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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Lee Hammock" data-source="post: 1759605" data-attributes="member: 24117"><p>No problem, glad to help! I am answering using my files and such since I do not have my copy, so hopefully everything will jive. </p><p></p><p></p><p></p><p>What Jim said. It is skewed a bit higher than normal, but I think the spacing of the combat encounters with other helpful encoutners (the celestial garrison, even Fargalan the goblin necromancer could be friendly) and the "anti-evil" nature of many of the traps ameliorates this somewhat. The PCs have several places to go for aid once they make contact and they have numerous rooms they can retreat too if need be. </p><p></p><p></p><p></p><p>Lots are evil only, but not all. The celestials who built the place were mainly worried about evil creatures stomping around the garrison, but a neutral creature in a bad mood can still cause a lot of damage in the right place</p><p></p><p></p><p></p><p>Uhhh, yeah. This project has taught me I am sooooooo not a cartographer. My carto-fu is weak indeed. </p><p></p><p></p><p></p><p>Actually, not quite correct, but hey, it works just as well.</p><p></p><p>The original intention was that the ghost would appear in E5 and can go from E5 to the dead end at E4. He's stuck in those rooms as that's the general area he died in (thus presenting an area the PCs could retreat too if they befriend him). Sorry for confusing that up. The to E5 it seems will haunt me until the end of my days. </p><p></p><p>If the party needs some extra oomph, having him accompany them is definitely a good idea and introduces a really interesting NPC for the party to have around with them. Not many D&D PCs get to hang out with their resident friendly ghost. </p><p></p><p></p><p></p><p>Yeah, no doors there. </p><p></p><p></p><p></p><p>Yep. </p><p></p><p></p><p></p><p>E11 should be the cross shaped room to the northeast of E10. Two secret doors on either side should be marked on the map. Again, my carto-fu weak and no copy to double check. </p><p></p><p></p><p></p><p>Originally I had several rooms between E12 and E13 which got cut for space, so moving them closer together is an easy solution. Alternately here are the unedited, unstatted rooms that were inbetween originally. </p><p></p><p>E29. Phinadar’s Storeroom</p><p>This room appears to have been ransacked at some point in the past, but someone later made a concerted effort to tidy it up. Several shelves have been crudely mended into a rickety tower of poorly nailed together wood, giving the impression that its structure will fail at any minute. These shelves are filled with a large numbered of labeled bags, bottles and boxes, most of which seem to hold a wide variety of mundane goods. A single torch in the north end of the ceiling lights this room. </p><p></p><p>Initial Attitude: Hostile</p><p></p><p>Encounter: This room serves as Phinadar’s personal store room for his non-magical supplies, such as extra clothes, shoes, or whatever else he has been able to scrounge up in the dungeon. Few items in this room are in good repair, but most are serviceable, at least in the short term. A single shadow hides amongst the goods at the south end of the room charged with keeping anyone other than Phinadar from taking goods from this room. </p><p></p><p>One shadow hides in this room and will attack anyone that enters that is not Phinadar, but if the party accompanies Phinadar he can convince the shadow that they are okay. </p><p></p><p>Tactics: The shadow will try to hide amongst the shelving, gaining cover, while striking out at the PCs. Spotting the shadow before it attacks requires a Spot check, DC 22. It will not flee and will fight until destroyed. </p><p></p><p>Treasure: This room contains at least 1 of every item listed in core rulebook I under adventuring gear, special substances and items, tools and skill kits, simple weapons, light armor, and clothing except there are no spyglasses or alchemist’s labs. More than one of each item may be present at the DM’s discretion. Most of these items have suffered a few hit points worth of damage and none are in prime condition.