View Full Version : The Encounter Sharing Thread

2010-06-19, 07:17 AM
Every now and then someone starts a thread asking for ideas or sources or ready-made adventures. I thought it might be nice to have a place for all of us to share our creations for anyone to use, and perhaps for a bit of critiquing.

So... If you've got a dungeon, a temple, a clifftop confontation, a Big Bad Evil Guy, a band of bandits... Any encounter, maybe even an adventure, that you'd like to share with the world, please post it here.

Ideally, an encounter will:
- Note what edition it's for.
- Be largely self-contained, with all or most everything needed to run it, or directions for where to find things.
- Be easily placed in any setting.
- Be easy to refluff.
- Include approximate Encounter Level or intended Party Level.
- Include a guide to altering the difficulty.
- Something else I've forgotten.

But that's just ideally. Even a contribution that consists of nothing but a neat idea is more than welcome.

2010-06-19, 07:46 AM
My own first contribution. I will be running it sometime soon, and it will almost certainly be the last game I run for a long time. So if anyone sees something not quite right (or, you know, just plain wrong), please let me know.

Temple of the Trickster God
3.5 edition D&D
Challenge Rating StuffMade for ~12th level party of 6.
Chaotic characters with intelligent players may find it easier than others.
Easiest way to increase or decrease the challenge rating is probably just to change all the DCs.
The God.Kokopelli
The Trickster, Coyote, Huehuecoyotl, The Joker
Greater Deity
Symbol: A humpbacked flute-player, a face of many expressions, a smiling coyote head. Symbols vary greatly among different worshippers, depending on the aspects upon which they focus.
Home Plane: Various, especially Chaotically-aligned ones. Unusually active on the Material Plane.
Alignment: Chaotic Neutral
Portfolio: Trickery
Entertainment, music, art, jokes, humour, comedy, performance in general - both good and bad. Only mediocrity is boring.
Fertility - especially when undesired. Special protector of its unwanted products, and of orphans. Is often involved in designing special fates for them.
Luck - good and bad, double-edged, and disguised.
Theft and mischief.
Thinking around corners, problem-solving, creativity - convoluted and complicated solutions are far more interesting than straight-line logic.
Intelligence, wit, cleverness
Coincidence, irony.
Justice - preferably fitting, personal and twisted.
Ambiguity and confusion - half-breeds, hermaphrodites, individuals of confused or atypical gender, the insane, shape-shifters, polymorphed creatures, and the lost (literally and metaphorically), among others, are under his personal protection... and are his personal playthings.
Opposition to mediocrity - if there's anything he can't stand, it's the ordinary.
Drugs - especially hallucinagens, often an important part of his worship.
Phobias, fetishes and irrationality
Time - especially "early" and "late", and the tricks time can play.
Extreme emotions
Tears - of laughter and sadness.
Weather (local only, preferably dramatic, inconvenient and/or inappropriate)
Noise, and the absence of it.
Crowded, anarchic groups of people - battles, riots, cities
The Butterfly Effect, obscure causality
Double-edged swords.
Deception - through both lies and misdirection, and creative application of the truth.
Worshippers: Anyone, midwives, rogues, bards.
Cleric alignments: CE, CN, CG, N
Domains: Chaos, Liberation, Luck, Madness, Transformation, Trickery
Favoured Weapon: Wit. Failing that, improvised weapons.
Worship, description and general nature of the trickster god varies between groups of worshippers. The Trickster of this temple emphasised wit and cleverness, sideways thinking and deceptive appearances, as well as humour and irony.

Temple Background
The temple was built as both a worship site and a test for his worshippers. Navigating the temple and reaching the prize at the end was a crucial initiation rite. However, while simply surviving and completing it was enough, to truly be favoured by the Kokopelli, the worshipper must use the temple to demonstrate her ingenuity and creative thinking.
Although this particular group of his people are long gone and the temple long abandoned, Kokopelli himself still frequents the area from time to time, clearing out vermin, doing some maintenance, reloading traps, and so on. Should someone happen to enter the temple, he quickly arrives to watch the fun.
Lawful creatures are not welcome here, and feel it keenly. They have a -1 penalty to all checks while within its confines. Neutral creatures are largely ignored. Chaotic creatures feel welcome and at home, and receive a +1 morale bonus to all checks.
Creatures who navigate the temple and solve its secrets gain a boon at the end, as well as a curse or trick. Creatures who navigate it in a clever and entertaining way gain a greater boon and a lesser curse or trick. Creatures - especially Lawful ones - who simply bash their way through without any thought, or otherwise demonstrate stupidity or closed thinking, receive a curse disguised as a boon.

The Temple
Map - Zoomed Out
Map - Zoomed In


Putting it in Your GameAlmost every religion has a Trickster deity or spirit, such as Loki or Garl Glittergold. It can easily be changed to suit such religions.
The decorations and props are based specifically on a Mesoamerican style, though. If you're using it outside of such a setting, you could just handwave the discrepency, note it as an interesting deviation, or else you might like to redo them in a new style, though that'd be quite a lot of work.

In my game, the plot hook is that we're looking for an Indiana Jonesesque explorer who was last seen heading off to explore this temple. We will fall through the roof of 18b, then wander around 'til we find him.
Other possibilities include the search for a relic, a lost child wandering into it, or a quest for the Trickster god himself, or one of his rivals.

2010-06-19, 08:55 AM
Another dungeon of mine. Culminated in a most spectacular (and messy) death for my DMPC.

Morndrax's Labyrinth
3.5 edition D&D

Challenge Rating StuffMade for a ~10th level party of six.
Challenge can be raised or lowered by increasing/decreasing trap DCs and damage, adding/removing traps, adding/removing enemy levels, and/or adding/removing allies.

BackgroundI set it in a South American-type region, but with Morndrax being from a Greco-Roman style area.
Morndrax travelled from his homeland to this place, probably fairly unintentionally. Here he found a tribe of kobolds and obtained their devotion. He had them build him a whole new labyrinth for his shelter and entertainment. It is designed to weed out all the weak unsatisfactory would-be challengers, and mess with the heads of any potentially challenging opponents.
In return, Morndrax protects the kobolds from any threats that might arise. They are about 200, and dwell in a complex of mines behind the maze. There are very well-hidden tunnels through, under and above the the maze through which they travel to repair and reset the traps and things.
Various monsters are captured and installed in the labyrinth, or else settle in of their own accord and are permitted to stay so long as they don't bother the minotaur.
The Labyrinth
Contents1. Entrance: You pass through the 30 foot high vine-covered stone walls into an open courtyard about 50 feet square. The delicate floral reliefs decorating the walls are largely hidden behind dense vegetation. In the centre of the flagstone floor is a pool of clear water with four lesser pools radiating out. There are two highly decorated stone benches in each of the four crooks of the lesser pools. On the far wall is an opening around 10 feet wide and 15 feet high. Darkness seems to well out of it.
Creature: A number of birds nest in the vegetation and lizards bask on the sunwarmed stone.
Treasure: Several herbs growing here are antidotes to various poisons (+4 Fort vs Poison)

1. a) Corridors: The corridor is clean and dry, with a faint animal scent. The floral design continues along the walls. Every now and then you think you spot some twisted beast or malevolent eyes carved in the stone, but on closer inspection you see nothing but vines, leaves, flowers and fruits. Luminescent fungi set in niches at regular intervals about 10 feet apart and 4 feet off the ground cast a dim bluish light – enough to navigate by, but not much else.
Effect: Shadowy illumination (Concealment(20% miss), Hide possible), patches of darkness.
Treasure: The fungi can be taken and, with care, cultivated. DC 15 Survival/Dungeoneering to know proper care, DC 10 Survival every day to keep alive while travelling.
Traps: Many. See Labyrinth Traps.

