2009/01/12

Asmor's Instant Dungeon: 7th level, Cave of the Last Flames

I envision this as a salt dome with burbling pools of tar and Gas Jets.

Treasure
  1. [Level 11 Magic Item]: Dynamic Weapon +3 (Adventurer's Vault, page 68 [Weapons]) (DDI)
  2. [Level 10 Magic Item]: Lifedrinker Weapon +2 (Player's Handbook, page 235 [Magic Weapons]) (DDI)
  3. [Level 9 Magic Item]: Green Thumbs (Adventurer's Vault, page 135 [Hands Slot Items]) (DDI)
  4. [Level 8 Magic Item]: Stout Weapon +2 (Adventurer's Vault, page 78 [Weapons]) (DDI)
  5. [1456 gp]: 1450 gp, 51 sp, 90 cp
  6. [1300 gp]: 1290 gp, 91 sp, 90 cp
  7. [884 gp]: 878 gp, 58 sp, 20 cp
  8. [884 gp]: 878 gp, 54 sp, 60 cp
  9. [416 gp]: 314 gp, 12 sp, 80 cp + 1 peridot (100 gp)
  10. [312 gp]: 110 sp, 100 cp + 3 turqoise gems (100 gp each)
Encounter 1: 6th Level, 1300xp
1Dire Stirge (DDI)Level 7 Lurker 300Monster Manual, page 246 (Stirge)
4Zhent War Mage (DDI)Level 6 Artillery 250Forgotten Realms Campaign Guide, page 283 (Zhentarim)
Tips:These four fanatically defend the entrance to the temple. On each round one of them will set off Black Vapors to harm as many targets as possible. At range they will use Magic Missiles. Up close they will use Zhent Flash (when surrounded) or Fire Blast (in melee).
The Stirge will attack bloodied targets, and is basically only looking for an easy meal.
Treasure: Lot #9

Encounter 2:7th Level, 1600xp
4Dragonborn Elementalist (DDI)Level 8 Artillery 350Dragon 365, page 34 (Ecology of the Dragonborn)
1Bugbear Warrior (DDI)Level 5 Brute 200Monster Manual, page 135 (Goblin)
Tips:The Bugbear will attempt to draw all opponents to himself, while the Dragonborn Lead with Icicle Spray, Acid Rain, Dragon Breath, and finally Lighting Blast until closed with.
Treasure:Lot #10

Encounter 3: 7th Level (Hard), 1500xp
1Crocotta (DDI)Level 9 Skirmisher (Leader)400Dragon 364, page 14 (Demonomicon of Iggwilv: Yeenoghu)
3Troglodyte Mauler (DDI)Level 6 Soldier 250Monster Manual, page 252 (Trogolodyte)
1Mindscrambler (DDI)Level 8 Skirmisher 350Dungeon 160, page 50 (Den of the Destroyer)
Tips:The Crocatta will start by closing, releasing Haunting Laughter, Morphic Vistage on the first round. Then the troglodytes will join the scrum Bighting, and swinging their Greatclub. The Mindscrambler will waddle into the fray attemting to make a mess of the intruders' lines by shifting them into either the Crocatta or Trog's.
Treasure: Lot #4

Encounter 4: 7th Level, 1600xp
4Soulrider Devil Eladrin Arcanist (DDI)Level 9 Artillery 400Dragon 370, page 8 (Dangers of the Demonweb)
Tips: The Arcanists move like marronetts, and wisper pleasees for freedom to the party as they Throw out Black Chill Blasts, Acid Flame and then resorts to using their longswords. Their controllers will use Soulrider Sacrifice frequently.
Treasure: Lot #3

Encounter 5: 8th Level, 1700xp
1Ettin Marauder (DDI)Level 10 Elite Soldier 1000Monster Manual, page 108 (Ettin)
1Oni Night Haunter (DDI)Level 8 Elite Controller 700Monster Manual, page 200 (Oni)
Tips: These two (three) creatures are friends and fight together with the Oni trying to knock targets out with Hypnotic Breath (It tries to keep one target unconcuss, preferabley away from, so that they have a ready target for Devour Soul). If sourrounded, it will assume Gaseous Form and driff out of combat (to heal if bloodied). In the mean time the Ettin will try and keep the party focused upon it.
Treasure: Lot #2

Encounter 6: 8th Level, 1800xp
1Gibbering Mouther (DDI)Level 10 Controller 500Monster Manual, page 126 (Gibbering Beast)
2Lost One Underboss (DDI)Level 8 Controller 350Dungeon 160, page 29 (Den of the Destroyer)
1Foulspawn Grue (DDI)Level 8 Controller 350Monster Manual, page 112 (Foulspawn)
1Minotaur Skeleton (DDI)Level 6 Soldier 250Dungeon 156, page 120 (Echoes of Thunderspire Labyrinth)
Tips: This is a huge chamber with five large, shallow pits (each containing a controller), with the Gibbering Mouther farthest from the entrance. There is a lone Minotaur Skeleton standing at a point equaldistant from each of the pits. None of the Creatures will work together. The Skeleton will only assult targets within range.
Treasure: Lots: #7 and #8 (spread amonst the controllers).

