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<blockquote data-quote="calronmoonflower" data-source="post: 6704873" data-attributes="member: 6750045"><p><strong>Crypt of Creepiness 2.5</strong></p><p></p><p>I've had a spark of creativity burning a hole in my head all weak, so now that I've got the time I rewrote my mini-adventure. Let me know if I made any errors, this is my second attempt at writing a adventure.</p><p></p><p></p><p>[sblock=Crypt of Creepiness 2.5]Rules:</p><p></p><p>1. You know that it is a crypt and have as much times as you need to prepare.</p><p></p><p>2. I'll highlight changes to monsters so you can find errors easier.</p><p></p><p>[sblock=The Entrance]Area: A cave entrance to a crypt. It descends down 20 feet and turns to the right to prevent sunlight from ever shining upon the entrance.</p><p></p><p>As you descend from the sunlight world an old set of double doors blocks your path. Upon it is a old, but legible, cryptic warning and a scroll-like piece of paper upon the crack between the doors. Any attempt to remove it or open the doors destroys it.</p><p></p><p>[sblock=Read the Writing]He waits alone.</p><p>Guarded by rags.</p><p>Dressed in stone.</p><p>Patent as death.</p><p>The treasure is his alone[/sblock] [/sblock]</p><p></p><p>[sblock=Encounter 1]Area: 20 X 40 with a 10 foot ceiling. entered from the south. Door to the north.</p><p></p><p>The first room in this crypt is a large chamber. The air hangs old and rank. In the darkness 2 wights are attempting to hide in the fa corner of the room. No concealment against darkvision about 40 feet from the enterance.</p><p></p><p>2 rogue 1 wights</p><p></p><p>WIGHT</p><p> </p><p> Medium Undead </p><p>Hit Dice: <strong>5d12 (32 hp)</strong> </p><p>Initiative: +1 </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14</p><p>Base Attack/Grapple: +2/+3 </p><p>Attack: Slam +3 melee (1d4+1 plus energy drain) </p><p>Full Attack: Slam +3 melee (1d4+1 plus energy drain) </p><p><strong>+1d6 Sneak attack might apply</strong> </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Create spawn, energy drain, <strong>Sneak Attack</strong> </p><p>Special Qualities: Darkvision 60 ft., undead traits, <strong>trap finding</strong></p><p>Saves: Fort +1, <strong>Ref +4</strong>, Will +5 </p><p>Abilities: Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15 </p><p>Skills: <strong>Hide +10, Listen +9, Move Silently +18, Spot +9</strong> </p><p>Feats: Alertness, Blind-Fight </p><p> </p><p>A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights speak Common.</p><p>COMBAT</p><p>Wights attack by hammering with their fists.</p><p>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.</p><p>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.</p><p>Skills: Wights have a +8 racial bonus on Move Silently checks.[/sblock]</p><p></p><p>[sblock=Encounter 2]Area:You come to a tunnel that is partial composed of natural cave and a constructed tunnel. 50 feet long with a turn in the middle and the ceiling varies from 10-15 feet hight.</p><p></p><p>An uneven ceiling looms over you head. The foul air of the crypt as changed from rank to moist and rank.</p><p></p><p>[sblock=Two green slimes]Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.</p><p>A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.[/sblock]</p><p>It might matter so, it is 120 feet back to the sunlight.[/sblock]</p><p></p><p>[sblock=Encounter 3]Area: A large natural cave with a massive reliquary. The room is 40 feet long and 15 feet wide at the bottom and 20 feet high. For each 5 feet above the floor a 5 floor terrace is formed.</p><p></p><p>The smell of death permeates this room. Within each wall and level of the reliquary is a 5 foot wide and tall impression with a body on some sort. Some are mummified or skeletal.