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Hypersmurf said:
Do you mean like the one in his post immediately above yours?

-Hyp.

actually no. I meant like.

1. entrance cave
2. open
3. open
4. Scriptorium of the Damned
5. Forge
ect.

that way we don't have to scroll back and forth to find out what is in the other rooms. sorry if I wasn't more specific. anyone mind if I take rooms 2 and 3?
 

Hell, they're yours !

As for colouring the rooms that are done...

Each time I update the map I have to modify the bitmap image, reduce it to proper size, save as jpeg, upload via ftp on my server... ya know... it's kind of a task, but if many people request it, I will put in the effort.

I will compile a list of rooms like you requested...
 

1- Cave entrance
2- RESERVED (DiFier)
3- RESERVED (DiFier)
4- Scriptorium of the damned
5- Forge
6- OPEN
7- OPEN
8- OPEN and RESERVED (See Die Kluge's parameters for that section)
9- OPEN and RESERVED (See Die Kluge's parameters for that section)
10- RESERVED (Phineas Crow, but see Die Kluge's parameters for that section)
11- RESERVED (Phineas Crow, but see Die Kluge's parameters for that section)
12- OPEN and RESERVED (See Die Kluge's parameters for that section)
13- OPEN and RESERVED (See Die Kluge's parameters for that section)
14- OPEN and RESERVED (See Die Kluge's parameters for that section)
15- OPEN and RESERVED (See Die Kluge's parameters for that section)
16- OPEN and RESERVED (See Die Kluge's parameters for that section)
17- Guest quarters
18- Spy bolthole
19- OPEN
20- Lorantus’s Quarters
21- Abyssal Privy
22- RESERVED (Eryndel)
23- RESERVED (Eryndel)
24- OPEN
25- OPEN
26- Game court
27- Visitor team room
28- Home team room
29- OPEN (Blasphemy resides here)
30- OPEN (Blasphemy's treasure)

Please note that I have put this key in the original post under the map for quick visualisation.
 
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2. Entry Hall

The doors open onto a shallow valted nitche. There are a few steps that lead down 5 feet to the smooth black stone floor of the large room beyond. Centered in the room is a 1 foot tall 10 foot diameter circular pool contianing burning blood like that in the entrance cave. there is a 1 foot wide lip around the pool. The pool provides shadowy illumination for the room, and is the only light source.

The poorly lit black stone walls are covered with carvings of horrible demons and monsters. They all seem to be staring at the entrance to the room, where the PCs are currentlly standing. The dancing flames cause the faint shadows on the walls to move making the carvings on the wall appear to be alive.

In the four corners of the room are stone columns that are carved to look like hundreds of of full sized humanoid creatures climbing each other, there is atleast one of each race in the party. They seem to be climbing out of the floor and into the ceiling. the humanoid creatures look horrified and seem desperate to to get away from what ever is below them. The ceiling is 40' up and almost impossible to see with normal vision.

In the far wall is a pair of double smooth black stone doors, they are unlocked.

The walls to the left and right each have a single ten foot tall door centered along the floor. The doors are black stone and have the face a demon carved into them. The face on the door in the north wall is a nalfeshnee. The face on the door in the south wall is a Hezrou. The doors are locked and in the demon's open mouth is a key hole. Each door has a break DC of 28 and an unlock DC of 30. There is a lightning bolt trap set to go off when ever someone touches the door.

Lightning bolt trap: CR 6; magical device; touch trigger. automactic reset; spell effect (lghtning bolt, 10th level wizard, 10d6 electrisity, DC 14 reflex for half damage); search DC 28, disable Device DC 28. This trap can be disabled remoatly see room 3.

Anyone passing with in 5 feet of the pool feel the effects of a suggestion trap.

Suggtion Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (suggestion: the flame is an illusion, the liquid is water and the bottom (not the stairs) is covered with fire opals. DC 14 will to negate and Silent image seeing that which is suggested. DC 12 will to disbeleive). search DC 28, disable device DC 28

The pool is 10 feet deep in the middle but has rings of stairs going down into it. Those making their saves will be aware of what the pool was trying to suggest. The pool radiates faint enchantment and a faint evil aura. The PC failing their save will be convinced that there are thousands of fire opals (worth 100 gp a piece) in the pool if the other PC try to tell them that it is a pool of flaming blood they will try to convince them that it is actually just an illusion. upom taking damage the person under the suggestion in the pool will know that they are taking damage but my not realize that the flames are actually real and burining them. They will also not be compelled to stay in the pool. They get another will save to disbelive both effects of the trap.

hidden among the carvings on the west and South walls are two rogue gargoyles, they are extremely hard to see (+19 to hide and even when a PC spots one they have to make a second Spot check DC 20 to figure out that the Gargoyle isn't a statue see below ), They will attack The PC's once they get toward the center of the room. They will try to fly down sneak attack the charachters and then fly away using the fly buy attack. They will then try to hide somewhere else on the wall. They corridinate their attacks so that the PC's will not know that there are two of them but will think that there is one but in keeps coming form somewhere that they are not expecting.

