The Build a Dungeon Thread [Archive] - Wizards Community

Post/Author/DateTimePost
Return of the Flumph

08-20-07, 12:52 AM
Some months ago, another poster tried to start a collaborative dungeon building project in which the participants all added rooms and characters to make an incredibly huge dungeon...or at least, that was the plan. Despite the long list of people who said they were interested, the thread died after just a few rooms.

I believe the main reason it failed was the lack of a greater plan or idea to work within. The dungeon was too generic; it had little sense of purpose, story, or direction, and many people probably didn't know what to do. Thus, for this incarnation of the project, I propose the following premise for the dungeon:

This was once a natural cave system created by water erosion and geothermal upheaval. It was settled by dwarves early on, who expanded the natural caverns and connected more of them, greatly increasing the size and complexity of the caverns.

However, a dwarven prince-disenfranchised when he was passed over for the throne-challenged his usurper, but did not have sufficient public support to gain the throne. He was approached by an emissary of the archdevil Dispater, who offered to help him gain his rightful throne in exchange for worship. The prince agreed.

At first the prince and his diabolical minions sought to infiltrate and assassinate their way into power, but then the clerics of Moradin exposed him. The result was a frenzied battle that rocked the entire dwarven city, and which left the dwarves vulnerable to a tribe of goblinoids who had been scoping out the area. During the confusion of the battle, the goblinoids invaded, and the dwarves were wiped out. A few devils, however, managed to hide here and there.

The goblinoids dug deeper into the mountain, seeking more ores as the dwarves had mined most of it out, until they connected to another dungeon that had long been buried beneath the city. This dungeon was infested with undead, as these caverns had once belonged to a powerful lich. The rampant undead emerged and began trying to slaughter the goblins, who were forced to pledge their loyalty to a nearby dragon for protection. The wyrm managed to subjugate all the creatures in the mountain and organize them, but then was killed while off pillaging a nearby human kingdom. Everything fell into disarray again.

Today, there are some areas that the goblinoids control, some undead infested areas, some places where half dragons and dragon wyrmlings lurk, and some places deep, deep below, beneath even the undead domain, where undiscovered things lurk. Over the years, other predators, including insentient monsters, wandering bands of thugs or primitive humanoids, and perhaps the occasional insane babbling demogorgon cultist, have found their way into the sprawling dungeon. The upper parts are a mixture of dwarven and goblin architecture mixed with mineshafts and caves, then the crypt of the long gone lich, then the dragon's former lair, and then...other things.

We will take turns posting rooms, and discuss what we plan to do in advance with the other players. The idea is to make a sensible, convincing, and dynamic adventure site that can (theoretically) take the PC's from first to twentieth level. While few of us would use a twenty level dungeon crawl in our games, the point is that any part of the dungeon can be removed and used independently in a different game, but the pieces still make sense when put together. Thus, you can use as much of the dungeon as you wish, no more, no less, and pick an appropriate piece of it for the level you need and the theme you want.

If there are any mapmakers handy, this project could use your services. A gigantic dungeon is hard to keep track of without visuals.
Camu

08-20-07, 04:57 AM
Sounds interesting, love to help

Here are the maps of the dungeon so far:

Dungeon Lvl 1:http://img183.imageshack.us/img183/1812/dungeonlevel1xr1.jpg

Dungeon Lvl 2:http://img183.imageshack.us/img183/5224/dungeonlevel2ca1.jpg
TheScapegoat

08-20-07, 06:54 PM
The Great Dungeon Project
Kudos to Return of the Flumph for starting this.

For Dungeon Map created by Camu, click Here (http://forums.gleemax.com/showpost.php?p=13577543&postcount=79).



Entrance to the Dungeon

You come to a small cavern entrance on the mountain side that appears to have been created most likely by an earthquake. Rocks and other debris litter the cave mouth and the slope below it. Small footprints can be seen coming to and from the entranceway. Water can be heard from within.

Knowledge (dungeoneering) DC 10: A player that succeeds a knowledge (dungeoneering) check notices that the footprints appear to be that of goblins.

The cavern itself is 100' long and is at it's peak 8' wide and 7' high. The ceiling is supported every 15' or so by a crudely crafted support beam, they appear to be doing the job but even a minor earthquake could cause them to falter. 60' into the cavern a small waterfall can be seen coming from a 4' diameter hole in the ceiling, the water runs in a small stream (5"-12" wide at any given part) to the end of the cave where it empties into a small 3'x3' hole. The entire cavern slopes downward at a 20 degree angle.


Guard Duty (EL 2): A small group of goblins stand guard within the cave. When intruders can be heard or light seen coming from the entrance the goblins will hide within small holes on the side walls to ambush after sending a runner to warn others.

3 goblins: 2 Standard and 1 with 1 level of Rogue. (This does not include the runner.)


The LandingThe rough cavern runs suddenly into a paved stone landing. Stocky stone effigies of Dwarves are carved into the walls. The faces of many of the figures have been smashed or pried off the wall. Stairs lead up to the right and further down to the right, winding off into darkness. An arched ceiling can be dimly seen nearly 50' above. A jagged crevasse cuts through the wall opposite the cavern. The water that flows in from the cavern above pools on the landing before continuing down the stairway in a small stream that has eroded from the stone.

The previous cavern opens up into a 20'x20' landing of an ancient stone staircase. The ceiling is 50' above. The crevasse is 10' above the landing and will have a rope ladder hanging out of it unless the guards have been alerted. A 10'x10' pit trap is centered in the landing. This is an ancient dwarven trap that automatically resets every round. A disabling mechanism is hidden on a nearby wall. (This is the Camoflaged Pit Trap from DMG p.70)



Zombie Handlers (EL 3): A pair of hobgoblins guard the crevasse and keep an eye out for monsters on the stairs. If alerted by noise or a goblin runner, the hobgoblins pull up the rope ladder and hide. Their strategy is to wait for any enemies to fall into the pit trap, then pelt them with javelins and impolite goblin taunts. If the fight seems to be going against them, the hobgoblins will flee. The goblinoids lured 2 human zombies into the pit trap some time ago. The undead will attack anything that enters the trap until they are destoyed.


% Encounter
01-05 Animated Fish Cart*
06-10 Dwarven search party*
11-15 Dwarven pony*
16-20 Biter the Krenshaw + 1 goblin warrior*
21-25 1d3 Medium monstrous centipedes
26-35 1d4 dire rats
36-40 1d3 small monstrous scorpions
41-45 1d3 small monstrous spiders
46-50 1 boar
51-55 1 darkmantle
56-60 1 lemure (devil)
61-65 1 shrieker( fungus)
66-70 1d3 stirges
71-80 1d3+1 goblin warriors
81-90 1d3 hobgoblin warriors
91-95 1d4 human warrior skeletons
96-100 1d3 human commoner zombies

*special encounters. Reroll if already encountered.

Animated Fish Cart (EL 2): This is a medium size animated object from the old dwarven kitchens. It used to fillet and serve fish on command, but has gone haywire! The cart is weeled giving it a speed of 70' and attacks with a set of masterwork cooking knives instead of a slam attack (+3 melee 1d6+1 slashing damage). The cart has a hardness of 8. A masterwork dagger can be salvaged from the defeated cart.

Dwarven search party (EL 1): These 3 dwarves are all that remain of a search party that entered the dungeon looking for another dwarven expedition ambushed by the goblins. (They are being held in the winecellar controlled by the goblins). The dwarves are xenophobic but desperate. They will be neutral at first, becoming helpful if the PC's have already found the lost dwarves or pudgy the pony intact. With a diplomacy or gather information check (DC 12), they will describe their plight and ask for the PC's help.

Dwarven pony (EL 1/4): Pudgy the pony is the lost property of the captured dwarves. He is extremely skittish and will flee from nearly anything (DC 18 animal handling or empathy check to calm him). The pony is carrying saddlebags loaded with metal ores that were to be bribes to get the goblinoids to leave the dwarven area. The various precious ores are worth 100g.

Biter the Krenshaw + 1 goblin warrior (EL 1): Biter is the pet of the goblinoid's leader and is normally found with him. However, one of the goblins will take the Krenshaw out for walks once in a while. Upon encountering PC's, the goblin will yell "sic 'em" in goblin and flee. Biter prefers to use his fear ability, then slay whichever enemy looks the smallest/weakest and run off with them as a snack.


Up the Great Staircase

The staircase continues upward and the same Dwarven carvings cover the walls with each having had their heads removed. At the peak of the staircase there is a large double door with dwarven runes crafted upon them.


The stairs go upward for 70' past the landing, the last 20' being a landing at the stairs peak. After 50' the roof begins to slop downward ending 25' above the ground above the door as opposed to 50' at the landing. The doorway is 10' wide and is centered on the left hand wall at the top of the stairway. The doors are made of iron and are carved with dwarven runes showing countless images of dwarven warriors.

Search check DC 12: A player who succeeds a search check finds a worn leather sack hidden behind a loose brick near the top of the stairs on the right wall.


3 copper, 7 silver, a short sword, ripped parchment.

The parchment has a crudly drawn map on it with an X drawn on one of, what is most likely, a room. There is also some writing in goblin that says "Dibilgit's stuff... boss can't find."


Hall of WarriorsThe metal doors creak open at the center of a vast dining hall. The ceiling is forty feet above the floor, and vaulted at the corners. Numerous support columns stand near either wall, but a few have fallen down, one cracking the long stone table that fills the center of the room. There is another door at each end of the rectangular room. As you look closer, you see that there are a pair of wooden handcarts parked by the door on the left end of the room.

The room is sixty feet across and one hundred feet long. The columns run along the long sides of the hall, occuring ten feet from the wall at twenty foot increments, and the central ten feet of the hall is filled by the worn stone table. There are three doors; one at each end, and one in the middle that connects to the staircase. The door at the right end leads to the old barracks. The door at the left end leads to the kitchen, and then the fungus farm.

This was once the dining hall for the warriors and guards of the Dwarven city, but has since passed through various hands. Currently, the goblins rule this part of the dungeon, but have not used this room. The handcarts in the corner are made from wood harvested on the mountainside, and are used by the goblins to bring food down the staircase to their camp.

Knowledge (dungeoneering) or Profession (woodcarver or carpenter) DC 14: A player succeeding at either of these checks discovers the craftsmanship of the carts to be goblin.

In the corners of the room are empty rat nests; the goblins chased the rats away when they took over, but the vermin have taken up residence somewhere else nearby.

Knowledge (nature) DC 13: A player that succeeds at a knowledge (nature) check notices the footprints of hundreds of rats running toward one of the doors.

Both the other doors are locked (DC 15 to open). A musty, mushroom like smell comes from behind the one on the left.


The Mushroom Farm
As you enter the room the smell of fungus becomes greater. The first thing you notice when entering the room is a large stone oven at it's center. Mounds of dirt and stone are scattered around the room. One of the handcarts you saw in the last hall sits halfway into a doorway on the right hand wall. There is a large stone door on the left hand wall that is slightly ajar. Goblin's can be heard from beyond.

This room was once a kitchen used by the Dwarves. It is 25’ wide and 35’ long and has a large vaulting ceiling. The huge oven in the center of the room has been not used for ages and the inside is littered with debris and dirt. The doorways on either side of the room are 4' wide and 5' tall.

While the goblins gain some food from hunting outside the Dwarven complex most of their food supply comes from a mushroom farm they have started in the old Dwarven kitchen. They have taken the storage room and removed the hard stone in order to create a suitable environment. A small well, fed by an underground stream, provide the goblins water in this area.

Defending the Food Supply (EL 2): In case of intruders or greedy goblins 4 goblin warriors stand guard over the mushroom farm. If anyone enters the room that is not authorized they will be attacked immediately.

When the door is opened or movement is heard outside the room the goblins will set up there defense. 2 goblins wielding shortswords and bucklers will stand at the farm room entrance and attempted to lure whoever comes into the room. Once the enemy has moved into the room significantly the other 2 goblins who are hiding behind the oven and one of the mounds will begin firing shortbows attempting to take down the lesser armored attackers. The rubble that is littered around the room causes movement to be hindered allowing the goblins a great defensive position.

Dense Rubble: The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

When the players enter the farm area read the following:

As you enter the small doorway the smell of fungus becomes overwhelming. This small cave is filled with patches of small white fungus that appears to be growing on rotting wooden logs that are scattered around the room. A few bricks can be seen around the walls making it appear that this room was once built of worked stone.

The small cave is roughly 15’ wide and 50’ long. The small mushrooms are edible if only a bit plain. If all the mushrooms where harvested it would provide 200 pounds of food, approximately 80gp worth of produce.


Kitchen Staff's Quarters
The musky smell of unwashed goblins your nose as you enter a large square room. Rotting debris and offal line the walls. A waist-height mound of this substance runs across the room in front of you, covered with sharpened sticks, forming a crude wall. The far wall is a jigsaw puzzle of missing masonry. Large sections have been removed, revealing hard-packed earthen tunnels. Finished passages lead out of the room to the right and left. As you take all this in, goblin voices scream at you from across the barricade.

This 40' square room used to contain living areas for the Dwarven cooks and servants working the kitchen. Now it is a goblin-infested den. Makeshift beds, tables, and chairs are strewn about the room. The cobwebbed ceiling is 15' high. A fountain protrudes from the rear wall in between 5 rough earthen tunnels and fills a 5' square depression in the floor that used to be the servant's bathing area. The water is a nasty green color. Anyone drinking from this water may contract filth fever. A passage leads from the left wall down a winding staircase towards the old wine cellar. Another passage leads to the right towards the head chef's quarters (hobgoblin lair). The spiked barricade is waist-height and provides half cover from anyone on the other side. Treat any attempt to climb the barricade is similar to crossing caltrops.

The Barricade (EL 2): Six goblin guards and many non-combatant goblins(children) inhabit this room. The guards will have difficulty approaching PC's due to the noise in the room (-10 to any checks). Two of the guards are armed with small longbows. The others have long spears. If prepared, the spear men will stand just behind the barricade readying actions to spear anyone that crosses, while the archers give covering fire. If surprised, they will attack any PC's that have crossed the barricade first. These goblins are protecting their families and will fight to the death. Three more goblins are asleep in the tunnel system and will join the fight after 1d4+1 rounds as they awaken and find their weapons. Dibilgit the shaman is located in this room, if he believes that the PC's will win he will not attack and call off those loyal to him (1 guard with longbow and 2 of the goblins sleeping in the tunnel system.


NE Goblin Adept 1
Hit Dice: 1d6+1 (5hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 16 (+1 size, +1 dex, +2 leather armor, +1 light shield, +1 ring of protection)
Base Attack/Grapple: +0/-4
Attack: Mwk Morningstar +2 melee (1d6)
Class Abilities: Spells (3/0-level, 2/1st level)
Racial Abilities: Darkvision (60ft)
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 14, Cha 12
Skills: Heal +5, Hide +5, Listen +5, Move Silent +5, Ride +4, Spot +5
Feats: Alertness
CR: 1
Languages: Common, Goblin and Orc

Dibilgit's commonly prepared spells:
0- Create Water, Ghost Sound, Touch of Fatigue
1- Cure Light Wounds x2

Dibilgit is the goblin tribes shaman. He is the spiritual voice of the tribe and a counter to Da Boss. The two are constantly at ends and if it where not for Dibilgit's holy place within the tribe he would have killed him long ago. Dibilgit as well as no love for Da Boss and seeks to usurp his power and take over the tribe. Despite his power within the tribe Dibilgit has yet to gain control as most fear Da Boss to greatly, though there are some that are loyal to Dibilgit solely.

If Dibilgit is attacked by outsiders he will surrender if he believes he will be overpowered and defeated. He will attempt to convince his attackers to aid him in his plight against Da Boss. He will promise to lead his tribe out of the dwarven stronghold if he is helped in becoming the new Boss.


Also Head Chief's Quarters

The right passageway from the goblin lair opens up into a shockingly tidy room. Wooden shelters line the walls on left and right, flanking a sturdy looking door at the far end of the room.

The room is 30' square, but most of the space is taken up by 4 wooden buildings about 10' square each. The shelters house the hobgoblins of the settlement and their families. A barricaded door is partially hidden behind one of these shelters to the left (DC 20 to open the door). Another sturdy door across the room separates "Da Boss" room, formerly the head chef's bedroom. The room is 15' wide by 10' deep and contains a large bed, table, and a nest for the chief's pet Krenshaw.

