DM_aka_Dudemeister |
I posted up an idea here.
I'm sure there are others all over the place.
Anguish |
Last night I threw a Huecuva (Bonus Beastiary) and a trio of Zombies (Beastiary Preview). It was a bit of a slug-fest but repeated channeling whittled them down.
I also tried a handful of Hanivers (CoT25) but wish I hadn't. I just couldn't justify actual conflict and it turned into a non-encounter.
Otherwise I've also had a repeat appearance of a mostly role-play encounter. I wanted to introduce the idea that the sewers are in use by the occasional person or group who wants to do things out of sight. So I have an unstatted artificer (ECS, not Tome of Secrets) who's up to something down there. Our first session, the party used sleep on him and kept going without asking questions since they were on the run. Last night they were mapping the sewers and found him in the same place. This time there was some inter-discipline feuding between him and the party wizard, but they learned a few things about what he's doing. Non-combat, but sets up a new NPC for future use.
Effigy |
I jacked a page from Sean's book and roughly sketched two additional CR4 encounters to bump the PCs to 2nd level before exiting the sewers. Both were intentionally designed to be tough combat-wise for a standard 1st level party but bypassable with good roleplaying and negotiation skills. Both were also based on off-the-cuff suggestions that SKR wrote in the "Special Encounters" section regarding the sewers. I thought these might be a nice break from the repeating encounter slog.
One was
The second was
Good times. Personally, I suggest prerolling all encounters and intervening tunnels before running the sewer chase rather than during; it adds to the "go-go-go" mentality that your PCs should be feeling throughout their underground run to just keep things moving. A sketched flowchart is useful here. Have a blast.
DM_Blake |
OK, as promised, here comes the very huge spoiler-rich 7-page writeup I did for my expanded sewer encounters.
Note that the XP I have included is designed to cover all the XP needed for a 5-person group to reach the expected XP and the end of this story section. Anyone using this material may want to adjust the XP somewhat if their group size is different.
Also the encounters are geared toward a 5-person group, and we use a flat 6HP bonus that we carried over from Beta, so adjust accordingly if anyone wants to use any of these encounters.
1. Ladder up to Vizio’s Tavern. This is the location where Janiven and Morosino explain the marks. Every mark is on the wall at ankle height and always hidden by a piece of rotting wood propped against the wall like cast-off garbage.
Behind a rock are four sunrods and a satchel containing 8 potions of cure light wounds. Janiven gives the satchel to the most trustworthy-seeming PC and hands the three sunrods to any human.
“We have about 2 minutes before those Hellknights find that trap door and start dropping down here and butchering us all. You run for it to the south. Follow the markers. Don’t use any light unless you absolutely have to. Take Morosino with you. I will draw them away to the north. Hopefully that will buy you some time. Now go, and hurry! When they figure out we’re down here, they’ll send more Hellknights to other sewer entrances to cut us off. You must stay ahead of them at all costs.”
And with that, Janiven strikes a sunrod and trots off to the north.
The sewer tunnel is 5’ wide and the ceiling is 8’ high. There is a 3’ channel carved into the floor, about 2’ deep, that contains mostly water, but also garbage and offal and other refuse. That leaves a 2’ wide pathway that is mostly high and dry, but there are periodic drainage grates up above that allow water and other sewage to run down the walls and sometimes onto the pathway. These grates let in some daylight, and there are enough of them that even humans can see, faintly, where they are going; lights won’t be necessary.
Each member of the party receives a story award of 300 XP. Apparently it pays to join with Janiven and Arael.
2. Up ahead the pathway widens into a small 10x10 alcove with a rusty metal ladder leading up to an open manhole.
As the party approaches, they see an armiger peering down into the darkness. Apparently, the Hellknights anticipated a sewer retreat and posted spotters. Each PC can try to sneak past, but with the sun shining down through the open manhole, the Stealth DC is 20, or DC 15 if they wade slowly in the sewer channel, farthest from the light.
