Well, it's been a while since I did one of these, so I'm going to try and get back to them.
Room 11:
This chamber is covered in glittering frost, and snow falls from the ceiling. The floor is slippery with ice (-1 to hit, damage, and any other applicable rolls), and concealed by the aforementioned snow. (50% chance of finding 10-20 GP worth of small coins, jewels, etc.). It was used by the elves to preserve meat, and is now being used by the Hob-bears to preserve elves.
Hungry? Try our fine selection of monstrous creatures! Bugbears with spiny lobster, dopplegangers...
Showing posts with label ADMT Group Project. Show all posts
Showing posts with label ADMT Group Project. Show all posts
Wednesday, June 8, 2011
Wednesday, March 30, 2011
ADMT Group Project: Room 10
Room 10:
These rooms are covered in runes from floor to ceiling. One of them (d6 for which) contains a strange crystalline implement (an Ispenil), which is hovering in midair, and will point to the first non-goblinoid to enter. If all of those entering are part goblinoid (For example, Half-Orcs) there is a 50% chance it will point to any of them. If not, it cannot be removed, but will do no harm to them. If a goblinoid attempts to remove it they must save vs. spells or attack the nearest creature.
It can be used to create runes with various effects. However, if it is used on a goblinoid or part-goblinoid, they must save vs. spells, or lose 1d6 HP. If used on them again, they will begin to attack all creatures around them other than the one who used the Ispenil on them, who can give them simple commands (Including "stop attacking", or "Follow his/her orders"). They will not eat, sleep, or drink, unless ordered to. They will fight until dead or ordered to stop.
These rooms are covered in runes from floor to ceiling. One of them (d6 for which) contains a strange crystalline implement (an Ispenil), which is hovering in midair, and will point to the first non-goblinoid to enter. If all of those entering are part goblinoid (For example, Half-Orcs) there is a 50% chance it will point to any of them. If not, it cannot be removed, but will do no harm to them. If a goblinoid attempts to remove it they must save vs. spells or attack the nearest creature.
It can be used to create runes with various effects. However, if it is used on a goblinoid or part-goblinoid, they must save vs. spells, or lose 1d6 HP. If used on them again, they will begin to attack all creatures around them other than the one who used the Ispenil on them, who can give them simple commands (Including "stop attacking", or "Follow his/her orders"). They will not eat, sleep, or drink, unless ordered to. They will fight until dead or ordered to stop.
Thursday, March 10, 2011
ADMT Group Project: The Rooms So Far
Room 1: A shriveled, mummified corpse lays in the center of the room. There does not appear to be anything else of note.
Room 2: There are statues lining the wall on the opposite side of the river. They appear to be sleeping elves. If disturbed, they will be found to be alive, and partially trapped by the mineral flow. It may be possible to free them, but it will require careful planning.
Room 3: This room is filled with floating detritus. There is nothing else of note other than small scraps of paper floating about. If captured (Roll to hit AC 3 at -2), each piece will prove to be a small fragment of the first page of a book which details the events leading up to the former inhabitants' retreat.
Room 4:
In the center of this chamber, there is a pillar reaching to the ceiling. On it is the inscription "Aktrii namelsa undeearn liiktro", or "Beauty is in the eye of the beholder". If all sentient beings in the room think of something that they find particularly appealing, a door will appear in the lower right corner of the room, leading to room 5.
Room 5:
This room contains a "Kiidtriin Namorsil", or "Compendium of Monsters", containing information on the strengths and weaknesses of skeletons and carrion crawlers, with an even more detailed section on fire beetles.
+2 to hit and damage against the first two, +4 against fire beetles.
Room 6: A vaulted ceiling arches high above your heads as you enter this room. On either side, finely carved wooden altars line the walls, maraching out sight in a slow, but steady, progression. If the players advance further, they will be attacked from above by a small (5) group of hob-bears*, along with their priest (Treat as a 3rd level druid).
Room 7: This room contains... Nothing. At least, nothing that can be seen, smelled, heard or otherwise detected. The only odd thing about it - other than the lack of contents - is that it is lit with a bright light, equivalent to the sun on a hot day.
Note: This room was actually the ceremonial chamber of a Hierophant Druid, and contains many dead trees, mouldering animal corpses, and grown statues of the goddess Aliinora, but they cannot be perceived in any manner by those not druids, and are, in fact, intangible to those who do not see them.
Room 8:
This room contains many corpses, in varying states of decay. They appear to have been tortured. There is one elf (female, 1st level mage) named Avenrae who is still alive. She has an above average reaction to putrefaction, and will be distracted (-2 to hit and armor) if there are rotting bodies nearby.
