• 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?

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.
 

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Interesting...

I like the completeness of the trap descriptions - including the reset information (which, in this case of course, would not apply to a magic trap).

Insane undead? Creepy.

I like the ghast with no teeth scaling... :)


jim pinto said:
okay
did i mention that i wrote 32,000 words this week?

did i mention i've written almost 200,000 words on this book?

Wow! You've been a bit busy, then, eh? I hope you're enjoying the writing process on this thing even though I'm sure deadlines are rapidly approaching.

If you don't mind sharing, what *are* the deadlines on this project? I know you're planning a Gen Con release, and that's only 3 months away (which, I'm sure you don't need to be reminded about)...
 



jim pinto said:
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.
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.
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.
Hmmm I thought the whole point of being able to take 20 with a search, etc, etc, was that rooms don't require specific times to search. Am I wrong here or should it just have a DC and be sure that the location of the broken stone is marked in each room?
 


Sledge said:
Hmmm I thought the whole point of being able to take 20 with a search, etc, etc, was that rooms don't require specific times to search. Am I wrong here or should it just have a DC and be sure that the location of the broken stone is marked in each room?

IIRC, it depends on the size of the room. I'm working from memory here, but I think if you "take 20" it takes 2 minutes (20 rounds) to search either a 5x5 or 10x10 area (don't remember which).
 


I wish I had an ISBN number for it. Using that, I got the Mother of all Encounter tables and several other books to show up on Amazon... jim? any ISBN number yet?



Thanks
Chris
 

thundershot said:
I wish I had an ISBN number for it. Using that, I got the Mother of all Encounter tables and several other books to show up on Amazon... jim? any ISBN number yet?



Thanks
Chris

for those of you fortunate enough to go to gencon, the
first copies, warm off the printer, will be at the booth
ready for my signature for those who want their copies
devalued

otherwise, not being a sales guy, i can only, assume they'll
be available in stores and at amazon, 1 month later

and for those of you buying from amazon and not supporting
your local retailer.... tsk tsk

:p

as for the 30 minute searches, while i'm aware of the rule,
i also believe that certain things like a complicated stonework
and black on black walls can make searching a room more
difficult. thus, in order to keep PCs busy in a room for a while
AND test their mettle, i opted for 30 minute searches from
time to time.

DMs are free to ignore this of course. just like all my posts on
this list.

:)
 

Into the Woods

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