• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Let's make a second dungeon

This is a tough encounter and GM's may want to give their players some forwarning, then again maybe not ;)



12 – Temple Entrance

Door : The Western stone door is locked (DC 20 to unlock) and hard to break through (Strength check DC 26). Hardness 8, Hit points 30

Southern Concealed stone door is locked (DC 20 to unlock) and hard to break through (Strength check DC 26). Hardness 8, Hit points 30

Room : This room is of a simple design. It has a matching row of columns floor to ceiling which is only 10 feet high. The columns have little decoration though each one has a number of geometric designs carved into them. On the far end is a simple dais with a raised chair sitting neatly in the center. the chair itself is wooden with a red velvet cushions and an crown carved into its high back centered at the top. the floor and ceilings are covered in a dark almost black tile while the walls are a mixture of smokey greys and black streaks.

Traps : Throne - Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17.

Features : The Southern door though not completely hidden is not easily noticed. It has a spot DC of 15 but can be found easily with a search DC 5.

Encounter : Brolin makes his home here he is not apart of the thieves guild coming and going through their lair with impunity. He has little to no interaction with them other than passing through the area. He was drawn to this temple and has since started making it his new home. Brolin if encountered here will turn invisible then use his cleric abilities to bolster the 3 Vampire spawn he has here. First by using desecrate Then bless etc. As the Spawn start to lose the battle he will use Eagles splendor (Boosting the Dc’s to his special abilities) followed with shield of faith. If things go against him badly he will use obscuring mist to cover his escape.


Brolin’s Vampire spawn lack some of the abilities of normal spawn they do not drain, blood, levels or Dominate. Brolin believes it is because of a lack of faith. The real reason is that his God is Teasing him.


Brolin Shadymind (Halfing 6th level cleric vampire CR 8)
Hit points: 6d12 (39)
Initiative: +8
Speed: 20
AC 24 (+4 dex +6 nat + 1 size + 3 armor) +1 Dodge 1 opponent
Base/Grapple +4 / +3
Full Attack: Slam +8 (1d4+3 Energy drain)
Saves: Fort +6 Reflex +9 Will +6 (+2 versus fear)
Abilities : Str 16, Dex 18, Con --, Wis 16, Int 16, Chr 16
AL: Neutral Evil
Skills: Concentrate +12, Know Arcana +6, Know rel +6, Spellcraft +12, Hide +22, Bluff +17, Climb +5, Jump +5, Move silent +14, Listen +15, Search +11, Sense motive +11, Spot +13
Feats: Combat Casting, Scribe Scroll, Silent spell, Alertness, Combat reflex, Dodge, Imp Init, Light Reflex.
Gear: Studded leather armor MW, Brooch of shielding, Feather token of the whip.
Spells prepared Domains Trickery/Evil * domain spells (5,4+1,4+1,3+1) Evil cast +1 level (DC 13+level): 0 – Guidance, Light, detect magic, Mending, Inflict minor wounds 1st - *Prot from good, Bless, Shield of Faith, Divine favor, Obscuring mist, Inflict light wounds 2nd - *Invisibility, Desecrate, Death Knell, resist energy (usually fire), eagles splendor 3rd - * magic circle against good, Dispel magic, Meld into stone, Inflict serious wounds.

Special Abilities

All DC’s at 16 this is Charisma Based

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.
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.


Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).



VAMPIRE SPAWN
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Slam +6 melee (1d6+5
Full Attack: Slam +6 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: none
Special Qualities: +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 18, Dex 14, Con —, Int 13, Wis 13, Cha 14
Skills: Bluff +6, Climb +9, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +9, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats: AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness
Challenge Rating: 3
Alignment: evil

Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
COMBAT
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.

Fast Healing (Ex): A vampire spawn heals 2 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.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

VAMPIRE SPAWN WEAKNESSES
Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.


Other Features : None

Notes : None


12 – Brolin’s Quarters

Door : Northern stone door is locked (DC 20 to unlock) and hard to break through (Strength check DC 26). Hardness 8, Hit points 30

The Southern Secret door is Stone locked (Unlock DC 25) Break DC 28. Hardness 8, Hit points 60. Locate DC 26.

Room : This room is obviously someone’s bed chamber. It is lit by two everburning torches in sconces on the east and west walls. A desk sits with a pile of unorganized scrolls and papers. In the center of the bed is a small child’s coffin. It is made of a shiny metal. The cabinet on the north wall is a darkly stained mahogany.

Traps : Coffin Gas Trap CR 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 20-ft.-by-20-ft. room); never miss; onset delay (2 rounds); poison (Pirates cough, DC 15 Fortitude save resists, 1d6 str/1d6 str); Search DC 22; Disable Device DC 18.

Fireball Trap: CR 5; magic device; opening trigger; automatic reset; spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28.

Features : None

Encounter : None

Other Features : The coffin has two traps. Trying to open the lock triggers the gas, which is thick and grey, the second by opening the lid. The Coffin is hardness 12 and Hit points 60. It has a break DC of 28 to open the lock/lid.

The Desk Has notes and papers of Brolin’s current plans This is left open to the GM to introduce information for further adventures or hooks.

