The Dungeon Under the Mountain—Rooms & Encounters: Shrine of the Sisterhood (OGL) PDF

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A thick stone door blocks the doorway, its surface carved with hundreds of shells and undersea plants. The stone has been smashed away around a keyhole beneath a rusty iron pull-ring. It looks as though the lock were destroyed and later repaired.

The dungeon's brick walls give way to a tunnel hewn roughly through the rock. Though wide and high enough to stand upright, the tunnel seems perilous, with an uneven floor and jagged ceiling supporting by rotting timbers. A few puddles of water glisten under the light of two hanging lanterns, and the distant rush of water can be heard through the walls. Countless humanlike dolls litter the ground, and at the bend in the tunnel, an open chest sits beneath three ragged tapestries.

Discover the Shrine of the Sisterhood! (Room 11, Level 1)

The Dungeon Under the Mountain is a massive dungeon complex extending endlessly below the ground. In a remote past, ancient evil beings dwelled in the area. Now, the remaining mysterious evil beings have seized the dungeons and filled it with deadly traps and monsters. Also, many known villains have established their strongholds in the depths of the Dungeon Under the Mountain. Nobody knows why this dungeon is filled with danger, but nobody cares, since this dungeon is the most prized adventure ground of the world. However, be warned, adventurers: your life will be not easy here and dozens of self-appointed heroes have never returned from the Dungeon Under the Mountain! You Have Been Warned!

This is part of a series of products detailing the rooms in the massive Dungeon Under the Mountain environment; it can be adapted without effort to any existing dungeon. It includes miniatures-scale maps where appropriate.

This product has been designed to help busy referees in preparing dungeon adventures and encounters. Instead of wasting time scaling encounters and adapting them to your party, here you will find an encounter pre-scaled to three different levels of play (low, mid and high levels). At the beginning of the encounter text, you will find a big button. This button allows you to select the level you want to play, and changes the relevant portions of the text accordingly. Monsters will scale, DCs will change, traps and villain behaviors will change.

Beside each paragraph you will find a smaller button that allows you to change only the selected paragraph. Therefore, if you need stronger monsters in your low-level encounter, you can adjust them, leaving other sections configured for low levels. Likewise, if you want traps tougher, just click on the paragraph button and change the level of the trap paragraph. Blank spaces caused by differing text lengths will be filled with placeholder artwork, so the pages will still look good.

The smaller maps feature the "Rule the Dungeon" button. By clicking it, you can customize the map by opening or closing the doors, removing the furniture or removing the fill in the walls and more, depending on the room's layout.

This product takes advantage of PDF technology, joining old-fashioned style with the most advanced electronic features. In order to use this product you must use Adobe Reader 6 or later.

Written by Mike Ring.

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01GUNDRE007E


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An RPG Resource Review

4/5

In common with other products in the 'Rooms & Encounters' series, this book provides full details on a single room within The Dungeon Under the Mountain setting, including scaleable monsters, traps and other challenges for the characters to overcome, delivered complete with customisable statistics, space for your own notes and a 'battlemap' style plan for those who like to fight out their encounters using miniatures. This time, it is Room 11 on Level 1 that is under the spotlight.

"In this encounter, nothing the party sees is truly what it seems" just about sums it up. What is really going on, however, is logically constructed and makes sense. Sounds and smells, and even tactile impressions, are included to aid the DM in making this encounter really come alive for the characters, while even the likely responses to character actions - in particularly battle tactics should it come to combat - are well explained and easy to follow.

Overall, it is a good addition to this series, although by the very nature of the beast, each encounter is completely isolated from everything else and running the Dungeon using them could turn into a very fragmentary exercise. Some thought is needed if you do intend to use the encounters in the Dungeon itself as to what is going on - the most likely being somewhere long abandoned where assorted stray creatures have wandered in and settled down, which does of course beg the question as to how they manage to get on with each other when there are no passing adventurers to molest!


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