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Let's make a dungeon

Hypersmurf said:
That's why I'd assume Blasphemy would do her "entertaining" in Room 7, with 29 being her personal sanctum.

With, perhaps, jmuchiello's "fake Blasphemy" occupying Room 7 when Blashpemy isn't using it, Amidala-style.

-Hyp.
Yup. Good idea. Whoever want's to tackle 7, make it a pseudo "final" room. Maybe with a Shnee or somesuch.
 

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eryndel said:
Let me take 22 and 23. I'd like to make 23 a temple devoted to dark powers. Specifically, Blasphemy likes to maintain a cult of worthless primes to deal with the small stuff. Maybe this is why the guest room is on this side on the complex, so any visitors can see the pure obeisance that is deserved to her. I'll get something up tomorrow.

Werner
Great idea. Consider them yours.
 

Matafuego said:
that's something that has to be decided yet... why is there a dungeon? ;)
Well, I didn't want to give a prologue to this dungeon, so that a DM could integrate this adventure into his campaign, giving Blasphemy a place in his campaign's scheme.
 



Really cool Phineas.

For those joining us, here's a resume of where we're at:

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 (but anyone can work them. Just make sure you take into
account what Die Kluge has made for that part of the dungeon).
5 is put aside for Third Wizard (go ahead with the forge thingy, I found a way to make
anvil, furnace...)
20 and 21 are Phineas Crow's
22 and 23 are Eryndel's
That leaves rooms 2-3-6-7-19-24-25-29-30.
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).
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).
 

11. Quarters of Khargal the Defiler

Entrance is through a locked iron door.

Locked iron door:2 in thick; Hardness 10; hp 60; Break (DC 28); Open Lock (DC 28).

It appears this large stone room is some type of barracks. Lined up against the east wall are six stained matresses and in the SW corner is a large bed. Bones, discarded rags, broken bottles, and other garbage litter the floor.

This is the sleeping quarters for the half-fiend orc Khargal and his six orc guards. Khargal is Blasphemy’s son and he leads a powerful orc band under her banner. Blasphemy has called him here on important business which has kept him away from his troops for an extended period of time, a discomforting thing for Khargal.

While he is here Khargal is considered the head of security for the lair and if any creatures seek help he is the first person they will go to.


Khargal the Defiler, male half-fiend orc Bbn12:CR 15; SZ M Outsider; HD 12d12+36; hp 114; Init +2; Spd 40 ft, fly 40 ft (average); AC 26 (+2 Dex, +1 natural), touch 15, flat-footed 24; Base Atk +12; Grp +19; Atk carcerian blade +19 melee (2d6+12/19-20); Full Atk carcerian blade +18/+13/+8 melee (2d6+12/19-20) and bite +13 melee (1d6+3); SA rage 4/day, smite good, spell-like abilities; SQ damage reduction 10/magic, darkvision 60 ft, immunity to poison, light sensitivity, resistance to acid 10, cold 10, electricity 10, and fire 10; SR 22; AL CE; SV Fort +11, Ref +6, Will +5; Str 23, Dex 14, Con 16, Int 14, Wis 12, Cha 10.

Skills: Climb +12, Diplomacy +2, Handle Animal +8, Intimidate +14, Jump +10, Listen +13, Ride +14, Search +7, Spot +11, Survival +15.

Feats: Alertness, Blind-Fight, Cleave, Leadership, Power Attack.

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.

SA -- Spell-Like Abilities:3/day -- Darkness, poison; 1/day -- Blasphemy, contagion, desecrate, unholy blight. Caster level 12th. The save DCs are Charisma-based.

SQ -- Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Possessions: Breastplate +5, Carcerian Blade (see below), Ring of Protection +3


Description: Khargal is a fierce looking orc who is envied by his orc brethren. Thick knots of muscle bulge under his gray skin which is striped in a pattern of shimmering green scales. His eyes brightly glow a sickly yellow color and a pair of demonic wings sprout from his shoulder blades. For clothing he wears a simple kilt that’s stained with the blood of his enemies and a blackened breastplate that is emblazoned with the symbol of the god of slaughter.

Motives: Khargal dislikes being called away from his band which reveres him for his overwhelming might and exotic appearance. He’s sick of spending his days in this dark complex and desperately wants to be back outside with his sword in hand and some enemies in front of him to kill. He does realize that he needs to be here and has been sticking with it for this long, but the cabin fever is about to drive him crazy.


Orc guard, war8 (6):CR 7; SZ M Humanoid (Orc); HD 8d8+16; hp 52; Init +1; Spd 30 ft; AC 20 (+1 Dex), touch 11, flat-footed 19; Base Atk +8; Grp +13; Atk +1 halberd +15 melee (1d10+9/19-20x3); Full Atk +1 halberd +15/+10 melee (1d10+9/19-20x3); Reach 10ft; SQ darkvision 60 ft, light sensitivity; AL CE; SV Fort +8, Ref +3, Will +2; Str 20, Dex 13, Con 15, Int 10, Wis 10, Cha 6.

Skills:Listen +7, Spot +7

Feats: Alertness, Improved Critical (Halberd), Weapon Focus (Halberd)

SQ -- Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Possessions: full plate +1, Halberd +1


Tactics: Khargal has been leading his orcs for a long time and has gained knowledge in military leadership and planning. If he is alerted to the PCs presence before they are aware of him, he will try to set up an ambush. He will also attempt to attack PCs from multiple directions, having his orc guards split up and circle around to attack exposed flanks.
If the PCs catch him in his barracks he will immediately attack. He knows who exactly is suppose to be here and who isn’t, plus he’s been itching for a battle since he got here and pounding some intruders would be a pleasant break from the monotony.

