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Cooperative Dungeon IV: Update

Trainz

Explorer
Here we go for a fourth Cooperative Dungeon:

Be advised that by adding content to this thread germane to the project, your content might be used (in whole or in part) in an upcoming 'Collective Dungeon' release. You will be given credit for your work, for which we will need your actual name * since we will have express your copyright over the material you provide. Be assured that the project is meant as a community activity with the intention to distribute it freely, though we (or other publishers) may also contact you in regards to your copywritten material for subsequent approval of other publication. Some of your material, by virtue of being current or derivative OGC, may also be used under the terms of the OGL.


* Write your real name beside the room name of your entry. No anonymous contributions will be accepted.
Tomb of Chaos CD4

The dungeon map was made using Interactive Dungeon (http://www.geocities.com/trainz_ca/ID). I propose to all put our dungeon designing minds together and create this dungeon together. Everyone that feels like it can take a dungeon room number and design it. Unlike previous cooperative dungeons, there is some basic plot here: gnolls have found the location of a lost tomb in which is rumored to be an object of power. They are digging, but haven't penetrated the inner tomb yet. Here are the guidelines:

- This adventure is split in two: the gnoll controlled sector, and the hidden tomb, populated by aberrations and other critters.
- Only the core 3.5 rules can be used. Only the Monster Manual. The monsters must be in the SRD (http://www.systemreferencedocuments.org/35/sovelior_sage/home.html)
- Make sure you write the monsters in STAT BLOCK format.
- The dungeon is a level 3 adventure.
- The scale is 1 square = 5 feet
- The final room is room 21, in which is the BBEG (Big Bad Evil Guy), a Babau demon named Chaos.
- If you reserve a room, you have 1 day to post the description, after which the room will become available again.
- The main pieces of furniture that are used are: Small table, Large table, Wall torch, Columns (large and small), altars (large and small), crates, cupboards, chairs, barrels, chests, bed (small and large), monolith, coffin, bookcase, statues, well (or pool), small pedestal, bag, pile of coins. Look at the following picture to know what a certain feature on the map illustrates:

key.bmp


It is very important to follow the following format in your description. Doing otherwise will make editing harder. Also make sure there are no spelling errors by using a spell-checker.

Room # - Room Name (created by)
Door: Direction Type Un/locked (unlock DC) Break DC . Hardness, Hit points Trap/Trigger
Room: Description of room as if the characters first stepped foot in it. Put this part in quote tags, such as {quote} room description {/quote}, but replace the { } with [ ].
Traps : Stat block of trap
Features : Actually anything part of the room. An altar, Dais, Murals, Columns etc. Also any spells in effect in the room.
Encounter : Conditions (What are they doing, why will they be here), Stats , Tactics
Other Features : Contents of room such as chest, Shelves, Cabinets etc.
Notes : Anything left over, (history of the room etc)

Previous Cooperative Dungeon threads:

CD1: Terror and Blasphemy
CD2: Halls of Anarchy
CD3: Crypt of Damnation

For guidance, use the exact same format as room number 1 in the next post.

tomb.jpg


1. Outside the tomb (René Mongrain "Trainz")
2. Entry Hall of the Jackal (Shannon Troester "Thullgrim")
3. Shrine to Hrauk (Shannon Troester "Thullgrim")
4. The Gnoll Barracks (Brian Thompson "Elephant")
5. The small bedroom (Tim Challener "Slife")
6. Elite Gnoll Barracks (Brian Thompson "Elephant")
7. Funerary Preparations Room (Chad Barr "Wycen")
8. Crypt of the Exalted Ones (H. R. McGlone “Phineas Crow”)
9. Hall of Final Justice (Connor Sites-Bowen)
10. Storage Room (Kris Hulsen "The Forsaken One")
11. Tomb of the Magi (Alexander P. Y. Fitzhugh "fnork de sporg")
12. Toth Nekamek's Library (Daryl Gubler "ikazuchi")
13. Chronicles of Toth Nekamek (Craig Stone "Ferret")
14. The gnoll tunnel disaster (Lance Hewett "Tallfellow")
15. Atrium of the Royal Steed (Ben Buckner "tarchon")
16. The Crypt of Aris (Ben Tiefenback "John Q. Mayhem")
17. A sinner’s tomb (Kris Hulsen "The Forsaken One")
18. Warped Burial Chamber (Chris Cumming "Erekose13")
19. The Hall of Celebrants (Adrienne Traxler "Adrienne")
20. Yinepu's Vigil (Patrik D'haeseleer "Conaill")
21. Burial Chamber of Toth Nekamek (H. R. McGlone "Phineas Crow")
 