Encounter 7: 8th Level(hard), 1875xp
1Oni Mage (DDI)Level 10 Elite Lurker 1000Monster Manual, page 201 (Oni)
1Will-o'-Wisp (DDI)Level 10 Lurker 500P1: King of the Trollhaunt Warrens, page 22 (Will-o-'Wisp)
5Charnel Rat (DDI)Level 7 Minion 75H3: Pyramid of Shadows, page 20 (Charnel Rat)
Tips: The Rats will swarm out and attempt to mob a single target. The Oni Mage will use Lighting Storm then Freezing Blast, and pound upon unmobbed targets with it's greatsword.
The Will-o'-Wisp will be dark at first until it can use Luring Glow or Glimmer Wisp. As soon as it is bloodied, it will try and use Life Drain. If missed by an attack it will Blink out and move to a new, preferably preoccupied target.
Treasure:Lots #6

Encounter 8: 10th Level, 2500xp
3Firelasher (DDI)Level 11 Skirmisher 600Monster Manual, page 104 (Elemental)
1Fithrichen (DDI)Level 12 Controller 700P2: Demon Queen's Enclave, page 18 (Shunned)
Tips:The Fithrichen sitting upon a pile of auful, will sculltle up the near by wall to a position above the party (the firelashers will try to keep them busy) so that it can a Disgorge Spiders Zone. It will then drop down into combat within the zone. The Firelashers will Whirlwind Dash through the party. Then they will close to release Wildfire Cyclones. They will not enter the Spider Zone.
Treasure: Lots #1 and Lots #5

Major Quest 7th Level: 1750xp

2009/01/11

Asmor's Instant Dungeon: 6th level, The Lighthouse of the Twins

Treasure
  1. [Level 10 Magic Item]: Scabbard of Sacred Might (Adventurer's Vault, page 177 [Wondrous Items]) (DDI)
  2. [Level 9 Magic Item]: Loamweave Armor +2 (Adventurer's Vault, page 47 [Armor]) (DDI)
  3. [Level 8 Magic Item]: Quickling Boots (Adventurer's Vault, page 129 [Feet Slot Items]) (DDI)
  4. [Level 7 Magic Item]: Martyr's Armor +2 (Adventurer's Vault, page 47 [Armor]) (DDI)
  5. [1008 gp]: 1005 gp, 27 sp, 30 cp
  6. [900 gp]: 397 gp, 21 sp, 90 cp + 1 topaz (500 gp)
  7. [612 gp]: 108 gp, 32 sp, 80 cp + 1 alexandrite (500 gp)
  8. [612 gp]: 105 gp, 64 sp, 60 cp + 1 alexandrite (500 gp)
  9. [288 gp]: 283 gp, 46 sp, 40 cp
  10. [216 gp]: 111 gp, 40 sp, 100 cp + 1 moonstone (100 gp)
Encounter 1: 5th Level, 950xp
2Snap and Rend, Visejaw Crocodile (DDI)Level 4 Soldier 175Monster Manual, page 45 (Crocodile)
4Zith, Rith, Vith, and Nith, Orc Raiders (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
Tips: This encounter takes place on a narrow embankment with a short drop off (no damage) to shallow water, containing the Crocodiles, who will attack anyone entering there (lead with a bite and follow with a clamping Jaw). The Orcs will make ranged hand axe attacks until the party closes (up to 4 each) and then switch to Greataxe. When possible they will try to "encourage" opponents to "go into the water" so that the croc's can have some fun.

To see Snap and Rend, is a perception check. Rend prefers Elves and Eladrin over other targets.

Zith
is happiest fighting; Rith insults opponents very broken, bad common in combat. Vith does the "hard core" routine. Nith would rather be some where else and will flee if bloodied.
Treasure: Lot #8 with the gem being found in Snap's mouth, the coin is dispersed amonst the Orcs.

Encounter 2: 6th Level, 1350xp
4Anamor, Vertrani, Occam, Nerrial Zhent War Mage (DDI)Level 6 Artillery 250Forgotten Realms Campaign Guide, page 283 (Zhentarim)
1Aurther, Riding Shark (DDI)Level 8 Skirmisher 350Adventurer's Vault, page 13 (Mounts)
Tips: This encounter should occur in brackish, shallow water (3-4 feet), with the War mages on rafts (save for Nerrial mounted on Aurther) on on the other side of the crossing. For all of the warmages, Magic missiles are the choice for ranged combat. Though they will use the best of Fire blask, black vapors and Zhent Flash (of their remaining ablities they will choose the one that affects the most targets) .
Anamor gets upset when his clothes get dirty; Vetrani sports a well groomed beard; Occam, though clean shaven is constantly playing with a razor; Nerrial is constantly glancing at the sky. Aurther is a shark.
Treasure: Lot #9, dispersed amongst the War Mages.