2. Spider Nest: There is a door apparently made out of copper or a similar metal covered in carvings of what seem to be vines. It is stiff, but opens abruptly when shoved. Clear threads hang everywhere in this room. Tightly-weaved cocoons huddle in the corners. You can make out the shape of a door through a sticky curtain or threads.
Creature: 2 Large, 4 Medium & 10 swarms advanced fiendish spiders (4 swarms in cocoons, attack only when disturbed). EL 9, exp: 11 138, 10 188.
Traps: In corridor that loops around. Summon Monster V Trap: CR 6; magical device; proximity trigger (alarm); no reset (reset 1d4 hours later by kobolds); spell effect (Summon Monster V, 9th-lvl Cleric), Search DC 30; Disable Device DC 30. Summons Large Earth Elemental.
Treasure: cp: 500, gp: 48, sp: 69, wand of Tongues. Search DC 25 (cocoons & webbing)
{table]|Adv. F. Spider Swarm x10|Adv. F. Monstrous Spider, Medium x4|Adv. F. Monstrous Spider, Large x2
Size/Type:|Diminutive Vermin (Swarm, Magical Beast)|Medium Vermin (Magical Beast)|Large Vermin (Magical Beast)
Hit Dice:|2d8 (9 hp each)|3d8+3 (19, 13, 14 hp)|7d8+10 (50, 34 hp)
Speed:|20 ft. (4 squares), climb 20 ft.|30 ft. (6 squares), climb 20 ft.|30 ft. (6 squares), climb 20 ft.
Armor Class:|17 (+4 size, +3 Dex), touch 17, flat-footed 14|14 (+3 Dex, +1 natural), touch 13, flat-footed 11|14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple:|+1/—|+1/+1|+5/+14
Attack:|Swarm (1d6 plus poison)|Bite +4 melee (1d6 plus poison)|Bite +9 melee (1d8+5 plus poison)
Full Attack:|Swarm (1d6 plus poison)|Bite +4 melee (1d6 plus poison)|Bite +9 melee (1d8+5 plus poison)
Space/Reach:|10 ft./0 ft.|5 ft./5 ft.|10 ft./5 ft.
Special Attacks:Distraction, poison, Smite Good 1/day (+2 dmg)|Poison, web, Smite Good 1/day (+3 dmg)|Poison, web, Smite Good 1/day (+7 dmg)
Special Qualities:|Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits, Cold & Fire resistance 5, SR 7|Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold & Fire resistance 5, SR 8|Darkvision 60 ft., tremorsense 60 ft., vermin traits, Dmg reduction 5/magic, Cold & Fire resistance 5, SR 12
Saves:|Fort +3, Ref +3, Will +0|Fort +4, Ref +4, Will +1|Fort +8, Ref +5, Will +3
Abilities:|Str 1, Dex 17, Con 10, Int 3, Wis 10, Cha 2|Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2|Str 19, Dex 17, Con 17, Int 1, Wis 12, Cha 4
Skills:|Climb +11, Listen +4, Spot +4|Climb +11, Hide +15*, Move Silently +8, Jump +0*, Spot +4*|Climb +13, Hide +3*, Jump +2*, Spot +4*
Feats:||Weapon FinesseB|—
Environment:|Warm forests|Temperate forests|Temperate forests
Organization:|Solitary, tangle (2-4 swarms), or colony (7-12 swarms)|Solitary or colony (2-5)|Solitary or colony (2-5)
Challenge Rating:|1|1|4
Treasure:|None|1/10 coins; 50% goods; 50% items|1/10 coins; 50% goods; 50% items[/table]
Monstrous Spider
Poison (Ex)
Poisonous bite. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Monstrous Spider Poison
{table]Size|Fort DC|Damage
Tiny|10|1d2 Str
Medium|12|1d4 Str
Large|13|1d6 Str[/table]
Web (Ex)
A single strand is strong enough to support the spider and one creature of the same size. Throw a web 8/day. Similar to attack with net but max. range 50 feet, range increment of 10 feet, effective against targets up to one size category larger than the spider. Entangled creature Escape Artist or Strength check = standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
{table]Size|Escape Artist DC|Break DC|Hit Points
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex)
A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Distraction (Ex)
Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex)
Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

3. Door-no door: This room looks like just a bulge in the tunnel, but full of debris and rubbish. There is a space on the left-hand wall (as you enter) where the carvings fade to nothing. As you turn to look the way you came, the doorway seems to have disappeared, with only a patch of wall bare of carvings to suggest where it was.
Secret: A certain door-sized plank must be put before a space and opened like a door to leave. Opening it the wrong way triggers a trap.
Trap: Toad Arrow Trap: CR 6; mechanical; touch trigger (when door opened wrong way); manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison toad poison, DC 17 Fortitude save resists, 2d6 Wis/2d6 Wis; search DC 20; Disable Device DC 16.
Creature: 2 Junk Golems (Dragon 341 p. 41) lurk amongst the piled refuse. HP: 68, 72.

4. Statue Room: 4 beautifully carved statues of larger-than-life women stand at each side of the room. Though at first they appear to be of ordinary women, something about them catches your eye, and you notice that their white skin has been carved with intricate scale patterns and the thick locks of hair are made up of twining serpents. In the centre of the floor is a mosaic of a coiled snake.
Creatures: The statue on the bottom wall (as on map) is actually a stone golem ordered to remain still until anyone touches the mosaic.
Treasure: The mosaic includes 500gp worth of semiprecious stones.

Stone Golem
Size/Type: Large Construct
Hit Dice: 14d10+30 (107 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +10/+23
Attack: Slam +18 melee (2d10+9)
Full Attack: 2 slams +18 melee (2d10+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slow
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 11

5. Uncomfortable floor: Including the one by which you entered, there are 4 doors in this room. At the far end stands a statue of a woman with reptilian features and hair of serpents. One of her hands seems to hold something close that glints, and the other beckons.
Trap: Hobbling Trap: CR 6; mechanical device; location trigger; automatic reset; floor spikes (Atk +16 melee, 1d4 spikes per target for 1d4+4 each; hobbling barbs (creatures damaged by spikes are pinned and must make Strength check, DC 20+1/spike that damaged it, to pull free; damaged creatures are hobbled as by caltrops); Search DC 20; Disable Device DC 20. Spikes disappear 4 rounds after appearing – while up, as caltrops.
Treasure: The statue holds an Incandescent blue Sphere Ioun Stone (+2 Wis).

6. Fake Compacting Room: This room is little more than a widening of the corridor, but you can see a door at the other end. (On closer inspection, it appears the door is merely carved into the stone)
Traps: Fake Compacting Room: CR 10?; mechanical; location trigger (floor); automatic-reset; wall advances, stops 2 feet from wall; Search DC 20; Disable Device 25.

7. Misdirection Room: An intricately carved stone door stands at the end of this short corridor. A large stone knob, evidently intended to be pushed, sits in the centre (Trap: CR 3 or 4?;Poison needle trap; mechanical; touch trigger; repair reset (4 hours); Atk +17 melee (1 + poison, needle); poison (toad, DC 15 Fort resists (poison only), 1d6 Wis/hallucination (Will DC 15 to disbelieve, -4 Spot, Listen, Search); Search DC 25; Disable device DC 20)… (After the knob is pushed) You enter a large circular room with doors at the four corners. The floor, ceiling and wall are all plain, dusky black stone, no seams between blocks visible.
Trap: Room Turner: mechanical; proximity trigger; no reset needed; DC 20 Wisdom check to notice; room turns 90o Clockwise; Search DC 25; Disable Device 30.

8. Fake Entrance 1: You pass through into an open courtyard about 50 feet square. The delicate floral reliefs decorating the walls are largely hidden behind dense vegetation. In the centre of the flagstone floor is a pool of clear water with four lesser pools radiating out. There are two highly decorated stone benches in each of the four crooks of the lesser pools. The far wall is bare of vegetation.
Creature: The 8 stone benches are actually Mimics (MM1 p. 186). “As you take a seat, one end of it rises up into a pseudopod and tries to slam you. You find yourself glued down.

Size/Type: Large Aberration (Shapechanger)
Hit Dice: 7d8+21 (52 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+13
Attack: Slam +9 melee (1d8+4)
Full Attack: 2 slams +9 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills: Climb +9, Disguise +13, Listen +8, Spot +8
Feats: Alertness, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: —
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.
Adhesive (Ex)
A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Crush (Ex)
A mimic deals 1d8+4 points of damage with a successful grapple check.
Mimic Shape (Ex)
A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

9. Fake Entrance 2: You pass through into an open courtyard about 50 feet square. The delicate floral reliefs decorating the walls are largely hidden behind dense vegetation. In the centre of the flagstone floor is a pool of clear water with four lesser pools radiating out. There are two highly decorated stone benches in each of the four crooks of the lesser pools. The far wall is bare of vegetation.
Creature: Two Lesser Flame Snakes (FF p. 74) lurk in the undergrowth.

Lesser Flame Snake
Size/Type: Medium Magical Beast (Fire)
Hit Dice: 8d10+16 (54, 56)
Initiative: +4
Speed: 40ft, climb 20ft
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +8/+10
Attack: Bite +13 melee (1d8+2 + 2d6 fire + poison) or magma spit +12 ranged touch (2d6 fire)
Full Attack: Bite +13 melee (1d8+2+2d6 fire +poison) and tail spike +9 melee (1d6+1+2d6 fire), or magma spit +12 ranged touch (2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+3+2d6 fire, fiery poison, heat, magma spit
Special Qualities: Darkvision 60ft, fast healing 3, fire subtype, low-light vision, scent, uncanny dodge
Saves: Fort 8, Ref +10, Will +4
Abilities: Str 15, Dex 18, Con 15, Int 8, Wis 14, Cha 13
Skills: Climb +10, Hide +7, Listen =5, Move Silently +7, Spot +4
Feats: Multiattack, Weapon Finesse, Weapon Focus (bite)
Alignment: Neutral Evil
Treasure: 140gp-worth (sp), obsidian (4d4), 2 bloodstones (2d4x10), red spinel (4d4x10), 3 yellow topaz (2d4x100), fire opal (4d4x100)
Challenge Rating: 7, EL 9
Use magma spit at every opportunity.
Successful grapple, 2d6+3 bludgeoning + 2d6 fire.
Fiery Poison
Fort DC 16 negates, 1d4Str/1d4Str. If save fails, burns victim from inside: max 10 rounds, 2 fire damage, incl. round bitten.
Magma Spit
1/1d4 rounds, launch sticky glob of fiery spittle, range 30ft, 3d6 fire, Reflex DC 16 or catch on fire.
Fast Healing
Heals 3HP/round.
Uncanny Dodge
Retain Dex bonus to AC even when flat-footed or struck by invisible attacker.

