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<blockquote data-quote="Shallown" data-source="post: 1317892" data-attributes="member: 1368"><p>Gordon here is the little I have done so far. I am doing it in word and have yet to make it two column which will be the last thing I do. I still have some standardization to decide on but this is basically it. Then it will be turned into a PDF file with the additional info (Contributors names, pics etc.)</p><p></p><p>Suggestions will be appreciated.</p><p></p><p><strong>1 - Cave Entrance </strong> </p><p></p><p><strong>Door </strong> : The stone doors are locked (DC 30 to unlock) and hard to break through (Strength check DC 27). Hardness 8, Hit points 45</p><p></p><p><strong>Room </strong> : <em>The PC's are in a rough granite wall cave. A thick liquid that behaves like water is sliding down the walls in rivulets. At the end of the cavern is a large plain ebony stone double-door. Flanking it on both sides is statue of a woman cradling a baby in her cupped arms. Close inspection will reveal that the women have sharp teeth and an evil grin. Close inspection of the baby's faces will show revulsion and horror.</em></p><p></p><p><strong>Traps </strong> : None</p><p></p><p><strong>Features </strong> : Close inspection of the liquid will reveal that it is actually blood. If the PC's come within 5 feet of it, the next round the blood will burst into flames, with the rivulets continuously feeding the flames. It is non-threatening (unless touched), but the walls are continuously covered in waves of fire, forming an almost hypnotizing pattern. If touched the PC's catch on fire, no save (Treat as Alchemist fire for damage and extinguishing).</p><p></p><p><strong>Encounter </strong> : None</p><p></p><p><strong>Other Features </strong> : None</p><p></p><p><strong>Notes </strong> : None</p><p></p><p></p><p></p><p><strong>2 - Entry Hall</strong></p><p></p><p><strong>Door </strong> : The Eastern stone doors are locked (DC 30 to unlock) and hard to break through (Strength check DC 27). Hardness 8, Hit points 45. </p><p></p><p>The Western stone doors are locked (DC 30 to unlock) and hard to break through (Strength check DC 27). Hardness 8, Hit points 45</p><p></p><p>The Northern and Southern doors are locked (DC 30 to unlock) in the demon's open mouth is the key hole. Each door has a break DC of 28. There is a lightning bolt trap set to go off when ever someone touches the door. Hardness 8, Hit points 45.</p><p></p><p><strong>Room </strong> : <em>The doors open onto a shallow vaulted niche. There are a few steps that lead down five feet to the smooth black stone floor of the large room beyond. Centered in the room is a one foot tall 10 foot diameter circular pool containing burning blood like that in the entrance cave. There is a one foot wide lip around the pool. The pool provides shadowy illumination for the room, and is the only light source. </em></p><p><em></em></p><p><em>The poorly lit black stone walls are covered with carvings of horrible demons and monsters. They all seem to be staring at the entrance to the room, where the PCs are currently standing. The dancing flames cause the faint shadows on the walls to move making the carvings on the wall appear to be alive.</em></p><p><em></em></p><p><em>In the four corners of the room are stone columns that are carved to look like hundreds of full sized humanoid creatures climbing each other, there is at least one of each race in the party. They seem to be climbing out of the floor and into the ceiling. The humanoid creatures look horrified and seem desperate to get away from what ever is below them. The ceiling is 40' up and cloaked in darkness almost impossible to see into with normal vision.</em></p><p><em></em></p><p><em>On the far wall is a pair of double smooth black stone doors.</em></p><p><em></em></p><p><em>The walls to the left and right each have a single ten foot tall door centered along the wall. The doors are black stone and have the face of a demon carved into them. The face on the door in the north wall is a Nalfeshnee. The face on the door in the south wall is a Hezrou.</em></p><p></p><p><strong>Traps </strong> : Both Southern and Northern Doors. Lightning bolt trap: CR 6; magical device; touch trigger. Automatic reset; spell effect (lightning bolt, 10th level wizard, 10d6 electricity, DC 14 reflex for half damage); search DC 28, disable Device DC 28. This trap can be disabled remotely see room 3.