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Let's make a dungeon

some stuff about room 3: I'd like to make it hard to get into room #7. Can we have 2 "keys" hidden in the one of the areas north and south of room 2. The keys will be obviously demonic masterwork maces that must be inserted into the keyholes next to the door to room 7. the locking mechinism would be 2 foot or so deep into the wall so that a rogue with a lockpick couldn't just pick them. it would cause people to have to check out the other areas of the dungeon. rather than going straight to room 7 finding the secret door and then traveling through the arena to the final rooms with out going to the other areas.

edit: perhaps one in (16) Vlask's quarters and the other in (23) Shrine of the Incarnate Sorrow. but if you have any suggestions that would be cool.
 
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I understand your concern Difier, and I've used such tricks in the past IMC's, but for several reasons, I don't want to do that. My reasons are:

- This is a multi-effort dungeon. While some links between rooms is fine, I don't want to do too much of it. I want designing a room to be a stand-alone thing (within the specs of the dungeon, and as I said, a little crossover isn't too bad).

- Some players are weary (and with good reason) of dungeons with "keys" necessary to go further. It is railroading, and doesn't help the feeling of disbeleif, as every single room MUST be done because the GM put in the effort to design it. Sure, players might miss a room or two, but in the end it will give them the impression that the place was HUGE because they didn't explore ALL of it. You know the feeling when you play a CRPG and explore a huge complex, and you want to go back because there's *one* corridor that you didn't explore all the way, but it's waayyy back, but do it anyways, only to find a dead end...

- Beleive you me, even if your players find the BBEG, almost all players will make darn certain that every nook and cranny has been accounted for. They want to milk an adventure for all the X.P. and/or gold and/or magic items it contains. That's almost a prime directive of adventurers.
 

Trainz said:
I understand your concern Difier, and I've used such tricks in the past IMC's, but for several reasons, I don't want to do that. My reasons are:

- This is a multi-effort dungeon. While some links between rooms is fine, I don't want to do too much of it. I want designing a room to be a stand-alone thing (within the specs of the dungeon, and as I said, a little crossover isn't too bad).

- Some players are weary (and with good reason) of dungeons with "keys" necessary to go further. It is railroading, and doesn't help the feeling of disbeleif, as every single room MUST be done because the GM put in the effort to design it. Sure, players might miss a room or two, but in the end it will give them the impression that the place was HUGE because they didn't explore ALL of it. You know the feeling when you play a CRPG and explore a huge complex, and you want to go back because there's *one* corridor that you didn't explore all the way, but it's waayyy back, but do it anyways, only to find a dead end...

- Beleive you me, even if your players find the BBEG, almost all players will make darn certain that every nook and cranny has been accounted for. They want to milk an adventure for all the X.P. and/or gold and/or magic items it contains. That's almost a prime directive of adventurers.

o.k. I can see that. oh well. I'll have to change a few things but room three should be ready soon.
 
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I altered the fiendish black pudding in room 21. Gave it a name, fixed some errors, etc.

Here is the section that's been changed:


Opcis, Advanced Fiendish Black Pudding: CR 12; SZ G Ooze (Extraplanar); HD 20d10+160; hp 265; Init -2; Spd 20 ft, climb 20 ft; AC 9 (-4 size, -2 Dex, +5 natural), touch 3, flat-footed 9; Base Atk +15; Grp +34; Atk slam +18 melee (4d6+11 plus 2d6 acid); Full Atk slam +18 melee (4d6+11 plus 2d6 acid); Reach 10 ft; SA Acid, constrict 3d6+4 plus 2d6 acid, improved grab, smite good; SQ Blindsight 60 ft, damage reduction 10/magic, split, ooze traits, resistance to cold 10 and fire 10; SR 25; AL NE; SV Fort +14, Ref +4, Will +1; Str 25, Dex 6, Con 26, Int 3, Wis 1, Cha 1.

Skills:Climb +16, Search +5, Spot +10. Note: a Black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Armor, Improved Natural Attack, Power Attack.

