• 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?

update

12 of the 16 regions are complete

we're in the home stretch
the maps look great and by the end of the month
i can start reviewing the final text again
with fresh eyes

please be patient if my replies take a few days longer
than you're used to, but i'm building the world's
largest dungeon here.

:)
 
Last edited:

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If anyone from North Florida is heading to Gen Con and wants to do a fellow EN Worlder (who will not be able to go) a favor....let me know. :)
 

jim,


As I don't HAVE a local gaming store, only a comic store that I've used for the past 15 years, and he'd rather me buy it on amazon because everytime he gets a big expensive book like that, it ends up getting damaged, and he doesn't make much money off of it, since he only orders them for me. So I only order the books 20 bucks or less from him. So Amazon is my friend. Anything on that ISBN number?


Thanks
Chris
 



hey gang

its friday. i promise an undead adventure by the end of the day.

and if anyone wants to help me write an advertisement for this
book, e-mail me off list.

peace
 

wet paint. do not sit on bench.

as always, i just finished writing this, so if there are typos,
i blame the fingers

N127. Temple Guards’ Barracks

The northern door of this Room is kept open at all times.

Two large skeletal figures with horrible entrails issuing from their bony ribs stand in this empty room. Each of these loathsome creatures has shadowy holes in their skulls, making their eye sockets a dreadful sight to behold. They also have unnaturally long tongues that end in forked pincers hanging from between their grinning teeth. On the wall behind them, a rod, obviously magical, rests across two metal pegs.

Initial Attitude: Hostile

Encounter: Two Large mohrgs (hp 191, 177) currently guard this Room. These dreadful fiends keep a close eye on the corridor leading north and stand ready to attack anything they do not recognize as their mistress or one of her undead servants.

Because of the open door, PCs moving from Rooms N114, N128, or N130 have the potential to be spotted by the mohrgs.

Tactics: These fiends charge the PCs the moment they spot them, preferring to target the strongest opponents. The mohrgs use their paralyzing touch abilities to weaken the PCs and turn all creatures they kill into mindless zombies.

During the first round, the mohrgs charge the largest PC pressing him back into the nearest wall, if possible. While the larger mohrg takes care of him, the other goes after nagging wizards and rogues, using its paralyzing touch to finish off spellcasters before they can do harm.

While they are not spellcasters, they carry special scrolls that are scribed just for them. If necessary, the larger mohrg pulls out a scroll of cloudkill and casts it on the entire Room (or hallway). Since undead have no Constitution score they are immune to the effects of the spell, but the PCs suffer 1d4 Constitution damage each round they are within the confines of the cloud. The cloud is 20 ft. high and has a 20-ft. radius. It remains for 18 minutes and obscure vision like fog cloud.

If the smaller mohrg is reduce to 50 hit points or less, it readies a scroll of horrid wilting and targets all living creatures in a 60-ft. radius with 18d6 points of damage. A DC 22 Fortitude saves for half. This scroll, like the scroll of cloudkill, is written in an unholy tongue. If the PCs wish to decipher either one, they must succeed at a DC 28 Decipher Script check or a DC 33 Spellcraft check (on each scroll). Failure means they cannot read them. Failure by more than 10, causes the reader to misread and 'spend' the energy stored in the scroll, rendering it useless. A natural '1' causes the spell to go off, targeting the nearest PC.

If the PCs successfully decipher the scrolls, they can transcribe them into a spellbook or cast them at will.

Treasure: The southern door leads to a small closet filled with rotted clothing. Among the useless detritus are a set of golden earrings shaped in the form of dolphins (worth 155 gp), an ivory brooch sculpted to resemble the face of a handsome elven youth (worth 135 gp), and a small piece of irregular amber (worth 90 gp).

A DC 40 Search check reveals a loose stone with a dead elf buried and crushed underneath. The bones have been pressed into powder and the body is only identifiable as an elf with a DC 30 Heal check.

EL: 16

Scaling: To increase the challenge of this encounter, double the number of advanced mohrgs present. To decrease the challenge, remove one of them.

Large Mohrg: CR 13; Large undead; HD 28d12; hp 191, 177; Init +9; Spd 30 ft.; AC 30, touch 13, flat-footed 26; Base Atk +14; Grp +26; Atk +22 melee (1d8+11, slam) or +22 melee touch (paralysis, tongue); Full Atk +22 melee (1d8+11, slam) and +22 melee touch (paralysis, tongue); Space/Reach 10 ft./10 ft.; SA Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +9, Ref +15, Will +18; Str 31, Dex 19, Con —, Int 11, Wis 10, Cha 10.
Skills and Feats: Climb +26, Hide +30, Listen +21, Move Silently +30, Spot +25, Swim +19; Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack.
Skills and Feats: Climb +18, Hide +25, Listen +15, Move Silently +25, Spot +19, Swim +13; Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility.
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.
Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.
Possessions: Scroll of cloudkill, scroll of horrid wilting.
 

jim pinto said:
A DC 40 Search check reveals a loose stone with a dead elf buried and crushed underneath. The bones have been pressed into powder and the body is only identifiable as an elf with a DC 30 Heal check.
DANG! That is one huge "loose stone"! ;)
I feel the need to say that while lines like these make the rooms feel very formulaic, as a DM I won't care all that much. It is much easier to change the loose stone to "A DC 40 Search check reveals several flag stones out of line from the floor. After prying a stone up it is evident that the cause of the deformation is a corpse which has been crushed almost beyond recognition by the weight of the stones."
For me this book represents a funky place to wreak havoc when the players are looking for hack and slash, plus a massive collection of prestatted encounters. I'm hoping that when it is released I will have a chance at affording it.
 

If the PCs successfully decipher the scrolls, they can transcribe them into a spellbook or cast them at will.

Perhaps it might be better if this read:

If the PCs successfully decipher the scrolls, they can use them as normal.

The problem with the quoted language is that it suggests that the PCs could use the spells "at will."

--G
 

Into the Woods

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