Let's make a dungeon

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There are 7 or 8 rooms left over 30 rooms in all to fill. I call upon those that have not yet contributed to go ahead and add their creativity to this cool project.

Sherley, there are 7 EnWorlders out there that can do that. How many EnWorlders are there in all ?

Yeah. :)
 

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Allen Palmer has two interesting pics for our dungeon:

Khargal the Defiler, male half-fiend orc



Orc_Color_v4.sized.jpg


and Definite D. Multifarious, Male human sorcerer



What do you guys think ?
 
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Trainz said:
What do you guys think?

I like the Khargal.

I'm not sure about the piece from Babette - it looks more like some sort of para-elemental than a celestial...?

As for the Multifarious... great, except for the elf-ears, the fangs, and the lack of a villainous moustache. He needs something to twirl, like Dick Dastardly. Or the Peculiar Purple Pieman from Porcupine Peak. Or Dishonest John.

I'm hoping Allen doesn't mind - but they're tiny tweaks to make it fit the character...

ddm.jpg


-Hyp.
 



I'll take #25.

#25 - Trophy Display Area

The door behind you shuts off the charnel-house reek of the storage area, and you see a 10' wide passageway ahead. The lighting here is dim, mostly emanating from glass cases mounted on the left and right walls. Mounted in these cases are grisly heads of differing races, backlit with a dim sickly-yellow light. There are small green glowing areas on the glass below each head, and you get a distinct feeling of unease as you enter this room. The corridor ends at a pair of solid double-doors.

This is a trophy area for the game room. All the 'losers' and a few of the winners of the games are displayed here. The area is under a low-grade fear effect (DC10) and is also unhallowed. Each one of the heads will open it's eyes (Animate Dead) and begin to shriek it's death-story (Magic Mouth - in the abyssal tongue) at the top of it's (non-existant) lungs. (The stories are left as an exercise for the student DM if anyone in the party speaks infernal - picture a football match meets basketball, meets rugby... but with weapons.) Each time a head begins it's story, the Fear DC in the room will rise by 5 points as people start to get freaked out. (The fear accumulates, for each head speaking at once.) Each head will speak for 10 rounds (1 minute) before closing it's eyes and falling silent.

If any of the glass is broken or the cases are opened (DC15 lock -easy), a magical silent alarm goes off. It summons the caretaker (and three-time game champion), Kreepo the Kobold. Kreepo will arrive 5 rounds after glass breaks.

Kreepo, Kobold(Reptilian), Ftr4/Rog8
CR 12; Small Humanoid; 5'/5'; - AL NE - HD 8d6+4d10+12; hp 84;
Init +6; Spd 60 ft/x4; - AC 25;
Attacks: Atk +20/+15 One-handed (1d4+4 + 1d6 cold,15-20/x2, Frost Rapier +2), +19/+14 One-handed (1d3+2/19-20/x2, Hand Crossbow +1);
Saving Throws: Fort +7, Ref +13, Will +1;
Str 10(+0), Dex 22(+6), Con 12(+1), Int 12(+1), Wis 7(-2), Cha 6(-2);

Skills: Balance +16, Climb +8, Hide +28 (+10 from armor), Jump +29, Listen +3, Move Silently +12, Open Lock +8, Search +11, Sleight of Hand +9, Spot +3, Swim +2, Tumble +25, Use Magic Device +1.

Feats: Acrobatic, Dodge, Mobility, Spring Attack, Improved Critical(Rapier), Weapon Finesse, Weapon Focus(Rapier), Weapon Specialization(Rapier)
Items: Amulet of Natural Armor +2, Gloves of Dexterity +2, Wand of Shadow (13 charges), Leather Armor +3 of Shadow, Boots of Striding and Springing

Kreepo will arrive and use his wand of Shadow (Fills 20' area with dark shadows - like darkness, except Darkvision may be used) and uses his Spring Attack coupled with enhanced speed of his boots to do Spring Attacks on the party. He will attempt to do as much damage as possible, and if losing, will retreat into area #26 to drink his potions and hide, waiting for the PC's to enter so he can sneak attack again.
 
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I got an idea for Rm 12 and 15.

I just need to write them up and Post them, should have it done by tomorrow at the latest. Basically as a preview I am playing off other contributors ideas a little. RM 15 will be Vlask's current lover a 1/2 fiendish Greenhag Cleric and Rm 12 will be the Game/Lounge for Khargal's war band. Just mostly description.

