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World's Largest Dungeon?


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jgbrowning said:

Turns out the flumph in the WBD has been advanced, and has the fiendish, feral, half-dragon, half-giant, and monster-of-legend, templates applied to it, giving it a CR of 87 and rulership over the entire dungeon.

I'm sure jim won't be giving us THAT encounter - wouldn't want to spoil it.

;)
 

DaveMage said:
Turns out the flumph in the WBD has been advanced, and has the fiendish, feral, half-dragon, half-giant, and monster-of-legend, templates applied to it, giving it a CR of 87 and rulership over the entire dungeon.

I'm sure jim won't be giving us THAT encounter - wouldn't want to spoil it.

;)

it's like he's in my office reading over my shoulder...

.... instead of working on this thing with me... what a slacker.

since i can't post the cube (without giving away an AWESOME encounter),
here's a ochre jelly

C42. Imprisoned Ochre Jelly
The doors leading into this cell are locked. The key to unlock them can be found in Room C38. Otherwise, a DC 22 Open Lock check is enough to bypass the lock.

This chamber contains a mass of yellowish ooze. The strange entity is oddly shaped and, in the darkness, moves slowly. Its slick surface undulates, reflecting light against the black of the dungeon walls.

Initial Attitude: Hostile

Encounter: An ochre jelly (hp 74) is trapped in this cell. The creature has been imprisoned here for decades, and not even the gnolls could say who is responsible for imprisoning it here. Its corrosive jelly eats away at the stonework, turning it black and grey.

Tactics: As soon as anyone opens the door, the ochre jelly strikes the first target that gets in its way. In combat, it grapples and constricts its prey. If a PC is stunned, it moves on to the next, so it can escape without fear of reprisal. If the PCs leave it a way out, it moves into the corridor outside the door. It does not fight, unless it has to.

Treasure: Any treasure that may have existed is slag now.

EL: 5

Scaling: To increase the challenge of this encounter, give the ochre jelly maximum hit points. To decrease the challenge, replace the ochre jelly with a gray ooze.

Ochre Jelly: CR 5; Large ooze; HD 6d10+36; hp 74; Init –5; Spd 10 ft., climb 10 ft.; AC 4, touch 4, flat-footed 4; Base Atk +4; Grp +10; Atk +5 melee (2d4+3 plus 1d4 acid, slam); Full Atk +5 melee (2d4+3 plus 1d4 acid, slam); Space/Reach 10 ft./5 ft.; SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +8, Ref –3, Will –3; Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1.
Skills and Feats: Climb +10.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
 


thundershot said:
*spins the wheel of monsters*

and the wheel stops on...


TREANT



Chris

there is no way that you keep picking the most important
monsters in the dungeon. that's unreal.

there's only one treant and the encounter is too important
to give away on here. sorry man.

how about something aquatic?

L16. Scrag Lair
The depth of this encounter is 450 ft. to 750 ft. below the surface.

In the bitterly cold waters at the bottom of the lake, several depressions reveal the existence of caves beneath the surface. Although the current here strongly propels you away from the entrance, flashes of movement from within the cave attract your attention.

Peering within the entrance, you see a half dozen giants with rubbery skin gesturing wildly to each other. Long flowing hair entangled with sea weed and a mass of ropes surrounds them as their argument continues. The room itself is a barren area of marble tiles and stone sarcophagi.

Initial Attitude: Hostile

Encounter: This Room serves as the lair for a small tribe of scrags (aquatic trolls). These scrags originally settled upon the uninhabited island of Madowlieloren (Room L55), centuries ago. When the elves invaded, they drove the scrags into the water where the creatures discovered they could breathe water. The creatures settled within the lake and remain to this day. Their current leader, Grokthan (hp 107), and the five scrags (hp 63) present are examining a +2 distance net they stole from Madowlieloren. Grokthan hoped to use the net himself, but cannot fathom how to refold it.

As the most powerful scrag, Grokthan forces the others to bring him the lion’s share of loot and constantly beats them when they question his orders. The others obey him out of fear and he basks in their terror. The scrags possess few tools or treasures, preferring to live by their strength and brutality instead.

Even PCs who speak Giant have trouble understanding these beasts who speak a "damaged" dialect of their original tongue. A DC 20 Listen check is required to decipher the language and understand the concepts behind the words spoken, and only if the PC understands Giant.

Tactics: The trolls swarm towards their foes, using the constricted space to their advantage. Grokthan quickly pushes to the front and focuses his attacks on the strongest opponent available. They fight like maddened piranhas, biting clawing and constantly changing the focus of their attack. DMs should keep the PCs on their toes with random tactic changes and unexplainable actions.

Treasure: Concealed within one of the sarcophagi is a large black pearl (1 in. in diameter, worth 500 gp) and an iron flask — both of which Grokthan intends as tribute to the Mahg'Gog (Room L18). The +2 distance net lies unfolded upon the floor.

EL: 13

Scaling: To increase the challenge of this encounter, add three scrags that return from a hunting expedition, 1d4 rounds after combat begins. They attack from behind, cutting off the PCs' escape route. To decrease the challenge, remove one scrag.
 

I've said it before, but I like how the encounters that are posted refer to other areas, rather than existing as isolated rooms. I feel it gives a good impression that this product is much more than a bunch of random encounters.

Thanks again, jim!
 


Plot/Story?

OK, so I finally crawled through most, if not all, the posts in this thread. Maybe it's my feverish brain (I am mildly sick today), but I haven't seen anything specific about the storyline. Is there a "megaplot" to this dungeon or just several linked stories? Any chance for a brief, non-spoiler synopsis?
 



Into the Woods

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