</p><p></p><p>Within 5 feet of the Pool. Suggestion Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (suggestion: the flame is an illusion, the liquid is water and the bottom of the pit (not the stairs) is covered with fire opals. DC 14 will to negate and Silent image seeing that which is suggested. DC 12 will to disbelieve). Search DC 28, disable device DC 28</p><p></p><p></p><p><strong>Features </strong> : The pool is 10 feet deep in the middle but has a ring of stairs going down into it. Upon taking damage the person in the pool will know that they are taking damage but may not realize that the flames are actually real and burning them. They will also not be compelled to stay in the pool. They get another will save to disbelieve both effects of the trap. </p><p></p><p></p><p><strong>Encounter </strong> : Hidden among the carvings on the west and South walls are two rogue gargoyles, they are extremely hard to see (+19 to hide and even when a PC spots one they have to make a second Spot check DC 20 to figure out that the Gargoyle isn't a statue see below ), They will attack The PC's once they get toward the center of the room. They will try to fly down sneak attack the characters and then fly away using the fly by attack. They will then try to hide somewhere else on the wall. They coordinate their attacks so that the PC's will not know that there are two of them but will think that there is one but in keeps coming form somewhere that they are not expecting. </p><p></p><p><strong>Gargoyle Rogue 6 </strong> CR 10 : Size: M Type Monstrous Humanoid (Earth); HD (4d8)+(6d6)+43; hp 85; Init +6 (+2 Dex, +4 Misc); Spd Walk 40', Fly 60ft (average); AC 17 (flatfooted 15, touch 12), Base attack/grapple +8/+10; SA: Damage Reduction 10/magic, Freeze (dc 20 spot check to figure out it isn't a statue once you see it if it isn't moving), Sneak attack +3d6, Evasion, trap sence+2, Uncanny Dodge. Vision: darkvision (60'), Normal AL: Chaotic Evil; Sv: Fort +7, Ref +11, Will +6; Str 16, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills and Feats: Hide +11(+19), Listen +9, Spot +9, Move Silently +11; Multiattack, toughness, fly by attack, improved natural armor. Full Attack: 2 claws +11 mele (1d4+3) and bite +9 mele (1d6+1) and Gore +9 mele (1d6+1)</p><p></p><p></p><p><strong>Other Features </strong> : None</p><p></p><p><strong>Notes </strong> : An alarm glyph located just south of door in the southern wall of the activates a magic mouth in Vlask's room (16) that will alert him if anyone enters the area, waking him even if he is sleeping. (haven't finished with what his response will be yet still working on that level of interaction. wanted all the rooms one format first)</p><p></p><p></p><p>This is by far not the final editing just preliminary stuff to get a standard format room to room.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1317892, member: 1368"] Gordon here is the little I have done so far. I am doing it in word and have yet to make it two column which will be the last thing I do. I still have some standardization to decide on but this is basically it. Then it will be turned into a PDF file with the additional info (Contributors names, pics etc.) Suggestions will be appreciated. [B]1 - Cave Entrance [/B] [B]Door [/B] : The stone doors are locked (DC 30 to unlock) and hard to break through (Strength check DC 27). Hardness 8, Hit points 45 [B]Room [/B] : [I]The PC's are in a rough granite wall cave. A thick liquid that behaves like water is sliding down the walls in rivulets. At the end of the cavern is a large plain ebony stone double-door. Flanking it on both sides is statue of a woman cradling a baby in her cupped arms. Close inspection will reveal that the women have sharp teeth and an evil grin. Close inspection of the baby's faces will show revulsion and horror.[/I] [B]Traps [/B] : None [B]Features [/B] : Close inspection of the liquid will reveal that it is actually blood. If the PC's come within 5 feet of it, the next round the blood will burst into flames, with the rivulets continuously feeding the flames. It is non-threatening (unless touched), but the walls are continuously covered in waves of fire, forming an almost hypnotizing pattern. If touched the PC's catch on fire, no save (Treat as Alchemist fire for damage and extinguishing). [B]Encounter [/B] : None [B]Other Features [/B] : None [B]Notes [/B] : None [B]2 - Entry Hall[/B] [B]Door [/B] : The Eastern stone doors are locked (DC 30 to unlock) and hard to break through (Strength check DC 27). Hardness 8, Hit points 45. The Western stone doors are locked (DC 30 to unlock) and hard to break through (Strength check DC 27). Hardness 8, Hit points 45 The Northern and Southern doors are locked (DC 30 to unlock) in the demon's open mouth is the key hole. Each door has a break DC of 28. There