10. Slippery Snakepit: A number of statues of medusas emerge from the walls of this room. In the centre of the room is a long, rectangular hole, from which emanate soft, slithery sounds. There are three exits from the room, including this one.
Trap: The floor within 5ft of the hole is trapped to tilt upwards, tipping anyone coming near into the pit (Reflex DC 20 to avoid, Search DC 25, Disable Device DC 15, 40ft deep, 4d6 fall).
Creature: 6 Viper Swarms (Fiend Folio p. 172) writhe at the bottom of the hole.

11. Trick room: This room is approximately 20 by 60 feet long. Something large, red and sparkly can be seen at the other end of the room.
Secret: 10 seconds after getting half-way across the room, the door closes behind (proximity trigger). Behind a clear stone panel next to the large ruby, which can obviously be pushed into the wall, stone slabs count down from 20. When/if the countdown ends, the door will open again. Every time the ruby is pushed a secret door opens. Opening the door triggers an Air Summoning Trap from within the room.
Trap: Air summoning trap (small) x 4: CR 6?; magical and mechanical device; touch trigger; manual reset (1d4 hours); multiple targets (insanity mist, DC15, 1d4 Wis/2d6 Wis, billows 5ft cube/round for 2 rounds, settles 5ft/round (min 2.5 ft high), dissipates 4 rounds) and spell effect (1 summoned Small air elemental after one round, stay for 10 rounds); Search DC 30; Disable Device 30
Air summoning trap (large) x 1: CR 9?; magical and mechanical device; touch trigger; manual reset (1d4 hours); multiple targets (insanity mist, DC 15, 1d4 Wis/2d6 Wis, billows 5ft cube/round for 4 rounds, settles 5ft/round (min 5 ft high), dissipates 8 rounds) and spell effect (1 summoned Large air elemental after one round, stay for 10 rounds); Search DC 30; Disable Device 30
Treasure: Ruby (worth ~ 2000gp) can be removed with appropriate tools and a DC 15 Strength or Disable Device check.

12. Naga Den: You enter a large rectangular room. There is a second door to the (left/right) and a ramp leading up to a ledge 10ft above the floor. As you enter the room, there is a faint “clang” from somewhere above the ledge. A moment later, stone slabs slam into place over the two doors. It speaks in the local common (if noone understands, it tries in Infernal): “What can you offffffer me for your releasssse?”
- will accept only powerful magical items worth 1,000gp or more, otherwise will decide to “take it all off your corpssssessss”.
Creature: Dark Naga (MM1 p. 191) lurks in the shadows of the ledge. It has a lever in its lair which can open or close the doors. Fights to the death.
Treasure: The Naga remains in place on the condition it can acquire and keep treasure as it can. 1100sp, black pearl, potion Endure Elements, 4oz Stone Salve, wand Colour Spray, spell-stone True Strike CL1.

13. Run, but not too fast: This room is about 40ft square. There is a doorway directly opposite to you.
Trap: When a creature approaches the centre of the room (20ft square) it triggers both the traps. Crushing Room (CR 10; mechanical; location trigger; automatic reset; walls move together [16d6 crush]; multiple targets [all targets in room]; never miss; Search DC 22; Disable Device DC 20) and Hobbling Trap (CR 6; mechanical device; location trigger; automatic reset; floor spikes [Atk +16 melee, 1d4 spikes per target for 1d4+4 each]; hobbling barbs [creatures damaged by spikes are pinned and must make Strength check, DC 20+1/spike that damaged it, to pull free; damaged creatures are hobbled as by caltrops]; Search DC 20; Disable Device DC 20; either the trigger must be disabled, or every 5ft square of spikes must be disabled).

14. Fake Entrance 3: You pass through into an open courtyard about 50 feet square. The delicate floral reliefs decorating the walls are largely hidden behind dense vegetation. In the centre of the flagstone floor is a pool of clear water with four lesser pools radiating out. There are two highly decorated stone benches in each of the four crooks of the lesser pools. The far wall is bare of vegetation.
Treasure: An Elysian Thrush Cage (Summon Elysian Thrush 2/day, currently activated when someone enters room) is hidden under the undergrowth (Search DC 15).

15. Ooze Room: This room is approximately 50ft square. Including this one, four passages lead off from it. In the very centre of the room is a tall, slender statue of a medusa with her hands outstretched. She is made out of glass or some clear stone, and some things, brightly coloured and sparkling, can be seen within it.
Trap: Falling Cubes CR 8; mechanical; location trigger (5ft square containing statue); manual reset (wizard, 2d4 hours, 2d10 days if cubes destroyed); drops gelatinous cubes over statue and before each entrance; DC 25 Ref to avoid if beneath; Search DC 25; Disable Device DC 22.
Ceiling Pendulum (x8 in upper right 20ftx20ft): CR 3; mechanical; location trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27.
Treasure: 800sp-worth, solid gold idol (800gp), sapphire pendant on gold chain (1600gp), potion of jump, Elixir of Truth, +2 atlatl.

16. Pit/no pit: This room is a little over 30ft by 20ft. To the right a 10ft-wide pit stretches across the floor. On the other side, however, is a 10ft-wide ledge and on the wall behind is a beautiful mural of a flying horse made with a great many precious stones.
Trap: Pit trap (CR 4; open; no reset; DC 25 Reflex to stop fall; 60ft deep (6d6, fall);Search DC 25; Disable Device DC 20) against wall, concealed by Illusory wall (Will disbelief (if interacted with) DC 18), apparent pit trap actually Silent Image (Will disbelief (if interacted with) DC 15) over ordinary floor.
Treasure: ~500gp gems

17. Morndrax’s Meeting Room: This is a huge, largely empty, room. The walls are carved with plant life, goat-men, scantily-clad women, strange beasts, medusae and revelry (Knowledge(religion) or (local) DC 15: Common Peninsulai motifs of mythologies). The far wall is carved in the form of the mouth to a cavern. Large arches indicate the presence of 4 other rooms. Various potted plants hang from the ceiling, which is about 25ft high. A large, ornate stone seat is built into the centre of the floor, and movable lounges line the walls. On the central seat is relaxing what appears to be a giant with the head of a massive bull. Silver sheaths adorn its impressive horns and a golden crown inset with a single ruby perches upon its brow. Similar jewellery decorates its throat, nose and ears. Around its shoulders is draped a cloak that appears to have been woven of gold. A muscled breastplate protects its bulging chest. A wicked-looking greataxe, flickering with tongues of flame, lies across its lap.

18. Morndrax’s Sleeping Room: A huge ornate carved bed stands in one corner of this relatively plain room. A number of hooks and shelves line the walls, several holding various items of clothing.

19. Morndrax’s Treasure Room: Large stone sarcophagus-like boxes are neatly stacked in this room.
Treasure: DC 14 Str to open boxes. 15,000 sp, earthsilk rope (RoS), stone of weight, 4 doses bladeshimmer oil (CS), Dancing Lantern (D), Earth Elemental gem, Helm of Understanding, Robe of useful items.

20. Morndrax’s Private Meeting/Eating Room: A large stone table is carved from the rock at the centre of this modestly carved room. Gold tableware is all set out, and at the far wall are several cupboards and shelves laden with various foodstuffs as well as a large fireplace in which hangs a massive stone pot on a hook and a spit.

21. Morndrax’s Bathroom: In one corner water runs down a furrow in the wall into a large basin carved in shell-like forms. Nasty smells emanate from a pit carved into the other corner.
Trapsa) Fusillade of Poisoned Darts: CR7; mechanical; location trigger; manual reset (1 hour); Atk +18 ranged (1d4+1 + poison, dart); poison (toad poison, DC 15 Fort resists, 1d6 Wis/hallucination (Will DC 15 to disbelieve, -4 Spot, Listen, Search)).

b) Swinging Scythes: CR3?; mechanical; location trigger; automatic reset; Atk +15 melee (1d12/x3 greataxe); Search DC 15; Disable Device DC 27; Series down corridor, each patch of ground sets of different pendulum.

c) Tanglefoot bag + Summon Monster V (3 Howlers MMI 154)

d) Pit trap: CR2; mechanical, location trigger; manual reset; DC 20 Reflex avoids; 40ft deep (4d6, fall); Search DC 20; Disable Device DC 20)

e) Double pit trap: CR?; mechanical, location trigger, delay onset (centre, 1 round); manual reset; DC 25 Reflex avoids; 40ft deep (4d6, fall); Search DC 25; Disable Device DC 20.

f) Pittrap filling with water: CR?; mechanical; location trigger; manual reset (water, 4 hours); DC 20 Reflex avoids; 40ft deep (4d6, fall), fills with water over 5 rounds, lid closes after 4 rounds & opens after 5; Search DC 20; Disable Device DC 25.

