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Let's make a second dungeon

Yeah Trainz I don't mind the change around. He would make a nasty BBEG. I can change around my description of his motives and everything no problem. I had forgotten Slaad weren't OGL And I should no since I hunted all over the SRD for them when I was writing up and adventure with them several months ago.

I'll update all my stuff when I edit the file or sooner if I find time. I will be gone this weekend starting tomorrow so I won't get back to the thread till sunday night so Feel free to change what you need I can adapt it. That should also give time for everything to be done in the dungeon and I can start editing and compiling from there. Let me know if this thing is gonna be hosted like Mark said so I can Focus on the editing a little more. CD-1 wasn't as perfect as it could be becuase I had so much formating to do with this one it will be a lot easier and I can devote more to the editing of the nit picky crap.

and to finish the senetence. The Vent leads to the sewers one thinks due to the smell. I meant for this to mislead the players should they fall for the fake coffin and realize the vamp isn't there. Otherwise they will automatically search for a secret door in there. I hoped with the Little girl rescue angle you could make this time sensitive and make the players think about what they want to spend time on.

Just some thoughts

Oh an Trainz how far away are we from releasing CD-1?

later
 

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I have adjusted the room descriptions to make Anarchy the Guild Master.

I am still waiting after DiFier's Blasphemy picture.
 

Hall of Judgement

Room 11: The Hall of Judgement

Door: Strong wooden door. Hardness 5, Hp 20, Break DC 25

Room: The door to this room appears to be made of a stout hardwood, and is carved with the likeness of vines and leaves. As the door is opened a mechanism attached to it triggers a heavy gong inside the room (disable device DC:15) The gong can be heard all the way down the hallway, but not inside the other rooms. Inside, the room is much more opulent than the rest of the guildhouse, obviously this is a room meant to impress. The walls are covered in tapestries depicting scenes of everyday halfling life, to anyone with a trained eye (knowledge history dc 10) the tapestries appear to be several hundred years old. The floors are of marble inlaid with the symbol of the guild, and appear to be highly polished. A massive oak desk takes up the far side of the room, it is carved all over with archaic halfling decorations, and what apears to be an undersized if magnificent throne rests behind it. In front of the desk rests three small and rather plain stools.

Chances are there is a small boy in the room on his hands and knees polishing the floor. When anyone enters the room who is not supposed to be there, he gets very nervous. He will talk to the Pc's and if they prove to be nice to him at all, he will be very cooperative. The boy's name is Baren, and Lord Anarchy kidnapped him off of the streets above on a whim. Since he has been here, Baren has been told to keep the Hall of Judgement sparkling and in good repair. The vampire also uses the boy for his own amusements, and the pc's can easily see signs of neglect such as bruises and puncture wounds. Baren explores the guild house whenever he can and thus is quite knowledgeable about the goings on.

Baren: NG human male commoner 1
 

Hall of Judgement

Room 11: The Hall of Judgement

Door: Strong wooden door. Hardness 5, Hp 20, Break DC 25

Room: The door to this room appears to be made of a stout hardwood, and is carved with the likeness of vines and leaves. As the door is opened a mechanism attached to it triggers a heavy gong inside the room (disable device DC:15) The gong can be heard all the way down the hallway, but not inside the other rooms. Inside, the room is much more opulent than the rest of the guildhouse, obviously this is a room meant to impress. The walls are covered in tapestries depicting scenes of everyday halfling life, to anyone with a trained eye (knowledge history dc 10) the tapestries appear to be several hundred years old. The floors are of marble inlaid with the symbol of the guild, and appear to be highly polished. A massive oak desk takes up the far side of the room, it is carved all over with archaic halfling decorations, and what apears to be an undersized if magnificent throne rests behind it. In front of the desk rests three small and rather plain stools.

Chances are there is a small boy in the room on his hands and knees polishing the floor. When anyone enters the room who is not supposed to be there, he gets very nervous. He will talk to the Pc's and if they prove to be nice to him at all, he will be very cooperative. The boy's name is Baren, and Lord Anarchy kidnapped him off of the streets above on a whim. Since he has been here, Baren has been told to keep the Hall of Judgement sparkling and in good repair. The vampire also uses the boy for his own amusements, and the pc's can easily see signs of neglect such as bruises and puncture wounds. Baren explores the guild house whenever he can and thus is quite knowledgeable about the goings on.

Baren: NG human male commoner 1
 


Baren's room

Room 8:

Door: Simple wooden door, hardness 5, hp 10, break dc 13

Room: This small room is hardly decorated at all, the walls as well as the floor are cold grey stone, and there is a ratty pallat in the corner. The odor of unwashed boy is strong in the room. If the pc's search the room (dc 18) they will find that a stone in the corner slips out, and that Baren has hidden a small platinum ring inside (300 gp) Baren found the ring on the floor of the Hall of Judgement and hid it away, hoping to free himself at somepoint and use it to start a new life. It is possible according to previous events in the dungeon that the pc's may find Baren hiding in his room.

Traps: Alarm trap, magic device;touch trigger;auto reset;spell effect alarm; search dc 26; disable device 26.

The Lord of the guildhouse had Baren's door enchanted so that an alarm will sound in his asylum whenever anyone opens the door without first touching the knob with a piece of silver. For some reason he has taken a fancy to Baren and does not wish for him to escape, perhaps he sees something of himself in the young street youth.
 

BTW I edited my post on page 1 yesterday with a room description for room 9. Probably should have mentioned that huh?

I winged it quite a bit, so if anyone thinks any of it is too much/too little I'm sure it can be tweaked.

Oh, and bump..
 

Yes, it is better indeed to tell me in a new post when you do a reserved room, because I don't re-read the whole thread.

All the newly done rooms have been updated (Malk and Bauglir). BTW, bauglir, your room description differed from the original map, so I made the changes on the map. For instance, I put the rug in the room, and switched the chest for the chair you described.

There are only two rooms left that we're waiting for, Kender's and DiFier's. Sunday, if they aren't done, they will become available again (or I'll just do them myself...).

This one sure is much faster than CD-1. I should start thinking about CD-3... oh... I have an idea.

:)
 

There was a rectangular object near the north of the room - I just assumed it was open form and called it a rug, same with the chest/chair :)
 

yes trainz this one has gone by really fast, and its fun. I for one would love to see CD become a semi permanent feature around here. By the way, my fiance downloaded I-D and she loves it, she's mapping out all of her dungeons on it now.
 
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Into the Woods

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