Trainz
Explorer
The fist Cooperative Dungeon (CD-1) is almost ready, so I decided to go ahead and start the second one.
Be advised that by adding content to this thread germane to the project, your content might be used (in whole or in part) in an upcoming 'Collective Dungeon' release. You will be given credit for your work, for which we will need your actual name * since we will have express your copyright over the material you provide. Be assured that the project is meant as a community activity with the intention to distribute it freely, though we (or other publishers) may also contact you in regards to your copywritten material for subsequent approval of other publication. Some of your material, by virtue of being current or derivative OGC, may also be used under the terms of the OGL.
* Write your real name beside the name of your entry
Halls of Anarchy (I decided to go ahead and give it a name right away)
It is also mapped with Interactive Dungeon (http://www.geocities.com/trainz_ca/ID). Anyone can choose a room and design it, but it is very important to follow the specifications. Unlike the previous one, I already placed the room's furnitures. You must use them in your descriptions. This adventure is a thieve's guild located in the sewers of any town in your campaign world. Here are the guidelines:
- The main antagonists of this dungeon are rogues. There can also be other antagonists, under roguish control.
- Only the core 3.5 rules can be used. Only the Monster Manual monsters in the SRD (System Reference Document).
- The dungeon is a level 7 adventure.
- The scale is 1 square = 5 feet
- The final room is room 12, in which is the BBEG (Big Bad Evil Guy), a Halfling Vampire named Lord Anarchy. He is the guild master.
1- Sewers Entrance
2- The Trapped Hallway
3- Guards
4- Petra's Prison
5- Dining Hall
6- Sleeping Quarters
7- Shanklin's Lair
8- Barren's Room
9- Chamber of Assembly
10- RESERVED (The Freak) Jan 25
11- Hall of Judgment
12- Temple Entrance
13- Anarchy's Quarters
14- Secret Room
Features Key:
The most common encounters are the Guild Rogues. You don't need to copy them in your room description, just say "There are 2 Guild Rogues" if you use them. Here are their stats:
Guild Rogue (3rd level, CR 3)
Hit Points: 16
Init: +2
Speed: 30
AC: [16] (Flat footed 14, Touch 12)
Base/Grapple: +2/+3
Full attack: +5 (Rapier 1d6+1 (18+))
Ranged attack: +5 (Short-bow 1d6 (x3))
Saves: Fort +2, Ref +5, Will +1
Abilities:Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8
Skills: Bluff +5, Disable device +8, Disguise +5, Escape artist +8, Hide +8, Listen +6, Move silently +8, Open lock +8, Search +8, Spot +6, Tumble +8
Feats: Combat expertise, Improved feint, Weapon finesse, Special abilities: Sneak Attack +2d6, Evasion, Trap sense +1
Gear: mwk Buckler, mwk Studded Leather, mwk Rapier, mwk Short-Bow, 5d6 g.p.
It is very important that you use the following format in your room description;
I will start with the first "room", and you can follow suit...
1- Sewers Entrance (René "Trainz" Mongrain)
Door: None [If there is a door in your room, you have to write it's specs here such as "The Eastern wooden door is locked (DC 25 to unlock) and hard to break through (Strength check DC 23). Hardness 5, Hit points 20"].
Room: The sewers walls are black and greasy with filth, and curve inwards as they reach the ceiling which is 10 feet high. The sewer water is going along a slight current eastbound. There are stone parapets 5 feet wide on each side of the tunnel on which you are currently walking that are just a few inches above water level. A lingering smell of rotten dampness fills the air. From wence you came, you can hear the squeeking of many rats.
Traps: None
Features: In the water, if a light source such as a torch is on hand, there is a breastplate on a skeleton. It is very hard to notice without going in the murky water (Spot check DC 20). If someone does go in the water, then it is easier to find (Search check DC 10). The skeleton barely has any rags left on it. The breastplate is magical (+1, light fortification).
Encounter: If the characters stay here for more than 5 rounds (30 seconds) or travel east, they will be attacked by 12 dire rats:
DIRE RAT
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: Bite +4 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Any
Organization: Solitary or pack (11–20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small); 4–6 HD (Medium)
Level Adjustment: —
Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.