g) Swinging block trap: CR1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20.

h) Stone Blocks from ceiling: CR 3?; mechanical; location trigger; automatic reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20. Series of blocks fall then raised back up.

i) Annoyance: CR v. low; magical; alarm trigger; automatic reset; Buzzing Bee as spell (-10 Move Silently, -4 Listen (added), DC Conc. Checks = spell DC (14 + spell being cast, 10 minutes); Search DC 25; Disable Device 15

j) Divide and conquer: CR ~8; mechanical; location trigger; manual reset (4 hours, 1d5 days for new snakes); sliding wall (DC 20 Reflex for adjacent creature to jump to other side), blades (Atk +10 melee, 1d4 blades/target 1d4+2 each), releases dire snake (MM2 p. 76) from hidden compartment on each side; Search DC 25; Disable Device 25.

k) Bugslide: CR ~7-10?; mechanical; location trigger; manual reset (2 hours); dust of dryness pellet falls from roof, breaks, causes rush of water ((DC 25 Reflex to catch pellet if in adjacent square, DC 15 Balance/strength check or fall prone, be carried with water) and 40ft deep pit trap (4d6, fall, DC 18 Reflex to stop fall) opens, water rushes into pit (1ft deep, as Shallow Bog (DMG p. 88) ½ movement, +2 DC Tumble checks), triggers release of 1d4 swamp-strider swarms (MM3 p. 171); Search DC 20; Disable Device DC

l) Seesaw: CR 6; mechanical; location trigger; automatic reset; floor tilts back and forth (DC 20 Balance check each round or fall to side, after success DC 14 Tumble or Jump to get clear or Balance check again next round), spiked walls (Atk +15 melee, 1d4+1 spikes per target for 1d4+5 each); Search DC 25; Disable Device 20.

m) Poison Wall Spikes: CR 5; mechanical; location trigger; automatic reset; Atk +16 melee (1d8+4 plus poison, spike), multiple targets (1st in each of two adjacent 5ft squares); poison (toad poison, DC 15 Fort resists, 1d6 Wis/hallucination (Will DC 15 to disbelieve, -4 Spot, Listen, Search); Search DC 17; Disable Device DC 24.

Climactic Battle
Shemeka - Cleric of Chaos and Caverns, head of the Cult of Morndraxhttp://i67.photobucket.com/albums/h287/serpentine16/Shemeka.jpg
Ceuixl - Entertainer of Morndraxhttp://i67.photobucket.com/albums/h287/serpentine16/Ceuixl.jpg
Battle Planhttp://i67.photobucket.com/albums/h287/serpentine16/morndrax_0004.jpg

Putting it in Your GameThe aesthetics of the Labyrinth are a mixture of Greco-Roman and Mesoamerican. These are easily changed, though.
It's a minotaur in a maze made by kobolds. Do you really need me to come up with plot hooks for you?

2010-06-19, 09:29 AM
Just when you thought it was safe to get back in the water...

The Aquatic Megakobold

NOTE: This is a kinda silly encounter, so it may not fit the campaign's mood.


Well, it's CR 13 per Megakobold. However, it'll probably be underwater, so keep that in mind.

The Megakobold:

OK, start with an Aquatic Kobold (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#aquaticKobolds), with the online variants (http://www.wizards.com/default.asp?x=dnd/we/20060420a)if you want (I will be). Class levels aren't necessary, but if the non-mega version is above one, the CR changes to +13, instead of just plain 13.

Then, apply the Titanic template from MMII. This isn't rules-legal, but what the hell, you're the DM. You'll get:

Aquatic Megakobold
Gargantuan Humanoid (aquatic, reptilian, dragonblood)
HD 25d8+175 (287 hp)
Speed 30 ft. (6 squares); swim 40ft
Init: +0
AC 26 (-4 size, +20 natural); touch 6; flat-footed 26
BAB +18; Grp +43
Attack Claw +28 melee (4d6+13, 19-20)
Full-Attack 2 claws +28 melee (4d6+13, 19-20) and bite +28 melee (4d8+6, 19-20)
Space 20 ft.; Reach 15 ft.
Special Attacks Trample
Special Qualities Darkvision 60ft, light sensitivity, slight build
Saves Fort +15 Ref +14 Will +8
Abilities Str 36, Dex 10, Con 24, Int 10, Wis 10, Cha 10
Skills Craft (trapmaking) +2, Listen +7, Profession (miner)+2, Search +2, Spot +7, Swim +21
Feats Multiattack, Improved Multiattack, Weapon Focus (bite), Weapon Focus (claw), Improved Natural Attack (claw), Improved Natural Attack (bite), Improved Critical (bite), Improved Critical (claw), Power Attack
Environment Aquatic
Organization Solitary
Challenge Rating 13
Treasure Standard
Alignment Lawful Evil
Advancement By class; Favored Class Sorcerer
Level Adjustment -

Trample (http://www.d20srd.org/srd/specialAbilities.htm#trample)

Save DC 35, 3d8+19 damage

Can breathe air for 12 rounds before suffocating.


1) Your PCs are on a boat, when it gets attacked by one of these, the boat starts to sink and they can fight it from a distance on the boat while it sinks, or go into the water to fight it head on.

2) Your Pcs are underwater, when the rock besides them cracks open. In the gap, they can see a pair of red eyes, and the the crack opens up more and more until the Megakobold appears.

Possible Changes:

Well, you could use a normal Kobold and have a land-based Megakobold.

If you want to keep the whole 'aquatic thing', you could use a normal Kobold and add Amphibious instead. That would mean it would be able to stay on land.

Or, apply a template that gives wigs and have an aerial Megakobold.

Or add class levels and/or other templates.

2010-06-19, 09:52 PM
That is certainly... an interesting idea o.O

C'mon people! This is a resource for all of us! Copy-paste some campaign notes!

2010-06-19, 10:09 PM
I remember learning to count in Mayan. Those were fun days, with lots of 0's in math class.

Chainsaw Hobbit
2010-06-20, 10:38 AM
Is it ok to post encounters for 4E?

2010-06-20, 11:30 AM
Sure, but note what edition it is. Might add that to the beginning.

2010-06-22, 11:41 PM
C'mon folks, I know a whole lot of you have at least encounter ideas you'd like to share.
This is a good idea dagnabbit! :smallfurious: :smalltongue:

edit: At the very least, I'd really like some feedback on the Trickster's Temple, so I can feel confident running it...

2010-06-25, 03:31 AM
Well, I do have one for a ECL 3 party, 5 if they're not to hot on optimization. There's a Troglodyte cleric 5 on his throne in a big throne room with massive pillars (Greek style), and he has four Ranger 1/Fighter 2s around him (feats: Dodge, Mobility, Shot on the Run, Point Blank Shot, favored enemy probably human) using mwk longbows (mighty composite +1). The archers use Shot on the Run to dart between cover preventing people from getting a clear shot on them, or otherwise ready actions to shoot at spellcasters. The Cleric, if he heard the party coming, will be buffed and wade in, usually starting with the closest character and working his way back.

Oh and here's a great trap:

The wizard of a tower I was running (who was making flesh golems out of the populace... sorry I'm bad at maps, I might upload one later) collected copper pieces. In a room. When the PCs opened the door to get the "treasure" they got the equivalent of an Avalanche to the face in copper pieces.

I suggest occasionally putting traps that are designed as the last "F you" from the BBEG.

2010-06-27, 11:44 PM
I'm bumping just because this seems cool and I think it needs a little more attention. I'm not a really good homebrewer, and I don't play D and D, so I can't really contribute.


2010-06-28, 03:14 AM
Well, I ran a very simple dungeon that was basically a linear progression of encounters for my players that they seemed to enjoy... no clue what CR it would be, though, since in the original group there were seven players and they were all level 10 gestalt, so the dungeon had a bit of a "seven" theme to it, and I eyeballed the numbers anyway. A warning: more than half of the party had access to some manner of infinite or at least very cheap healing (fast healing, Tomb-Tainted Soul + Dread Necro, dragon shaman's fast healing aura...), so in my attempts to find other ways to actually make them expend resources, I became known as "the DM who likes ability damage too much." :smallamused:

Finally, the party in question was evil and of rather questionable loyalty to each other, which I'm sure affected my results since "teamwork" was rare on the part of the PCs (but quite obvious in their enemies). Modifying the numbers of enemies is probably the easiest way to handle it. Also, the fluff might get in the way, but shouldn't be excessively hard to ignore; it could work for any kind of tomb, with a bit of tweaking.

The idea was a sort of Tomb of Horrors homage, but with more interactive (and hopefully entertaining) traps and less flat-out unfairness. I tried to convey the sense of it having been designed by a gleefully playful madman, rather than someone who genuinely wants to kill off intruders. It was also a nice experience with traps as entire encounters, rather than just tedious busywork for the party rogue. I did tweak a few things based on my findings, but for the most part, this is what I put my players through. :smallbiggrin:

Tragically, the maps are lost. It should be pretty easy to extrapolate or guess their dimensions, though.

