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Let's make a second dungeon
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<blockquote data-quote="Trainz" data-source="post: 1325424" data-attributes="member: 2122"><p><span style="color: lemonchiffon"><span style="color: #ffffff">The fist Cooperative Dungeon (CD-1) is almost ready, so I decided to go ahead and start the second one. </span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: wheat">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. </span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="color: wheat">* Write your real name beside the name of your entry</span></span></p><p> </p><p><span style="color: lemonchiffon"><span style="color: #ffffff"><span style="font-size: 15px"><strong><u>Halls of Anarchy</u></strong></span> (I decided to go ahead and give it a name right away)</span></span></p><p> </p><p><span style="color: #ffffff"><span style="color: lemonchiffon">It is also mapped with Interactive Dungeon (</span><a href="http://www.geocities.com/trainz_ca/ID" target="_blank"><span style="color: lemonchiffon">http://www.geocities.com/trainz_ca/ID</span></a><span style="color: lemonchiffon">). 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:</span></span></p><p> </p><p><span style="color: lemonchiffon"><span style="color: #ffffff">- The main antagonists of this dungeon are rogues. There can also be other antagonists, under roguish control.</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">- Only the core 3.5 rules can be used. Only the Monster Manual monsters in the <a href="http://www.opengamingfoundation.org/srd.html" target="_blank">SRD (System Reference Document).</a></span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">- The dungeon is a level 7 adventure.</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">- The scale is 1 square = 5 feet</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">- 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.</span></span></p><p> </p><p><img src="http://pages.infinit.net/trainz/guild.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p><span style="color: #fffacd">1- Sewers Entrance</span></p><p><span style="color: #fffacd">2- The Trapped Hallway</span></p><p><span style="color: #fffacd"></span><span style="color: #fffacd">3- Guards</span></p><p><span style="color: #fffacd"></span><span style="color: #fffacd">4- Petra's Prison</span></p><p><span style="color: #fffacd"></span><span style="color: #fffacd">5- Dining Hall</span></p><p><span style="color: #fffacd">6- Sleeping Quarters</span></p><p><span style="color: #fffacd">7- Shanklin's Lair</span></p><p><span style="color: #fffacd">8- Barren's Room</span></p><p><span style="color: #fffacd">9- Chamber of Assembly</span></p><p><span style="color: #fffacd">10- RESERVED (The Freak) Jan 25</span></p><p><span style="color: #fffacd">11- Hall of Judgment</span></p><p><span style="color: #fffacd">12- Temple Entrance</span></p><p><span style="color: #fffacd">13- Anarchy's Quarters</span></p><p><span style="color: #fffacd">14- Secret Room</span></p><p> </p><p>Features Key:</p><p> </p><p><img src="http://pages.infinit.net/trainz/key.bmp" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p><span style="color: lemonchiffon"><span style="color: #ffffff">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:</span></span></p><p> </p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Guild Rogue (3rd level, CR 3)</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Hit Points: 16</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Init: +2</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Speed: 30</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">AC: [16] (Flat footed 14, Touch 12)</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Base/Grapple: +2/+3</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Full attack: +5 (Rapier 1d6+1 (18+))</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Ranged attack: +5 (Short-bow 1d6 (x3))</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Saves: Fort +2, Ref +5, Will +1</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Abilities:Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">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</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Feats: Combat expertise, Improved feint, Weapon finesse, Special abilities: Sneak Attack +2d6, Evasion, Trap sense +1</span></span></p><p><span style="color: lemonchiffon"><span style="color: #ffffff">Gear: mwk Buckler, mwk Studded Leather, mwk Rapier, mwk Short-Bow, 5d6 g.p.