Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Let's make a second dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Inconsequenti-AL" data-source="post: 1325588" data-attributes="member: 6584"><p>I'll take 6+7 and edit them in... complete with the rogues pet wizard.</p><p></p><p>6 - Sleeping quarters.</p><p></p><p>Doors: light wooden doors, no locks. Hardness 5, 10 hit points.</p><p></p><p>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.</p><p></p><p>Traps: None</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p>7 - Shanklins Lair</p><p></p><p>Doors: A heavier door than those in area 6. Locked (DC-20), trapped (see below). Hardness 5, 20 hit points.</p><p></p><p>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. </p><p>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 </p><p></p><p>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. </p><p></p><p>Shanklin (Human Diviner 7 oposed Necromancy - CR 7) </p><p>Hit points: 7D4+10 (29) </p><p>Initiative: +6 </p><p>Speed: 30 </p><p>AC [12] (Flat footed 10, Touch 12) </p><p>Base/Grapple +3/+3 </p><p>Full Attack: +4 (Dagger D4 19-20) </p><p>Saves: Fort +3 Reflex +4 Will +6 </p><p>Abilities : Str 10, Dex 14, Con 13, Wis 12, Int 16, Chr 8 </p><p>AL: Neutral Evil </p><p>Skills: Concentration 15, Spellcraft 13, Move Silently 9, Hide 9, Know: Local 8, Know: Engineering 8, Know: Arcana 13 </p><p>Feats: Scribe scroll, Combat casting, Skill focus - move silently & hide, toughness, silent spell, improved initiative. </p><p>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). </p><p>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. </p><p> </p><p>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. </p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1325588, member: 6584"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's make a second dungeon
Top