Search Check DC 18: A player that succeeds this check finds a hidden cache of Dwarven wines and liquors from the original wine cellar. Some of these bottles are aged and quite valuable to a collector.


Hobgolin Showdown (EL 4): Four hobgoblins are on guard in this room. Two more are asleep and will join any fight within 1d4+1 turns. The hobgoblins are very disciplined and used to fighting the nearby dwarves. DM's should play the hobos cleverly, they will work together to kill off casters first, even using flanking and aid other moves.

Da Boss (Goblin Barbarian 1) and Biter the Krenshaw (Krenshaw MM p. 163) will charge into the room together if they hear sounds of combat (-5 to listen checks due to the wall). The Krenshaw will begin combat with his fear ability. The hobgoblins are immune to it as they are around the Krenshaw constantly. Da Boss is armed with a gold greataxe fashioned from the missing axehead on the great stairwell door. The axehead is quite valuable, but otherwise a normal greataxe. Da Boss uses enrage and his power attack feat whenever possible, targeting any dwarves in the room first. His battle cry is "Stinkin' Dwarves! Bring me 'der BONES!!".


Boss Yikil
Goblin barbarian 1
Small Humanoid (goblinoid)
HP: 8
Initiative: +1
Speed: 40
AC: 15 (+1 size, +1 dex, +3 studded leather armor) touch 12, flat footed 14
Base Attack/Grapple: +1/-2
Attack: small greataxe +3 melee (1d10+1), or small shortbow +3 melee (1d4)
Special Abilities: Rage
Special Qualities: darkvision (60)
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 13, Con 14, Dex 13, Int 13, Wis 10, Cha 12
Skills: Hide +5, Move Silently +5, Ride +5, Intimidate +6, Spot +5, Listen +5, Craft (fortifications) +6
Feats: Power Attack
Alignment: chaotic evil
Treasure: already included in Chef's Room treasure entry, plus golden axe blade worth 120 GP.
CR: 1


Wine Cellar

This dank, dingy room smells of wet rot and human waste. Made of roughly hewn and badly eroded stone, the vaguely square shaped room is about twenty feet long and twenty feet wide. The entire center of the room is take up by a pit, ten feet across and twenty feet long, with a small terraced area on both sides. On the opposite side, you see another barricaded door. A tree trunk lies along the side at your feet.

This was once a wine cellar, but is being used by the goblins as a combination prison/defense perimeter. The tree trunk is deceptively light, and can be pushed across the pit and used as a primitive drawbridge.If the PC's look down into the pit, read or paraphrase the following.


The pit looks about ten feet deep. At the bottom of the pit are three unkempt, filthy, and extremely thin looking dwarves. One corner of the pit contains a pile of excrement, which the dwarves have tried to contain behind a wall of rat bones. All three appear to be asleep.

These dwarves have been prisoners for several days; the goblins are hoping to extort a ransom out of the dwarven camp. If they are not freed, they will surely die within three or four days.

Each of these dwarves is a first level warrior, but they are unarmed, unarmored, malnourished, and sick with filth fever (-2 strength and con). Their names are Gulbert Ironsting, Feror Thunderstone, and Kendos Darkshaft. Scaling the pit requires a Climb check (DC 20) unless a rope is used. If rescued, the dwarves can lead the PC's back to their base.

Spot Check DC 15: If any PC succeeds at a Spot check they will be able to see small shadows scurrying around on the far side of the pit. If a player succeeds the spot check by 5 or more they notice that the small creatures are rats.

These are part of the rat swarm that lairs behind the opposite door; a few have been able to sneak in through a crack beside the door. If the dwarves are asked about the rats, they will say that they have been fending off the hungry rodents for what must be a couple of days now. Only a few have attacked at a time so far, but they've been living in fear that the entire swarm may enter the pit.

Search check DC 15: If a player succeeds a search check they find that a pile of trash in one of the corners on the terrace the PC's are standing on covers a secret trapdoor. This leads down to the crevasse where the hobgoblin ambushers hide.


The Training Yard Lower Floor
After traversing a statue-lined hallway, a large dusty room stretches before you. Dim humanoid shapes lean drunkenly in the gloom. Practice dummies. The ancient training area is filled with the squat targets. Heavy oak doors are set midway into the left and right walls, while a wide stairway leads up from the center of the opposite wall. A series of archways line the walls, topped by a second level balcony ringing the room. You have the uncomfortable feeling you're being watched, when you hear a crunching noise begins moving towards you. A small bearded face beams happily out of the gloom. "Aht' lahst! Rescued!" the dwarf exclaims.

The chamber is 40' square with 20' tall ceilings. Trash and discarded gear are strewn about, mostly broken. A small alcove is set into the left rear corner. It is 10' deep and 15' wide, apparently the old equipment room. There is a large hole bored in the wall here. The opening is nearly 10' across and seems a little slimy. The tunnel continues, twisting right and left, for 40' then ends in a collapsed section. A search of the tunnel Search Check (DC 18) reveals a bloody, gooey suit of chain mail. If the PC's enter the tunnel, add Sample Encounter #2 to the random monster chart in place of any entries that have already been used.

Search check DC 15: Any player that succeeds a search check in the training yard will find a few usable weapons.

1 hand axe
1 long sword
1 spear
1 masterwork arrow

If the check was passed by more than 5, the PC's find Dibiligit's stash in a wall sconce. The stash can also be found by an intelligence check (DC 20) or knowledge (dungeoneering) (DC10) if the party has Dibiligit's map.

A tarnished silver scroll case is jammed into a torch wall sconce. The case contains scrolls of Dispel Magic, Speak With Dead, and See Invisibility. There is also a total of 5 gp in silver and copper coins that the goblin has added to the case. He found the case during the goblinoid's initial exploration of the area and has so far kept it secret from the others. Dibiligit plans to retrieve the case later once he finds a better hiding spot.


The Deserter (EL 2): A single bald dwarf named Carzune inhabits one of the sleeping quarters off the main barracks room. He is thoroughly lost and hiding from the rats. Carzune has distinctively pointed ears and chin. Suspicious PC's may make a sense motive check(DC 15) or spot check (DC 20). Success will reveal that Carzune also has pointed teeth, very odd for a dwarf. What the PC's do not know is that Carzune is in the early stages of transformation into a Vargouille (MM p.254). He was separated from his friends and attacked. The dwarf genuinely has no idea anything is wrong, and only remembers getting separated from his friends a few hours ago and falling into darkness. If untreated, he will become a full Vargouille in another 2d6 hours and begin attacking anyone nearby.


The Tunneller (EL 1): A monstrous centipede has been affected by the presence of the devils in the dungeon. It is now a Large Fiendish Monstrous Centipede (MM p.286 and 107) that has been eating well on goblins and dwarves. This creature also has a burrow speed of 20'. It's only a matter of time before it notices the PC's and attacks. It's plan is to attack any good aligned PC's first(particularly clerics or paladins) with a smite good attack and focus on one enemy at a time. Read the following to them when this happens:

The ground beneath you bursts apart as an enormous black centipede appears in your midst. Glistening ichor drips from its mandibles, staining the ground. An aura of pure evil emanates from the creature.


Training Yard Upper FloorThe staircase spirals upward for thirty feet and ends in a door, which leads into a room directly above the last one. The same size as the last room, this chamber is arena-like, with a five foot tall platform surrounded by steps in the middle, a broken-down door leading off to the right, and a closed door on the far wall. Lying faceup on the center of the platform, arms and legs splayed out, is a humanoid skeleton, polished to an almost metallic shine, with its skull missing.

This room was once an arena for mock battles to train the dwarven guards. The skeleton on the arena stage is that of a hobgoblin, that was killed and licked clean of all flesh by a vargouille that was summoned during the frenzied battle that ended the dwarven reign. The broken door frame leads to the barracks, where the two vargouilles now live. They have been unable to leave this part of the dungeon on account of their inability to open doors; it was their bad luck that the dwarf they just kissed closed the door to the staircase behind him when he fled. The closed door leads to the washroom, which was separated from the barracks to keep away the smell.

Knowledge (dungeoneering) DC 15: A player that succeeds this check notices the skeleton to be that of a hobgoblin.

Knowledge (the planes) DC 18: A player that succeeds this check realizes the state of the corpse to be the work of vargouilles.

The hobgoblins treasure is in the barracks, guarded by the two bodiless fiends.



Lower Stair Access
The stairs continue downward from the landing for fifty feet, the hall growing darker and darker as you descend. The crevasse that the hobgoblins attacked from stays level, until eventually you can hardly see it above you at all. At the bottom of the staircase is another landing the same size as the last one, with a ten foot wide stone door facing you. The door is truly a work of art, covered with a collage of nearly photo-realistic Dwarven figures half protruding from the surface, all gathered around an empty socket that likely housed a central ornament in the past. The stream, which has begun to wear a trench along the middle of the staircase, flows through a crack under this door.

The empty socket in the center of the door once housed an ornamental axe blade of solid gold, but it was stolen long ago; it could be in the possession of the goblins, or held by other monsters deeper in the dungeon.

Search Check DC 12: A player that succeeds a search check notices the presence of gold filings in the empty hole.

Knowledge (stoneworking) check DC 15: Succeeding a knowledge (stoneworking) check reveals that the ornament was blade-like.

The door is not locked, but has not been opened in a long time and is stuck. Opening it requires a strength check (DC 18), or the use of magic. Casting detect magic or detect evil both highlight the area behind the door; the next room is under a desecrate spell (CL 3).


Lower regions entrance
With some effort you manage to push the heavy door open. Past it, you have to walk a few steps down to enter a huge hallway. It's pretty dark in here and it's difficult to see anything. The floor is flooded from the water that came from the stairs. Many pillars support the roof, although some have broken down. Webs hang between them and as you look up, the roof seems to be hidden behind a thick shroud of cobwebs. There's a foul smell hanging and you get a chill feeling as soon as you entered. As you look closer, many things can be seen floating in the water.

The hallway is 80' wide and more then 150' long, but a cave in prevents further entry. Passed the entrance you first have to walk down 5'. The ceiling is 60' above you, but you can't see it as it's almost completely hidden past a thick layer of cobwebs. There are 3 heavy doors at either side of the hall. Passed each runs a tunnel that leads to other parts of the complex.

Spot check DC 10: A player who succeeds this check will notice that the floating objects in the water are old decomposed corpses and skeletons that stick out of the water. More then two dozen can be found.

Knowledge (dungeoneering) DC 12: A player that succeeds a knowledge (dungeoneering) check notices that the corpses are most likely from both dwarfs and goblins. They realize this is probably the reason why the door was closed for so long.

Search check DC 14: A player who succeeds this check will find some coin and a belt from searching the many corpses. This searching requires them to move through the entire room and will trigger the event.


Death from above (EL 4): Eight tiny and six small zombie spiders let themselves drop from the pillars and ceiling, as soon as anyone gets close to the center of the room. The zombie spiders attack anyone who is closest. It takes the spiders one turn to get to the ground using there web.
If the PC's try to light the webs with fire, this will burn the spiders dealing 1d6 damage and destroy the web completly.

Note: all spiders get the boost from the desecration effect that hangs within this room.


10 gold, 32 silver and 47 copper, the belt and a ring.
Identification of the belt will reveal it to be a Belt of Dwarvenkind.
Identification of the ring will reveal it to be a Ring of protection +1.



Type: Tiny Undead
Initiative: +2
HP: 6 (1/2d12)
Speed: 30 ft. (6 squares), climb 20 ft.
Attack: Bite +4 melee (1d3 -3 +poison) or Slam +4 melee (1d3 -3)
Range: 2.5ft./0 ft.
SA: poison(1d2 Str, DC 10) web
SQ: darkvision 60ft, tremorsense 60ft,
Ability’s: Str 9, Dex 15, Con - , Int -, Wis 10, Cha 2
Skill: Climb +9
Feats: Weapon finesse, Toughness


Type: Small Undead
Initiative: +2
HP: 9 (1d12)
Speed: 30 ft. (6 squares), climb 20 ft.
Attack: Bite +3 melee (1d4 -1+poison) or Slam +3 melee (1d4 -1)
Range: 2.5ft./0 ft.
SA: poison(1d3 Str, DC 10) ,web
SQ: darkvision 60ft, tremorsense 60ft,
Ability’s: Str 5, Dex 15, Con - , Int -, Wis 10, Cha 2
Skill: Climb +9
Feats: Weapon finesse, Toughness



Hidden Alcove

Read this if the PC's investigate the rubble at the caved in end of the Flooded Hall:


As you bend down to look at the collapsed masonry, you think you see a faint light shining out of one of the cracks. When you feel inside of it, you realize that there is a half-flooded opening just above the floor big enough for someone to crawl through, and that something on the other end is glowing.

Crawling through the tunnel requires an Escape Artist check (DC 15 for a Medium character, DC 11 for a Small one). Failing the check by 5 or more indicates that the character is stuck in the crack; pulling him out requires a Strength heck (DC 14), and deals 1 point of damage to the character from scratches, abrasions, and bruises from being dragged out of the tight rocks. Clearing away the rubble entirely takes 1d4+1 hours and requires a Strength check (DC 20) to be made every hour in order for it to count.

If the other side is reached, read the following:


Behind the wall of rubble-which you estimate to be about ten feet thick-the room continues for a ways. There are three more doors to be found; one on each side, and one in the middle. The central door is plated with an extra layer of iron (although it has almost rusted away completely) and has a burning torch mounted over it.

The flooded hall continues for twenty feet after the cave in (for a total of thirty feet added). The torch is an everburning torch. It can be removed from its hook easily.


Oh gods, more undead animals? (EL 1): A few months ago, a cobra entered the flooded hall through a hole in one of the doors, and was chased by the undead spiders through the rubble and into the hidden alcove. The creature starved to death, and its body was small enough for the ambient negative energy in the room to animate as a zombie. Like the spiders, it has somehow retained its venomous bite even after zombification (perhaps this varient of desecrate was researched specially by the lich). It lies on the floor, hidden by the water in front of the central door, Spot check (DC 18) to notice. It will not move unless stepped on, in which case it will attack.


Small Undead (augmented animal)
HP: 16 (2 hit dice)
Initiative: +7
Speed: 20/climb 20/swim 20
AC: 17 (touch 13, flat footed 15)
Attack: Bite +2 (1d4 and poison)
SA: poison (DC 10, 1d6 con/1d6 con)
SQ: DR 5/slashing, partial actions only
Fort +0 Ref +2 Will +3
AL: NE
CR 1/2


Tomb of Keeblor the Explorer
A sturdy stone door blocks access to this room. The door is recessed into a short passageway that descends a few feet into the wall, the water reaching halfway up the front of the door. A sophisticated dwarven locking mechanism on the door requires a Open Lock check (DC 20). Alternatively, the door could be forced open with a combined strength of 30 or by damaging the door(hardness 10, 20hp). These last two options will prevent ever closing the door again. Read the following when the door is opened:


The massive stone door bursts open with a crash, water gushing down a set of stone steps into a small burial chamber. The dessicated corpse of a dwarf lies upon a burial stone. A stone caricature stands over the corpse in a thoughtful pose gazing into a spyglass. Lying beside the body are a few neatly laid out items, presumably treasures of the diseased. You notice with alarm that the room is rapidly filling with water from the flooded chamber behind you...

Closing the unlocked door is difficult due to the rushing water, requiring a strength or Balance Check(DC 15) to remain standing near it and a combined strength of 20 to actually shut the door. Opening it from the inside(it swings inward), results in a sudden burst of water knocking back anyone standing adjacent to it (DC 15 reflex save or take 1d6 falling damage).

The tiny chamber is only 10' square and 10' high. A short set of stairs descend from the door, meaning the ceiling of the chamber is about even with the floor of the last room. This is the last resting place of one Keeblor Rockbottom, a dwarven adventurer. A few of his things have been interred along with him including: a Tome of Worldly Memory (MIC p190), a pouch containing Dust of Dispersion (MIC p158), and Keeblor's lucky walking stick. The water from the open door will reach the top of the burial stone and ruin the book and dust in only 5 turns, and completely submerge the room in 10.