</span></span></p><p> </p><p><span style="color: lemonchiffon"><span style="color: #ffffff"><strong><u>It is very important that you use the following format in your room description;</u></strong></span></span></p><p> </p><p><span style="color: lemonchiffon"><span style="color: #ffffff">I will start with the first "room", and you can follow suit...</span></span></p><p> </p><p><span style="color: lemonchiffon">1- Sewers Entrance (René "Trainz" Mongrain)</span></p><p> </p><p><span style="color: lemonchiffon">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"]. </span></p><p> </p><p><span style="color: lemonchiffon">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.</span></p><p> </p><p><span style="color: lemonchiffon">Traps: None</span></p><p> </p><p><span style="color: lemonchiffon">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).</span></p><p> </p><p><span style="color: lemonchiffon">Encounter: If the characters stay here for more than 5 rounds (30 seconds) or travel east, they will be attacked by 12 dire rats:</span></p><p> </p><p><span style="color: lemonchiffon">DIRE RAT</span></p><p><span style="color: lemonchiffon">Small Animal</span></p><p><span style="color: lemonchiffon">Hit Dice: 1d8+1 (5 hp)</span></p><p><span style="color: lemonchiffon">Initiative: +3</span></p><p><span style="color: lemonchiffon">Speed: 40 ft. (8 squares), climb 20 ft.</span></p><p><span style="color: lemonchiffon">Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12</span></p><p><span style="color: lemonchiffon">Base Attack/Grapple: +0/–4</span></p><p><span style="color: lemonchiffon">Attack: Bite +4 melee (1d4 plus disease)</span></p><p><span style="color: lemonchiffon">Full Attack: Bite +4 melee (1d4 plus disease)</span></p><p><span style="color: lemonchiffon">Space/Reach: 5 ft./5 ft.</span></p><p><span style="color: lemonchiffon">Special Attacks: Disease</span></p><p><span style="color: lemonchiffon">Special Qualities: Low-light vision, scent</span></p><p><span style="color: lemonchiffon">Saves: Fort +3, Ref +5, Will +3</span></p><p><span style="color: lemonchiffon">Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4</span></p><p><span style="color: lemonchiffon">Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11</span></p><p><span style="color: lemonchiffon">Feats: Alertness, Weapon FinesseB</span></p><p><span style="color: lemonchiffon">Environment: Any</span></p><p><span style="color: lemonchiffon">Organization: Solitary or pack (11–20)</span></p><p><span style="color: lemonchiffon">Challenge Rating: 1/3</span></p><p><span style="color: lemonchiffon">Treasure: None</span></p><p><span style="color: lemonchiffon">Alignment: Always neutral</span></p><p><span style="color: lemonchiffon">Advancement: 2–3 HD (Small); 4–6 HD (Medium)</span></p><p><span style="color: lemonchiffon">Level Adjustment: —</span></p><p><span style="color: lemonchiffon">Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.</span></p><p><span style="color: lemonchiffon">A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.</span></p><p><span style="color: lemonchiffon">Combat</span></p><p><span style="color: lemonchiffon">Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.</span></p><p><span style="color: lemonchiffon">Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.</span></p><p><span style="color: lemonchiffon">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.</span></p><p><span style="color: lemonchiffon">Dire rats use their Dexterity modifier for Climb and Swim checks.</span></p><p> </p><p><span style="color: #ffffff"></span></p><p><span style="color: #ffffff"><span style="color: lemonchiffon">Other Features: None</span></span></p><p> <span style="color: #ffffff"></span></p><p><span style="color: #ffffff"><span style="color: lemonchiffon">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.</span></span></p><p><span style="color: #ffffff"><span style="color: lemonchiffon"></span></span></p></blockquote><p></p>
