[Spoilers] The scribblers lair


Rise of the Runelords


I have the anniversary edition and I'm looking at the guards and wards on the Scribblers lair. How did you guys run this. It says that the hallways are obscured. there is not much in the way of hallways here. Also that each intersection theres a confusion chance of 50% going the wrong way. Again theres like two intersections. Did you roll for every character or just the lead party. How did you handle this via a map tool like err map tool. Lastly it says all doors look like plain walls. I'm assuming they look like walls with scribbling since all of the walls have scribbling on them. Otherwise they'd stand out. Thanks for any input


Hi MB

As no-one else has answered, I thought I would give my views.

The description on page 242 does say 'every time a character comes to an intersection, there is a 50% chance that he will take the route opposite...'

So, the way I read it is that each character has to make the roll. I guess the spell was primarily designed to confuse single thieves etc, rather than parties. Although, having a party arguing about which way to go would cause delays and increase wandering monster chances, so it is still pretty effective.

If you don't like the effect, especially if it causes you hassles in Maptool, change it to something else. Maybe a minor teleport to somewhere else in the complex, or the cells in the level above. Splitting parties causes no end of paranoia!

Yes, I agree with you about the doors. I would rule that they just blend in with the existing wall, whatever texture or colour it may be - even with appropriate scribbles on them.

Hope this helps.


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When we ran this encounter, I wasn't overly fond with the implementation of the environmental effects of the Scribbler's lair, so I made a few changes. The way we handled it was that the walls were covered in writing that seemed to crawl and rearrange itself, to shift from one language to another, seemed at times to speak to the reader directly... the halls remained filled with mist - an Obscuring Mist in effect at all times unless the PC's did something to dissipate it and in those cases it reformed in 1d4 rounds.

Whenever combat was engaged, at the beginning of every round the PC's had to make a Will save at DC 22 or be affected as if by a Confusion spell with one caveat - instead of attacking the nearest creature if indicated by the roll, casters instead cast one random spell. If a PC made his or her save, he would be unaffected by the Confusion effect for the remainder of combat.

This replaced the Webs in area A1, the Fog as written, the Confusion effect and the Lost Doors. The Suggestion, the silent Alarms and Arcane Locks remained in place.


Thanks all I think I'll copy Story Archer

Scarab Sages

I'm looking forward to this dungeon. I plan on running it as is. Smart players will take precautions to getting seperated. My party isn't smart. And they're VERY veteran players, with an average of fifteen years of playing under their belts. I can EASILY see my party getting divided up. This could be a very dangerous dungeon.

The change I plan on doing is redrawing the dungeon, to give it some more intersections and doors. The guards and wards as is, is kinda weak and pointless. I'll be making the dungeon less chewed up and cleaner. I figure a couple of empty dusty rooms with just writing, a fountain room or two... should make it more interesting.


A thought I had originally was to try to run it without maps, without miniatures... or at least without any they can see. Going purely off of description should discombobulate them enough to simulate the dungeon's confusion, especially if they're used to having the tabletop to reference.


I plan on using the wards as is, but having there be more hallways like a traditional dungeon, with lots of intersections, and connections, so that the party can get lost, and then find each other, and then get lost again.

My plan is to not give them a map, and have a minimap behind my dm screen with tokens for each player. That way I know exactly where they are, but they have no idea. When they hit the bigger areas with encounters, everyone who didn't make their way there will have to make perception checks to run toward the noise. After every intersection, they will make another one to see if they have turned the right or wrong direction, as the direction the sounds are coming from would change for them.


I'm surprised to read so few parties spamming Dispel Magic to blow down the whole thing -- with a bard and a sorcerer who both had Dispel Magic, and the bard with Greater Dispel Magic, all I got to watch was a Spellcraft roll to determine the nature of the magic, and then Dispel Magic nukery to bring the whole house a-tumbling down.

Yeah, they burned a lot of spell slots (a greater dispel and a handful of lower ones), but they didn't have to deal with any of the effects, making it a far less interesting dungeon...


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NobodysHome wrote:

I'm surprised to read so few parties spamming Dispel Magic to blow down the whole thing -- with a bard and a sorcerer who both had Dispel Magic, and the bard with Greater Dispel Magic, all I got to watch was a Spellcraft roll to determine the nature of the magic, and then Dispel Magic nukery to bring the whole house a-tumbling down.

Yeah, they burned a lot of spell slots (a greater dispel and a handful of lower ones), but they didn't have to deal with any of the effects, making it a far less interesting dungeon...