RIP Keeblor (EL 3): Keeblor's spirit is a tormented one. He took his own life some time ago after discovering that Wendlin, his adventuring partner and love of his life had died. He joined the rebellion, while she remained with the loyalists. Wendlin was killed in a riot, early in the dwarven kingdom's breakdown. Keeblor was wracked with guilt and now haunts his own grave as an allip (MM p.10). The mad creature will attack anyone entering the chamber, muttering to itself "..come back to me....wendlin....give her back....".

Anyone reduced to 0 wisdom from the allip's drain will become unconscious, and potentially drown as well.

Assume that the allip is hiding behind the gravestone sulking when the door opens.


Tome of Worldly Knowledge: Gives a +5 to any knowledge check after a minute of study, or one round if you already have at least 5 ranks in the skill. Usable 3x/day.

Dust of Dispersion: Makes a 10' square cloud that provides a 50% miss chance from ranged weapons. Lasts 3 minutes. 2 uses left.


If Keeblor's tomb becomes completely flooded, the water level in the flooded hall goes down to just a few inches. The stream flowing down the stairs promises to raise it to its former level eventually, but that will take time.

If the PC's leave the door to Keeblor's tomb open for at least one hour and then come back, however, they discover that the water is completely gone...there is just a trickle leading from the staircase to the door to Keeblor's tomb. If they go in, read the following:


The tomb is no longer flooded, but nor is it a tomb. There is now a gaping, 10x10 foot hole where the floor used to be. Looking over the edge, it goes down twenty feet into a dark, rubble-strewn cavity. The water trickles down it, the constant drip echoing up from the depths of the shaft.

Profession (stonemason) or Knowledge (architecture) (DC 13): Succeeding either of these checks reveals that the floor must have been already weakened by something, and the added weight of the water eventually strained it to the breaking point, causing the floor-and the tomb itself-to plunge down into the resulting hole.

The weakening of the floor was caused by a delver, who burrowed through it some time ago. Soft dust had mostly filled in the tunnel it left, but that was no match for the water.

Climbing down the hole requires a Climb check (DC 15) unless a rope is used. On the way down, the PC's will notice that the pit is honeycombed with gaping tunnels.

Knowledge (dungeoneering) (DC 23): Succeeding a knowledge (dungeoneering) check reveals this to be the work of a delver.

The shaft goes down twenty feet before opening out into the ceiling of the next level of the dungeon. The smashed and waterlogged remains of Keeblor's grave and body are strewn across the floor, the stream still trickling down on them.








Suddenly something big falls from the ceiling, landing in the center of the room. Eight large segmented legs raise it above the water. Puss runs from between the dark chitin plates. It looks old and rotten and gazes at you with five menacing glowing eyes.

"...at lasssst......Foood.....Foood forr Aramorggg...."

Aramorg (EL 6): Aramorg is the guardian of the entrance to the lower regions of this dungeon. It will fall unharmed from the ceiling to the center of the room once it's minions are dead. Aramorg is a large zombie spider that is created more then two century's ago. It has a little intelligence and wields a few magical powers which it uses to weaken it's enemy's

Aramorg is a unique large evolved zombie spider crafted by the Lich. He can use confusion(CL 8) once per day. It can also use cause fear and ray of enfeeblement 4 times per day as a sorcerer (CL8)

Aramorg
Unique Evolved Zombie Spider
Type: Large Undead
Initiative: +2
HP: 51 (8d12)
Speed: 30 ft. (6 squares), climb 20 ft.
Attack: Bite +8 melee (1d8 +4 +poison) or Slam +8 melee (1d8 +4)
Range: 10ft./5 ft.
SA: poison(1d6 Str, DC 13), web, spell-like ability’s (cause fear, ray of enfeeblement 4/day; confusion 1/day) CL8
SQ: darkvision 60ft, tremorsense 60ft, DR 5/slashing, fast healing 3, SR 12
Ability’s: Str 19, Dex 15, Con - , Int 5, Wis 10, Cha 4
Skill: Climb +9
Feats: Toughness
DwarvenArcher

08-20-07, 11:17 PM
I like the idea. Another low level encounter, but a bit tougher for the unwary: Enjoy!

The Landing


The rough cavern runs suddenly into a paved stone landing. Stocky stone effigies of dwarves are carved into the walls. The faces of many of the figures have been smashed or pried off the wall. Stairs lead up to the right and further down to the right, winding off into darkness. An arched ceiling can be dimly seen nearly 50' above. A jagged crevasse cuts through the wall opposite the cavern.


The previous cavern opens up into a 20'x20' landing of an ancient stone staircase. The ceiling is 50' above. The crevasse is 10' above the landing and will have a rope ladder hanging out of it unless the guards have been alerted. A 10'x10' pit trap is centered in the landing. This is an ancient dwarven trap that automatically resets every round. A disabling mechanism is hidden on a nearby wall. (This is the Camoflaged Pit Trap from DMG p.70)



Zombie Handlers (EL 3): A pair of hobgoblins guard the crevasse and keep an eye out for monsters on the stairs. If alerted by noise or a goblin runner, the hobgoblins pull up the rope ladder and hide. Their strategy is to wait for any enemies to fall into the pit trap, then pelt them with javelins and impolite goblin taunts. If the fight seems to be going against them, the hobgoblins will flee. The goblinoids lured 2 human zombies into the pit trap some time ago. The undead will attack anything that enters the trap until they are destoyed.


The crevasse leads into a goblinoid area, the stairs go other places. I figure posters can add to wichever section interests them to keep this thing growing.
Alexeduardo

08-21-07, 08:31 PM
Flame if I'm wrong, but wherever there's a goblin community, some hobgoblins come, recruit the worthy and form an insurgence.
okay, maybe not always

btw, there's this idea I have for a room thats actually a staircase with wide enough steps for an encounter to happen.
the stat-ing of this idea would be appreciated.

sorry I couldnt be more helpfull:D
Return of the Flumph

08-21-07, 09:29 PM
Scapegoat, that was perfect.

Dwarven Archer, where is the entrance to this room of yours? Is it adjascent to room one, or by a different entrance?

At any rate, before more rooms are posted, we should decide on what the next few areas will be like ahead of time.
TheScapegoat

08-22-07, 05:03 AM
Scapegoat, that was perfect.

Dwarven Archer, where is the entrance to this room of yours? Is it adjascent to room one, or by a different entrance?

At any rate, before more rooms are posted, we should decide on what the next few areas will be like ahead of time.

First, thanks! Glad that it will be a good start.

On to the dungeon. First it seems as DA's section is connected by the hole that leads from my area ends off into a large stairway that is part of the old Dwarven city. The only bit he missed was that the small stream filters off into the hole. This is an easy fix.

As for the rest I figure we have a couple options. We can start going up the 'stairway' and with the upper reaches of the Dwarven stronghold or continue downward. As it stands the current area appears to be controlled by goblins. Which ever way we go needs to continue this trend for awhile.

One thing we will have to consider now is if we want another entrance to the outside world and whether it is higher or lower on the mountains. This need not be mapped, just decided. The reason is we need to figure out how we want to map the dungeon on a level by level bases. If we have goblins both upward and downward there will have to be a limit and then some new challenge beyond. If there is an entrance farther up we could have a mix of levels 1-5 upward. Possibly having orcs or something further up that use the stronghold as a base to raid the settlements of other races. Once they reached the peak of the dungeon they could then go to town or what have you then return and head down. If they head down right away we don't want it to get too hard to fast.

Another note, the formate I chose just seemed right at the time. We may need something a bit better and we probably don't want a sample encounter in every section. We may want to come up with a random wandering monster chart for each larger area and then certain rooms will have static encounters for them that fit the themes and needs of those areas.

I hope that all made sense. Just writing as the tings pop into my brain and it almost felt like rambling. Hopefully you get the idea.
Return of the Flumph

08-22-07, 12:32 PM
How about this: we put the other entrance on the same level, but in a different part of the dungeon, a part the goblins do not control. Thus, there are two viable entrances for a first level party (same level means same CR range), but each with unique challenges.

Having the dungeon go up as well as down is a good idea. The monsters should get harder in either direction, but downward goes much farther of course.

Also, something I'd like to bring up; I want this dungeon to have roleplaying opportunities. A giant dungeoncrawl with no NPC interaction other than combat will be boring (I know from experience). Thus, we need some creatures the PC's can talk to...perhaps even a humanoid camp that can serve as a "town." These will have to be worked into the dungeon in a way so they seem natural, but yeah.
DwarvenArcher

08-22-07, 01:18 PM
I figured the first room would just open up into my stairwell at the end. It's supposed to be an entrance, right? Missed the stream though.

The whole concept is sweet. Just my thoughts here:
I propose that the other entrance be controlled by an enclave of potentially friendly dwarves attempting to reclaim the upper levels of the dungeon. This can be a recharging area/adventure hook. And the PC's could do dungeon crawls just returning here if they like. Each time they clear an area, maybe the dwarves start to settle it a little. This will make each section memorable as it changes and becomes a functioning part of the enclave. For example: "Hey wasn't that smithy the green slime room? Cool, we did that!"

I really like sample adventures. It lets a DM just cut and paste this thread or a single post and use as is. If we do them, lets keep the EL consistent. So around EL 3ish for the goblin area, etc.
Return of the Flumph

08-22-07, 05:52 PM
Dwarves work. I was thinking kobalds myself (to make diplomacy a bigger issue, since those are normally hostile) but a camp of dwarven survivors who have degenerated into barbarians would be more unique. Great idea.

How's this for tying things together: the main goblin camp is on the second level, and has taken over a fungus farm that provides food for most of the nearby creatures. The dwarves have been unable to replenish their supplies (they are living on stored food currently) and will soon have to either vacate, or die. Killing the goblins (or at least persuading them to leave) will allow the dwarves to retake the fungus cavern. SIDEQUEST!!!!
TheScapegoat

08-23-07, 02:18 AM
I like the idea of both Dwarves and Kobolds. Have the Dwarves farther up and the kobolds further down in the dungeon. The fungus idea is fantastic and I think we should go for it.

To keep this going I will finish the stairwell leading up and someone else can start the next big room.


The Great Staircase

The staircase continues upward and the same Dwarven carvings cover the walls with each having had their heads removed. At the peak of the staircase there is a large double door with dwarven runes crafted upon them.


The stairs go upward for 70' past the landing. After 50' the roof begins to slop downward ending 25' above the ground above the door as opposed to 50' at the landing. The doorway is 10' wide and is centered on the wall at the top of the stairway. The doors are made of iron and are carved with dwarven runes showing countless images of dwarven warriors.

Search check DC 12: A player who succeeds a search check finds a worn leather sack hidden behind a loose brick near the top of the stairs on the right wall.


3 copper, 7 silver, a short sword, ripped parchment.

The parchment has a crudly drawn map on it with an X drawn on one of, what is most likely, a room. There is also some writing in goblin that says "Dibiligits stuff... boss can't find."


Hows that?

RotF if you got time I think you should do the next room. Your thread and you havn't done one yet.

Also how do we plan on tracking the dungeon so it is easy for people to reference? I'll add the new areas into my reply but if you want to tack it onto the OP RotF that might be a good idea.
Return of the Flumph

08-23-07, 03:27 AM
A map would truly help with dungeon tracking. I can reference things in the OP, but I'm afraid it won't help people much unless we get a mapmaker.

As for posting the next room, I would be glad to, but first let's decide on where this is going in the short term:

Are there dwarves on this new level?
How close is the fungus farm?
Who is Dibiligit, and why did he write about his boss not wanting to find his loot...and leave the message with his loot?

Etc.
TheScapegoat

08-23-07, 03:58 AM
The next area should defiantly be some important section of the dwarven stronghold as it once was. Many connecting rooms that served as living quarters, smithys, barracks, etc.
Within this area there could be a natural cave that is where the goblins are harvinsting fungus. Maybe this was an old silver/gold/copper/iron vein that the dwarves first build around and eventually completely mined out.

As for Dibiligit, I didn't want to add another encounter so close to others thus far but wanted to give something that the players could interact with. Also I think you misunderstood, the map leads to his stash... he only had a few coins with the note by happenstance and had the shortsword in case he needed it after retrieving the map.

What comes of this can be a few things. Possibly during a fight later on a particular goblin will flee from the PCs rather then fight. This is Dibiligit who could have any number of motives.


Dibilgit is greedy and found some great treasure that he guards viciously though he isn't too bright and thought he may forget where it was so he drew himself a map.

Dibiligit is a very crafty Goblin and he sells and trades things to members of his clan/tribe/whatever, maybe things he stole for them. He told them where he would leave a map that would take them to wherever he had to stash what they ask him to find. Dibiligit may be useful for the PCs as they could hire him as a guide or what have you. Dibiligit is a businessman first, as much as a goblin can be a businessman.
Not only is Dibilgit crafty, he is trying to gain control of his tribe. The map leads to a stash of weapons and other treasure. The map was made for those that are on his side to be able to use and find where the weapons are because Dibiligit has to move them at times to ensure they are not found by the boss.

These are just some ideas. I wanted to keep it vague so we could come up with something.
Return of the Flumph

08-23-07, 11:32 AM
I like the second one. He could be a very cool NPC.

Okay, so the fungus farm is up here. The goblins probably have it locked down fairly well; recovering it for the dwarves should be a very difficult fight unless you think it out first and have a good strategy.

The dwarves should be near an entrance, since they are ready to pack up and leave if things don't get better soon.

I'll post the next room sometime today.
Return of the Flumph

08-23-07, 05:59 PM
Thanks for the tabs, Scapegoat. I know that should have been my job; sorry, and thank you again for doing it.


Hall of the Warriors


The metal doors creak open at the center of a vast dining hall. The ceiling is forty feet above the floor, and vaulted at the corners. Numerous support columns stand near either wall, but a few have fallen down, one cracking the long stone table that fills the center of the room. There is another door at each end of the rectangular room. As you look closer, you see that there are a pair of wooden handcarts parked by the door on the left end of the room.


The room is sixty feet across and one hundred feet long. The colums run along the long sides of the hall, occuring ten feet from the wall at twenty foot increments, and the central ten feet of the hall is filled by the worn stone table. There are three doors; one at each end, and one in the middle that connects to the staircase. The door at the right end leads to the old barracks. The door at the left end leads to the kitchen, and then the fungus farm.

This was once the dining hall for the warriors and guards of the dwarven city, but has since passed through various hands. Currently, the goblins rule this part of the dungeon, but have not used this room. The handcarts in the corner are made from wood harvested on the mountainside, and are used by the goblins to bring food down the staircase to their camp. A Knowledge (dungeoneering) or Profession (woodcarver or carpenter) check (DC 14) reveals the craftsmanship to be goblin. In the corners of the room are empty rat nests; the goblins chased the rats away when they took over, but the vermin have taken up residence somewhere else nearby. A Knowledge (nature) check (DC 13) reveals the footprints of hundreds of rats running toward one of the doors.*

Both the other doors are locked (DC 15 to open). A musty, mushroomlike smell comes from behind the one on the left.



*The next poster can decide whether the rat swarm (or dire rats, or other ratlike monsters as it may turn out to be) went down the staircase or through one of the side doors.
TheScapegoat

08-24-07, 01:44 AM
:thumbsup: Excellent Flumph. Good places to go on from. I will wait until tomorrow to let someone else contribute before I add one of the rooms.

As for putting it all together in 1 post, no problemo. I do not mind doing it. I had the time and was willing to do it. No worries. :D
Return of the Flumph

08-24-07, 11:10 PM
Should I bother bumping this, or is it doomed just like the last one?
TheScapegoat

08-25-07, 01:13 AM
Never! I'll still be posting and if you do it wont feel like me just mapping by myself. Maybe some people will get interested eventually.
Return of the Flumph

08-25-07, 03:21 AM
That's comforting.

Whatever happened to DwarvenArcher and Camu? STOP BEING LAZY YOU TWO!!1!11

Since I don't want to post two adjascent rooms, I will add a room to the other end of the staircase.

Lower Stair Access


The stairs continue downward from the landing for fifty feet, the hall growing darker and darker as you descend. The crevasse that the hobgoblins attacked from stays level, until eventually you can hardly see it above you at all. At the bottom of the staircase is another landing the same size as the last one, with a ten foot wide stone door facing you. The door is truly a work of art, covered with a collage of nearly photo-realistic dwarven figures half potruding from the surface, all gathered around an empty socket that likely housed a central ornament in the past. The stream, which has begun to wear a trench along the middle of the staircase, flows through a crack under this door.


