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Post by joatmoniac on Apr 3, 2017 6:46:43 GMT
Pretty simple start to this one. The episode with the amazing Matthew Colville talked all about bases, so why not try our hand trying to predict what crazy thing our players will come up with, and help sharpen each other's skills. Below is a map of the theoretical dungeon your players have just cleared out, but they seem to think it is a perfect place to call home going forward! Pick a room out, and then toss out whatever idea you have for what you would want to make that room into. The next person posting will address your request however they see fit, and then pick a room of their own and make their suggestion, so on and so forth! I will kick it off by selecting Room #19, I want to turn it into a training area for my fighter. I want it to be the closest thing to a D&D danger room that I can make it! I can haz all the thingz DM!?
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Post by DM Exitium on Apr 3, 2017 13:58:55 GMT
Pretty simple start to this one. The episode with the amazing Matthew Colville talked all about bases, so why not try our hand trying to predict what crazy thing our players will come up with, and help sharpen each other's skills. Below is a map of the theoretical dungeon your players have just cleared out, but they seem to think it is a perfect place to call home going forward! Pick a room out, and then toss out whatever idea you have for what you would want to make that room into. The next person posting will address your request however they see fit, and then pick a room of their own and make their suggestion, so on and so forth! I will kick it off by selecting Room #19, I want to turn it into a training area for my fighter. I want it to be the closest thing to a D&D danger room that I can make it! I can haz all the thingz DM!? Using drive.google.com/file/d/0BwF09f1afXWlMlhlVUozZGY2RGM/view as a template from Matt Colville. This is the " Battle Ring" Template but reskinning it as " Danger Training" Size Cost: 1 Room Point Construction Cost: 2,500 gp Construction Time: 15 days The default benefit of " Battle Ring": Those who would spend 1 hour training here gain an extra 1d4 damage to attack rolls until their next long rest. Since it is a danger room, filled with traps and gadgets I assume that you want to train to dodge, detect and avoid? Alternate Benefit: Danger Zone There can be an alternate benefit that those that train here at least 1 hour get advantage on 1 Dexterity saving throw that can be used until they take their next long rest. Next, I want to take room 12 and make it into a brewers cellar to keep casks of fermenting ales and wines. Some might even be magical and have properties of common potions eh DM?
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drdoost
Squire
Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Apr 3, 2017 17:34:59 GMT
This is the " Battle Ring" Template but reskinning it as " Danger Training" Size Cost: 1 Room Point Construction Cost: 2,500 gp Construction Time: 15 days The default benefit of " Battle Ring": Those who would spend 1 hour training here gain an extra 1d4 damage to attack rolls until their next long rest. Since it is a danger room, filled with traps and gadgets I assume that you want to train to dodge, detect and avoid? Alternate Benefit: Danger Zone There can be an alternate benefit that those that train here at least 1 hour get advantage on 1 Dexterity saving throw that can be used until they take their next long rest. Next, I want to take room 12 and make it into a brewers cellar to keep casks of fermenting ales and wines. Some might even be magical and have properties of common potions eh DM? This is actually a great place to have a cellar meant for brewing, as this once covered well has a some of the coolest clearest mountain water in the land. The brews created using this water give the drinker a clear head. The ales made here are so clear and light that choosing to fill your water skins with this would give you 1d4 extra healing when being healed on a short rest. The brews made here also generate a small amount of money, following the rules from Matthew Collville's template a person tending the brewery would be able to make 1d10 Kegs worth 5gp each, or 2d10 if the person tending it is proficient in brewers tools. Size Cost: 1 Room Point Construction Cost: 1500 gp (constructing keg racks and buying the right ingredients) Construction Time: 10 days Room 6 looks like a great place to have a small chapel or temple, serving either one god or an entire pantheon? My cleric needs a place to atone for his sins.
