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1d100
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Description Of
Event
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1
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You
come across a deserted room with a table which appears to have
once been a preparation bench for a wizard or sorcerer. On the
bench are dozens of old, cracked beakers and little
cylindrical glass tubes. DM: Get players to all make Search
checks (DC 17+APL). If anyone succeeds, read the following:
You see amongst the rubbish a little glass vial with some
purple liquid in it. The vial does not appear to be broken.
DM: Get any player with ranks in Knowledge (alchemy) to do a
check (DC 13+APL). He/she will discover that this vial is a
Potion Of Party’s Choice (worth 3000gp or Less).
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2
|
In
the corner of this room all you discover are some heaped pile
of old rags and other bric-a-brac. DM: A Search check (DC
15+APL) will reveal: In amongst the old rags you find an
unbroken beaker, filled with a clear liquid of some kind. DM:
Get any player with ranks in Knowledge (alchemy) to do a check
(DC 12+APL). He/she will discover that this vial is a Potion
Of Party’s Choice (worth 2000gp or Less).
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3-6
|
This
room is appears absolutely empty. DM: Get all the players to
make a Search check (DC 14+APL). Allow Elves and Dwarves to
add +2 to their checks. If they succeed, read the following:
You find a small, hidden recess in the northern wall (head
height) approximately 6 inches x 6 inches. It pivots inwards
and inside you find a little blue cushion with a vial of green
liquid. DM: Get any player with ranks in Knowledge (alchemy)
to do a check (DC 11+APL). He/she will discover that this vial
is a Potion Of Party’s Choice (worth 1000gp or Less).
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7-8
|
Lying
on the floor of the room you’ve just walked into is the
skeletal body of a long deceased old man (or woman). DM: Get
all players to make Search checks (DC 13+APL). If they make
it, read the following: It seems this person died before
he/she had the chance to drink the vial of red liquid which is
clutched tightly in his/her hand and resting near his/her
lips. DM: Get any player with ranks in Knowledge (alchemy) to
do a check (DC 10+APL). He/she will discover that this vial is
a Potion Of Party’s Choice (worth 750gp or Less).
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9-10
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In
this room is a shelf with various bottles of home-grown herbs
and alchemetical remedies. DM: Get players to all make Search
checks (DC 12+APL). If anyone succeeds, read the following:
One bottle on this shelf takes your eye in particular. It is
filled with a syrupy liquid which appears to shift color as
you observe it … DM: Get any player with ranks in Knowledge
(alchemy) to do a check (DC 9+APL). He/she will discover that
this vial is a Potion Of Party’s Choice (worth 300gp or
Less).
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11-12
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In
a quiet corner of this room is an open chest, It appears
stuffed with various odds and ends – none of it of any real
value. DM: Get players to all make Search checks (DC 8+APL. If
anyone succeeds, read the following: Just before you are about
to walk away, you see a beaker of brown liquid tucked down the
side of the chest. The liquid looks pretty foul, and has bits
of animal hair floating around inside of it. DM: Get any
player with ranks in Knowledge (alchemy) to do a check (DC
15). He/she will discover that this vial is a Potion Of
Party’s Choice (worth 250gp or Less). See page 230 of the
DMG.
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13
|
This
room has some delightful furnishings :
·
a nice rug (Appraise DC 8+APL, 25gp x APL)
·
a mahogany table (Appraise DC 16+APL, 75gp x APL)
·
four polished chairs (Appraise DC 16+APL, 25gp x APL
each)
·
a comfortable couch (Appraise DC 11+APL, 36gp x APL)
·
a chest of drawers – 3 drawer (Appraise DC 10+APL,
43gp x APL)
DM:
A Search check (DC 18+APL) of the chest of drawers will reveal
that one of them has a false bottom, and inside is a scroll
case. Get any player with ranks in Knowledge (arcana) to do a
check (DC 13+APL). He/she will discover that this houses an
Arcane Scroll Of Party’s Choice (worth 3,000gp or Less).