</p><p></p><p>There is a Ghoul Glyph (<em>Spell Compendium</em> page 105) in the doorway DC 15</p><p></p><p>2 bone creatures. (<em>Book of Vile Darkness</em> page 184)</p><p>Both are tempting to hide in the enclaves on the far side of the room. One on each side.</p><p></p><p>Frack</p><p>Bone kobold sorcerer 5 (Cr 5)</p><p>variant: Dragonblood Sorcerer (<em>Races of the Dragon</em> page 107)</p><p>Flaws: Feeble, Shaky</p><p>Intuitive +4 (+4 Dex)</p><p>HD 5d12 (30)</p><p>Str 6 -2 (-4 racial)</p><p>Con -</p><p>Dex 18 +4 (+2 racial +4 racial) </p><p>Int 11 +1</p><p>Wis 9 -1</p><p>Cha 16 +3 (+1, +2 Enhancement)</p><p></p><p>Attacks</p><p>2 claws +7 (+1 size) 1d3 -2</p><p>saves: Fort +3 (+0) Ref 7 (+4), Will 5 (-1)</p><p>AC 22 (10 + 4 Dex, +2 Natural, +1 natural, +4 Internal Armor, +1 Size)</p><p>Skills: Concentration 8, Knowledge: Arcana 8</p><p>Feats: Draconic Heritage (White) (<em>Races of the Dragon</em> page 102), Draconic Breath (Cold) (<em>Races of the Dragon</em> page 102), , Finesse Weapon: Claw (3.0 holdover), Hidden Talent :Vigor (<em>Expanded Psionics Handbook</em> page 67, Internal Armor (<em>Psionics Handbook</em> page 26), Combat Casting</p><p>Items: Spell Component Pouch, Sling, Cloak of Charisma +2</p><p></p><p>Spell Per Day: 7, 7, 5 DC 13 + Spell Level</p><p>Spells known 0th (6), Resistance, Acid Splash, Daze (?), Ray of Frost, Touch of Fatigue, Prestidigitation.</p><p>1st (4), Benign Teleportation, Magic Missile, Ray of Enfeeblement</p><p>2nd (2), Web, Ghoul Glyph</p><p></p><p>Special Qualities</p><p></p><p>Light Sensitivity</p><p>Darkvision 60 feet.</p><p>Immunity to cold</p><p>1/2 damage from piercing/slashing weapons.</p><p>undead traits</p><p>+2 vs cold.</p><p>Can convert spells into a 30-foot cone that deals 2d6 per spell level, Reflex save for half equal to the spells save.</p><p>Tactics: In a surprise round Frack 5-foot steps out and uses <em>web</em>. In later rounds he hits with direct damage.</p><p></p><p>Frick</p><p>Bone Human Feat Rogue 1, Fighter 2 (CR 4)</p><p>Flaws: Vulnerable, Murky-Eyed</p><p>Initiative +7 (+3 Dex, +4 feat)</p><p>HD 3d10 18 (15 base +3)</p><p>Str 14 +2 (+1)</p><p>Dex 16 +3 (+4)</p><p>Con -</p><p>Int 11 +0</p><p>Wis 10 +0</p><p>Cha 9 -1</p><p></p><p>Attacks</p><p>Spiked Chain +7 (+3 Dex, +1 Focus, +1 masterwork), 2d4 +3 (+2 Str, +1 Masterwork)</p><p>2 claws +6 1d4 +2</p><p>Trip + 6 (+4 feat +2 Str, or +3 Dex Opposed)</p><p>Disarm +10 (+4 feat, +2 Str +4 2-H weapon)</p><p>saves: Fort + 2 (+0), Ref 7 (+3 +2 feat), Will +1 (+0)</p><p>AC 18 (10 +3 Dex, +2 Natural +4 chain mail, -1 flaw)</p><p>Skills: Spot 4, Listen 4, Move Silently 4, Hide 4, Balance 4, Tumble 4, Intimidate 6, Jump 6, Sense Motive 4.</p><p>Feats: Weapon Finesse: Spiked Chain, Exotic Weapon Proficiency: Spiked Chain, Improved Intuitive, Combat Expertize, Combat Reflexes, Improved Trip, Improved Disarm, Lightning Reflexes, Prone Attack (<em>Complete Warrior</em> page 103)</p><p>Items: masterwork Spiked Chain, Chain mail</p><p></p><p>Special Qualities</p><p>Darkvision 60 feet.</p><p>Immunity to cold</p><p>1/2 damage from piercing/slashing weapons.</p><p></p><p>Tactics: Frick's job is to protect Frack. As such he moves into a position to protect the bone kobold and readies a trip attack Vs. Approach to his reach.</p><p></p><p>Any successful trip attack that Frick makes he will follow up with a disarm with his extra attack. On his own turn he tries the trip/disarm combo and strikes any prone and unarmed for if he cannot. [/sblock]</p><p></p><p>[sblock=Encounter 4]Area: This is a 15 x 15 foot room, with a 10 foot ceiling.</p><p></p><p>You enter the room to find that it is occupied my a mummy practicing with a training dummy?