Encounter 3: 6th Level, 1300xp
2Van and Ider, Shadar-Kai War Witch (DDI)Level 5 Controller 200Dungeon 158, page 30 (The Shadow Rift of Umbraforge)
1Rover, Dire Wolf (DDI)Level 5 Skirmisher 200Monster Manual, page 264 (Wolf)
1Veep, Kobold War Priest (DDI)Level 5 Controller 200Dragon 364, page 59 (Creature Incarnations: Kobolds)
2Ath and Shee Bladeling Spiker (DDI)Level 6 Soldier 250Manual of the Planes, page 116 (Bladeling)
Tips: Finally, dry land (ok it's still a bit marshy, but it's better than the last two locations). We find Van and Ider on a ridge, with Ath and Shee closer. Veep and Rover start under cover.
With the start of combat Ath, Shee and Rover will close under covering fire of 2 Beshadowed Mind effects (from Van and Ider) and a Devouring Stone effect (from Veep). On the round that the scrum starts Van and Ider will let loose with their Shadow Bind to immobilize targets and then use Shadow Jaunt to close. Ath and Shee make Falchion and Natural Spikes attacks every round while staying mobile, though, they will release a razor storm when flanked. Veep, doesn't want to get into melee and will use Surge of Terror to make a clearing to get away if confronted.
Veep giggles every time she hits with her Venomous Sting. Ath's blades are rusty where as Shee decorates his with scraps of flags and banners. Van is rather tall when compared to Ider's portly stout shabby dressed frame.
Treasure: Lot #4

Encounter 4: 6th Level, 1200xp
2Shtath, AndthaVenomous Abishai (DDI)Level 6 Controller 250Draconomicon: Chromatic Dragons, page 210 (Abishai)
2Olie and Nolie, Ogre Savage (DDI)Level 8 Brute 350Monster Manual, page 199 (Ogre)
Tips: Set on a 40 foot wide path along the high ridge, with the light house visible up the hill.
Olie and Nolie obviously guard the path from around a large campfire; Shtath and Andtha are curled up in the nearby oversized tents.
The Ogre's are more than willing to parley with the party (if for no other reason than to allow the Abishai time to try and sneak up on the party. ) But really don't want to let the party pass.
In combat the Abishai will lay down the Venom cloud zones to cut off the path both forward and back. They will use Eyes of the Dragon to try to slid targets to the drop off or into the Venom zone (which ever is closer).
The Orges, they smash stuff, and when ever they can they will Use Angry Smash.
Treasure:Lot #10

Encounter 5: 7th Level, 1600xp
4Sahuagin Priest (DDI)Level 8 Artillery 350Monster Manual, page 224 (Sahuagin)
1Stone Arm, Kobold Wild Mage (DDI)Level 5 Controller 200Dragon 364, page 57 (Creature Incarnations: Kobolds)
Tips: Stone Arm is chatting with the Sahuagins on a sandy beach. The Sahuagins retreat to the water and and launch Spectral Jaws attacks, one on each target; After they will follow up with Water bolts renewing the Spectral Jaws attack when possible.
Stone Arm, is recless and crazy: He shakes his wand (as though he is trying to get a flash light to work) and then release either Wild Surge OR Wild Magic. After every effect he will look supprised but quicly become confident. When hit, he will giggle, right up to the blow that kills him, where he will giggle, then look stunned, say "Oh" and explode with a Wild Blast. He will harrass the party trying to keep then distracted and keep them from closing with the Sahuagin.
Treasure:Lot #1, #7

Encounter 6: 7th Level, 1600xp
1Grick Alpha (DDI)Level 9 Brute (Leader)400Monster Manual, page 145 (Grick)
2Dryad (DDI)Level 9 Skirmisher 400Monster Manual, page 96 (Dryad)
1Worg (DDI)Level 9 Brute 400Monster Manual, page 265 (Worg)
Tips: This encounter is set amonst some large scrubby bushes sheltering a vibrant gardin, fairly near the light house. The Dryads take on the disguise of a human couple and perport to be the light house keepers. Hiding amonst the Exotic flowers is the Alpha Grick. The Dryads' pet Worg is napping in the bushes and will emerge with a fright full growl if they are attacked.
Treasure:Lot #3

Encounter 7: 7th Level, 1600xp
4Kalaka (DDI)Level 9 Soldier 400Dragon 369, page 31 (Demonomicon of Iggwilv)
Tips: Working in pairs the Kalaka will close: when at range 6 each will use Unexpected Reinforcements to flank as many targets as possible, and then choose one of the duplicates to remain (effectively closing to range 2 or less). Once a pair is in place they will make glave attacks and bat (shift) PC between them. When close to death, the Kalaka close to be adjacent to as many targets as possible to maximize Spewing Death, even if they risk opportunity attacks.
Treasure: Lot #6

