• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Let's make a second dungeon

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.


guild.jpg


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:

key.bmp


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.
 
Last edited:

log in or register to remove this ad

Can I do Room Number 2?
I'll edit this post with the info in a few moments.

[Edit:]

The basic description of this room is pretty much the same as before since it seems to be a continuation of the Entrance

"The sewers walls are black and greasy with filth..."
I just added the new things. Hope it's okay by the format. I really loved the idea of the Co-Op DNGNS.

2- The Trapped Hallway

Door: At the end of the Hall there's a Wooden Door. See Below for more details.

Room: The water in this area becomes more and more thick. There are some torches hanging on the walls but they are not lit. There's also a small inscription carved on the wall, it says in common tongue "Only one school will let you in".
There are also two humanoid skulls in some carved holes in the wall looking at each other. At the end of the Hall there are several pushbuttons with drawings on them. Each drawing represents a School of Magic (Knowledge(Arcana) DC 10).


Traps: Many

If any person entering this room lifts, moves or lights a torch a small rain begins to pour in the area. It's not water that's falling from the ceiling, it's soe kind of very flammable oil. Treat as a Non Magical Fireball Trap. (5d6 fire, DC 14 Reflex save half damage); Search DC 21; Disable Device 21 (it allows the Rogue to lift, light or move a torch). CR 5.
Unlike a regular fireball there is a risk of Catching Fire (DC 15 every rnd or 1d6 fire / rnd).

The thicker water is the cause of some oil that's been left there from previous activations of the trap. The filth impedes to scent it's particular smell unless the person in the room has the Scent feat. If anyone aproaches a fire to the water, the whole room catches on fire and anyone standing on the water must make a Reflex ST (DC 15) to avoid catching on fire also. If anyone tries to put out the flames from the Oil Rain trap by using the "oiled water" he suffres an aditional 1d6 fire damage and fails at his attempt to put out the fire.

When passing by the skulls a Silver Coin must be put into their mouth (or anything that weighs as much), otherwise a Burnt Othur Vapor Trap activates itself as soon as the first person crosses the gazes of the skulls. (CR 7; all targets in a 10 ft radius; poison: Fortitude DC 18; onset delay: 3 rounds; 1 Con / 3d6 Con; Search DC 21; Disable Device 21)

Finally the answer to the carved riddle is "The School of Illusion" however the plates must not be pressed, the door in itself is an illusion. If anyone presses a button a Shocking Grasp deals 2d6 electricity damage to him, no saving throw allowed. (CR 2; magic; touch trigger; Search DC 26; Disable Device 26)

Of course anyone belonging to the Guild is familiar with all the traps and how to bypass them and whenever anyone is "invited into the headquarters" he is blindfolded and guided.

Features: None

Encounter: None

Other Features: None

Notes: None.
 
Last edited:


I'll take 3

Doors: None

Room: The sewer tunnels form a T-junction at this point, the brackish water flows in from the north and eastern tunnels and leaves to the south. Thick planks of wood have been thrown across the gaps to make it easy to cross from any side of the sewer tunnel to another. There are 3 Guild Rogues are positioned on sentry duty here, they have a hooded lantern for light, just positioned slightly into the northern passage so its light isn't visible to people approaching from the west.

Traps: None

Features: Just 15ft south from this junction the sewer tunnel drops rapidly down a steep slipway as the flow effluent joins the city's river. The years of mold grease and slime have made this a treacherous area, anyone heading south along the eastern wall can only move at half speed and must make a Balance Check DC 15 to avoid slipping up. The western wall has an easier route to the river as concealed (Spot DC 15) next to the wall is a knotted rope, which the thieves use to gain easy access to the river and haul smuggled goods up from boats on the river. Climbing down to the river access using the rope is still not an easy task due to the slippery floor (Climb DC 10). Anyone failing the Balance or Climb Check, falls from the walkways into the main sewer flow and is rapidly swept out to be dumped in the river.

Encounters: (EL 6) Three Guild Rogues are on sentry duty, but take this duty very lightly since no one would be foolish enough to challenge the guild. They are busy playing cards, and are unlikely to spot anyone approaching unless they carry a light source. However if the Oil Rain firetrap is activated then the blaze lighting up the sewer tunnel will automatically alert them to someone approaching. If the firetrap is avoided the Rogues will wrongly assume that people are approaching are members of the guild, as the other traps effects are not visible from this position. So even if they spot someone approaching they will not challenge them for the password until they get within 15 foot of the junction. The correct password for today is "Cold Liver Oil" but it gets changed each week.