</p><p></p><p>Rap Woo, Mummy/Monk 1</p><p>Variant: Decisive Strike, it's a full-round to use. (<em>Player's Handbook II</em> page 51)</p><p></p><p> Mummy </p><p> Medium Undead </p><p>Hit Dice: <strong>9d12+12 (66 hp)</strong></p><p>Initiative: <strong>+4 (+4 feat)</strong></p><p>Speed: 20 ft. (4 squares) </p><p>Armor Class: 20 (+10 natural), touch 10, flat-footed 20</p><p>Base Attack/Grapple: +4/+11</p><p>Attack: Slam +11 melee (1d6+10 plus mummy rot)</p><p><strong>Unarmed Attack 11 1d6 +10</strong></p><p><strong>Decisive Strike +9 Unarmed X 2</strong></p><p>Full Attack: Slam +11 melee (1d6+10 plus mummy rot)</p><p><strong>Unarmed Attack +11 1d6 +10, Slam +6 melee (1d6+10 plus mummy rot)</strong></p><p><strong>Space/Reach: 5 ft./5 ft. </strong></p><p><strong>Special Attacks: Despair, mummy rot <strong>,Stunning Fist</strong> </strong></p><p><strong>Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire</strong></p><p><strong>Saves: <strong>Fort +6, Ref +4, Will +10</strong> </strong></p><p><strong>Abilities: Str 24, Dex 10, Con —, Int 6, Wis 14, Cha 15 </strong></p><p><strong>Skills: Hide +7, Listen +8, Move Silently +7, Spot +8</strong></p><p><strong>Feats: <strong>Improved Toughness, Improved Initiative, Death Blow (<em>Complete Adventurer</em> page 106), Toughness</strong></strong></p><p><strong> </strong></p><p><strong>Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. </strong></p><p><strong>Most mummies are 5 to 6 feet tall and weigh about 120 pounds.</strong></p><p><strong>Mummies can speak Common, but seldom bother to do so.</strong></p><p><strong>COMBAT</strong></p><p><strong>Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.</strong></p><p><strong>Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.</strong></p><p><strong>Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. </strong></p><p><strong>Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted </strong></p><p><strong>with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</strong></p><p><strong>To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.</strong></p><p><strong>An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [/sblock]</strong></p><p><strong></strong></p><p><strong>[sblock=Claim Treasure]Area: 20X15 foot room with a 10 foot ceiling.</strong></p><p><strong>In the final room of the crypt is a stone sarcophagus with a scroll-like piece of paper upon the lid.</strong></p><p><strong>[sblock=open]</strong></p><p><strong>Surprise encounter, if you honestly paid attention to the clue you should have all the time in the world to prepare. If you didn't the occupant gets a surprise round. Sealed within the sarcophagus and unable to leave until it was opned is a vampire! The sarcophagus acts as a coffin for the vamp.</strong></p><p><strong></strong></p><p><strong>Blah</strong></p><p><strong></strong></p><p><strong>Human vampire warblade 5 (<em>Tome of Battle</em>)</strong></p><p><strong>Undead (augmented Humanoid)</strong></p><p><strong></strong></p><p><strong>HP 5d12 (+5 Feat) (35)</strong></p><p><strong>Initiative: +8 (+4 Dex, +4 feat)</strong></p><p><strong>Speed: 30 ft. (6 squares)</strong></p><p><strong>Armor Class:20 (+4 Dex, +6 natural)</strong></p><p><strong>Base Attack/Grapple: +5/+11 (+ 6 Str)</strong></p><p><strong>Attacks: Slam +12 (+1 focus, +6 Str), 1d6 +1 (+6 Str) and energy drain</strong></p><p><strong>Maneuvers: +11 (+6 Str)</strong></p><p><strong>Space/Reach: 5 ft./5 ft.</strong></p><p><strong>Special Attacks: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain</strong></p><p><strong>Special Qualities: Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistances, Spider Climb, Turn Resistance</strong></p><p><strong>Saves: Fort +4 (+0), Ref +7 (+4 Dex, +2 Feat), Will +3 (+2 Feat)</strong></p><p><strong>Abilities: Str 22 +6 (+7) Dex 18 +4 (+4) Con - Int 15 +2 (+2) Wis 14 +2 (+2) Cha 14 +2 (+4)</strong></p><p><strong>Feats: Combat Reflexes, Weapon Focus: Slam, Ability Focus: Dominate, Improved Toughness, Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes</strong></p><p><strong>Items: None except cloths, much gold is found in the vampire was stripped of his gear.