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14
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This
room appears to be an abandoned temple, once dedicated to a
very wealthy god. DM: A Search check (DC 18+APL) of the altar
will reveal that it has a secret door, and inside is a scroll
case. Get any player with ranks in Spellcraft to do a check
(DC 13+APL). He/she will discover that this houses a Divine
Scroll Of Party’s Choice (worth 3,000gp or Less).
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15
|
This
room is littered with garbage, though it doesn’t smell too
badly. DM: Get all players to make Search checks (DC 15+APL).
If they make it, read the following: You might have easily
just left this room, but in the rubbish you spot a little
velvet pouch. Inside the pouch is a scroll case with orange
speckle designs. Get any player with ranks in Knowledge (arcana)
to do a check (DC 12+APL). He/she will discover that this
houses an Arcane Scroll Of Party’s Choice (worth 2,000gp or
Less).
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16
|
This
room is filled with lots of old wooden crates. Most are large,
and empty …DM: Get all players to make Search checks (DC
15+APL). If they make it, read the following: But one crate
isn’t empty. Inside a smaller box is a scroll case. Get any
player with ranks in Spellcraft to do a check (DC 12+APL).
He/she will discover that this houses a Divine Scroll Of
Party’s Choice (worth 2,000gp or Less).
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17-18
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This
room is very interesting. All around the walls are niches and
slots. Most of them are either empty, or are filled with
broken shards and pieces of things long forgotten …DM: Get
all players to make Search checks (DC 13+APL). If they make
it, read the following: However, one of the niches has a small
metal box – still sitting, unbroken in it’s place. Inside,
is a smoky-colored scroll case. Get any player with ranks in
Knowledge (arcana) to do a check (DC 11+APL). He/she will
discover that this houses an Arcane Scroll Of Party’s Choice
(worth 1,000gp or Less).
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19-20
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This
room is pretty much empty except for a few medium-sized rocks
…DM: Get all players to make Search checks (DC 13+APL). If
they make it, read the following: However, underneath one of
the rocks you find the decayed body of a young elf. In her
tunic pocket you find a beautiful scroll case. Get any player
with ranks in Spellcraft to do a check (DC 11+APL). He/she
will discover that this houses a Divine Scroll Of Party’s
Choice (worth 1,000gp or Less).
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21-22
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This
room appears to have once been used for religious ceremonies
of some kind …DM : A Knowledge (religion) check will reveal:
Beory. DM: Get all players to make Search checks (DC 12+APL).
If they make it, read the following: Underneath the altar, in
a hidden alcove, you find a very old scroll case. Get any
player with ranks in Spellcraft to do a check (DC 10+APL).
He/she will discover that this houses a Divine Scroll Of
Party’s Choice (worth 400gp or Less).
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23-24
|
This
chamber was clearly once used as a gathering place for
warriors and wizards before they went into battle. There are
many murals depicting such on the walls, but nothing else of
interest …DM: Get all players to make Search checks (DC
12+APL). If they make it, read the following: Although, after
a further inspection, you find a secret hidey-hole behind one
of the murals, and inside is a peppermint-colored scroll case.
Get any player with ranks in Knowledge (arcana) to do a check
(DC 10+APL). He/she will discover that this houses an Arcane
Scroll Of Party’s Choice (worth 400gp or Less).
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25-26
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This
chamber was the site of a ferocious battle between creatures
of the dungeon and another adventuring party. There’s not
much of any worth on their corpses, as they’re mostly rotted
away. DM:
Get all players to make Search checks (DC 10+APL). If they
make it, read the following: On the body of what was once
clearly the party wizard, you find a weathered scroll case.
Get any player with ranks in Knowledge (arcana) to do a check
(DC 8+APL). He/she will discover that this houses an Arcane
Scroll Of Party’s Choice (worth 150gp or Less).
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27-28
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This
chamber was the site of a ferocious battle between creatures
of the dungeon and another adventuring party. There’s not
much of any worth on their corpses, as they’re mostly rotted
away. DM:
Get all players to make Search checks (DC 10+APL). If they
make it, read the following: On the body of what was once
clearly the party cleric, you find a weathered scroll case.
Get any player with ranks in Spellcraft to do a check (DC
8+APL). He/she will discover that this houses a Divine Scroll
Of Party’s Choice (worth 150gp or Less).
