Showing posts with label dungeon group project. Show all posts
Showing posts with label dungeon group project. Show all posts

Tuesday, March 29, 2011

Dungeon Project: Expanded Room 4, and Room 5.

For the previously mentioned Dungeon Project, sector 1, and after this:


Room 4

The red lines in the hallway leading up to here are heavy, barred iron doors with locked gates, much like the ones to the cells in room 1. A DC 15 Thievery check will pick the locks.

The chamber itself contains six 10'X10' cells with heavy metal doors of solid steel. Each of them have a narrow slit at about eye-height, with a sliding panel over it. Each door has a numeral 1-6 scratched into it. If the doors are locked, it is a DC 20 Thievery check to pick them. The door to cell 5, in the south-east corner, should be locked; it contains a rough-hewn tunnel to room 5, hidden under a trap door under dirt (DC 15 Perception, DC 17 Thievery, +2 to thievery, or potentially Arcana (DC 20, you're following the malevolent feel from the cells) checks to disarm with previous successful perception rolls).

When in this chamber, an Arcana 20+ check detects a faint malevolent energy from each of the locked cells. If actually in one of the cells, the DC on that check drops to 12 for the cell one occupies. A better check under those circumstances (17+) implies that the energy is necrotic, and growing in strength.

Each cell has 1-3 silent skeletons collapsed upon the floor, or on small, wooden stools, or the like, and one Skeleton slumped against the wall on the outside of the cell. If the trap-door is triggered without being disarmed, they'll wake up and attack. I'm going with nine Tortured Skeletons, plus a Stonespawn Skeleton in its own cell, and two Skeletal Legionaries. Between them, they should drop around 2o sp total in corroded coins. One of the legionaries should be the one that was outside of the cell; this one has a large, iron key hanging from its rotted belt.

Room 5

A room that looks like it was used mostly for hiding out than a potential escape route. There is a dusty cot piled up with rat-nibbled blankets and pillows, oily rags, a lantern, a deck of old playing cards, and numerous other oddiments and living detritus. A stack of books are piled up in one corner with many pages torn out; largely, they look like lists of names with various numbers beside them. A streetwise check (DC 15) or history check (DC 17) reveals that it is a book of prisoner names. Potentially, one of these is Palambro Alieri.

One of the corners contains what seems to be a crude set-up of alchemical components from what looks like prison cookware and cutlery. There's perhaps 50 gp worth of Residuum there, and a vial of crimson aether. There is also a page that is another list of names and numbers on one side, and on the other, says the following:

"These are the ways of travel, for the lost:
--by Knife
--By Water
--By Fiery Air
--By Night
--By Stone
--By Direct Command
--By Forgetting what is True."

***

So I'll be doing room 3 in a separate post, sometime when I have the brains to do it.

Wednesday, March 23, 2011

Three Gates Prison: section 1

For the previously mentioned Dungeon Project, sector 1:


I'll copy here the rules that Shieldhaven is using in his version of the dungeon, which is connected to mine:

Ground Rules

For the creation of this dungeon, I will be doing the following.
1. Using 4e rules.
2. Assuming that the scale of this map is 1 square = 10 feet. 4e, and 3.x to a lesser degree, requires space to move. The game is less fun when all of those lovely movement powers are unusable because there's nowhere to stand. Also, the tactical decisions of positioning go out the window. (If you hate minis combat, you won't understand this reasoning, but you're probably also not playing 4e.)
3. Connecting my dungeon to the dungeon Shieldhaven is writing. This particular entry is based on his above-linked version and our various conversations, and things may get changed around a bit as writing goes on.
4. Writing in story goals. While I'd like any DM to be able to plug this into a campaign without hassle, I think that defining spaces for those plug-ins and showing some cool ideas of my own are the way to make that work.
5. Rejecting any obligation whatsoever to use symbols on the map for their original purpose.
6. Statting fights for five characters of about 6th level.

The Big Idea

The core conceit of connection between Kainenchen's crypts (The Prison at Three Gates) and Harbinger's halls (The Dungeon of the Three Deceits) is that this dungeon, the one I'm writing, is connected by certain psychic strands. Barriers in one dungeon may be removed by solving a puzzle or winning a fight in the other. The specific do A to achieve B connections are the main things that I expect to see change as we go, because we haven't written everything before writing everything. See the tag at the bottom of the page that says, "you get what you pay for?"

