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<blockquote data-quote="Trainz" data-source="post: 1313305" data-attributes="member: 2122"><p><span style="color: black"><span style="color: lemonchiffon">8. Hall of the sword</span></span></p><p></p><p><span style="color: black"><span style="color: lemonchiffon"><i>The ebony walls are decorated with wall reliefs of Balor demons, 15 in all, all with </span></span><span style="color: black"><span style="color: lemonchiffon">different facial features. In the middle of the room is a beautiful glowing long-sword </span></span><span style="color: black"><span style="color: lemonchiffon">planted in a pedestal. All the demons on the reliefs are staring at the sword.</i></span></span></p><p></p><p><span style="color: black"><span style="color: lemonchiffon">The reliefs, sword, and pedestal all radiate magic. The long sword is a +1 weapon that sheds light in a 5' radius. If someone approaches within 5 feet of the pedestal, the eyes of the demons will glow red, until the person leaves the room. There is no danger at all in retrieving the sword. It takes a strength check DC 25 to pull the sword free of the pedestal (it is planted in it). If the strength check is failed by 1 to 5 (modified roll of 20, 21, 22, 23, or 24), the sword snaps and becomes non-magical (it has one hit-point left, but the tear in the blade is inside the pedestal, out of sight).</span></span></p><p></p><p><span style="color: black"><span style="color: lemonchiffon">9. Gate room</span></span></p><p></p><p><span style="color: black"><span style="color: lemonchiffon"><i>The walls of this room are burning with the same flaming properties as the cave walls at the entrance of the dungeon. At the end of the room can be seen a stylishly sculptured obsidian arch, in the confines of which is a flaming gate. </i></span></span></p><p></p><p><span style="color: black"><span style="color: lemonchiffon">This gate leads to the 491st layer of the Abyss, in a flaming valley. If someone comes within 5 feet of the gate, the pincer of a Glabrezu will lurch out and attempt to grab the person (attack roll +20, grapple modifier +30) and drag him to the other side. If he succeeds, he will continue to attack the hapless victim. The other characters can enter the gate of their own free will, in fact, that would probably be the target's only chance of survival. Make sure to count the rounds that pass before the characters do this (if they do it at all).</span></span></p><p></p><p><span style="color: black"><span style="color: lemonchiffon">On the other side, the gate can be seen, and someone can pass through it again to return to the dungeon. The Glabrezu cannot pass through the gate.</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: lemonchiffon">GLABREZU</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon">Huge Outsider (Chaotic, Extraplanar, Evil)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Hit Dice: </strong>12d8+120 (174 hp)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Initiative: </strong>+0</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Speed: </strong>40 ft. (8 squares)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Armor Class: </strong>27 (–2 size, +19 natural) touch 8, flat-footed 27</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Base Attack/Grapple: </strong>+12/+30</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Attack: </strong>Pincers +20 melee (2d8+10)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Full Attack: </strong>2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Space/Reach: </strong>15 ft./15 ft.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Special Attacks: </strong>Improved grab, spell-like abilities, <em>summon demon</em></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Special Qualities: </strong>Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Saves: </strong>Fort +18, Ref +8, Will +11</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Abilities: </strong>Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Skills: </strong>Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Feats: </strong>Cleave, Great Cleave, Multiattack, Persuasive, Power Attack</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Environment: </strong>A chaotic evil-aligned plane</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Organization: </strong>Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Challenge Rating: </strong>13</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Treasure: </strong>Standard coins; double goods; standard items</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Alignment: </strong>Always chaotic evil</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon"><strong>Advancement: </strong>13–18 HD (Huge); 19–36 HD (Gargantuan)</span></span></p><p><strong><span style="font-family: 'Times New Roman'"><span style="color: lemonchiffon">Level Adjustment: - </span></span></strong></p></blockquote><p></p>
[QUOTE="Trainz, post: 1313305, member: 2122"] [color=black][color=lemonchiffon]8. Hall of the sword[/color][/color] [color=black][color=lemonchiffon]<i>The ebony walls are decorated with wall reliefs of Balor demons, 15 in all, all with [/color][/color][color=black][color=lemonchiffon]different facial features. In the middle of the room is a beautiful glowing long-sword [/color][/color][color=black][color=lemonchiffon]planted in a pedestal. All the demons on the reliefs are staring at the sword.</i>[/color][/color] [color=black][color=lemonchiffon]The reliefs, sword, and pedestal all radiate magic. The long sword is a +1 weapon that sheds light in a 5' radius. If someone approaches within 5 feet of the pedestal, the eyes of the demons will glow red, until the person leaves the room. There is no danger at all in retrieving the sword. It takes a strength check DC 25 to pull the sword free of the pedestal (it is planted in it). If the strength check is failed by 1 to 5 (modified roll of 20, 21, 22, 23, or 24), the sword snaps and becomes non-magical (it has one hit-point left, but the tear in the blade is inside the pedestal, out of sight).[/color][/color] [color=black][color=lemonchiffon]9. Gate room[/color][/color] [color=black][color=lemonchiffon]<i>The walls of this room are burning with the same flaming properties as the cave walls at the entrance of the dungeon. At the end of the room can be seen a stylishly sculptured obsidian arch, in the confines of which is a flaming gate. </i>[/color][/color] [color=black][color=lemonchiffon]This gate leads to the 491st layer of the Abyss, in a flaming valley. If someone comes within 5 feet of the gate, the pincer of a Glabrezu will lurch out and attempt to grab the person (attack roll +20, grapple modifier +30) and drag him to the other side. If he succeeds, he will continue to attack the hapless victim. The other characters can enter the gate of their own free will, in fact, that would probably be the target's only chance of survival. Make sure to count the rounds that pass before the characters do this (if they do it at all).[/color][/color] [color=black][color=lemonchiffon]On the other side, the gate can be seen, and someone can pass through it again to return to the dungeon. The Glabrezu cannot pass through the gate.[/color][/color] [font=Times New Roman][size=3][color=lemonchiffon]GLABREZU[/color][/size][/font] [font=Times New Roman][color=lemonchiffon]Huge Outsider (Chaotic, Extraplanar, Evil)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Hit Dice: [/b]12d8+120 (174 hp)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Initiative: [/b]+0[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Speed: [/b]40 ft. (8 squares)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Armor Class: [/b]27 (–2 size, +19 natural) touch 8, flat-footed 27[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Base Attack/Grapple: [/b]+12/+30[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Attack: [/b]Pincers +20 melee (2d8+10)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Full Attack: [/b]2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Space/Reach: [/b]15 ft./15 ft.[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Special Attacks: [/b]Improved grab, spell-like abilities, [i]summon demon[/i][/color][/font] [font=Times New Roman][color=lemonchiffon][b]Special Qualities: [/b]Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Saves: [/b]Fort +18, Ref +8, Will +11[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Abilities: [/b]Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Skills: [/b]Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Feats: [/b]Cleave, Great Cleave, Multiattack, Persuasive, Power Attack[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Environment: [/b]A chaotic evil-aligned plane[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Organization: [/b]Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Challenge Rating: [/b]13[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Treasure: [/b]Standard coins; double goods; standard items[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Alignment: [/b]Always chaotic evil[/color][/font] [font=Times New Roman][color=lemonchiffon][b]Advancement: [/b]13–18 HD (Huge); 19–36 HD (Gargantuan)[/color][/font] [b][font=Times New Roman][color=lemonchiffon]Level Adjustment: - [/color][/font][/b] [/QUOTE]
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