treasury the vampires will attack anyone leaving the treasury.</p><p></p><p>24. Treasure hoard: undetermined right now, but will include information about the Demonomicon and map to <strong>the Lost Caverns of Tsojcanth</strong>.</p><p></p><p>Expected game time: 2 sessions of ~6 hour each; probably includes one exit and long rest in the wilderness during the break between sessions.</p></blockquote><p></p>
[QUOTE="AntiStateQuixote, post: 6875423, member: 30770"] [B]PCs[/B]: five PCs, levels 4 - 7 (not sure which character each player is taking, but expect most of them to be 5th or 6th level) [B]Dungeon location[/B]: The Warlock's Crypt in the Troll Hills on the Sword Coast [B]Dungeon purpose[/B]: Igglwilv (of Greyhawk fame) hid some of her spellbooks, treasure and information about the Demonomicon here. The PCs have been hired by a gold dragon to find more information about the Demononicon to use against the demon lords invading the Underdark (Out of the Abyss). I'm using [URL="https://rpgcharacters.wordpress.com/2016/03/18/the-lost-ossuary/"]this excellent map[/URL] I found when I did GIS for "warlock's crypt map." [B]Encounters[/B] 1. Entry Chamber: two [I]magic mouth[/I] spells and a [I]programmed image[/I] of a [I]fireball[/I] (8d6 fire damage; DC 20 half damage). 2. Igglwilv's statue: [I]magic mouth[/I] spell and [I]programmed image[/I] of a [I]fireball[/I] (8d6 fire damage; DC 20 half damage). 3. Insane vrock - fights to the death trying to take as many PCs as possible back to the Abyss with him 4. 2 trapped shadow demons: will use rubble for cover and hiding to trick the PCs into believing there's only one demon in the room. Will make a break for it to escape given the chance. 5. Uncontrolled shield guardian: orders to destroy any intruders. If the PCs find the treasury before coming to this room they may have the amulet to control this creature and avoid a fight (and get a shield guardian as treasure). 6. False library has three [I]glyphs of warding[/I] (DC 18, 5d8 damage; one each of acid, lightning and thunder) casts on three different books. 7. Two banshees wander about this huge dining hall. They will invite the PCs to take their seats and have dinner. If the PCs go along with the charade the banshees will mimic serving a multicourse meal over a 30 minute period and then vanish. If not they will wail and attack. 8. [as yet undetermined encounter] 9. [as yet undetermined encounter] 10. [I]Suggestion[/I] spell (DC 20) targets the first creature entering the room: remove all clothing, weapons, armor and gear and open the nearby door (into room 11). 11. Two wraiths rest in coffins and will attack when anyone enters the room. Small crawl space passages connect from inside the coffins to other rooms in the dungeon. 12. Three basilisks wander this hallway littered with statues. 13. Two suits of animated armor, 2 rugs of smothers and 4 flying swords in this armory attack any who enter. 14. Eight shadows wander this tunnels working to protect entry to area 16. [I]Guards and wards[/I] fog covers this area. 15. Eight shadows wander this tunnels working to protect entry to area 16. [I]Guards and wards[/I] fog covers this area. 16. Area protected by [I]Guards and Wards[/I] spell (DC 20). [I]Minor illusion[/I] covers the door to room 18. [I]Suggestion[/I] effect compels people approaching the door to leave the crypt by the shortest available route. [I]Gust of wind[/I] from room 18 when door opened. [I]Stinking clouds[/I] obscure the approaches to this area (bordering areas 14 and 15 above). 17. Eight shadows wander this tunnels working to protect entry to area 16. [I]Guards and wards[/I] fog covers this area. 18. Final guardian: a glabrezu awaits the unwary (probably hears nearby combat). Uses [I]darkness[/I] before party enters if possible. [I]Power word stun[/I] on first person entering the room. 19. Flameskulls rest in each of the three crypts in this room. A [I]suggestion[/I] spell on the door to room 18 compels anyone who touches the door to room 18. Compulsion: open one of the crypts. 20. Eight shadows wander this tunnels working to protect entry to area 16. [I]Guards and wards[/I] fog covers this area. 21. [as yet undetermined encounter] 22. [as yet undetermined encounter including an acid pool and secret passages into shadow tunnels above] 23. Two vampire spawn rest in the coffins. Attack on entry. If this room bypassed on the way to the treasury the vampires will attack anyone leaving the treasury. 24. Treasure hoard: undetermined right now, but will include information about the Demonomicon and map to [B]the Lost Caverns of Tsojcanth[/B]. Expected game time: 2 sessions of ~6 hour each; probably includes one exit and long rest in the wilderness during the break between sessions. [/QUOTE]
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