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Let's make a dungeon

Hypersmurf said:
I disagree that it's necessary. Rooms 7 and 23 are "public"; the corridor is "backstage". The doors are secret from the east/south, but if you're on the Room 24 side, it's assumed you already know they're there.

The secret doors are designed to prevent people getting to room 24, not to prevent traffic between 7 and 23.

-Hyp.

Well, this may be, I suppose, but if you've gone by way of room 7, and then you find the secret door, you're going to automatically figure out that there is one on the backside of room 23 as well. I guess it's a matter of architecture. :)
 

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die_kluge said:
Well, this may be, I suppose, but if you've gone by way of room 7, and then you find the secret door, you're going to automatically figure out that there is one on the backside of room 23 as well. I guess it's a matter of architecture. :)

But if they've found the secret door in room 7, it doesn't matter if they know there's one to room 23. They can get to room 23 via the public corridors already.

From room 1: You can get to room 7. You can get to room 23. You can't get to room 24. It's secret.

... unless you find either of the secret doors. Now you can get to rooms 7, 23, and 24. Room 24 is no longer secret... so who cares if you can deduce the other secret door? It's not protecting any secrets any more.

-Hyp.
 

The Area around rooms 8-14.

The fiendish minotaur-rogue Vlask patrols the area around rooms 8-14, ensuring that anyone that is in these hallways that shouldn't be is dealt a swift, and precise death. Vlask patrols while invisible, and remains invisible most of the time. When he encounters anyone in the hallway, he will approach from the party's rear flank, and sneak attack anyone in the rear. He will then activate his Ring of Blinking, and while ethereal, will move into one of the inner rooms 8-14. While in this inner room, Vlask will use his Spring Attack ability to move through the walls while blinking to attack anyone in the outside hallways. Since rooms 8-14 are all locked, he secure in here unless anyone ventures into the room in the same manner. If he sees someone enter an inner room that he is in (Spot +19), he will activate the Ring of Invisibility, and will attempt to sneak attack them. He will then discretely Blink and move out and into an adjacent inner room to keep his foes guessing. Anyone attempting to pick a lock on any door in this area will incur his immediate wrath in the form of a sneak attack coupled with Smite Good with his Power Attack option at a +5 to damage, since his opponent will be flat-footed while picking the lock.

Code:
[b]Fiendish Minotaur Rog11 (extraplanar)[/b]
Large Monstrous Humanoid
Hit Dice:		6d8+11d6+34 (99 hp)
Initiative:		+5 (+1 Dex, Improved Initiative)
Speed:			30 ft. (6 squares)
Armor Class:		15 (+1 Dex, –1 size, +5 natural), touch 10, flat-footed — (see text)
Base Attack/Grapple:	+14/+22
Attack:			Greataxe +17 melee (3d6+6/x3) or gore +17 melee (1d8+4)
Full Attack:		Greataxe +17/+12 melee (3d6+6/x3) and gore +12 melee (1d8+2)
Space/Reach:		10 ft./10 ft.
Special Attacks:	Powerful charge 4d6+6, smite good, sneak attack +6d6
Special Qualities:	Trapfinding, trap sense +3, Evasion, Uncanny 
			dodge, Improved Uncanny dodge, 
			Darkvision 60 ft., natural cunning, scent, 
			damage reduction 10/magic, 
			resistance to cold 10, resistance to fire 10, 
			spell resistance 22
Saves:			Fort +9, Ref +12, Will +8
Abilities:		Str 19, Dex 13, Con 15, Int 7, Wis 10, Cha 8
Skills:			Hide +12, Intimidate +8, Listen +19, 
			Move Silently +12, Search +14, Spot +19
Feats:			Great Fortitude, Power Attack, Track, 
			Dodge, Mobility, Improved Initiative, Spring Attack
Environment:		Underground
Organization:		Solitary, pair, or gang (3–4)
Challenge Rating:	17
Treasure:		Ring of Invisibility, Ring of Blinking, Ghost Touch GreatAxe +2
Alignment:		Usually chaotic Evil 
Advancement:		By character class
Level Adjustment:	+4

A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.
COMBAT
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an 
opponent, lowering its head to bring its mighty horns into play. In addition to 
the normal benefits and hazards of a charge, this allows the beast to make a 
single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they 
possess innate cunning and logical ability. This gives them immunity to maze 
spells, prevents them from ever becoming lost, and enables them to track 
enemies. Further, they are never caught flat-footed.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Smite Good (Su): Once per day the creature can make a normal melee attack to 
deal 17 extra points of damage against a good foe.
 