Lord Zuka's Tomb (D&D 3.5)
For a party of 6-7 characters of 10th level, gestalt. :smalltongue:
(Or probably 4 characters of level 10-12, depending on optimization, which my group wasn't all that big on)

Portal Room
Although the air is stale and freezing cold, the dark room below is conspicuously free of dust, as though regularly swept clean by some unseen force. The steps leading down into the blackness are carved from dark red stone that glitters with flecks of crystal, the same stone that forms the walls and arched ceiling. After descending a great distance, dozens of feet below the surface, the staircase opens into a large room, maybe 30 by 40 feet. The walls are covered with what appears to be religious iconography and writing in some long-dead language adorning great relief images; an enormous city decorates the wall opposite the staircase, while pictures of armies of both the living and the dead marching out of that city spread across the walls to the left and right. A stone sarcophagus stands against the wall in each corner, their covers decorated with ornate images of what were presumably their inhabitants in life. A fifth, larger sarcophagus lies on its back in the middle of the room, oddly featureless.

Knowledge: History (DC 15): The city pictured is the dead city of Akhentam, once one of the largest cities in the world and the seat of Lord Zuka's power.
Knowledge: Religion (DC 20): The holy symbols pictured are an archaic form of the symbols of Osiris, one of many gods of death.
Knowledge: Religion (DC 25): The sarcophagi that decorate the room are decorated with a combination of symbols of Osiris and sigils representing eternal life.
Decipher Script DC 30/Comprehend Languages: The text describes Lord Zuka's sudden rise to power, and his conquer of a significant portion of the known world. Several references are made to an object called only "the Scepter," which Lord Zuka apparently came into possession of shortly before his rise to power. This object is shown in the pictures as an ornately decorated silver rod.

The center sarcophagus is sealed, and does not respond to prodding. Conventional attacks bounce off, as do most magical assaults. A dispel check that beats a DC 30 causes the sarcophagus to unseal and become vulnerable for 1d4 rounds. Even then, it requires a DC 24 strength check to open, or powerful magic to destroy (a Disintigrate spell works well). A Soften Earth and Stone spell can also render the sarcophagus vulnerable for 2d4 rounds, if the caster succeeds in a DC 30 caster level check. Seven depressions are present in the lid, differently shaped and in different locations:

A circular depression where the head would be
Another smaller circular depression beneath it, and off-center
A long (about a meter) oblong depression on one side
A tiny circular depression beneath it, where a hand would be
A shorter, but still fairly long (1/2 meter) oblong depression on the other side
A shallow and vaguely triangular depression where the torso would be
Two oval depressions by the feet

The corner sarcophagi are also similarly sealed, but each one has a small depression in the floor in front of it. These depressions are not weight-sensitive, but life-sensitive; if a creature of at least Small size stands in each depression, the sarcophagi will unseal with an audible hiss. Summoned creatures or animal companions work fine for this purpose. One round later, if undisturbed, the mummies inside will hurl the sarcophagi lids open as a surprise round, possibly injuring anyone still standing in front of them (Reflex DC 15 or 2d6 damage).

(For the sake of convenience and sanity, require each character to save against Despair only for the first mummy they encounter.)

Mummy Guard (Fighter 1/Monk 1) (x7)
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (+10 natural, +3 wis), touch 13, flat-footed 23
Base Attack/Grapple: +6/+11
Attack: Slam +13 melee (1d6+10 plus mummy rot)
Full Attack: Slam +11/+11 melee (1d6+10 plus mummy rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair (DC 17), mummy rot (DC 19)
Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire
Saves: Fort +7, Ref +2, Will +8
Abilities: Str 24, Dex 10, Con —, Int 6, Wis 16, Cha 14
Skills: Listen +17, Spot +17
Feats: Alertness, Great Fortitude, Ability Focus (Despair), Power Attack, Improved Bull Rush, Stunning Fist 3/day (DC 18)
Challenge Rating: 7

Each of these mummies possesses a different item which slightly alters their stats; one wears a crown (+4 turn resistance), one holds a longsword (+2 enhancement bonus equivalent; attack routine becomes +13/+13/+8, 1d12+9 dmg, in addition to a slam as normal), one wears a ring (+20 hp), one has a single fake eye visible (Uncanny Dodge), one wears a cloak (10% concealment), one wears worn leather boots (speed increases to 40 ft.), and one holds a scepter (+2 on DCs for Despair, Mummy Rot, and Stunning Fist). These items grant their bonuses only to the mummies, and crumble to dust if removed from the tomb. All are made out of some shiny gold-colored material.

Tactics: The mummy guards like to lead off with a flurry of stunning fist attacks, as they shift five feet left or right into position. In the next round, they attempt to bull rush their respective targets into the middle of the room. Each mummy prefers to focus on a single target, but if the PCs gang up on a single target, the mummies will follow suit. They will not leave the tomb, but attempt to prevent escape. If faced with flying or otherwise untouchable opponents, the mummies simply focus on available targets; if no enemies remain that they can reach, they will retreat into their sarcophagi, which close immediately. A mummy in its sarcophagus heals 3 points of damage per round, and a destroyed mummy will regenerate over the course of a day.

Once the mummies are destroyed, the tomb is silent again. Any one of the objects may be placed in its depression on the sarcophagus lid, but six of the seven will immediately burst into silver fire that blasts outward, dealing 3d6 points of damage to anyone next to the sarcophagus. After that, the PCs may make a DC 20 spot check to notice the several images of scepters on the walls. Only the scepter will unlock the sarcophagus, causing lid, scepter, and other objects alike to crumble to smoke. The objects reappear in the sarcophagi, and the mummies regenerate 24 hours later.

Within the sarcophagus is not a corpse, nor a staircase. A pool of inky black liquid ripples slightly at what would be ground level, seeming to suck in light and heat.

A character reaching into the sarcophagus and touching the liquid finds it grip to his hand, and slowly pull him in. It functions as a portal, transporting those enveloped to the Hall of Sarcophagi (or wherever else you decide to send them). With each person that enters, the pool shrinks. There is only enough liquid to transport seven creatures (of any size) at most, after which the pool must recharge over the course of a day.

Hall of Sarcophagi
(Note: While not strictly necessary, this works a lot better when used after the previous encounter, or another mummy-related fight)
This hallway, perhaps eighty feet long and no more than ten feet high, is of the same arched red stone as the staircase from before. No torches or windows are visible, but the walls glow very faintly from the specks of luminous crystal embedded therein, and the door glows slightly brighter. The only other objects of note are the sarcophagi; they stretch down the entire hallway, over two dozen in total. Each is decorated in the same style as those from the last room.

One round after the PCs arrive in this room, the two sarcophagi nearest the door hiss as they unseal. Next round, the next six sarcophagi unseal. The round after that, the rest unseal. The round after a sarcophagus unseals, its lid falls open and a jet of fire bursts across the room, catching anyone in its path for 5d6 fire damage (reflex DC 18 half). The fire continues for up to one minute, after which time it stops and the lids are returned to their proper place by unseen servants.

The hallway is intended to spook its victims into running for the opposite exit, leaving them too little time to check for traps. Allow characters to roll initiative to see who moves first and have them declare their intended movement in order, but wait to announce results until all characters have moved. Since all movement takes place at nearly the same time, multiple characters may be caught in the same trap; generally speaking, anyone who intended to move through that area at any point during the round is affected.

(Although some traps may not hinder movement, allow characters the chance to voluntarily stop moving forward for the round after triggering them anyway. Finally, I recommend pre-rolling whenever possible in this room as the goal is to create a frantic atmosphere.)

Falling Poison Blades
Pressure plate trigger in row 4 (50% to be stepped on by running or charging character). Attacks PCs in rows 2, 3, and 4. Atk +10 melee, 1d4+4 dmg, poison DC 20 (1d6 str/1d6 str). Treat the area as being covered in caltrops for the rest of the encounter.

Wide-Mouth Pit Trap
Pressure plate trigger in row 6 (50% to be stepped on by running or charging character). Attacks PCs in rows 5 and 6. 4d6 dmg, DC 25 reflex avoid. Pit remains open, but fills with fire from hidden pipes (DC 20 spot to notice) once the hallway above it does.

Tripping Hail of Needles
Tripwire in row 10, DC 25 spot to notice. DC 20 strength or dex check to avoid trip, and targets 1d6 needles at each target in rows 9 and 10. Needles are +21 to hit and 1 dmg, plus poison DC 16 fort save (1 dex/sickened for 1 hr). Targets are affected by poison only once regardless of the number of successful needle attacks, but take a -1 on their save for each needle beyond the first. Tripped targets are hit by an extra needle, and needles gain an extra +4 to hit them. The hail of needles functions only once, but the tripwire remains as a hazard unless cut or a character succeeds on their strength check to avoid tripping.

Windstorm Trap
Triggers on contact with door, hits entire hallway. Initiates a bull rush every round against each PC with a +5 bonus (use one roll for the trap and compare each PC's roll to it). Moving against the wind is at half speed, and the character who triggers the trap takes a -4 penalty on their first opposed strength check with it due to surprise and intensity.

