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Let's make a dungeon

Room 12

Entertainment/lounge

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

The first thing that strikes someone entering this room is the putrid smell. The room looks to be
an area design for gaming and torture though for some humanoids this is one and the same.
Several tables sit around the room some are even upright. Chairs and pieces of chairs litter the
room. In the far northern corner is a small stove and water basin area. Chained here are three
kobolds who appear to be servants of some type though they do little more than moan and shiver
hiding behind dented, tarnished silver platters. Several sets of bone dice sit about as well as a
large basket of darts though no dart board hangs on the walls. Though as anyone approaches the
basket the Kobolds wail slightly louder.

Half eaten and rotted food sits in various piles around the room. Along the southern wall is a 3 3
sets of bunk beds covered in tattered blankets and furs. This area is infested with lice and fleas.

Nothing of value remains in the room. Even the silver platters are beyond any real value.

The kobolds are standard by the book kind not worth listing. They appreciate any attempt to
rescue them and will swear fealty until they get a chance to escape then they will leave as fast as
possible.


I may add a little more later to spice it up.
 

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Kender 24 I agree with Bauglir. I love the room idea just Kreepo seems out of place. There is room 9 and 14 or you can steal one of my rooms if you want. I think he fits in just elsewhere. Perhaps he can be a wandering sort of encounter who is a scavenger of the party exploring the place or he is checking it out for himself. Just a suggestion.

:)

Later
 

Shallown said:
Kender 24 I agree with Bauglir. I love the room idea just Kreepo seems out of place. There is room 9 and 14 or you can steal one of my rooms if you want. I think he fits in just elsewhere. Perhaps he can be a wandering sort of encounter who is a scavenger of the party exploring the place or he is checking it out for himself. Just a suggestion.
Later
Okay, I think I was confused because the Retreiver stats are way back on page 1 (for room #4), and room 24 only kind of mentions it in passing.

Okay, I'll remove Kreepo from there. die_kluge, how about we make rooms 9, 14 and 15 "game room contenders" based on Blasphemy loves blood sports? :) We can each come up with a 'champion' of differing classes. 1 rogue, 1 war, 1 spellcaster? If we want this, I'll take room #15 and use Kreepo there.
 
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Kender42 said:
Okay, I think I was confused because the Retreiver stats are way back on page 1 (for room #4), and room 24 only kind of mentions it in passing.

Okay, I'll remove Kreepo from there. die_kluge, how about we make rooms 9, 14 and 15 "game room contenders" based on Blasphemy loves blood sports? :) We can each come up with a 'champion' of differing classes. 1 rogue, 1 war, 1 spellcaster? If we want this, I'll take room #15 and use Kreepo there.

I think that the retriever in the first paragraph is suposed to be in room 25. tho it never says that it is in room 25 it just say that it is guarding the door. between 24 and 25.
 

It looks to me like having a retriever in room 25 kinda ruins Kender's room idea. which to me seems to be a quiet disturbing room that gets more disturbing and less quiet the longer you stay in it. if you do anything stupid like breaking or opening the cases then the caretaker comes. Kender maybe the caretaker can be the retriever, who telepoprts into the room (even tho it is a bit narrower than he is (Doh just checked the MM, it looks like retrievers can't teleport.) ) once the PCs do something to alert him. or perhaps a similar idea to the hidden ceiling area idea in room 4. but Bauglir it seems a little unfair that you can define what is in a room that you are not designing. Does the comprimise of having the retriever being the caretaker and drop into the room seem to work? I don't want to make suggestions to a problem that you two have already taken care of. IE kreepo is in another room and a retriever sitting in room 25.
 