Characters that enter an area affected by Guards and Wards without doing anything to bring it down deserve to be eaten by a Grue. An area where visibility is 5 feet and every directional decision has random outcomes should scare the crap out of any sane creature.

If your players aren't confused or angry about it, you're doing it wrong.

(Yep, I'm an old, opinionated dinosaur. Hey! You kids - get off my lawn!)


I'm getting ready to run this tomorrow. I'm wondering how the Scribbler and other monsters are not affected by the mist. There's no exception to not being affected by it. I'm going to run intersections as in any time the party has two or more directions that they can travel -- so every T section or Y section.


TyrKnight wrote:
I'm getting ready to run this tomorrow. I'm wondering how the Scribbler and other monsters are not affected by the mist. There's no exception to not being affected by it. I'm going to run intersections as in any time the party has two or more directions that they can travel -- so every T section or Y section.

This might be too late given when you posted and that today is tomorrow. But I would argue the caster is not affected regardless of written spell description. Sort of nonsensical otherwise. Caster's minions on the other hand are a different story, I think they would be subject to any of the effects per the saving throw and spell resistance entries for each with a couple notable exceptions:

Confusion: the description specifically references "intruders" so minions are not intruders and not affected.

Lost Doors: if the minions know the door is there, I would at a minimum give them a bonus to will save to disbelieve if not let them ignore the door illusions altogether

Dancing Lights: similar to the illusionary doors, the minions know the lights are a magical affect


Actually, that's helpful, because they didn't get past the entry to the temple area.

I deemed the encounter too easy. So I increased the level of the Scribbler (cleric 13/fighter 2), changed his domains (dropping strength in favor of madness because I like the flavor of that better), and made his spontaneous casting domain trickery. I recalculated his hit points, which seemed really low. I altered the layout too, increasing the number of corridors.

I have quite an effective party of 12th level characters -- paladin oath of vengeance, magus black blade, sorcerer, fire priest of Sarenrae, and halfling bard. They discovered the sinkhole pretty quickly -- but decided instead of investigating it, they'd just wall of stone over the secret door, head back to the Therassic library, and make magic items for three months.

Since they've given him time, I've also added unhallow effects on some of the rooms, preventing dimension door in some and utilizing invisibility purge in others, preventing people from other faiths from using those abilities. I've not decided if he has a new familiar after the three months.

I still thought they might walk through this dungeon. I presumed that the cleric would cast true seeing and the sorcerer would spam greater dispel magic to eliminate the effects. Despite discussing spell selections with the party for 10 minutes, the sorcerer decided not to take greater dispel magic, in favor of of the swift-action cold ice strike. He also purposely decided not to take telepathic bond.

When they went down, they spent a period of time messing around with the secret door, alerting the Scribbler, who cast invisibility on the glabrezu and hid in the fog-filled corridor to the north. He contacted them telepathically in turn, and got a little information. They discussed casting true sight, but decided against it because of the limited 12-minute duration.

At that point the glabrezu attacked, summoning 3 vrocks, who unleashed their lightning attack as the surprise round. The next round, the glabrezu used reverse gravity, which was countered by feather fall. One of the vrocks stunned the bard with the scream, and the other two cast mirror image. So the magus, paladin, and the sorcerer all get off the ceiling. The bard is stunned next to the priest. The glabrezu use power word stun on the bard.

At that point, I have the Scribbler move into the reverse gravity area invisibly and position next to the bard and cast obscuring mist. The party starts fighting the vrocks in earnest. The Scribbler touches the bard with Vision of Madness, giving him a penalty to attacks and saves. The next round, he cast dimension door with the bard to his lair, started stripping his gear, and neutralized him. I took the bard because his answers were the most helpful to the Scribbler.

The party went on to kill the vrocks and the glabrezu. But now they are milling about in the temple, wondering where to go next. When they get to the next area, the Scribbler will leave to hunt them individually. I'm hoping to nab one or more of them from the corridor confusion effect, when they get separated.

I'm interested to see what they do.


I think it's interesting that the sorcerer instinctively knew the spells he should take -- the greater dispel and telepathic bond. The lure of several quickened spells was too much to choose wisely. He's really not even a blaster -- more of a spam slow / haste type of caster. Now they are keenly aware that telepathic bond would have been extremely helpful -- they would know the location of the bard. The priest also never casts status, despite mentioning the usefulness of it several times. They take a "charge ahead" and "consequences be damned" approach to dungeons.

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