Encounter 8: 9th Level, 2000xp
2Sthaha, Shallin, Medusa Archer (DDI)Level 10 Elite Controller 1000Monster Manual, page 186 (Medusa)
Tips:Together on a balcony (cover), in flowing hooded cloaks (perception/Dungeonering to determine creature type, though each round it will get easier), Sthaha and Shallin will target heros that try to close with them first (trying to ensure that they are well poisoned), Followed by ranged attackers. If any hero gets within 5 squares of either of them, One will pelt the target with an arrow (and poison) while the other releases the Petrifying Gaze.
Treasure:Lots #2 and #5

6th Level Major Quest: 1,250xp

2009/01/10

Adventure Starter: Building the Wall

Here is a fantasy adventure start for a new Campaign (or for adventures entering a new land with some modification).

Starting Text

It is the last hot days of fall, and as with every season you find your selves on carts loaded with bricks. Your five day journey from your homes is almost at an end, for just over the next hill you can see the the top of the Wall.

From your many previous trips you know that the next week will be hard, back breaking labor. The Lord Tyrant has ordered, as did her father, and his Mother before and so on, all must repair The Wall: make it strong, make it stout, keep the luminous clawing darkness out. All must repair The Wall so that the world doesn't end...


For the GM:
The wall is actually a vault sounding a gate and a ruin. For the last thousand years or more people have always come and built the wall up: a little thicker; a little taller; trying to keep the aberrant creatures that dwell on the other side at bey.

Or maybe it is something else, something of your own devious design?

2009/01/03

Writing for the Sake of Writing

I have found my self falling into my old (decades old) high school habits: Doing the homework, but failing to turn it in. Example: I have created the skeletons "Asmor's Instant Dungeons" completing the series all the way to level 30. I just need to assigne the treasure and write up a few tips on how to handle each encounter and they would be done. Yet, for the last week they have sat idol in my queue. (Palm slaps Head).

Enough Venting, time to get writing.

In the mean time here is some link love: Sham/Dave, Amityville Mike on the one page Dungeon template that would work wonderfully with the instant dungeons: and I have been playing with Ghgowiz Old Guy RPG Blog which linked to a number of very nice tutorials on Dungeon and Map making with Gimp. The Dungeons with Gimp was suprisingly easy to follow and produces a spiffy looking map in not too many steps. I think I will next try the Regional Map with Gimp tutorial and see how that goes.

Also from Outsyder Gaming, I found a link in a comment to a javascript 4E character generator.

I did create another blog (yup, can't keep one blog up to date, so I go and create another one (sigh)) to house my actual game running and creation called Tales of the Table.

Like I stated: enough venting, get writing.
Snork

2008/12/29

Asmor's Instant Dungeon: 5th level Bones of the Druid

Again, I opened up the treasure generation to be everything (though it took two tries to get a list that I liked). As before you will need to provide a map and a story, though I see this set in a more "natural setting". The Shardmasters in encounter #8 kind of justifies the other encounters.

Treasure:
  1. [Level 9 Magic Item]: Salubrious Armor +2 (Adventurer's Vault, page 51 [Armor]) (DDI)
  2. [Level 8 Magic Item]: Cloak of the Chiurgeon +2 (Adventurer's Vault, page 151 [Neck Slot Items]) (DDI)
  3. [Level 7 Magic Item]: Immunizing Armor +2 (Adventurer's Vault, page 46 [Armor]) (DDI)
  4. [Level 6 Magic Item]: Distance Weapon +2 (Adventurer's Vault, page 68 [Weapons]) (DDI)
  5. [560 gp]: 53 gp, 60 sp, 100 cp + 1 alexandrite (500 gp)
  6. [500 gp]: 1 topaz (500 gp)
  7. [340 gp]: 32 gp, 76 sp, 40 cp + 3 turqoise gems (100 gp each)
  8. [340 gp]: 134 gp, 53 sp, 70 cp + 2 jade gems (100 gp each)
  9. [160 gp]: 55 gp, 44 sp, 60 cp + 1 garnet (100 gp)
  10. [120 gp]: 118 gp, 15 sp, 50 cp
Encounters

Encounter 1: 4th Level, 850xp
1Sith, Pact-Bound Adept (DDI)Level 6 Artillery (Leader)250Draconomicon: Chromatic Dragons, page 227 (Kobold)
2Wuth, Rex, Dragonborn Soldier (DDI)Level 5 Soldier 200Monster Manual, page 86 (Dragonborn)
1Avion, Mithrendain Guard Captain (DDI)Level 5 Soldier (Leader)200Dragon 366, page 11 (Mithrendain)
Tips: Wuth, Rex and Avion fight in as a team as Sith uses Flaming Staff on the party from 6 squares behind the front line. Sith will use Dragons Grace on the most successful the three to what ever energy type the casters seem to be using most often. Sith will close with the front line to deliver a healing burst when 2 or more of the front line fighters are bloodied. Expect Longsword and breath attacks from the Wuth and Rex.
Treasure: Lot #10