Story Hooks

1. Six magical daggers are spread through the two dungeons. Each is imbued with one energy type. These daggers are also shaped to be keys to a certain very unusual lock.
2. There is a very powerful, very dangerous creature called the Living Shadow of Ugrazhe that has been fragmented into six beings, and can only be destroyed while in this fragmented state.
3. By activating the six waystones, portals to a heretofore-undefined Elsewhere open, and the dungeon becomes a travel node for portals.


Rules of Travel Between the Dungeons

The locations with what is traditionally a "staircase" symbol - rooms 1, 30, and 39 - are stable lines of travel. When traveling across a stable strand in either direction:
  • luminous water becomes crimson aether (dissipates if not contained);
  • crimson aether becomes nightskein;
  • nightskein becomes luminous water, which begins to lose its light again (10 round duration, as before);
  • one randomly-determined character loses a healing surge; a second randomly-determined character gains a healing surge; and
  • travel takes one standard action.

Background of the Prison


Part of the plan here is to make something that is easy to plug into whatever campaign, though for my part, I generally design dungeons to be the whole, or at least the centerpiece, of a given game. I do believe strongly that players need reasons to care about places, and they should have interesting histories that players could potentially know something about. This is largely turning out to be a statement of intent, I'll get into details later. But either way, the place is an old, dark and sinister prison. I'm sort of seeing it as set near the ocean, possibly near a delta inlet or somesuch.

Room 1

(In this instance, the 'staircase' symbol is both a stable strand and a staircase.)

This is one of the two 'official' entry points to the prison. One comes down from the stone admittance tower aboveground by way of the long staircase in the north, which leads to the room marked 1 on the map. There are 4 10'X10' holding cells in each corner with bars of wrought iron and heavy padlocks (DC 15 Thievery). Three of these cells are empty but for a hard, wooden bench, a battered tin plate, and a larger metal bowl. There are metal plates in the back walls of each, above the bench, where manacles were at one point attached; the northwest and southeast panels still have pieces of shattered manacle dangling from the plates. The fourth, where 'B' is marked on the map, contains a skeleton lying on the floor, ragged pieces of cloth still clinging to its frame. Searching the skeleton yields a sunrod and a couple of silver pieces (DC 12). Down one ratted pantleg (DC 17), there is a throwing knife-blade with a blue stone at the base of it, lashed to a stick with a bit of sinew. It is identifiable as a throwing-knife +1 (10 Arcana), and also something else (15+ Arcana) which can't be quite placed, but (20+ Arcana) perhaps something like a key.

On either side of the staircase, there are stone stands, the tops are carved into gargoyle faces with wide, gaping mouths and obsidian eyes. A DC 12 Arcana check shows a magical aura emanating from the stands, 15+ indicates that there is something like a gate or teleportation magic involved, and it's kind of icky, a roll of 20+ identifies the energy as necrotic and lightning, and gives one the indication that it is some kind of magical switch. A DC 12 perception check shows that there in a thin, horizontal slot in the back of the throat of the left hand gargoyle mouth. On a 17 or better, the PCs find small pressure blocks in the bottoms of the mouths. If both are depressed at the same time, the stable strand activates, and a sheet of wavering, opalescent-black energy conceals the hallway. If PCs search here, they can find small stones or use fragments of bone from the skeleton in the corner to use to hold down the buttons; about 10 copper pieces will work as well. Passing through this field takes the PCs to room 1 of the Dungeon of the Three Deceits. Also, it destroys whatever was in the mouths (assuming it's non-magical material like small stones; if they use something magical, then it scores it black, but doesn't destroy it) holding down the pressure blocks, reducing them to ash. If the PCs are holding the blocks down when someone passes through, the gargoyles deal 10 Necrotic and Lightning damage to those PCs. If they do it again, it will do the same amount of damage, and grant vulnerability 5 necrotic. Subsequent attempts do not stack this vulnerability.

If the throwing knife found above is inserted in the slot in the mouth of the left-hand gargoyle, it fits, but nothing obvious happens.

In the east wall, there's an alcove in which a tunnel has been hollowed by crude hand-tools.

Room 2

On the other side of a rough, rocky tunnel, this natural stone cavern allows a stream of brackish water in through the north wall, where it widens into a pool and seeps out through the southern wall. The water is very shallow, not more than 3 feet deep at the deepest, and tastes acrid and salty if drunk. In the center of the north wall, it looks like the tunneling continues, but stops about 5 feet in. The aforementioned crude implements lie on the floor, any wooden handles rotted away and the blades rusted.