Room 9:
This door is blocked almost completely by melted stone. If the door is opened, it can be determined that there are prisoners within. They have food for one week. The Hob-bear priest has been using a Potion of Stone to Mud to enter (by painting it on around a door-shaped section, he was able to remove the piece in the center, and replace it before the spell wore off, thus sealing them back in. However, this requires dripping a small amount on the stone plug behind the door to gain access to the chamber), but it was destroyed when the elves in Room 8 attempted to attack him.
*Hob-bear: A mixed strain of hobgoblins and bugbears, they tend to order and evil.
AC: 3 or as armor.
Damage: 2d8/2d8 or as weapon.
Intelligence: Normal
Attack types: Claw/Claw
Magic Resistance: 10%
No. Appearing: 5-30
Room 2: There are statues lining the wall on the opposite side of the river. They appear to be sleeping elves. If disturbed, they will be found to be alive, and partially trapped by the mineral flow. It may be possible to free them, but it will require careful planning.
Room 3: This room is filled with floating detritus. There is nothing else of note other than small scraps of paper floating about. If captured (Roll to hit AC 3 at -2), each piece will prove to be a small fragment of the first page of a book which details the events leading up to the former inhabitants' retreat.
Room 4:
In the center of this chamber, there is a pillar reaching to the ceiling. On it is the inscription "Aktrii namelsa undeearn liiktro", or "Beauty is in the eye of the beholder". If all sentient beings in the room think of something that they find particularly appealing, a door will appear in the lower right corner of the room, leading to room 5.
Room 5:
This room contains a "Kiidtriin Namorsil", or "Compendium of Monsters", containing information on the strengths and weaknesses of skeletons and carrion crawlers, with an even more detailed section on fire beetles.
+2 to hit and damage against the first two, +4 against fire beetles.
Room 6: A vaulted ceiling arches high above your heads as you enter this room. On either side, finely carved wooden altars line the walls, maraching out sight in a slow, but steady, progression. If the players advance further, they will be attacked from above by a small (5) group of hob-bears*, along with their priest (Treat as a 3rd level druid).
Room 7: This room contains... Nothing. At least, nothing that can be seen, smelled, heard or otherwise detected. The only odd thing about it - other than the lack of contents - is that it is lit with a bright light, equivalent to the sun on a hot day.
Note: This room was actually the ceremonial chamber of a Hierophant Druid, and contains many dead trees, mouldering animal corpses, and grown statues of the goddess Aliinora, but they cannot be perceived in any manner by those not druids, and are, in fact, intangible to those who do not see them.
Room 8:
This room contains many corpses, in varying states of decay. They appear to have been tortured. There is one elf (female, 1st level mage) named Avenrae who is still alive. She has an above average reaction to putrefaction, and will be distracted (-2 to hit and armor) if there are rotting bodies nearby.
Room 9:
This door is blocked almost completely by melted stone. If the door is opened, it can be determined that there are prisoners within. They have food for one week. The Hob-bear priest has been using a Potion of Stone to Mud to enter (by painting it on around a door-shaped section, he was able to remove the piece in the center, and replace it before the spell wore off, thus sealing them back in. However, this requires dripping a small amount on the stone plug behind the door to gain access to the chamber), but it was destroyed when the elves in Room 8 attempted to attack him.
*Hob-bear: A mixed strain of hobgoblins and bugbears, they tend to order and evil.
AC: 3 or as armor.
Damage: 2d8/2d8 or as weapon.
Intelligence: Normal
Attack types: Claw/Claw
Magic Resistance: 10%
No. Appearing: 5-30
ADMT Group Project: Rooms 7-9
Room 7: This room contains... Nothing. At least, nothing that can be seen, smelled, heard or otherwise detected. The only odd thing about it - other than the lack of contents - is that it is lit with a bright light, equivalent to the sun on a hot day.
Note: This room was actually the ceremonial chamber of a Hierophant Druid, and contains many dead trees, mouldering animal corpses, and grown statues of the goddess Aliinora, but they cannot be perceived in any manner by those not druids, and are, in fact, intangible to those who do not see them.
Room 8:
This room contains many corpses, in varying states of decay. They appear to have been tortured. There is one elf (female, 1st level mage) named Avenrae who is still alive. She has an above average reaction to putrefaction, and will be distracted (-2 to hit and armor) if there are rotting bodies nearby.
Room 9:
This door is blocked almost completely by melted stone. If the door is opened, it can be determined that there are prisoners within. They have food for one week. The Hob-bear priest has been using a Potion of Stone to Mud to enter (by painting it on around a door-shaped section, he was able to remove the piece in the center, and replace it before the spell wore off, thus sealing them back in. However, this requires dripping a small amount on the stone plug behind the door to gain access to the chamber), but it was destroyed when the elves in Room 8 attempted to attack him.
