Using My Monsters

Thursday, 12 September 2013

Level Notes - The Money Pit

These are the level notes for the last adventure I ran for Shnecke's Wolves. I haven't included the maps as it's not really a very complex dungeon - just a series of chambers piled on top of each other. The last encounter didn't get used, as it felt one battle too many. However, other than that, the game was run as the notes describe (although player ideas did cause some changes to be made of course). Enjoy!

Set up - The group are approached by hysterical crew men who tell them that a couple of their allies have uncovered a pirate stash. However, they feel into what seems to be nothing more than a pit trap. The group are asked to help / investigate. This dungeon was written with 15th Level characters in mind...

Level 1:  A bed of spikes, with several skeletons impaled on them is evident some 40'  below with a D.C. 15 Perception check. About halfway down, a veil of slender threads is linked to a mechanism that activates a rope cutter. This is far harder to see, being some 20' down, and requiring a D.C. 25 Perception check to locate (this can be disabled with a D.C. 30 Thievery check). If a character descends and passes through the veil, a blade sweeps from the top and severs their rope (if any) [the blade can be found with a D.C. 23 Perception check by a character at the top].

A character falling into the pit suffers falling damage as usual, and is exposed to the following attack

Spike Trap (Level 15; 300 XP); Targets creature falling into it; +20 (+1 per 10' fallen) vs AC; Hit: 4d6+21 piercing damage and target is restrained until escape (D.C. 24). Note: Each escape attempt inflicts 2d6 points of untyped damage to the individual, regardless of success.
It takes five minutes searching, and a D.C. 18 Perception or D.C. 22 Dungeoneering check to realise that there is a space below the pit trap.

Level 2:
Two chests sit, mouldering, on a floor of mud. A crop of slimy mushrooms has sprouted in the clammy pit (if eaten, the individual doing so must make a D.C. 15 Endurance check to avoid getting diarrhea for 24 hours, which means they  suffer a -1 penalty to speed, AC, Reflex and all Dexterity related attacks, damage, ability and skill checks). A D.C. 17 Nature check allows them to be identified as mildly poisonous.

One of the chests bears an old but still effective trap;

Poisoned Blade Trap (Level 15; 300 XP); Target an individual opening the chest without the correct key, or who fails to disable the trap; +20 vs AC; Hit: 3d6+19 slashing and poison damage plus Ongoing 15 poison damage (save ends). Miss: Half damage.

Locate: Perception: D.C. 26; Disable: Three successful D.C. 28 Thievery checks before three fails.
This chest contains a few small trinkets; 32 gold pieces, 44 silver pieces, 112 copper pieces, a crudely cut ruby worth 450 gps, and a +1 Dagger. There is also a note, written in  Meridianeese that says "Thanks for the treasure. I left you some dregs!"

Once again, the floor is false (See above).

Level 3:  A single chest lies half sunken into the mould covered mud of this level, and the air stinks of rotting fish and clay. The chest bears two traps. The first is false. It is easily found (D.C. 10), and appears to be linked to spikes set into the base of the chest. It is easily removed (D.C. 10) and characters gains 10 xp each for doing so.

The real trap lies within the lid, and can only be found with a second, closer check (D.C. 28 Perception). This trap will spray a mist of Green Slime if the chest is opened.

Green Slime Trap (Level 15 Elite; 1,200 XP); Trigger: The chest is opened,  an attempt to disable it fails over all, or a single check fails by 5+; Close burst 2; +20 vs Reflex; Hit: Target is covered in Green Slime and begins to lose a cumulative 1 healing surge each round. If they have no healing surges, they suffer untyped damage equal to their level. This continues until they spend a standard action to remove the slime (D.C. 22 Dexterity check, +1 per previous failed attempt) - though this will destroy whatever is used (unless it is glass), or until someone else makes a check for them (this is a standard action). Miss: No effect.

Locate: Perception: D.C. 28; Disable: Four successful D.C. 30 Thievery, or D.C. 35 Intelligence checks before three fails.
The chest is empty.

The floor can be detected as being above a lower space once more.

Level 4: This is a vast space. Crops of luminous mushrooms cast a dismal light below, over a pool of slimy water. The reek of old mud and death is strong here, as is a vague sense of unease (A D.C. 25 Religion check will allow someone to detect that unquiet spirits reside here).

40' below Level 3, Suspended 30' above the water,  is a moldering platform upon which stands a heavy stone chest. This is filled with lead shot, and as soon as anyone stands on the platform it falls into the water below (3d10 bludgeoning, target is knocked prone). As it falls, so two heavy plugs set in the wall come free, and filthy water begins to pour into the chamber. This rises by 5' per level (the green square represents this), the chamber filling in 14 rounds.

Worse, at the same time, two undead crocodiles slip into the muddy water, whilst the spirits of three individuals who lost their lives in this place manifest as Frightful Wraiths (See DDI Compendium - though mine were modified to make them more awesome), sweeping in to attack.

The water is turbulent as it fills, and a D.C. 22 Athletics check is needed to move through it. Visibility below the water is reduced to 2 squares.

40' below the original surface of the water, marked by a human skull impaled on a spike of rusted iron (D.C. 20 Perception to find), is a heavy oak and steel chest, within which the real treasure can be found. Those trying to swim with it must make a D.C. 38 Athletics check to move it, a fail meaning thy are pulled 6 squares towards the bottom.

The chest is locked (D.C. 25 Strength check, or D.C. 22 Thievery to open). Within are the following;

500 pps, 773 gps, 855 sps,
An emerald, ruby and gold medallion (3,760 gps)
An antique bronze and electrum spyglass (350 gps)
A set of Kai'Yassanian tea cups from the early 2nd Age (12,600 gps)
Gems (3 x 50 gps, 3 x 250 gps, 2 x 500 gps, 1 x 1,000 gps, 1 x 2,300 gps)
A Level 15 Elixir of Treasure Finding
A Level 16 Pair of Ghostride Boots
A Horn of Blasting
A Stone of Storms
2 x Elixir of Remove Affliction (level 18).
Returning to the Surface: The rising water will cause the bottom chamber to collapse after 20 minutes. Anyone within the pit at this time is dead. Getting out will either require the group to climb out (Climb D.C. 26) or to find another way out.

However, all is not over, for the jealous souls of the pirates that dug this pit have reanimated their old bones, and awoken to attack. Once these undead have been laid to rest, the dungeon is complete, and each character earns 500 XP. A search of one of the skeletons shows it to be carrying what appears to be a +4 Flaming Scimitar. However, it is a Cursed -4 Scimitar (level 16 Item).

(As always, add 1/2 the monster's level to the ability mods to get the right bonus)


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