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<blockquote data-quote="jim pinto" data-source="post: 1486878" data-attributes="member: 17619"><p>wow</p><p></p><p>a lot of chatter this week.</p><p></p><p>that's great.</p><p></p><p>for those of you who don't know who i am, let me introduce myself</p><p></p><p>i'm jim pinto, the art director for AEG and the leading authority at the office about all things d20. i'm not a big fan of forums and i don't tend to post online, but i've been enjoying the talk on here and posting samples of the dungeon.</p><p></p><p>davemage has been very demanding of quality encounters and so now i'm editing everything and piecing it together.</p><p></p><p>i'm not sure i can answer all the questions i'm seeing here, but i'll do my best.</p><p></p><p>in the mean time, here's today's low-level encounter and i look forward to everyone's comments and feedback. like many of the encounters i've posted in the last few weeks, this one has not been edited by a copyeditor.</p><p></p><p>B10. Bugbear Refuge</p><p>As the PCs approach the Room, read the following.</p><p></p><p>A splintered wooden door blocks the entrance to this room. From behind it you can hear a quarrel in a foul tongue. Something yells and a loud crash reverberates through the halls.</p><p></p><p> Removing the splintered wooden door without making a noise requires a Move Silently check opposed by bugbear's Listen checks. A DC 12 Strength check is also required to carefully move the door without scrapping it against the stone walls.</p><p></p><p> If the PCs remain in the hallway for more than 10 rounds, allow the bugbears a second Listen check.</p><p></p><p> If the PCs make a noise in the hall that one of the bugbears hears, the arguing coming from inside the Room stops. The bugbears take defensive positions behind makeshift cover and prepare to ambush the PCs as soon as one of the doors is opened.</p><p></p><p> If the PCs enter without being noticed, read the following.</p><p></p><p>Three large furry goblinoids point at shout at one another, obviously engaged in a heated debate of somekind. The creatures are muscular and brutish, each standing about seven feet tall. Coarse hair covers their bodies and chipped and crooked fangs protrude from their snarled mouths. The largest spits as he screams at the smallest, who apparently isn't backing down.</p><p></p><p> All around the room, debris and broken wood make the stone floor nearly impossible to see.</p><p></p><p>Initial Attitude: Hostile</p><p></p><p>Encounter: Three bugbears (hp 24, 18, 15) have made this Room their refuge, but have been unable to leave for two weeks because of the dire wolves in Room B9. They are stir-crazy now and arguing with each other (in Common) about who cheated at a dice game that obviously isn't being played.</p><p> If surprised, allow the middle bugbear a DC 18 Spot check to notice someone entering. The largest and smallest bugbears are automatically surprised if the PCs enter without making any noise.</p><p></p><p>Tactics: If in the encounter takes place in the Room, the bugbears swarm the nearest PC, fighting defensively until they have a handle on the situation. If the leader drops the other two either surrender (50% chance) or become enraged (as barbarians, 50% chance).</p><p></p><p> If the encounter takes place in the hall two bugbears engage the PCs, forcing them away from the entrance to the room, while the smallest runs around to the other side of the corridor, to wedge the PCs in.</p><p></p><p>Treasure: Hidden under the debris in this room is a small strongbox (Search check, DC 25 to locate). The lock is simple and crude, requiring a DC 30 Open Lock check to unlock. When the strongbox is opened, a thin wire running along the hinge pushes down, cracking a vial of acid hidden inside the box. The bugbears normally open the box slowly, preventing the glass from shattering. Allow the PC a DC 20 Listen check. If he succeeds, he hears metal scratching against glass and is allowed a DC 20 Reflex save to stop opening the box before rupturing the vial. If the PC makes no intimation that he's opening the box slowly, do not allow any checks.</p><p></p><p> Once the vial cracks, an alchemical reaction occurs and the acid inside, reacting with the surrounding air, becomes a fog that blankets the square in front of the strongbox.</p><p></p><p>Acid Gas Trap: CR 3; mechanical device; touch trigger; repair reset; gas; never miss; onset delay (1 round); poison (acid gas, DC 18 Fortitude save resists, 1 Con/1 Con); Search DC 22; Disable Device DC 17.</p><p></p><p> Inside the chest are 46 sp, 24 gp, a dull pearl set into a gaudy necklace (25 gp), three potions of cure light wounds, and a wand of light (12 charges).</p><p></p><p> The largest bugbear keeps a three keys on a key ring on his belt. The first key goes to the strongbox in this Room. Tthe second is for the locked door leading to Room BXX. The third is to the inside of the door in Room B9.</p><p></p><p>EL: 5</p><p></p><p>Scaling: To increase the challenge of this encounter, add one bugbear. To decrease the challenge, remove one.</p><p></p><p>Bugbear: CR 2; Medium humanoid (goblinoid); HD 3d8+3; hp 24, 18, 15; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); SA —; SQ Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.