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The Heroes of Hamh *New Campaign* (Help or Ideas ?)
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<blockquote data-quote="Malachai_rose" data-source="post: 429413" data-attributes="member: 208"><p>Thnx Mr Fidgit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I will go ahead and post it then. And feel free to let me know what you think I could change/improve on as well as things that look ok <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Here is a map of the Drowned Duck, I made this in Dungeon Crafter as well. I will post the encounter I made for it. I have placed this in "Green eggs in Hamh" as part of the adventure. I guess that will be my next post <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Okay here goes...</p><p>______________________________</p><p>Encounters:</p><p></p><p>room 1: Study</p><p></p><p>The room is lit by a flaming hearth and a continual light spell cast upon a stand that has a shade to dim it when needed. There is no apparent ecit from this room. A search check dc 20 will reveal a door along the outhern wall. Also a spot/track check dc 20 will show footprints walking into the wall... </p><p></p><p>*If the PC's examine the desk they will find a book written in Draconic detailing his plans and activities of the last 20 years (he has documented over 59 killings in the journal) also he speaks of another like him that apparently resides in the in a tower at the foothills of the Thunder Peaks, just past Kharnes Inn. It speaks of a kind of gruesome competition between the two of them. From the notes the PC's gather that this person had recently made a bold move, slaughtering an entire caravan. Kale always competitive and now slightly insane from his sub level antics decided that he would introduce the scourge upon his home in order to one up her.</p><p></p><p>room 2: Sleeping chamber </p><p></p><p>Upon entering the room the PC's notice a strange looking catlike animal curled up on a rug beside the bed in the room looking at them. The Krenshar will then wail and pull its face back. Have PC's make saves and begin combat</p><p></p><p>2x Krenshar p125 mm</p><p></p><p>room 3: Sacrifical chamber</p><p></p><p>Before entering the room a search check dc 21 needs to be made if the PC's are activelyt searching for traps. If not then the trap goes off spraying the front two PC's with pigs blood (reflex dc 22 avoids). Then a grate opens up in the next room releasing the encounter early +1d2 extra rats (the spiders will stay in the room). The rats will make a beeline for the smell of the pigs blood.</p><p></p><p>Upon entering the rubble filled room a sense of evil washes over the players (will save DC 14 or become shaken) On the floor is a large summoning circle painted in a dark red substance, the circle pulses slightly as the PC's enter the room. In the center of the room is an altar covered in dryed blood. The shackles on the altar still have bits of decaying fesh hanging from them as if the victim somehow had just melted away in the restraints. If the PC's stay for more than 2 rounds they will meet some of Kales other little friends.</p><p></p><p>3x small monstrous spider</p><p>4x dire rats(+2d4 if trap is triggered)</p><p></p><p>room 4: Finsished projects room</p><p></p><p>Right before entering the room refer to Blackstones piercing passage p80 traps and treachery</p><p></p><p>In this room are 6 coffins off fine make covered with strange markings (knowledge religion dc 20 to realize these are undead animation markings) </p><p>If the PC's leave the coffins alone nothing will happen if anyone touches any of them their lids will burst open (the pc that touched one will have that undead get a suprise partial action against him) and initiative will be rolled. Hidden (invisible) in the corner of this room is a Quasit, one of Kales servants, the Quasit will attack when the skeletons do. If the party leaves the coffins alone then the Quasit will follow the PC's for 2d6 days causing them trouble when it can. After the 2d6 days it will grow bored and leave.</p><p></p><p>6x medium skeletons page 165 mm</p><p>1x Quasit page 41 mm</p><p></p><p>room 5: The Pit</p><p></p><p>Upon entering the room the Pc's will notice that the cieling is very tall in the room (30 foot and that it is pitch black). The Pc's with lowlight or darkvision are entitled to a spot check dc 1d20+7+10 circumstance for lowlight, DC 1d20+7 for darkvision . If they make the check they spot the Choker hiding on the cieling and can role initiative as the Choker is very much aware of the players presence. In this room is a circle pit covered with a rusted iron grate. The floor is caked in blood and several severed limbs lay in the various corners of the room, upon further examination (heal check dc 14) the PC's will notice the limbs look like they were rended from the body not cut. It is when the PC's are examing the room that the choker will sneak down the wall halfway and try to grab on eof the PC's quickly heading back up the cieling into the darkness The pit is balck and 60 feet deep (darkness spell permanently cast at the bottom). If the PC's search the pit or investigate long enough they will begun to hear a muffled moaning from down below (listen dc 15 to tell its elven). It will be Lissa Moonbrook the missing mother of Kale Farstalker step son of Lucian Moonbrook. At the bottom of the pit below the magical darkness the floor of the pit appears to consist of an old hatched iron grate that opens up into another dimly lit room below that bristles with undead. (refer to sublevel room 1)</p><p> </p><p>______________________________</p><p></p><p>I am also adding another sublevel at the bottom of the Pit in Room 5. I feel the sublevel isn't quite big enough as is to really challenge the party. </p><p></p><p>Here is a key for the upper level area, I almost forgot to add it since I knwo what everything is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> but I figured it would be nice if yall knew as well, heh. </p><p></p><p>6) Secret portal room. Can only be reached from room to the left, search check dc 30 and open locks dc 25. This is Kales treasure stash and home of the portal to Zhentil Keep he had construcuted 20 years ago when the inn was built. </p><p></p><p>7) Bathrooms, the inm has indoor plumbing thanks to Higgly Hoffenfeffer the local gnome