The Cabinet is Hard wood with a lock. Unlock DC is 18. break DC is 23. Hardness 5, Hit points 15. It has clothing and personal effects some showing signs of disuse. If scavenged total worth is 20-40 gp.
Hidden in a secret compartment (Locate DC is 25. within is a silver and gold coffer with a necklace silver with a single black pearl. The coffer is worth 40 gp and the necklace 1200 gp. Also in the coffer is a Wand of CLW with 38 charges)

There is a small vent leading back to the

Notes : The coffin is not used by Brolin it is merely a dummy one used to kill off those who have managed to hurt him bad enough to be looking for his coffin.



14 – Secret Room

Door : The Northern Secret door is Stone locked (Unlock DC 25) Break DC 28. Hardness 8, Hit points 60 Locate DC 26.

Room : This room is unlit and cold. It contains a small simple wooden chair and desk. A small pallet rest in a cabinet on the east wall, it has no doors. a small wooden plate sits on the desk with half eaten burnt food.

Traps : None

Features : None

Encounter : Hiding in the room is a small girl recently kidnapped by Brolin for use in his dark rituals. She is a first level aristocrat with stats of a small child. She does have a hide of +8 and is currently hunkered down behind the supplies along the southern wall. She will attack anyone finding her with a sharpened spoon. She is near hysterical with fear. Her current condition and what has been done to her depends on the maturity level of the players. If they can handle it she has obviously lived through the worst of nightmares otherwise she can just be bruised and hungry.

Other Features : Under the shelves on the southern wall is a wooden children’s coffin in which Brolin sleeps. It is not locked nor trapped and is Hardness 5. Hit points 10. The little girl knows about the coffin having seen him come and go.

Among the sacks is a Bag of holding Type I. Search DC to figure this out is 23.

Notes : The girl maybe the object of the quest by the characters or just a victim of circumstances saved by the timely intervention of the PC’s
 

log in or register to remove this ad

I had a lot of fun doing the last one. I'll try room 9 if that's ok..

9 - Chamber of Assembly

Doors: One wooden door in the south wall. Unlocked.

Room: This largish chamber is sparsely decorated. In each of the 4 corners stands a stone pillar, and along the South, West and East walls are lined rows of chairs. In the center of the Northern wall is a grander seat, before which a fine rug graces the otherwise unadorned stone floor. To the right of the northern seat stands a large cabinet, which contains assorted items most likely employed by the rogues on their jobs. (Contents: 5 sets of thieves tools, 1 of which is masterwork, 3 tanglefoot bags, 2 thunderstones, 10 smokesticks, and a Wand of Invisibility (14 charges remaining)). To the left of the seat there is a weapon rack, half filled with short swords (5), with a pair of suits of leather armour, carelessly dropped into the other side. This room is well lit by a series of wall sconces, each of which contains an Everburning Torch (6 in total) carefully placed such that the room has no apparent shadows in which to hide easily.

Traps: The rug conceals a pit trap (Search DC 25, Disable DC - 0 [just remove the rug and don't jump in..]). The pit is 20ft deep and thickly lined with wooden spikes (10 attacks on on any falling character at +12, 1d4 damage per hit. This stacks on top of the falling damage)

Features: If the PCs happen to look under the chairs they will find small bottles of holy water affixed under 6 of the chairs near the northern part of the room.

Encounters: If they have not been alerted, 3 guild rogues will be in this room, plotting the demise of Lord Anarchy (should players listen at the door they may hear some details of the plan, which involves waiting until Anarchy falls into the trap, then pelting him with holy water that had been smuggled in). They will attack the PCs on sight.
 
Last edited:

So does room 12 have this vampire along with the Green Slaad?

The final room is room 12, in which is the BBEG (Big Bad Evil Guy), a Green Slaad in human form named Lord Anarchy posing as an arcane caster of some sort. He is the guild master.
 

Yeah but one doesn't have much to do with the other in the sense of a guild. I thought it wouod be neat to put a sort of unrelated encounter in that was still synergetic. The Slaad is crazy enough that he allows the vampire free reign since they have different compatible goals. The Vampire considers all the rest beneath him and wouldn't be here except for his being called to the temple. I thought it would be cool if the plot hook was the child was kidnapped and said to be with the thieves but it is actaully the Vampire who took her. They coexist becuase the Thieves don't want to start a fight with the vampire and the vampire doesn't care about the thieves just the temple.

The idea sparked from looking at the map and thinking it seemed more like a support network for a hidden temple than a thieves guild and kind of went from there. I hope it isn't to powerful that was my only concern the Vamp is CR 8. That's why I down graded the Spanws to not be as nasty and more brute force type of muscle.

Later
 

Matafuego said:
2- The Trapped Hallway [...] Door: At the end of the Hall there's a Wooden Door.
I guess I have to modify the map then, so that the PC's don't see the rest of the corridor right away, right ?

It's 15 feet wide, so I assume that I must put one 5' wall, one door, and another 5' wall... note that the door shouldn't be above the stream of water... could you please draw it, zip it, and attach it to a post, so that I can modify the map accordingly ? Also tell me exactly how many squares from the right of the map the door is situated...
 


Shallown, what about Lord Anarchy ? You did rooms 12 to 14, but is not even mentioned. He was supposed to be in room 12...
 


I should add stats for the portcullis and the and DCs for the secret door and trap. Should I stat out the dwarf also? Any other notes on area 4?
 
Last edited:

Mark said:
I should add stats for the portcullis and the and DCs for the secret door and trap. Should I stat out the dwarf also? Any other notes on area 4?
Forget about statting the dwarf, just write name, alignment, class, level. You know, such as: Rudy Pebblesmasher (LG dm Fighter 2).
 

Into the Woods

Remove ads

Top