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29-30
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You
almost didn’t notice it, but over in the corner of the room
is a cave cougar. It appears sick, frail, and frightened. It
looks as if it has been wounded in a fight. DM: A PC needs to
make a Wild Empathy check (DC 15) to even get close enough to
this animal to help it. A failed attempt means the cougar
leaps up, howls, and bolts from the room. Event over.
If the check succeeds, the cougar calms down and lets
the PC who made the check examine her. Have the PC make a Heal
check (DC 10) to notice all the wounds, and figure out a way
to heal the cougar. Now the PC can make another Heal check DC
10+APL in order to clean up the wounds and stitch where
necessary. The
cougar will purr and clearly thank the helpful PC. Any PC who
helped (make successful checks) should be rewarded with 30xp x
APL.
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31-32
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In
the southern corner of this room is a huge 30ft high idol. It
is made of bronze, and is grinning broadly holding a short
sword in one hand and a dagger in the other. What is
interesting is that in place of its eyes … are two precious
gems! You can’t quite make out what they are from here, but
the statue is certainly climbable. DM: A PC needs to climb
this statue. Only one PC can climb at a time. The PC who
climbs up must first make a Climb check (DC 10+APL) to get to
the top. Then,
he/she needs to make a Strength check (DC 8+APL) to prize each
gem from the idol’s head. Then, he/she must climb down (DC
10+APL). The use of a rope in climbing lowers the DC by –2
in each case. Any failed climb check means the PC falls and
takes 1d6+APL hit points damage. Once down, the PC can
Appraise the gems (DC 10+APL). They are both bloodstones –
worth 25gp x APL each (they are worth 0gp if check fails!). If
the same PC makes all of the checks in this event
successfully, then he/she receives 30xp x APL. The check
cannot be retried this turn.
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33-34
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You’ve
come across a narrow bridge which spans a deep chasm. The
bridge leads to a dungeon room you’d very much like to
explore. In front of the bridge is a sign which reads:
“Those who put their faith in the god of Luck, shall be
rewarded.” The bridge is nothing more than a 50ft long plank
spanning an abyss. It is only 1 foot wide! DM: Each PC must
cross the bridge (and make their Balance check) in order to
receive the Reward Of The God of Luck. Each PC must cross
unaided (no rope, hand-holding, etc). Those who have help (and
fall) still take damage and get teleported to the other side
(and fail). Those who walk bravely must make a Balance check
(DC 6+APL). Those who fall take 1d6 x APL points of damage (no
Save) and get teleported to the other side (and fail). Those
who succeed receive the Reward Of Istus: 30xp x APL. The task
cannot be retried this turn.
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35-36
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In
this room you meet a swashbuckler type of adventurer who has
clearly beaten you to what appears to be a chest filled with
treasure. The chest is alluring and you may consider the
options …DM: The swashbuckler is a Level 10 Human Fighter,
so most PC’s would be stupid to take him on (INT check DC
10). Diplomacy means little to fighter-types. The idea here is
for the PCs to try to either:
1.
Fight. In which case the party get 30xp x APL and a roll on
the Level-appropriate Treasure List. OR
2.
Bluff the swashbuckler into thinking that the treasure is
worthless and that he should leave it and go seek greater
wealth elsewhere (Bluff check DC 10+APL); OR
3.
Intimidate (DC 10+APL) him into giving the party the treasure
else they will attack him (and they are better than him).
One
PC can try to Bluff, and one PC can try to Intimidate (if the
Bluff fails). The first to succeed gets 30xp x APL and a
personal roll on the Level-appropriate Treasure List. Failure
means that the fellow laughs and leaves with the chest.
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37-38
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Before
you can enter the next area of the dungeon, you need to climb
down a rock face which is laced with jagged, sharpened, shards
of metal. It has clearly been designed to fend off intruders
(and those who like to use rope to climb). There is a way of
climbing up, but it will be dangerous. DM: Each PC must climb
down this rock face. An INT check (DC 10) will determine that
using rope is out of the question as the jagged outcrops will
cut it. Have each PC in turn make one Climb check DC 6+APL.