</strong></p><p><strong>Skills: Balance 8, Climb 8, Concentration 8, Diplomacy 8, Jump 8, Tumble 8</strong></p><p><strong>Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks</strong></p><p><strong></strong></p><p><strong>Maneuvers Known</strong></p><p><strong>1st Sapphire Nightmare Blade, Steel wind, Stone Bones, Wolf Fang Strike</strong></p><p><strong>2nd Emerald Razor, Disarming Strike.</strong></p><p><strong></strong></p><p><strong>Stances</strong></p><p><strong>Punishing Stance, Stance of Clarity</strong></p><p><strong></strong></p><p><strong>Maneuvers Readied</strong></p><p><strong>Disarming Strike, Stone Bones, Emerald razor, Sapphire Nightmare Blade</strong></p><p><strong></strong></p><p><strong>Special qualities & attacks.</strong></p><p><strong></strong></p><p><strong>Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.</strong></p><p><strong></strong></p><p><strong>Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.</strong></p><p><strong></strong></p><p><strong>Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.</strong></p><p><strong></strong></p><p><strong>Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. DC 16 (+2 HD, +2 Cha +2 Feat)</strong></p><p><strong></strong></p><p><strong>Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.</strong></p><p><strong></strong></p><p><strong>Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.</strong></p><p><strong></strong></p><p><strong>Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.</strong></p><p><strong></strong></p><p><strong>Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)</strong></p><p><strong></strong></p><p><strong>Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</strong></p><p><strong></strong></p><p><strong>Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.</strong></p><p><strong></strong></p><p><strong>Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</strong></p><p><strong></strong></p><p><strong>Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.</strong></p><p><strong></strong></p><p><strong>Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.</strong></p><p><strong></strong></p><p><strong>Turn Resistance (Ex): A vampire has +4 turn resistance. </strong></p><p><strong></strong></p><p><strong>[/sblock] [/sblock] [/sblock]</strong></p></blockquote><p></p>
[QUOTE="calronmoonflower, post: 6704873, member: 6750045"] [b]Crypt of Creepiness 2.5[/b] I've had a spark of creativity burning a hole in my head all weak, so now that I've got the time I rewrote my mini-adventure. Let me know if I made any errors, this is my second attempt at writing a adventure. [sblock=Crypt of Creepiness 2.5]Rules: 1. You know that it is a crypt and have as much times as you need to prepare. 2. I'll highlight changes to monsters so you can find errors easier. [sblock=The Entrance]Area: A cave entrance to a crypt. It descends down 20 feet and turns to the right to prevent sunlight from ever shining upon the entrance. As you descend from the sunlight world an old set of double doors blocks your path. Upon it is a old, but legible, cryptic warning and a scroll-like piece of paper upon the crack between the doors. Any attempt to remove it or open the doors destroys it. [sblock=Read the Writing]He waits alone. Guarded by rags. Dressed in stone. Patent as death. The treasure is his alone[/sblock] [/sblock] [sblock=Encounter 1]Area: 20 X 40 with a 10 foot ceiling. entered from the south. Door to the north. The first room in this crypt is a large chamber. The air hangs old and rank. In the darkness 2 wights are attempting to hide in the fa corner of the room. No concealment against darkvision about 40 feet from the enterance. 