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Let's make a dungeon

O.K. here is an Item for treasure. It costs a little bit more than the treasure for the challenges that I created but it is pretty cool.

Fire mace: this +1 flaming heavy mace protects it's weilder form 10 points of fire damage per round. upon command it's weighted tip glows as if under the effects of a light spell. Once per day the weilder can produce a 5' diameter flaming orb in any location with in 150' radius centered on the caster. Any creature hit by the orb gets a reflex save to get out of the orb's way taking no damage. Upon failing the save the creature take 2d6 points of fire damage. By using a move action and by pointing the mace at the orb and commanding "move" in infernal and then pointing to a new location up to 30 feet away the weilder can move the orb. The orb lasts for 5 rounds. it the orb moves further than 150 feet from the caster the orb disapears. Moderate Evocation. CL 13th craft magic arms and armor, light, flaming sphere, protection from energy. price: 25000gp cost 12500 + 1000 xp

looks like we are almost done. 9 rooms that are not done and 2 of them are called already.

I have also updated my two rooms a couple of days ago. minor stuff and I'll probablly do it again.
 

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I just read through all the rooms. I like what is shaping up. This is gonna be a cool dungeon. I have a few questions and comments.

Room 7: What is the DC to find and open the secret door? Will the Avoral Tell the PCs about the secret door? they probablly know it is there. how will the Bralani from room 13 and the Avoral react tward each other, if the PC's bring the Bralani with them.

Room 23: What is the DC to find and open the secret door?

Rooms 27 & 28: Seems a little odd to me that you have to go through the locker rooms to get to blasphmy's room but I can accept it. Since Blasphemy can teleport and with handforged discription of feeding the creature in room 30. Perhaps Blasphmy has a thing for athletes. Once in the corridors on the other sides do the doors into the locker rooms open with out a key? with out unlocking both doors? Maybe in the corridors leading from the locker rooms to room 29 should be old looking and in disreapair maybe there should be bloody drag marks from the locker rooms to room 29. Can we use Quidditch as the name of the sport that the vrocks are going to be playing?
 

I will not put the mace in room 30 quite yet, whoever will finish the treasure of room 30 copy it in your description.

Indicate in a new post when you update your rooms what room number has changed.

I will let the creators of rooms 7, 23, 27, 28 address themselves the issues you raise.

Keep up the good work peeps ! :D
 

DiFier said:
I just read through all the rooms. I like what is shaping up. This is gonna be a cool dungeon. I have a few questions and comments.

Room 7: What is the DC to find and open the secret door? Will the Avoral Tell the PCs about the secret door? they probablly know it is there. how will the Bralani from room 13 and the Avoral react tward each other, if the PC's bring the Bralani with them.

Room 23: What is the DC to find and open the secret door?

Rooms 27 & 28: Seems a little odd to me that you have to go through the locker rooms to get to blasphmy's room but I can accept it. Since Blasphemy can teleport and with handforged discription of feeding the creature in room 30. Perhaps Blasphmy has a thing for athletes. Once in the corridors on the other sides do the doors into the locker rooms open with out a key? with out unlocking both doors? Maybe in the corridors leading from the locker rooms to room 29 should be old looking and in disreapair maybe there should be bloody drag marks from the locker rooms to room 29. Can we use Quidditch as the name of the sport that the vrocks are going to be playing?

Uh secret door? Oops. Well I guess it should be the same as in room 23. Oh wait, room 23 doesn't have a DC either. Maybe it should be up to Trailz. OR it could be DC 30, the same as the locked doors. I don't know, is that really up to me?

Again, with the Bralani. Those are someone else's addition. Do I really have jurisdiction to say what they would do or think or say? Of course any Dm runnign this wouldn't care one way who wrote which parts and would definitely want to know that info.
However I think I would say...

If the Bralani are in your party they will be aghast and in horror of the situation of the poor Avoral. They will urge the party to fight the Avoral, to "free their enchained souls" as they put it, but will refrain from combat with them stating that combat with celestials would be too disturbing for them at this point. In fact if combat if engaged with the Avoral they will wait in the next unoccupied room. The enslaved Avoral, for their part, will not react much differently whether the Bralani are present or not. They are past caring.

Also...

The Avoral have been ordered to remain secret about the secret door. Though they cannot broach the subject if it is asked of them they will make clear to the party that while they are forbidden to mention any possible presence of such doors they willingly refuse to deny that such things exist.



And no Quidditch, please. Not that I have anything against the sport, but please, no.
 

Room 24: Storage for gaming equipment

This room is used to store equipment used for the 'games' in room 26 (weapons, armour and some other less tasteful things..). Home, and visiting teams alike will use this room. The central workbench serves as an altar which renders the area unhallow with a dimensional anchor. The 'only' entrance to the room (via room 25) is guarded by a Retriever, ensuring that the equipment cannot be tampered with. However, Blasphemy and her minions may also access the room via the secret passages from rooms 7 and 23.

