DM_Matt
First Post
I generally don't do dungeons. A nearly always perfer other sorts of settings...Now the time has come for me to try my hand at a dungeon of sorts, and I am looking for ideas.
The PCs are level 8. They have no access to Fly.
I will see to it that the PCs choose to enter the druid's domian to seek refuge from pursuers outside.
Most classed creatures will be reletively low level Blightspawned Volodni (Unapproachable East: LA3, humanoid plants, advantageous stat physical stat mods, immune to crits, half damage form piercing, cold res 5, diseased touch, hide bonuses in the woods, Low-Light vision).
Other things will likely be blightspawned as well (cause disease, better pyhs stats, immune to crits)
I plan on them being able to enter the druid's domain rather easily through a doorway in a wall of greenery. Inside, there will be a huge area willed with myst that makes seeing extremely difficult, with low-CR carniverous plants all over and a couple shambling mounds on patrol. Tere will also be some pits and such. The myst extrends 15 feet beyond a cliff....the PCs will have to be careful not to fall far down into a moat.
There will be a bridge to the island-like domain of the druid, guarded by Volodni Archers and ballista operators on two very tall trees flanking the bridge.
Once the PCs are there, however, then what? What should this evil druid of disease and other natural and fey evils have in store for them?
The PCs are level 8. They have no access to Fly.
I will see to it that the PCs choose to enter the druid's domian to seek refuge from pursuers outside.
Most classed creatures will be reletively low level Blightspawned Volodni (Unapproachable East: LA3, humanoid plants, advantageous stat physical stat mods, immune to crits, half damage form piercing, cold res 5, diseased touch, hide bonuses in the woods, Low-Light vision).
Other things will likely be blightspawned as well (cause disease, better pyhs stats, immune to crits)
I plan on them being able to enter the druid's domain rather easily through a doorway in a wall of greenery. Inside, there will be a huge area willed with myst that makes seeing extremely difficult, with low-CR carniverous plants all over and a couple shambling mounds on patrol. Tere will also be some pits and such. The myst extrends 15 feet beyond a cliff....the PCs will have to be careful not to fall far down into a moat.
There will be a bridge to the island-like domain of the druid, guarded by Volodni Archers and ballista operators on two very tall trees flanking the bridge.
Once the PCs are there, however, then what? What should this evil druid of disease and other natural and fey evils have in store for them?