[QUOTE="Trainz, post: 1325424, member: 2122"] [color=lemonchiffon][color=#ffffff]The fist Cooperative Dungeon (CD-1) is almost ready, so I decided to go ahead and start the second one. [/color][/color] [font=Arial][color=wheat]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. [/color][/font] [font=Arial][color=wheat]* Write your real name beside the name of your entry[/color][/font] [color=lemonchiffon][color=#ffffff][size=4][b][u]Halls of Anarchy[/u][/b][/size] (I decided to go ahead and give it a name right away)[/color][/color] [color=#ffffff][color=lemonchiffon]It is also mapped with Interactive Dungeon ([/color][url="http://www.geocities.com/trainz_ca/ID"][color=lemonchiffon]http://www.geocities.com/trainz_ca/ID[/color][/url][color=lemonchiffon]). 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:[/color][/color] [color=lemonchiffon][color=#ffffff]- 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 [url="http://www.opengamingfoundation.org/srd.html"]SRD (System Reference Document).[/url] - 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.[/color][/color] [img]http://pages.infinit.net/trainz/guild.jpg[/img] [color=#fffacd]1- Sewers Entrance[/color] [color=#fffacd]2- The Trapped Hallway [/color][color=#fffacd]3- Guards [/color][color=#fffacd]4- Petra's Prison [/color][color=#fffacd]5- Dining Hall[/color] [color=#fffacd]6- Sleeping Quarters[/color] [color=#fffacd]7- Shanklin's Lair[/color] [color=#fffacd]8- Barren's Room[/color] [color=#fffacd]9- Chamber of Assembly[/color] [color=#fffacd]10- RESERVED (The Freak) Jan 25[/color] [color=#fffacd]11- Hall of Judgment[/color] [color=#fffacd]12- Temple Entrance[/color] [color=#fffacd]13- Anarchy's Quarters[/color] [color=#fffacd]14- Secret Room[/color] Features Key: [img]http://pages.infinit.net/trainz/key.bmp[/img] [color=lemonchiffon][color=#ffffff]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:[/color][/color] [color=lemonchiffon][color=#ffffff]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.[/color][/color] [color=lemonchiffon][color=#ffffff][b][u]It is very important that you use the following format in your room description;[/u][/b][/color][/color] [color=lemonchiffon][color=#ffffff]I will start with the first "room", and you can follow suit...[/color][/color] [color=lemonchiffon]1- Sewers Entrance (René "Trainz" Mongrain)[/color] [color=lemonchiffon]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"]. [/color] [color=lemonchiffon]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.[/color] [color=lemonchiffon]Traps: None[/color] [color=lemonchiffon]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).[/color] [color=lemonchiffon]Encounter: If the characters stay here for more than 5 rounds (30 seconds) or travel east, they will be attacked by 12 dire rats:[/color] [color=lemonchiffon]DIRE RAT[/color] [color=lemonchiffon]Small Animal[/color] [color=lemonchiffon]Hit Dice: 1d8+1 (5 hp)[/color] [color=lemonchiffon]Initiative: +3[/color] [color=lemonchiffon]Speed: 40 ft. (8 squares), climb 20 ft.[/color] [color=lemonchiffon]Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12[/color] [color=lemonchiffon]Base Attack/Grapple: +0/–4[/color] [color=lemonchiffon]Attack: Bite +4 melee (1d4 plus disease)[/color] [color=lemonchiffon]Full Attack: Bite +4 melee (1d4 plus disease)[/color] [color=lemonchiffon]Space/Reach: 5 ft./5 ft.[/color] [color=lemonchiffon]Special Attacks: Disease[/color] [color=lemonchiffon]Special Qualities: Low-light vision, scent[/color] [color=lemonchiffon]Saves: Fort +3, Ref +5, Will +3[/color] [color=lemonchiffon]Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4[/color] [color=lemonchiffon]Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11[/color] [color=lemonchiffon]Feats: Alertness, Weapon FinesseB[/color] [color=lemonchiffon]Environment: Any[/color] [color=lemonchiffon]Organization: Solitary or pack (11–20)[/color] [color=lemonchiffon]Challenge Rating: 1/3[/color] [color=lemonchiffon]Treasure: None[/color] [color=lemonchiffon]Alignment: Always neutral[/color] [color=lemonchiffon]Advancement: 2–3 HD (Small); 4–6 HD (Medium)[/color] [color=lemonchiffon]Level Adjustment: —[/color] [color=lemonchiffon]Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.[/color] [color=lemonchiffon]A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.[/color] [color=lemonchiffon]Combat[/color] [color=lemonchiffon]Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.[/color] [color=lemonchiffon]Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.[/color] [color=lemonchiffon]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.[/color] [color=lemonchiffon]Dire rats use their Dexterity modifier for Climb and Swim checks.[/color] [color=#ffffff] [color=lemonchiffon]Other Features: None[/color] [color=lemonchiffon]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. [/color][/color] [/QUOTE]
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