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Just checking in. I was afraid the thread had taken off while I was stranded in Mid south GA after a Warlord CCG tourney. I'll be back at work on this tomorrow.

Later
 

Trainz, I started on the compilation and I am just waiting on Room 10 and then I will go full bore on it. Hopefully I will have time to do more editing since this is turningout bigger than I thought it would and don't want it to look shabby. I'll let you focus on the publishing end so to speak as much as possible. I thinkAs soon as room 10 is posted we can start another one.

After CD-1 is put out for everyone I hope someone will be interested in maybe switching off editing duties with me and someone else can have fun with it like I have. So If there are any takers folks lets hear from you.

Its not to hard editing job on the CD-2 and on since a format is preset and as we learn from each we will refine it to make the editing even easier. In my eyes I think the editor has only a few jobs to worry about.
1) general editing (spelling, really bad grammar etc.)
2) Cross referencing (making sure all the rooms match if a door is stone in one room and the next room describes it as wood then correct that. Also includes making sure all doors are described and all features)
3) Making sure all rooms are complete not some obvious element missing
4) Unification - Make sure the dungeon as a whole comes together. it can be ecletic and still make since also includes interactions of rooms and encounters, as well as, planning for reinforcements should parties hit and run.
5) having fun doing all the above.

Thanks everyone for contributing and thier support so far.

later
 

Shallown said:
Trainz, I started on the compilation and I am just waiting on Room 10 and then I will go full bore on it.
But... I compiled it too. Oh well...

Hopefully I will have time to do more editing since this is turningout bigger than I thought it would and don't want it to look shabby. I'll let you focus on the publishing end so to speak as much as possible.
The Freak has until tomorrow midnight to submit his room, after which I will either make it available again, or do it myself to accelerate the process.

I thinkAs soon as room 10 is posted we can start another one.
CD3 is ready to be posted. The map, the parameters, and my description of room 1 is ready. But I think I'll still wait a bit. I will shorten the rooms reservation to one day only, so that someone will only hug a room to make sure nobody else does it, but will post it soon.

:D
 

10- The Preaching Hall (Ben “The Freak” Levin)

Door: Light Wooden Door, no locks. Hardness 5, HP 10

Room: This room is large and built in the form of temple congregation hall. The many chairs are faced towards a raised platform. The platform is occupied by an alter and two statues. One of the statues is of Vecna reading a book, while the other of him whispering into an ear.

Traps: none

Encounters: A ghost known only as “The Deathless Preacher” inhabits the hall, constantly telling the teachings of Vecna, whether anyone is there or not. While usually quite boring, he occasionally says something of great importance (such as the location of an ancient artifact), so the rouges sometimes listen to him, hoping to hear something important. In addition, there are 1-4 (1d4) guild rouges in the hall at any time.

The Deathless Preacher- (ghost 3rd level cleric of Vecna, CR 5)

Hit Points: 22
Initiative: +4
Speed: 30 ft (fly)
AC: 11 (+1 Dex), touch 11, flat-footed 10
Base/Grapple: +2/+2
Full attack: Incorporeal touch +3 (1d6)
Ranged attack: none.
Saves: fort +3, ref +2, will +6
Str 10 Dex 12 Con – Int 16 Wis 17 Cha 11
Skills: Knowledge: religion +11, spellcraft +9, Knowledge: arcane +9, Knowledge: history +9, Knowledge: Royalty and Nobility +9
Feats: Skill focus (knowledge: religion), Toughness
Spells (Knowledge and Evil Domains): 0th: Read magic, inflict light wounds (x3) 1st: Shield of Faith, Command, Inflict Light Wounds, Protection from good. 2nd: Spiritual Weapon, Inflict Moderate Wounds, Detect Thoughts
Special Attacks: The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Cha modifier unless otherwise noted.
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Special Qualities: Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Gear: Holy Symbol

Other Features: To someone who values such objects, the statues might be worth 300 gp each.
 

Well Trainz I just wanted to get started as I have said before If I don't get started I procrastinate the starting too much.