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Room 1 - Outside the tomb (René Mongrain "Trainz")

Door: A huge stone double door that is unlocked but very heavy. It requires a DC 15 strength check to open (Strength DC 15; Hardness 8; hp 120)

You stand in front of a magnificent stone structure that protrudes from the mountain side. It is decorated with relief sculptures of half-men half-animal creatures. To the left and right of the doors are 14 feet tall stone statues of naked men with jackal heads. To your right, you see a pile of rock and dirt debris. You hear birds chirping from the trees north of you.
Features : The two huge jackal statue's eyes and reliefs sculptures are gems, lapis lazuli worth 10 g.p. each (26 in all). They are 10 feet or more above ground, so are not readily reachable. Climbing the facade and stone statues is a DC 20 climb check. Standing from the ground, it is hard to see that there are gems in the sculptures and statues eyes (spot check DC 16) but close examination (if climbing) will make them very obvious.

The dirt and rocks comes from the gnoll's excavations inside. If the characters take time to collect the lapis lazuli, there is a 1 in 20 chance after each gem retrieved that two gnolls come out with dirt bags.

Encounter : (EL 3) In the four trees south of the characters, there are two gnolls hiding in the branches 10 feet above ground with their bows ready (hide check roll 16, 20% concealment). They attack as soon as the characters are within 15 feet of the tomb. They can easily drop to the ground if needed via low branches (they have practiced the maneuver on those specific trees).

Gnoll (2): CR 1; LA +1; Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ darkvision 60 ft.; AL (Usually) CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Languages: Gnoll
Skills and Feats: Listen +2, Spot +3; Power Attack.
Possessions: battleaxe, leather armor, heavy steel shield, shortbow, arrows (40).
Description/Combat: Gnolls are hyena–headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish–brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7–1/2 feet tall and weighs 300 pounds.
Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).

Notes : This tomb was once the final resting place of a great king, Toth Nekamek. It is now inhabited by aberrations, demons, and all sorts of fiendish creatures.
 
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"To the left and right of the doors are 14 feet tall stone statues of naked men with chacal heads."

Is this supposed to be jackal heads or what?

Asmo
 


Asmo said:
"To the left and right of the doors are 14 feet tall stone statues of naked men with chacal heads."

Is this supposed to be jackal heads or what?

Asmo
Got it thanks ! In french, it's chacal, and my spell checker is bilingual and didn't catch that.

Phineas, the map is now attached.
 
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Room 8: Crypt of the Exalted Ones (H. R. McGlone “Phineas Crow”)

Door: The stone door (Hardness 8; hp 45) to this room is unlocked and its surface is covered with a full sized bas-relief of a solemn looking man carrying the body of another man in his arms.

Within this dusty room, on daises of polished red granite are seven large iron caskets. The sides of the caskets are lined with engraved panels depicting scenes of various battles and the heavy iron lids feature a bas-relief of a humanoid with the heads of various animals. Above the caskets are small stone shelves lined with ceramic jars, most of which are broken. The eastern wall is dominated by a large fading mural of a crocodile thrashing in the water at a river’s edge. Opposite of the mural, a small alcove is set within the middle of the western wall which holds a sitting stone idol of a jackal-headed man which casts light from twin flames held in stone bowls in each of its hands. Standing in the northeast corner, holding and examining one of the ceramic jars, is a gnoll.

