Maps

Jan 10, 2024 5:31 pm
This is where I am going to store on the fly battle maps before I show them to the players.
Jan 14, 2024 2:20 am
Wight's Underground Outpost


Notes about the rooms
Room 1:
- Holes lead to area 4a.
- Words on the floor read: Speak the words and safely descend.
- Low light from braziers
Room 2:
- 4 zombies wait tirelessly and enter room 1 if they hear unfamiliar voices
- False doors release force if command word is not spoken (+5 vs PD - 2d6 force damage)
- With command word, western false door leads to room 12 and southern leads to 22
- Secret door: DC 15 to find
Room 3:
- Spare weapons for undead before they leave to raid
- 5 Seeking Adventurer tier arrows (You deal +4 damage on a miss)
- 1 Adventurer tier necrotic resistance potion
Room 4:
- 3 skeleton archers and 2 skeleton warriors guard in case unknown people arrive
- Low light allows vision but even skeletons look like shadows
- Trapped floor leading east (DC 20 to disable, DC 15 to jump over, 2d6 damage if someone falls in)
Room 5:
- Trapped floor before door (DC 15 to disable, DC 15 to jump over, 2d6 damage if someone falls in)
- Door contains force energy that pushes anyone who opens back into pit (+5 vs PD)
Room 6:
- Tapestry to the Lich king
- Contains secret code for command word to return to area 1 from area 12 (DC 20 Intelligence vs deciphering codes)
Room 7:
- Statues of undead spellcasters are heavy but can be pushed (DC 25 Strength)
- Area b is used to keep people that will be killed for more undead and can only be unlocked with a skeleton key kept by the wight
- A male gnome ranger is being kept here
Room 8:
- This appears to be where the dead are embalmed before being reanimated
Room 9:
- Empty tombs that now lay open, presumably where some of the original dead laid before being reanimated
- Secret Door DC 15 to find
Room 10:
- Contains texts about various undead-related topics. With a DC 15 search, a map of the facility is found, allowing the players to find all secret doors automatically and know the layout of the dungeon (but not what is found within each room)
Room 11:
- There is an alcove that contains a crystal ball
- The crystal ball requires a command word, and presumably contacts someone with a similar crystal ball
- DC 25 vs arcane knowledge to ascertain the command word, which contacts a necromancer who is not there at this time
Room 12:
- Room is unassuming
- Door on southern wall is trapped unless command word is spoken (+5 vs PD, 2d6 force damage)
- If command word is spoken, it reveals a portal that leads to room 2 through western false door until closed
Room 13:
- Empty room
Room 14:
- Appears to be a bedroom, though everything is torn up but usable
- Secret door DC 20 vs searching
Room 15:
- Small private armory
- Boots seem special (Adventurer tier boots of furious charge: Whenever you move to engage a foe first and then make a melee attack against it during the same turn, you deal +1d6 damage, hit or miss)
Room 16:
- A kennel containing 5 skeletal dogs
- If not dealt with before entering room 18, door opens unless magic recognizes at least 1 person (which it will not)
Room17:
- Tapestry depicts an undead army lead by an undead dragon
- Encoded message within tapestry provides code to travel from room 17 to 23 or back (DC 20 vs decipher codes)
Room 18:
- Hole leads to Room 19
- Take 2d6 damage if someone jumps down without a way to be safe
- if not already dealt with, skeletal hounds in room 16 are released unless the party quickly jumps down
Room 19:
- Braziers provide some light, but not much
- Trapped floor by b works just like on in room 4, but also alerts Wight in room 25 of intruders if opened
Room 20:
- empty hallway
Room 21:
- Contains magic circle on the ground in the back center
- Circle is used as part of animating undead
Room 22:
- False door connects to room 2, but without command word it simply damages (+5 vs PD - 2d6 force damage)
Room 23:
- False door connects to room 17, but without command word is simply damage (+5 vs PD - 2d6 force damage)
- Moaning can be heard to the east
Room 24:
- Moaning can be heard to the east
Room 25:
- Wight conducts ritual to program zombies
- When party arrives, zombies attack on sight while wight circles around back through other door
- Secret door is not very secret, but floor tiles are very heavy and hard to break (DC 20 Strength to lift or break)
Room 26:
- A group of troglodytes are picking two humanoid bodies clean to the bone
Room 27:
- This seems to be where the troglodytes bathe, as the water reakes
- Something shiny seems to be at the bottom (DC 18 check with Constitution to resist stench or take 3d6 damage and be forced to come up for air)
- Shiny object is an Adventurer tier necklace of waterbreathing
Room 28:
- Two troglodyte chanters and two troglodytes are performing some kind of ritual
- Pits in the back are bones of their meals, which the wight sometimes comes for to make skeletons
- Each pit has gold at the bottom, which takes a DC 15 Wisdom check to spot and is easy enough to dig out with time
- 200 gold in each pile
Jan 26, 2024 4:21 am


The enemies in the entrance and riverside are all thugs. H means human, and they get advantage on initiative like human PCs. E is for elf, and they get a once per encounter nearby teleport as a move action. HO mean half-orc, and they get advantage on an attack once per encounter. They all have light crossbows, which deal the same damage as their mace but do not have the bonus effect (as their benefit is being ranged instead of melee).

The Boss uses the statistics of a Dire Bear, but double strength instead of large. The claw is reflavored as a greataxe, and the 2d6 extra damage on an even hit is a kick to the gut. He has a dire beast features of dealing 4 damage on a miss, or 8 damage while staggered.
Feb 5, 2024 4:36 pm
Kobold Tunnels Under Anvil

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