2 rogue 1 wights WIGHT Medium Undead Hit Dice: [b]5d12 (32 hp)[/b] Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+3 Attack: Slam +3 melee (1d4+1 plus energy drain) Full Attack: Slam +3 melee (1d4+1 plus energy drain) [b]+1d6 Sneak attack might apply[/b] Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, energy drain, [b]Sneak Attack[/b] Special Qualities: Darkvision 60 ft., undead traits, [b]trap finding[/b] Saves: Fort +1, [b]Ref +4[/b], Will +5 Abilities: Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15 Skills: [b]Hide +10, Listen +9, Move Silently +18, Spot +9[/b] Feats: Alertness, Blind-Fight A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human. Wights speak Common. COMBAT Wights attack by hammering with their fists. 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. Skills: Wights have a +8 racial bonus on Move Silently checks.[/sblock] [sblock=Encounter 2]Area:You come to a tunnel that is partial composed of natural cave and a constructed tunnel. 50 feet long with a turn in the middle and the ceiling varies from 10-15 feet hight. An uneven ceiling looms over you head. The foul air of the crypt as changed from rank to moist and rank. [sblock=Two green slimes]Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below. A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.[/sblock] It might matter so, it is 120 feet back to the sunlight.[/sblock] [sblock=Encounter 3]Area: A large natural cave with a massive reliquary. The room is 40 feet long and 15 feet wide at the bottom and 20 feet high. For each 5 feet above the floor a 5 floor terrace is formed. The smell of death permeates this room. Within each wall and level of the reliquary is a 5 foot wide and tall impression with a body on some sort. Some are mummified or skeletal. There is a Ghoul Glyph ([I]Spell Compendium[/I] page 105) in the doorway DC 15 2 bone creatures. ([i]Book of Vile Darkness[/i] page 184) Both are tempting to hide in the enclaves on the far side of the room. One on each side. Frack Bone kobold sorcerer 5 (Cr 5) variant: Dragonblood Sorcerer ([I]Races of the Dragon[/I] page 107) Flaws: Feeble, Shaky Intuitive +4 (+4 Dex) HD 5d12 (30) Str 6 -2 (-4 racial) Con - Dex 18 +4 (+2 racial +4 racial) Int 11 +1 Wis 9 -1 Cha 16 +3 (+1, +2 Enhancement) Attacks 2 claws +7 (+1 size) 1d3 -2 saves: Fort +3 (+0) Ref 7 (+4), Will 5 (-1) AC 22 (10 + 4 Dex, +2 Natural, +1 natural, +4 Internal Armor, +1 Size) Skills: Concentration 8, Knowledge: Arcana 8 Feats: Draconic Heritage (White) ([I]Races of the Dragon[/I] page 102), Draconic Breath (Cold) ([I]Races of the Dragon[/I] page 102), , Finesse Weapon: Claw (3.0 holdover), Hidden Talent :Vigor ([I]Expanded Psionics Handbook[/I] page 67, Internal Armor ([I]Psionics Handbook[/I] page 26), Combat Casting Items: Spell Component Pouch, Sling, Cloak of Charisma +2 Spell Per Day: 7, 7, 5 DC 13 + Spell Level Spells known 0th (6), Resistance, Acid Splash, Daze (?), Ray of Frost, Touch of Fatigue, Prestidigitation. 1st (4), Benign Teleportation, Magic Missile, Ray of Enfeeblement 2nd (2), Web, Ghoul Glyph Special Qualities Light Sensitivity Darkvision 60 feet. Immunity to cold 1/2 damage from piercing/slashing weapons. undead traits +2 vs cold. Can convert spells into a 30-foot cone that deals 2d6 per spell level, Reflex save for half equal to the spells save. Tactics: In a surprise round Frack 5-foot steps out and uses [i]web[/i]. In later rounds he hits with direct damage. Frick Bone Human Feat Rogue 1, Fighter 2 (CR 4) Flaws: Vulnerable, Murky-Eyed Initiative +7 (+3 Dex, +4 feat) HD 3d10 18 (15 base +3) Str 14 +2 (+1) Dex 16 +3 (+4) Con - Int 11 +0 Wis 10 +0 Cha 9 -1 Attacks Spiked Chain +7 (+3 Dex, +1 Focus, +1 masterwork), 2d4 +3 (+2 Str, +1 Masterwork) 2 claws +6 1d4 +2 Trip + 6 (+4 feat +2 Str, or +3 Dex Opposed) Disarm +10 (+4 feat, +2 Str +4 2-H weapon) saves: Fort + 2 (+0), Ref 7 (+3 +2 feat), Will +1 (+0) AC 18 (10 +3 Dex, +2 Natural +4 chain mail, -1 flaw) Skills: Spot 4, Listen 4, Move Silently 4, Hide 4, Balance 4, Tumble 4, Intimidate 6, Jump 6, Sense Motive 4. Feats: Weapon Finesse: Spiked Chain, Exotic Weapon Proficiency: Spiked Chain, Improved Intuitive, Combat Expertize, Combat Reflexes, Improved Trip, Improved Disarm, Lightning Reflexes, Prone