</p><p></p><p>EL: 4</p><p></p><p>Scaling: NA</p><p></p><p>Mooks: One shadow (18 hp)</p><p></p><p>E32. Phinadar’s Alchemical Workshop</p><p>This room has been scared black by numerous fires and most of the ramshackle furniture has burn marks on it. There are several large stone tables spread around the room, each of which has a few blast marks and cracks from abuse. About the room there are many glass containers and complex contraptions made of steel and glass piping, through which flow a wide variety of colorful and clear liquids. A startling, and at times revolting, flurry of smells fills this room. There is a door on the north, south, and eastern walls. The door on the eastern wall is closed has the word “TRAITOR” scrawled across it in crude common capital letters. Two torches attached to the ceiling provide illumination. </p><p></p><p>Initial Attitude: NA</p><p></p><p>Encounter: Phinadar uses this room for alchemical research, but he hasn’t been doing much since he decided that alchemy was not going to help him against the celestial wards or against his shadow masters. He occasionally experiments when he gets bored, but more often uses his lab for brewing alcohol than anything else. </p><p></p><p>Tactics: NA</p><p></p><p>Treasure: All the tools in this room comprise a fully functional alchemy lab. A Search check (DC 10) finds 2 thunderstones, 2 tanglefoot bags, 10 sunrods, 3 tindertwigs, 1 smokestick, 3 flasks of acid, and 4 flasks of alchemist’s fire. </p><p></p><p>EL: NA</p><p></p><p>Scaling: NA</p><p></p><p>E33. Fargalan’s Old Workshop</p><p>Across the door to this room “TRAITOR” has been carved in large letters in common. The room beyond appears to have seen little use recently. Dust has settled on nearly ever surface, but it also has been the site of great violence. Most of the furniture in this room has been overturned or broken and amongst the wreckage there seems to be little of value. There is a door in the eastern, western, northern, and southern walls. </p><p></p><p>Initial Attitude: NA</p><p></p><p>Encounter: This room was Fargalan’s workshop before he fled. When Fargalan escaped Seraxes had Phinadar remove everything of value and destroy the remaining furniture. Nothing of value remains. </p><p></p><p>Through the north door a passage lies that ends in a secret door. The secret door is hidden on both sides, requiring a Search check (DC 30) to find. The door slides up into the ceiling after a small cable hidden in a spider web in a corner next to the wall is pulled. There is a similar trigger on the other side as well. </p><p></p><p>Tactics: NA</p><p></p><p>Treasure: NA</p><p></p><p>EL: NA</p><p></p><p>Scaling: NA</p><p></p><p>E34. Fargalan’s Old Quarters</p><p>In crude capital letters “TRAITOR” has been carved in this door. The door itself has been crudely barred shut.</p><p></p><p>Breaking the bar requires a Strength check (DC 15). Once the PCs break the bar read the following.</p><p></p><p>This room seems to have once been someone’s living quarters, but now all that remains is a scattered and broken selection of furniture. All the debris has been left about the room without concern and the untouched dust makes it evident no one has been here for some time. It is illuminated by a single torch mounted in the ceiling. </p><p></p><p>Initial Attitude: NA</p><p></p><p>Encounter: This room was once Fargalan’s living quarters and he took most everything of value when he fled. Everything else was taken by Phinadar, who then destroyed all the furniture and barred the door at Seraxes direction. </p><p></p><p>Tactics: NA</p><p></p><p>Treasure: NA</p><p></p><p>EL: NA</p><p></p><p>Scaling: NA</p><p></p><p></p><p></p><p></p><p>Ran out of All-Door stuff, so it should just be a collapsed room or some such. Or if anyone else has All-Door ideas...</p><p></p><p></p><p></p><p>Yep. </p><p></p><p></p><p></p><p>Granted, this is from my map not the final. It is a hallway shaped room, but there are no doors into the room. I since it is the hidden robe room I pictured it being sort of like a long walk-in closet filled with robes. </p><p></p><p></p><p></p><p>Yep. </p><p></p><p></p><p></p><p>There are two E62s listed. The one to the right of the big central garden room is the one accessed by the All-Door. </p><p></p><p></p><p></p><p>I figured Fargalan wouldn't want his waste close to his home for fear of a) alchemical acicdents and b) attracting bugs, but moving to the small room directly above E6 would work as well. Or maybe he started dumping his stuff in the Lost Garden, getting all the plants in there pissed at him. </p><p></p><p></p><p></p><p></p><p>Originally I was thinking a sparring room wiht lots of little wings, one for each discipline (one little hallway with fighting mats for wrestling, one with wooden swords, etc.) but with all the doors I realize that really doesn't mesh. So as an alternative I'd say the square room north of E89 would work just as well. </p><p></p><p></p><p></p><p>Err, yeah. That's a bit more complicated. E100 should be closer to E99. In my original design I had all of E93-E100 in the eight small square rooms in that region, but removed one of them and left it blank for a reason I cannot now remember. Basically putting E100 anywhere closer to E99 would work, or if you don't like any of the options, switching E93-E100 around to fit in those rooms as well works. </p><p></p><p>Gah, this is me flabbergasted at my lack of map-fu.</p></blockquote><p></p>
