Sunday, February 15, 2009

D3 (The Undermill)

It's possible that this will be the first room the party explores. It's also possible that this will be the last room the party explores, if they explore it at all. If the group is quick enough in clearing out the sawmill, they may leave without those working at the waterwheels below ever having realized the intruders were here.

Terrain Features:

  • Waterwheels: Unless disabled, the waterwheels continue to turn during combat, posing a hazard to anyone fighting nearby. Rules and stats for the waterwheels are provided below.
  • Waterwheel Machinery: The constant motion of the gears and belts within the waterwheel apparatus poses a hazard to anyone fighting nearby. Rules and stats for the machinery are provided below.
Even if the party surprises the cultists by attacking them outright, their war razors should never be more than one move away from their starting position. I suggest the following encounter for a party of five adventurers:

Total: 2,200 xp (Level 9 Encounter)

The Crimson Acolytes have no problem luring foolhardy adventurers into fighting atop the dangerous waterwheels. Their +11 Acrobatics bonus gives them a fairly good chance of avoiding a drop into the river. The Acolytes' Crimson Path lets them easily maneuver atop the wheels (especially once bloodied). The Mystic Cultist reserves his Storm of the Ocean Lord power for when he can catch at least two PCs within the machinery or atop the waterwheels, and uses Ring of Terror to send would-be assailants into the wheels. The Thuggish Cultist likewise reserves his Knock 'em Flat for when it can best be used to send a PC into one of the hazards.

Stat block(s):

1 comment:

Glirhuin said...
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