If they all make it, great.
If not, the armiger points excitedly down at the PC he spotted and shouts “Here they are, sir! I found ‘em! Down in the sewer!” The party hears more shouts, along with someone shouting orders to “Get down there and arrest them!” – probably a Hellknight.
Going back isn’t an option so the PCs must hurry past. Behind them, armigers will begin climbing down into the alcove but will not immediately pursue them, giving the PCs a head start while more armigers arrive.
If any of the PCs sneak past the guard, award the whole party 50 XP for each PC that succeeds (divide this amount among all the PCs, not just the successful sneakers). For example, for a party of five that has two successful sneakers, all five PCs would get 20 XP each.
3. The passage opens up into a cistern pool designed to handle overflow. On the north wall is a broken door to a small storage room. Two goblins sit on the floor by the west wall. One is picking his teeth with a small sharpened sliver of bone while the other is gnawing some stringy meat off the inside of a patch of rat fur. If the party has a light, the goblins cannot be surprised. Otherwise, stealthy PCs can surprise the goblins with an opposed perception check. One round after combat begins (or one round after the goblins sound the alarm), two more goblins come out of the broken doorway.
Goblins: AC 15, Init +1, Saves 2/4/1. All are wearing ratty leather armor.
1. Rogue: HP 9, attack +2, shortsword, 1d6+1, pouch with 9 sp and a silver comb (5gpv).
2. HP 7, attack +2, small club, 1d4+1.
3. Warrior: HP 10, attack +4, two-handed shovel 1d6+3, wearing a gold ring(25gpv).
4. HP 6, attack +2, small club, 1d4+1.
Inside the storeroom are 3 old and rusty shovels leaning against the wall, 4 buckets sitting upside down on the floor like small chairs, and a small purple gemstone (amethyst, 100gpv) lying on the floor surrounded by 14 dead rats that have been arranged so their noses all touch the gemstone like they have crept up to it for a nibble.
XP for defeating all the goblins: 800. Award the same amount if the party manages to somehow get past them without combat, either through negotiation, intimidation, or amazing stealth.
4. Blockage! Up ahead there are several large tree branches wedged into the sewage channel. Numerous other objects including planks, a door, a broken desk, two tables and several broken chairs, and other smaller branches and sticks have been added to the pile. Even more debris has cluttered around it, including a few planks of rotten wood, some bits and pieces of cloth, garbage and sewage of every imaginable composition, and even the carcass of a hound, its flesh rotting and crawling with maggots and other grubs. It looks as if the goblins in room 3 have deliberately blocked this tunnel, and it looks quite recent, like it happened within the last week or two.
Janiven’s marker definitely pointed this way, but this blockage seems new. She must not have known about it. The party can probably clear the blockage, but it would take 5-10 minutes, and those armigers are just a short way back up the passage. There was the eastern channel back at the goblin room, though of course, that would mean leaving the trail.
Staying means getting caught. They really don’t have time to clear the blockage. Going back is the only option. The DM should make this clear to them.
5. Can’t go that way. After following the eastern channel to another cistern, the party now finds itself at a T-intersection. The last marker they wanted to follow pointed south, but they were cut off by the blockage. They can go south here, but far ahead in the darkness they can see a whole posse of armigers, plain as day since they are carrying several torches. South from here means getting caught, so the only choice is north.
6. Another cistern. A large channel enters from the north, and another smaller channel from the northwest. Sewage flows out to the south and to the east, both of which are spanned by narrow plank bridges. On the west wall is a grimy door.
Inside the door is a 10x10 storage room. Sleeping on a pile of moldy rags is a goblin. If the party makes too much noise, the goblin will be awake, but afraid to confront such a large party. If they listen at the door, his snoring is audible on a DC 15 perception check (the DC is that high because the rushing water in the sewer makes some noise). They might sneak by without trying to open the door. If so, make them roll stealth checks, but the goblin really won’t hear them (-10 for being asleep, -5 for closed door, -5 for water masking the party’s noise). It’s almost impossible to fail. If they do, the goblin will be afraid to open the door anyway.
