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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Qwillion" data-source="post: 2595582" data-attributes="member: 14641"><p>Oh I don't know I could have advanced them to 40 th level so that it would be an epic encounter <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=":)" />, I really don't expect to get that far unless a lot of people helped but my game will be running for the next two years at least so I will still be putting out rooms I image we shall see, though I don't think I could use these as they are from Dragon so they would violate my 100 OGC rule. </p><p></p><p>Davemage: oh come now I think you could find time for one room in Region D <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>CHALLENGE!</p><p>I here by challange all Ye who post to this board. Do one room in region D (though you may want to say your working on it ahead of time so as not to duplicate any work.) </p><p></p><p>Requested as follows, Advance the Encoutner level by 3 to 4, remeber to increase DCs and Encounter conditions by this level as well. DO NOT CHANGE THE ENCOUNTER. </p><p></p><p>Here follows rooms d2 and d2</p><p></p><p></p><p><u><strong>Region D; Section D1-D6; Room D2</strong></u></p><p></p><p><strong>Encounter Conditions:</strong> Fear increases to DC 20</p><p><strong>Wailing stone golem </strong> see room D1</p><p></p><p><u><strong>Region D; Section D1-D6; Room D3</strong></u></p><p></p><p>Increase search DC to find a hollow stone to DC 30</p><p><strong>Encounter Conditions:</strong> Fear increases to DC 20</p><p></p><p><strong>10 DERRO GUARDS</strong></p><p><strong>Small Monstrous Humanoid, 4th level warrior</strong></p><p><strong>Hit Dice:</strong> 7d8+14 (45 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 19 [ (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17</p><p>**27 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 21, flat-footed 25</p><p><strong>Base Attack/Grapple:</strong> +7/+3</p><p><strong>Attack:</strong> Short sword +8 melee (1d4/19-20) or repeating light crossbow +12 ranged (1d6/19-20 plus poison)</p><p><strong>Full Attack:</strong> Short sword +8/+3 melee (1d4/19-20) or repeating light crossbow +12/+7 ranged (1d6/19-20 plus poison)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison use, spell-like abilities, sneak attack +1d6</p><p><strong>Special Qualities:</strong> ** Improved evasion, madness, spell resistance 19 vulnerability to sunlight, </p><p><strong>Saves:</strong> Fort +7, Ref +6 (**+14), Will +7</p><p><strong>Abilities:</strong> Str 11, Dex 14, Con 14, Int 10, Wis 5*, Cha 16*</p><p><strong>Skills:</strong> Bluff +5, Hide +14 (**+24), Listen +1, Move Silently +8, </p><p><strong>Feats:</strong> Weapon Focus (repeating light crossbow), Improved Initiative, point Blank Shot, </p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p>COMBAT</p><p><strong>Madness (Ex):</strong> Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.</p><p>*The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.</p><p><strong>Poison Use (Ex):</strong> Focused black adder venom Injury DC 13 initial 1d6 con secondary 1d6 con, . Derro are not at risk of poisoning themselves when handling poison.</p><p><strong>Sneak Attack (Ex):</strong> Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.</p><p><strong>Spell-Like Abilities:</strong> At will-darkness, ghost sound; 1/day- daze (DC 13), sound burst (DC 15). Caster level 7th. The save DCs are Charisma-based.</p><p><strong>Vulnerability to Sunlight (Ex):</strong> A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.</p><p><strong>** Improved Cover (Ex):</strong> as long as the derro are within able to take advantage of the towers defenses they gain the benefits of Improved cover. </p><p></p><p><strong>Skills:</strong> Derro have a +4 racial bonus on Hide and Move Silently </p><p>Equipment: 20 Masterwork bolts</p><p></p><p>I will be working on D4-6 next</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2595582, member: 14641"] Oh I don't know I could have advanced them to 40 th level so that it would be an epic encounter :), I really don't expect to get that far unless a lot of people helped but my game will be running for the next two years at least so I will still be putting out rooms I image we shall see, though I don't think I could use these as they are from Dragon so they would violate my 100 OGC rule. Davemage: oh come now I think you could find time for one room in Region D :) CHALLENGE! I here by challange all Ye who post to this board. Do one room in region D (though you may want to say your working on it ahead of time so as not to duplicate any work.) Requested as follows, Advance the Encoutner level by 3 to 4, remeber to increase DCs and Encounter conditions by this level as well. DO NOT CHANGE THE ENCOUNTER. Here follows rooms d2 and d2 [U][B]Region D; Section D1-D6; Room D2[/B][/U] [B]Encounter Conditions:[/B] Fear increases to DC 20 [B]Wailing stone golem [/B] see room D1 [U][B]Region D; Section D1-D6; Room D3[/B][/U] Increase search DC to find a hollow stone to DC 30 [B]Encounter Conditions:[/B] Fear increases to DC 20 [B]10 DERRO GUARDS[/B] [B]Small Monstrous Humanoid, 4th level warrior[/B] [B]Hit Dice:[/B] 7d8+14 (45 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 20 ft. (4 squares) [B]Armor Class:[/B] 19 [ (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17 **27 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 21, flat-footed 25 [B]Base Attack/Grapple:[/B] +7/+3 [B]Attack:[/B] Short sword +8 melee (1d4/19-20) or repeating light crossbow +12 ranged (1d6/19-20 plus poison) [B]Full Attack:[/B] Short sword +8/+3 melee (1d4/19-20) or repeating light crossbow +12/+7 ranged (1d6/19-20 plus poison) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Poison use, spell-like abilities, sneak attack +1d6 [B]Special Qualities:[/B] ** Improved evasion, madness, spell resistance 19 vulnerability to sunlight, [B]Saves:[/B] Fort +7, Ref +6 (**+14), Will +7 [B]Abilities:[/B] Str 11, Dex 14, Con 14, Int 10, Wis 5*, Cha 16* [B]Skills:[/B] Bluff +5, Hide +14 (**+24), Listen +1, Move Silently +8, [B]Feats:[/B] Weapon Focus (repeating light crossbow), Improved Initiative, point Blank Shot, [B]Challenge Rating:[/B] 6 [B]Alignment:[/B] Usually chaotic evil COMBAT [B]Madness (Ex):[/B] Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. *The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma. [B]Poison Use (Ex):[/B] Focused black adder venom Injury DC 13 initial 1d6 con secondary 1d6 con, . Derro are not at risk of poisoning themselves when handling poison. [B]Sneak Attack (Ex):[/B] Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. [B]Spell-Like Abilities:[/B] At will-darkness, ghost sound; 1/day- daze (DC 13), sound burst (DC 15). Caster level 7th. The save DCs are Charisma-based. [B]Vulnerability to Sunlight (Ex):[/B] A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. [B]** Improved Cover (Ex):[/B] as long as the derro are within able to take advantage of the towers defenses they gain the benefits of Improved cover. [B]Skills:[/B] Derro have a +4 racial bonus on Hide and Move Silently Equipment: 20 Masterwork bolts I will be working on D4-6 next [/QUOTE]
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