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<blockquote data-quote="RealAlHazred" data-source="post: 6706782" data-attributes="member: 25818"><p><strong>Originally posted by Vobeskhan:</strong></p><p></p><p>The players at my FLGS have been running using Theatre of the Mind for tha last coupl of weeks and are heading to a patriar crypt at the end of the last session, so I came up with a modified version of the "Planted Evidence" supplementary event which will also tie in the broken alchemist bowl from the main adventure sidebar.</p><p>Working with my fellow DM, Liam, we came up with the idea of the two parties entering the crypt from seperate entrances and then I had the idea of using the dungeon tiles from my <a href="https://www.dropbox.com/s/5qlub6cfn0slfd8/CAM00490.jpg" target="_blank">Castle Ravenloft board game for the battle grid</a>.</p><p>I also wanted a big brute guard creature and modified the ogre from the Bestiary to be a Zombie Ogre.</p><p><strong>Undead Ogre - </strong><strong>Large Giant Undead</strong></p><p><strong>Armor Class </strong>11 (rotting hide)</p><p><strong>Hit Points </strong>32 (5d10 + 5); see Traits below</p><p><strong>Speed </strong>20 ft.</p><p><strong>Senses </strong>darkvision 60 ft.</p><p><strong>Str </strong>18 (+4)</p><p><strong>Dex </strong>8 (–1)</p><p><strong>Con </strong>13(+1)</p><p><strong>Int </strong>5(–3)</p><p><strong>Wis </strong>7(–2)</p><p><strong>Cha </strong>7(–2)</p><p><strong>Alignment </strong>neutral evil</p><p><strong>Languages </strong>Common, Giant</p><p>TRAITS</p><p><strong>Immunities: </strong>The zombie ogre is immune to disease and poison, and it cannot be frightened or put to sleep. It does not need to sleep, eat, or breathe.</p><p><strong>Zombie Fortitude: </strong>When the zombie ogre takes damage that reduces it to 0 hit points, it can make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was dealt by a critical hit. <em>Successful Save: </em>The zombie instead drops to 1 hit point.</p><p>ACTIONS</p><p><strong>Melee Attack—Slam: </strong>+5 to hit (reach 5 ft.; one creature). <em>Hit: </em>13 (1d8 + 4) bludgeoning damage.</p><p>ENCOUNTER BUILDING</p><p><strong>Level </strong>4 <strong>XP </strong>140</p><p>Here are copies of the <a href="https://www.dropbox.com/s/xysknoxhcb9640s/MiBG-Family-Secrets.jpg" target="_blank">DM's map</a> and <a href="https://www.dropbox.com/s/nj0f00ea11l1tki/Family%20Secrets.docx" target="_blank">scenario</a> notes for anyone that wants them.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6706782, member: 25818"] [b]Originally posted by Vobeskhan:[/b] The players at my FLGS have been running using Theatre of the Mind for tha last coupl of weeks and are heading to a patriar crypt at the end of the last session, so I came up with a modified version of the "Planted Evidence" supplementary event which will also tie in the broken alchemist bowl from the main adventure sidebar. Working with my fellow DM, Liam, we came up with the idea of the two parties entering the crypt from seperate entrances and then I had the idea of using the dungeon tiles from my [URL=https://www.dropbox.com/s/5qlub6cfn0slfd8/CAM00490.jpg]Castle Ravenloft board game for the battle grid[/URL]. I also wanted a big brute guard creature and modified the ogre from the Bestiary to be a Zombie Ogre. [b]Undead Ogre - [/b][b]Large Giant Undead[/b] [b]Armor Class [/b]11 (rotting hide) [b]Hit Points [/b]32 (5d10 + 5); see Traits below [b]Speed [/b]20 ft. [b]Senses [/b]darkvision 60 ft. [b]Str [/b]18 (+4) [b]Dex [/b]8 (–1) [b]Con [/b]13(+1) [b]Int [/b]5(–3) [b]Wis [/b]7(–2) [b]Cha [/b]7(–2) [b]Alignment [/b]neutral evil [b]Languages [/b]Common, Giant TRAITS [b]Immunities: [/b]The zombie ogre is immune to disease and poison, and it cannot be frightened or put to sleep. It does not need to sleep, eat, or breathe. [b]Zombie Fortitude: [/b]When the zombie ogre takes damage that reduces it to 0 hit points, it can make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was dealt by a critical hit. [i]Successful Save: [/i]The zombie instead drops to 1 hit point. ACTIONS [b]Melee Attack—Slam: [/b]+5 to hit (reach 5 ft.; one creature). [i]Hit: [/i]13 (1d8 + 4) bludgeoning damage. ENCOUNTER BUILDING [b]Level [/b]4 [b]XP [/b]140 Here are copies of the [URL=https://www.dropbox.com/s/xysknoxhcb9640s/MiBG-Family-Secrets.jpg]DM's map[/URL] and [URL=https://www.dropbox.com/s/nj0f00ea11l1tki/Family%20Secrets.docx]scenario[/URL] notes for anyone that wants them. [/QUOTE]
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