quarta-feira, 1 de janeiro de 2014

O DESAFIO DE TWINIG MAGBULL

O DESAFIO DE TWINIG MAGBULL


General Dungeon Walls Natural Stone (Climb DC 15)
Dungeon Floor Smooth Stone


Temperature Average


Illumination Shadowy (phosphorescent fungus every 20 ft.)
Wandering 15 x Troglodyte and 11 x Monitor Lizard (animal), hunting for food


Monsters


1  5 x Troglodyte and 11 x Monitor Lizard (animal), hunting for food
2  9 x Cloaker, scavenging for food and treasure
3  4 x Basilisk, wielding bizarre eldritch powers
4  14 x Doppelganger, wandering aimlessly
5  8 x Derro, actively patrolling their territory
6  7 x Huge Monstrous Spider (vermin), hunting for food


Room #1 West Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2
Ⓢ A section of wall makes a loud grinding noise as it pivots open to lift DC)
Ⓣ Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
Monster 2 x Aboleth
Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd
10 ft. (2 squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9,
flat-footed 15; Base Atk +6; Grp +22; Atk +12 melee (1d6+8 plus slime,
tentacle); Full Atk +12 melee (1d6+8 plus slime, 4 tentacles); Space/Reach
15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic subtype, darkvision
60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex 12,
Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16,
Spot +16, Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 3400 gp; Amethyst (40 gp), Deep Blue Spinel (600 gp), Golden
Pearl (90 gp), Jasper (50 gp), Malachite (10 gp), Rock Crystal (80 gp),
Sardonyx (40 gp), White Pearl (100 gp); Arcane Scroll (Pyrotechnics (150
gp), Summon Swarm (150 gp)) (total 300 gp), Heavy Steel Shield (Medium)
(+1 shield) (inscription provides clue to function) (1170 gp), Potion of Cure
Moderate Wounds (300 gp), Potion of Eagle's Splendor (300 gp); hoard total
6480 gp


Room #2 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #3
Ⓣ Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic reset; spell effect (Word of Chaos, 13th level cleric);
Search DC 32; Disable Device DC 32
South Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Hidden Treasure Hidden (Search DC 30) Unlocked Iron Chest (hard 10, 60 hp)
14000 sp; Bolt of Fine Cloth threaded with Fine Steel (600 gp), Fine Cloth
Vest threaded with Platinum (200 gp), Gold Scroll Case inlaid with
Electrum (1700 gp); hoard total 3900 gp


Room #3 West Entry #1 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #7, inhabited by 15 x Rust Monster
West Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2
→ Leads to room #2
Empty


Room #4 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
South Entry Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #6, inhabited by 11 x Wraith
→ Leads to room #9
Empty


Room #5 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);
automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17th
level wizard, 2d4 negative levels for 24 hours, DC 23 Fort save
negates); Search DC 34; Disable Device DC 34
Empty


Room #6 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break
West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
DC) → Leads to room #4
Monster 11 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-
footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative


Room #7 East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC)
East Entry #2 Unlocked Stone Door (hard 8, 60 hp)
→ Leads to room #3
Room Features A chute descends from the room into a magical cyst below, A stack of
Monster 15 x Rust Monster
crates filled with rocks stands against the west wall
Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40
ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base
Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee
(rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA
Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex
17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track


Room #8 North Entry Locked Stone Door (Open Lock DC 25)
South Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60hp)
South Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Ⓣ Earthquake Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32;
Disable Device DC 32
Room Features An iron sarcophagus sits in the north-east corner of the room, A pile of torn
paper lies in the center of the room


Room #9 North Entry #1 Archway
North Entry #2 Unlocked Stone Door (hard 8, 60 hp)
East Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #4
→ Leads to room #12
Room Features A fountain decorated with tormented faces sits in the center of the room,
Someone has scrawled "Stay right" on the south wall


Room #10 West Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
East Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
South Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 20)
Ⓣ Guillotine Blade: CR 10; mechanical; location trigger; manual reset;
Atk +12 melee (12d6/19-20); Search DC 24; Disable Device DC 24 60 hp)
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
→ Leads to room #12
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
Empty


Room #11 East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 8; mechanical; touch trigger, no reset; contact
poison (sassone leaf residue [contact, Fort DC 16, 2d12 hp/1d6 Con]);
Search DC 26; Disable Device DC 26
Dentro da sala se encontra um baú com as adagas que Twinig roubou dos heróis. l


Room #12 North Entry Locked Stone Door (Open Lock DC 30)
West Entry #1 Unlocked Iron Door (hard 10, 60 hp)
West Entry #2 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
→ Leads to room #9
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
→ Leads to room #10

IMPORTANTE: Caso os herois completem todas as salas da Dungeon e não achem a porta secreta para sala 11 Twinig lhes dara uma dica porque é justamente na sala 11 que estão as adagas que ele roubou.