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Let's make a second dungeon
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<blockquote data-quote="Bauglir" data-source="post: 1325997" data-attributes="member: 6982"><p>I had a lot of fun doing the last one. I'll try room 9 if that's ok..</p><p></p><p>9 - Chamber of Assembly</p><p></p><p>Doors: One wooden door in the south wall. Unlocked.</p><p></p><p>Room: This largish chamber is sparsely decorated. In each of the 4 corners stands a stone pillar, and along the South, West and East walls are lined rows of chairs. In the center of the Northern wall is a grander seat, before which a fine rug graces the otherwise unadorned stone floor. To the right of the northern seat stands a large cabinet, which contains assorted items most likely employed by the rogues on their jobs. (Contents: 5 sets of thieves tools, 1 of which is masterwork, 3 tanglefoot bags, 2 thunderstones, 10 smokesticks, and a Wand of <em>Invisibility</em> (14 charges remaining)). To the left of the seat there is a weapon rack, half filled with short swords (5), with a pair of suits of leather armour, carelessly dropped into the other side. This room is well lit by a series of wall sconces, each of which contains an <em>Everburning Torch</em> (6 in total) carefully placed such that the room has no apparent shadows in which to hide easily.</p><p></p><p>Traps: The rug conceals a pit trap (Search DC 25, Disable DC - 0 [just remove the rug and don't jump in..]). The pit is 20ft deep and thickly lined with wooden spikes (10 attacks on on any falling character at +12, 1d4 damage per hit. This stacks on top of the falling damage)</p><p></p><p>Features: If the PCs happen to look under the chairs they will find small bottles of holy water affixed under 6 of the chairs near the northern part of the room.</p><p></p><p>Encounters: If they have not been alerted, 3 guild rogues will be in this room, plotting the demise of Lord Anarchy (should players listen at the door they may hear some details of the plan, which involves waiting until Anarchy falls into the trap, then pelting him with holy water that had been smuggled in). They will attack the PCs on sight.</p></blockquote><p></p>
[QUOTE="Bauglir, post: 1325997, member: 6982"] I had a lot of fun doing the last one. I'll try room 9 if that's ok.. 9 - Chamber of Assembly Doors: One wooden door in the south wall. Unlocked. Room: This largish chamber is sparsely decorated. In each of the 4 corners stands a stone pillar, and along the South, West and East walls are lined rows of chairs. In the center of the Northern wall is a grander seat, before which a fine rug graces the otherwise unadorned stone floor. To the right of the northern seat stands a large cabinet, which contains assorted items most likely employed by the rogues on their jobs. (Contents: 5 sets of thieves tools, 1 of which is masterwork, 3 tanglefoot bags, 2 thunderstones, 10 smokesticks, and a Wand of [i]Invisibility[/i] (14 charges remaining)). To the left of the seat there is a weapon rack, half filled with short swords (5), with a pair of suits of leather armour, carelessly dropped into the other side. This room is well lit by a series of wall sconces, each of which contains an [i]Everburning Torch[/i] (6 in total) carefully placed such that the room has no apparent shadows in which to hide easily. Traps: The rug conceals a pit trap (Search DC 25, Disable DC - 0 [just remove the rug and don't jump in..]). The pit is 20ft deep and thickly lined with wooden spikes (10 attacks on on any falling character at +12, 1d4 damage per hit. This stacks on top of the falling damage) Features: If the PCs happen to look under the chairs they will find small bottles of holy water affixed under 6 of the chairs near the northern part of the room. Encounters: If they have not been alerted, 3 guild rogues will be in this room, plotting the demise of Lord Anarchy (should players listen at the door they may hear some details of the plan, which involves waiting until Anarchy falls into the trap, then pelting him with holy water that had been smuggled in). They will attack the PCs on sight. [/QUOTE]
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