Those who succeed get to the bottom and get 20xp reward
each. Those who fail, fall. Falling damage is 1d6 x APL (no
Save). This is because the rock face is higher up at higher
APLs. The rock-face leads to an empty room.
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39-40
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On
a shelf in this room, you have discovered a number of
interesting books. The most interesting appears to be a diary
of someone who lived and used this part of the dungeon
once-upon-a-time. To bring it back to the City Library would
enhance your reputation. But first, you have to decipher the
ancient script in which this is written … DM: Any PC with
ranks in Decipher Script can try to read this diary (DC
12+APL). A successful attempt (and only one per PC is allowed)
rewards the player with 30xp x APL and allows the player to
add 1 miscellaneous Rank to a Knowledge skill they already
possess (their choice).
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41-42
|
The
path leading to the room you wish to get to is divided by an
underground lake. On the lake’s edge, you see an old man
with a grizzled beard, standing in a shallow-bottom boat.
“It will cost each
of you 100gps x APL to cross this lake!”, he shouts, “Pay
up, or go back where you came from!” DM: Now, some PC’s
might just pay the money and cross. That’s ok. Others will
want to haggle the price to a lower amount – or even travel
for free! Have those who wish to haggle make Diplomacy checks.
Those who get (DC 19+APL) travel for free! Those who get (DC
17+APL) travel for 20gps x APL only. Those who get (DC 15+APL)
travel for 40gps x APL only. Those who get (DC 13+APL) travel
for 60gps x APL. Those who get (DC 10+APL) get a slight
discount at 80gps x APL. Anything less is full price.
As a further reward, anyone making DC 19+APL on their
roll also receives a 30xp x APL bonus for developing excellent
Diplomacy skills! Any PC who can’t pay the toll must work
for the boatman for 4 TU and pay
100xp x APL in experience!
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43-44
|
Oh
no! As you walk into this room you hear …“Click …!”
And it is clear that you have activated a trap! Poisonous gas
starts pouring out of the room, but you’ll all be OK if one
of you can just find the device which operates the gas, and
shut it off! DM: Ok, two things have to happen here. Everybody
gets to make a Search check (DC 8+APL) in order to find the
switch to turn off the gas. If it is found, then somebody with
ranks in Disable Device needs to step up and work out a way to
switch it off (DC 8+APL). If this succeeds, the person who
disabled the trap gets 30xp x APL and nobody is hurt. If all
this fails, then the gas blows through, but everybody is left
feeling sickened until the end of the adventure (Fort Save DC
10+APL negates).
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|
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There
are 4 orcs up ahead in this room. They look pretty tough.
Rather than just fight them, you may want to find another way
past. Now, a little way back, you passed an empty room with
some beds, cupboards, clothes and other things belonging to
orcs. Maybe if you were Disguised as orcs, you can get past
them without a fight! DM: The base Disguise DC to get past
these orcs is 10+APL. Players add +2 to their roll if they
speak the orc’s language; and also get positives if they
have spells such as alter
or change self.
Those who succeed getting past without battle, receive 30xp x
APL. But as soon as someone is sprung, the orcs will attack
(the PCs do NOT receive experience if they battle the orcs).
Orcs (4) Barbarian Level 1
x APL:
Statistics can be found in the Encounter Booklet under Orc,
Barbarian.
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45-46
|
To
get to the room you want to go to, there appears to be a
problem. Recently, an earth tremor has caused part of the
entrance to this chamber to cave in, only leaving a small gap
to squeeze through. The gap has jagged pieces of rock on the
edge, but through the gap you can see a Treasure Chest, so one
of you, surely, is good enough to get through? DM: Squeezing
through the gap requires an Escape Artist check DC 10+APL. If
someone fails to get through, they can try again, but take 2 x
APL damage each time they fail. If anyone makes it through
first try, he/she receives a 50xp reward. And the first person
to actually squeeze through the crack gets to roll for some
Treasure on the Level-appropriate table.