Goblin: Rogue2. AC 16, HP 15, attacks: -2/-2 with two broken dog slicers, 1d4+1. He has a silver earring (3gpv) and a pouch containing 1pp, 4gp, 14 sp, 8 CP. His leather armor is surprisingly well made and in good condition, though it’s dirty and reeks of goblin and sewage – it’s hard to say which is worse. The armor is masterwork and worth 90gpv in its current condition, but if it is cleaned up and aired out, it will sell for full price (155gpv).
XP for defeating this goblin: 400. There is no XP for bypassing him since he is sleeping and therefore not an obstacle.
7. Hunter. Another cistern room with sewage flowing in from the west and out to the north and south. There is a rusty ladder up to a closed manhole. A young man wearing hip waders and goggles sands thigh deep in the center of the cistern. He wears a helmet with a round sphere the size of a plum affixed to the top and a strap running under his chin. The sphere gives of a bright light equal to that of a Light spell. In his left hand he holds a small sack. Just as the PCs arrive, they see him cast a quick spell, Daze, at a strange creature that was climbing up the side of the cistern. This creature looks like a cross between a puddle of slime and an insect, and is about the size of a football. Dazed, the creature falls into the cistern and the man quickly scoops it up and shoves it into his sack. 
The man’s name is Argoli, apprentice to the great wizard Rafalio Demonsbane. His master sent him down here to catch torbles for some experiment – he doesn’t know more about it than that. His plan is simple. Daze them (unlimited cantrip) and stuff them in the sack. He also doesn’t know the way out. He’s been down here all morning (he has 15 torbles in his sack) and has gotten completely lost. He doesn’t mind though. He is certain that sooner or later he can wander back to the entrance he used. All he remembers is that it’s far to the north, which is exactly the wrong direction for the PCs.
Clever PCs (WIS check DC 15) might notice that the one sack Argoli carries won’t hold 20 torbles. In fact, (same WIS check) the sack looks quite empty despite containing a live torble. It is a bag of holding, 500# limit. This is the only item of value Argoli has on him. Even his glowing helmet is just a light cantrip that he needs to refresh every minute. He is quite incapable of defending himself, Light and Daze being his only cantrips. He carries a dagger, but is -1 to hit and damage. He has only 4 HP. If the PCs want to kill him, they can do so easily – he’s worth 50 XP. Or they can just leave him alone. If any PC warns Argoli that there are armigers coming this way, award that PC a 50 XP story award.
8. Narrow convergence. A second channel of sewage joins the one the party is following, but in this case it seems to have been an engineering afterthought. Instead of widening the tunnel, the recent excavation has simply widened and deepened the channel to 4’ wide, leaving only a 1’ wide walkway here. The channel is now 3’ deep and seems to be flowing a little faster than usual. If the PCs are careful, no balance checks will be needed, but they must move at half speed (or full speed with a DC 15 balance check). Fighting or other sudden movements also requires a DC 15 balance check. Failure by 5 or less means the PC ends up on his feet in the channel, failure by more than 5 means the PC falls into the channel. There is no risk of drowning, but there is a risk of Filth Fever if the PC swallows any or has any open (unhealed) wounds.
9. 5 Skeletons shamble toward the PCs, wading through the sewer channel. The see the PCs and move to attack. Remember that the sewer tunnel here is only 5’ wide, so the battle must take place single-file. Anyone fighting from the narrow 1’-wide walkway must make a DC 15 balance check with every attack, and anyone standing in the channel must make a DC 10 balance check with every swing due to slippery floor and the pressure of 3’deep water rushing against their legs.