The empty socket in the center of the door once housed an ornamental axe blade of solid gold, but it was stolen long ago; it could be in the possession of the goblins, or held by other monsters deeper in the dungeon. A search check (DC 12) reveals the presence of gold filings in the empty hole, while a Knowledge (stoneworking) check (DC 15) reveals that the ornament was bladelike.

The door is not locked, but has not been opened in a long time and is stuck. Opening it requires a strength check (DC 18), or the use of magic. Casting detect magic or detect evil both highlight the area behind the door; the next room is under a desecrate spell (CL 3).

Who desecrated this room and for what reason is up to the next poster. Keep in mind that the stuck door implies that the dwarves and goblinoids have not tried to open this door for several years, which there must be a reason for.
TheScapegoat

08-25-07, 04:41 AM
The Mushroom Farm
As you enter the room the smell of fungus becomes greater. The first thing you notice when entering the room is a large stone oven at it's center. Mounds of dirt and stone are scattered around the room. One of the handcarts you saw in the last hall sits halfway into a doorway on the right hand wall.

This room was once a kitchen used by the Dwarves. It is 25’ wide and 35’ long and has a large vaulting ceiling. The huge oven in the center of the room has been not used for ages and the inside is littered with debris and dirt. While the goblins gain some food from hunting outside the Dwarven complex most of their food supply comes from a mushroom farm they have started in the old Dwarven kitchen. They have taken the storage room and removed the hard stone in order to create a suitable environment. A small well, fed by an underground stream, provide the goblins water in this area.

Defending the Food Supply (EL 2): In case of intruders or greedy goblins 6 goblin warriors stand guard over the mushroom farm. If anyone enters the room that is not authorized they will be attacked immediately.

When the door is opened or movement is heard outside the room the goblins will set up there defense. 2 goblins wielding shortswords and bucklers will stand at the farm room entrance and attempted to lure whoever comes into the room. Once the enemy has moved into the room significantly the other 4 goblins who are hiding behind the oven and some of the mounds will begin firing shortbows attempting to take down the lesser armored attackers. The rubble that is littered around the room causes movement to be hindered allowing the goblins a great defensive position.

Dense Rubble: The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.

2 of the goblin archers work for Dibilgit and if he is with the party they will not join in the attack.

When the players enter the farm area read the following:

As you enter the small doorway the smell of fungus becomes overwhelming. This small cave is filled with patches of small white fungus that appears to be growing on rotting wooden logs that are scattered around the room. A few bricks can be seen around the walls making it appear that this room was once built of worked stone.

The small cave is roughly 15’ wide and 50’ long. The small mushrooms are edible if only a bit plain. If all the mushrooms where harvested it would provide 200 pounds of food, approximately 80gp worth of produce.


------------------------------------------------------
Hope thats good. I really do not know a whole lot about mushrooms and how they grow but I did my best. I also just kind of guessed at the value of the mushrooms. If someone else has some better estimate I would be glad to change it.
Return of the Flumph

08-25-07, 04:49 AM
That's good. My one objection is that since this is a very strategic location, the goblins would probably have a fight plan worked out ahead of time to defend it. Try adding a runthrough of their tactics in the encounter quote.

Just a minor nitpick: if we are keeping the "recover the farm for the dwarves" sidequest, you should mention that it was the dwarves, not the goblins, who originally planted the fungi. Not that important, but it jumped out at me.

Okay, so at this point there are three places to expand from: the bottom of the stairs (with the desecrated room beyond), the other door in the hall of the warriors (which leads to the barracks), and the crevasse near the stairs (that probably intersects with the goblin camp).
Camu

08-25-07, 07:21 AM
even though i'm not very skilled at it, i'm busy to draw the map of the dungeon we are working on

ok this is a little thougher encounter

Lower regions entrance

Description for players: With some effort you manage to push the heavy door open. Passed it, you have to walk a few steps down to enter a huge hallway. It's pretty dark in here and it's difficult to see anything. The floor is flooded from the water that came from the stairs. Many pillars support the roof, although some have broken down. Webs hang between them and as you look up, the roof seems to be hidden behind a thich shroud of cogwebs. There's a foul smell hanging and you get a chill feeling as soon as you entered. As you look closer, many things can be seen floating in the water.


The hallway is 80ft wide and more then 150ft long, but a cave in prevents further entry. Passed the entrance you first have to walk down 5ft. The ceiling is 60 ft above you, but you can't see it as it's almost completely hidden past a thick layer of cogwebs. There are 3 heavy doors at eather side of the hall. Passed each runs a tunnel that leads to other parts of the complex.

Spot check DC 10: A player who succeeds this check will notice that the floating objects in the water are old decomposed corpses and skeletons that stick out of the water. More then two dozen can be found.

Knowledge (dungeoneering) DC 12: A player that succeeds a knowledge (dungeoneering) check notices that the corpses are most likely from both dwarfs and goblins. They realise this is probably the reason why the door was closed for so long.

Search check DC 14: A player who succeeds this check will find some coin and a belt from searching the many corpses. This searching requires them to move through the entire room and will trigger the event.

Encounter:
Death from above:(EL 4) Eight tiny and six small zombie spiders let themselfes drop from the pillars and ceiling, as soon as anyone gets close to the centre of the room. The zombie spiders attack anyone who is closest. It takes the spiders one turn to get to the ground using there web.
If the PC's try to light the webs with fire, this will burn and kill all the spiders at once.

Eather way they kill the spiders, both actions will leed to the awakening of Aramorg.

Suddenly something big falls from the ceiling, landing in the centre of the room. Eight large segmented legs raise it above the water. Puss runs from between the dark chitin plates. It looks old and rotten and gaizes at you with five menacing glowing eyes.

"...at lasssst......Foood.....Foood forr Aramorggg...."

Aramorg:(EL 6) Aramorg is the guardian of the entrance to the lower regions of this dungeon. It will fall unharmed from the ceiling to the centre of the room once it's minions are dead. Aramorg is a large zombie spider that is created more then two century's ago. It has a little intelligence and wields a few magical powers which it uses to weaken it's enemy's

Aramorg is a unique large evolved zombie spider crafted by the Lich. He can use confusion(CL 8) once per day. It can also use cause fear and ray of enfeeblment 4 times per day as a sorcerer (CL8)


Note: all spiders get the boost from the desecration effect that hangs within this room



Treasure: The treasure found is 10 gold, 32 silver and 47 copper, the belt and a ring.
Identification of the belt will reveal it to be a Belt of Dwarvenkind
Identification of the ring will reveal it to be a Ring of protection +1


Stats of the beasts:
Zombie spider
Type: Tiny Undead
Initiative: +2
HP: 6 (1/2d12)
Speed: 30 ft. (6 squares), climb 20 ft.
Attack: Bite +4 melee (1d3 -3 +poison) or Slam +4 melee (1d3 -3)
Range: 2.5ft./0 ft.
SA: poison(1d2 Str, DC 10) web
SQ: darkvision 60ft, tremorsense 60ft,
Ability’s: Str 9, Dex 15, Con - , Int -, Wis 10, Cha 2
Skill: Climb +9
Feats: Weapon finesse, Toughness

Zombie spider
Type: Tiny Undead
Initiative: +2
HP: 9 (1d12)
Speed: 30 ft. (6 squares), climb 20 ft.
Attack: Bite +3 melee (1d4 -1+poison) or Slam +3 melee (1d4 -1)
Range: 2.5ft./0 ft.
SA: poison(1d3 Str, DC 10) ,web
SQ: darkvision 60ft, tremorsense 60ft,
Ability’s: Str 5, Dex 15, Con - , Int -, Wis 10, Cha 2
Skill: Climb +9
Feats: Weapon finesse, Toughness

Aramorg
Unique Evolved Zombie Spider
Type: Large Undead
Initiative: +2
HP: 51 (8d12)
Speed: 30 ft. (6 squares), climb 20 ft.
Attack: Bite +8 melee (1d8 +4 +poison) or Slam +8 melee (1d8 +4)
Range: 10ft./5 ft.
SA: poison(1d6 Str, DC 13), web, spell-like ability’s (cause fear, ray of enfeeblement 4/day; confusion 1/day) CL8
SQ: darkvision 60ft, tremorsense 60ft, DR 5/slashing, fast healing 3, SR 12
Ability’s: Str 19, Dex 15, Con - , Int 5, Wis 10, Cha 4
Skill: Climb +9
Feats: Toughness
DwarvenArcher

08-25-07, 09:19 AM
Here's a nice little goblin lair.

Kitchen Staff's Quarters


The musky smell of unwashed goblins fills your nose as you enter a large square room. Rotting debris and offal line the walls. A waist-height mound of this substance runs across the room in front of you, covered with sharpened sticks, forming a crude wall. The far wall is a jigsaw puzzle of missing masonry. Large sections have been removed, revealing hard-packed earthen tunnels. Finished passages lead out of the room to the right and left. As you take all this in, goblin voices scream at you from across the barricade.


This 40' square room used to contain living areas for the dwarven cooks and servants working the kitchen. Now it is a goblin-infested den. Makeshift beds, tables, and chairs are strewn about the room. The cobwebbed ceiling is 15' high. A fountain protrudes from the rear wall inbetween 5 rough earthen tunnels and fills a 5' square depression in the floor that used to be the servant's bathing area. The water is a nasty green color. Anyone drinking from this water may contract filth fever. A passage leads from the left wall down a winding staircase towards the old wine cellar. Another passage leads to the right towards the head chef's quarters(hobgoblin lair). The spiked barricade is waist-height and provides half cover from anyone on the other side. Treat any attempt to climb the barricade is similar to crossing caltrops.


The Barricade (EL 2): Six goblin guards and many non-combatant goblins(children) inhabit this room. The guards will have difficulty approaching PC's due to the noise in the room (-10 to any checks). Two of the guards are armed with small longbows. The others have longspears. If prepared, the spearmen will stand just behind the barricade readying actions to spear anyone that crosses, while the archers give covering fire. If surprised, they will attack any PC's that have crossed the barricade first. These goblins are protecting their families and will fight to the death. Three more goblins are asleep in the tunnel system and will join the fight after 1d4+1 rounds as they awaken and find their weapons.
DwarvenArcher

08-25-07, 11:44 AM
I made a random encounters table for this bit of the dungeon and another goblin room.


% Encounter
01-05 Animated Fish Cart*
06-10 Dwarven search party*
11-15 Dwarven pony*
16-20 Biter the Krenshaw + 1 goblin warrior*
21-25 1d3 Medium monstrous centipedes
26-35 1d4 dire rats
36-40 1d3 small monstrous scorpions
41-45 1d3 small monstrous spiders
46-50 1 boar
51-55 1 darkmantle
56-60 1 lemure (devil)
61-65 1 shrieker( fungus)
66-70 1d3 stirges
71-80 1d3+1 goblin warriors
81-90 1d3 hobgoblin warriors
91-95 1d4 human warrior skeletons
96-100 1d3 human commoner zombies

*special encounters. Reroll if already encountered.



Animated Fish Cart (EL 2): This is a medium size animated object from the old dwarven kitchens. It used to fillet and serve fish on command, but has gone haywire! The cart is weeled giving it a speed of 70' and attacks with a set of masterwork cooking knives instead of a slam attack (+3 melee 1d6+1 slashing damage). The cart has a hardness of 8. A masterwork dagger can be salvaged from the defeated cart.

Dwarven search party (EL 1): These 3 dwarves are all that remain of a search party that entered the dungeon looking for another dwarven expedition ambushed by the goblins. (They are being held in the winecellar controlled by the goblins). The dwarves are xenophobic but desperate. They will be neutral at first, becoming helpful if the PC's have already found the lost dwarves or pudgy the pony intact. With a diplomacy or gather information check (DC 12), they will describe their plight and ask for the PC's help.

Dwarven pony (EL 1/4): Pudgy the pony is the lost property of the captured dwarves. He is extremely skittish and will flee from nearly anything (DC 18 animal handling or empathy check to calm him). The pony is carrying saddlebags loaded with metal ores that were to be bribes to get the goblinoids to leave the dwarven area. The various precious ores are worth 100g.

Biter the Krenshaw + 1 goblin warrior (EL 1): Biter is the pet of the goblinoid's leader and is normally found with him. However, one of the goblins will take the Krenshaw out for walks once in a while. Upon encountering PC's, the goblin will yell "sic 'em" in goblin and flee. Biter prefers to use his fear ability, then slay whichever enemy looks the smallest/weakest and run off with them as a snack.


Head Chef's Quarters

The passageway from the goblin lair opens up into a shockingly tidy room. Wooden shelters line the walls on left and right, flanking a sturdy looking door at the far end of the room.


The room is 30' square, but most of the space is taken up by 4 wooden buildings about 10' square each. The shelters house the hobgoblins of the settlement and their families. A barricaded door is partially hidden behind one of these shelters to the left (Combined strength 20 opens the door). Another sturdy door across the room seperates "Da Boss" room, formerly the head chef's bedroom. The room is 15' wide by 10' deep and contains a large bed, table, and a nest for the chief's pet krenshaw. A search of the room(DC 18) reveals a hidden cache of dwarven wines and liquors from the original wine cellar. Some of these bottles are aged and quite valuable to a collector.


Hobgolin Showdown (EL 4): Four hobgoblins are on guard in this room. Two more are asleep and will join any fight within 1d4+1 turns. The hobgoblins are very disciplined and used to fighting the nearby dwarves. DM's should play the hobos cleverly, they will work together to kill off casters first, even using flanking and aid other moves.

Da Boss (Goblin Barbarian 1) and Biter the Krenshaw (Krenshaw MM p. 163) will charge into the room together if they hear sounds of combat (-5 to listen checks due to the wall). The krenshaw will begin combat with his fear ability. The hobgoblins are immune to it as they are around the krenshaw constantly. Da Boss is armed with a gold greataxe fashioned from the missing axehead on the great stairwell door. The axehead is quite valuable, but otherwise a normal greataxe. Da Boss uses enrage and his power attack feat whenever possible, targetting any dwarves in the room first. His battlecry is "Stinkin' dwarves! Bring me 'der BONES!!".
Camu

08-25-07, 11:58 AM
Hope the spiders arent too though for that level in the dungeon
DwarvenArcher

08-25-07, 12:03 PM
The dungeon is supposed to get harder as one goes lower, I think EL 6 is fine. Maybe the door to that room should have a lock or something to keep out lower level PC's though.
Camu

08-25-07, 12:20 PM
First i thought it might be a bit hard, 2 encounters right behind each other, but smart PC's might use the fire trick, making it less hard, since we want a strategic dungeon.
Return of the Flumph

08-25-07, 01:18 PM
Hang on, where is the goblin room? Is it a cave that you can access by going through the crevasse?

Here's the idea: you can use noncore material as much as you want, but if you do you need to post a statblock (since these will be unique individuals rather than direct copies of the monsters in the books, this should not violate the CoC).

Also, just to make it easier for the other posters, I propose that from now on we tell each other about our ideas for the next room before writing it up. This will help ensure that everyone knows what is going on and can help equally.


On a brighter note, the haywire dwarven fishcart has got to be one of the most awesome monsters I've ever heard of. I can just imagine the looks on the PC's faces! Also, Camu, I like how you crossed "Aragog" and "Morgue." Its cute.
Camu

08-25-07, 01:54 PM
Funny thing is that I didn't think of Aragog at all. I was just toying around with words for spider and undead, and made a couple of names.

Aramorg was the final choise because it sounded the coolest
(probably because off it's resemblance to Aragog)
TheScapegoat

08-25-07, 02:26 PM
1st) RotF I edited the farm room so now the goblins have a bit more strategy in defending. Would have done it last night but the website crashed on my while I was typing and found out when i tried to finish the edit. :(

2nd) The other rooms are fantastic. When I add them to the list of rooms I hope you don't mind me editing yours a bit archers to ensure people understand which room it is and where it is leading from. It won't be much.

3rd) I think that spider zombie encounter is a bit too high level. I think we should either save the big spider for another room or use a weaker one. I will add this room to the list now and edit it after we decide yay or nay.

Otherwise great work people and thanks for helping Camu! I will try to draw up a map this weekend. It wont be great but hopefully it will help when people are making rooms.
Camu

08-25-07, 02:34 PM
Ok, made a crude map in excel to show the room i created; If you think it looks ok, I could make the other rooms.

