Gorum’s Gambit Seeded Encounter


Signs in the area bearing the symbol of Gorum point you to a long hollow building with open heavy metal doors emblazoned with the banner of Gorum’s Gambit. Upon entering, the building is entirely empty but for a sign at the end that reads “touch here to begin” (If a team has completed the encounter, mark as such because a flag appears here notifying that fact)

upon touching the sign in any way, a triceratops is summoned at the other end of the room and the doors at the entrance lock shut.

the room is 20 ft wide and 45 feet long

The dungeon resets, but each team may only complete it once.
Triceratops CR 8
XP 4,800
N Huge animal
Init –1; Senses low-light vision, scent; Perception +21


AC 21, touch 7, flat-footed 21 (–1 Dex, 14 natural, –2 size)
hp 119 (14d8
Fort +15, Ref +8, Will +5


Speed 30 ft.
Melee gore 17 (2d1012)
Space 15 ft.; Reach 15 ft.
Special Attacks powerful charge (gore, 4d10+16), trample (1d8+12, DC 25)


Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)
Skills Perception +24

Opens with a powerful charge, tramples to another part of the room until it can charge again.

upon defeat, the triceratops piffs (as summoned creatures do) and a dais raises from the floor containing 3 oils of overland flight (which allows the party to travel 5 hexes in a single overworld move action with a solid hour of flight remaining for any subsequent encounter, alternatively, they can use one potion to use the flying scout option (when used all parties within their flight recieve a DC 20 perception check to see them except if used in the forest terrain area)


Totally Not GG N0S13NM