Gargoyle Rogue 6 CR 10; Size: M Type Monstrous Humanoid (Earth); HD (4d8)+(6d6)+43; hp 85; Init +6 (+2 Dex, +4 Misc); Spd Walk 40', Fly 60ft (average); AC 17 (flatfooted 15, touch 12), Base attack/grapple +8/+10; SA: Damage Reduction 10/magic, Freeze (dc 20 spot check to figure out it isn't a statue once you see it if it isn't moving ), Sneak attack +3d6, Evasion, trap sence+2, Uncanny Dodge. Vision: darkvision (60'), Normal AL: Caotic Evil; Sv: Fort +7, Ref +11, Will +6; Str 16, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills and Feats: Hide +11(+19), Listen +9, Spot +9, Move Silently +11; Multiattack, toughness, fly by attack, improved natural armor. Full Attack: 2 claws +11 mele (1d4+3) and bite +9 mele (1d6+1) and Gore +9 mele (1d6+1)
 
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Just wante to post what I have so far. I still need to stat out Kallandrys. There is some backstory involved here, I couldn't help it. :D If it doesn't work with what you have planned, it should be easy enough to change it. I'll edit this post as needed.

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23. Shrine of the Incarnate Sorrow
This large room serves as a chapel for the Cult of the Incarnate Sorrow, a small group who pays homage to Blasphemy and seeks her to redress the pitiful condition of their lives.

Light doesn’t seem to shine far in this large room. An altar lies in the center of the south wall, decorated in crimson, sable and gold. Two braziers (or torches if you don’t have braziers) flank the alter, glowing wanly. Tapestries cover the wall subduing all sounds in the room. In the nascent light can the story of the tapestries be read. Depictions of plague, poverty and famine befalling the myriad races of the world remind the petitioners who worship here of the ubiquity of sorrow. The northern half of the room is open save for several rows of kneelers where supplicants may pray for transference of the ailments of their life onto those more deserving.

There is a secured aumbry behind the alter that is locked (DC 35) and wizard locked (Dispel DC 20). Inside is a cold iron ceremonial dagger +1 and a platinum chalice set with carnelians (2500 gp) stained with blood. This room is under the effects of a unhallow (detect good) spell.

Quorithyl usually can be found here twenty percent (1-4 on a d20) of the time accompanied by Kallandrys. If Quorithyl is not present, Kallandrys is present thirty percent (5-10 on a d20) of the time with a small number (1d6) of supplicants. Otherwise the room is empty.

22. Kallandrys’s Chamber
This is the private quarters of Kallandrys.

Darkness cloaks this room save for a dim magical radiance emanating from a crystal globe sitting on a simple wooden desk against the right wall. Several bookshelves line the far wall and a simple bed rests in the corner between the near left corner.

The door to this room is locked (DC 38) and wizard locked (Dispel DC 20) and the room is under the effects of a unhallow (aid). The bookshelf is full of historical and religious texts. Hidden under glamer to look like dry treatises are also the accumulated spellbooks of Kallandrys. The globe is enchanted with a simple spell to produce light. The bookcase is enchanted so that any book placed on a shelf does not radiate magic. A chest lies underneath the bed that is also wizard locked (Dispel DC 20) and is a specially enchanted item created by Kallandrys. Kallandrys is here 50 percent of the time (1-10 on a d20).