1. AC 16 (heavy steel shield, tatters of a chain shirt), HP 9, spear: +1 (1d8).
2. AC 13 (rags), HP 2 (missing an arm and half of its ribcage), claw: +1 (1d4).
3. AC 14 (crappy leather armor), HP 8, rusty shortsword +1 (1d6). Wearing a gold wedding ring with a small diamond (125gpv). (perception DC 10 to spot the ring during the fight, it glitters in any light).
4. AC 17 (rusty chainmail), HP 9, longsword: +1 (1d8).
5. AC 16 (filthy hide armor), HP 8, masterwork bastard sword +2 (1d10+1)
XP award: 800. This is a bit high for skeletons, but the party must fight them in a confined space.
10. Cistern with exit. This 20x15 room has three small channels converging from the north, east, and west, forming one large channel flowing to the south. Two narrow plank bridges span a couple of the channels. As the party enters from the west, a small armiger patrol enters from the south:
Armigers: COT page 21. Remember that each carries a light crossbow, 10 bolts, and a potion of Cure Light Wounds, and they all wear Hellknight chain mail.
Also remember they don’t help each other, they don’t flank, they show off, and they gloat if they drop a PC.
1. Male, HP 14, Toughness, Power Attack, longsword +1 (1d8+2), pouch with 10gp, 5 sp.
2. Female, HP 11, Weapon Finesse, Weapon Focus, rapier +4 (1d6+1), silver earrings (10gpv), pouch with 4gp, 15sp, 2cp.
3. Male, HP 12, Power Attack, Cleave, battleaxe +2 (1d8+2), pouch with 11 sp.
XP award: 600 (note the increased HP).
11. Waterfall. Sewage pours out from a 5’ tunnel that intersects here from the west about 7’ above the walkway. The water pours out making a waterfall that mostly arcs over the walkway, but nevertheless, water and sewage still manage to splash all over the walkway, making the footing especially treacherous. PCs can crouch below the waterfall (anyone under 5’ won’t even have to crouch) and can walk on the slippery walkway at half speed for 15 feet requiring a balance check of DC 10.
It’s fairly certain the PCs will try to continue south, reach the dead end, then return. When they do, any PC north of this waterfall can clearly see that the room to the north (Room 10, where they fought the armigers) now has a small army of torch-bearing armigers who are examining the battleground and evidently looking for clues. With 4 routes to choose from, no doubt it will take them some time to figure out which way to go, or even to split up. Still, continuing north is no longer an option. The only way out of the dead end is the elevated channel to the west. A strong PC can lift other PCs up to get them onto the westbound walkway, and PCs on that westbound walkway can help pull up other PCs. Without help, climbing the slimy brick and mortar wall is a DC 25 (due to the moisture and the slippery nature of the sewage that is all over the wall).
12. Cistern drain. A large 30x30 room filled mostly with yet another overflow cistern. The south end of the cistern seems especially deep, and there is a deep mechanical hum and a sucking sound that can be heard emanating from the south end of the cistern below the surface. A door on the north wall has been bashed in to reveal another storage room. Buckets inside are all smashed, but two of the shovels inside seem serviceable.
This is a dead end. Nothing bigger than a small fish can escape through the pump mechanism to the south. The party must turn around and return to the north.
13. Battleground. Ahead the party sees light, and hears the sounds of battle. As they approach from the east, they can see a large cistern room where 3 armigers are engaged with 3 zombies. 4 zombies lay on the ground, hacked apart and inert, and one armiger lies in a pool of blood amidst the zombie corpses. Two torches lay on the ground, sputtering as they illuminate the battle with smoky light.
The party might try to engage to help the soldiers, or even to help the zombies, or they might just watch from the shadows and see what happens. If they do nothing, or if they help the armigers, either way, the result is the same. Three armigers survive the fight after the last of the zombies is put down, at which time the armigers show no gratitude for any help and attempt to arrest the PCs. There is no choice but to submit or fight them. If the PCs help the zombies, they will still need to engage the same 3 armigers, but they will also occasionally get hit by the zombies.