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47-48
|
You
come across what seems to be a friendly, but stoic group of
adventurers much like yourselves. They have finished exploring
for today, and are heading out. Although you are going to
different parts of the complex, you realize that some paths
are similar, and that some knowledge about those paths might
be advantageous. DM: This
is an opportunity for every PC to try to Gather Information
(DC 10+APL). A successful roll means that the PC receives a
piece of knowledge about what is ahead. This gives the lucky
PC a chance to add +6 to any
dice roll once.
The use of the +6 must be announced before
the dice roll is made. Each PC may only try to Gather
Information once. If this event is rolled again during this
adventure, then PCs may try again (and maybe gain more lucky
rolls). All
unused lucky rolls expire as soon as the character completes
the current adventure (eg. returns to Home Base).
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49-50
|
You
enter a room where there was clearly a previous battle. The
bodies of 5 adventurers of varying professions lie dead on the
ground. How they died appears to be a mystery, though it would
be helpful to know, just in case you ever ran into the same
creature … DM: Only by examining the bodies and making a
successful Heal check (DC 13+APL) will reveal that they were
killed by an extraplanar creature. A Knowledge (the planes)
check (DC 10+APL) will determine that these spikes are from a
creature called a [DM inserts the name of an extraplanar
creature – eg. a devil or demon]. The first person to make
the successful Heal check, and then the first person to make
their Knowledge (the planes) check each get 30xp x APL. It may
be the same person, and both stack!
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51-52
|
“Clank,
clank, clank, clank, clank!!!” One of you has just been very
clumsy and knocked over a whole empty suit of armor on display
in the room you are in! This will bring the dungeon guard for
sure! But wait … there are piles of rubbish in this room
under which you could hide …
DM
: The PC’s can fight the guard when he arrives (but the
fight does not count towards experience points). Those who
cleverly Hide must make Hide checks versus the creature
guardian’s Spot check, or the guard will discover them and
attack.
Dungeon Guard (1) : Roll
on a Dungeon Encounter Table at APL +2 (re-roll NPCs and
Traps).
Those
who hide successfully receive 30xp x APL for being good
hiders.
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53-54
|
You
knew it might happen at some point, though you hoped it
wouldn’t … You’re lost. Somebody needs to find you a way
out of this maze … DM: The answer is simple. Anybody with
ranks in Survival can make a single check (DC 10+APL). The
first person to succeed receives 30xp x APL for being an
excellent navigator. If no check succeeds, then the party
eventually find their way out – but each take 1d4 x APL
points of damage due to bumps, grinds, and falls in finding
the way out (Fort Save DC 10+APL negates).
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55-56
|
The
way forward into the room has become blocked by a pit of some
kind. Down the bottom of the pit are some nasty spikes. The
pit goes down a long way, and is 20 feet across. The walls of
the pit are smooth. It seems that once at least one person is
across, there might be somewhere to tie a rope to get everyone
else across safely – but first, someone has to either Jump
across, or Climb down and up the other side …DM: Pretty
straightforward. The Jump check is DC 10+APL. The Climb check
is DC 10+APL. Anyone who falls takes 1d6 x APL damage on the
spikes at the bottom of the pit. Even if someone was lowered
down into the pit on a rope, they still have to Climb up the
other side. The first person to do either strategy, without
falling and taking damage, gains 30xp x APL for bravery. Note,
if somebody uses a Potion Of Levitation or some other means
which lacks heroism, they don’t get the XP – though they
do get across.
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57-58
|
On
the door leading to the current room, there are some
mysterious Arcane Symbols … DM: If anyone in the party has
ranks in Knowledge (arcana), then he/she can make a check (DC
10+APL) to realize that the symbols on the door are a warning
that this room is cursed. Such Knowledge will prevent the
players from entering the room. Otherwise, they enter and fall
victim to a Curse which causes everyone to make every dice
roll at –1 for the rest of the dungeon part of this
adventure (Will Save DC 10+APL negates). The person who
succeeds in their Knowledge (arcana) check receives 30xp x APL
as a bonus for being so learned about such things.
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59-60
|
You
come across some interesting architectural structures of
ancient origin … DM: If anyone in the party has ranks in
Knowledge (architecture or engineering), then get them to make
a check (DC 10+APL). Those who make the check, read:
“These
structures date back to the ancient culture of the Ur-Flan
mages. You spend a moment cataloguing what you find, and
noting their location. The information will be of interest to
the Engineers And Architect’s Guild of the City”.
