• 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?

Goobermunch said:
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

excellent point

thanks for the head's up

as i said, the paint was wet.
as for the flagstone, that's an easy fix...

other than that, does the encounter work?
 

log in or register to remove this ad

the dungeon as it stands

Sunday, May 23rd.

We are reaching the final stages of the dungeon. In about three weeks, this book will go to the printer and then its off to the races.

One of the things everyone should be aware of is that like any other product I've written, the material does not preach to you. It does not tell you HOW to use it, but instead is a giant toolbox, suitable for any type of gaming. The themes and stories contained within are for you to explore, develop further, or ignore completely as you search for treasure.

Because I honestly believe that only 1% of the people who purchase it will run it from beginning to end, the focus of the material was on usefullness and internal logic. The whole thing DOES link together and everything in the dungeon has a reason for being there. AEG believes in this project. This is John Zinser's brainchild and (since I've been caring for it for 10 months) my "actual" child.

We are giving you the best possible product we can and I fully intend to be online after the book releases answering questions and walking people through decisions we made that might not always be the most popular.

Anyway. I hate to sound like I'm soapboxing.

I read a few other forums this weekend and it occurs to me that people may have the wrong impression about the product. It's 1,600 encounters for $100.... that's about 17 cents each [and since some of these encounters took me about 20 minutes to an hour to write, that's a bargain]. What you do with a product of this size is up to you, but we've made it as complete as humanly possible.

Back to editing...
 





jim pinto said:
:: jim pinto shakes his fist ::

here's your lousy...

1-59472-029-0

:)

took some digging


Yeah yeah... I'm a pain in the ass customer. :D But at least I'm going to buy this book! :D I can't WAIT... I think the biggest problem I'll have is having to have the players make new 1st level characters again...


Thanks!
Chris
 

you guys get treated to the best viddles

N202. Empty Chamber

Both doors leading to this strangely shaped room are locked and the keys that opened them were lost long ago. A successful DC 22 Open Lock check is required to unlock each door.

This room is empty and its floor covered with a thick layer of gray dust. The stone from the walls, floor, and ceiling here are eerily black (as in the rest of this section) and a thick dark ooze emanates from the walls. The gooey stuff smells like blood but is pitch black. Four massive columns dominate the room, with runes

Initial Attitude: N/A

Encounter: Like many Rooms in this section of the dungeon, the walls of this chamber pulse and ooze with black blood (which is harmless to the touch). There is, beyond the ichor and columns, little else to admire. However, a feeling of dread and confusion should overcome the PCs when they enter this Room. Just standing around is unnerving and examining the columns causes the PCs the feel the dance of positive and negative energy flux.

Every 5 minutes the PCs spend in the Room have them make DC 20 Will saves. Failure causes them to suffer 1 point of Wisdom damage and confusion for 1d4 rounds. While this isn't designed to harm the PCs, the DM is free to exploit their mental weaknesses as he sees fit.

Tactics: The columns are adorned with Celestial runes. PCs can spend 1 hour reading the columns — 2 hours if they do not speak Celestial but succeed at a DC 35 Decipher Script check.

The runes, while not trapped, tell the story of the undead in this Section on north face of the columns. Those who were so foul, we imprisoned, alone and removed from the rest of the tomb. As it was known they would try to cause harm to others or escape, they were placed in stasis. They also list who is where and what their crimes are.

Room N205. Two dread wraith brothers were known for slaughtering an entire race, wiping it from existance. The race has never been known to the PCs' world (unless the DM has a plot thread that needs further development), and its physical description sounds unlike anything they've ever seen. Their punishment was to be buried together, without their weapons, with a gem of daylight that has been shining nonstop for 4,000 years. While the gem does not hurt them, its

Room N206. These wraiths were sentenced to eternal rest for betraying the gods. Once angels, their eyes were removed, their tongues turned to iron locks, and their hands sawed away. Their souls were banished to this tomb and overtime they grew into the wraiths they are now. While they escaped during an earthquake that shook the tomb, the two were buried with a single scroll of move earth that they could never read or open with their incorporeal hands. This taunt was the last insult to these heinous and abhorent beasts.

Room N207. Three dread wraiths were buried here. Once men of the god, they forsake their oaths and taught the masses to revile the heavens and embrace death. The cult that grew from their teachings leads to hundreds upon thousands of witch burnings and "cleansing," including the destuction of entire breeds of elves and the forests they lived in. They were banished to this tomb for believing in themselves more than the gods. Their pride was their undoing and in death they were denied speech and will — two traits that no priest can live without.

The runes also details some of the history of the Region. Each column covers 1,000 years of history, detailing the most significant events. The fourth column appears unfinished, but speaks of the earthquakes and of the time when they sealed the tomb and left the undead to fend for themselves. Prior to that, it seems, the celestials actually walked the hallways and patrolled from time to time.

Allow the PCs to ask whatever questions they have about the Region. If the DM believes this information would be detailed on the columns, he may answer their questions as he sees fit.

Treasure: N/A

EL: N/A

Scaling: N/A
 

Cool...

N205 was cut off - was this intentional?

At first when I read the part about the DM having other plot threads, I chuckled, thinking that, if I'm buying this product, it will be because I don't want to have to design anything else!

Then I remembered all those people that want "modular" stuff....

Silly people. ;)
 

DaveMage said:
Cool...

N205 was cut off - was this intentional?

At first when I read the part about the DM having other plot threads, I chuckled, thinking that, if I'm buying this product, it will be because I don't want to have to design anything else!

Then I remembered all those people that want "modular" stuff....

Silly people. ;)

not sure why it cut off....

anyway. as for the DM comments, we have to make the dungeon
generic to fit YOUR game world. that said, this undead tomb has
a lot of potential if the DM does some homework and links it to his
game world.

i'm actually eager to run it, even though i've written it

peace
 

Into the Woods

Remove ads

Top