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Display a Printer Friendly Version

Dungeon of the Ruins
[comments:(10), views:(18685), rating:(3.2)]

Author: Dave “Dr Skull” Nelson
Homepage: http://www.hometown.aol.com/avenelso/
System: d20 Dungeons and Dragons
Type: Scenario
Category: Fantasy
Requirements:


A randomly generated D&D 3e adventure keyed to the map at the back of the PHB and the 3e adventure game. Players must deal with an Ogre, his goblin and orc minions, a gang of human cut-throats and an elf and his lost companions.

In the ruins near kobold mansions there is an ancient set of ruins. In one corner there is a small dungeon complex that has recently been broken into by Big Brokko’s Band of Bashers, a gang of raiders led by an Ogre, and consisting of a handful or orcs and goblins. The recent wealth of Brokko’s gang has spurred the interest of Filbert, a notorious human thief, who has recently gathered a small band of cut-throats to try their luck at snatching way what Brokko’s gotten. The rumor reached Elf-Wind that the complex was an ancient Elvish tomb, and a small band of elves set out to rescue anything of value from the clutches of the raiders.

RUMOR TABLE:
1 Bad things have begun to move into the ruins SE of the monastery
2 Brokko and his orcs have a new hideout
3 There’s a curse on all the treasure form the ruins
4 Brokko the Ogre has become a rich bastard lately
5 The dead walk the corridor’s of Brokko’s place
6 Filbert says he’ll steal the treasure right out from under the Ogre
7 Filbert has hired a bunch of cut-throats in the last few weeks
8 Some elf said he was going to recover “his lost heritage” out at the ruins

Roll 1 rumor of each night if a successful Gather Information at a nearby town.

Wandering Monsters: 1 in 8 chance per round of loud noise, 1 in 6 chance each time re-enter a hall.
50% of an additional 6 orcs from Brokko’s gang wander the halls scouting for their boss.
25% of 1d6 Dire Rats
25% of 1d6 Skeletons

THE ROOMS: All of these rooms are keyed to the dungeon map which comes with the D&D adventure game and also appears in the 2000 survival guide at the back of the PHB. You will have to add door locations. The entrance way should lead through Area #1.


1 Murobek, 2nd level Elf Ranger, has been separated from his band of elves who are somewhere in the dungeon. All are looking for a famous elf bow rumored to be in the dungeon.
2 1 Dire Rat, 1 useable large steel shield
3 “Filbert” 3rd level human rogue, 150 gp who will try to aid warriors in 4 and 6 (who work for him).
4 3 human warriors (CE) 20 pp (allies of those in 6, work for rogue in 3)
5 Locked Door: 1 Hell Hound 1 topaz (300 gp), 1 mighty composite longbow (+2 str)
6 4 human warriors (CE) 10 pp, (allies of those in 4, work for rogue in 3)
7 Empty
8 5 orc dirtbags# 280 gp
9 5 Elf warriors 300 gp
10 Empty (shaft going down?)
11 Empty
12 1 gelatinous Cube 100gp,
13 Empty
14 Locked Door: 3 medium skeletons 20 pp
15 Flame Trap on Door:
16 Empty
17 1 Ghoul 50 pp, 2 Onyx (60 gp each)
18 Empty
19 7 goblins# 2 vials of anti-toxin
20 Locked Door: 4 skeletons 60 gp,
21 8 Orc dirtbags # 210 gp, scroll: cure light wounds x2
22 Empty
23 6 orc dirtbags#
24 1 Ogre# (Big Brokko) big box of 12,000cp
25 600 sp
26 2 orc dirtbags# 70 pp, 1 scroll: shield spell x2.

