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

World's Largest Dungeon?

eris404 said:
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?

I promise that when the book is out of my hands and off the printer, that i will post the first 4 pages of the book to the list, detailing why the dungeon was built, who built it, and who lives here first.

There is a "mega-plot", which you'll be surprised isn't stupid, and a series of minor "humps" that give each Region their own theme. While I suspect 50% of the people who buys this book will TRY to play through the whole thing, i bet only 1% will actually do it. So really, all of that silly plot is for you guys.

Haha.

Anyway. Each Region (Map) is self-sufficient, with its own internal logic and theme (horror, chaos, goblin hordes, undead, fire, aquatic, caverns, demons, labyrinth, law, winter, etc.,). And you can run them as 15 seperate adventure/mini-campaigns for all we care. No really. AEG doesn't care. We just want your money and we're going to take it, no matter....

sorry. sorry. i've clocked over 300 hours on this project.

i'm getting punchy.

I hope that answers your question.

And for the guy who keeps asking about the umber hulk encounter. I can't post an encounter about a monster that isn't in the SRD. (Do you want a carrion crawler instead? How about a beholder? Yuan-ti?) I promise to post an encounter with a kobold next time and you can replace the word kobold with umber hulk for you own campaign if you like.

:)
 

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thundershot said:
Umber Hulk isn't...? DAMMIT!

FINE!

*kicks the wheel, causing it to land on...*


RUST MONSTER



Chris

damn

i gotta get me one of those wheels.

i'll be all weekend and i'll post the encounter with the rust
monster. ha. another room from map C.

man, that region rocks.

peace
 

Arcoding to Full Frontel Nerdity (where I first found out about this product) you're going to have every monster.

SO, What's the encounter with the DIRE BADGER? The comic indicates no self respecting game company would ever release such a product.....
 


cinco de rusto

sorry for the wait...

i feel like scott kurtz trying to post PVP during comic book season

btw... aaron williams and i are dear friends and i hate him now for making me post the dire badger.... but in the mean time you get rustoleum

peace

C41. Rust Monster’s Prison Cell

The doors of this cell are made out of heavy oak and several wooden beams nailed into the stone wall block it. Anyone wishing to enter this Room must first remove the wooden planks that block the entrance. Each of the five beams can be pulled with a successful DC 20 Strength check. This action reveals a rusted but functional iron lock mechanism. A DC 22 Open Lock check is required to unlock the door, unless the PCs have acquired its key from Room C38. The PC opening this door must succeed at a DC 20 Dexterity check. Failing this check results in the door falling off its hinges, which are completely eaten by rust.

Inside this large and shadowy chamber is an insect-like creature with four squat legs, long antennae, and a squat body protected by an incongruous hide. The walls of this chamber are made out of stone, and like most of the dungeon seem to have been carved out from the sheer bedrock. These walls, however, have turned into a deep rust-colored shade, as if every ounce of metal within them had rusted.

Initial Attitude: Hostile

Encounter: A Large rust monster (hp 101) is locked in this Room. The creature has been feeding on the tiny residues of iron found within the walls of its prison. It is maddened and hateful, standing ready to charge anyone fool enough to unlock its cell.

While the Room itself is not haunted, remaining in it for more than 24 hours can have damaging effects. Soft, almost imperceptible echoes, bounce from the walls of the Room. As time goes on, these echoes become harder and harder to block out, until the creature inside begins to think the sounds are part of his psyche. Anyone failing a Willpower save (DC 15, +1 per previous save) suffers 1 point of permanent Wisdom damage, that takes twice as long to heal. This save must be made every two hours beyond the 24th.

Tactics: The rust monster is mindless. It has been trapped in the cell too long. It attacks the nearest PC in metal armor and fights ferociously. It continues to attack the PC until his armor is beyond repair, then targets weapons, finally moving on to the next PC. While rust monsters themselves do not normally act like trapped raccoons, this one has suffered too much trauma from being locked up so long..

Treasure: Anything of value is now a slag of rust.

EL: 6

Scaling: To increase the challenge of this encounter, add one rust monster. To decrease the challenge, have the rust monster wounded (–30 hit points).
Rust Monster: CR 6; Large aberration; HD 14d8+52; hp 101; Init +7;
Spd 40 ft.; AC 19, touch 11, flat-footed 17; Base Atk +10; Grp +17;
Atk +14 melee (rust, antennae touch); Full Atk +14 melee (rust, antennae touch) and +4 melee (1d4+2, bite); SA Rust; SQ Darkvision, scent; AL N; SV Fort +7, Ref +6, Will +5; Str 18, Dex 15, Con 17, Int 2, Wis 3*, Cha 8.
Skills and Feats: Listen +7, Spot +6; Alertness, Improved Initiative, Improved Natural Armor, Track, Weapon Focus (antannae).
Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 24 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.
 

jim pinto said:
Anyone failing a Willpower save (DC 15, +1 per previous save) suffers 1 point of permanent Wisdom damage, that takes twice as long to heal. This save must be made every two hours beyond the 24th.

jim: Thanks for the preview! I love the subtle hints in each of them about more than just the room, such as the reference in this preview to "haunted" rooms. Great stuff!

Just a couple of editing notes, though (to help you out - not that you asked ;) )

There is no such thing as a "Willpower" save - it's a Will save (even though Will is probably derived from Willpower, it is not short for Willpower according to the PHB). Also, "permanent Wisdom damage" is a contradiction in terms. According to the DMG, ability "damage" is temporary, while ability "drain" is permanent. If it's Wisdom damage, it should not be "permanent" (and, of course, if something is permanent, it doesn't heal). Yes, it's semantics, and if the WBD had already gone to press, then no biggie. I'm just trying to make you look good when the adventure comes out. :cool:
 

DaveMage said:
jim: Thanks for the preview! I love the subtle hints in each of them about more than just the room, such as the reference in this preview to "haunted" rooms. Great stuff!

Just a couple of editing notes, though (to help you out - not that you asked ;) )

There is no such thing as a "Willpower" save - it's a Will save (even though Will is probably derived from Willpower, it is not short for Willpower according to the PHB). Also, "permanent Wisdom damage" is a contradiction in terms. According to the DMG, ability "damage" is temporary, while ability "drain" is permanent. If it's Wisdom damage, it should not be "permanent" (and, of course, if something is permanent, it doesn't heal). Yes, it's semantics, and if the WBD had already gone to press, then no biggie. I'm just trying to make you look good when the adventure comes out. :cool:

thanks, dave

i usually catch this stuff, but i added some cool bits to this room before posting it and i missed that. was 3.0 willpower? how did i get that into my head?

weird
 

I just looked at my 3.0 PH and it says basically the same thing as the 3.5 version under "Will Save" (i.e., no mention of the word "Willpower").

I know that Willpower is a term that some other RPGs have used as base stats so maybe that's why it came to mind.
 

Into the Woods

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