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Let's make a dungeon

Thanks for the rooms Phineas, great contribution !

My current game has 3 PC's of level 13... this thing might be ready for the next game !

AND OH WHAT A GAME IT WILL BE !

I pasted the rooms already made in the proper order in a rough Word document with no editing yet, and we're at 23 pages... half of it done, 23 pages...

I'm gonna use a very tiny font in the end, and will probably ask one of you guys to convert it to PDF.
 
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Trainz said:
I have a little experiment in mind...

13- OPEN and RESERVED (See Die Kluge's parameters for that section)


If this one is still open, I'd like it. I was thinking a summoning room protected by a couple of angels with helms of opposite alignment. Maybe a chance for the good guys to get some allies.

I may not get to it before Friday, it that okay?

EDIT: I finished early. I didn;t have time to make the stat block, I hope this is okay. If you like it use it, if not delete it. This is a great project. I cannot wait for the finished product.
 
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Room 13: A large 15’ by 10’ pool dominates this room. The pool of water is surrounded by a 2’ high black stone wall covered in archaic symbols. Wall torches are spaced every ten feet in this room making all but the center of the well brightly lit. There are also 4 lifelike statues of short stocky elves equipped with chain shirts, scimitars, and black open faced helmets. The door you entered appears to be the only entrance and exit.

Successful skills checks reveal:

Decipher Script (DC 15): The writhing is in abyssal. A DC check of 30 (or a knowledge [arcana] check of DC 20 with a character who can read abyssal) will reveal the symbols are used in summoning planar creatures.

Knowledge (planes) (DC 16): The statues are Bralani a race of the eladrins from the plane of Arbonea. More successful checks may reveal additional information about the race.

A Detect Magic Spell will reveal that the Bralani radiate faintly (due to the charm person spell), their helmets radiate moderately, and the summoning pool strong.


The pool is a summoning device that aids Blasphemy and her followers in bringing in extra planar creatures. It removes the xp point cost for the spell gate and increases the success rate of demon’s special ability Summon Baatezu by 10%.

The statues are actually charmed Bralani that are wearing modified versions of helms of opposite alignment. Their orders are to remain perfectly still until the pool is used without the proper ceremony or they are touched. They will fight to the death if either condition is met.

If their helmets are removed, the enchantment is broken and they will regain their original alignment. A diplomacy check (DC20) will change their attitude from friendly to helpful. This will give the PC’s allies in their assault of the temple. Their original weapons (+1 holy scimitar and +1 holy composite longbow (+4 STR bonus)) are in Blasphemy’s treasure room (room 30). They will expect these back if found.

A party with the Bralani in it may get a circumstance bonus to bluff checks trying to "act like they belong" with some of the less intelligent monsters in the temples.
 
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BRALANI
Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 24 (+4 Dex, +6 natural, +4 chain shirt), touch 14, flat-footed 20
Base Attack/Grapple: +6/+10
Attack: Masterwork scimitar +11 melee (1d6+4/18–20) or slam +10 melee (1d6+4)
Full Attack: Masterwork scimitar +11/+6 melee (1d6+4/18–20) or or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Challenge Rating: 6
Alignment: chaotic good ( Lawful Evil with helmet)
In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.
Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
 

Can the secret passage starteing at 24 and ending at the T with the passage from 7 be sloping? I'm thinking of making room 3 have stairs down between the door that leads to 4 and the door that leads to 5.

(coming from 24) Beyond the secret door is a passage that slopes down. at the bottom of the slope is a passage to the left. The original passage continues 15 feet where it turns to the right. (coming from 7) beyond the secret door is a short passage that comes to a T. the left passage goes 15 feet and then turns to the right. The Right passage slopes up slightly and then turns a corner to the left.
 
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Thanks Trentonjoe, I have added your room to the rest. Nice new critter !

Difier, I have a hard time understanding the mods you propose. Make a copy of the dungeon, open it in windows paint, and do it, so that I know how to modify the map (it's an Interactive Dungeon map, so my hands are tied).

I cannot make diagonal walls, but stairs are ok.

Once you finish the pic, save it as JPG, and attach it to a post (do not imbeed it in the post, I do not want to confuse other posters). If it's possible, I will then change the map and update it on the first post.
 


Trainz said:
Difier, I have a hard time understanding the mods you propose. Make a copy of the dungeon, open it in windows paint, and do it, so that I know how to modify the map (it's an Interactive Dungeon map, so my hands are tied).

I cannot make diagonal walls, but stairs are ok.

Once you finish the pic, save it as JPG, and attach it to a post (do not imbeed it in the post, I do not want to confuse other posters). If it's possible, I will then change the map and update it on the first post.

Actually It will look the same. But just the description would change. but I changed my mind about the stairs in room 3 anyway. it's now gonna be all on one level. I'll have room 3 and some updated stuff on room 2 sometime today or friday.
 

Go ahead Trilobite (updated on the room list).

No problem DiFier, probably easier that way too.

BTW guys, if you update stuff, you have to warn me in a new post. I started pasting room descriptions in a word file as they come in, and I don't want to miss anything.

Imagine if for some arcane reason, this thread disappears ? :eek: Which is why I started saving your descriptions.
 
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Room #16 - Fiendish minotaur-rogue Vlask's quarters

This room is squallid, and in disrepair. A simple, burlap cot resides against the rear of the room. A pile of fetid, rotting bones litters the oddly damp floor. When Vlask is not roaming the area around rooms 8-14 (or the rest of the dungeon when he becomes bored, and on the off-chance he actually wants to socialize with other inhabitants of the dungeon), he can be found here. Vlask rests here, and eats his meals here. Amidst the refuse are torn bits of clothing, and damaged, minor personal effects of his victims. A trophy display adorns the southern wall of hundreds of eyeballs, likely of his victims.

An alarm glyph located just south of door in the southern wall of room #2 activates a magic mouth in Vlask's room that will alert him if anyone enters the area, waking him even if he is sleeping.

Vlask's treasure horde can be found buried under debris in a locked chest. The chest is locked (DC 24) and trapped with a poison needle. The trap can be detected on a DC 26, and removed with a DC 25. The chest contains 800gp in assorted coins, jewelry and minor trinkets.
 

Into the Woods

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