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<blockquote data-quote="jim pinto" data-source="post: 1500501" data-attributes="member: 17619"><p><strong>your patience has been rewarded, grasshopper</strong></p><p></p><p>friday night, 11 pm</p><p></p><p>here are 3 i dug up</p><p></p><p>i'll be back on saturday to answer questions or sip tea</p><p></p><p>peace</p><p></p><p>F99. Lone Manticore </p><p>A member of the manticore pride frequently uses this chamber to rest. Though this creature is content with its status in the pride, it does not always agree with the way its leader runs the group. Because of this, it often feels the need to be alone. </p><p></p><p>A low growl can be heard from the darkness of this small room.</p><p></p><p>Initial Attitude: Hostile</p><p></p><p>Encounter: A lone manticore (hp 61) currently lies in the shadows of this chamber. This creature comes here to be alone and does not tolerate intruders — especially those who are not members of its pride. If battle occurs here, the manticores in Room F100 come to its help 1d2 rounds after combat begins. </p><p></p><p>Tactics: As soon as it sees the PCs, the manticore attacks with its spiked tail before closing to melee. On the defensive, the manticore attacks the largest PCs. However, should the manticore surprise the PCs or gain the upper hand, it hunts the weakest enemies, dwindling their numbers quickly. It is important to remember that manticores are supreme hunters and do not get into situations they cannot win.</p><p></p><p>Treasure: N/A</p><p></p><p>EL: 5</p><p></p><p>Scaling: To increase the challenge, add one manticore. To decrease the challenge, assume the manticore was sleeping and impose a –5 penalty to all Listen and Spot checks to notice the PCs.</p><p></p><p>G78. Lord Glebshayy’s Chamber</p><p></p><p>This wide hall is cast in darkness. A door can be seen in the middle of the eastern wall and a large throne is placed in front of it. The massive throne is fashioned with a multitude of bones and skulls, which are glued to one other.</p><p></p><p> A vulture-like creature with powerful feathery wings and dark blue skin stand on either side of the throne. Upon the dreadful throne is an enormous creature. The demon’s four arms end in powerful-looking weapons, two large clawed hands and two powerful pincers. Great horns top its canine head and sharp fangs protrude from its long muzzle. The fiend’s eyes are cold, dark, and calculating.</p><p></p><p>Initial Attitude: Unfriendly</p><p></p><p>Encounter: This is the private abode of Lord Glebshayy (hp 192), a powerful glabrezu demon. A pair of vroks (hp 122 and 107) are part of his personal guard and constantly protect his chamber. Like the other three lords that make up the demonic host’ triumvirate, Glebshayy encourages intrusion. Though he does not tolerate trespassers and is extremely aggressive towards them, he enjoys a good fight and sees the incursion into his chamber and territory as a chance for good sport.</p><p></p><p> If the PCs parley with Glebshayy, the cunning demon is eager to talk. Like any demon, he is exceedingly verbose. Glebshayy knows more than he lets on and even when he's at a loss, he still pretends to have a secret. He spends a great deal of time "talking" just to learn about the PCs. If he senses they are not righteous, or if he believes they could be corrupted, he offers to "purchase" their services. If the PCs negotiate with him, the demon lord is willing to give most of the treasures he has, provided they agree to assassinate Cerlebraim (in Room G5) for him. </p><p></p><p> Though Glebshayy hopes his forces can breach the wall standing between him and his lord and master (see Room G98), he knows that killing the solar angel would take care of his problems. Since his forces are unable to take the angels themselves, he hopes a small group of heroes might infiltrate the angels’ base for him.</p><p></p><p> If, on the other hand, the PCs are good aligned, or wear the medallions of the Order of the Children of the Inner Light, Glebshayy attacks them right away. </p><p></p><p>Tactics: The two vroks attack as soon as their lord allows. They are vigilant and keep their eyes on the western corridor opening into this hall. If they notice the PCs approach from this direction (roll appropriate Listen and Spot checks), they use their mirror image spell-like ability to make it look as if there were more of them. They charge the PCs, using their deadly spores and stunning screech as often as they can. If the PCs do not fall within four combat rounds, they use their summon tanar’ri ability to call reinforcement.