Carcerian Blade, Intelligent Anarchic Greatsword +3; AL CE; Int 10, Wis 17, Cha 17; Comunication speech, telepathy; Senses darkvision 120 ft, hearing; Lesser Powers cast darkness 3/day, detect magic at will, item can sense motive +13; Greater Powers lesser globe of invulnerability 1/day; Purpose to defeat/slay Lawful Good; Dedicated Power song of discord; Ego 21.

Description: Once part of a set, this blade was forged eons ago by a demon blacksmith who lived on the plane of Carceri, since then most of the blades have been destroyed by paladins and other good-aligned organizations. The Carcerian Blade is made from a pinkish-red metal of unknown origin that is streaked by narrow veins of blue that seem to pulse and move within the blade. The guard is made from a pair of black horns and the hilt is carved from polished black wood that is capped with a smooth bloodstone pommel.
 
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5. Forge

Description

The interior of this room is covered in soot and smells of smoke and ash. What little ventilation the room has is enough to keep the smoke from escaping into the other chambers of the complex, but the room is filled with smoke, making visibility clouded. On the far right side of the room is a giant furnace a full fifteen feet across and ten feet high, unworked metals sitting around it. In the other corner is a bench and rack of tools. The walls are lined with various weaponry - three longswords, two glaives, a scythe, a spear, and a great axe. An anvil sits in the center of the room; a half finished long sword lays beside it.

Creatures

Two Salamanders make this room their home, working the forge for Blasphemy. Although recently they haven’t been very busy, they still keep the fires burning, preferring the smoke and heat that it gives off. They question (in common) anyone who enters the room not a demon who they have not seen before. If the intruders don't answer satisfactorily, then the salamanders attack, otherwise they tell the unkown guests to leave them alone.


Noble Salamander
Large Outsider (Extraplanar, Fire)
Hit Dice: 15d8+45 (111 and 119 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +15/+25
Attack: +2 spear +23 melee (1d8+8/x3 plus 1d8 fire)
Full Attack: +2 spear +23/+18/+13 melee (1d8+8/x3 plus 1d8 fire)
and tail slap +18 melee (2d8+3 plus 1d8 fire)
Space/Reach: 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: Constrict 2d8+3 plus 1d8 fire, heat, improved grab,
spell-like abilities
Special Qualities: Damage reduction 15/magic, darkvision 60 ft., immunity
to fire, vulnerability to cold
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills: Bluff +19, Craft (blacksmithing) +10, Craft (weaponsmithing)
+21, Diplomacy +4, Hide +15, Intimidate +4, Listen +13,
Move Silently +17, Spot +13
Feats: Cleave, Great Cleave, Multiattack, Power Attack,
Skill Focus (Craft weaponsmithing]), Weapon Focus (spear)
Environment: Elemental Plane of Fire
Challenge Rating: 10
Alignment: Neutral Evil

These salamanders speak Ignan and Common.
COMBAT
It’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage)
with a successful grapple check. A noble salamander can constrict multiple creatures
simultaneously, provided they are all at least two sizes smaller than it.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire
damage. Salamanders’ metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one
size larger than itself with its tail slap attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.
Spell-Like Abilities: 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC
14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental).
Caster level 15th. The save DCs are Charisma-based.
Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.
Feats: Salamanders have the Multiattack feat even though they do not have the requisite
three natural weapons.

Tactics

The smoke affords concealment to anyone who is more than 10 feet away from the attacker. If an attack is made against anyone who is given concealment, the attack suffers a 20% miss chance. The salamanders will use this to their advantage against ranged attackers, trying to single out individuals away from the rest of the group. Further, anyone entering the room for more than three rounds and inhaling the smoke must make a DC 15 Fortitude save every round or be sickened (-2 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Holding one’s breath supresses this reaction, but the rules for holding one’s breath apply. The salamanders are immune to this effect, being native the the Elemental Plane of Fire. They will also use their spell like ability to summon a huge fire elemental in order to divide the enemy party, for example in the doorway, especially since this room’s size isn’t suited to creatures of their size category fighting within.

Further, if the salamanders get an opponent in a grapple (using their improved grab ability), then they will attempt to move the opponent into the furnace along with them if possible. To do this they must, as normal, make a successful grapple check and they can only move at half speed while moving during a grapple. They get a +4 bonus to this check if they pin their opponent (and no one else is involved in the grapple). The furnace fires are extremely hot and deal 4d6 points of fire damage to anyone within in addition to any fire damage the character might take from the salamander.

Treasure

Of the weapons on the wall, the longswords, great axe, and spear are masterwork quality. Three vials of silversheen are located in the far left corner of the room near some forging tools (Search DC 10 to find). The salamanders wield +2 spears.
 
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Great guys, nice work !

I like the fiendish black pudding ! It means that every time it will be split, the two new halves will get a new smite good. VERY good synergy of a critter and a template.

An update...

1-4-5-17-18-20-21-26-27-28 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 (but anyone can work them. Just make sure you take into account what Die Kluge has made for that part of the dungeon).
10 and 11 are Phineas Crow's (remember to take into account what Die Kluge has made for that part of the dungeon)
22 and 23 are Eryndel's
That leaves rooms 2-3-6-7-19-24-25-29-30.
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).

Wow guys, that will be one kick-arse dungeon. So far, it outclasses many dungeons that you have to buy.

Let's start a gaming company specialising in dungeons ! (God knows there's a hole in that aspect of the market)...
 
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a suggestion. could you color in the rooms on the map that are taken. and perhaps compile a complete numbered list of those rooms that are done.
 

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