Leap of Faith
(Note: Once again, this works better if done immediately after the previous encounter, or some other frantic encounter in which time is a pressing factor.)
Upon opening the door, you find another hallway sloping steeply down, the floor covered in some glistening oily substance. At the bottom, you see that the slope ends in a short ramp upward, after which the floor drops out into a large pit in which silver flames dance maliciously. The hallway's ceiling obscures your view of the other side of the pit from here.

A character sliding down this ramp moves at a speed of 80 feet. This provides a bonus of +20 to jump checks, and the ramp at the bottom provides an extra +4. The pit is 30 feet across, an apparently easy jump. However, there are two catches.

First, a targeted Greater Dispel Magic trap (CL 11, immediately resetting) and a Wingbind trap (Spell Compendium, DC 16) both strike jumpers in midair, 5 feet from the edge, in an attempt to cut off "clever" fliers. Second, while the first jump goes off without a hitch, it triggers a trap that creates a Wall of Force in the middle of the jump to intercept any further jumps. A creature that strikes the wall at full speed takes 2d6 points of bludgeoning damage, and one that falls into the fiery pit takes 2d6 points of damage per round (Reflex DC 18 half), half of which is fire and half of which is divine.

Climbing the wall on the opposite side without some sort of magical or outside assistance is difficult, but possible (DC 25). The wall can be noticed by the smoke around it with a DC 25 spot check, but only from the bottom of the slope; grabbing onto the ramp to avoid falling by then is a DC 20 reflex save. Also, a creature who gets a 45 or higher on their jump check (counting the +24 bonus from the slope and ramp) manages to pass right over the wall of force, possibly without even noticing it.

Phew. After that three-room trifecta of DM maliciousness, a short break is probably in order. Treasure, plot exposition, first aid, whatever. In my campaign, the PCs made their way up a tower to a large glass dome through which they were able to see that they (and the entire building that the portal in the entry room had sent them to) were actually in Mungoth, third layer of Gehenna, and apparently miles away from any other signs of life. That's the one with the acid snow, for the curious.

Battle on the Bridge
While apparently sturdy and steady, the way that this glass bridge hangs high in the air, completely unsupported, is slightly disconcerting. The floor is made of some sort of frosted glassy substance, just rough enough to provide traction, while the domed walls are a mosaic of small triangular panes that would glitter in the light if it wasn't so dim. The air feels just above freezing, and you can hear the wind howling viciously outside.

Multiple ghosts appear when the party is halfway across the bridge, looking like emaciated and frostbitten humanoids wielding wicked daggers and wearing even more vicious grins.

Ghost Guard (Rogue 7) (Use anywhere from 2 to 4, depending on party composition)
Medium Undead
Hit Dice: 7d12 (45 hp)
Initiative: +0
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 16 (+3 dex, +3 cha), touch 16, flat-footed 13
Base Attack/Grapple: +5/+5
Attack: Incorporeal touch +8 melee (1d4 ability dmg)
Full Attack: Incorporeal touch +8 melee (1d4x1.5 ability dmg) and +1 ghost touch dagger +9 (1d4 dmg, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draining Touch, Sneak Attack 4d6, Wall of Ice 3/day
Special Qualities: Turn Resistance +4, Rejuvination, Evasion, Uncanny Dodge
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 10, Dex 16, Con —, Int 14, Wis 12, Cha 17
Skills: Spot +11, Listen +11, Tumble +13
Feats: Mobility, Two-Weapon Fighting, Empowered Ability Damage (Libris Mortis), Flyby Attack
Challenge Rating: 7

Tactics: The ghosts can conjure walls of ice to block escape and split up the party; each can create one as a standard action up to three times a day, but only sustain one at a time. They make use of their Flyby Attack to harass the party, flying in and out through the bridge's transparent walls to attack while avoiding retaliation. Readied actions will suffice to hit them, or more determined characters might simply smash through the glass walls or ceiling to fight them in the open - doing so prompts the ghosts to immediately focus their attentions on characters outside the bridge rather than those inside. The glass in this area is magically hardened, but breakable (hardness 5 and 10 hit points per 5-foot square). It will slowly mend over time, but over the course of hours rather than minutes.

The ghosts prefer dealing damage to a character that will weaken their strengths, rather than target a weak stat in hopes of bringing them down quickly; so they would target a wizard with Int damage and a fighter with Str damage, not the other way around. They delay so that both may act on the same round, and attempt to flank a single target with each other. The ghosts spread out their attacks round to round unless one character is posing an especially significant threat, in which case they focus on wearing that character down until they are less threatening. Their objective is to harass, not kill, but they do attempt to delay escape for as long as possible.

The Bowl Room
The door at the end of the bridge opens up into a magnificent hall. Made from marble and gold, lit by floating, ghostly flames, its value must be immense. Magnificent tapestries decorate the walls (three on the left wall, three on the right, and one at the far end), and at the end are three doors, in front of which stands an inscribed marble pedestal with some sort of bowl-like depression in the top. A corpse lies in front of the pedestal.

(The tapestries can be whatever you want. In my case, they were clues to the locations of various MacGuffin artifacts. If they're not a plot point, the party will probably loot them anyway.)

The inscription on the pedestal (ensorcelled to be readable by any creature regardless of language or literacy) reads:

"Your strength has been proven, but if you would inherit my legacy, you must prove your dedication as well."

The large bowl contains a knife coated with dried blood. Bloodstains mar the bowl itself as well. A tiny inscription (also enchanted) in the bowl itself reads "Fill Me." The corpse in front of it is a human, who looks to have been hit in the head and then drained of blood. Based on the tools on his person, he was probably a scholar or archaeologist of some sort.

If the party wants to fill the bowl with blood, they find that a significant amount is required. Essentially, they must deal 10 points of constitution damage divided as they choose amongst themselves. The blood of summoned creatures disappears when they do, so it fails to work, but any other source of blood is perfectly functional. The catch, however, is that any liquid will open the door when the bowl is filled, even water.

When the bowl is filled, the door opens. If it was filled with blood, a magic mouth spell activates at the same time, mocking them in a raspy, thickly-accented voice before trailing off in laughter.

"A normal fool accepts the rules presented to him. A true fool makes his own assumptions as well. Blood is thicker than water, but both are equally wet."

The Door Room
This hall looks nearly identical to the last. At the end are four doors, another pedestal, and another corpse.

The inscription on this pedestal reads:

"If you would inherit my legacy, you must prove your cunning. Three of the doors are true, one is false. The untrapped door will lead you forward."

Each door has a different label.

Door 1: I am the only safe choice.
Door 2: I kill adventurers.
Door 3: I kill everyone.
Door 4: Door 2 is a liar.

Each door leads to a portal. Stepping into any of these portal results in the character being spit out five rounds later, 6d6 damage worse for the wear.

Searching the pedestal with a DC 25 search check finds a trapdoor.

Rope Room
(Note: This one really only works for an evil party anyway. Feel free to skip it otherwise. Incredibly amusing if you do have a backstabbing group, though.)
This heptagonal room is much smaller and more sparsely decorated. Seven small hallways lead away, but floating gauzy veils of each color of the rainbow obscure the end of each hall. Yet another pedestal stands in this room.

This pedestal holds some sort of technical blueprint or diagram. A DC 15 Architecture & Engineering check determines the basic intent of the room:

Each hallway is shrouded in antimagic. At the end of each hallway are seven ropes, and a trapdoor. The blueprint is unclear on exactly what hazards might be in these pit traps. To open the door forward, all seven ropes at the end of each hallway must be pulled at the same time, or someone must fall down a trapdoor. Each rope is labeled, so that if anyone fails to pull one of the ropes, the pit trap in the hall of that color is tripped. It doesn't matter whether only one person fails to pull the yellow rope or six do, the pit trap opens no matter what. It is impossible to determine who tripped the trap. Pulling all seven ropes without fumbling any is difficult, requiring a DC 5 dex check to avoid dropping one at random. If all of the ropes are successfully pulled, another trap, described as "painful, but nonlethal" will be tripped on all seven rope-pullers, and the door opened.

(The nonlethal trap is a cloud of mist (a mix of holy water and several poisons, designed to harm as many different types of creatures as possible) that fills each hall, dealing 2d6 points of strength damage to both living and undead creatures and forcing a DC 20 fort save to avoid being sickened for one hour. The pits are 50 feet, dealing 5d6 points of damage. At the same time, a trapdoor in the ceiling opens and drops a black pudding. The trapdoor closes; the only way to open it again, besides breaking through it, is for someone on the surface to open it with the ropes. The ooze will eventually slither down the drain back into the holding chamber, once it has no food.)

The blue trapdoor contains a skeleton, suffering from severe head trauma and covered in defensive wounds. It seems to be stripped of useful equipment, but has a corroded longsword on the ground next to it.