[QUOTE="Lee Hammock, post: 1759605, member: 24117"] No problem, glad to help! I am answering using my files and such since I do not have my copy, so hopefully everything will jive. What Jim said. It is skewed a bit higher than normal, but I think the spacing of the combat encounters with other helpful encoutners (the celestial garrison, even Fargalan the goblin necromancer could be friendly) and the "anti-evil" nature of many of the traps ameliorates this somewhat. The PCs have several places to go for aid once they make contact and they have numerous rooms they can retreat too if need be. Lots are evil only, but not all. The celestials who built the place were mainly worried about evil creatures stomping around the garrison, but a neutral creature in a bad mood can still cause a lot of damage in the right place Uhhh, yeah. This project has taught me I am sooooooo not a cartographer. My carto-fu is weak indeed. Actually, not quite correct, but hey, it works just as well. The original intention was that the ghost would appear in E5 and can go from E5 to the dead end at E4. He's stuck in those rooms as that's the general area he died in (thus presenting an area the PCs could retreat too if they befriend him). Sorry for confusing that up. The to E5 it seems will haunt me until the end of my days. If the party needs some extra oomph, having him accompany them is definitely a good idea and introduces a really interesting NPC for the party to have around with them. Not many D&D PCs get to hang out with their resident friendly ghost. Yeah, no doors there. Yep. E11 should be the cross shaped room to the northeast of E10. Two secret doors on either side should be marked on the map. Again, my carto-fu weak and no copy to double check. Originally I had several rooms between E12 and E13 which got cut for space, so moving them closer together is an easy solution. Alternately here are the unedited, unstatted rooms that were inbetween originally. E29. Phinadar’s Storeroom This room appears to have been ransacked at some point in the past, but someone later made a concerted effort to tidy it up. Several shelves have been crudely mended into a rickety tower of poorly nailed together wood, giving the impression that its structure will fail at any minute. These shelves are filled with a large numbered of labeled bags, bottles and boxes, most of which seem to hold a wide variety of mundane goods. A single torch in the north end of the ceiling lights this room. Initial Attitude: Hostile Encounter: This room serves as Phinadar’s personal store room for his non-magical supplies, such as extra clothes, shoes, or whatever else he has been able to scrounge up in the dungeon. Few items in this room are in good repair, but most are serviceable, at least in the short term. A single shadow hides amongst the goods at the south end of the room charged with keeping anyone other than Phinadar from taking goods from this room. One shadow hides in this room and will attack anyone that enters that is not Phinadar, but if the party accompanies Phinadar he can convince the shadow that they are okay. Tactics: The shadow will try to hide amongst the shelving, gaining cover, while striking out at the PCs. Spotting the shadow before it attacks requires a Spot check, DC 22. It will not flee and will fight until destroyed. Treasure: This room contains at least 1 of every item listed in core rulebook I under adventuring gear, special substances and items, tools and skill kits, simple weapons, light armor, and clothing except there are no spyglasses or alchemist’s labs. More than one of each item may be present at the DM’s discretion. Most of these items have suffered a few hit points worth of damage and none are in prime condition. EL: 4 Scaling: NA Mooks: One shadow (18 hp) E32. Phinadar’s Alchemical Workshop This room has been scared black by numerous fires and most of the ramshackle furniture has burn marks on it. There are several large stone tables spread around the room, each of which has a few blast marks and cracks