Features: The jackal-headed idol is magical and radiates a faint aura of enchantment if detected. The flames are from continual flame spells which are tied to the small stone bowls held by the idol, these bowls are not fixed to the idol and can taken off the idol and used as sources of light. Once per day the statue can grant the bless spell (caster level 3rd) on anyone that speaks the command word within sight of the idol.

In the alcove, behind the idol, is a secret panel (DC 20). The panel slides open to reveal a stone dial with a small depression in its center, carved along the dial's outer edge in a circle are symbols depicting the different phases of the moon. If Eregash’s moonstone is inserted into the dial and the dial is turned counter-clockwise all seven iron caskets unlock with a loud clunk. Eregash does not know about this panel, he found the moonstone in another part of the tomb, keeping it because its pretty.

Iron caskets: Each of the seven iron caskets is locked (Hardness 10; hp 100; Break DC 28; Open Lock DC 25).

Casket 1: The lid has a bas-relief of a hippo-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Tesher Nehes”)
Contents: Mummified corpse, red crystal rod inscribed with the word “Tesher”.

Casket 2: The lid has a bas-relief of a scarab-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Khesbetti Mekharr”)
Contents: Mummified corpse, Masterwork longsword, blue crystal rod inscribed with the word “Khesbetti”.

Casket 3: The lid has a bas-relief of a ibis-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Sesh Tekhen”)
Contents: Mummified corpse, several dried flowers, white crystal rod inscribed with the word “Sesh”.

Casket 4: The lid has a bas-relief of a crocodile-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Uarkh Afa”)
Contents: 200 sp, green crystal rod inscribed with the word “Uarkh”.

Casket 5: The lid has a bas-relief of a cat-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Ksantha Ama”)
Contents: Mummified corpse, Six bolts of frost, yellow crystal rod inscribed with the word “Ksantha” .

Casket 6: The lid has a bas-relief of a ram-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Tekhit Sera”)
Contents: Mummified corpse, purple crystal rod inscribed with the word “Tekhit”.

Casket 7: The lid has a bas-relief of an asp-headed humanoid with a cartouche of hieroglyphics at its feet. (A decipher script DC 30 check reveals the cartouche translates into “Uatch Hefau”)
Contents: Mummified corpse, 3 cp, orange crystal rod inscribed with the word “Uatch“.

Crystal Rods: Each of the seven rods is a crystalline shaft 1 inch in diameter and 2 feet in length. One end of is capped with an iron band that has a word inscribed on it. The crystal rods are magical in origin and still radiate a faint aura of transmutation magic from the spells used to create them. If sold each rod can fetch about 50 gp on the open market.


Encounter (EL 4): Eregash, the gnoll is currently searching the room for valuables and for a way deeper into the tomb. Unfortunately he hasn’t had much luck so far, not long ago his two assistants smashed open several of the canopic jars that rest on the shelves and succumbed to the poisonous gas contained within the jars. The assistants have since regained consciousness and have been reassigned to guarding the entrance.

Tactics: Eregash’s first instinct is to toss the poison-filled canopic jar (see below) that he is holding at any intruders. He will then pepper them with arrows and use his summon monster I spell to summon a small fiendish monstrous spider. He can also activate the stone idol from anywhere in the room as a standard action to gain the benefits of its bless spell. He will try to keep PCs from getting too close and out of range of his glaive. If things start to go badly, or he becomes surrounded, Eregash will smash any canopic jars within reach, even if it means he will be within the poisonous cloud.