</p><p></p><p> While his vrok bodyguards attack the PCs, Glebshayy sits in his throne, using chaos hammer, confusion, and reverse gravity. If the PCs become a threat (taking down a vrok or two), he uses mirror image and his summon tanar’ri ability before charging into the fray himself. If Glebshayy finds himself on the losing side of battle, he teleports to the furtherest location he can see, eventually reaching his most loyal lieutenant (Room G84).</p><p></p><p>Treasure: Glebshayy keeps the key to unlock Rooms G76 and G77 on a thick </p><p>leather belt strapped around his shoulder.</p><p></p><p>EL: 14</p><p></p><p>Scaling: To increase the challenge of this encounter, add two vroks. To decrease the challenge, remove one.</p><p></p><p>O20. The Trainer</p><p></p><p>This broad cavern has a number of niches along the wall, holes and crevices in the stone. The remains of a large fire pit and a camp are left near the wall. From within the crevices, eyes gleam and glare at you.</p><p></p><p>Initial Attitude: Hostile</p><p></p><p>Encounter: This is the home of Siegg (hp 247), an unusual frost giant druid. He has dwelt here for years, attempting to befriend the local winter wolf population. He is still a loyal member of the Red Ice Tribe, and deals with his brethren regularly, but he lives here. Two packs of winter wolves (hp 189) — 10 in all — dwell with him. Siegg himself is hiding, crouched amidst the rocks at the border between rooms Room O19 and Room O20.</p><p></p><p>Tactics: The winter wolves open the battle by breathing at the PCs, then charging into the fray. They use pack tactics, as described in Room O19. If the party fails to detect Siegg, he attacks from the rear as the PCs engage the wolves. As long as possible, he remains apart from melee and uses spells against the PCs. He is particularly fond of using flame strike and other fire spells (if he can do so without striking any of the wolves), as he knows most adventurers have utilized any magical protections against cold-related spells. He himself has protection from energy (fire) cast on himself, and cast resist energy (fire) on one of his wolves if he has the opportunity. He wears a greater strand of prayer beads, and does not hesitate to use it as needed. Siegg does not flee unless all the wolves are dead and he is reduced to 25% of his total hit points.</p><p></p><p>Treasure: Frozen in the ice is the body of a bugbear, with a hand of glory around his neck. The body can be found with a DC 20 Search check.</p><p></p><p>EL: 19</p><p></p><p>Scaling: To increase the challenge of this encounter add two druid levels to Siegg or a two winter wolves. To decrease the challenge, remove two druid levels from Siegg and one winter wolf.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1500501, member: 17619"] [b]your patience has been rewarded, grasshopper[/b] friday night, 11 pm here are 3 i dug up i'll be back on saturday to answer questions or sip tea peace F99. Lone Manticore A member of the manticore pride frequently uses this chamber to rest. Though this creature is content with its status in the pride, it does not always agree with the way its leader runs the group. Because of this, it often feels the need to be alone. A low growl can be heard from the darkness of this small room. Initial Attitude: Hostile Encounter: A lone manticore (hp 61) currently lies in the shadows of this chamber. This creature comes here to be alone and does not tolerate intruders — especially those who are not members of its pride. If battle occurs here, the manticores in Room F100 come to its help 1d2 rounds after combat begins. Tactics: As soon as it sees the PCs, the manticore attacks with its spiked tail before closing to melee. On the defensive, the manticore attacks the largest PCs. However, should the manticore surprise the PCs or gain the upper hand, it hunts the weakest enemies, dwindling their numbers quickly. It is important to remember that manticores are supreme hunters and do not get into situations they cannot win. Treasure: N/A EL: 5 Scaling: To increase the challenge, add one manticore. To decrease the challenge, assume the manticore was sleeping and impose a –5 penalty to all Listen and Spot checks to notice the PCs. G78. Lord Glebshayy’s Chamber This wide hall is cast in darkness. A door can be seen in the middle of the eastern wall and a large throne is placed in front of it. The massive throne is fashioned with a multitude of bones and skulls, which are glued to one other. A vulture-like creature with powerful feathery wings and dark blue skin stand on either side of the throne. Upon the dreadful throne is an enormous creature. The demon’s four arms end in powerful-looking weapons, two large clawed hands and two powerful pincers. Great horns top its canine head and sharp fangs protrude from its long muzzle. The fiend’s eyes are