The only thing I don't know is how to upload them
Return of the Flumph

08-25-07, 02:36 PM
I agree about aramorg being too tough. I like Camu's build for him, though, and so he should definetely be in the dungeon. Perhaps the PC's find his empty nest in the spider room with his treasure inside, but the big spider is out hunting. Later on, when they are second or third level, he tracks them down and takes revenge for killing his helpers and stealing his gold.

Also, about the fire trick; that should do 1d6 (2d6 at the most) to all the spiders in the web. Killing them instantly makes it a little too gimmicky, IMO.
Camu

08-25-07, 02:39 PM
Ok sounds good, i'll create another room then for him, for when they encounter him.

As for pictures, how can I upload them, as I already draw the room i made

Also, how can you place pictures, tabels and those 'show/hide' in a text, because I don't know how to do that
TheScapegoat

08-25-07, 02:51 PM
I removed Aramorg then and added a SBLOCK at the bottom of my thread for later to use stuff. Just to make sure we do not forget about him, her, it. :D
Camu

08-25-07, 02:52 PM
don't worry, have im in a word document too.

already working on a new room for him for the encounter.
Return of the Flumph

08-25-07, 02:55 PM
Another room for him would work (deeper in, of course), but consider this alternative: instead of being a site-based encounter, Aramorg is event based. As in, within a certain amount of time after the PC's kill his minions, Aramorg comes home and decides to hunt the culprits down. He can then be encountered wherever the DM wants him to be encountered. The PC's might notice they are being stalked; they find footprints, hear something as it scuttles out of sight as they turn, find that something's been eating the bodies of their kills, etc.

Conversely, if the PC's enter the spider room AFTER gaining a few levels, Aramorg can be in the room as you initially posted him.
Camu

08-25-07, 03:01 PM
Ok

Also, here's the map

http://fc02.deviantart.com/fs21/i/2007/237/d/e/dungeon_map_trial_by_LordCamu.jpg


So, what do you think of it, It's only for my dungeon room at the moment, but I'll make more if you think it's ok
Return of the Flumph

08-25-07, 03:03 PM
That is awesome Camu. Much better than I had hoped for. If you would be kind enough to spend the time to map the other rooms, we would all be eternally greatful.

Interesting look to the hall, btw. Is that a ruined throne at the end?
Camu

08-25-07, 03:06 PM
Well the left side is entrance with a small stair to get 5 ft lower.

To the right, the room is collapsed, but it's possible other people might make a room that actually is the other side of the cave in.


I'll see what I can do for the other rooms, but that wont be a problem.


I'll wil post the maps also on my first post, so it all stands together
TheScapegoat

08-25-07, 03:15 PM
Well done on the map. That will be very helpful for continuing this project.

I have a couple question for everyone. I like DA's encounter with the head chief of the goblins but i have 2 things that I am thinking.

1) Is it too soon? We could still expend out the goblin area even with the boss dead and I actually have an idea which i will list as it applies to my next question.

2) Should I add Dibilgit to the room that DA posted with the barricade and families? I do not want to add a bunch of info to other peoples replies but I think it would be a great idea here. The encounter with the chief may be a bit much for the part, especially if they go in after facing the goblins in that room as well as the farm area.

If Dibiligit is in this room he would turncoat if the party was going to destroy the other goblins. He could then get some friends and help the part destory the chief. Now this could open a hole set of fun encounters because now Dibiligit could try to bring authority over the goblins now that the chief is dead. If he is helped by the party they might make a deal. The goblins will leave the lair and return it to goblin control for helping Dibiligits become the new chief. This would involve further encounters and some diplomacy/intimidating/bluffing. Those that submit to Dibilgit as chief live, those that don't the party will have to take down.

All rooms are now updated as well as I added the random encounter table to the start of the goblin area.

EDIT: Another question, read the encounter chart fully. I personally think it needs more goblins and a few less of the more interesting encounters. What do you all think?
DwarvenArcher

08-25-07, 04:02 PM
Sorry if that came out confusing, I don't think we have compass directions so it's tough to describe things. I figure the crevasse is a back entrance that we can link up through the wine cellar area. Goblins should always have more than one way out. :cool: There's also the blocked door in the hobgoblin/head chef room that could lead anywhere really.

Edit the posts if you like. There's endless room to expand this dungeon.
TheScapegoat

08-25-07, 04:29 PM
The main thing we need to figure out next is where we want the dwarves to be. Maybe the blocked door in the hobgoblin area leads to the area in which some of the goblin population and the dwarves are battling. Or maybe in the wine cellar there is 2 branches tunnels the goblins have dug. One leads to the landing through the crevasse and the other leads upward into rooms beyond the blocked door located in the hobgoblin area. This gives the goblins a strategic path way to head back through if it gets to dangerous. We also seemed to have forgotten about the dire rats. That blocked door is perfect, this could be where they where forced by the goblins. This will allow a few different threats when the players reach the other side of the blocked door.
Return of the Flumph

08-25-07, 05:30 PM
Excellent points all around. The wine cellar being adjascent to the goblin lair makes sense (as it is connected to the kitchen), and puts the rescuable dwarves in a logical location relative to the base. I agree with Scapegoat that having six goblins in the kitchen AND six behind the barricades is excessive for a first level party. Reduce the number in the barricade room to three or four, and I think we'll be good.

For the dwarven encampment, remember that there are barracks behind the other door in the hall of warriors. That might be too close to the goblins, though. Perhaps the barracks should simply be rat infested.

If no one minds, I will add the wine cellar room, putting it behind the locked door in the hobgoblin room.
TheScapegoat

08-25-07, 05:43 PM
Actually Flumph I'll edit the farm defense a bit. It would make more sense for warriors to be defending the tribe, especially if the runner made it back there from the entrance cavern to warn others.


For the dwarven encampment, remember that there are barracks behind the other door in the hall of warriors. That might be too close to the goblins, though. Perhaps the barracks should simply be rat infested.

I am a bit confused, there was 3 or 4 doors in the hall of warriors. I thought it was 3:

1) To stairway
2) Kitchen and goblins mushroom farm
3) Cooks quarters and now goblin den

I may have misread the description of the warriors hall, is there a 4th room? If so then yeah that is the best bet for the old Dwarven barracks that can now be infested by rats. In fact even if you didn't mean for 4 doorways in the warrior hall that is probably a good idea to add in order to keep it all consistent.


If no one minds, I will add the wine cellar room, putting it behind the locked door in the hobgoblin room.

Go for it! Only question I have before you do is since that room was blocked it needed to be blocked for a reason. Was it blocked with a removable defense and that is where the fight is going on beyond or is it blocked because it hasn't been opened in ages? Or is there an entrance below the cellar like I mentioned above in my other post and the goblins use that entrance instead of the blocked door for security reasons?

Just a few things to keep in mind as we are getting close to mapping out a lot of this area and if we back ourselves into a corner we will have no where for the battle between dwarf and goblin to occur.


EDIT: Ahh I went back and read The Warrior Hall entry. Now I see where we went wrong, DA's addition has no doorway. :D Easily fixed by adding a 4th room to the warrior hall.
Return of the Flumph

08-25-07, 05:52 PM
My mistake; I thought that the fungus farm was adjascent to the goblin lair, rather than being attached to the other end of the dining hall. Nevermind.

The door is barricaded to keep the dwarven prisoners from escaping. There will be another door at the other end of the wine cellar (also barricaded) with the new rat nest behind it. The goblins are relying on the rats to prevent the dwarves from getting away through that side.

I just now noticed that if the boss room and main goblin room are right next to each other, the hobbos and boss will be able to come to help defend the barricade in just a round or two. No way in hell are the PC's beating that many goblinoids at once...but then, maybe it should be overwhelming. Maybe the only way to win (short of a truly genius strategy) is to get the dwarves to help. We should all vote on this.

I don't know where to put the dwarf encampent at this point. Perhaps on the other side of the dire rat nest? Also, where exactly does that crevasse intersect with anything else?
TheScapegoat

08-25-07, 05:55 PM
My mistake; I thought that the fungus farm was adjascent to the goblin lair, rather than being attached to the other end of the dining hall. Nevermind.

The door is barricaded to keep the dwarven prisoners from escaping. There will be another door at the other end of the wine cellar (also barricaded) with the new rat nest behind it. The goblins are relying on the rats to prevent the dwarves from getting away through that side.

I don't know where to put the dwarf encampment at this point. Perhaps on the other side of the dire rat nest? Also, where exactly does that crevasse intersect with anything else?

Actually that makes a lot of sense. Stay with what your doing. I'll add another pathway in the kitchen that leads to DA's area. Ill have to start keeping a personal map on paper so I do not get confused as we go along. :P

I just now noticed that if the boss room and main goblin room are right next to each other, the hobbos and boss will be able to come to help defend the barricade in just a round or two. No way in hell are the PC's beating that many goblinoids at once...but then, maybe it should be overwhelming. Maybe the only way to win (short of a truly genius strategy) is to get the dwarves to help. We should all vote on this.

That is a good point. Having the dwarfs on the other side of the dire rats may be a good idea. While the goblins have an underground path from their area to bypass the rats to fight the dwarfs the party will have to clear this room first. Then with it clear the dwarfs will have a better route to attack the goblins instead of fighting over the tunnel that the goblins have created and have strategic advantage over.

When the party attacks the goblin-den hopefully they would be smart to flee, seeing the overwhelming numbers and greater defensive positioning.

I also think that the runner would have alerted the boss and the hobgoblins there for they should be ready to defend the den as well. At least a hobgoblin or 2 UNLESS the runner was one of Dibilgit's men, and he first told Dibiligit of the intrusion and instead of alerting the boss Dibiligit decided to see how this played out.:plotting:
Return of the Flumph

08-25-07, 06:33 PM
Wine Cellar


This dank, dingy room smells of wet rot and human waste. Made of roughly hewn and badly eroded stone, the vaguely square shaped room is about twenty feet long and twenty feet wide. The entire center of the room is take up by a pit, ten feet across and twenty feet long, with a small terraced area on both sides. On the opposite side, you see another barricaded door. A tree trunk lies along the side at your feet.


This was once a wine cellar, but is being used by the goblins as a combination prison/defense perimeter. The tree trunk is deceptively light, and can be pushed across the pit and used as a primitive drawbridge. If the PC's look down into the pit, read or paraphrase the following.


The pit looks about ten feet deep. At the bottom of the pit are three unkempt, filthy, and extremely thin looking dwarves. One corner of the pit contains a pile of excrement, which the dwarves have tried to contain behind a wall of rat bones. All three appear to be asleep.


These dwarves have been prisoners for several days; the goblins are hoping to extort a ransom out of the dwarven camp. If they are not freed, they will surely die within three or four days.

Each of these dwarves is a first level warrior, but they are unarmed, unarmored, malnourished, and sick with filth fever (-2 strength and con). Their names are Gulbert Ironsting, Feror Thunderstone, and Kendos Darkshaft. Scaling the pit requires a Climb check (DC 20) unless a rope is used. If rescued, the dwarves can lead the PC's back to their base.

If any PC succeeds at a Spot check (DC 15) they will be able to see small shadows scurrying around on the far side of the pit. A DC 20 Spot check reveals that they are rats. These are part of the rat swarm that lairs behind the opposite door; a few have been able to sneak in through a crack beside the door. If the dwarves are asked about the rats, they will say that they have been fending off the hungry rodents for what must be a couple of days now. Only a few have attacked at a time so far, but they've been living in fear that the entire swarm may enter the pit.

Finally, a Search check (DC 15) shows that a pile of trash in one of the corners on the terrace the PC's are standing on covers a secret trapdoor. This leads down to the crevasse where the hobgoblin ambushers hide.





Edit: if its okay with you, DwarvenArcher, here are some tentative stats for Da Boss:


Boss Yikil
Goblin barbarian 1
Small Humanoid (goblinoid)
HP: 8
Initiative: +1
Speed: 40
AC: 15 (+1 size, +1 dex, +3 studded leather armor) touch 12, flat footed 14
Base Attack/Grapple: +1/-2
Attack: small greataxe +3 melee (1d10+1), or small shortbow +3 melee (1d4)
Special Abilities: Rage
Special Qualities: darkvision (60)
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 13, Con 14, Dex 13, Int 13, Wis 10, Cha 12
Skills: Hide +5, Move Silently +5, Ride +5, Intimidate +6, Spot +5, Listen +5, Craft (fortifications) +6
Feats: Power Attack
Alignment: chaotic evil
Treasure: already included in Chef's Room treasure entry, plus golden axe blade worth 120 GP.
CR: 1

Rage (Ex): Once per day, Boss Yikil can fly into a bloodthirsty rage lasting seven rounds. While enraged, he gains a +4 to strength and constitution and +2 to will saves, but suffers a -2 penalty to AC. He is fatigued (-2 strength and dex, can't charge or run) afterward for the rest of the encounter.
DwarvenArcher

08-25-07, 09:19 PM
I'm trying to get the dungeon layout straight in my head. I've made a rough map in MS paint (it's crude, i know):

http://img353.imageshack.us/img353/9686/buildadungeonnv2.th.jpg (http://img353.imageshack.us/my.php?image=buildadungeonnv2.jpg)

One of the handcarts you saw in the last hall sits halfway into a doorway on the right hand wall. There is a large stone door on the left hand wall that is slightly ajar. Goblin's can be heard from beyond.
I took this to mean the kitchen had 2 exits in addition to the entrance. One for the fungus farm, one for further dungeon addition.
Return of the Flumph

08-25-07, 09:29 PM
DA, that was brilliant. Some of the lines didn't display well (not sure why it did that), but you could still make them out. The spider room beyond the lower door is on the next level down, so it should be on a different map; I'm glad you took that into account. The only thing you missed was that the hidden door in the wine cellar connects to the crevasse; just add a dotted line or something to show where the tunnel goes under the stairs.

By the way, you said you wanted a mechanic to take the physics of fighting on the staircase into account. How's this: when fighting on a stairway, any foes you fight in melee that are standing above you gain a +1 dodge bonus to AC. Trip attempts are easier on the stairs (+2 to trip rolls), and if you fall over you need to make a dex check (DC 10) to avoid rolling down to the next landing and taking 1d6 damage.
TheScapegoat

08-25-07, 09:46 PM
I took this to mean the kitchen had 2 exits in addition to the entrance. One for the fungus farm, one for further dungeon addition.

Actually I added that after you made your room in order to make it all work. I think I hadn't explained it clearly and we both were kind of confused on what the other meant. I added that to clear everything up so now it should be perfect.


I have only 1 concern with the map, but its one of personal perception. In my mind I had pictured it going upward toward the right and downward toward the left (opposite what you have). I should have made that clear in my original post after your landing entry.

I think it might be better to switch your map to the way I had pictured it for 1 reason, it will make the crevasse that the hobgoblins where hiding in and the wine cellar area almost match up perfectly.

Tell me what you all think. Otherwise great map, even better then the one i was working on in paint heh so I have no need. :D

EDIT: Actually you may not need to change it. I notice you hadn't mapped the wine cellar yet. Since it will be a bit to the right of the den room a small tunnel need only be made between the crevasse and the cellar, which would more show the influence of the goblins on the area. So I retract what i said.

DA, that was brilliant. Some of the lines didn't display well (not sure why it did that), but you could still make them out.

Flumph it might be that your not fully zoomed in. Click on the picture after it comes up and it should fix the walls so you can see them all straight.

By the way, you said you wanted a mechanic to take the physics of fighting on the staircase into account. How's this: when fighting on a stairway, any foes you fight in melee that are standing above you gain a +1 dodge bonus to AC. Trip attempts are easier on the stairs (+2 to trip rolls), and if you fall over you need to make a dex check (DC 10) to avoid rolling down to the next landing and taking 1d6 damage.

That is not a bad idea.

2 things that I would like cleared up:

1) What is everyones opinion on adding Dibiligit to the goblin-den area and having the runner being one of his men and that is why the rest the hobgoblins had yet to be alerted to the presence of the party?

2) Are we going to have the dwarves on the opposite side of the rat infested barracks? We could have a tunnel way that leads from the crevasse to the opposite side of the barracks giving the goblins a way to bypass this room and still defend against the dwarves.

These are a couple things I think needs to be decided before we continue on with rooms in the goblin area.
TheScapegoat

08-25-07, 10:05 PM
Hate double posting >< but;

Ok I think I am getting lost again :(. does the wine cellar connect to the goblin den (as implied in DA's den post) or does it connect to the barred door in the hobgoblin room (as implied by Flumphs last entry.)