Encounter 2: 5th Level, 1089xp
4Dire Wolf (DDI)Level 5 Skirmisher 200Monster Manual, page 264 (Wolf)
1Shadow Spirit (DDI)Level 4 Lurker 175Into the Shadowhaunt, page 5
3Norker Grunt (DDI)Level 3 Minion 38H2: Thunderspire Labyrinth, page 25 (Norker)
Tips: The wolves and Norkers will mob soft targets and ranged attackers to try and keep them on the ground. The shadow spirit will only attack targets that it can flank.
Treasure: Lot #4

Encounter 3: 5th Level, 1000xp
1Vipp, Pseudodragon (DDI)Level 3 Lurker 150Monster Manual, page 91 (Drake)
1Gorth, Stormfury Orc Champion (DDI)Level 7 Elite Brute 600Dragon 370, page 35 (Lords of Chaos: Mual-Tar)
1Xan, Tiefling Shadowblade (DDI)Level 6 Skirmisher 250Dungeon 155, page 80 (Sleeper in the Tomb of Dreams)
Tips: Xan and Gorth are good friends and will openly banter with each other during the fight (Gorth is a of the "Hit 'em Hard school, Xan is more sublime) as they tag team targets. Vipp, conducts a flyby attacks to harass those who are not Gorth and Xan's latest "experiential".
Treasure: Lot #5

Encounter 4: 5th Level, 1000xp (hard setting).
4Longtooth Hunter (DDI)Level 6 Soldier 250Monster Manual, page 233 (Shifter)
Tips: Each hunter will choose a target and cause it intense harm by Hamstring them, and then following them as they flee.
Treasure: None

Encounter 5: 6th Level, 1300xp
3Dragonborn Soldier (DDI)Level 5 Soldier 200Monster Manual, page 86 (Dragonborn)
2Galeb Duhr Earthbreaker (DDI)Level 8 Artillery 350Monster Manual, page 114 (Galeb Duhr)
Tips: The Earthbreakers will pelt the party with stones until they close to 2 squares, then they unleash a Shockwave. The Dragonborn then emerge from hiding, lead with a breath attack, and pound there way into the scrum (They will also come out of hiding when either of the Earthbreakers are bloodied).
Treasure: Lot #3 and #8

Encounter 6: 6th Level, 1275xp
1Rithun, Duergar Theurge (DDI)Level 5 Controller 200H2: Thunderspire Labyrinth, page 21 (Duergar)
3Dwarf Bolter (DDI)Level 4 Artillery 175Monster Manual, page 97 (Dwarf)
1Untha, Barlgura (DDI)Level 8 Brute 350Monster Manual, page 53 (Demon)
1Broken Beak, Bugbear Warrior (DDI)Level 5 Brute 200Monster Manual, page 135 (Goblin)
Tips: This encounter should start with a volley from the Bolters as Rithun leads First with Brimstone Hail, then (on the second round) follows up with Bile Fumes. He will use Wave of Dispair when there are three or more targets within 2 squares. Otherwise Rithun will launch Firebolts at targets until either Brimstone Hail or Vile Fumes re-charge. Untha and Broken Beak will close the gap between them and any impaired heroes with Untha loosing a Savage Howl and conducting a double attack and Broken Beak using Predatory Eye followed with a Skull thump-er on Untha's target.
Treasure: Lot #2

Encounter 7: 6th Level, 1100xp (hard)
2Galeb Duhr Earthbreaker (DDI)Level 8 Artillery 350Monster Manual, page 114 (Galeb Duhr)
1Soulrider Devil (Eralian) Eladrin Arcanist (DDI)Level 9 Artillery 400Dragon 370, page 43 (Dangers of the Demonweb)
Tips: The Eladrin, with stiff movements (almost marionette like), will lead with Acid Flame, and then will use Soulrider Sacrifice to recharge it up to 5 times. If closed with, it will change to Black Chill Blast, and Fey Step away (the first time). The Earthbreakers will Hurl Stones until closed with and then unleash a shock wave and slam those left standing.
Note: Eralian is anunwilling participant, and will be gratefull if freed.
Treasure: none

Encounter 8: 8th Level, 1717xp (I forced a hard Minion fest)
15Twisted Shardmaster (DDI)Level 10 Minion 125Dungeon 157, page 80 (In the Depths of Avarice)
Tips: They will start with a barrage of bone shards as groups of 3 will charge the party in hope of "recruiting them" like they have all the others. They will not leave this area willingly.
Treasure: Lot #1, #9, #7, #6, and #5

Major Quest: 5th Level, 1000xp.