Later
 

Preliminary text.

ROOM 15

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

Bruntel’s Quarters

This room is decorated in garish colors and shiny embroidered tapestries. I room decorated in
such a manner that it is physically disorientating in its conflicting styles. A large bed like
structure is in the far northern corner. It seems a cross between a nest and a once finely made
bedframe, now all that remains is a general outlined square. It is piled high with gaudy silks and
discolored furs. Several chest sit against the walls, some opened but most barely shut bulging
with more cloth. A table nearly 8 feet in length sits midway along the southern wall. Resting on
it are piles of parchment and well worn books haphazardly arranged. The room is lit but a large
candelabra suspended from the ceiling. Also in the nearest northern corner is a set of chains
hanging from the wall at shoulder height.

Often found lounging around Bruntel awaits her companion Vlask. Though they have been
lovers for only a short while Bruntel has managed to sway Vlask into providing for her bad taste
with trade from the dungeon’s other inhabitants. She has a unique taste in the gaudy and clashing
styles of the world. Her eyes unlike others are soothed with the painful conflicting of colors.

What Vlask does not know is this is only the last in a series of places that Bruntel has moved into
and awaited (or caused) the eventual invasion of do-gooder adventurer’s and high muckety-muck
paladins and clerics. She chooses a place that is gaining a dangerous reputation and “camps”
there waiting for intrepid interlopers then using her disguise self to appear as a prisoner she
ambushes the group at her earliest convenience. She had the chains in the wall built to use just
for this ruse.

1/2 Fiendish GREEN HAG/ 8th level cleric
Medium Monstrous Outsider
Hit Dice: 9d8+ 8d8 + 34 (110)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft. Flight 30 (Average)
Armor Class: 32 (+3 Dex, +12 natural + 7 Armor), touch 13, flat-footed 29
Base Attack/Grapple: +15/+21
Attack: Claw +21 melee (1d4+4)
Full Attack: 2 claws +21 melee (1d4+6)
1 bite +16 Melee (1d6 +3 )
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, weakness, mimicry, Smite Good 1 X daily (+17)
Special Qualities: Darkvision 90 ft., spell resistance 27, Immunity Poison, Resist Acid, cold, electricity, fire at 10 Each, DR 10/Magic, Treat Natural weapons as Magic for DR. Freedom of Movement 8 rounds per day. Domains : trickery and travel, Spontaneous casting (Inflict spells), Rebuke undead 8th level,
Saves: Fort +13, Ref +13, Will +14
Abilities: Str 23, Dex 16, Con 14, Int 17, Wis 15 (19), Cha 16
Skills: Concentration +22, Craft (Tailor) +15, Hide +15, Listen +16, Spot +16, Swim +18 (+8), Bluff +20, Disguise +9, Move silent +7, Spellcraft +11, Knowledge Arcana +7, Knowledge religion +7, Knowledge Planes +7, Diplomacy +6
Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude, Lightening Reflex, Improved Feint, Combat expertise
Challenge Rating: 15
Alignment: chaotic evil
Treasure: Mithral Breastplate +2 (-2 skill penalty), Periapt of Wisdom +4
Spell-Like Abilities: At will—dancing lights, disguise self, ghost sound (DC 13), invisibility, pass without trace, tongues, water breathing. Caster level 17th. The save DC is Charisma-based.
Darkness 3 X daily, Desecrate, Unholy Blight, Poison 3/Day, Contagion, Blasphemy, Unholy aura 3/Day, Unhallow, Horrid Wilting, Summon monster IX (Fiends only) Caster level 17th Saves are Charisma based (base 13 + spell level)
Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Spells
0 - detect magic X2, Light, Creat water, Mending X 2
1 - *Long strider, Protection from good, Comprehend Language, Shield of faith, Divine Favor
2 – * Non-Detection, Bear’s endurance, Eagles splendor, Silence, Lesser restoration
3 - * Fly, Protection from energy X2, Dispel Magic, Animate dead
4 – * Dimension door, Spell immunity, Divine Power, Magic Vestment


Treasure - Other than her gear, nothing that is not a complete eye sore.
 
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Kender42: Kreepo's presence in room 25 conflicts with room 24's concept (see page 4). Would you be against replacing Kreepo with a retriever, and perhaps using him elsewhere in the dungeon?
 

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