Upon entering, the PCs are immediately struck by the strong charnel house smell in this room (fort DC 12 or become nauseous until 1d6 rounds after leaving the room).
A large unlocked wooden door in the western wall leads to area 25. This door is guarded by a retriever, which will immediately attack the PCs if they entered the room via the western door, otherwise remaining dormant (The retriever has specific orders to attack any creature that attempts to pass it, which of course does not apply to those who enter and leave via the secret door in the south wall). In the center of the room is what appears to be some kind of large work bench. The surface of the bench as well as the surrounding floor for 5ft in every direction is covered with a layer of gore in various stages of decomposition (anyone attempting to approach the bench must make a reflex save DC 5 to avoid slipping). Above the bench is a series of hooks, some of which are occupied with the remains of what once might have been humanoid. The cadavers are torn open, and a close inspection will reveal that numerous organs have been quite carefully removed.
On the north wall there are a series of shelves, each of which holds several sealed earthenware pots. (If opened, these pots contain the missing organs - some being dried, and others being preserved in vinegar). Beneath the shelves hangs a skin, presumably that of a dwarf judging by size. Blood is still dripping from the skin and forming a small puddle on the floor beneath (any PC with an appropriate skill may observe that this skin was removed with some care and expertise).
In the center of the south wall stands an imposing statue of a serpentine 6-armed figure (this is a likeness of Blasphemy which is easily recognizable to those who have seen her - a search of the statue (DC 30) will reveal that it conceals a secret doorway) flanked on either side by weapon racks. In each rack there are a series of 5 evidently well-made (masterwork) greatclubs, whose coating of blood and some scorch marks tell a tale of their use. (If the PCs attempt to Detect Magic none of the clubs will radiate magic, however 2 of the clubs on the eastern rack (home team) are in fact +2 greatclubs (medium size) with Nystul's Undetectable Aura placed upon them.)
Stacked against the eastern wall are a series of 5ft cube cages. Most of these hold the bodies of subjects used in the harvesting of 'game equipment' (One of the cages contains the skinless body of a dwarf, and judging by the trails of blood across the cage floor he or she was still alive for some time after the skin was removed) however a faint whimpering can be heard from one of the cells (listen DC 5). This cell contains Mekel.


Mekel - NE Halfling Rog8
Str 12, Dex 16, Con 12, Int 14, Wis 10, Cha 12
AC: 14 (unarmored)
BAB: +6/+1, Melee: +8/+3, Ranged: +10/+5
Saves: Fort +4, Ref +10, Will +3 [+2 vs traps, fear]
Sp Abil: Trapfinding, Evasion, Improved Uncanny Dodge, Sneak Attack +4d6, Trap sense +2
Feats: Improved Initiative, Point Blank Shot, Precise Shot
Skills: Hide +18, Move Silently +16, Search +13, Disable Device +14, Open Lock +14, Tumble +14, Sleight of Hand +14, Bluff +12, Disguise +12, Spot +11

Mekel is barely clinging to sanity, and will tell the PCs anything he thinks they want to hear in order to facilitate his escape. He will assist the PCs as far as it serves his own interests but no further. If the PCs come across or openly display anything of value, he may attempt to steal it from them and run off IF he can get to safety (he does not know the layout of the dungeon). If Mekel is still with the PCs at such time as they leave the dungeon, then he will betray them the moment he stands to profit by doing so.
Mekel knows about the magical greatclubs in the weapon racks (as he saw them placed there) as well as the secret passage. He will offer to tell the PCs his 'secrets' in return for an escort out of the dungeon, and will honor the bargain should the PCs agree, as he has nothing to gain by backstabbing them.

==================================
Ofc the door on the south end of the room would need to be made a secret door for this to work.

Anyway it's just an idea. If you don't like it, nps.

Also I imagine it will need some format changes too (I pretty much winged it :))
 
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fnork de sporg said:
Again, with the Bralani. Those are someone else's addition. Do I really have jurisdiction to say what they would do or think or say?

Yeah I'm not sure, I asked the question in your room cause the that's the only place they could possiblly meet, unless the PC's somehow convince the Avoral to help them, which sounds less than impossible.
 

There, I have updated me post for room number seven, adding in the bralani and secret door paragraphs, as well as a little more detail and fixing a few typos, though probably not all of them.

I'm still not sure what the DC to find the secret door should be. I also included a DC to unlock the door, though now I'm not sure if the door should really be locked or not. I am open to suggestions


By the way this is a killa crazy great thread. Real fun. Is this an ENworld tradition or are we the first people do it? If it's not a standing tradition it really should be.
 

The room has a secret door in it now (see updated map, refresh).

All secret doors have a search DC of 30, none are locked.

The unedited Word document now stands at 31 pages.

:eek:
 
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fnork de sporg said:
Again, with the Bralani. Those are someone else's addition. Do I really have jurisdiction to say what they would do or think or say? .


HEy the Branali were my guys!!!! They would say, "To heck with you, you,you, fnock of the sporg!"


Seriously, I think that is an excellent addition and feel free to change, add, correct anything that Trentonjoe writes.
 

I have another observation. There are a number of places on the map where large or huge creatures are in spaces that are smaller than their size, example a large creature (takes up 10'x10') in a 5' wide passage. according to the DMG p29 this is possible but causes the creature to take -4 to attack and AC in that confined area.
 

Into the Woods

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