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Let's make a second dungeon
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<blockquote data-quote="Matafuego" data-source="post: 1325435" data-attributes="member: 4172"><p>Can I do Room Number 2?</p><p>I'll edit this post with the info in a few moments.</p><p></p><p>[Edit<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>The basic description of this room is pretty much the same as before since it seems to be a continuation of the Entrance</p><p></p><p>"The sewers walls are black and greasy with filth..."</p><p>I just added the new things. Hope it's okay by the format. I really loved the idea of the Co-Op DNGNS.</p><p></p><p>2- The Trapped Hallway</p><p></p><p>Door: At the end of the Hall there's a Wooden Door. See Below for more details.</p><p></p><p>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".</p><p>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).</p><p></p><p></p><p>Traps: Many</p><p></p><p>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.</p><p>Unlike a regular fireball there is a risk of Catching Fire (DC 15 every rnd or 1d6 fire / rnd).</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>Features: None</p><p></p><p>Encounter: None</p><p></p><p>Other Features: None</p><p></p><p>Notes: None.</p></blockquote><p></p>
[QUOTE="Matafuego, post: 1325435, member: 4172"] 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. [/QUOTE]
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