Personally I think we should remove the doorway in the cellar and only have the passageway to the crevasse or have the doorway lead somewhere else. Keep the doorway in the hobgoblin area to go somewhere else.
http://img208.imageshack.us/img208/3876/onlinedungeonmapgl1.jpg

That is how I had imagined it, just the stairs reversed to fit what DA had shown.
Return of the Flumph

08-25-07, 10:53 PM
I assumed it was connected to the hobgoblin room, with the barricades being used to stop the dwarves from escaping if they manage to climb out of the pit.

Getting rid of the other door in the cellar is fine. I was going to have the rat swarm be back there (as someone suggested), but it can just as easily be in the barracks. Also, since I was rather attached to the drawbridge idea, could you move the hidden door to the opposite side of the cellar, so you need the tree trunk to get to it? Thanks.

Dilligibit can be one of the goblins in the den, but he could also be somewhere else. Your NPC, you can decide where to put him.

Anyway, are there any conflicts with my boss stats? If not, Scapegoat should add them to the boss room.
TheScapegoat

08-25-07, 11:00 PM
Ok I will work out Dibiligit's stats then add him to the den room. I didn't want to add something that might be a big adventure hook without agreement. Also yeah the drawbridge thing is good, consider my drawing as having the tunnel on the opposite side. :D It works out having the rats on the opposite room, the barracks can just be a defensive position for the goblins. In fact that is probably a much better idea.
DwarvenArcher

08-25-07, 11:04 PM
This map controversy is slowing things down. Lets expand this dungeon!

EDIT: Ok, Flumph. I rewrote it a bit.

The Training Yard Lower Floor

After traversing a statue-lined hallway, a large dusty room stretches before you. Dim humanoid shapes lean drunkenly in the gloom. Practice dummies. The ancient training area is filled with the squat targets. Heavy oak doors are set midway into the left and right walls, while a wide stairway leads up from the center of the opposite wall. A series of archways line the walls, topped by a second level balcony ringing the room. You have the uncomfortable feeling you're being watched, when you hear a crunching noise begins moving towards you. A small bearded face beams happily out of the gloom. "Aht' lahst! Rescued!" the dwarf exclaims.


The chamber is 40' square with 20' tall ceilings. Trash and discarded gear are strewn about, mostly broken. A small alcove is set into the left rear corner. It is 10' deep and 15' wide, apparently the old equipment room. There is a large hole bored in the wall here. The opening is nearly 10' across and seems a little slimy. The tunnel continues, twisting right and left, for 40' then ends in a collapsed section. A search of the tunnel (DC 18) reveals a bloody, gooey suit of chain mail. If the PC's enter the tunnel, add Sample Encounter 2 to the random monster chart in place of any entries that have already been used.

A search of the barracks (DC 15 search) will find a few usable weapons: 1 hand axe, 1 long sword, 1 spear, and 1 masterwork arrow. If the check was passed by more than 5, the PC's find Dibiligit's stash in a wall sconce. The stash can also be found by an intelligence check (DC 20) or Dungeoneering (DC10) if the party has Dibiligit's map.


A tarnished silver scrollcase is jammed into a torch wall sconce. The case contains scrolls of Dispel Magic, Speak With Dead, and See Invisibility. There is also a total of 5 gp in silver and copper coins that the goblin has added to the case. He found the case during the goblinoid's initial exploration of the area and has so far kept it secret from the others. Dibiligit plans to retrieve the case later once he finds a better hiding spot.


The Deserter (EL 2): A single bald dwarf named Carzune inhabits one of the sleeping quarters off the main barracks room. He is thoroughly lost and hiding from the rats. Carzune has distinctively pointed ears and chin. Suspicious PC's may make a sense motive check(DC 15) or spot check (DC 20). Success will reveal that Carzune also has pointed teeth, very odd for a dwarf. What the PC's do not know is that Carzune is in the early stages of transformation into a Vargouille (MM p.254). He was seperated from his friends and attacked. The dwarf genuinely has no idea anything is wrong, and only remembers getting seperated from his friends a few hours ago and falling into darkness. If untreated, he will become a full Vargouille in another 2d6 hours and begin attacking anyone nearby.



The Tunneller (EL 1): A monstrous centipede has been affected by the presence of the devils in the dungeon. It is now a Large Fiendish Monstrous Centipede (MM p.286 and 107) that has been eating well on goblins and dwarves. This creature also has a burrow speed of 20'. It's only a matter of time before it notices the PC's and attacks. It's plan is to attack any good aligned PC's first(particularly clerics or paladins) with a smite good attack and focus on one enemy at a time. Read the following to them when this happens:

The ground beneath you bursts apart as an enourmous black centipede appears in your midst. Glistening ichor drips from its mandibles, staining the ground. An aura of pure evil emanateds from the creature.


Added this room into the map:
http://img210.imageshack.us/img210/8351/buildadungeonll4.th.jpg (http://img210.imageshack.us/my.php?image=buildadungeonll4.jpg)
Return of the Flumph

08-26-07, 01:02 AM
I'd like to keep the rat swarm behind the wine cellar if you don't mind. The barracks are a good start-the half transformed dwarf is a nice touch...especially if the PC's leave and then come back :devil: -but there should be a lot more rooms of the barracks. There would probably be a couple of bedrooms, a washroom, etc. The 1d4 random weapons need to become less random, and there should be a set number of them.

I suppose there will have to be actual vargouilles somewhere around the area, then. Where are the dwarves, I wonder?
Camu

08-26-07, 04:31 AM
Maps look great, helps with imagining how everything fits together

Ok, with the help of you sketches and the descriptions on the first page, i created the map of the first level, just as my previous map.

It's not very clear anymore, but 1 square is 5ft

Dungeon Lvl 1:http://img183.imageshack.us/img183/1812/dungeonlevel1xr1.jpg

Dungeon Lvl 2:http://img183.imageshack.us/img183/5224/dungeonlevel2ca1.jpg
DwarvenArcher

08-26-07, 09:14 AM
Awesome maps camu. What program is that?

As far as stairs combat, I believe the core rules give a +1 to attacks already for higher ground.
Camu

08-26-07, 09:21 AM
Excel, dun dun dun...:D
DwarvenArcher

08-26-07, 09:24 AM
Wow, one pixel at a time eh? ;)
Camu

08-26-07, 09:30 AM
Sort off, and then copy to paint to add the smaller details.

I'll add your last created room and it also seems i forgot the connection between the wine cellar and that platform in the beginning
TheScapegoat

08-26-07, 12:27 PM
Camu when you get a chance can you put a sblock around the map so that it does expand the width of the page except when I have the sblock open. Would be much appreciated. :D

Also I added the training yard and the map to the list of rooms on the front page. This thing is coming alone quite nice everyone.
Camu

08-26-07, 12:33 PM
Ok, no problem
Return of the Flumph

08-26-07, 01:04 PM
Camu, win. Nice map.

Scapegoat, could you please add the statblock for Da Boss to the Chef's Room? You may have missed it since I added it as an Edit to my wine cellar post.

Dwarven Archer, here are some stats for your diabolical centipede. I suggest that whenever we use a templated, advanced, or classed creature, we include its statblock. Its okay if you don't want to; I like writing statblocks.

The Tunneler
Large Magical Beast (augmented vermin)
Hp: 13 (3 HD)
Initiative: +2
Speed: 40/climb 40
AC: 14 (touch 11, flat footed 12)
BA/G: +2/+7
Attack: Bite +3 melee (1d8+1 and poison)
Space/Reach: 10 ft/5 ft
SA: Poison (DC 11, 1d4 dex/1d4 dex), Smite Good (1/day, add 3 damage to an attack against a good foe)
SQ: Resist cold and fire 5, SR 8
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 13, Con 15, Dex 10, Int 3, Wis 10, Cha 2
Alignment: Lawful Evil
CR: 1
Camu

08-26-07, 01:13 PM
Thanks.

Making stats for the monsters is fun. I have a couple of more ideas for critters like Aramorg
TheScapegoat

08-26-07, 01:24 PM
Da Boss added to his area.

I will write up Dibilgit's stats today when I get a chance. I am thinking of making him a lvl 1 adept.
Return of the Flumph

08-26-07, 04:06 PM
Those are stairs leading out of the training yard, right? Under that assumption, here is the next floor of the training yard.

Training Yard Upper Floor


The staircase spirals upward for thirty feet and ends in a door, which leads into a room directly above the last one. The same size as the last room, this chamber is arena-like, with a five foot tall platform surrounded by steps in the middle, a broken-down door leading off to the right, and a closed door on the far wall. Lying faceup on the center of the platform, arms and legs splayed out, is a humanoid skeleton, polished to an almost metallic shine, with its skull missing.


This room was once an arena for mock battles to train the dwarven guards. The skeleton on the arena stage is that of a hobgoblin, that was killed and licked clean of all flesh by a vargouille that was summoned during the frenzied battle that ended the dwarven reign. The broken doorframe leads to the barracks, where the two vargouilles now live. They have been unable to leave this part of the dungeon on account of their inability to open doors; it was their bad luck that the dwarf they just kissed closed the door to the staircase behind him when he fled. The closed door leads to the washroom, which was seperated from the barracks to keep away the smell.

A Knowledge (dungeoneering) check (DC 15) reveals the skeleton to be that of a hobgoblin, while a Knowledge (the planes) check (DC 18) reveals the state of the corpse to be the work of vargouilles. The hobgoblins treasure is in the barracks, guarded by the two bodiless fiends.




(note: while two vargouilles (CR 2 apiece) seems overwhelming for a first level party, experience has taught me that these things are horribly over CRed)
TheScapegoat

08-27-07, 08:14 PM
Dibilgit
NE Goblin Adept 1
Hit Dice: 1d6+1 (5hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 16 (+1 size, +1 dex, +2 leather armor, +1 light shield, +1 ring of protection)
Base Attack/Grapple: +0/-4
Attack: Mwk Morningstar +2 melee (1d6)
Class Abilities: Spells (3/0-level, 2/1st level)
Racial Abilities: Darkvision (60ft)
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 14, Cha 12
Skills: Heal +5, Hide +5, Listen +5, Move Silent +5, Ride +4, Spot +5
Feats: Alertness
CR: 1
Languages: Common, Goblin and Orc

Dibilgit's commonly prepared spells:
0- Create Water, Ghost Sound, Touch of Fatigue
1- Cure Light Wounds x2

Dibilgit is the goblin tribes shaman. He is the spiritual voice of the tribe and a counter to Da Boss. The two are constantly at ends and if it where not for Dibilgit's holy place within the tribe he would have killed him long ago. Dibilgit as well as no love for Da Boss and seeks to usurp his power and take over the tribe. Despite his power within the tribe Dibilgit has yet to gain control as most fear Da Boss to greatly, though there are some that are loyal to Dibilgit solely.

If Dibilgit is attacked by outsiders he will surrender if he believes he will be overpowered and defeated. He will attempt to convince his attackers to aid him in his plight against Da Boss. He will promise to lead his tribe out of the dwarven stronghold if he is helped in becoming the new Boss.
Return of the Flumph

08-27-07, 10:29 PM
A couple of problems with that writeup.

1. Where is his extra hit die coming from?

2. How can someone with that low of a charisma score, even for a goblin, possibly hope to bring half of the tribe over to his side?

3. Alertness? Alertness is for a) cannon fodder who can't have better feats because it would make them too tough, and b) characters with wisdom penalties who need it just so they can see what's right in front of them. Dibilgit is neither of the above.


EDIT: If he is, as Dwarven Archer suspects, a warrior 1/adept 1, he should have one more hit point and one more point of attack bonus. I concede my point on Alertness (I forgot about the hiding and finding things), but I hold my position on his needing a higher charisma.
DwarvenArcher

08-27-07, 10:37 PM
I'm guessing he is a lvl 1 warrior(standard goblin) + 1 adept level. Alertness makes sense for him, he keeps finding things the other goblins miss. Charisma is pretty low for a personality character, though.

Anyway, this is room #4 from the flooded hallway in lower level 2.
Tomb of Keeblor the Explorer
A sturdy stone door blocks access to this room. The door is recessed into a short passageway that descends a few feet into the wall, the water reaching halfway up the front of the door. A sophisticated dwarven locking mechanism on the door requires a DC20 open locks check. Alternatively, the door could be forced open with a combined strength of 30 or by damaging the door(hardness 10, 20hp). These last two options will prevent ever closing the door again. Read the following when the door is opened:

The massive stone door bursts open with a crash, water gushing down a set of stone steps into a small burial chamber. The dessicated corpse of a dwarf lies upon a burial stone. A stone caricature stands over the corpse in a thoughtful pose gazing into a spyglass. Lying beside the body are a few neatly laid out items, presumably treasures of the deseased. You notice with alarm that the room is rapidly filling with water from the flooded chamber behind you...


Closing the unlocked door is difficult due to the rushing water, requiring a strength or balance check(DC 15) to remain standing near it and a combined strength of 20 to actually shut the door. Opening it from the inside(it swings inward), results in a sudden burst of water knocking back anyone standing adjacent to it(DC 15 reflex save or take 1d6 falling damage).

The tiny chamber is only 10' square and 10' high. A short set of stairs decend from the door, meaning the ceiling of the chamber is about even with the floor of the last room. This is the last resting place of one Keeblor Rockbottom, a dwarven adventurer. A few of his things have been interred along with him including: a Tome of Worldly Memory(MIC p190), a pouch containing Dust of Dispersion(MIC p158), and Keeblor's lucky walking stick. The water from the open door will reach the top of the burial stone and ruin the book and dust in only 5 turns, and completely submerge the room in 10.


RIP Keeblor (EL 3): Keeblor's spirit is a tormented one. He took his own life some time ago after discovering that Wendlin, his adventuring partner and love of his life had died. He joined the rebellion, while she remained with the loyalists. Wendlin was killed in a riot, early in the dwarven kingdom's breakdown. Keeblor was wracked with guilt and now haunts his own grave as an allip (MM p.10). The mad creature will attack anyone entering the chamber, muttering to itself "..come back to me....wendlin....give her back....". Anyone reduced to 0 wisdom from the allip's drain will become unconscious, and potentially drown as well. Assume that the allip is hiding behind the gravestone sulking when the door opens.


Tome of Worldly Memory Gives a +5 to any knowledge check after a minute of study, or one round if you already have at least 5 ranks in the skill. Usable 3x/day.

Dust of DispersionMakes a 10' square cloud that provides a 50% miss chance from ranged weapons. Lasts 3 minutes. 2 uses left.
TheScapegoat

08-27-07, 10:52 PM
Honestly the charisma was an oversight because I am a moron. I saw 16 not 6, now why I would think a base goblin had a 16 charisma is what makes me a moron. I am going to change it to 12.

Alertness is the base feat that goblins in the SRD, i just didn't change it. What would be something good to change it too?

His HP and attack are correct. 1d8 (4.5) racial + 1d6 (3.5) adept + 1 from con = 9. Adebts at level 1 have no attack bonus. At least unless I am missing something.

I also need to change his skills because I forgot to add in the wis bonus. And forgot bonus spell :(
Return of the Flumph

08-27-07, 11:21 PM
(nice room; the trick with the water flowing down the stairs is awesome. I'm wondering, though, why the tomb is open. Perhaps you could add the skeletonized corpse of whoever or whatever opened the casket, bringing down the wrath of the allip on its head. Most likely a goblin or dwarf skeleton, but maybe something else)

Hidden Alcove

Read this if the PC's investigate the rubble at the caved in end of the Flooded Hall:

As you bend down to look at the collapsed masonry, you think you see a faint light shining out of one of the cracks. When you feel inside of it, you realize that there is a half-flooded opening just above the floor big enough for someone to crawl through, and that something on the other end is glowing.

Crawling through the tunnel requires an Escape Artist check (DC 15 for a Medium character, DC 11 for a Small one). Failing the check by 5 or more indicates that the character is stuck in the crack; pulling him out requires a strength check (DC 14), and deals 1 point of damage to the character from scratches, abrasions, and bruises from being dragged out of the tight rocks. Clearing away the rubble entirely takes 1d4+1 hours and requires a strength check (DC 20) to be made every hour in order for it to count.