Quorithyl
Glabrezu
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 12d8+120
Hp: 174
Init.: +5
AC: 28 (+1 Dex, -2 size, +19 natural) touch 9, flatfooted 27
Base Attack/Grapple +12/+30
Attack: Pincers +21 melee (2d8+11)
Full Attack: 2 pincers +21 melee (2d8+11) and 2 claws +19 melee (1d6+5) and 1 bite +19 melee (1d8+5)
Space/Reach: 15ft/15ft
Special Attacks: Improved Grab, spell-live abilities, summon tanar’ri
Special Qualities: Damage reduction 10/good, darkvision 60 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100ft., true seeing.
Saves: Fort +18, Ref +9, Will +9.
Str 33, Dex 12, Con 31, Int 14, Wis 13, Cha 16.
Feats: Cleave, Great Cleave, Multiattack, Persuasive, Power Attack.
CR 13

Quorithyl serves Blasphemy here on the material plane and is usually the one to deal with mortals. He is, unfortunately, relatively short-sighted for his kind and is thus easily manipulated. It was through his daughter, Kallandrys, that he was able to subvert some mortals to serve Blasphemy and it is Quorithyl who is expected to meet visitors to the complex.

Kallandrys
3rd level Wizard/3rd level Cleric of Wee Jas/6th level Mystic Theurge Half Fiend

Kallandrys is the daughter of the fiend Quorithyl and follows a heretical branch of the teachings of Wee Jas. She controlled a small cult of outcasts and indigents who tired of the treatment they received from society and were willing to do anything to even the scales. The cultists mix in with the local communities in order to commit minor acts of terrorism and violence.
When Quorithyl came to Kallandrys, she found with Blasphemy a new home for her followers and strong allies. The order has increased its radius of destruction since allying themselves with the fiends. Recently, Kallandrys has sensed that Blasphemy seems to be growing bored with her followers. In order to assure the continued existence of her loyal following, Kallandrys has become quite close to and intimate with her demonic sire. If a conflict were to develop between Kallandrys and Blasphemy, it is unclear on whose side Quorithyl would stand.

----------------------------

Werner Hager
 

Good. Quite good Eryndel.

everything is proceeding as I have foreseen...

I do have an icon that will do nicely for braziers.

Guys, I'm impressed. We have concepts for 5 different adventures in this dungeon. This will be one packed dungeon. :D (we need an emoticon for an EVIL grin...)
 

10. Infested Larder

The entrance is a locked strong wooden door. Nailed to the door with a rusty iron spike is a parchment note written in unusual letters. The note is in Abyssal and simply says, “Stay out.”

Locked strong wooden door:2 in thick; Hardness 5; hp 20; Break (DC 24); Open Lock (DC 26).

Wooden crates of various sizes are stacked along the walls of this room. Many of the crates have been smashed open and bits of wood litter the floor. In the SE corner of the room is a tall cabinet which is fastened closed with heavy chains and a large padlock.

This was a storage larder for the lair, until a swarm of abyssal wasps took up residence. They were larval stowaways in one of the crates that was brought here from the Abyss. The wasps, now fully adult, have burrowed a lair in the SW corner after they pried several loose flagstones from the floor. They have eaten most of the food in the crates though the demons have yet to discover the wasps’ presence, since no one has been in here since the crates were brought in.


Abyssal Wasp, advanced fiendish giant wasp (15): CR 6; SZ L Magical Beast (Extraplanar); HD 8d8+16; hp 52; Init +1; Spd 20 ft, fly 60 ft (good); AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +6; Grp +18; Atk sting +13 melee (1d4+7 plus poison); Full Atk sting +13/+9 melee (1d4+7 plus poison); SA poison, smite good; SQ damage reduction 5/magic, darkvision 60 ft, resistance to cold 10 and fire 10, vermin traits; SR 13; AL CE; SV Fort +8, Ref +3, Will +3; Str 24, Dex 13, Con 14, Int 3, Wis 13, Cha 11.

Skills: Spot +16, Survival +6* Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Feats: Improved Natural Armor, Improved Natural Attack, Weapon Focus (Sting).

SA -- Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

SA -- Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Tactics: When the PCs enter the room the abyssal wasps will be in the nest. Any loud noises or if anyone gets near the burrow the wasps will swarm out of the lair to attack, they are ravenous for fresh blood having lived off of salted meat for their entire adult life. The wasps have no real tactics and will attack anything thats living.


Crates: Most of the crates are smashed and empty, but 3 are still intact. They contain strange salted meat which is edible, but tastes horrible. A search (DC 24) of the crates uncovers a periapt of wisdom +2 that was hidden beneath one of the crates.

Cabinet: The cabinet is locked with heavy chains and padlock.
Locked Padlock and Heavy Chains: Hardness 10; hp 8; Break (DC 26); Open Lock (DC 25).

Inside the cabinet is a composite (+3 Str bonus) longbow of seeking +3 and a quiver of 20 arrows of bane (Lawful Outsiders) +3.
 

Into the Woods

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