If it becomes necessary, zombie stats can be found in the Monster Manual (or Pathfinder Bestiary).
Armigers: COT page 21. Remember that each carries a light crossbow, 10 bolts, and a potion of Cure Light Wounds, and they all wear Hellknight chain mail.
Also remember they don’t help each other, they don’t flank, they show off, and they gloat if they drop a PC.
1. Male, HP 6, Power Attack, Weapon Focus, flail +3 (1d8+1), pouch with 1gp, 3 sp, and 3 turquoise chips (10gpv each).
2. Male, AC 17, HP 10, Weapon Focus, Dodge, longsword +3 (1d8+1), pouch with 3gp, 13sp.
3. Male, HP 7, Power Attack, Cleave, longsword +2 (1d8+2), pouch with 16gp, 14sp.
4. (dead) Male, HP -12, mace, pouch with 8gp, 1sp, 4 cp.
There is a locked door (DC 20) on the south wall and a large sewer channel exiting to the west. The party should want to head west back toward Janiven’s trail. If they try that, they travel a short way with no junctions or intersections until they see up ahead a large party of armigers (this is the same party that caused them to leave Janiven’s trail in the first place). There only alternatives are to turn around and head east (away from Janiven’s trail) or try the door to the south which at least moves parallel to Janiven’s trail. The DM should encourage them to realize that south is the best option.
XP award: 450 (lower, because two of them are wounded).
14. Old barracks. This room has 6 old beds, long ago stripped of any bedding. The mattresses are ancient and ruined. This might have been a resting place for sewer workers at one time, long ago. Maybe even for the very engineers who built these sewers in ancient times. There is a thin layer of dust over much of the room and hallway, though numerous tracks in the dust show that this area has had some recent visitors.
15. Old cafeteria. Two tables, 12 chairs, 2 counters where food could be prepared, 2 brick ovens, and a cupboard for dishes. Nothing remains of any value and much of the furniture is broken or damaged. There is a door on the north wall. Tracks in the dust mostly just pass through from the northern corridor to the southern, but some tracks disturb the dust over to the pantry door, and other tracks shuffle around like a deliberate, but poor, attempt to confuse anyone trying to follow tracks in this room.
16. Old pantry. The walls are lined with shelves. Anything edible was removed long ago, leaving only a few empty crates. A perception check of DC 15 will note that one overturned crate seems particularly dust-free, or any attempt to search will automatically reveal there is a cache beneath the crate. Someone has stashed a backpack containing a potion of Cat’s Grace, a wand of Summon Monster I (18 charges), a masterwork dagger, and a small pewter coffer (10gpv) containing 8 gemstones: 2 agates (50), 1 jasper (50), 1 pearl (100), 1 rose quartz (50), 2 blue quartz (10), and 1 peridot (50).
17. Cistern. A rotting plank (Perception DC 10) conceals one of Janiven’s marks pointing east in the direction the sewage flows. The PCs have found the trail again! The PCs will either find this mark here, or at junction 18. If they wander past, have them encounter more armigers and force them back this way.
XP award: story award of 50 XP for every PC if they find the mark without passing it the first time.
18. Junction. The large channel continues to the east and a smaller tunnel intersects from the south. Another rotting plank conceals Janiven’s mark that tells the PCs to head east. Just past the junction is one of the many storm drains in the ceiling. One bar is broken (only a small child or maybe a gnome could squeeze through). Below this drain is a sizeable pile of refuse, and sitting atop this pile is a swaddled infant, sleeping soundly. Closer inspection reveals the infant to be a newborn tiefling girl. Evidently, her parents didn’t want a tiefling child and cast her into the storm drain to die of exposure, or be consumed by goblins or torbles or whatever. She seems unharmed and is quietly sleeping.
The party can leave her to her fate. However, since they are supposed to be a party of good people, at least one of them should care enough to rescue this orphan. Take note of which PCs are willing to rescue her. Each PC that agrees to do so will get a story award of 200 XP when the infant is delivered safely to Janiven (she will find a foster home for the child).