If the other side is reached, read the following:

Behind the wall of rubble-which you estimate to be about ten feet thick-the room continues for a ways. There are three more doors to be found; one on each side, and one in the middle. The central door is plated with an extra layer of iron (although it has almost rusted away completely) and has a burning torch mounted over it.

The flooded hall continues for twenty feet after the cave in (for a total of thirty feet added). The torch is an everburning torch. It can be removed from its hook easily.


A few months ago, a cobra entered the flooded hall through a hole in one of the doors, and was chased by the undead spiders through the rubble and into the hidden alcove. The creature starved to death, and its body was small enough for the ambient negative energy in the room to animate as a zombie. Like the spiders, it has somehow retained its venomous bite even after zombification (perhaps this varient of desecrate was researched specially by the lich). It lies on the floor, hidden by the water (Spot DC 18) in front of the central door. It will not move unless stepped on, in which case it will attack.

Small Viper Zombie
Small Undead (augmented animal)
HP: 16 (2 hit dice)
Initiative: +7
Speed: 20/climb 20/swim 20
AC: 17 (touch 13, flat footed 15)
Attack: Bite +2 (1d4 and poison)
SA: poison (DC 10, 1d6 con/1d6 con)
SQ: DR 5/slashing, partial actions only
Fort +0 Ref +2 Will +3
AL: NE
CR 1/2
Return of the Flumph

08-27-07, 11:26 PM
Goblins do not have racial hit dice. The sample goblin in the MM is a first level warrior. If you want digilibit to keep that extra d8, he will need to be an adept 1/warrior 1. A warrior level also grants a BAB of +1. Finally, you gain bonus hp from constitution for every hit die; thus, if he has 2 HD, he should have 2 bonus hp.

As I added to my last post, I now see how Alertness makes sense, since he is good at hiding things and finding them. Again, thank you DA for pointing that out.
TheScapegoat

08-27-07, 11:37 PM
Ah yeah kind of forget that all the base creatures are warriors. Gonna take off his level of warrior and just make him a level 1 adept to fix it. And yeah forgot the extra con bonus from 2 HD but he is going to be 1 HD now. He is updated now, let me know if I over looked something.

Updated all the rooms to the listing and added in some more sblocks to condense the sections. (That post was getting rather large.)
Return of the Flumph

08-27-07, 11:38 PM
Thanks a bunch, SG.

By the way, I think its time to designate some of the superstructure of the dwarven city. We've established that the bottom of the staircase leads to burial grounds or catacombs of some sort (possibly a temple as well), and that the top of the stairs leads to a military base or police station. I think maybe we should add one or two more doors to the Hall of the Warriors, to give that level more room to expand; it needs another expansion point besides the wine cellar.

Remember, not all of the upper floor has to be military, and not all of the lower floor has to be crypts. Just those parts of them.

Ooh...here's an idea. The barracks on the upper floor once housed an order of dwarven templar, whose duties included guarding the halls of the dead. This explains why they are directly upstairs from the crypts.
Return of the Flumph

08-28-07, 03:41 AM
Sorry for the rapid fire posts, but DA's last room gave me such a great idea that I had to write it out immediately.

Keeblor's Secret

If Keeblor's tomb becomes completely flooded, the water level in the flooded hall goes down to just a few inches. The stream flowing down the stairs promises to raise it to its former level eventually, but that will take time.

If the PC's leave the door to Keeblor's tomb open for at least one hour and then come back, however, they discover that the water is completely gone...there is just a trickle leading from the staircase to the door to Keeblor's tomb. If they go in, read the following:


The tomb is no longer flooded, but nor is it a tomb. There is now a gaping, 10x10 foot hole where the floor used to be. Looking over the edge, it goes down twenty feet into a dark, rubble-strewn cavity. The water trickles down it, the constant drip echoing up from the depths of the shaft.

A Profession (stonemason) or Knowledge (architecture) check (DC 13) reveals that the floor must have been already weakened by something, and the added weight of the water eventually strained it to the breaking point, causing the floor-and the tomb itself-to plunge down into the resulting hole.

The weakening of the floor was caused by a delver, who burrowed through it some time ago. Soft dust had mostly filled in the tunnel it left, but that was no match for the water.

Climbing down the hole requires a Climb check (DC 15) unless a rope is used. On the way down, the PC's will notice that the pit is honeycombed with gaping tunnels. A Knowledge (dungeoneering) check (DC 23) reveals this to be the work of a delver.

The shaft goes down twenty feet before opening out into the ceiling of the next level of the dungeon. The smashed and waterlogged remains of Keeblor's grave and body are strewn across the floor, the stream still trickling down on them.
Camu

08-28-07, 03:52 AM
will be posting a map update shortly, with all the new rooms added
Return of the Flumph

08-28-07, 03:53 AM
will be posting a map update shortly, with all the new rooms added

Thank you, you are a dear. :P
TheScapegoat

08-28-07, 04:32 AM
That addition to the tomb is pretty freaking sweet Flumph. Very nice idea you come up with there.
Camu

08-28-07, 05:03 AM
ok, I renamed the levels, level 0 is the floor with the entrance.
Level 1 and more is when you go up from 0
Lower levels is when you go down from 0
Also added a spiral stair logo, with a darker yellow


level 1 http://img250.imageshack.us/img250/1397/dungeonlevel1gj2.jpg

level 0 http://img248.imageshack.us/img248/9695/dungeonlevel0ry6.jpg

lower level 1 http://img248.imageshack.us/img248/5296/dungeonlowerlevel1el1.png
DwarvenArcher

08-28-07, 02:22 PM
I love it! Here's the room at the bottom of that delver tunnel:
EDIT: removed the lichy bit.

Room of Crystals
This 30’ square room was once the site of a mage’s magical experiments. Odd objects lie about the floor in disarray, mostly smashed beyond recognition. The floor and walls are gouged by what look like enourmous scratches; more work of the delver. Weird patches of brightly colored fungus cover parts of the floor. Some have hair or feathers sticking out of them, remains of some bizarre experiment gone wrong. The room is dominated by a large ruby crystal jutting from the floor, it is nearly 15’ tall and 10’ wide. A shadowy figure moves inside. A second large crystal stands on the west side of the room. It’s surface is a swirling brown vortex, smoky shapes form and dissipate. A smaller greenish crystal stands only 5’ tall in the southeast corner of the room. Broken shards (presumably of other crystals) can be seen between the fungi. The wall to the north is mostly rubble, leading into a similar fungus filled room. There is also a rune-covered door in the south wall. Read the following to the players as they enter:


You enter a room out of a nightmare. Weird furred and feathered fungus stretches across the floor in every color. Smashed beakers and pieces of colored glass lie about the room amongst several huge colored crystals climbing out of the stone floor. One wall is mostly collapsed, revealing another room to the north that is similarly infested with the fungus. A heavily reinforced door on the opposite wall hums quietly with magical energy, it’s surface covered in esoteric runes. Movement in the largest, central crystal draws your attention. A large humanoid figure stands in the crystal gesturing at you. “Welcome tiny ones. Come closer that I might look upon my new slaves. HAHAHA!”


The crystals are all experimental magical devices. The large red crystal is a crystal of life trapping, the green one is a crystal of translocation, and the brown one is a crystal of disguise(descriptions below). The fungus is startling, but harmless. Spilled beakers long ago warped the biology of these plants and perhaps others that are no longer in the room… The magic door leads to the mage’s prison and summoning area. It is locked (DC 21) and trapped with a Dominate Person effect (DC 20 Will, search DC 22, disable DC 22). Anyone attempting to open the door without speaking the proper command word will be compelled to touch a ruby crystal(there is only one remaining now), trapping them without a save.


The Prisoner (EL 4): A Janni named Karnack is currently imprisoned in the crystal of life trapping. Karnack was a servant of the mage, but stepped out of line. He has been here for years, as the mage disapeared some time ago. Karnack will attempt to bluff anyone entering the room, pretending to be a powerful outsider. He will use his enlarge person ability on himself and shout threats, hoping to coerce the PC’s to touch or break the crystal. If freed, he will become invisible and flee through the green crystal. If he escapes, Karnack will return later to attack the PC’s while they are already in another combat. He is quite clever and the time in the crystal has made him vengeful. A smart party may be able to get Karnack to help them if they promise to destroy his old master. Karnack knows about most of the surrounding rooms and the command words to the door and crystals.

Crystal of Life TrappingA large red crystal that functions similarly to a mirror of life trapping. The crystal attempts to trap any living creature that touches it’s surface (Will save DC 19 to resist). Entrapment of a new victim will release any creature that was already imprisoned. Trapped creatures may behave normally, but may not leave the crystal or interact with those outside except by speaking. When a command word is spoken, the imprisoned creature will be forced to speak truthfully as if in a zone of truth(DC 19 Will to resist). The crystal is somewhat fragile (hardness 5, hp 10). Destruction of the crystal releases the trapped creature, dealing 2d6 slashing damage to it at the same time.

Crystal of Disguise This smoky crystal will cast disguise person upon anyone who touches its surface. The spell lasts for one hour. The spell will always create the disguise of a particular young male dwarf. This is a disguise used by the mage to manipulate the dwarves above. The crystal is fragile (hardness 5, hp 5).

Crystal of TranslocationThis greenish crystal teleports any creature touching it to a similar crystal in the mage’s old library several rooms away. The crystal is fragile (hardness 5, hp 3).
Return of the Flumph

08-28-07, 02:36 PM
Wow. This is...significant.

So there is an evil wizard on this level who is powerful enough to make those things? That sounds overwhelming for a low level party. I suggest that either the wizard is now dead (not "lich" dead, "dead" dead), or this room be saved for later.
DwarvenArcher

08-28-07, 02:48 PM
Well, your original post mentioned a lich. I figure his old lab and such have been abandoned as he moved into better sections of the dungeon.
Camu

08-28-07, 02:51 PM
I thought the dwarfs stumbled upon the lich's lair while digging, so the lich would already had a fine laboratory in the far lower regions
Return of the Flumph

08-28-07, 02:57 PM
The timeline established so far (unless we change it, which we can do if you really want) is that the goblins opened the lich's lair after they took the city from the dwarves, and yes, it would be much deeper than this.

Perhaps this laboratory was the home of an apprentice the lich took after his lair was breached, in the brief period before the dragon's reign. Or perhaps it was the dragon that made the crystals (dragons are magically powerful, you know).

Okay, I suggest that either the lich's apprentice or the dragon made these things. Neither of them should be around at the moment, though.
DwarvenArcher

08-28-07, 02:57 PM
Hmm. Rereading the OP, I see the discrepancy. :( Well, maybe this is another mage that was secretly living near the dwarves. His manipulations presumably got him killed and now we've got this sweet abandoned complex to explore.

EDIT: agreed, lets go with the apprentice idea.
Return of the Flumph

08-28-07, 02:59 PM
Kay. Apprentice should probably be a dwarven or goblinoid wizard. I'm thinking he died since then, because otherwise there is no way he'd leave such treasures unguarded.

Perhaps, in a nearby room, the wizard-now a wight or ghoul or something-lurches mindlessly through the darkness, his arcane knowledge forgotten, seeking only to feed.
DwarvenArcher

08-28-07, 03:04 PM
Perhaps, in a nearby room, the wizard-now a wight or ghoul or something-lurches mindlessly through the darkness, his arcane knowledge forgotten, seeking only to feed.

Yes, please do this! Hehe, i can just imagine it. He should still be wearing a pointy wizard hat.
Return of the Flumph

08-28-07, 10:49 PM
The Necromancer's Joke

This is the next door in the flooded hall after Keeblor's tomb.


The door opens into a ten by fifteen foot cell, as flooded as the hall it is connected to. In the center of the room is a smashed pedastal that may have once been a monument of some kind, but little is left of it. Black, slimy moss drips from the walls and ceiling.


This was once the crypt of a dwarven warhero named Gibon the Stalwart, but it was vandalized by the wizard whose laboratory is just below it. The treasure and body of Gibon are in the laboratory somewhere. In their place is a rather unpleasant substitute, left here by the wizard simply to deter intruders in the lower depths.

Grave Humor (EL 1): Stuffed inside the chamber is a troll skeleton, under orders to attack anyone who enters. This has clearly happened at least once in the past, as the skeleton is severely mangled; it has only 15 hit points remaining, and one of its arms is missing (only one claw attack). It is otherwise as a standard troll skeleton from the Monster Manual and SRD.

Once the hulking skeleton is defeated the PC's are entitled to a Spot check (DC 13) to notice words written in blood on the far wall. They read "Real trolls do it for the lulz."
Kathorus

08-29-07, 01:15 PM
Hello All,

I think that this is a neat idea, and would like to help. Provided I am not stepping on anyones toes, I would like to take the maps so far and convert them to CC3. I might also post a room from time to time.

So, let me know if this is OK, and I will start working on them.
Return of the Flumph

08-29-07, 03:54 PM
Welcome aboard.

You'll have to ask Camu and DwarvenArcher about the mapping, since they've been doing it so far. I don't think they'll object, though.
Camu

08-29-07, 05:02 PM
Well I don't mind.

Never heard of CC3, but if it looks better then the maps I conjure up with excel, I wouldn't see why not :P .

Don't mind the mapmaking, but more time for dungeon building is also fun :D


Anyway, I'll post a new room soon, just need to figure where I want to place it .
TheScapegoat

08-29-07, 06:21 PM
CC3 is a very good mapping program. If Kathorus is good at it it will turn out real nice (I suck at it heh).
DwarvenArcher

08-29-07, 07:44 PM
Kathorus, go for it. I have a feeling this dungeon is going to get BIG.

Our dungeon has a sewer now: (I figure it is the water source for the stream from the ceiling in that first room)

The Garbage Room
This cavernous room is 70' long and 40' wide. The dwarves used it to store and destroy waste of all kinds. A blocked door leads north to the wine cellar room, a tiny hole gnawed in one side by stray rats. A small metal access door leads west. Bits of rotting filth cover the floor for the first 20' interspersed with wooden crates and kegs. Holes have been chewed right through these containers by vermin. About 30' into the room against the east wall is a huge stone urn 20' across. It is set into the floor such that the rim pokes above the floor by about 5'. Inside, the urn is 10' deep. The ceiling slopes up from the rear of the room, reaching a final height of 30' above this urn. Stone chutes and shafts protrude from the wall at angles leading to just over the urn, an ancient trash disposal. Mid-way up the walls, a trough system runs in grooves leading to the rear of the room, which opens into a wet stone tunnel filled by a small stream of water. The stream flows from west to east. The sewer tunnel stretches off in both directions and is about 10' wide and tall. The remains of a small humanoid lies next to the east wall under a stone shaft, it's bones licked clean. The corpse is equipped with a climber's kit.

Knowledge (dungeoneering) DC 15: A player that succeeds this check identified the skeleton to be that of a goblin. Presumably he was used as bait to lure the rats into this room. Note to goblins: rats can climb too.


The exited squeaking of rats fills the room as you enter. A large dark room stretches before you, it's floor a mess of discarded filth. The ceiling, dotted by stone shafts and finished openings, stretches far above. About halfway into the room is lies a gaping hole lined by smooth stone. A metalic lever glints from the darkness next to it. In front of you, hundreds of tiny shapes scurry across a filth-strewn floor. The reflection of your torches shines back at you from hundreds of hungry eyes.


Walking through the mess is difficult. It costs 2 squares of movement to enter these squares. The DC of Balance and Tumble checks increases by 5, and the DC of Move Silently checks increases by +2. A metal lever adjacent to the north side of the urn controls an ancient incinerator. Throwing the lever will ignite a huge fire, filling the urn with flames. Anything inside the ignited urn takes 2d6 fire damage each round. Anything within 5' of the urn takes 1d6 fire damage each round. A reflex save DC 13 reduces this damage by half. The flame mechanism has plenty of fuel and will burn indefinitely or until the lever is thrown again.