14. The Last Boudoir of Ghusk-Haleg the Dapper

<i>As the door reluctantly swings open, you hear a faint rustling followed by a hollow rattle, as if a sheaf of dry cane or cornstalks propped up against it has toppled to the floor inside, along with a peculiar twanging sound. As the room's interior is revealed, it becomes apparent that the cornstalks were once a man, or at least a large humanoid of some variety. The twisted and mummified corpse wears fine green silks and costly rings, along with matching pointed slippers which were the height of fashion in many civilized kingdoms several decades earlier. A jaunty black beret lies on the floor nearby. The room is finely furnished, though a layer of dust and cobwebs assures you that nothing has moved in here for many, many years.
Besides a satin-covered canopy bed, an expensive vanity, and 3 chairs, there is a small table against the S wall. It holds a metal pan containing some rotted and unidentifiable organic matter, along with some assorted eating utensils.</i>

The corpse can be identified with some effort as that of a tall orc (Ghusk-Haleg). Two onyx rings (50 GP each) are non-magical and a third is a <i>ring of regeneration</i>. A beautiful antique lyre (masterwork, 200 GP) may also be found slung around the corpse, lying underneath but largely undamaged.
If any of the room's contents, including the body, are disturbed, the ghost of Ghusk-Haleg appears and mornfully implores the aid of the characters. The ghost merely desires for them to return his body to his homeland where his bones may rest in peace, and offers all of his worldly goods (the rings, clothing, and lyre, but not the pie) in exchange for this service. If the PCs seem reluctant, he will make all sorts of extravagant promises involving his supposed kingship of an orc tribe, buried treasure, and fabulous magic items to win them over, though he has no ability to make good on any of them. With his +13 Bluff score, these may well seem plausible without good Sense Motive checks.
Ghusk-Haleg modestly relates that in life he was a bard, the handsomest of his people ever to walk the earth, conqueror of many beauties, including not a few fine elf maidens (he chuckles). When he was captured for the amusement of the demons, he managed (mainly by dumb luck, which he won't admit) to win the contest into which he was pressed. Being such a handsome specimen of orchood, as his reward he was permitted to "service" Blasphemy (he shudders) and given the traditional prize accorded to mortal victors, a pie made of the heart and kidneys of the vanquished opponent. Such demonic pies are said to grant the physical prowess of the conquered to the conquerer, so Ghusk-Haleg retired to his victor's quarters to enjoy his winnings (being an orc, he will have no particular reluctance to mention his fiendish repast). Not entirely trusting his hosts, he locked the door, and as he sat down to eat, he was suddenly wracked by horrible spasms. His body erupted into a vile pox and paralysis started to creep over him. He desperately hauled himself towards the door, but as he futilely clawed at the lock with numb fingers, the paralysis overcame him and left him to die slowly in horrible agony over the next several days. His restless spirit has haunted the chamber ever since. Why he and the room were abandoned, he doesn't know, though in fact, the dungeon's castellan of the time was killed that same evening, and Blasphemy (who forgot Ghusk-Haleg almost immediately) never bothered to retain a new one. While a few of the other demons became aware of this later, they were happy to loot most of his other possessions and leave the matter forgotten, though they didn't disturb the body out of (unfounded) fears that Blasphemy might be upset and blame them for it.
The room has remained locked (DC 30 lock, DC 27 to break) and untouched ever since. His strange ailment was a virulent abyssal STD, which is usually asymptomatic in demons but almost invariably fatal to mortals (DC 25 Heal or appropriate knowledge to recognize the symptoms).
The remains of the grotesque pie still sit on the table, and, though rotten, it still retains an enchantment which grants a permanent +1 inherent Str bonus (it radiates as strong Transmutation magic) to someone who eats it. However, at the same time it also acts as a DC 20 poison 1d4 Str/1d4 Str due to its advanced age. Ghusk-Haleg has developed an irrational attachment to the decayed pastry in death and will immediately attack anyone who molests it in any way. He similarly will attack any party who refuses to remove his remains to a more suitable resting place, but his ghost is incapable of leaving the room of his own volition until the body is removed.