from abuse. About the room there are many glass containers and complex contraptions made of steel and glass piping, through which flow a wide variety of colorful and clear liquids. A startling, and at times revolting, flurry of smells fills this room. There is a door on the north, south, and eastern walls. The door on the eastern wall is closed has the word “TRAITOR” scrawled across it in crude common capital letters. Two torches attached to the ceiling provide illumination. Initial Attitude: NA Encounter: Phinadar uses this room for alchemical research, but he hasn’t been doing much since he decided that alchemy was not going to help him against the celestial wards or against his shadow masters. He occasionally experiments when he gets bored, but more often uses his lab for brewing alcohol than anything else. Tactics: NA Treasure: All the tools in this room comprise a fully functional alchemy lab. A Search check (DC 10) finds 2 thunderstones, 2 tanglefoot bags, 10 sunrods, 3 tindertwigs, 1 smokestick, 3 flasks of acid, and 4 flasks of alchemist’s fire. EL: NA Scaling: NA E33. Fargalan’s Old Workshop Across the door to this room “TRAITOR” has been carved in large letters in common. The room beyond appears to have seen little use recently. Dust has settled on nearly ever surface, but it also has been the site of great violence. Most of the furniture in this room has been overturned or broken and amongst the wreckage there seems to be little of value. There is a door in the eastern, western, northern, and southern walls. Initial Attitude: NA Encounter: This room was Fargalan’s workshop before he fled. When Fargalan escaped Seraxes had Phinadar remove everything of value and destroy the remaining furniture. Nothing of value remains. Through the north door a passage lies that ends in a secret door. The secret door is hidden on both sides, requiring a Search check (DC 30) to find. The door slides up into the ceiling after a small cable hidden in a spider web in a corner next to the wall is pulled. There is a similar trigger on the other side as well. Tactics: NA Treasure: NA EL: NA Scaling: NA E34. Fargalan’s Old Quarters In crude capital letters “TRAITOR” has been carved in this door. The door itself has been crudely barred shut. Breaking the bar requires a Strength check (DC 15). Once the PCs break the bar read the following. This room seems to have once been someone’s living quarters, but now all that remains is a scattered and broken selection of furniture. All the debris has been left about the room without concern and the untouched dust makes it evident no one has been here for some time. It is illuminated by a single torch mounted in the ceiling. Initial Attitude: NA Encounter: This room was once Fargalan’s living quarters and he took most everything of value when he fled. Everything else was taken by Phinadar, who then destroyed all the furniture and barred the door at Seraxes direction. Tactics: NA Treasure: NA EL: NA Scaling: NA Ran out of All-Door stuff, so it should just be a collapsed room or some such. Or if anyone else has All-Door ideas... Yep. Granted, this is from my map not the final. It is a hallway shaped room, but there are no doors into the room. I since it is the hidden robe room I pictured it being sort of like a long walk-in closet filled with robes. Yep. There are two E62s listed. The one to the right of the big central garden room is the one accessed by the All-Door. I figured Fargalan wouldn't want his waste close to his home for fear of a) alchemical acicdents and b) attracting bugs, but moving to the small room directly above E6 would work as well. Or maybe he started dumping his stuff in the Lost Garden, getting all the plants in there pissed at him. Originally I was thinking a sparring room wiht lots of little wings, one for each discipline (one little hallway with fighting mats for wrestling, one with wooden swords, etc.) but with all the doors I realize that really doesn't mesh. So as an alternative I'd say the square room north of E89 would work just as well. Err, yeah. That's a bit more complicated. E100 should be closer to E99. In my original design I had all of E93-E100 in the eight small square rooms in that region, but removed one of them and left it blank for a reason I cannot now remember. Basically putting E100 anywhere closer to E99 would work, or if you don't like any of the options, switching E93-E100 around to fit in those rooms as well works. Gah, this is me flabbergasted at my lack of map-fu. [/QUOTE]
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