XP award: story award of 50 XP for every PC if they find the mark without passing it the first time, but only if the PCs never went to the cistern room 17. They can only get this story award once, either in room 17 or 18.
19. 4-way intersection. As the party arrives at this intersection, they are startled to see a figure emerging out of the darkness from the east. She is a fierce and beautiful woman with a statuesque build and flawless skin. She is wearing only the skimpiest of outfits, a black leather thong and a tight halter top that leaves the lower bit of her ample breasts exposed below the material. She has large feathery wings and red glowing eyes. In one hand is a longsword from which a greenish substance drips to the ground where it smolders and fumes, and in her other hand is the upper half of a goblin, cut in twain through its belly, its innards hanging out. As the PCs watch, she raises the goblin to her mouth and takes a bite out of its shoulder, tearing its flesh with her pointy teeth. A DC 20 knowledge check (planes or religion) will reveal that this is an erinyes, and certainly not to be trifled with.
She swallows her mouthful of goblin then says “Stand aside, lovers. I am on a mission and I have no time to dally with you.” She gives especial attention to the most handsome PC, licking her bloody lips lasciviously, but then she marches on to the west, ignoring the party unless they are stupid enough to interfere.
If anyone is stupid enough to attack her, she will strike to kill. Use the default stats in the Monster Manual or Bestiary if needed.
XP award: None. The award for not attacking a powerful devil is getting to survive this encounter. She is not an obstacle to be overcome, and doing nothing at all is the best course of action.
20. Cistern room. Yet another cistern, the large tunnel continues on to the south. Standing on the dry ground are two young children. One looks to be about 8 years old, the other is perhaps 11 years old. They are filthy, clad only in rags. The oldest holds a dagger and glares at you menacingly while the youngest seems ready to flee in fear.
The party can talk with them. The oldest is Orellani, and the younger is named Juni. Only the oldest is willing to talk much. They have escaped from an orphanage called the Ristolani House and are hiding here in the sewers, having slipped in through a broken storm drain. They haven’t found any way out since all the manholes are locked. Orellani will answer questions but he doesn’t know much of anything.
At some point as the PCs talk, a foul creature suddenly rears out of the cistern and attacks Orellani. He is taken by surprise and easily killed by the foul beast. Juni flees to the north. The party can try to follow him, but that way leads back toward their pursuit. Besides, the armigers will almost certainly find him before too long, and no doubt they will question him then return him to his orphanage.
Creature: a foul creature that appears more or less humanoid, but has mottled decaying flesh drawn tightly across its visible bones. It is mostly hairless, its smooth skin dripping with water and sewer sludge. Its eyes burn like hot coals in their sunken sockets and it opens its pointy-toothed mouth to hiss an inhuman roar of feral rage. It is a ghoul: Init +2, AC 14, HP 18, attack: c/c/b, bite: +2 (1d6+1+paralysis), claw: +0 (1d3+paralysis).
XP award: Defeating the ghoul is worth 600 XP. Roleplaying with the orphans is not worth any XP, but any PC who tries to save them by taking them back to safety in the city above should get a 50 XP story award (just that PC, or for each PC who voices a similar plan).
21. Cistern with fungus. This 30x30 room is a three way intersection of large channels with another of the ubiquitous overflow cisterns. The walkway is cluttered with refuse and garbage, and growing on this debris are a number of unusual purple mushrooms, ranging from the size of a boot to the size of a dwarf. In fact, 3 of them are shriekers and if the party approaches along the walkway they will let out their shrill alarm for 6 rounds (normally they shut up after 3 rounds, but they are reactivated by goblins – the party won’t know this though). If the party attempts to wade through the cistern along the east wall, they can reach the southeast corner without incident. However, they still must search for Janiven’s mark. Unfortunately, the mark points south, and in order to find it, they must approach closely enough to set off the shriekers – at the exact moment the find the mark. There should be no decision here – flee quickly to the south.