Ghost of Ghusk-Haleg the Dapper
Medium-sized undead orc 8th level bard/2nd level barbarian
HD 10d12 (65 hp)
Init: +4 (+4 Dex)
Speed: fly 40 ft. (perfect)
AC: +4 (+4 Dex) ethereal; or +7 (+4 Dex, +3 deflection) manifested
Attacks: 2 x incorporeal touch +12/+7
Damage: Incorporeal touch corruption 1d4 (1d4+1 vs. ethereal)
Face/Reach: 5x5/5 ft
Spec Att.: Manifestation, corrupting touch, corrupting gaze (DC 18), frightful moan (DC 18), spells
Spec Qual: Undead, incorporeal, +4 turn resistance, rejuvenation, rage 1/day, bardic music 8/day, bardic knowledge (+9)
Saves: For +5, Ref +10, Wil +5
Abils: Str 12, Dex 18, Con -, Int 13, Wis 9, Cha 17
Skills (selected): Appraise +3, Balance +8, Bluff +13, Climb +6,
Decipher +8 , Diplomacy+10, Esc. Art. +7, Hide +8, Listen +4, Move Si. +10, Perform +15, Spellcr. +8 , Tumble +11
Feats: Leadership, Precise Shot, Point Blank Shot, Rapid Shot, Dodge, Uncanny Dodge
CR: 12
Al: CE
Spells:
cantrip DC 13 3/day, Danc Light, Det Mag, Ghst Snd, Mend, Prest, Read Mag
1st DC 14 4/day, Charm P, Cure Light, Prot Good, Sleep
2nd DC 15 4/day, Tongues, Scare, Pyrotech
3rd DC 16 2/day, Invis Sphere, Phant Steed, Sculpt Sound

If the PCs agree to return the body to his homeland and remove the body from the room, but then neglect to fulfill the agreement, Ghusk-Haleg's ghost will haunt them mercilessly until they do, manifesting at inopportune moments to sing withering ditties about the PCs cowardice and perfidy.

Ghusk-Haleg has no love of the demons, and if properly motivated can tell the PCs the rough location and basic description of the scriptorium, the privy, and the game court, but he knows nothing of the dangers that currently lurk in any of them. He is in fact the father of Khargal the Defiler and G-H will recognize this by supernatural instinct if they encounter one another. If the PCs are aiding Ghusk-Haleg, it is possible, with some diplomacy and Ghusk-Haleg's testimony, that Khargal may be convinced to leave them alone or even help them to escape and bury his father, but he will refuse to help them in any attack on the complex.
If the PCs leave the room with the body, the bard will disappear into the ether, thanking them profusely, but will follow them invisibly to make sure they don't reneg. The sad spirit may be convinced to manifest and aid the PCs if they seem to be ernest about helping him, but, if the PCs even realize that he's still there, it will require an opposed Diplomacy check to convince him to perform actions for them (each and every time), such as fight, investigate a room, or cast a spell for them. He fears Blasphemy and will not act or manifest in her presence in any circumstance.
 
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DiFier said:
but Bauglir it seems a little unfair that you can define what is in a room that you are not designing.

I know what you mean, but if the retriever is placed actually *in* room 24 with generic guard orders (as assumed) then it would also attack anyone who accessed the room using the secret tunnels.

What's important is that access to that room via room 25 is secure, at least to the point that noone could go that way without leaving an obvious trail. When away teams arrive at the complex, Blasphemy shows them where to store their equipment, and then very visibly activates the defences, to clearly demonstrate that it will be 'impossible' to tamper with the gear prior to the match. (For example, she gives the retriever instructions to attack anyone trying to pass it, including herself, until it is given orders to stand down by both herself and the opposing team captain)

A stone of alarm could be placed on the western door, but that could be bypassed by using a Passwall style spell to go around or through the door without actually opening it.

So I added a retriever, as I couldn't think of a way past that.

I don't want to step on any toes however..

So, does anyone have any suggestions as to how to make room 24 appear secure, while still allowing access via secret passages?

Edit: If it was placed directly *inside* the door of Room 24, with orders to attack anyone attempting to pass it, then it would not attack anyone entering and leaving the room via the secret passages. How does that sound?
 
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Bauglir said:
Edit: If it was placed directly *inside* the door of Room 24, with orders to attack anyone attempting to pass it, then it would not attack anyone entering and leaving the room via the secret passages. How does that sound?
That would work.
 
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