is a lightning bolt trap set to go off when ever someone touches the door. Hardness 8, Hit points 45. [B]Room [/B] : [I]The doors open onto a shallow vaulted niche. There are a few steps that lead down five feet to the smooth black stone floor of the large room beyond. Centered in the room is a one foot tall 10 foot diameter circular pool containing burning blood like that in the entrance cave. There is a one foot wide lip around the pool. The pool provides shadowy illumination for the room, and is the only light source. The poorly lit black stone walls are covered with carvings of horrible demons and monsters. They all seem to be staring at the entrance to the room, where the PCs are currently standing. The dancing flames cause the faint shadows on the walls to move making the carvings on the wall appear to be alive. In the four corners of the room are stone columns that are carved to look like hundreds of full sized humanoid creatures climbing each other, there is at least one of each race in the party. They seem to be climbing out of the floor and into the ceiling. The humanoid creatures look horrified and seem desperate to get away from what ever is below them. The ceiling is 40' up and cloaked in darkness almost impossible to see into with normal vision. On the far wall is a pair of double smooth black stone doors. The walls to the left and right each have a single ten foot tall door centered along the wall. The doors are black stone and have the face of a demon carved into them. The face on the door in the north wall is a Nalfeshnee. The face on the door in the south wall is a Hezrou.[/I] [B]Traps [/B] : Both Southern and Northern Doors. Lightning bolt trap: CR 6; magical device; touch trigger. Automatic reset; spell effect (lightning bolt, 10th level wizard, 10d6 electricity, DC 14 reflex for half damage); search DC 28, disable Device DC 28. This trap can be disabled remotely see room 3. Within 5 feet of the Pool. Suggestion Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (suggestion: the flame is an illusion, the liquid is water and the bottom of the pit (not the stairs) is covered with fire opals. DC 14 will to negate and Silent image seeing that which is suggested. DC 12 will to disbelieve). Search DC 28, disable device DC 28 [B]Features [/B] : The pool is 10 feet deep in the middle but has a ring of stairs going down into it. Upon taking damage the person in the pool will know that they are taking damage but may not realize that the flames are actually real and burning them. They will also not be compelled to stay in the pool. They get another will save to disbelieve both effects of the trap. [B]Encounter [/B] : Hidden among the carvings on the west and South walls are two rogue gargoyles, they are extremely hard to see (+19 to hide and even when a PC spots one they have to make a second Spot check DC 20 to figure out that the Gargoyle isn't a statue see below ), They will attack The PC's once they get toward the center of the room. They will try to fly down sneak attack the characters and then fly away using the fly by attack. They will then try to hide somewhere else on the wall. They coordinate their attacks so that the PC's will not know that there are two of them but will think that there is one but in keeps coming form somewhere that they are not expecting. [B]Gargoyle Rogue 6 [/B] CR 10 : Size: M Type Monstrous Humanoid (Earth); HD (4d8)+(6d6)+43; hp 85; Init +6 (+2 Dex, +4 Misc); Spd Walk 40', Fly 60ft (average); AC 17 (flatfooted 15, touch 12), Base attack/grapple +8/+10; SA: Damage Reduction 10/magic, Freeze (dc 20 spot check to figure out it isn't a statue once you see it if it isn't moving), Sneak attack +3d6, Evasion, trap sence+2, Uncanny Dodge. Vision: darkvision (60'), Normal AL: Chaotic Evil; Sv: Fort +7, Ref +11, Will +6; Str 16, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Skills and Feats: Hide +11(+19), Listen +9, Spot +9, Move Silently +11; Multiattack, toughness, fly by attack, improved natural armor. Full Attack: 2 claws +11 mele (1d4+3) and bite +9 mele (1d6+1) and Gore +9 mele (1d6+1) [B]Other Features [/B] : None [B]Notes [/B] : An alarm glyph located just south of door in the southern wall of the activates a magic mouth in Vlask's room (16) that will alert him if anyone enters the area, waking him even if he is sleeping. (haven't finished with what his response will be yet still working on that level of interaction. wanted all the rooms one format first) This is by far not the final editing just preliminary stuff to get a standard format room to room. later [/QUOTE]
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