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Let's make a dungeon

DiFier said:
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.
I can't find a saving throw DC listed for the fire orb. It's neat though, I always like unique magical items over generic ones.
 

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ThirdWizard said:
I can't find a saving throw DC listed for the fire orb. It's neat though, I always like unique magical items over generic ones.

Doh. forgot the DC. it should be 15. Well the fire orb is just flaming sphere. But I didn't want to just take an item out of the DMG.
 

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

Couldn't it be a weapon used by Blasphemy?
Unless he has better weapons, why hide it in a treasure room?
That's what bugged me sometimes from some published adventures treasures :D
 

DiFier said:
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?
Yes, indeed it does seem a little odd. I wanted it that way. Leaving aside my metagame motives for putting it there, it reflects demon psychology. Every demon above the lowest ranks has teleport without error, once every 6 seconds, for all of eternity. The only thing demons need doors for is maybe getting an initial look at a teleport destination (demons of the better sort usually scry) and shlepping around furniture. Which demons need doors then? Demons that shlep furniture around. And mortal servants need them. To a demon, every entrance is a service entrance, and using a door is like stamping "menial servant" on your forehead. Nobody important walks to room 29.
About the doors - yes, they open with the same way from either side. I figured the corridor was part of 29. And, so as not to disturb anyone unduly, I will amend the name of the sport to "q'tcherbi'jin," and hopefully that will fool JK Rowling's lawyers.
 

DiFier said:
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.
Yeah, I noticed that too. It bugged me a little at first, but then thought "what the heck" and left it at that.

Let the critters take the -4 penalty, it's not like the EL 14 PC's can't use the break.

Also, I have to keep in mind that this whole experiment is all about letting ENWorlders express themselves in the truest of RPG'ing form, creating a dungeon. Most of us are DM's. The essence of being a DM is to create adventures. That's what we do alone (of course, afterwards we play it with our friends). I thought it was due time that we used the awesome ressource that is ENworld and use it that way.
 

Matafuego said:
Couldn't it be a weapon used by Blasphemy?
Unless he has better weapons, why hide it in a treasure room?
That's what bugged me sometimes from some published adventures treasures :D
I don't agree.

All items worn and owned by Blasphemy will disappear when she is slain. Thus, they really aren't part of the room 30 treasure-reward concept.

That said, feel free to equip Blasphemy with any items you feel like (a +4 breastplate of fortification and 6 +3 unholy scimitars will turn her into quite a critter. Just make sure to adjust her CR accordingly). Those items will of course disappear when she is slain.
 
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tarchon said:
Yes, indeed it does seem a little odd. I wanted it that way. Leaving aside my metagame motives for putting it there, it reflects demon psychology. Every demon above the lowest ranks has teleport without error, once every 6 seconds, for all of eternity. The only thing demons need doors for is maybe getting an initial look at a teleport destination (demons of the better sort usually scry) and shlepping around furniture. Which demons need doors then? Demons that shlep furniture around. And mortal servants need them. To a demon, every entrance is a service entrance, and using a door is like stamping "menial servant" on your forehead. Nobody important walks to room 29.
About the doors - yes, they open with the same way from either side. I figured the corridor was part of 29. And, so as not to disturb anyone unduly, I will amend the name of the sport to "q'tcherbi'jin," and hopefully that will fool JK Rowling's lawyers.
Don't worry about it, leave the room as is. The disparity in styles of the different rooms (which is reflected by the fact that many DM's contributed) will only make this thing more unique. It is in fact the staple of my experiment.

It will throw players offguard. When they think they figured some pattern out, *WHACK* ! It will give players a sense of nouveau and wonder, will keep them on their toes.
 

tarchon said:
Yes, indeed it does seem a little odd. I wanted it that way. Leaving aside my metagame motives for putting it there, it reflects demon psychology. Every demon above the lowest ranks has teleport without error, once every 6 seconds, for all of eternity. The only thing demons need doors for is maybe getting an initial look at a teleport destination (demons of the better sort usually scry) and shlepping around furniture. Which demons need doors then? Demons that shlep furniture around. And mortal servants need them. To a demon, every entrance is a service entrance, and using a door is like stamping "menial servant" on your forehead. Nobody important walks to room 29.
About the doors - yes, they open with the same way from either side. I figured the corridor was part of 29. And, so as not to disturb anyone unduly, I will amend the name of the sport to "q'tcherbi'jin," and hopefully that will fool JK Rowling's lawyers.

Cool, That looks like the name of a Demon sport.

I hope I didn't imply that I didn't like your rooms or wanted you to change them. I like them very much. They are very original and cool ideas in them. I guess I added my comment because I thought it was odd. This is my first time dealing with demons. I thought that maybe players would think it was odd too especially if they hadn't delt with demons before. of course they will be So busy fighting Blasphemy and the mimic and getting treasure it probablly will not enter their minds.
 

It's a good thing to catch players off-guard. Make them feel more alive (until they die :D ).

In the current game I play in, I play a Sorceror. We're in a Inn. I ask "Are there any cute girls around ?", he sighs and says "No...", I than make a flash decision about my character and ask "O.K., any cute guys then ?"... the other players were aghast.

From that point on, my Sorceror has become bisexual. Never saw that in 20 years of RPG's.

My point is, the players (and DM) were caught so off-guard, that it kick-started role-playing, and in a sense improved our game.

Nothing is too weird in a fantasy setting (duh!).
 

Trainz said:
I don't agree.

All items worn and owned by Blasphemy will disappear when she is slain. Thus, they really aren't part of the room 30 treasure-reward concept.

That said, feel free to equip Blasphemy with any items you feel like (a +4 breastplate of fortification and 6 +3 unholy scimitars will turn her into quite a critter. Just make sure to adjust her CR accordingly). Those items will of course disappear when she is slain.

Sorry I am not familiar with that rule. :o
Why is it that equipment dissapears?
What if Blasphemy is disarmed before being defeated?

Seems like I have to read my books again :o :o :o
 

Into the Woods

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