The Final Tomb
(Note: This is probably the most fluff-specific of the encounters. Feel free to use the stats and dump the rest. Also, the archers are very mean, especially if they ready actions to disrupt spellcasters as advised; if the party seems unlikely to be able to handle it, removing the skeletons or downgrading them to a single bow each is probably the easiest way to adjust the difficulty. Swapping out the golem for one or more high-HD but relatively weak zombies is also an option.)
The narrow staircase leads down again, but the air grows warm and dry. Torches attached to the wall somehow radiate both light and heat, a rarity for everburning flames. At the bottom is another room, surprisingly small when compared to the previous halls. A pyramidal structure with a wide staircase up and a flattened top rises in the center of the room, atop which a magnificent sarcophagus of jade and gold stands. Two other sarcophagi, much smaller and unadorned, stand on either side of it. Strange grooves are carved into the floor, forming concentric circles that spread outward through the room. As you enter, the grooves suddenly begin glowing with an ominous silvery light, and the central sarcophagus slides open. A mummy steps out, but this one is different. Its wrappings are covered in charms and jewelry, and it carries a tarnished metal club in one hand. "About damn time," it grumbles, and surveys the party for a moment. "Well? I may not be a king anymore, but you can still show some respect."

The mummy is Lord Zuka himself, preserved over the ages by the ritual of mummification. He is quite mad and very vain, and has a rather twisted sense of humor, but is not immediately violent. He wants someone to take over his legacy, someone to take his scepter. But he is also very specific; he will not turn over his scepter willingly unless there are at least seven people in the party, because he wants whoever holds his scepter to not possess any of the other artifacts, lest his legacy be overshadowed. Neither will he turn over his scepter to anyone that he believes unintelligent, impolite, overly obeisant, or excessively violent. To this end, he enjoys poking fun at the group to test their tempers.

Conversational Tactics: First he will ask them why he should turn over his scepter. He responds to threats with scorn, but if someone calls him out on wanting to give away his scepter, he will ask who he should give it to. If it boils down to only a few people who want it, he'll let each of them speak their piece, and pretend to listen for about twenty seconds. Then he'll instruct them to fight each other. If they actually do, he'll scoff at them after they're done and remark that anyone who takes orders so easily doesn't deserve it. Alternately, if the group agrees on who should take it, he'll require proof that they are a good leader.

It's possible, but unlikely that the group can convince Lord Zuka to part willingly with the scepter. More likely, the party should get fed up and initiate combat, or insult Zuka to the point where he feels none of them deserve it. If they do, the grooves on the floor suddenly flare up with silver fire, and Zuka's minions emerge: the other two sarcophagi open to reveal a pair of skeletons, humanoid but for a second pair of arms, wielding two bows each, while the corner of the pyramid itself slides open to let out a clay golem covered in flaming runes.

(Note: If the party takes advantage of the conversation to start buffing and Zuka notices, he won't comment on it, but will merely start buffing himself as well in response.)

Lord Zuka (Cleric 13//Monk 1/Unarmed Swordsage 12)
Medium Undead
Hit Dice: 13d12 (194 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 31 (+1 dex, +11 wis, +10 natural, -1 flaw), touch 21, flat-footed 30
Base Attack/Grapple: +10/+16
Attack: Unarmed +17 melee (2d6+9)
Full Attack: Flurry +15/+15/+10 (2d6+9), or Divine Power flurry +18/+18/+13/+8 (2d6+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mummy rot (DC 24), turn undead 27/day, DMM quicken, flurry of blows,
Special Qualities: Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire, Undeath Domain, Strength Domain, flaws (shaky, vulnerable), quick to act +3, AC bonus, unarmed damage, discipline focus (wep. focus Setting Sun, insightful strikes Setting Sun/Stone Dragon, defensive stance Setting Sun), evasion, Unholy Toughness, Unholy Grace
Saves: Fort +16, Ref +19, Will +24
Abilities: Str 22, Dex 12, Con —, Int 8, Wis 28, Cha 26
Skills: Concentration +20, Tumble +15, Sense Motive +20, Spot +20, Listen +20, Bluff +10, Diplomacy +10
Feats: Quicken Spell, Divine Metamagic (Quicken Spell), Extra Turning, Extra Turning, Extra Turning, Combat Expertise, Improved Trip, Falling Sun Attack, Extra Turning (Human bonus), Stunning Fist (Flaw bonus), Spell Focus: Enchantment (Flaw bonus)
Flaws: Magnanimous, Brawler (see below)
Maneuvers known: Counter Charge (SS 1), Charging Minotaur (SD 1), Burning Blade (DW 1), Distracting Ember (DW 1), Shadow Blade Technique (SH 1), Sapphire Nightmare Blade (DM 1), Fire Riposte (DW 2), Cloak of Deception (SH 2), Devastating Throw (SS 3), Mind Over Body (DM 3), Searing Blade (DW 4), Comet Throw (SS 4), Shadow Stride (SH 5), Soaring Throw (SS 5), Moment of Alacrity (DM 6), Irrisistable Mountain Strike (SD 6), Inferno Blade (DW 7)
Stances known: Step of the Wind (SS 1), Child of Shadow (SH 1), Holocaust Cloak (DW 3), Hearing the Air (DM 5)
Spells prepared: 7th: Mass Suggestion (D), Repulsion, Mass Spell Resistance
6th: Quickened Enthrall (D), Superior Resistance, Mass Bull's Strength, Harm
5th: Dominate Person (D), Righteous Might, Greater Vigor, Insect Plague, Divine Agility
4th: Dominate Person (D), Giant Vermin, Freedom of Movement, Recitation, Life Ward, X, X
3rd: Suggestion (D), Ring of Blades, X, X, X, X, X
2nd: Enthrall (D), X, X, X, X, X, X
1st: Command (D), Divine Favor, X, X, X, X, X

New Flaw: Magnanimous
Lord Zuka steadfastly refuses to strike the first blow, and will not attack a creature that has not taken blatantly hostile actions against him. For his purposes, assisting a creature that is attacking him is considered hostile, but he still may not attack such creatures unless he has no targets who are more directly hostile closer to him.

New Flaw: Brawler
Lord Zuka is utterly incapable of caution, for that would require far too much rationality for the Mad King. If any foe is within melee reach of him at the beginning of his turn, he must physically (not with a spell) attack them at least once in that turn. Provided that he does so, he may spend the rest of his actions doing what he pleases, even moving out of melee.

[B]Battle Tactics
Lord Zuka prefers some banter with his combat, and enjoys complimenting a PC on his technique or mocking him for his ineptitude even while attempting to choke the life out of them. His insanity means that he has no fear of final death, and will cheerfully fight to the end if allowed, but will also surrender if rendered unable to fight. He attempts to churn out as many buffs as possible as quickly as possible, but will attack if engaged in melee, relying on his ability to quicken buffs every round even while fighting.

Example rounds:
Round 1: Repulsion, DMM Quickened Energy Immunity (Fire)
Round 2: Recitation, enter Holocaust Cloak stance
Round 3: Mass Bull's Strength, DMM Quickened Divine Power
Round 4: Mass Spell Resistance, DMM Quickened Righteous Might
Round 5: Greater Vigor, DMM Quickened Dominate Person

Zuka's Minions:
Four-Armed Archer Skeleton x2
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 30 ft. (poor)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +6/+5
Attack: 2 +1 flaming shortbows +12/+12 (2d6+1d6 fire)
Full Attack: 2 +1 flaming shortbows +12/+12/+7/+7 (2d6+1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Synchronized Archery (as Arrow Demon)
Special Qualities: DR 5/bludgeoning
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 8, Dex 19, Con --, Int 6, Wis 10, Cha 1
Skills: Spot +11, Listen +11
Feats: Point-Blank Shot, Precise Shot, Plunging Shot (Races of the Wild, substitute Weapon Focus if unavailable)

Golem Guard (Clay Golem)
Medium Undead
Hit Dice: 11d10+30 (90 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 22 (–1 size, –1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d10+7 plus 1d6 fire plus cursed wound)
Full Attack: 2 slams +14 melee (2d10+7 plus 1d6 fire plus cursed wound)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, cursed wound
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision, fire immunity
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: --
Feats: --

2010-06-28, 05:15 AM
Yay, interest! Thanks guys :smallbiggrin:

That looks pretty great, Eurus.

Any critique of the Temple of the Trickster God? I'm intending to run it in a few weeks...

2010-06-28, 05:44 AM
No worries in regards to the bump.

Judging by your avatar you're a fellow aussie so I thought I'd throw another metaphorical "shrimp on the barbie" and help you out. :smallwink:

2010-06-28, 05:47 AM
i'm running an Eberron campaign (3.5) with my group of friends. so far, we've been slowly churning through the published adventures (we're onto Shadows of The Last War).