Other Features: None
Notes: The water is very filty. If a PC spends more than 3 non-consecutive rounds in it, he is subjected to Filth Fever disease, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Be advised that by adding content to this thread germane to the project, your content might be used (in whole or in part) in an upcoming 'Collective Dungeon' release. You will be given credit for your work, for which we will need your actual name * since we will have express your copyright over the material you provide. Be assured that the project is meant as a community activity with the intention to distribute it freely, though we (or other publishers) may also contact you in regards to your copywritten material for subsequent approval of other publication. Some of your material, by virtue of being current or derivative OGC, may also be used under the terms of the OGL.
* Write your real name beside the name of your entry
Halls of Anarchy (I decided to go ahead and give it a name right away)
It is also mapped with Interactive Dungeon (http://www.geocities.com/trainz_ca/ID). Anyone can choose a room and design it, but it is very important to follow the specifications. Unlike the previous one, I already placed the room's furnitures. You must use them in your descriptions. This adventure is a thieve's guild located in the sewers of any town in your campaign world. Here are the guidelines:
- The main antagonists of this dungeon are rogues. There can also be other antagonists, under roguish control.
- Only the core 3.5 rules can be used. Only the Monster Manual monsters in the SRD (System Reference Document).
- The dungeon is a level 7 adventure.
- The scale is 1 square = 5 feet
- The final room is room 12, in which is the BBEG (Big Bad Evil Guy), a Halfling Vampire named Lord Anarchy. He is the guild master.

1- Sewers Entrance
2- The Trapped Hallway
3- Guards
4- Petra's Prison
5- Dining Hall
6- Sleeping Quarters
7- Shanklin's Lair
8- Barren's Room
9- Chamber of Assembly
10- RESERVED (The Freak) Jan 25
11- Hall of Judgment
12- Temple Entrance
13- Anarchy's Quarters
14- Secret Room
Features Key:

The most common encounters are the Guild Rogues. You don't need to copy them in your room description, just say "There are 2 Guild Rogues" if you use them. Here are their stats:
Guild Rogue (3rd level, CR 3)
Hit Points: 16
Init: +2
Speed: 30
AC: [16] (Flat footed 14, Touch 12)
Base/Grapple: +2/+3
Full attack: +5 (Rapier 1d6+1 (18+))
Ranged attack: +5 (Short-bow 1d6 (x3))
Saves: Fort +2, Ref +5, Will +1
Abilities:Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8
Skills: Bluff +5, Disable device +8, Disguise +5, Escape artist +8, Hide +8, Listen +6, Move silently +8, Open lock +8, Search +8, Spot +6, Tumble +8
Feats: Combat expertise, Improved feint, Weapon finesse, Special abilities: Sneak Attack +2d6, Evasion, Trap sense +1
Gear: mwk Buckler, mwk Studded Leather, mwk Rapier, mwk Short-Bow, 5d6 g.p.
It is very important that you use the following format in your room description;
I will start with the first "room", and you can follow suit...
1- Sewers Entrance (René "Trainz" Mongrain)
Door: None [If there is a door in your room, you have to write it's specs here such as "The Eastern wooden door is locked (DC 25 to unlock) and hard to break through (Strength check DC 23). Hardness 5, Hit points 20"].
Room: The sewers walls are black and greasy with filth, and curve inwards as they reach the ceiling which is 10 feet high. The sewer water is going along a slight current eastbound. There are stone parapets 5 feet wide on each side of the tunnel on which you are currently walking that are just a few inches above water level. A lingering smell of rotten dampness fills the air. From wence you came, you can hear the squeeking of many rats.
Traps: None
Features: In the water, if a light source such as a torch is on hand, there is a breastplate on a skeleton. It is very hard to notice without going in the murky water (Spot check DC 20). If someone does go in the water, then it is easier to find (Search check DC 10). The skeleton barely has any rags left on it. The breastplate is magical (+1, light fortification).
Encounter: If the characters stay here for more than 5 rounds (30 seconds) or travel east, they will be attacked by 12 dire rats:
DIRE RAT
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: Bite +4 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Any
Organization: Solitary or pack (11–20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small); 4–6 HD (Medium)
Level Adjustment: —
Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.
Other Features: None
Notes: The water is very filty. If a PC spends more than 3 non-consecutive rounds in it, he is subjected to Filth Fever disease, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
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