| Post/Author/DateTime | Post |
|---|---|
| michaeljpatrick02-27-07, 08:16 PM | http://farm1.static.flickr.com/188/405192759_d986cc594d.jpg (http://flickr.com/photos/haloofbees/405192759/) Image reference: http://flickr.com/photos/jondoe_264/249481687/ 1. ----------------------------------------------------------- The drain pipe is a vertical shaft roughly fifteen feet down. There is an iron ladder fixed to the shaft. A foul odor of human (and other) waste wafts up to assault your senses. ----------------------------------------------------------- ----------------------------------------------------------- The stench grows as you approach the bottom of the shaft. The air is so thick with filth that you feel as if you may retch. ----------------------------------------------------------- Each character must make a DC 10 Fortitude check or be disabled for 1d6 rounds of illness (vomiting). If a second save is failed the character will lose 2 points of Dex and 1 pt of Con for 1d4+1 hours. 2. ----------------------------------------------------------- The ten foot wide passage is slippery and sloped, but walkable. Truly a marvel of engineering, the tubular tunnel is comprised of thousands of bricks placed with watertight precision. The water here is merely a foot or two deep. Visibility is limited, but there are the occasional shafts of light filtering down from grates on the surface level. ----------------------------------------------------------- Pit Trap - 10' wide, 12' deep. Search- DC 20. Save to avoid, Reflex- DC15 or take 2d6 damage from fall and spikes (broken weapons and other refuse). CR 1 One round after trap is set four goblins will swarm around the hole. HP: 9, 6, 6, 5 AC: 15 Attack:+3, 1d4 damage (javelins) If the trap is not sprung then the goblins will be found in area 4. 3. ----------------------------------------------------------- The passage veers westward here for twenty feet and ends at a large wooden door. The floor here is elevated a few feet relatively dry and ----------------------------------------------------------- False Door Trap - Spring loaded Hammer pops out of door. Search- DC 20. Save to avoid, Reflex- DC15 or take 2d4 damage. CR 1 Behind door is a 2 foot deep recession in wall with a small iron box. The box is locked. It contains 200 silver coins. 4. ----------------------------------------------------------- Goblin's Quarters This room seems to have been occupied for some time. It is dry and smells of sweat and dirty bedding. About a dozen bedrolls lay strewn across the floor. A makeshift hearth lies in one corner of the chamber and it appears to have been recently used. The quarters are littered with bones, skulls, and various bits of armor and broken weapons. On the rear wall hangs what appears to be a goblin war banner- a tattered flag bearing a crudely painted lupine skull on a field of sickly purple. A trio of enormous black rats (the size of dogs) leap from behind a pile of bones and rubbish snarling at you with their fangs bared. ----------------------------------------------------------- Three Dire Rats - HP: 7, 6, 6 AC-15 Bite: +4 attack/ 1d4 +disease Save Fortitude DC11 to avoid. There is a concealed door behind the banner which leads to area 4a 4a. ----------------------------------------------------------- Nerko's Chamber The inner chamber contains a bed, some furs and paintings on the walls. A table beside the soiled bed holds a lamp and a few books. Two red-capped goblins stand guard with axes in hand. ----------------------------------------------------------- Nerko a 2nd level goblin thief is hiding (Hide +7 and Move Silently +7) behind the door. If successful he will Sneak Attack (+1d6) the most threatening PC with his revolver. Nerko is a wererat. If wounded he will convert to hybrid form. Goblins- HP: 8, 7 AC: 15 Attack:+3, 1d4 damage (axes) Nerko- HP: 11 AC: 15 Attack: Rapier +4, 1d6+1 , Bite: +6, Revolver: +3, 2d8 damage. Nerko Hybrid: HP: 19 AC: 15 1d4+1 plus disease (lycanthropy) Paintings on walls - 3 worth 10-20 sp each One of the goblins is carrying a pouch full of 50gp Under the bed is a chest- locked, also trapped- poison needle (Save reflex DC-15 to avoid completely- if failed take 1-6 damage and make a fortitude save at DC-11. If second save is failed take 2d6 more damage). Inside chest is 150 gp, 500 sp, and an Eversmoking bottle. 5. ----------------------------------------------------------- This long dark chamber seems to be the run off of the sewer. On the west wall a massive pipe is filling the run off with sludge. the foul liquids flow through a tunnel on the east side of the wall. A crocodile is hiding in the water. HP: 22 AC:15 Attack: Bite+6 1d8+6 Damage Tail Swipe+6 1d12+6 Damage. |
| John Paul Stoddard02-27-07, 08:37 PM | I'll throw together a Dundjinni Map Later tonight for ya. Nice short encounter |
| snakeheadfish3302-27-07, 11:54 PM | Perfect short adventure for a nights worth of adventure. Thanks for posting. Really looking forward to the maps. You guys rule. |
| John Paul Stoddard02-28-07, 04:58 AM | http://inlinethumb15.webshots.com/1998/2970138480049512846S600x600Q85.jpg (http://entertainment.webshots.com/photo/2970138480049512846OTQmtP) Full size Image can be seen and downloaded from http://image59.webshots.com/459/1/38/48/2970138480049512846OTQmtP_fs.jpg?track_p agetag=/page/photo/entertainment/fantasyart&track_action=/Owner/ViewActions/FullSize |
| michaeljpatrick02-28-07, 08:24 AM | Wow! Thank you very much! I love the attention to detail. Notes: When creating the wererat's treasure I forgot to describe the books. They aren't meant to be of much value, just a little window dressing. Also- the crocodile can be replaced with an otyugh to add a little more ummph (depending on the party's capabilities). |
| John Paul Stoddard02-28-07, 01:19 PM | Your welcome and Thank you for the adventure |
| Asteryx03-01-07, 09:10 AM | can Dundjinni allow you to print in 1" = 5' scale ? |
| John Paul Stoddard03-01-07, 09:26 PM | yes :cheer: :bow: :w00t: :dancin: |