If the Rogues are alerted either by the password not being given or the Oil Rain fire trap being set off, then two will remain at there post while one runs north to the guild to get assistance and warn the rest of the guild members. The others will attempt to delay the intruders by firing their shortbows using the edge of the sewer wall as cover. If anyone attempts to close to melee they will back off across to the western side of the sewer and kick the wooden planks into the water. They will then head south to the river, attempting to draw the attackers away from the guild and allowing any support coming from the north to flank them. If they look significantly out numbered, one dies or either suffers half their hit points in damage they will dive into the river and swim for it.

Notes: The water is very filty. If a PC falls into the southern sewer, 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.
 
Last edited:

I'll take 6+7 and edit them in... complete with the rogues pet wizard.

6 - Sleeping quarters.

Doors: light wooden doors, no locks. Hardness 5, 10 hit points.

Rooms: Each of these rooms is a neatly furnished 10' by 15' chamber, with high (10') ceilings. They contain a functional looking bunk bed, desk and cabinet. A faint smell of unwashed bodies lingers in the air. Very little in the way of personal possesion mark these rooms.

Traps: None

Encounters: 5 guild rogues occupy these rooms. 2 each in the rooms either side of the entrance coridoor from area 5, 1 in the chamber opposite room 7. 2 are awake and idling away their time. They should have listen checks to notice any intruders entering from area 5, loud combat in Area 5 requires a DC 5 check to notice.

Their tactics will consist of waking their fellow guildmembers and Shanklin in room 7. If there is a battle in area 5 they will prepare themselves before joining in. Otherwise they will try to stage an ambush.


7 - Shanklins Lair

Doors: A heavier door than those in area 6. Locked (DC-20), trapped (see below). Hardness 5, 20 hit points.

Rooms: This room is a plushly upholstered bedroom and study. A bed is pushed up against the eastern wall, silk sheets and pillows strewn on top of it. Clothing lies scattered across the floor. A desk sits on the western wall, papers piled on top of it. The room is lit by a single lantern placed on the desk. A smell of burning oil and stale socks permeates the air.
Traps: The lock to this room is trapped with a thunderstone - the blast directed into the hallway. If the trap is triggered then it will alert anyone in Area 6 - including waking any sleepers. Search 20 will locate it. Disable device 20, success by 5 or more points will enable the thunderstone to be recovered. - CR 1/2

Encounters: If the players have managed to reach this room undetected, then Shanklin will be lying on his bed reading a tome called 'Theft and Magic'. If he gets the drop on the players he will cast greater invisibility and try to run for it. Otherwise, he will spin a very unlikely story about being a prisoner of the guild and thank his bold resucuers (bluff -1). If that fails he will beg for his life. If spared, he will take any opportunity to escape and then assist his fellow guildmembers or flee.

Shanklin (Human Diviner 7 oposed Necromancy - CR 7)
Hit points: 7D4+10 (29)
Initiative: +6
Speed: 30
AC [12] (Flat footed 10, Touch 12)
Base/Grapple +3/+3
Full Attack: +4 (Dagger D4 19-20)
Saves: Fort +3 Reflex +4 Will +6
Abilities : Str 10, Dex 14, Con 13, Wis 12, Int 16, Chr 8
AL: Neutral Evil
Skills: Concentration 15, Spellcraft 13, Move Silently 9, Hide 9, Know: Local 8, Know: Engineering 8, Know: Arcana 13
Feats: Scribe scroll, Combat casting, Skill focus - move silently & hide, toughness, silent spell, improved initiative.
Gear: Robes, Masterwork dagger, Wand of invisibility (26 charges), spellbook, 25 Platinum pieces (sewn into belt), gold jewelery worth 150 Gp, Scroll - Dispel Magic, 2 potions of cure moderate wounds (2D8+3).
Spells prepared (4,6,5,4,2) (DC 13+level): 0-Light, Detect magic, read magic, open/close. 1-Comprehend languages, Grease (*2), Shield, charm person, expeditious retreat. 2-See invisibility, Web, Invisibility, Glitterdust, mirror image. 3-Clairvoyance, Dispel Magic, Major image, Haste. 4-Arcane Eye, Greater invisibility.

Description: A short, skinny man with untidy black hair and a pockmarked face. He has a substantial collection of cheap gold jewelry, including several facial piercings. He wears brown robes, tied with a heavy belt, from which hang a component bag and a dagger. He provides the guild with magical assistance, mostly scrying out targets for their operations.

Tactics: First combat action will be to cast greater invisibility on himself. With this active, he will buff other guild members with his haste spell and/or invisibility wand. Dispel magic and glitterdust to remove any adventageous spells the invaders have. Grease, web and Major image to sew confusion. He is a coward, and if he feels the fight is going against the guild, then will try to flee.
 