Digging in the cavern wall will trigger a stealth check on the part of whoever does it (DC 17); upon failure, this will wake up an angry Geonid, and 3 level 4 lesser Earth Elementals. A perception check at a DC of 25 reveals the presence of something living in the rocks.

Near the pool (A), a black, somewhat glittering and thready material clings to the stones in fragile pieces. Perception or Arcana (DC 12) reveals it as nightskien.

Room 3 will belong to a later update.

Room 4

The red lines in the hallway leading up to here are heavy, barred iron doors with locked gates, much like the ones to the cells in room 1. A DC 15 Thievery check will pick the locks.

The chamber itself contains six 10'X10' cells with heavy metal doors of solid steel. Each of them have a narrow slit at about eye-height, with a sliding panel over it. Each door has a numeral 1-6 scratched into it. If the doors are locked, it is a DC 20 Thievery check to pick them. The door to cell 5, in the south-east corner, should be locked; it contains a rough-hewn tunnel to room 5.

And I will get to room 5 later, as I've got to dash the hellz out of here. Peace!







Friday, March 11, 2011

New wine in old skins.

This afternoon, Shieldhaven linked me to This Nifty Group Plan Thing, which seems like a whole lot of fun and festivity, and a thing I'll like to do. For me, this is a lovely slice of nostalgia, as my dad used to run this map as part of his half-Qasqueton & other 1e material, half homebrew dungeon. As Shieldhaven mentions, we are discussing having the dungeons be connected in some way, which should be fun. In the interim, here's the write up from the original page:



Most people that have been playing the game longer than, oh say... 15 years should recognize the rather iconic map above. Even those of you that may have cut your teeth on 3rd edition have seen it presented there. It is, of course, the dungeon originally provided in the AD&D 1e Dungeon Master's Guide. It and the accompanying sample of play have together long been a sort of touchstone for me in the way that things like Village of Hommlet, In Search of the Unknown, Bargle & Castle Mistamere or Keep on the Borderlands are for others.

I realized something about this map and I recently. Despite it's importance to my early understanding of the game I've only ever used it for off-the-cuff, ill-prepared ventures. I've never actually sat down to stock and prep it like I now normally do. That's rather a pity, I think, because it's a well-constructed level. That secret door in room 3 (hiding somewhat in plain view and challenging the party to put the clues together to find it) is a prize in and of itself. Overlook it and you've got only a handful of standard 1st-level-dungeon-looking rooms on the top half of the map to explore. Discover, it though, and the whole level opens up.

Beyond room three one can reveal the nooks and crannies of those odd passageways and the weird little side rooms whose overall layout and construction beg the questions "what?" and "why?". Why this little bit here and that narrow passageway to nowhere there? What earthly (or unearthly) purpose is served by the three 10' square rooms that terminate the narrow halls in the south-east quarter? That series of rooms beyond the secret door is just dying to be stocked and described, is it not?

So here is what I am proposing to do and this is where those reading along can come into the picture if they so desire. I'm going to stock that thing room-by-room here on the blog at a rate of three rooms per week starting next week. I'm encouraging those reading this to do the same. At the end of this process the world will have (hopefully) several stocked dungeons based on a single, iconic map. The differences and similarities between them can be an interesting statement on the game and its participants.

I offer only some simple guidelines for this venture:


  1. Use any version of D&D, the clones or even another game (even genre) entirely to complete the dungeon.
    Provide as much or as little detail as you desire as you go.

  2. To get started add a comment to this blog saying that you're getting started and provide a link to your blog so we can all go see
  3. .
  4. You can join the fun at any time and take as long as you like doing it.

  5. Use as much or as little of the background and the few existing room descriptions associated with the map from the DMG as you like. The only requirement is that you use the above map.

  6. I'll be posting three rooms per week starting Monday, February 7th. (My first post on this will probably be whenever I get around to it.)

  7. I encourage you to not only stock the thing, but talk about your choices and dungeon-building philosophy as well. For instance, if you're using randomly generated results, talk about why. If not, also talk about why. Will it be a themed dungeon? The value in this project to me is in hearing about what a particular DM likes as well as seeing it directly applied.

  8. Will there be winners? Will there be prizes? Everybody is a winner but there won't be prizes.

  9. If you want to play but don't yet have a blog, start here.