The
player who succeeded in the check gets a 30xp x APL reward.
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61-62
|
You
come across some interesting murals on a wall. The murals
depict a series of ceremonies linked with the culture and
geographic region in which this dungeon is located …DM: If
anyone has ranks in Knowledge (geography), get them to make a
check (DC 10+APL). If they succeed, read the following :
“You realize that this ceremony is part of a ritual still
conducted in many towns and villages of The Flanaess. It seems
that you have found a missing “cultural link”, and such
information should be delivered promptly to the Geographer’s
and Cartographer’s Guild in the City”.
The player who succeeded in the check gets a 30xp x APL
reward.
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63-64
|
You
enter a room which has a beautiful, but moldy, tapestry draped
across one large wall of the entire room. The tapestry depicts
a battle of some kind fought a long time ago … DM: If anyone
has Knowledge (history), get them to make a check (DC 10+APL).
If they succeed, read the following: “The tapestry depicts
the final battle between the evil Vecna and his enemies, which
took place over two thousand years ago. The information about
how the battle was fought (and lost by Vecna) will be of
interest to the Historian’s Guild of the City”. The player
who succeeded in the check gets a 30xp x APL reward.
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|
65-66
|
DM:
Ask if anybody in the party has ranks in Knowledge (local). If
not, then this event ends now. If yes, then ask that person(s)
to make a Knowledge (local) check (DC 10+APL). If they
succeed, then that/those PC/s gains an insight into the
construction of this complex and the creatures who reside
herein. This
knowledge will give that/those PC/s +1 on all dice rolls from
now on, until the party leaves the dungeon.
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|
67-68
|
An
underground stream running through this complex appears to
have an interesting feature - it has some rare varieties of
fish which none of you have seen anywhere else in the land …
DM: If anyone has ranks in Knowledge (nature), get them to
make a check (DC 10+APL). If they succeed, read the following:
“It’s good you looked closer, because one of these fish
you recognize as being the “Xixtha Fish” – a fish which,
when kissed on the lips whilst alive, brings good luck to
those who do this then release it. Anybody who tries to catch
a Xixtha Fish must make a DEX check (DC 8+APL) – yes,
they’re fast. If caught, kissed, and released, that PC will
be immune to all Ability Draining effects for the rest of this
adventure. Every PC can try to catch the fish once only (as
long as it has been successfully identified).
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69-70
|
You
appear to have entered a very old temple of some kind, one
which perhaps dates back over two thousand years. Inside the
temple are pews for a congregation, an altar, and quite a few
icons made of pure gold and other precious materials … DM:
An Appraise check (DC 10+APL) will reveal these items (4 of
them) are worth, all together, about 200gp x APL! DM: A
Knowledge (religion) check (DC 10+APL) will determine that the
icons belong to a cult who worships Incabulos, god of disease
and sickness. To take (or steal) these relics will bring a
curse upon the party. If anyone takes an icon, that person
suffers a wasting curse of Incabulos (-4 to all attacks and
damage rolls) until the end of this adventure. If they
survive, then good luck to them in selling the goods and
getting the money!
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|
71-72
|
Whilst
traversing a dungeon overpass, your party hears what sounds
like a conversation going on from somewhere beneath you. The
speakers are on lower levels, but their voices are carrying
upwards. The voices are in common … DM: Have all the players
make a Listen check (DC 10+APL).
Those players who succeed hear a conversation between
dungeon guards about the kinds of creatures in this dungeon.
All those players who succeeded in their Listen check, gain a
+1 to their Initiative rolls for the rest of the adventure set
in the dungeon. This +1 stacks with other initiative bonuses.
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|
73-74
|
You
spy some hobgoblins in a passageway nearby (but not in your
room). If you can sneak past them, you might avoid an
unnecessary melee … DM: There are 4 hobgoblins. Each PC can
sneak past them with a Move Silently check Vs. Hobgoblin
Listen check (collective best). As soon as someone fails their
check, the Hobgoblins attack. Those who succeeded get 30xp x
APL, regardless, for being skilful sneakers!