Note: This room was actually the ceremonial chamber of a Hierophant Druid, and contains many dead trees, mouldering animal corpses, and grown statues of the goddess Aliinora, but they cannot be perceived in any manner by those not druids, and are, in fact, intangible to those who do not see them.
Room 8:
This room contains many corpses, in varying states of decay. They appear to have been tortured. There is one elf (female, 1st level mage) named Avenrae who is still alive. She has an above average reaction to putrefaction, and will be distracted (-2 to hit and armor) if there are rotting bodies nearby.
Room 9:
This door is blocked almost completely by melted stone. If the door is opened, it can be determined that there are prisoners within. They have food for one week. The Hob-bear priest has been using a Potion of Stone to Mud to enter (by painting it on around a door-shaped section, he was able to remove the piece in the center, and replace it before the spell wore off, thus sealing them back in. However, this requires dripping a small amount on the stone plug behind the door to gain access to the chamber), but it was destroyed when the elves in Room 8 attempted to attack him.
Wednesday, March 9, 2011
ADMT Group Project: Room 6
Room 6: A vaulted ceiling arches high above your heads as you enter this room. On either side, finely carved wooden altars line the walls, maraching out sight in a slow, but steady, progression. If the players advance further, they will be attacked from above by a small (5) group of hob-bears*, along with their priest (Treat as a 3rd level druid).
*Hob-bear: A mixed strain of hobgoblins and bugbears, they tend to order and evil.
AC: 3 or as armor.
Damage: 2d8/2d8 or as weapon.
Intelligence: Normal
Attack types: Claw/Claw
Magic Resistance: 10%
No. Appearing: 5-30
*Hob-bear: A mixed strain of hobgoblins and bugbears, they tend to order and evil.
AC: 3 or as armor.
Damage: 2d8/2d8 or as weapon.
Intelligence: Normal
Attack types: Claw/Claw
Magic Resistance: 10%
No. Appearing: 5-30
Monday, March 7, 2011
ADMT Group Project: Rooms 4 & 5
Room 4:
In the center of this chamber, there is a pillar reaching to the ceiling. On it is the inscription "Aktrii namelsa undeearn liiktro", or "Beauty is in the eye of the beholder". If all sentient beings in the room think of something that they find particularly appealing, a door will appear in the lower right corner of the room, leading to room 5.
Room 5:
This room contains a "Kiidtriin Namorsil", or "Compendium of Monsters", containing information on the strengths and weaknesses of skeletons and carrion crawlers, with an even more detailed section on fire beetles.
+2 to hit and damage against the first two, +4 against fire beetles.
Notes on the previous post:
This is a sublevel in an area formerly inhabited by a group of elves who were on the losing side of a war. The last of them inhabit this area, and are being killed off by the new "residents", though the war is now over.
In the center of this chamber, there is a pillar reaching to the ceiling. On it is the inscription "Aktrii namelsa undeearn liiktro", or "Beauty is in the eye of the beholder". If all sentient beings in the room think of something that they find particularly appealing, a door will appear in the lower right corner of the room, leading to room 5.
Room 5:
This room contains a "Kiidtriin Namorsil", or "Compendium of Monsters", containing information on the strengths and weaknesses of skeletons and carrion crawlers, with an even more detailed section on fire beetles.
+2 to hit and damage against the first two, +4 against fire beetles.
Notes on the previous post:
This is a sublevel in an area formerly inhabited by a group of elves who were on the losing side of a war. The last of them inhabit this area, and are being killed off by the new "residents", though the war is now over.
Friday, March 4, 2011
ADMT Group Project Contribution: Rooms 1-3
Room 1: A shriveled, mummified corpse lays in the center of the room. There does not appear to be anything else of note.
Room 2: There are statues lining the wall on the opposite side of the river. They appear to be sleeping elves. If disturbed, they will be found to be alive, and partially trapped by the mineral flow. It may be possible to free them, but it will require careful planning.
Room 3: This room is filled with floating detritus. There is nothing else of note other than small scraps of paper floating about. If captured (Roll to hit AC 3 at -2), each piece will prove to be a small fragment of the first page of a book which details the events leading up to the former inhabitants' retreat.
Room 2: There are statues lining the wall on the opposite side of the river. They appear to be sleeping elves. If disturbed, they will be found to be alive, and partially trapped by the mineral flow. It may be possible to free them, but it will require careful planning.
Room 3: This room is filled with floating detritus. There is nothing else of note other than small scraps of paper floating about. If captured (Roll to hit AC 3 at -2), each piece will prove to be a small fragment of the first page of a book which details the events leading up to the former inhabitants' retreat.
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