Rats of Wrath (EL 2): The trash in this room is home to a host of rats. They function as a rat swarm(MM p239). The swarm takes up a total of 4 contiguous 5' quares and is shapeable. The swarm will attempt to enter the squares of as many foes as possible. These rats are starving and will fight to the death or until an enemy is slain. In this case, the swarm ignores other enemies until the dead foe is devoured(1 turn), then disperse. Activating the incinerator will also disperse the swarm(or destroy it if caught in the fire). A dispersed swarm will reassemble within 1d6+1 hours and hunt down the PC's by scent.
Kathorus

08-29-07, 07:59 PM
OK, how does one go about putting a picture up. Does it have to come from the website or can it be uploaded to the forum. I tried the image icon in the reply area, but it only seemed to put in the filepath. Does it post correctly when you submit the reply?
TheScapegoat

08-29-07, 08:07 PM
http://imageshack.us/ is a good site. You can sign up but you do not have to.
DwarvenArcher

08-29-07, 09:31 PM
You have to get your map image hosted on a website somewhere. Imageshak is good, you can just copy and past the web address of the picture from that site or type it in like so:

http://the URL link here.jpg
Kathorus

08-29-07, 10:26 PM
Cool, here is a sample of styles. On the left, a more realistic looking map, on the right a more game friendly one.
If I can get a little feedback on what everyone will prefer.

I also guess that we will need to determine how big a map can be. It would be nice to post the whole image, but I guess I can upload a whole level on imageshack and just provide it as a link and give each designer the web address for a specific room they are working so they can put the a close up image with the post.

I am pretty new to the whole mapping program, but It seems pretty straight forward. So I will be testing out some new Ideas.

Once I get a consensus, I will start working on the maps, I have family coming up to see me this weekend, so I would expect to be able really start on this next week. Most likely, I will have caught up with what is described so far by next friday.


http://img264.imageshack.us/img264/8281/samplecw7.jpg
Camu

08-30-07, 08:10 AM
Looks indeed much better, go for it :D
TheScapegoat

08-31-07, 12:06 AM
DA just to clarify, your room is through the door in the room with the dwarves in the pit?
TheScapegoat

08-31-07, 12:25 AM
Equipment Storage

The small room past the broken door is in no better state as is the door itself. Broken bits of wood and stone are scattered amongst the ruins of what used to be a room for storing weapons. A stone table on the far wall is cracked in half.

This room used to serve as storage for the weapons and other gear used by the dwarves for their combat training. The equipment has either long since been looted or is scattered broken on the floor. The room is rather small, being only 10' wide by 15' long. 2 Vargouille live in this room.

If any player enters the center of this room read the following:

As you enter the room the flapping of what sounds to be bat wings can be heard above. Before you know it 2 creatures that appear to be merely humanoid heads with wing fly down and attack.

The last person the Vargouille where able to attack escape and left them hungering for blood. They are ever more relentless now and will chase anyone who attempts to flee the area.

For Vargouille statistics see Pg. 254 in the MM.
Return of the Flumph

08-31-07, 12:37 AM
Dwarven Archer, I like the incinerator. Make sure there's another door in that room, though, so the dwarves can be on the other side of it. BTW, is there an ingame reason why the goblins did not use the incinerator to kill the rats?

Scapegoat, glad someone did the vargouilles. I'm thinking the PC's should have more of a reward for killing them, though, since the half mutated dwarf makes them seem especially villainous. Maybe you should give them some more treasure.

Just PEACHing, not trying to be hard on anyone. You are welcome to criticise my posts in turn. In fact, I'd appreciate it.

Anyway, I'm going to be spending the next three or four days moving into my dorm room, so I might not be able to post for a little while. I'll try and get an occasional post in over the weekend, but I can't promise anything. I WILL be back next week, however.

Keep 'em coming.
TheScapegoat

08-31-07, 01:29 AM
Yeah I thought that to but I couldn't think of anything that made sense. The bodies that the Vargs came from are not in the room so that is ruled out. I made it the training equipment room so that rules out any magical weapons or armor.

If someone else things of something I would be glad to add it. My brain is kind of slumping as I spent the last 2 or 3 days working mostly on my entry for the Hero Competition over on the PC board when I had time for DND (reason I didn't post any rooms here.)

Hopefully tomorrow I will be a little less fried on DND.

EDIT: Actually I thought of something, the dwarf that DA added that was in the midst of changing into a Varg may have dropped his equipment here when he fled. If he is with the party he could offer it as a reward for saving him. If he isn't, free loot. Ill add something later.
Return of the Flumph

08-31-07, 01:52 AM
You could also change the training equipment room to be barracks, which is what I originally had in mind. More opportunity for treasure that way.
DwarvenArcher

08-31-07, 08:16 AM
Yes, the trash room is just past the wine cellar(through the barricaded door with rats sneaking in and out of it).

Dwarven Archer, I like the incinerator. Make sure there's another door in that room, though, so the dwarves can be on the other side of it. BTW, is there an ingame reason why the goblins did not use the incinerator to kill the rats?

Wait, I thought the dwarves were in a pit in the wine cellar room. Why do they need a door? As for the goblins, maybe they intended to use the incinerator and chickened out when their buddy got eaten.

Kathorus, I like the more detailed version of the two maps.
Orion__

08-31-07, 09:05 AM
CC3 is a very good mapping program. If Kathorus is good at it it will turn out real nice (I suck at it heh).

I agree, CC3 is very good. I use it a lot in my campaigns, but it's a bit difficult to learn at first...
TheScapegoat

08-31-07, 11:09 AM
Wait, I thought the dwarves were in a pit in the wine cellar room. Why do they need a door? As for the goblins, maybe they intended to use the incinerator and chickened out when their buddy got eaten.


I think he meant a door that the dwarves would have used back when they controlled the area.
Return of the Flumph

09-02-07, 05:29 PM
Bump.
DwarvenArcher

09-03-07, 10:19 PM
From the metal door in the rat room:

The Kettle Room
The west door from the garbage room opens up into a 30' square chamber. Much of the room is taken up by 4 huge metal drums. A knowledge: brewing or cooking DC 10 will reveal these to be brew kettles for making dwarven ale. All of these are empty at the moment. The ceiling is tall, rising 40' above. Rungs of an ancient ladder are set into the wall on the north end of the room, leading all the way up to a 10' square hole in the stone ceiling. Chains and rope pulleys lie on the floor under the opening amidst many boulders and smaller rocks. Around the hole in the room above are more boulders.


Brewery Lookouts (EL 1): A pair of dwarves serve as lookouts here. The metal door below is rusty and is only a DC 10 listen check to hear from above. If the lookouts hear anyone in the kettle room, they will shout a challenge in dwarven. Any hostile intruders who venture on or near the ladder will have boulders dropped on them. (Attack +12 2d6 bludgeoning damage to anyone within 5' of the ladder) The dwarves will let the party up freely if any of the PC's is a dwarf, or if the party has a rescued dwarf with them.


The room above is also 30' square and contains many pieces of brewing equipment. Doors lead off to the rest of the dwarven refugees.

A rough sketch to start us off on the colony:
Dwarven Colony
Dwarven Colony: Thorp
Population: 40 dwarves
Alignment: Lawful Good
Characters:
Prince Ironvein Aristocrat 10

The colony is made up of the crown prince, heir apparent to the kingdom, and whatever stragglers he's managed to talk into returning to reclaim the dungeon. So far they have had little success, many of these dwarves are craftsmen and miners hoping to make a new home here. They've had quite a few losses in their first few forays into the complex. The prince is initially indifferent to the PC's, but is genuinely glad for any help.




I've included a writup similar to the "victory points" system used in the red hand of doom module. It's one of my favorite mechanics in that book and has a lot of possibilities with our dungeon. What do you guys think?

Reputation
The players can gain reputation points with the dwarves in a number of ways. As their score increases, they will become more popular with the dwarves. Also, prince ironvein will be able to recruit more dwarves to the area, enlarging the settlement. Eventually, we can add in events triggered by getting enough of these.

Points:
+1 for every 10 goblinoids defeated
+5 for slaying Da Boss or convincing the goblins to move out of the kitchens
+1 for each rescued dwarf
+2 for returning the precious ores carried by Pudgy the pony
+2 for curing Carzune of the vargouille's kiss(remove disease spell)

Rewards:
5+ The prince admires the PC's enough to grant them access to his entire settlement. Amongst the dwarves are master armor and weaponsmiths who can now be hired to make masterwork items for the PC's.
10+ The colony expands, becoming a hamlet. A healer character arrives, PC's can buy clerical services/scrolls.
15+ ???
Return of the Flumph

09-03-07, 11:43 PM
A tenth level aristocrat has a good chance of wiping out the goblins singlehandedly, and is guaranteed to win if he has other dwarves with him. Prince Ironvein should be lower level.

That said, I'm glad people are still adding to this project. Since I have some free time at the moment, I will do the same. This room is accessible from a door in the mage's old laboratory.

Apothecary


The choking stench of mold and decay erupts through the door the instant you open it. The cramped room beyond is completely overrun with mold and lichen, with pale, glowing mushrooms and long, fungal stalks as high as you are growing out of the walls and floor, some of them waving ominously. Scattered throughout the room are overturned, rusted, and broken cauldrons and kettles.


This 20x20 room was an alchemical lab, where the apprentice wizard brewed the experimental potions he used to mutate his test subjects in the main laboratory. At the time of his death, he was working on a brew that would increase the growth rate and magical potential of his test subjects. Since then, cave fungi and protists have grown in great abundance and variety from the cauldron of potion...eventually resulting in the birth of Strangler.

Strangler is a collection of fungi, plants, and microorganisms that congealed into a single, horribly mutated organism. Although it was once a small creature, it eventually shattered the cauldron it had been growing in and bored into the floor with its roots. Strangler is now a titanic, pervasive menace, with parts of its body emerging from different ceilings, walls, and floors throughout the dungeon. Its main body is somewhere much deeper. All that is left in this, its place of birth, is a single feeding orifice.

Hidden in the center of the vines and fungi, a fungal, sphincter-like orifice pulsates in a 5x5 foot crater in the floor. Any PC who steps on this square must succeed at a Balance check (DC 20) or fall into the slippery maw. At that point, only a grapple check (grapple +15) can save the PC from being sucked into the underground horror and devoured.

Vision within this room is reduced to five feet because of the thick growth, and entering a square covered in growths costs two squares of movement (the obscuring growths are not connected to Strangler; they are just overgrown cave moss. Treat them as thick underbrush). Furthermore, the slime molds that cover the floor make it impossible to run or attack without succeeding at a Balance check (DC 10) to avoid falling prone.


Spawn of Strangler (EL 4): Strangler has spawned a phantom fungus to ambush those who enter this room and force them into Strangler's mouth. The fungus fights more cleverly than most creatures of its kind, using hit and run tactics to attack the PC's from different directions, always trying to lure or herd them toward Strangler's mouth. If the PC's come within ten feet of Strangler's mouth, it will spit out a burst of poison gas (see below).

If Strangler's mouth is not destroyed, it will spew forth another phantom fungus one minute after the original is destroyed. If the mouth is destroyed, it will grow back within ten minutes unless cauterized with fire or acid.


Sphincter Mouth
Size/Type: Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: -3
Speed: -
Armor Class: 12 (-1 size, -3 Dex, +6 natural), touch 6, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+6)
Space/Reach: 5 ft./0 ft.
Special Attacks: Improved Grab, Swallow Whole, Spore Cloud, Spawn Phantom Fungus, Spell Like Abilities
Special Qualities: Plant Traits, Strangler Traits
Saves: Fort +7, Ref -2, Will +17
Abilities: Str 18, Dex 4, Con 16, Int 18, Wis 30, Cha 22
Skills: Spot +11, Listen +11, Hide +5
Feats: Ability Focus (spore cloud), Weapon Focus (bite)
Challenge Rating: 3
Treasure: None
Alignment: Neutral evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Pulsating in a shallow crater in the floor is a round, slime-covered fungal tube, lined with teeth or spines. The sides of the orifice undulate as if sucking in air. The living hole is surrounded by a small forest of underground plants and fungi.

Sphincter mouths are light feeding orifices used to swallow the weak or unwary. They take up five square feet, and usually are embedded in a wall, ceiling, or floor. Although they are immobile, they can regurgitate a phantom fungus to herd prey into its mouth. They are often hard to spot until you are literally on top of them (and being swallowed), as they hide themselves within thick subterranean underbrush.

Combat

A sphincter mouth tries to hide and stay unnoticed until either chance or the phantom fungus guides prey into it. If it meets (or expects) strong resistance, it will use its spore cloud and SLA's as often as possible.

Improved Grab (Ex): If it hits a smaller creature with a bite attack, a sphincter mouth can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it can swallow its prey on the following round.

Swallow Whole (Ex): A sphincter mouth can swallow a grappled victim with a succesful grapple check. A swallowed creature takes 1d8+6 damage and 2 points of acid damage each round. A swallowed creature can force the plant to regurgitate it by dealing 5 damage to the stomach walls (AC 14) with a light slashing or piercing weapon. The creature is stunned for one round after being vomited out. A sphincter mouth connects to Strangler's digestive system, and can hold a seemingly infinite number of victims.

Spore Cloud (Ex): Every other round, a sphincter mouth can spit out a cloud of spores in a ten foot radius around the mouth. All breathing creatures within the area must succeed at a fortitude save (DC 17) or take 1d6 points of dexterity damage. The save DC is constitution based.

Spawn Phantom Fungus (Ex): At all times, a sphincter mouth can have one phantom fungus servant. The fungus is telepathically linked to Strangler, and utterly loyal to him. The purpose of the fungus is to force creatures (living or dead) into the sphincter mouth. Each sphincter mouth commands one phantom fungus with 3/4 as many hit dice as itself. If the phantom fungus is killed, the mouth will spew forth another one in one minute per phantom fungus hit die.

Strangler Traits (Ex): All parts of Strangler are immune to disease and energy drain, and all have the same mental scores and will save (as it is actually one creature). Unless cauterized with fire or acid, an appendage of Strangler grows back in one minute per hit die.

Spell Like Abilities (Sp): 1/day-plant growth, grease. Plant growth is used to nurture a small forest of giant mushrooms or cave vines to hide the mouth and impede enemy movement. Grease is used to make enemies slide toward the mouth. Once the mouth advances to 8 HD, it can use suggestion three times per day. At 9 HD it can cast entangle once per day. At 12 HD, it can cast wall of thorns once per day. Caster level equals hit dice. The save DC's are constitution based.




Note: this is a single orifice of Strangler. It has many, many appendages, some much more powerful than this, and it spawns all manner of plantlike monsters to do its bidding throughout the dungeon. Its main body will be an important boss.
Return of the Flumph

09-08-07, 11:04 PM
Bump.
Kazuhiro

09-21-07, 12:32 AM
Bump for potentially epic thread.
Return of the Flumph

09-21-07, 01:16 AM
Bump for potentially epic thread.

Thank you mightily; I was beginning to lose hope.

Okay guys, its against compony policy for me to post two rooms in a row. Anyone?
Maph

09-26-07, 01:07 AM
Well I only found this topic minutes ago, and havn't actually taken the time to read it all.

Personally I think that the map should get posted up more often as rooms get added. If there is a link to the map as is then that would also be great.

If I can get an idea of what is where etc, then I would be more than happy to aid in your venture.
Return of the Flumph

09-26-07, 01:24 AM
Well I only found this topic minutes ago, and havn't actually taken the time to read it all.

Personally I think that the map should get posted up more often as rooms get added. If there is a link to the map as is then that would also be great.

If I can get an idea of what is where etc, then I would be more than happy to aid in your venture.

Most of what we have is on the most recently updated map (whichever one that is :rolleyes:). What isn't on there is the barracks (connected to the stairwell that leads up from the training room), the incinerator and entrance to the dwarven territory (connects to the wine cellar), and some rooms attached to the flooded hall on the lower level.
Haith

09-28-07, 09:48 PM
How about a room that just frightens the intruders, placed by the lich as a trophy hall?
Camu

09-29-07, 11:34 AM
Ok, this is not a new room, but an encounter that the players might come up against when they return to a room they already visited and cleared.


While the players search the dungeon and clear the rooms they pass and kill it's opponents, and think the rooms will be safe. However, the spider guardian Aramorg stalks the intruders and when he finds rooms that are left unguarded, he will transform and awaken the slain foes to serve as guardians for the rooms.
He transforms them into spidersilk mummy's.

A spidersilk mummy is created when Aramorg wraps a corpse in it's necrotic silk and injects it with its vile poison. The corpse revives as a mindless guardian that helps protect the dungeon that Aramorg needs to protect.


Stats will be posted in a while
sirconnorstack

09-30-07, 07:54 PM
Can someone please keep a wiki or website or any kind of organized compilation of the dungeon.