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The next one who makes a room will receive free Viagra for a year !

Again, we are almost done, so please people, make a little effort !

19- OPEN for anyone
29- OPEN for anyone (it doesn't have to be super complex. Just Blasphemy with a few magical items to put the smack down on the PC's [it appears those items will stay after her death, so they'll probably become the PC's possessions], and maybe a few Demons to assist her in the battle).

All the other rooms (on a total of 30 ROOMS) are DONE !
 
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8. Hall of the sword

<i>The ebony walls are decorated with wall reliefs of Balor demons, 15 in all, all with different facial features. In the middle of the room is a beautiful glowing long-sword planted in a pedestal. All the demons on the reliefs are staring at the sword.</i>

The reliefs, sword, and pedestal all radiate magic. The long sword is a +1 weapon that sheds light in a 5' radius. If someone approaches within 5 feet of the pedestal, the eyes of the demons will glow red, until the person leaves the room. There is no danger at all in retrieving the sword. It takes a strength check DC 25 to pull the sword free of the pedestal (it is planted in it). If the strength check is failed by 1 to 5 (modified roll of 20, 21, 22, 23, or 24), the sword snaps and becomes non-magical (it has one hit-point left, but the tear in the blade is inside the pedestal, out of sight).

9. Gate room

<i>The walls of this room are burning with the same flaming properties as the cave walls at the entrance of the dungeon. At the end of the room can be seen a stylishly sculptured obsidian arch, in the confines of which is a flaming gate. </i>

This gate leads to the 491st layer of the Abyss, in a flaming valley. If someone comes within 5 feet of the gate, the pincer of a Glabrezu will lurch out and attempt to grab the person (attack roll +20, grapple modifier +30) and drag him to the other side. If he succeeds, he will continue to attack the hapless victim. The other characters can enter the gate of their own free will, in fact, that would probably be the target's only chance of survival. Make sure to count the rounds that pass before the characters do this (if they do it at all).

On the other side, the gate can be seen, and someone can pass through it again to return to the dungeon. The Glabrezu cannot pass through the gate.

GLABREZU
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+120 (174 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 27 (–2 size, +19 natural) touch 8, flat-footed 27
Base Attack/Grapple: +12/+30
Attack: Pincers +20 melee (2d8+10)
Full Attack: 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing
Saves: Fort +18, Ref +8, Will +11
Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats: Cleave, Great Cleave, Multiattack, Persuasive, Power Attack
Environment: A chaotic evil-aligned plane
Organization: Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic evil
Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment: -
 

I'll try to contribute, if there's alredy a Scrying Room and I missed it please feel free to discard everything (I couldn't read all the posts in such a messy order, I've been following the best I could, sorry for that :o )

Also I couldn't add the CR for the encounter since I am not very familiar with the "advanced monsters" CR nor with the CR system (I usually grant AD Hoc experience based on how the encounter went).

As for the Scrying spell, the book says that for the Arcane Version you need a Mirror, I decided not to add the mirror and let the wizards cast it from the Font but if you feel it's a big "house rule" feel free to add a mirror in the room, I won't get mad ;)
Also my english is really bad, so if anyone wants to "embelish" something or correct my spelling or anything I'llbe more than grateful.
Well enough talk here goes my attempt:

19 - Scrying Room

The walls in this room look rather dark but with proper lightning you can see that they cast a small reflection, kinda like the one an old dusty mirror would give. The room has some ebony shelves filled with glass jars and bone scrollcases. In the middle of the room is a large font with some Abyssal runes. Two monk like figures are standing in each of the northern corners, facing the door, looking down and clothed with large robes and hood covering their heads.

The jars contain the Arcane Material Components that are necessary for the Scrying spell, that is hawk and eagle's eyes, and maybe some roc eyes too, as well as nitric acid, copper and zinc. The scrollcases contain three arcane and three divine versions of the Scrying spell as well as three arcane and three divine versions of the greater scrying spell.
The inscriptions in the font read "The Eye of Blasphemy" and the font itself is filled with unholy water.
The "monks" are actually two Permanent Images left there to discourage any trespassers and to "decorate" the room. The real guardians of the room are two Advanced Invisible Stalkers (12HD) that attack anyone who enters the room and was not authorized by Blasphemy himself (The residents of the Dungeon are allowed to get in as are eventually some visitors). The Invisible Stalkers are bound to serve Blasphemy fro ten years guarding the room, when the 10 years are over Blasphemy will call new ones (or maybe change the guards for the room, as a Chaotic creature that can't really be predicted)

ADVANCED INVISIBLE STALKER
Large Elemental (Air, Extraplanar)
Hit Dice: 12d8+24 (78 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: +9/+17
Attack: Slam +13 melee (2d6+4)
Full Attack: 2 slams +13 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility, improved tracking
Saves: Fort +8, Ref +13, Will +6
Abilities: Str 18, Dex 20, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +19, Move Silently +20, Search +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam), Alertness, Great Fortitude
Alignment: Neutral

An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.
An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.
Elemental Traits: An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits or flanking.
—Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
—Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
—Elementals do not eat, sleep, or breathe.
 
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I have added you room to the dungeon. I have also fixed some spelling mistakes in the description I put in the compilation.

FYI, an elemental gains +1 CR for each 4 hit dice added (in your case, you gave it 4 more hit dice, so he went from CR 7 to CR 8). You can find all that info in the end pages of the Monster Manual 3.5 .

Thanks for your contribution !
 

Thanks for the info ;)
I don't have the MM (I've already bought it but it arrives on February) so I took all the data from the SRD and I couldn't find that.
Thanks a lot, and yes my spelling is awful, I'll have to practice more and more being that English is my second language :o
 

Oh don't worry about it. Their where only 2 to 3 mistackes. You're anglish is way beter then mine ! Anglish isnt my first langwage eithur.

:D

O.K. guys, only ONE ROOM LEFT, that of the BBEG, Blasphemy herself. Room 29.

Who's game ?
 


Cripes- no one wants to do the Marilith huh? Well, I have to sit in a hospital waiting room for like 6 hours on Friday. If it is done by then I'll take a stab. Just make sure I get a copy of this!!
 


Into the Woods

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