</p><p>Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4; Alertness, Weapon Focus (morningstar).</p><p>Skills: Bugbears have a +4 racial bonus on Move Silently checks.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1486878, member: 17619"] wow a lot of chatter this week. that's great. for those of you who don't know who i am, let me introduce myself i'm jim pinto, the art director for AEG and the leading authority at the office about all things d20. i'm not a big fan of forums and i don't tend to post online, but i've been enjoying the talk on here and posting samples of the dungeon. davemage has been very demanding of quality encounters and so now i'm editing everything and piecing it together. i'm not sure i can answer all the questions i'm seeing here, but i'll do my best. in the mean time, here's today's low-level encounter and i look forward to everyone's comments and feedback. like many of the encounters i've posted in the last few weeks, this one has not been edited by a copyeditor. B10. Bugbear Refuge As the PCs approach the Room, read the following. A splintered wooden door blocks the entrance to this room. From behind it you can hear a quarrel in a foul tongue. Something yells and a loud crash reverberates through the halls. Removing the splintered wooden door without making a noise requires a Move Silently check opposed by bugbear's Listen checks. A DC 12 Strength check is also required to carefully move the door without scrapping it against the stone walls. If the PCs remain in the hallway for more than 10 rounds, allow the bugbears a second Listen check. If the PCs make a noise in the hall that one of the bugbears hears, the arguing coming from inside the Room stops. The bugbears take defensive positions behind makeshift cover and prepare to ambush the PCs as soon as one of the doors is opened. If the PCs enter without being noticed, read the following. Three large furry goblinoids point at shout at one another, obviously engaged in a heated debate of somekind. The creatures are muscular and brutish, each standing about seven feet tall. Coarse hair covers their bodies and chipped and crooked fangs protrude from their snarled mouths. The largest spits as he screams at the smallest, who apparently isn't backing down. All around the room, debris and broken wood make the stone floor nearly impossible to see. Initial Attitude: Hostile Encounter: Three bugbears (hp 24, 18, 15) have made this Room their refuge, but have been unable to leave for two weeks because of the dire wolves in Room B9. They are stir-crazy now and arguing with each other (in Common) about who cheated at a dice game that obviously isn't being played. If surprised, allow the middle bugbear a DC 18 Spot check to notice someone entering. The largest and smallest bugbears are automatically surprised if the PCs enter without making any noise. Tactics: If in the encounter takes place in the Room, the bugbears swarm the nearest PC, fighting defensively until they have a handle on the situation. If the leader drops the other two either surrender (50% chance) or become enraged (as barbarians, 50% chance). If the encounter takes place in the hall two bugbears engage the PCs, forcing them away from the entrance to the room, while the smallest runs around to the other side of the corridor, to wedge the PCs in. Treasure: Hidden under the debris in this room is a small strongbox (Search check, DC 25 to locate). The lock is simple and crude, requiring a DC 30 Open Lock check to unlock. When the strongbox is opened, a thin wire running along the hinge pushes down, cracking a vial of acid hidden inside the box. The bugbears normally open the box slowly, preventing the glass from shattering. Allow the PC a DC 20 Listen check. If he succeeds, he hears metal scratching against glass and is allowed a DC 20 Reflex save to stop opening the box before rupturing the vial. If the PC makes no intimation that he's opening the box slowly, do not allow any checks. Once the vial cracks, an alchemical reaction occurs and the acid inside, reacting with the surrounding air, becomes a fog that blankets the square in front of the strongbox. Acid Gas Trap: CR 3; mechanical device; touch trigger; repair reset; gas; never miss; onset delay (1 round); poison (acid gas, DC 18 Fortitude save resists, 1 Con/1 Con); Search DC 22; Disable Device DC 17. Inside the chest are 46 sp, 24 gp, a dull pearl set into a gaudy necklace (25 gp), three potions of cure light wounds, and a wand of light (12 charges). The largest bugbear keeps a three keys on a key ring on his belt. The first key goes to the strongbox in this Room. Tthe second is for the locked door leading to Room BXX. The third is to the inside of the door in Room B9. EL: 5 Scaling: To increase the challenge of this encounter, add one bugbear. To decrease the challenge, remove one. Bugbear: CR 2; Medium humanoid (goblinoid); HD 3d8+3; hp 24, 18, 15; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); SA —; SQ Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9. Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4; Alertness, Weapon Focus (morningstar). Skills: Bugbears have a +4 racial bonus on Move Silently checks. [/QUOTE]
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