Besides intending to swap out the adventure's main baddie for a duo secretly working as double agents inside the Emerald Claw on behalf of the Lords Of Dust, i came up with this brilliant baddie based on some of the variant rules found in [I]book of vile darkness[I] and heavily inspired by the movie "Fallen":

Basically, he's a fallen Solar Angel who goes by the name of 'Azazel', like his biblical version, he taught the ancient giants to make magical weaponry and arms during the Age of Giants. This led to the Giants turning on one another, and on the dragons of Argonnessan, and in turn to the fall of the Giant kingdoms. Azazel claims that he was the apprentice of Onatar, god of artifice, but that he was cast down after the downfall of the Giants for 'causing unbalance'. azazel of course feels that this was unfair punishment, believing that the giants were responsible for their own folly. within his prison beneath a collosal tower in Xen'drik, Azazel has learned to wander the mortal realm ethereally, and even to enter the bodies of mortals (for the purpose of really freaking out my players, i've edited the possession ability so that Azazel can possess a victim for more than a day at a time). Azazel now seeks to prove that mortals are responsible for their own problems rather than himself, by testing the moral boundaries of individuals or of entire nations on a whim, without ever being truly discovered, thanks to his nifty abilities. The azazel that i have pictured in my mind is a solar angel of atleast 34 hd, combined with the (edited) possession ability, this makes his approximate CR 34-35 in his true form. However, the beauty of his possession ability means that he could potentially be introduced even at an early point in a campaign, using a possessed "host". At some point i'll (hopefully) post some statistics for him, as well as some more details about how i intend to use him in my campaign.

2010-06-28, 07:34 AM
Judging by your avatar you're a fellow aussie so I thought I'd throw another metaphorical "shrimp on the barbie" and help you out. :smallwink:
xoA real Aussie would know it's a prawn =.=

2010-06-28, 04:54 PM
A real Aussie would know it's a prawn =.=

Ahhh but a knowledgable aussie would know that's not the quote, and would hate to be misquoted due to the *ahem* civilised and cultured society we live in *hides the alcohol bottles and naked women*



So continue on with the encounter thread and I shall bid you all adieu. *bow*

2010-06-28, 05:55 PM
This reminds me of the old AD&D Book of Lairs. Fond memories.:smallbiggrin: Actually, a GITP compilation of ecounters/lairs would be awesome. I'm so tired of seeing homebrewed classes.:smallfrown:

2010-06-28, 07:03 PM
This reminds me of the old AD&D Book of Lairs. Fond memories.:smallbiggrin: Actually, a GITP compilation of ecounters/lairs would be awesome. I'm so tired of seeing homebrewed classes.:smallfrown:

OI! I love my homebrew classes *mass sad face here*

2010-06-29, 04:42 AM
Very cool stuff.

Posting to subscribe just for now.

2010-07-08, 06:05 AM
Currently making an ECL 10-13 adventure. Haven't decided the level specifics but if it works out I'll throw it on here.

2010-07-10, 05:09 AM
I've got a wild idea - hosting a halo pvp arena map with the 3.5 system using halo homebrew!

Here is the basic map. Legend is not done. Legend will be viewable by players. The detailed map will only be viewed by GM. The actual detailed notes will only be viewed by GM, obviously.


I'm thinking each space on there is about 30ft.x30ft. (or 25ft.x25ft.?). It's a huge map, as you can see, so vehicles will be practically needed to get across quickly and a match up of more then just 1vs1 would probably be preferred.

And yes, it's blood gulch. What else? I want the pvp match to feel very much like a game of halo in blood gulch. :smallwink:

There will be vehicles. There will be snipers. There will be hills that take forever to climb. There will be blood.

And... here's the grid (took awhile). Still need to label the grid. I've labeled the map sections, given a legend and a labeled close up of the bunkers. What I haven't done yet is write up details as per each label or get a map of the inside of each bunker.

I'm thinking the players should know about slopes and elevation, however I don't know any convenient way on how to indicate that (help with this?).

Kol Korran
2011-07-09, 08:08 AM
Hey Serpentine, this is a great idea you have here! i want to contribute but:
A. due to lack of time my ideas are not fully-by-the-numbers detailed
B. i suck at using anything computer related. i have bo idea how to do maps on computers for examples.

anyway, you asked for a review on the Trickster's temple, and i'm here to provide. this is meant as a friendly review.

first of all, the temple captures the theme nicely, i especially likes how it's not... easily understood, it looks and feels chaotic. if i were playing this at some point i'll be scratching my head thinking "what the...?" but with a smile on my face.
that said, be sure it fits your players- some like puzzles, some do not, if the player is not of the type it can seriously bore/ frustrate him/her. i see this taking about 8 hours to go through.
1/24- it's confusing for people to read the two adjacent areas separated thus. might be good to put them together. also, i just assume the archeologist is known to your adventurers?
on a general note: there should be a compelling reason to go into the temple. the temple itself gives no reason other than "you want to get a boon from the trickery god?" but this is something people could find.
i suggest detailing possible boons curses, or at least their level of power.
2- capturing the coyote- this is a really nice puzzle. it took me awhile to realize that the burrows in the holes are his/her way of eluding people. i really like this one.
i quite liked the sword spider as well- an interesting scene with an interesting (potential battle). good one!
8- word is transmorgrify- i love the riddle (you should add a sense motive score for the door, unless she has no skills), it is fun. but i think there should be some sort of reward behind the door except the invisible barrier. reward clever players somehow, even if it is just progress.
the dragon after orange things (i assume Karina is in your group)- it's a lovely idea, that can easily be altered to fit other groups. just one little thing- the dragon's hoard, in case they decide to trade for items, or kill the dragon.
13- the tones and the stones: i'm a bit confused- by tones do you mean speaking tones? singing tones? instruments tones? i'm not much of a musical person so i'm confused. how does a character judge their tone in game?
14- the spell turrets and invisible hasted gelatinous cubes- cool fun encounter! should be hilarious and confusing, though at 12th level, i imagine it would be quite easy. two notes though: first, it's really hard to read the stats of the invisible state. can you change color? second- what is supposed to be the "crafty" solution? disarming the traps? getting the cubes to fight each other?
18-19 fake and real blade traps: these feel... quite redundant and out of place to me. they feel not fitting to the theme of the temple
22- jack in the box- boy, you sure make nifty magical items! this one is not too powerful, but it's awesome none the same! good one!
23- the altar- the altar feels far too accessible to me. the party can negotiate the corridor of traps, and they're there! perhaps it could be illusioned till the party had some other encounter? this could be heralded by a pleasant laugh through the temple or something like that.
lastly, if i haven't bored or angered you yet, it's quite hard to read the content- the letters are really small. if you can somehow change that, our future eyesight will thank you.
really lastly- i enjoyed reading it, perhaps i'll incorporate some of the encounters into my games (my players are not much riddle peopl), and i think it will go great. please tell us how the game went once you have!

2011-07-09, 08:30 AM
You might like to read the rules, particularly those on thread necromancy.
Having said that: mods, if there's some interest in this, could I request that it stay open? It would be really nice to have some more stuff added to this thing.

Hey Serpentine, this is a great idea you have here!Thanks! :smallbiggrin: However, I actually ran this game long, long ago :smalltongue:

that said, be sure it fits your players- some like puzzles, some do not, if the player is not of the type it can seriously bore/ frustrate him/her. i see this taking about 8 hours to go through.It was pretty much perfect for a couple of the players, and everyone seemed to enjoy it.

also, i just assume the archeologist is known to your adventurers?
on a general note: there should be a compelling reason to go into the temple. the temple itself gives no reason other than "you want to get a boon from the trickery god?" but this is something people could find.These are related: the party was going there because it was the last known whereabouts of that archaeologist. I don't give a more specific reason to go there, though, because I want it to be good for plonking wherever.

13- the tones and the stones: i'm a bit confused- by tones do you mean speaking tones? singing tones? instruments tones? i'm not much of a musical person so i'm confused. how does a character judge their tone in game?Any tones. They got a check (which I should have specified here...) to notice that the stones move in and out with their voices. In my game, a character took out a musical instrument and played it. And then the Warlock went down the pit just for gits and shizzles :smallsigh:

two notes though: first, it's really hard to read the stats of the invisible state. can you change color? second- what is supposed to be the "crafty" solution? disarming the traps? getting the cubes to fight each other?First of all, it's easier if you copy the URL and open it in a new window - the spoiler colour makes it worse.
For the second, I didn't have anything in particular in mind. The party knicked the turrets, though...

23- the altar- the altar feels far too accessible to me. the party can negotiate the corridor of traps, and they're there! perhaps it could be illusioned till the party had some other encounter? this could be heralded by a pleasant laugh through the temple or something like that.This one you've got to remember that they're exploring this temple when it's very old and has been explored not long ago. When it's all set up properly, the altar is hidden in the roof with a decoy altar underneath. Drawn by the statue on the decoy altar, the intruder takes it, which causes the trap door to open and the boulder to fall out and chase them down the corridor (formed by the walls sliding back to form a continuous tunnel). The party just happened to get there before the god got around to resetting it. If you wanted to, you could have it all in place.
please tell us how the game went once you have!It went really well :biggrin: ...and the gnome sorcerer/cleric got a familiar out of it in the form of one of the shimmerlings.

Kol Korran
2011-07-10, 06:50 AM
i apologize for the thread necromancy, i found a link to this on another thread and thought it was recent. i should really make it a habit to check the dates of OPs. next time i'll be better. :smallwink:

2011-07-10, 06:53 AM
It's no problem for me - I'm glad there's interest - I'm just worried about thread lockage :/ Additions most welcome!