2008/12/24

Writing for Writing Sake: Thinking of the Next Year

In the coming year these are the things I want to do with this blog:
  • Complete the Asmor's Instant Dungeon series through 30th level.
  • Create some more pre-generated characters from levels 1 to 30. (This will probably wait until Wotc finishes it's Character Builder application).
  • Create actual test dungeons to run the Pre-gen's through.
  • Improve my mapping Mojo so that I can produce maps efficiently and with a level of acceptable quality.
  • Post NPC's with Stat blocks for 4E (that's kinda like the point of this site).
  • Possibly explore NPC's of other systems (Traveller, Pathfinder, Dogs in the Vineyards, Call of Cthulthu) when I need a change of pace.
Enjoy what ever hollidays you care to enjoy,

Snork
--
Snorkey: Collating Links, though handy, does not an origional artical make.

2008/12/23

Asmor's Instant Dungeon: 4th level Caves of Loathing

This time I have opened up Asmor's Treasure sources to be Everything. You will need to provide a map and a story to tie this motley band of dragons, koblods and undead together.
Treasure:
  1. [Level 8 Magic Item]: Controlling Weapon +2 (Adventurer's Vault, page 66 [Weapons]) (DDI)
  2. [Level 7 Magic Item]: Lens of Reading (Adventurer's Vault, page 175 [Wondrous Items]) (DDI)
  3. [Level 6 Magic Item]: Orb of Impenetrable Escape +2 (Adventurer's Vault, page 94 [Orbs]) (DDI)
  4. [Level 5 Magic Item]: Quickhit Braces (Adventurer's Vault, page 118 [Arms Slot Items]) (DDI)
  5. [470.4 gp]: 161 gp, 86 sp, 80 cp + 3 amethyst gems (100 gp each)
  6. [420 gp]: 416 gp, 36 sp, 40 cp
  7. [285.6 gp]: 179 gp, 57 sp, 90 cp + 1 peridot (100 gp)
  8. [285.6 gp]: 183 gp, 19 sp, 70 cp + 1 moonstone (100 gp)
  9. [134.4 gp]: 126 gp, 77 sp, 70 cp
  10. [100.8 gp]: 92 gp, 79 sp, 90 cp
Encounters:(again, I selected all sources when using Asmor's Encounters)

Encounter 1: 3rd Level, 750 xp
2Skeletal Warhorse (DDI)Level 5 Brute 200Dungeon 155, page 68 (Sleeper in the Tomb of Dreams)
2Rotwing Zombie (DDI)Level 4 Skirmisher 175Monster Manual, page 274 (Zombie)
Tips: The Skeletal Warhorse keep kicking while the Rotwing Zombies strafe the lone targets and move on.
Treasure: none

Encounter 2: 4th Level, 925 xp
4Orc Scout (DDI)Level 3 Skirmisher 150Dungeon 157, page 53 (Siege of Bordrin's Watch)
1Spear GauntletLevel 2 Obstacle 125Dungeon Master's Guide, page 87 (Trap and Hazards)
1Vinnie, Hobbler Decoy (DDI)Level 4 Skirmisher 175Draconomicon: Chromatic Dragons, page 224 (Kobold)
Tips: Vinnie, will attempt use taunting Jeer to pull Characters through the spear gauntlet while the Scouts pin them down with arrow fire. The scouts will remain on the far side of the gauntlet, Though the Overeager feature will force them to, potentially, move through the gauntlet to get at a target. Vinnie will make a run for it once Bloodied.
Treasure: none

Encounter 3: Level 4, 875xp
1Bethor, Blue Dragon Wyrmling (DDI)Level 4 Elite Artillery 350Draconomicon: Chromatic Dragons, page 180 (Chromatic Wyrmlings)
3Kruthik Adult (DDI)Level 4 Brute 175Monster Manual, page 170 (Kruthik)
Tips: The PC first encounter the Kruthik's and then with much drama, Bethor makes her grand entrance 2 rounds latter leading with a breath weapon, (spending an action point), and unleashing her Draconic Fury or Lighting Burst. Afterward she will alternate between Draconic Fury, Lighting Burst and moving away from hard targets toward softer targets.
Treasure: #3, #7

Encounter 4: Level 4, 900 xp (generated using the Hard setting)
1Varna, Kobold War Priest (DDI)Level 5 Controller 200Dragon 364, page 59 (Creature Incarnations: Kobolds)
4Corruption Corpse (DDI)Level 4 Artillery 175Monster Manual, page 274 (Zombie)
Tips: The corpses will emerge at range from all directions lobbing Motes of Corruption at the Characters, while Varna leads with Devouring Stone following with Venomous Sting. If more than one opponient closes within 2 squares, she will unleash her Surge of Terror when possible. The Corpses will close when near death to make the best use of their Death burst.
Treasure: #8

Encounter 5: Level 5, 950xp
1Nestor, Grell (DDI)Level 7 Elite Soldier 600Monster Manual, page 144 (Grell)
2Wyrmwarped Atrocity (DDI)Level 4 Brute 175Draconomicon: Chromatic Dragons, page 225 (Kobold)
Tips: Nestor will grab the strongest individual, preferring fey to other races, while the atrocities tie up everyone else using double attacks. Nestor will use it's action point to on the third round to try and ease up the pressure on one of the Atrocities by doing an extra tentacle rake.
Treasure: #2