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Hypersmurf said:
But if they've found the secret door in room 7, it doesn't matter if they know there's one to room 23. They can get to room 23 via the public corridors already.

From room 1: You can get to room 7. You can get to room 23. You can't get to room 24. It's secret.

... unless you find either of the secret doors. Now you can get to rooms 7, 23, and 24. Room 24 is no longer secret... so who cares if you can deduce the other secret door? It's not protecting any secrets any more.

-Hyp.

Well, if you wanted to be mean, you could put an additional secret door on the LEFT side of the hallway from room 7. That way, it would appear to be just a secret hallway between rooms 7 and 23. That would be kind of mean, though.
 

This is amusing and can't wait to see how you structure the credits for it when it makes it to EN Journal.

Just to add my 2 cents: Area 7 should be some kind of false throne room where an underling pretends to be the BBEG. While he and his entourage fight the party, one of them rings a warning bell that alert the real ruler in area 26 or 29. Perhaps put a lever on the back/side wall of 7 with a dashed line through the black area to indicate a level and bell system.

And if you go crypt instead of lair, obviously area 7 becomes a false crypt. Everything else still applies.

Enjoy.
 

I'll do area 5.

Are we limited to the main pieces of furniture? I got it in my head that it would make an interesting forge/armory type room populated by some salamanders.
 
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Wow guys, with all the ENWorld downtime, I didin't expect such a show-up for this !

I have to go to a christmas thingy party thing, but I'll compile all the info tomorrow and clean your submissions up (make them coherent), so that further posters have an easier job.

Great ! :D
 

26. Game Court

<i>A large chamber opens up before you. Its vaulted ceiling reaches to the height of over four men standing on each other's shoulders. The ceiling is scarred and pitted, as are the grimy stone walls - many of the gouges appear to be clawed out of the stone. Towards the center of the room, you can make out a giant grotesquely purplish mushroom with tentacles that gently undulate around a large ring of shiny yellow metal that hangs from the ceiling directly over the strange fungus. It resembles a nightmarish tire-swing.
The floor is littered with small scraps of refuse, though through them and numerous splatters of dried liquid, most likely blood, you can discern long chalked and painted lines that seem to trace out geometrical shapes. Many of these lines continue even up the walls and wrap around the ceiling.
Two wooden doors face you from the opposite side of the room and a stack of wooden benches rests against the middle of the left wall.
</i>

This large high-vaulted room, whatever its original intent, is now used primarily for demonic team sports competitions. The walls are splattered with numerous varieties of old gore and are chipped and scratched from countless rough encounters with demon horn and claw. Ragged bits of humanoid and occasionally demon lie about the floor. A giant rat nests in a burrow that emerges from the W wall in the NW corner of the room, and it lives mainly off of what it scrounges here. The rat is however unlikely to nibble anyone who doesn't remain motionless for at least a few minutes.
The floor, ceiling (25 ft high), and walls are painted with long lines, following patterns that defy comprehension by any mind but the Abyssal, and these serve as boundary markings for a variety of unearthly sports played by the demons. To the uninitiated, these could easily be mistaken for goetic boundaries, like pentagrams and thaumaturgical circles, however a successful DC 15 Knowledge (Arcana) check will be sufficient to recognize that the construction of the lines is not consistent with any known form of summoning magic.
Several sturdy wooden benches are stacked along the E wall, and are used for spectator seating. These are also rather beaten up, as spectating at such events is almost as hazardous as participating.
In the middle of the room, a large (4 ft. inner diameter, 6 ft. outer diameter, 3 in. thick - wt. approx 1 ton) brass ring is suspended above a large tentacled mushroom (a violet fungus) with thick iron chains. This ring is used as a goal in several games, and an elaborate frieze is cast into its faces, depicting scenes of a multiarmed demoness conquering and defeating a wide variety of humanoids and demons in sport and battle (value approx. 10000 GP). If any part of a humanoid-shaped object passes through the ring, a <i>magic mouth</i> on the N wall appears and bellows, in the Abyssal speech, the word "goal." Any creatures in room 7 or west thereof will notice this on a DC 15 Listen check, DC 10 in adjacent rooms 25, 27, and particularly for the vrocks in 28.
The fungus is staked down to the floor to prevent it from wandering away from the goal - its purpose is merely to add an additional challenge to games as it will try to intercept creatures and objects thrust at the ring.
The doors to 25, and 27 are locked (DC 15, skeleton key); the door to 28 is as well, though a skeleton key is in the lock. The vrocks in 28 are engaged in boisterous trash-talking and may be heard through the door with a DC 10 Listen check.