I think the CD-3 Should wait until we get the CD-1 out so people can see how well this system actually works. I think the second one may be even better in its internal consistancy.

What small details can you give me on the next one? Like level and general lay-out (dungeon, Hide out, temple etc). Gives me a head start and keeps me Imaginative juices flowing, and those are the best kind.

I like the one day hold but two days may be better. Sometimes Stuff happens and you can't get back to what you had brilliantly planned. And also this gives more time for the editors and publishers to get the last one all lined up. I wouldn't want there to be 2 or more being prepped for final publishing (so to speak) while a new one is posted. I think it keeps up the enthusiasm if we can post one as we work on another. I know that process will speed up but for now that's what I think.

Later

PS - Now that I have Freak's I'll get to the editing. I expect not too long butI gotta lot of work to do (at work) since I was out a few days.
 

Shallown said:
Well Trainz I just wanted to get started as I have said before If I don't get started I procrastinate the starting too much. I think the CD-3 Should wait until we get the CD-1 out so people can see how well this system actually works.
Agreed.

What small details can you give me on the next one? Like level and general lay-out (dungeon, Hide out, temple etc). Gives me a head start and keeps me Imaginative juices flowing, and those are the best kind.
It's gonna be 14 rooms, 5th level, undead. Once again, I worked the BBEG's name in the dungeon title. I love doing this, it creates a nice subtle link to all CDx adventures.

I like the one day hold but two days may be better. Sometimes Stuff happens and you can't get back to what you had brilliantly planned.
Noted, but I still feel one day is better. You shouldn't reserve a room if you don't have an idea right away for the room's layout, because then you might be preventing someone who DOES have an idea right away for the room's layout. I want people to look at the map, and only give it a go when they know precisely what they want to do with a given room.

And also this gives more time for the editors and publishers to get the last one all lined up. I wouldn't want there to be 2 or more being prepped for final publishing (so to speak) while a new one is posted. I think it keeps up the enthusiasm if we can post one as we work on another. I know that process will speed up but for now that's what I think.
Unrelated. I will wait as long as it takes before posting the next one. I, too, want to create a synergy where while one is edited and posted, the other one is created. A soon as the last room of CDx is posted, then CDx+1 is posted. That said, this process will only be possible WHEN we will have a place to post CDx adventures. This is more or less the only thing that is delaying the posting of CD3. I'm checking this with Mark (CMG).

PS - Now that I have Freak's I'll get to the editing. I expect not too long butI gotta lot of work to do (at work) since I was out a few days.
I'll do it if you don't have time. But if you can pull it off this week, don't worry about it.
 
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CD- 3 Sounds cool to me. I sort of like the lower level Dungeons. A little bit more to balancing it out.

One day I can understand and accept. It does speed up the process. I think the ideas everyone gets just pop up almost fully formed just getting all your ducks in a row takes time.

I just don't want to wait to long. I think it may be a CD or two before we get the synergy of posting, compiling/editing and publishing working smoothly.

I have the time I just tend to put the pressure on myself to turn it around in like a day or two. Sort of self imposed goals to avoid my lazy streak. I'm more lazy with stuff I want to do versus stuff other people need. So I can pull it together just not as fast as I would prefer. I think everone else is cool with how long it takes me just not me. ;)

I already have it in a .doc and have finished spell checking and am now formatting rooms to the standard we set forth which won't be much work. After that I will edit content and formatting bolding/italisizing etc. The last things I always do is interaction and crosschecking. I figure baring disaster being done by like Thursday evening.

I assume you want everything same format as before. I think I'll leave any sort of introduction to you and just do the adventure summary.


Later
 


I will but I'm at work now and the E-Mail addy is at home. that's why this conversation has been more or less on line. I'll check it and add everything. I was planning to do that. I'll cross reference the two files make sure nothing is missed.

Do you think its better beside the room or in a single list or both. I think I like it beside the room it has a better association that way and then a list at the end to thank everyone. which do you Like?

Is the time frame of thurs/fri cool with you? I am being pretty generous in that goal and may have it done sooner, just wouldn't want to promise that.

Later
 

Into the Woods

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