Eregash, male Gnoll Rgr 1/Clr 2: CR 4; Medium humanoid; HD 2d8+2 (gnoll) plus 1d8+1 (rgr) plus 2d8+2 (clr); hp 27; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +1 natural, +3 studded leather armor), touch 12, flat-footed 14; Base Atk +3; Grp +6; Atk Glaive +6 melee (1d10+4/x3) or composite longbow (+3 Str bonus) +6 ranged (1d8+3/x3); Full Atk (same); Space/Reach 5 ft./10 ft.; SA rebuke undead 3/day; SQ darkvision 60 ft., favored enemy (elves +2), wild empathy; AL CE; SV Fort +9, Ref +4, Will +5; Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 11.
Languages: Gnoll
Skills and Feats: Concentration +3, Handle Animal +1, Listen +5, Spot +4, Survival +5; Point Blank Shot, Power Attack, Track, Weapon FocusB (longbow)
Possessions: Composite longbow, studded leather armor, arrows x24, glaive, moonstone (50 gp), iron scarab figurine

Cleric Spells Prepared: (4/3; save DC 12 + spell level): 0- detect magic, read magic, resistance, virtue; 1st- bane, cure light wounds, magic weapon*, summon monster I.
*Domain spell. Domains: Chaos (cast chaos spells at +1 caster level), War (free Weapon Focus feat).

Iron Scarab figurine: A tiny scarab beetle fashioned from iron with a circular base one inch in diameter. The word “Mekharr” is etched on the base and it appears that it was made to attach to something.



Summoned fiendish monstrous spider, small: CR 1/2; Small Magical Beast (Extraplanar); HD 1d8; hp 4; Init +3; Spd 30 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk Bite +4 melee (1d4-2 plus poison); Full Atk (same); Space/Reach 5 ft./5 ft.; SA poison, smite good, web; SQ darkvision 60 ft., resistance to cold 5 and fire 5, tremorsense 60 ft.; SR 6; AL CE; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +11, Spot +4; Weapon FinesseB

Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal +1 extra damage against a good foe.

Web (Ex): Eight times per day, the spider can throw a web. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.

As a standard action, an entangled creature can escape with a successful Escape Artist check (DC 10) or burst it with a Strength check (DC 14). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.


Other Features: Besides the jar held by Eregash there are 5 intact canopic jars scattered about the room’s shelves.

Each jar is stoppered and sealed with wax. These highly decorated containers hold the mummified organs of those buried in this room and have been filled with poisonous gas to hinder those who dare defile the dead.

The canopic jars can be used as ad-hoc grenade-like weapons. Treat this attack as a ranged touch attack with a range increment of 10 feet. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Poison: Inhaled, Fortitude DC 15, initial and secondary damage 1d4 Str.

When broken, the gas spreads into a 10 foot cube and anyone within the cloud must succeed at a Fortitude save (DC 15) or become poisoned. The cloud only lasts 1 round before dissipating. Intact, each Canopic Jar is worth 25 gp to a collector of art.

Notes: This room holds the remains of the seven commanders of the seven armies of the great king Toth Nekamek, each of the dead generals have been entrusted to guard the key rods that are needed to access Toth's burial chamber and great care was taken to make sure the dead here are not disturbed.

Ad Hoc XP Adjustment: Award the PCs an XP bonus worth the same amount as if the PCs defeated a CR 2 creature if they open the caskets by using the hidden dial.
 
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Phineas Crow said:
I'll take room 8.
She's all yours.

Guys, when you post to reserve a room, I will not reply to say that you have it, instead I will update the room distribution in the first post with your reservation will all relevant info (room no., name, date reserved).
 

Room 9 - Hall of Final Justice (Created by Connor Sites-Bowen)

Door: The door to this room is stone. It does not lock, but age has caused it to become stuck. It requires a strength check DC 20 to open, and has a hardness of 8 and 60 hp. Carved into the door is a bas relief of a well dressed, jackal-headed man sitting on a great stone chair. More chairs flank the man, with more jackal-headed dignitaries sitting upon them. A DC 10 smudges and claw marks from gnoll attempts to open the door.

Room:
Layers of dust coat this relatively empty room- the movements of your feet kick up little swirls of it. The air here is slightly staler than in the rest of the complex, and smells of rot. The source of this stench is obvious- seven crumbling wooden chairs line three of the four walls- two on either side and three on the longer wall, which is across from the one you entered from. Upon each chair rests a single item, each beautifully crafted and shining despite the dust.

