jim pinto
First Post
bad cop, no donut
okay
no excuses (i hate excuses)
i owe you encounters and damnit, you're going to get them
so
here you go. four encounters, all tied together by Room B111
(which means you'll have to buy the book to see how it ends)

the paint is still wet on these, so please understand the XX's won't
be there in the final. but, man these were fun to write.\
did i mention that i wrote 32,000 words this week?
did i mention i've written almost 200,000 words on this book?
B112. Darkness Again
The door to this Room is locked, requiring a DC 30 Open Lock check to unlock. Unlike the other Rooms in this area, the glyph on this door, triggers the door to open when read.
This simple room is empty, and dark. Light recedes and disipates, almost swallowed by the darkness. The floor, from what you can see, is strangely free of dust.
Initial Attitude: N/A
Encounter: Whatever once lived here, is gone having escaped when a foolish goblin read the glyph on the door. Most likely a wight, it either escaped into the dungeon or was killed by the ghouls in Room B111.
Tactics: N/A
Treasure: If the PCs spend 30 minutes searching the Room (and have adaquate light), allow a DC 25 Search check to find a loose stone in the floor. A DC 16 Strength check lifts the stone from its perch. The stone is nearly 200 lbs and covers a small area the size of a halfling. Buried under the stone is a suit of +1 ghost touch splinted mail, obviously hidden away so it could never be used against the forces of good. It radiates evil and affects good-aligned PCs who don it as though it were an unholy weapon.
EL: N/A
Scaling: N/A
B113. Trapped Wight
The door to this Room is locked, requiring a DC 30 Open Lock check to unlock. In addition, the door is trapped with a glyph or warding, protecting the contents of the Room from escape. Tampering with the door or lock in any manner triggers it.
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 cold, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
A small tomb-like room rests to the northeast of the large circular room. The contents are spartan and darkness extends to every corner. Before you can think, something has left from the shadow.
Initial Attitude: Hostile
Encounter: Two wights (hp 28 each) have been trapped in this Room since its creation. Being undead, they do not understand the passage of time as humans do, but nonetheless maintained a semblance of reality that finally drove them mad from their captivity. They howl with an allip-like babbling.
Tactics: The wights attacks immediately, taking advantage of surprised PCs. They babble incessantly, as they attack each PC in turn
Treasure: If the PCs spend 30 minutes searching the Room (and have adaquate light), allow a DC 25 Search check to find a loose stone in the floor. A DC 16 Strength check lifts the stone from its perch. The stone is nearly 200 lbs and covers a small area the size of a halfling. Buried under the stone is a +1 unholy morningstar, obviously hidden away so it could never be used against the forces of good.
EL: 7
Scaling: To increase the challenge of this encounter, add one wight. To decrease the challenge, remove the allip-like babbling ability from the wights.
[Insanity] Wight: CR 4; Medium undead; HD 4d12 (26 hp); Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); SA Babble, create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15.
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight.
Babble (Su): An insanity wight constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 ft. of the insanity wight must succeed on a DC 14 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same insanity wight’s babble for 24 hours. The save DC is Charisma-based.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.
B114. Hell on Every Earth
The door to this Room is locked, requiring a DC 30 Open Lock check to unlock. In addition, the door is trapped with a glyph or warding, protecting the contents of the Room from escape. Tampering with the door or lock in any manner triggers it.
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
From the darkness you can hear an unhealthy moan, something sinister and decreptid. The darkness cuts your torchlight and the moan grows loader as you peer into the shadows.
Initial Attitude: Hostile
Encounter: A ghast (hp XX) of unusual strength has been trapped in this Room since the dungeon's creation. Once shackled, it broke those bonds long ago. Now the manacles and chains hang from a metal ring in the wall. The floor is littered with sepsis and slime, making walking difficult.
The ghast has no love of the living and attacks immediately.
Tactics: Taking advantage of the darkness, the ghast bull rushes the first PC, in an attempt to pin him. Using the darkness to his advantage he gains a +2 circumstance bonus to the bullrush (in addition to having moved at least 15 ft.). Once on the ground, he attacks ferociously, biting and clawing until the victim is paralyzed. He then moves on to the next victim using the same tactics, paralyzing the PC and moving on to the next.
In addition to his paralyzing touch, the ghast also drains 1d3 Dexterity with every hit, making victims slower and slower with each attack. The ghast is a fearsome predator and using its tools well to finish off the PCs.
Treasure: If the PCs spend 30 minutes searching the Room (and have adaquate light), they can find a broken stone in the floor. A DC 12 Strength check lifts the pieces of broken stone easily. Nothing is buried here, having been taken by the ghast.