Hobgoblins (4) Encounter
Level 1 x APL:
See Encounter Booklet. Melee does not give any experience
points.
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|
75-76
|
Collectively,
you have all scoured the room you are in and found a secret
panel. However, upon opening it, you find another door which
is intricately locked. You just know there’s gotta be some
great treasure behind this door! DM: Opening the door requires
an Open Lock check (DC 13+APL) from any players who have ranks
in this skill. Only one attempt per PC is allowed, and the PC
who opens it first gets 30xp x APL. Inside, is quite a bit of
treasure, and the party can roll THREE times on the
Level-appropriate Table (instead of the usual once) on this
occasion!
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77-78
|
The
aura in this room is, evil, oppressive, and sickening … DM:
All players must make a Fortitude Save DC 10+APL, or lose 1d4
temporary Strength points for the remainder of the dungeon leg
of this adventure …
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79-80
|
The
aura in this room is evil, oppressive, and weakening … DM:
All players must make a Fortitude Save DC 10+APL or lose 1d4
temporary Dexterity points for the remainder of the dungeon
leg of this adventure.
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81-82
|
You
come across a restorative stream which cures everybody
afflicted with temporary ability draining. Yeh!
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83-84
|
You
all come across what appears to be a clear, underwater stream.
As you are all very thirsty, you all take a drink … But it
turns out to be bad water, and you all get severe cramps in
your bellies … DM: Everybody makes a Fortitude Save DC
10+APL. Those who fail their saves take 1d6 x APL points of
damage.
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85-86
|
You’ve
been down in this dank dungeon for far too long! Tempers are
fraying, and nerves are jangled. Even those who are natural
leaders appear to be losing their grip on reality … DM: Get
everyone to make a Will Save DC 10+APL. Those who fail lose
1d4 points of temporary Charisma for the remainder of the
dungeon leg of this adventure.
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87-88
|
The
depressing nature of this dungeon, and the terrible creatures
within, are causing you all to experience severe nightmares
… DM: Get everyone to make a Will Save DC 10+APL. Those who
fail lose 1d4 points of temporary Wisdom for the remainder of
the dungeon leg of this adventure.
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89-90
|
It
appears you have crawled through a passageway coated in
naturally occurring “anti-magic dust”. This means that in
the next Dungeon Encounter where an enemy attacks, nobody in
your party will be able to use any spells, or magic items
(including spell-like abilities). Of course, magic weapons can
still be used (they will just be Normal weapons for this
time). By the time the next Encounter passes, the dust will
have been effectively dissipated and things will return to
normal.
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91-92
|
A
naturally occurring gas encountered in this part of the
complex has made all the members of your party with Strength
scores of 14 and over feel nauseated and slowed. In the next
Dungeon Encounter where an enemy attacks, all PC’s with
Strength 14+ will be under the effect of a Slow spell (as
outlined in the PHB). By the time this Encounter passes, the
nausea will have been effectively controlled and things will
return to normal.
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93-94
|
You
all come across what appears to be a clear, underwater stream.
As you are all very thirsty, you all take a drink … Any PC
who currently has lower than normal hit points find themselves
instantly restored to full health! Nice!
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95-96
|
You
have strangely stumbled upon a patch of Celestial Ether. This
ether gives all of you half your normal amount of hit points
as bonus points. Even those of you on full hit points, find
yourselves with bonus points. Once these bonus points are
used, they are gone forever (unless this event is rolled
again).
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97-98
|
You
have stumbled across a patch of Celestial Maelstrom. In the
next Dungeon
Encounter where an enemy attacks, any character trying to cast
spells, or attack via melee, must first make a Balance check
(DC 8+APL), or fall prone. Ranged weapon attacks are OK, but
are at –4 to hit (due to the maelstrom). The maelstrom
passes after the next encounter.
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99-00
|
The
depressing nature of this dungeon, and the terrible creatures
within, are causing you all to experience unsettling visions
… DM: Get everyone to make a Will Save DC 10+APL. Those who
fail lose 1d4 points of temporary Intelligence for the
remainder of the dungeon leg of this adventure.
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