Encounter 6: Level 5, 1000xp
1Vedda, Kobold Wyrmpriest (DDI)Level 3 Artillery (Leader)150Monster Manual, page 168 (Kobold)
3Dar, Fel, Mank, Dragonborn Soldier (DDI)Level 5 Soldier 200Monster Manual, page 86 (Dragonborn)
1Elite Spear Gauntlet
Leve 2 Obstacle
250Dungeon Masters Guide, page 87 (Traps and Hazards)
Tips: Each of the Soldiers stands in a set of "Safe" squares within the gauntlet, and are granted cover. Vedda stands at the end of the gauntlet and will hurl energy orbs at the party. They work as a team and will try to distract individuals trying to disarm the gauntlet.
Treasure: #9

Encounter 7: Level 5, 750xp (hard)
1Guth, Bugbear Shadow Walker (DDI)Level 5 Lurker 200Dragon 366, page 69 (Bloodghost Syndicate)
1Bak, Beastcaller (DDI)Level 7 Controller 300Dragon 369, page 45 (Creature Incarnations: Gnolls)
1Kobold Horde (DDI)Level 6 Skirmisher 250Dragon 364, page 59 (Creature Incarnations: Kobolds)
Tips: Bak will lead with Murderous flock upon the group and then follow with Against the Tide. On round two the Hord will decend upon prone target with Swarm the Fallen. Guth will harass those still standing flanking with the swarm and using shadow walk to its best advantage. Bak will hold Eruption swarm until two or more enemies have closed with him.
Treasure: #10

Encounter 8: Level 7, 1000xp
1Yassul, Young Green Dragon (DDI)Level 5 Solo Skirmisher 1000Monster Manual, page 80 (Dragon, Green)
Tips: Yassul, may parley with the Party for a time (from his perch high above), only to leap to the attack with a fly by attack and a (action point) breath weapon attack. It will then land nearest the range attackers, let loose its Frightful Presence and (action point) Double attack, and use Luring Glare to keep the strongest melee types at range, tail sweeping a character that chooses to stand their ground.
Treasure: #1, #4, #5, #6

Major Quest: Level 4, 875xp

2008/12/22

Asmor's Instant Dungeon: 3rd Level Bane Keep

Moran, the Hand of Bane, was called upon, by Bane, to secure an abandoned Dragon Born keep. Although not nice people, they haven't set about to do any harm to the area per say.
You will need to create a map and provide a bit more story.

Treasure
  1. [Level 7 Magic Item]: Dread Weapon +2 (Adventurer's Vault, page 68 [Weapons]) (DDI)
  2. [Level 6 Magic Item]: Bracers of Tactical Blows (Adventurer's Vault, page 116 [Arms Slot Items]) (DDI)
  3. [Level 5 Magic Item]: Lightning Weapon +1 (Player's Handbook, page 235 [Magic Weapons]) (DDI)
  4. [Level 4 Magic Item]: Verve Armor +1 (Adventurer's Vault, page 54 [Armor]) (DDI)
  5. [380.8 gp]: 171 gp, 94 sp, 40 cp + 2 moonstone gems (100 gp each)
  6. [340 gp]: 231 gp, 86 sp, 40 cp + 1 amber (100 gp)
  7. [231.2 gp]: 229 gp, 19 sp, 30 cp
  8. [231.2 gp]: 23 gp, 79 sp, 30 cp + 2 moonstone gems (100 gp each)
  9. [108.8 gp]: 99 gp, 89 sp, 90 cp
  10. [81.6 gp]: 77 gp, 43 sp, 30 cp
Encounters
Encounter 1: Volunteers, Level 2, 600xp
2Kob, and Vim, Hobgoblin Soldier (DDI)Level 3 Soldier 150Monster Manual, page 139 (Goblin)
2Ral and Sim, Orc Raider (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
Tips:While traveling the PC see in the distance four cloaked figures with camping gear cutting across the road. Kob is willing to talk, Vim is spoiling for a fight, Ral and Sim will follow who ever shouts the loudest. They are looking for the keep and hope to join Moran's band. If it comes to blows: the Orc raiders will fight until bloodied and then make a break for it. Kob will support his brother, but will surrender if he goes down.
Treasure: Lot #10, traveling supplies and a crude map to the lost keep showing landmarks along the path.