Attack ([I]Complete Warrior[/I] page 103) Items: masterwork Spiked Chain, Chain mail Special Qualities Darkvision 60 feet. Immunity to cold 1/2 damage from piercing/slashing weapons. Tactics: Frick's job is to protect Frack. As such he moves into a position to protect the bone kobold and readies a trip attack Vs. Approach to his reach. Any successful trip attack that Frick makes he will follow up with a disarm with his extra attack. On his own turn he tries the trip/disarm combo and strikes any prone and unarmed for if he cannot. [/sblock] [sblock=Encounter 4]Area: This is a 15 x 15 foot room, with a 10 foot ceiling. You enter the room to find that it is occupied my a mummy practicing with a training dummy? Rap Woo, Mummy/Monk 1 Variant: Decisive Strike, it's a full-round to use. ([I]Player's Handbook II[/I] page 51) Mummy Medium Undead Hit Dice: [b]9d12+12 (66 hp)[/b] Initiative: [b]+4 (+4 feat)[/b] Speed: 20 ft. (4 squares) Armor Class: 20 (+10 natural), touch 10, flat-footed 20 Base Attack/Grapple: +4/+11 Attack: Slam +11 melee (1d6+10 plus mummy rot) [b]Unarmed Attack 11 1d6 +10 Decisive Strike +9 Unarmed X 2[/b] Full Attack: Slam +11 melee (1d6+10 plus mummy rot) [b]Unarmed Attack +11 1d6 +10, Slam +6 melee (1d6+10 plus mummy rot) Space/Reach: 5 ft./5 ft. Special Attacks: Despair, mummy rot [b],Stunning Fist[/b] Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire Saves: [b]Fort +6, Ref +4, Will +10[/b] Abilities: Str 24, Dex 10, Con —, Int 6, Wis 14, Cha 15 Skills: Hide +7, Listen +8, Move Silently +7, Spot +8 Feats: [b]Improved Toughness, Improved Initiative, Death Blow ([I]Complete Adventurer[/I] page 106), Toughness[/b] Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so. COMBAT Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [/sblock] [sblock=Claim Treasure]Area: 20X15 foot room with a 10 foot ceiling. In the final room of the crypt is a stone sarcophagus with a scroll-like piece of paper upon the lid. [sblock=open] Surprise encounter, if you honestly paid attention to the clue you should have all the time in the world to prepare. If you didn't the occupant gets a surprise round. Sealed within the sarcophagus and unable to leave until it was opned is a vampire! The sarcophagus acts as a coffin for the vamp. Blah Human vampire warblade 5 ([i]Tome of Battle[/i]) Undead (augmented Humanoid) HP 5d12 (+5 Feat) (35) Initiative: +8 (+4 Dex, +4 feat) Speed: 30 ft. (6 squares) Armor Class:20 (+4 Dex, +6 natural) Base Attack/Grapple: +5/+11 (+ 6 Str) Attacks: Slam +12 (+1 focus, +6 Str), 1d6 +1 (+6 Str) and energy drain Maneuvers: +11 (+6 Str) Space/Reach: 5 ft./5 ft. Special Attacks: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain Special Qualities: Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistances, Spider Climb, Turn Resistance Saves: Fort +4 (+0), Ref +7 (+4 Dex, +2 Feat), Will +3 (+2 Feat) Abilities: Str 22 +6 (+7) Dex 18 +4 (+4) Con - Int 15 +2 (+2) Wis 14 +2 (+2) Cha 14 +2 (+4) Feats: Combat Reflexes, Weapon Focus: Slam, Ability Focus: Dominate, Improved Toughness, Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes Items: None except cloths, much gold is found in the vampire was stripped of his gear. Skills: Balance 8, Climb 8, Concentration 8, Diplomacy 8, Jump 8, Tumble 8 Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks Maneuvers Known 1st Sapphire Nightmare Blade, Steel wind, Stone Bones, Wolf Fang Strike 2nd Emerald Razor, Disarming Strike. Stances Punishing Stance, Stance of Clarity Maneuvers Readied Disarming Strike, Stone Bones, Emerald razor, Sapphire Nightmare Blade Special qualities & attacks. Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise. Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. DC 16 (+2 HD, +2 Cha +2 Feat) Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance. [/sblock] [/sblock] [/sblock][/b] [/QUOTE]
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