# = members of Big Brokko’s Band of Bashers

STATS

1. Big Brokko’s Band of Bashers

ORC DIRTBAG:
CR ½; Medium Humanoid; HD 1d8; hp 4;Init +0; Speed 30 ft; AC 13 (+2 leather, +1 small shield); Attack +2 melee (1d6+2 club) or ranged +0 (1d4+2 dart, range 20 ft); SQ: darkvision 60ft, light sensitivity; AL CE; SV Fort +2, Ref+0, Will –1;
Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
Skills; Listen +4, Spot +3 Feats: Alertness
SQ: Light Sensitivity: -1 to hit in bright sunlight
Possessions: leather armor, small wooden shield, club, 4 darts,

Goblin; CR 1/4; Medium humanoid; HD 1d8; hp 4; Init+1 (+1 Dex); Speed: 30 ft;.AC: 15 (+1 Dex, +1 size, +3 studded); Attacks: +0 melee (1d8-1 morning star), +2 ranged (1d6 javelin); SQ: low-light vision; AL NE; SV: Fort +0, Ref +3, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
Skills: Spot +3, Hide +6, Listen +3, Move Silently +5, Feats: Alertness,
Possessions: studded, morningstar, javelin,


Big Brokko, Ogre CR 2; Large Giant (9ft tall); HD 4d8+8; hp 26; Init –1 (Dex); Spd 30 ft; Ac 16 (-1 size, -1 dex, +5 natural, +3 Hide armor); Attack +8 melee (2d6+7 great club); Reach 10 ft; AL CE, SV Fort +6, Ref +0, Will +1;
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills: Climb +6, Listen +3, Spot +3,
Feats: Weapon Focus (Great Club).
Possessions: hide armor, great club

2. Filbert’s Gang

Filbert, male human Rogue 3;
Cr 3; Medium Humanoid; HD 3d6; hp 11;
Init +6 (+2 Dex, +4 Feat); Speed 30 ft; AC 14 (+2 Dex, +2 leather);
Attack +4 melee (1d6 short sword, crit 19-20) SA; sneak attack +2d6, SQ: evasion, uncanny dodge AL NE; SV Fort +1, Ref +6, Will +1;
Str 11, Dex 15; Con 11; Int 11; Wis 10, Cha 10.
Skills: Appraise +3, Bluff +3, Climb +5, Disable Device +6, Gather Info +3, Hide +8, Innuendo +3, Listen +6, Move Silently +8, Open Lock +8, Pick Pocket +7, Search +4.
Feats: Improved Initiative, Alertness, Weapon Finesse: short sword
SQ: Uncanny Dodge (Ex): retains Dex bonus to AC when flat footed.
SQ: Evasion (Ex): takes no damage on reflex saves (normal ½ damage)
Possessions: leather armor, short sword, pouch, thieves’ tools


Evil Warriors , human Warrior 1;
CR 1/2; Medium humanoid; HD 1d8; hp 4;
Init +0; Speed 30 ft; AC 14 (+3 studded, +1 small shield);
Attack +2 melee (1d8 morning star) or +1 ranged (1d6 short bow, crit x3, range 60) +1 hit/damage less than 30 ft AL CE; SV Fort +2; Ref+0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.
Skills: Listen +2, Spot +2, Search +2
Feats: Weapon Focus: morning star, Point-blank shot
Possessions: morning star, short bow, studded leather armor, 20 arrows,

3. Elves

Murobek, Elf Ranger 2:
CR 2: Medium Humanoid; HD 1d10; hp 15;
Init +4 (dex), Speed 30 ft; AC 17 (+3 studded, +4 Dex); Attacks +2/+2 melee (1d8+2 long sword, crit 19 x2 // 1d6+1 hand axe x3 ) or +6 ranged (1d8 longbow): SQ low-light vision, immune to magic sleep; AL CG; SV Fort +2, Ref +4, Will +0; Str 15, Dex 19, Con 10, Int 9, Wis 10, Cha 6.
Skills: Heal +2, Hide +7, Move Silent +7, Ride +5, Search +2, Wilderness Lore +4 racial +2 to listen, search and spot checks
Feats: Track, Point Blank Shot
Possessions: long sword, hand axe, long bow, 40 arrows, studded leather armor, pack 3 day’s food bedroll.