inventor. </p><p></p><p>8) Common Room/Bar</p><p></p><p>9) Kitchen</p><p></p><p>10) Storeroom</p><p></p><p>11) Private meeting area of the Bar, usually used by Mayor Bran and friends. </p><p></p><p>12) Broom closet/Trap door leading to sublevel 1, search check dc 30 to spot and open locks dc 30 to unlock. </p><p></p><p>Okay, thats the complete key <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Malachai_rose, post: 429413, member: 208"] Thnx Mr Fidgit :D I will go ahead and post it then. And feel free to let me know what you think I could change/improve on as well as things that look ok :) Here is a map of the Drowned Duck, I made this in Dungeon Crafter as well. I will post the encounter I made for it. I have placed this in "Green eggs in Hamh" as part of the adventure. I guess that will be my next post :D Okay here goes... ______________________________ Encounters: room 1: Study The room is lit by a flaming hearth and a continual light spell cast upon a stand that has a shade to dim it when needed. There is no apparent ecit from this room. A search check dc 20 will reveal a door along the outhern wall. Also a spot/track check dc 20 will show footprints walking into the wall... *If the PC's examine the desk they will find a book written in Draconic detailing his plans and activities of the last 20 years (he has documented over 59 killings in the journal) also he speaks of another like him that apparently resides in the in a tower at the foothills of the Thunder Peaks, just past Kharnes Inn. It speaks of a kind of gruesome competition between the two of them. From the notes the PC's gather that this person had recently made a bold move, slaughtering an entire caravan. Kale always competitive and now slightly insane from his sub level antics decided that he would introduce the scourge upon his home in order to one up her. room 2: Sleeping chamber Upon entering the room the PC's notice a strange looking catlike animal curled up on a rug beside the bed in the room looking at them. The Krenshar will then wail and pull its face back. Have PC's make saves and begin combat 2x Krenshar p125 mm room 3: Sacrifical chamber Before entering the room a search check dc 21 needs to be made if the PC's are activelyt searching for traps. If not then the trap goes off spraying the front two PC's with pigs blood (reflex dc 22 avoids). Then a grate opens up in the next room releasing the encounter early +1d2 extra rats (the spiders will stay in the room). The rats will make a beeline for the smell of the pigs blood. Upon entering the rubble filled room a sense of evil washes over the players (will save DC 14 or become shaken) On the floor is a large summoning circle painted in a dark red substance, the circle pulses slightly as the PC's enter the room. In the center of the room is an altar covered in dryed blood. The shackles on the altar still have bits of decaying fesh hanging from them as if the victim somehow had just melted away in the restraints. If the PC's stay for more than 2 rounds they will meet some of Kales other little friends. 3x small monstrous spider 4x dire rats(+2d4 if trap is triggered) room 4: Finsished projects room Right before entering the room refer to Blackstones piercing passage p80 traps and treachery In this room are 6 coffins off fine make covered with strange markings (knowledge religion dc 20 to realize these are undead animation markings) If the PC's leave the coffins alone nothing will happen if anyone touches any of them their lids will burst open (the pc that touched one will have that undead get a suprise partial action against him) and initiative will be rolled. Hidden (invisible) in the corner of this room is a Quasit, one of Kales servants, the Quasit will attack when the skeletons do. If the party leaves the coffins alone then the Quasit will follow the PC's for 2d6 days causing them trouble when it can. After the 2d6 days it will grow bored and leave. 6x medium skeletons page 165 mm 1x Quasit page 41 mm room 5: The Pit Upon entering the room the Pc's will notice that the cieling is very tall in the room (30 foot and that it is pitch black). The Pc's with lowlight or darkvision are entitled to a spot check dc 1d20+7+10 circumstance for lowlight, DC 1d20+7 for darkvision . If they make the check they spot the Choker hiding on the cieling and can role initiative as the Choker is very much aware of the players presence. In this room is a circle pit covered with a rusted iron grate. The floor is caked in blood and several severed limbs lay in the various corners of the room, upon further examination (heal check dc 14) the PC's will notice the limbs look like they were rended from the body not cut. It is when the PC's are examing the room that the choker will sneak down the wall halfway and try to grab on eof the PC's quickly heading back up the cieling into the darkness The pit is balck and 60 feet deep (darkness spell permanently cast at the bottom). If the PC's search the pit or investigate long enough they will begun to hear a muffled moaning from down below (listen dc 15 to tell its elven). It will be Lissa Moonbrook the missing mother of Kale Farstalker step son of Lucian Moonbrook. At the bottom of the pit below the magical darkness the floor of the pit appears to consist of an old hatched iron grate that opens up into another dimly lit room below that bristles with undead. (refer to sublevel room 1) ______________________________ I am also adding another sublevel at the bottom of the Pit in Room 5. I feel the sublevel isn't quite big enough as is to really challenge the party. Here is a key for the upper level area, I almost forgot to add it since I knwo what everything is ;) but I figured it would be nice if yall knew as well, heh. 6) Secret portal room. Can only be reached from room to the left, search check dc 30 and open locks dc 25. This is Kales treasure stash and home of the portal to Zhentil Keep he had construcuted 20 years ago when the inn was built. 7) Bathrooms, the inm has indoor plumbing thanks to Higgly Hoffenfeffer the local gnome inventor. 8) Common Room/Bar 9) Kitchen 10) Storeroom 11) Private meeting area of the Bar, usually used by Mayor Bran and friends. 12) Broom closet/Trap door leading to sublevel 1, search check dc 30 to spot and open locks dc 30 to unlock. Okay, thats the complete key :) [/QUOTE]
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