EL: 6
Scaling: To increase the challenge of this encounter, give the ghast +6 natural armor and maximum hit points. To reduce the challenge, remove the ghast's teeth and only allow it to paralyze with its claws.
okay
no excuses (i hate excuses)
i owe you encounters and damnit, you're going to get them
so
here you go. four encounters, all tied together by Room B111
(which means you'll have to buy the book to see how it ends)

the paint is still wet on these, so please understand the XX's won't
be there in the final. but, man these were fun to write.\
did i mention that i wrote 32,000 words this week?
did i mention i've written almost 200,000 words on this book?
B112. Darkness Again
The door to this Room is locked, requiring a DC 30 Open Lock check to unlock. Unlike the other Rooms in this area, the glyph on this door, triggers the door to open when read.
This simple room is empty, and dark. Light recedes and disipates, almost swallowed by the darkness. The floor, from what you can see, is strangely free of dust.
Initial Attitude: N/A
Encounter: Whatever once lived here, is gone having escaped when a foolish goblin read the glyph on the door. Most likely a wight, it either escaped into the dungeon or was killed by the ghouls in Room B111.
Tactics: N/A
Treasure: If the PCs spend 30 minutes searching the Room (and have adaquate light), allow a DC 25 Search check to find a loose stone in the floor. A DC 16 Strength check lifts the stone from its perch. The stone is nearly 200 lbs and covers a small area the size of a halfling. Buried under the stone is a suit of +1 ghost touch splinted mail, obviously hidden away so it could never be used against the forces of good. It radiates evil and affects good-aligned PCs who don it as though it were an unholy weapon.
EL: N/A
Scaling: N/A
B113. Trapped Wight
The door to this Room is locked, requiring a DC 30 Open Lock check to unlock. In addition, the door is trapped with a glyph or warding, protecting the contents of the Room from escape. Tampering with the door or lock in any manner triggers it.
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 cold, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
A small tomb-like room rests to the northeast of the large circular room. The contents are spartan and darkness extends to every corner. Before you can think, something has left from the shadow.
Initial Attitude: Hostile
Encounter: Two wights (hp 28 each) have been trapped in this Room since its creation. Being undead, they do not understand the passage of time as humans do, but nonetheless maintained a semblance of reality that finally drove them mad from their captivity. They howl with an allip-like babbling.
Tactics: The wights attacks immediately, taking advantage of surprised PCs. They babble incessantly, as they attack each PC in turn
Treasure: If the PCs spend 30 minutes searching the Room (and have adaquate light), allow a DC 25 Search check to find a loose stone in the floor. A DC 16 Strength check lifts the stone from its perch. The stone is nearly 200 lbs and covers a small area the size of a halfling. Buried under the stone is a +1 unholy morningstar, obviously hidden away so it could never be used against the forces of good.
EL: 7
Scaling: To increase the challenge of this encounter, add one wight. To decrease the challenge, remove the allip-like babbling ability from the wights.
[Insanity] Wight: CR 4; Medium undead; HD 4d12 (26 hp); Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); SA Babble, create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15.
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight.
Babble (Su): An insanity wight constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 ft. of the insanity wight must succeed on a DC 14 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same insanity wight’s babble for 24 hours. The save DC is Charisma-based.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.
B114. Hell on Every Earth
The door to this Room is locked, requiring a DC 30 Open Lock check to unlock. In addition, the door is trapped with a glyph or warding, protecting the contents of the Room from escape. Tampering with the door or lock in any manner triggers it.
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
From the darkness you can hear an unhealthy moan, something sinister and decreptid. The darkness cuts your torchlight and the moan grows loader as you peer into the shadows.
Initial Attitude: Hostile
Encounter: A ghast (hp XX) of unusual strength has been trapped in this Room since the dungeon's creation. Once shackled, it broke those bonds long ago. Now the manacles and chains hang from a metal ring in the wall. The floor is littered with sepsis and slime, making walking difficult.
The ghast has no love of the living and attacks immediately.
Tactics: Taking advantage of the darkness, the ghast bull rushes the first PC, in an attempt to pin him. Using the darkness to his advantage he gains a +2 circumstance bonus to the bullrush (in addition to having moved at least 15 ft.). Once on the ground, he attacks ferociously, biting and clawing until the victim is paralyzed. He then moves on to the next victim using the same tactics, paralyzing the PC and moving on to the next.
In addition to his paralyzing touch, the ghast also drains 1d3 Dexterity with every hit, making victims slower and slower with each attack. The ghast is a fearsome predator and using its tools well to finish off the PCs.
Treasure: If the PCs spend 30 minutes searching the Room (and have adaquate light), they can find a broken stone in the floor. A DC 12 Strength check lifts the pieces of broken stone easily. Nothing is buried here, having been taken by the ghast.
EL: 6
Scaling: To increase the challenge of this encounter, give the ghast +6 natural armor and maximum hit points. To reduce the challenge, remove the ghast's teeth and only allow it to paralyze with its claws.