Elf Warriors; Warrior 1;
CR 1/2; Medium humanoid; HD 1d8-1; hp 3; Init+1 (+1 Dex); Speed: 20 ft;.
AC: 17 (+1 Dex, scale armor +4, large shield +2); Attacks: +2 melee (1d8 longsword, crit 19-20), or +2 ranged (1d8 long bow, crit x3, range 100 ft); SQ: elf immunities, low-light vision; AL CG; SV: Fort +1, Ref +1, Will +0;
Str 11, Dex 13, Con 9, Int 11, Wis 11, Cha 10.
Skills: listen +2, spot +3, search +3, Ride +4
Feats: Weapon Focus: long sword
Possessions: scale armor, large shield, long sword and longbow and 20 arrows.
Elf Immunities: immune to sleep, immune to ghoul paralysis, +2 saves vs Enchantment

4 The Monsters

Dire Rat; CR 1/2; small animal; HD 1d8+1; hp 5; Init +3 (Dex); Speed 40 ft, Climb 20; AC 15 (+1 size, +3 Dex, +1 natural); Attack +2 melee (1d4 bite); SA disease; AL N; SV Fort +3, Refl +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Skills: Climb +11, Hide +11, Spot +6. Feat: Weapon Finesse (bite).
SA—Disease: those hit by rat bite save Fort DC 11, or get disease with incubation of 1d3 days. Initial damage 1 CON, secondary 1 Dex, 1 CON

Skeleton CR 1/3; Medium Undead; HD 1d12; hp 6; Init +5 (Dex, Improved Initiative); Speed 30 ft; AC 13 (+1 Dex, +2 natural); Atk +0 melee (1d4/1d4, claws); SQ undead; AL N; SV Fort +0, Refl +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.
Feat: Improved Initiative
SQ—Undead: Immune to cold-based attacks. Not damaged by piercing weapons and take only half-damage from slashing weapons. Also immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual, ability damage, energy drain, or death from massive damage.

Ghoul CR 1; Medium Undead (5 ft tall); HD 2d12; hp 13; Init +2 (Dex); Spd 30 ft;
AC 14 (+2 Dex, +2 natural); Attack +3 melee (1d6+1 and paralysis, bite),
+0 melee (1d3 [x2] and paralysis, claws; SA paralysis, create spawn; SQ undead; AL CE; SV Fort +0, Refl +2, Will +5; Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16.
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multi-attack, Weapon Finesse (bite).
SA—Paralysis (Ex): Those hit by claw or bite attack must succeed at Fortitude saving throw (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
SA—Create Spawn (Su): PCs killed are left to rot for 1d4 days, after which time they rise as undead of similar type as those who killed them. Casting a bless spell on the body before the end of that time avoids the transformation.
SQ—Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual, ability damage, energy drain, or death from massive damage.

Gelatinous Cube
CR 3; Huge Ooze; HD 4d10+36; hp 58; Init -5 (Dex); Spd 15 ft;
AC 3 (-2 size, -5 Dex); Attack +1 melee (1d6+4 slam, plus 1d6 acid);
Face 10 ft x10 ft, Reach 10 ft. SA engulf, paralysis, acid;
SQ transparent, ooze immunities, electric immunity, blind sight;
AL N; SV Fort +5, Refl -4, Will +1; Str 10, Dex 1, Con 19, Int 1, Wis 11, Cha 1
. SA—Engulf: if moves over you, save reflex DC 13 or engulfed, subject to acid and paralysis, cannot slam on round it engulfs
SA—Paralysis: Fortitude DC 16 on any hit or engulfed enemy each round
SA—Acid: 1d6 on any hot, doesn’t effect metal or stone
SQ—transparent: DC 15 to spot the cube
SQ---ooze: immune to poison, paralyze, mind, sleep, stun, crits, polymorph
SQ—electric immunity: immune to electrical attacks
SQ—blind sight: locates by scent and vibration 60 feet.


Hell Hound CR 3; Medium Outsider; HD 4d8+4; hp 22;
Init +5 (+1 Dex, +4 feat); Speed 30 ft; AC 16 (+5 natural, +1 Dex);
Attack +5 melee (1d8+1 bite) SA breath weapon; SQ fire defenses;
AL LE; SV Fort +5, Refl +4, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6.
Skills: Wilderness lore +8. Hide +5, Move Silently +5, Spot +8.
Feat: Tracking.
SA—Breath Weapon (Su): 30 foot cone of fire every 1d4 rounds. Reflex save DC 13 or take 1d6+1 damage, combustibles ignited. Can breath and bite in the same round.
SQ—Fire Defenses (Ex): Immune to fire attacks, double damage from cold.



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