Last edited:

guild_secret_door.jpg


Encounter 4 - Petra's Prison

Many years ago, the thieves’ guild was run by a powerfully evil medusa named Petra. Displeasing her was unwise and she often rewarded the failures of her minions with death or petrification. She was not very popular among the guild members and when they had the chance to overthrow her, they did so, imprisoning her without her weapons behind the portcullis north of the guild entrance. In this way they can still utilize her abilities to help guard their secret entrance.

A.) A very recent victim of Petra's gaze still stands here. This dwarf adventurer (Pebbles Slagsifter N Female Fighter 2) and one other "friend" came down to seek their fortune. After the dwarf was turned to stone his friend fled, leaving the stone-loving dwarf to an ironic fate.

B.) An extinguished torch (about five feet above the floor) is sconced on the wall and acts as the mechanism to open the secret door (Search DC 30 to locate). If someone pulls the lever while standing on the five foot section (a pressure plate marked by the "B"; Spot DC 25 before it shifts, Spot DC 15 as it shifts, Disable Device DC 15), rather than opening the door it instead triggers the opening of a secret panel located in the opposite wall fifteen feet further down the hallway (location "E").

C.) A heavy portcullis (two inch iron bars, hardness 10, hp 60, Break/Bend DC 28/24) is locked down (Inset lock near floor, Open Locks DC 25) in place, with another twenty feet further down the passage (up off of the map). This makes up the boundaries of Petra's Prison.

D.) Half a dozen of her stone victims share Petra's prison. Some have been "given" to her by the guild (members no longer in good standing). Others are victims she managed to coax down to the bars of her prison (or caught when they ventured too close on their own). Once in reach they were reduced in strength by use of her poison and dragged through the bars to be consumed later. Some were unwittingly be turned to stone prior to be devoured. She can easily use these stone statues to gain full cover or concealment and avoid ranged attacks from outside the bars.

E.) An Everlasting torch resides in a secret niche in the wall behind a sliding panel located here (Search DC 25 to locate). The arc on the map is meant to show the near range of the Everlasting torch's light radius. Those who might not have been able to see Petra in the darkness, will definitely be able to catch her gaze once the Everlasting torch is uncovered and she comes out of hiding. She usually remains hidden among the statues until the torch is revealed so as too gain full advantage of her gaze attack on unsuspecting adventuring parties.

Medusa: CR 7; Medium Monstrous Humanoid; HD 6d8+6; hp 33; Init +2; Spd 30 ft. (6 sqs.); AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; Base Attack/Grapple +6/+6; Attack Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20) or snakes +8 melee (1d4 plus poison); Full Attack Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison); Space/Reach 5 ft./5 ft.; SA Petrifying gaze, Poison; SQ Darkvision 60 ft.; AL (Usually) LE; SV Fort +3, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15.
Languages: Common.
Skills and Feats: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8; Point Blank Shot, Precise Shot, Weapon Finesse.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Equipment: None.

Treasure - Potentially, the Everlasting torch (110gp) hidden in the niche a location "E" can be removed. Additionally, the dwarf dropped her masterwork weapon (DM's choice) into the murky water just before being turned to stone. It still lies there, uncollected by her companion who saved against the gaze and fled after seeing the fate of her partner. If the party possesses some means of releasing the dwarf from her petrified/stone state of being, he will offer a 300gp gem she has in his belt pouch as reward, and another two gems (200gp each) if the party will meet her later at a local tavern where she has a room. If the party merely carries her out as a statue (immediately or after they have had their fill of exploring the sewers), she will still offer the larger gem but retain the others if they did not recover her weapon (as she needs to replace it to be effective in his profession). Under no circumstances will she agree to continue with the party. Charming her is possible, but she is still in such shock and fear from her experience that the save DC against charming effects should be treated as nearly impossible to miss.

Notes: The water is very filthy. 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. (If the note at the beginning is sufficient for the whole complex, this can be removed)

(Regarding EL, I'd go with "5", I think. The lack of weapons and imprisonment reduces it somewhat, but the gaze is still so potentially show-stopping I wouldn't drop it below that.)
 
Last edited:

Trainz said:
The fist Cooperative Dungeon (CD-1) is almost ready, so I decided to go ahead and start the second one.

Halls of Anarchy (I decided to go ahead and give it a name right away)[/color][/color]
Dibs on room #10. :)
 

Okay Trainz I'll be foolish and volunteer to pull it all together when done again. I'll also try to get to a room though they may all be gone before I can get my act together.

Its takingoff like a shot.

later

Edit : I'm claiming rooms 12-14. Which is a lot but I have an Idea.

later again
 
Last edited:

Ok, I volunteer for room 11, i watched the last dungeon being made with much envy and i want a part of it this time.
 


Into the Woods

Remove ads

Top