SA -- Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 28 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
 

3. Great Corridor

The Pair of large double doors open into a ten foot wide corridor. The floor is the same smooth black stone tiles as in the entry hall. The walls are rougher black stone blocks. The low point of the vaulted ceiling is 40' above the floor. There are three iron doors in the side walls of the corridor two on the right and one on the left. Hanging from the walls near the center of the corridor are four tapestries. Each is 15 foot wide and 40 foot tall. At the far end of the Corridor is a set of smooth black double doors that looks identical to the doors at the other end of the corridor except without keyholes in them. On the wall to the left and right of these doors are small demon faces made of iron and set into the stone, they are about one foot tall and eight inches wide.

The door to the immediate right of the double doors to the entry hall has writing on it and is trapped see description of this door in room 4, Scriptorium of the Damned. The door at the center of the southren wall is hot to the touch and is slightly sooty. the door to room 6 is a typical iron door (unless the designer of room 6 wants something different) The double doors that lead into room 7 have a DC 28 to break and dc 30 to unlock. The locks are in the demon faces next to the doors. The face to the right is a nalfeshnee and the one to the left is a hezrou. The mouths of the demons are closed but it is obvious that they open. It takes a strengh check, DC 20 to break them off or force them open. if the mouth is forced or broken open it activates a greater shout trap. If activated the shout trap can be heard in rooms 2, 4, 5, 6 and 7.

CR 8; magic device; touch trigger; repair reset; spell effect (greater shout, 15th level wizard, 10d6 damage, 1d4 rounds deafened, 1 round stunned. dc 22, fort for half damage and deafness and to negate the stun, 15d6 vs. crystaline objects reflex dc 22 save to negate, or crystaline creatures dc 22 fort for half damage) mulitipule targets 60ft cone with the origina at the corner of the room pointing straight back allong the corridor; Search DC: 33 Disable device DC: 33. The mouths can be opened and the shout trap bypassed by pressing the buttons behind the tapertries see below.

The four tapestries hanging from the side walls each depicts a single demon standing infront of a firey vortex. The demons depicted are a Balor, a Marilith, a Nalfeshnee and a Hezrou. There is a five foot section of wall between the tapestries on each wall, on the south wall this section contains the door to room 5, the forge, The Nalfeshnee and the Hezrou are closer to the entry hall, room 2, and face each other with the Nalfashnee on the northren wall and the Hezrou on the southren wall. Behind these two tapestries are bricks that are set back from the face of the wall, DC 20 to to notice with spot or search. they can be pushed in causing a click to be heard from the direction of room 7 and a quieter click (dc 18 listen) from room 2. these buttons disable the fireball traps on the doors in the north and south walls in the entry hall and open the mouths of and eyes the locks to room number 7 disableing the greater shout trap. The traps reset after 15 mins. the buttons can be pushed with out lifting the tapestries.


I'm not sure if I got the traps right.
 
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I have updated room 2

please lets me know if you have any suggestions or comments about either room 2 or 3. thanks.

I decieded to get rid of the magic glowing of any good PC's in room 2. I want this room to be extremely dark and shadowy. and having glowing people doens't help that. plus the gargoyles have darkvision so the natural shadowy illumination doesn't keep them from sneak attacking.
 
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Phineas Crow said:
I altered the fiendish black pudding in room 21. Gave it a name, fixed some errors, etc.

Here is the section that's been changed:

Opcis, Advanced Fiendish Black Pudding: [...]

Does it still have the SA -- Constrict , SA -- Improved Grab, SA -- Smite Good, and SQ -- Split ? I assumed so, but just to make sure.
 
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Everything is good DiFier. The trap DC *might* seem a bit high, but the fact that it affects multiple targets and the save DC makes it OK at CR 8.

Good job.

Guys, I have a few christmas parties-thingies coming up, but I'll catch up as soon as I can. Don't wait for me or my approval to fill in the remaining rooms.


Merry Christmas !
 
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Trainz said:
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Does it still have the SA -- Constrict , SA -- Improved Grab, SA -- Smite Good, and SQ -- Split ? I assumed so, but just to make sure.


You are correct... I didn't alter them so I didn't bother posting them.
 


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