XP award: None. There is no obstacle here. The shriekers will shriek no matter what the party does.
 
22. Surrounded! As the party flees southward from the shriekers, they will be confronted by 3 armigers traveling north. 2 rounds after engaging the armigers, a party of 4 goblins arrives from the north to attack the party from behind.
Armigers: COT page 21. Remember that each carries a light crossbow, 10 bolts, and a potion of Cure Light Wounds, and they all wear Hellknight chain mail.
Also remember they don’t help each other, they don’t flank, they show off, and they gloat if they drop a PC.
1. Male, AC 18 (heavy steel shield), HP 14, Toughness, Power Attack, longsword +1 (1d8+2), pouch with 4gp, 29sp.
2. Male half-orc, AC 18 (DEX, Dodge), HP 11, Dodge, Power Attack, morningstar (1d8+2), pouch with 2pp, 8gp, 15sp, 2cp. He has a silver nose ring worth 5gp.
3. Female, AC 18 (DEX), HP 10, Point-Blank Shot, Precise Shot, light crossbow +4 (1d8+1), longsword +2 (1d8+1), pouch with 3gp, 3sp. She also carries a silver dagger (92gpv).
Goblins: AC 15, Init +1, Saves 2/4/1. All are wearing ratty leather armor.
1. HP 8, small mace +2, 1d6+1, pouch with 1 sp, 8cp.
2. HP 7, broken greatsword (equivalent of shortsword, wielded 2h by this small goblin) +2, 1d6+1.
3. HP 5, dagger +2, 1d4+1, wearing a child-sized brass bracelet with 8 fake rubies (worth 1gpv total).
4. Warrior: HP 10, rusty longsword +2 1d8+3, pouch with 2gp, 1sp and a rat’s skull that has been modified by drilling two small holes in the top and inserting skeletal rat feet so they stick out like antlers.
XP award: 1800. That is a little high, but fighting a two-pronged battle in the narrow confines isn’t easy.
23. Sluice gates. A large room serves as a 5-way intersection, with sewage flowing in from the north and west, and flowing out to the east and two channels to the south. Mechanisms to operate sluice gates can open and close any of the four narrow channels. Janiven’s marker points west.
24. Exit! This is it, Janiven’s marker points up this ladder. The PCs have arrived at the safe house.
Award 500 XP to every PC who survived this far.
Award 100 XP to every PC if Morosino survived this far.
If the PCs managed to make it this far with the infant, award them all a 200 XP story award.
Award 50 XP for each potion of Cure Light Wounds and for each sunrod they return to Janiven.
Mikhaila Burnett 313 |
Anybody got any good ideas they want to share? Thanks.
Low level priestess of Urgathoa with a handful of undead minions.
I've been meddling with my player's head. There's been hints (in my game) that there's a Vampire roaming around. In the PC's first foray, they found an exsanguinated body. On the next, they found a wooden box. The look on the player's face was PRICELESS, even as the character (in well-played fashion) picked up the box and contents unseen took it back to their hideout.
Should they return again, I'm planning on more (f)undead. And if they keep going back for more, introducing them to Mr McBitey Neck (AKA: Roll to save! Oh, and you had how many negative levels?)
Of course, I'd not do that to them until they could handle the challenge.
Oh, and then there was the Gelatinous Cube. That was AWESOME!!!!
"As you proceed down the corridor, you notice things are getting cleaner..." then a minute later "Roll perception" then a round later "Roll Fortitude"... then maniacal laughter.
Mine is an evil laugh.
sozin |
I used DM_Blake's additional sewer crunch and fluff tonight. The players loved it and everyone leveled up to 2 as planned (party of 5, which made it easier).
Swapped out the snoozing goblin for 3 zombies, swapped out the zombies for skeletons, and put a rat swarm in the pantry. Otherwise kept everything as is. The players were pretty horrified when the ghoul killed both of the orphans.