Encounter 2: Post of the Eyes, Level 3, 700xp
4Goblin Warrior (DDI)Level 1 Skirmisher 100Monster Manual, page 137 (Goblin)
2Hobgoblin Archer (DDI)Level 3 Artillery 150Monster Manual, page 139 (Goblin)
Tips: A solitary tower, decrepit tower with the creatures inside. If observed one Goblin will emerge to parley (they want a strong looking party to just go away and are willing to give them false information to lead them astray). When Fighting, the archers will snipe through arrow slits and murder holes, while the goblins secure the front door and stairs.
Treasure:Lot #9

Encounter 3: Forest Patrol, Level 3, 775xp
2Creepy and Crawly, Ettercap Fang Guard (DDI)Level 4 Skirmisher 175Monster Manual, page 107 (Ettercap)
1Rover, Guard Drake (DDI)Level 2 Brute 125Monster Manual, page 90 (Drake)
2Blood and Bite, Hobgoblin Soldier (DDI)Level 3 Soldier 150Monster Manual, page 139 (Goblin)
Tips: Blood and Bite along with their pet Rover are herding Creepy and Crawly along the trail laying "early warning" trip lines for the near by front gate. The Hobgoblins are suspicious of strangers, the tethered ettercaps are consuming most of their attention. If a dialog can be established over hissing of the ettercaps, then they will, cautiously escort the PC's to the Front gate. Otherwise they will drop the tethers to allow Creepy and Crawly to throw webs on the strongest, while Blood and Bite fight as a pair with Rover going for the flank.
Treasure: #4 with Blood but it will not come into use in this fight.

Encounter 4: The Bouncers, Level 3, 800 xp
4Orc Raider (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
1Bile, Hobgoblin Commander (DDI)Level 5 Soldier (Leader)200Monster Manual, page 140 (Goblin)
Tips:The crew is digging defensive trenches adjacent to the entrance to the complex to fill time during guard duty. If the PC's are escorted, then the commander will challenge their reason for coming. If combat breaks out, the group will move as one and then the Bile will use his "Tactical Deployment" power to try and close the gap. Every time Bile hits the Orc's will cheer.
Treasure: #8

Encounter 5: Artists, Level 4, 928xp
2Gnoll Huntmaster (DDI)Level 5 Artillery 200Monster Manual, page 132 (Gnoll)
1Shadowhunter Bat (DDI)Level 3 Lurker 150Monster Manual, page 27 (Bat)
6Legion Devil Grunt (DDI)Level 6 Minion 63Monster Manual, page 64 (Devil)
Tips: The Devil Grunts are applying stucco to the stone walls (3 to a side) while the 2 gnolls sketch out murals in charcoal on the finished portions of the wall. Unescorted visitors (especially ones that look like they have been in a fight) will be met with hostility. The Bat will only attack bloodied figures and will do so regardless of status of the rest of the fight (it will flee if bloodied).
Treasure: none.

Encounter 6: Rotunda Construction Crew, Level 4, 820xp
4Orc Raider (DDI)Level 3 Skirmisher 150Monster Manual, page 203 (Orc)
5Orc Drudge (DDI)Level 4 Minion 44Monster Manual, page 203 (Orc)
Tips: 1 Raider and 2 druges are on the ground Examining old drawings, the rest of the orcs are scattered around the scaffolding that lines this room, making repairs to the temple's dome. Sounds of battle from encounter #5 will not be heard due to the noise of the orc's shaping stone. Though armed, the PC's will get two automatic surprise round as the Orc's make their way to their weapons. In the event of an attack, the drudges on the ground will run to Encounter #7, while all other figures will attack using ranged weapons.
Treasure: #7 with the Raiders holding the gold, and the druges Carrying the silver and copper.

Encounter 7: Sanctuary Consultation, Level 4, 950xp
2Ettercap Fang Guard (DDI)Level 4 Skirmisher 175Monster Manual, page 107 (Ettercap)
1Ettercap Webspinner (DDI)Level 5 Controller 200Monster Manual, page 107 (Ettercap)
1Rendi, Hobgoblin Warcaster (DDI)Level 3 Controller (Leader)150Monster Manual, page 140 (Goblin)
1Hasstheh, Agent of Bain, Shadar-kai Chainfighter (DDI)Level 6 Skirmisher 250Monster Manual, page 230 (Shadar-Kai)
Tips: Opening the unlocked door reveals Rendi and Hasstheh seated at a large weathered table, with the Ettercaps capering through the vaulting (Medium Perception check). Rendi is willing to talk, where as Hasstheh prefers to watch.
In combat Rendi and the Ettercap work together, with webspinner using it's web terrain and web net to tie up melee types, and Rendi knocking the rest down.
Treasure: #3, #2, #6

Encounter 8: Level 6, 1332xp
1Moran, Hobgoblin Hand of Bane (DDI)Level 8 Elite Soldier 700Monster Manual, page 140 (Goblin)
2Shadar-kai Chainfighter (DDI)Level 6 Skirmisher 250Monster Manual, page 230 (Shadar-Kai)
3Orc Drudge (DDI)Level 4 Minion 44Monster Manual, page 203 (Orc)
Tips: In combat Moran will lead with Flail of Tyranny to stun what he perceives as the controller, As the Chainfighter moves and strafes with the Dance of Death. On successive rounds Moran will mark the leader while the Chainfighter snipes with it's spiked chain. The Druges only attack marked targets.
Treasure:#1, #5

Major Quest: Level 3, 700xp