cold, dark, and calculating. Initial Attitude: Unfriendly Encounter: This is the private abode of Lord Glebshayy (hp 192), a powerful glabrezu demon. A pair of vroks (hp 122 and 107) are part of his personal guard and constantly protect his chamber. Like the other three lords that make up the demonic host’ triumvirate, Glebshayy encourages intrusion. Though he does not tolerate trespassers and is extremely aggressive towards them, he enjoys a good fight and sees the incursion into his chamber and territory as a chance for good sport. If the PCs parley with Glebshayy, the cunning demon is eager to talk. Like any demon, he is exceedingly verbose. Glebshayy knows more than he lets on and even when he's at a loss, he still pretends to have a secret. He spends a great deal of time "talking" just to learn about the PCs. If he senses they are not righteous, or if he believes they could be corrupted, he offers to "purchase" their services. If the PCs negotiate with him, the demon lord is willing to give most of the treasures he has, provided they agree to assassinate Cerlebraim (in Room G5) for him. Though Glebshayy hopes his forces can breach the wall standing between him and his lord and master (see Room G98), he knows that killing the solar angel would take care of his problems. Since his forces are unable to take the angels themselves, he hopes a small group of heroes might infiltrate the angels’ base for him. If, on the other hand, the PCs are good aligned, or wear the medallions of the Order of the Children of the Inner Light, Glebshayy attacks them right away. Tactics: The two vroks attack as soon as their lord allows. They are vigilant and keep their eyes on the western corridor opening into this hall. If they notice the PCs approach from this direction (roll appropriate Listen and Spot checks), they use their mirror image spell-like ability to make it look as if there were more of them. They charge the PCs, using their deadly spores and stunning screech as often as they can. If the PCs do not fall within four combat rounds, they use their summon tanar’ri ability to call reinforcement. While his vrok bodyguards attack the PCs, Glebshayy sits in his throne, using chaos hammer, confusion, and reverse gravity. If the PCs become a threat (taking down a vrok or two), he uses mirror image and his summon tanar’ri ability before charging into the fray himself. If Glebshayy finds himself on the losing side of battle, he teleports to the furtherest location he can see, eventually reaching his most loyal lieutenant (Room G84). Treasure: Glebshayy keeps the key to unlock Rooms G76 and G77 on a thick leather belt strapped around his shoulder. EL: 14 Scaling: To increase the challenge of this encounter, add two vroks. To decrease the challenge, remove one. O20. The Trainer This broad cavern has a number of niches along the wall, holes and crevices in the stone. The remains of a large fire pit and a camp are left near the wall. From within the crevices, eyes gleam and glare at you. Initial Attitude: Hostile Encounter: This is the home of Siegg (hp 247), an unusual frost giant druid. He has dwelt here for years, attempting to befriend the local winter wolf population. He is still a loyal member of the Red Ice Tribe, and deals with his brethren regularly, but he lives here. Two packs of winter wolves (hp 189) — 10 in all — dwell with him. Siegg himself is hiding, crouched amidst the rocks at the border between rooms Room O19 and Room O20. Tactics: The winter wolves open the battle by breathing at the PCs, then charging into the fray. They use pack tactics, as described in Room O19. If the party fails to detect Siegg, he attacks from the rear as the PCs engage the wolves. As long as possible, he remains apart from melee and uses spells against the PCs. He is particularly fond of using flame strike and other fire spells (if he can do so without striking any of the wolves), as he knows most adventurers have utilized any magical protections against cold-related spells. He himself has protection from energy (fire) cast on himself, and cast resist energy (fire) on one of his wolves if he has the opportunity. He wears a greater strand of prayer beads, and does not hesitate to use it as needed. Siegg does not flee unless all the wolves are dead and he is reduced to 25% of his total hit points. Treasure: Frozen in the ice is the body of a bugbear, with a hand of glory around his neck. The body can be found with a DC 20 Search check. EL: 19 Scaling: To increase the challenge of this encounter add two druid levels to Siegg or a two winter wolves. To decrease the challenge, remove two druid levels from Siegg and one winter wolf. [/QUOTE]
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