Post by DM-Delfon on May 13, 2012 23:11:37 GMT -5
Things to Know:
Sight: The dungeon is completely dark. If you can't see in the dark, you will require plenty of light.
Sound: The dungeon has wards to dampen sound, but over the years the wards have distorted or broken altogether. So, at times you won't be able to hear a pitched battle in the next room. While at other times you will hear a softly spoken word from several rooms away.
Doors: Unless stated otherwise the standard doors throughout this dungeon are closed, but unlocked. They are made of wood, and bound with iron. Doors are opened by a pull ring in the center of the door. Although heavy, they are well anchored on common hinges and can be opened by any creature of small size or larger simply by leaning on it. Doors are neutrally hinged so they remain in the position that they're left in, instead of closing on their own.
Iron Door: 3" thick, Hardness 10, HP 90, break DC 32, open lock DC 30 (if locked)
Secret Doors: Unless described, the door is closed. The door is made of stone, or whatever material the wall itself is made of. DC 12 Strength check is required to open a secret door. A Search check, DC 20 is required to find a secret door. Unless noted, they cannot be locked. There is no return mechanisms, and thus remain open once opened. The door is 6' tall, and 7' wide, and it pivots around it's central point. The base of the door is set 1' off the ground.
Stone Door: 3' thick, Hardness 8, HP 540, break DC 50
Locked Doors: This dungeon has locked doors. Make sure your party includes a rogue with a set of masterwork thieves tools. Each time a natural 1 is rolled on an open lock check, a pick breaks. A masterwork set of thieves tools comes with 20 different tools. For each tool that breaks, apply a cumulative -1 penalty to open lock checks. A DC 25 craft (blacksmith) or DC 20 craft (locksmith) check can be used to repair broken picks, if an appropriate crafting area can be found.
Ceilings: Unless otherwise noted, ceilings are all 10' above the floor.
Teleportation, Extradimensional Travel: Teleportation, and extradimensional travel spells do not work. Bags of holding, and handy haversack act as normal back packs. Portable holes do not function.
Skills, and Class Features: The following skills are suggested as must have: Balance, Concentration (if you're a spell caster), Decipher Script, Diplomacy, Disable Device (easily the most important skill), Heal, Intimidate, Jump, Perception, Search, Stealth, Speak Language (Under common, Goblin, Draconic, and Celestial are a good start.) Spell craft, Survival, Swim (depending on the route taken), Tumble, and use rope.
The following skills have specific uses, and add style points: Craft (Blacksmith) for repairing damaged weapons, armour and tools for the parties 2 year stint underground. Handle Animal for staring down wolves, and taming stray pets. Sense Motive Goblins lie, but it's important for PCs to know how much is truth and how much is imagination.
Taking 10, & 20 is not an option in this dungeon
Bardic Knowledge will be of no use, because the worlds largest dungeon has just been discovered after thousands of years.
Spell Books: Wizards gain their two new spells/level as normal. Additionally, spell scrolls can be cast into spell books
Summoning: Summoning spells simply do not work.
Character Generation Information:
Anyone that wants to attempt The World's Largest Dungeon needs to create a full party of four level 1 characters. I've attempted running this dungeon with four separate players, running four separate characters before and it got bogged down waiting for one player or another to post. Player's use the elite array (15, 14, 13, 12, 10, 8). Gold is not rolled, it's max for your class. 240gp (Fighter, Paladin, Ranger), 200gp (Cleric, Rogue), 160gp (Barbarian, Bard), 120gp (Sorcerer, Wizard), 80gp (Druid),
20gp (Monk) You may use any book for this game, but you must list your class features and feats in full on your sheets so I don't have to look up anything.
Sight: The dungeon is completely dark. If you can't see in the dark, you will require plenty of light.
Sound: The dungeon has wards to dampen sound, but over the years the wards have distorted or broken altogether. So, at times you won't be able to hear a pitched battle in the next room. While at other times you will hear a softly spoken word from several rooms away.
Doors: Unless stated otherwise the standard doors throughout this dungeon are closed, but unlocked. They are made of wood, and bound with iron. Doors are opened by a pull ring in the center of the door. Although heavy, they are well anchored on common hinges and can be opened by any creature of small size or larger simply by leaning on it. Doors are neutrally hinged so they remain in the position that they're left in, instead of closing on their own.
Iron Door: 3" thick, Hardness 10, HP 90, break DC 32, open lock DC 30 (if locked)
Secret Doors: Unless described, the door is closed. The door is made of stone, or whatever material the wall itself is made of. DC 12 Strength check is required to open a secret door. A Search check, DC 20 is required to find a secret door. Unless noted, they cannot be locked. There is no return mechanisms, and thus remain open once opened. The door is 6' tall, and 7' wide, and it pivots around it's central point. The base of the door is set 1' off the ground.
Stone Door: 3' thick, Hardness 8, HP 540, break DC 50
Locked Doors: This dungeon has locked doors. Make sure your party includes a rogue with a set of masterwork thieves tools. Each time a natural 1 is rolled on an open lock check, a pick breaks. A masterwork set of thieves tools comes with 20 different tools. For each tool that breaks, apply a cumulative -1 penalty to open lock checks. A DC 25 craft (blacksmith) or DC 20 craft (locksmith) check can be used to repair broken picks, if an appropriate crafting area can be found.
Ceilings: Unless otherwise noted, ceilings are all 10' above the floor.
Teleportation, Extradimensional Travel: Teleportation, and extradimensional travel spells do not work. Bags of holding, and handy haversack act as normal back packs. Portable holes do not function.
Skills, and Class Features: The following skills are suggested as must have: Balance, Concentration (if you're a spell caster), Decipher Script, Diplomacy, Disable Device (easily the most important skill), Heal, Intimidate, Jump, Perception, Search, Stealth, Speak Language (Under common, Goblin, Draconic, and Celestial are a good start.) Spell craft, Survival, Swim (depending on the route taken), Tumble, and use rope.
The following skills have specific uses, and add style points: Craft (Blacksmith) for repairing damaged weapons, armour and tools for the parties 2 year stint underground. Handle Animal for staring down wolves, and taming stray pets. Sense Motive Goblins lie, but it's important for PCs to know how much is truth and how much is imagination.
Taking 10, & 20 is not an option in this dungeon
Bardic Knowledge will be of no use, because the worlds largest dungeon has just been discovered after thousands of years.
Spell Books: Wizards gain their two new spells/level as normal. Additionally, spell scrolls can be cast into spell books
Summoning: Summoning spells simply do not work.
Character Generation Information:
Anyone that wants to attempt The World's Largest Dungeon needs to create a full party of four level 1 characters. I've attempted running this dungeon with four separate players, running four separate characters before and it got bogged down waiting for one player or another to post. Player's use the elite array (15, 14, 13, 12, 10, 8). Gold is not rolled, it's max for your class. 240gp (Fighter, Paladin, Ranger), 200gp (Cleric, Rogue), 160gp (Barbarian, Bard), 120gp (Sorcerer, Wizard), 80gp (Druid),
20gp (Monk) You may use any book for this game, but you must list your class features and feats in full on your sheets so I don't have to look up anything.