27. Visitor Team Room

This room is used as the "locker" room for visiting teams on the rare occasion when another demon nabob fields one. Otherwise and currently, it serves as storage for game equipment. Prominently, one will find 11 large paddles, resembling lacrosse sticks but constructed from humanoid ribcages reinforced with a noxious-smelling green laquer that retains a certain sliminess even when dry. Also to be found are numerous sticks, bats, whips, and balls constructed from (presumably) animal bladders.
Hanging on one wall, in a place of obvious importance, is a rough leather straitjacket (M sized), with numerous obvious repairs. This item radiates magic (moderate strength, <i>Transmutation</i> type) and has several important magical properties. First, a living creature bound in the jacket levitates (per the spell) automatically to a height halfway between the floor and ceiling, such that the subject is balanced in the middle of the space. A subject released into open air above ground levitates without stopping, until it ceases to qualify as "living." Second, every d4+2 rounds, the subject is randomly teleported (effectively by <i>dimension door</i>) horizontally 1d20 ft from its current position (roll d8 for direction), though this effect only works within line of sight and never teleports the subject into a wall. The demons use this device as a "ball cover" in several demented amusements.

Both doors are normally locked. The door to 26 uses the same simple skeleton key as all the doors to 26 (DC 15). This functions primarily to remind any non-Tanar'ri servants that they aren't supposed to be here.

The doors from here and room 28 to the corridor to 29 are opened by a pair of keys held by Blasphemy. One key goes in each door to the corridor and they must be turned simultaneously in order for the door to open. Both locks (DC 30) must be successfully opened to make the two doors open. A Find Traps check (DC 25) will reveal how this dual mechanism works.

28. Home Team Room

This room contains a large bench and numerous pieces of practice equipment, similar that in 27 but of lower quality. If they have not been alerted by activity nearby, two vrocks will be found in this room preparing for a game of one-on-one indoor q'tcherbi'jin.

The door to 26 is locked (DC 15 skeleton key). For the door to the corridor to 29, see the room 27 description.
 
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O.K., here is where we stand:

1-4-17-18-26-27-28 are done (I recommend raising the open lock DC's of rooms 26-27-28, and include a strength check DC as well).
8 to 16 are put aside for Die Kluge

5 is put aside for Third Wizard (go ahead with the forge thingy, I found a way to make anvil, furnace...)

That leaves rooms 2-3-6-7-19-20-21-22-23-24-25-29-30.

I recommend room 30 to contain Blasphemy's treasure (and probably the treasure of other critters as well... we can assume Blasphemy will amass their share, beeing the leader and all). I am very impressed with rooms 4, 17, and 18. The rest is quite nifty though.

Full credits will be inserted in the finished completed module. If you want your real names in, please include it in your room's descriptions (by editing your post).

Come on guys, only... 13 rooms to go ! (not including those put aside for Third Wizard and Die Kluge). :)
 

Trainz said:
O.K., here is where we stand:

1-4-17-18-26-27-28 are done (I recommend raising the open lock DC's of rooms 26-27-28, and include a strength check DC as well).
Wouldn't it make more sense for you to give a default strength rating for the interior doors rather than have everyone specify the strength of every door?
 

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