Features: This room was built as part of the religious procedures associated with Toth Nekamek’s realm. It was believed that after death, the king would be judged by his god (NOTE: Insert whatever OGC god thing we come up with to replace Yeno-whatever) and his god’s advisors. In order for this metaphysical trial to take place, the king would, of course, need a physical place within his tomb, one befitting a king.

The gnolls have yet to enter this room, and so it remains relatively intact.

Each chair and corresponding item represents someone who would take part in this metaphysical trial. Numbered from north-east-south, each chair holds an item as follows:

1. Clasp- representing Terrahefad (anagram of “fear hatred”), a lesser advisor of Chakal, this iron clasp is shaped like a wolf’s head. Depressing the mouth opens the clasp, the head splitting vertically. This clasp is not magical. Value- 20gp.

2. Cloak- This cloak dangles almost seems to crush the rotting chair it rests upon. Upon closer inspection, one can discern that it is made of thick iron rings, and must weigh at least twenty pounds. Meant to be purely ornamental (and so old and rusted it would be useless as armor), this cloak is the token of Trayedabrug (anagram of “betray guard”), Chakal’s head guard in his macabre palace. Worth- 5 gp.

3. Cutlass- representing Cerefeabark (anagram of “face breaker”), Chakal’s demonic majordomo, this masterwork cutlass was specially forged and treated so a pattern of blood red waves crest across its length. This special forging technique has been long since lost, and so this sword is especially valuable to any collector. Value- 450 gp.

Trap: Disturbing the cutlass causes a weight sensitive trap to go off, dropping multiple bricks from the ceiling onto the chair and anything else in both the chair’s square, and the one immediately west of it.
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two abovementioned squares); Search DC 20; Disable Device DC 20.

4. Crown- This is a replica of Chakel’s crown- a circular band of silver. The front is shaped to be the upper jaw and ears of a jackal, and dark bat wings curve around, joining at the back to complete the circle. The crown is not magical, but radiates faint evil. Value- 300 gp.

5. Crossbow- Once wood, this ornamented crossbow is quite rotted. Picking through the pieces will reveal any manner of small insects, as well as 3 lapis lazuli stones worth 10 gp. Value- 30 gp.

6. Coin- These silver coins are flecked with lapis lazuli, giving them a blue sparkle. They seem to have been individually carved, and are each far too thick to be used as real currency. They honor Drohare (anagram of “hoarder”), who counts both coins and souls for her master, Chakal. Each is stamped with stylized wings on one side, and a leering jackal head on the other.
Trap: These coins are in fact a living construct built to guard the room’s contents. If any of the coins are touched, the construct animates, taking one round to meld from coins into small, winged jackal heads. Treat this latter form as a Bat Swarm, CR 2. When the swarm dies, it reverts to coin form. Each coin is worth slightly more than a silver piece- 3 sp each, and there are approximately 200 coins- 60 gp worth in all.

BAT SWARM
Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
A bat swarm is nocturnal, and is never found aboveground in daylight.
Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).
Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

7. Candle- This candle, if sniffed, smells foul. A symbol of Mewsallyl (anagram of "smelly law"), the fetid lawgiver Chackal keeps in his court, this candle, if lit, produces a puff of sordid, choking smoke that, if inhaled by the lighter of the candle, curses him, as the spell bestow curse. A fortitude save (DC 18) or a reflex save (DC 15) is needed to either avoid inhaling the smoke, or avoid the cloud altogether. Treat the curse as having a caster level of 8.

Encounter: The brick trap, and the coins that turn into a bat swarm, as well as the cursed candle bring this rooms EL to 4.

Notes: I’m not quite sure if Chakal is supposed to be the god of the old king, Toth, or a replacement for Yeno-whatever, the current Gnoll god. Are they one and the same?
 
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Slife said:
I'm kind of new to the designing business, so I'll just start with room 5.
I highly recommend that you go browse previous CDx's threads to get an idea of how to do it.

They are linked in the first post of this thread.

Welcome aboard !
 

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