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Post by dmcaleb on Apr 4, 2017 10:14:02 GMT
Room 6 looks like a great place to have a small chapel or temple, serving either one god or an entire pantheon? My cleric needs a place to atone for his sins. This ancient hall is one of the five original temples of Asmodeus. It is clearly known to the PCs that as long as the 5 temples exist, they can be used as an enormous pentagram to summon Asmodeus into the world. (The 4 other ones are a minimum of 100 miles away or something) The cleric pc seeks to purge the evil from the location and redeem the space for pelor (adding a much needed sun roof). However, the location is still much needed by the cult of Asmodeus and are making plans to kill the pcs and reclaim their profane home. I'll grab room 16. You have befriended the remnants of a goblin clan that want to earn an honest living by being butlers, cleaners, 'cooks', and other staff. This is where we decided to stuff em. Please give them living quarters
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DMSkyaLykos
Commoner
Posts: 2
Favorite D&D Class: Fighter
Favorite D&D Race: Tiefling
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Post by DMSkyaLykos on Apr 6, 2017 14:43:26 GMT
This ancient hall is one of the five original temples of Asmodeus. It is clearly known to the PCs that as long as the 5 temples exist, they can be used as an enormous pentagram to summon Asmodeus into the world. (The 4 other ones are a minimum of 100 miles away or something) The cleric pc seeks to purge the evil from the location and redeem the space for pelor (adding a much needed sun roof). However, the location is still much needed by the cult of Asmodeus and are making plans to kill the pcs and reclaim their profane home. I'll grab room 16. You have befriended the remnants of a goblin clan that want to earn an honest living by being butlers, cleaners, 'cooks', and other staff. This is where we decided to stuff em. Please give them living quarters Done Size Cost: 2 Room Points Construction Cost: 3,000gp (bunks, cots, chests of drawers, personal effects, etc.) Construction Time: 7 days 3 servants can bed per bunk, 1 per cot, each must have no less than two drawers and clothing/uniforms for three days. Price per servant based on basic amenities lies around 5gp. This old pocket cavern has been used for storage and smuggling, but now lies dilapidated and alone. Remnants of the storage room can be found in the loose soil under foot. Does anyone else think room 3 would make a decent Dining hall?
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dmvanburen
Squire
Posts: 26
Favorite D&D Class: Rogue
Favorite D&D Race: Tiefling
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Post by dmvanburen on Apr 6, 2017 23:53:29 GMT
Hi there! This is my first post, just wanted to take a minute and say that I am a huge fan. You guys keep me, as well as 2 year old son, (something about your voice joat) entertained. Anyway, the idea is for room 3. As you lead your followers/visitors towards the main hall (rm22) this would be a perfect place to showcase trophies from vanquished foes, or perhaps statues/busts of fallen PC friends or NPCs. I know the room might seem small for a trophy room, but in my experience, most players wear said trophies, or the campaign never gets far enough to become rooted to one spot. I had run a higher level solo campaign for my wife. Her character was a fighter class war hero of some renown who was simply wandering the country, stopping Injustices wherever she found them. (Think of Kevin sorbo in Hercules) The idea was that her home base moved with her in the form of a kind of Gypsy camp of followers. Stuff like; Merchant service, hunters, and her cleric NPC of her deity. Off topic, but yeah. Big fan, more Morgan.
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Post by frohtastic on Apr 7, 2017 4:51:40 GMT
Ok since room 16 was taken (maybe we should update main post with the rooms taken? ) I will take a combined 11 and 12. Basing it off the pdf that exit linked.
Room 11: Arcanists Study Size Cost: 1 Room Point Construction Cost: 2,500 gp Construction Time: 15 days
Default of it: Doubled duration and halved material costs for spells cast within the school of magic that the room is specialized in.
Room 12: Magical enchanter size cost : 1 room point. Construction cost 2.500 gp time: 15 days
default benefit: allows the creation of magical items, except potions and artifacts, can be made here. DM ruling on the power of the items.
Combined benefit: Decreased crafting time required when making magical items where the enchantment is based in the school of magic that the study is specialized in. Basically this is where the groups wizard camps himself, making items for the group. "Make this they said, dont do that they said, I'll show the academy nimkompoops! I'll make the most powerful items and make my mark on this world!"
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Post by DMdanielsan on Apr 9, 2017 13:27:09 GMT
Room 5 Monk's Quarters
Size Cost: 1 Room Point
Construction Cost: 800 gp
Construction Time: 7 days
This room belongs to a monk that the party came across in their travels who ultimately found it in their best interest to stay with the party. She originally wanted to stay closer to the danger room, and gave room 18 a try, but moved all the way to room 5 due to the traffic in the area. Her new quarters are relatively low on cost, she is not much for material things. Now, finally, she can focus on her meditation without the constant bustling, if only she could have a room closer to the danger room!
Benefit: The players can train as a pupil under the monk in their particular discipline to gain class levels as a monk of her distinct style, or simply spar without cross leveling to gain temporary unarmed strike damage of 1d4+DEX.
Next, room 23 seems to be a bit of a mystery, I wouldn't mind seeing that as either an excavation site due to all of the crystals and the dinosaur bones nearby, perhaps run by a dwarf from the archaeology guild? Or maybe that idea had been abandoned and it is a taming ground for animals/baby beasts and is run by a druid/ranger.
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dmzuuuul
Commoner
Posts: 4
Favorite D&D Class: all of them
Favorite D&D Race: all of them
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Post by dmzuuuul on May 11, 2017 5:40:52 GMT
room 23 seems to be a bit of a mystery, I wouldn't mind seeing that as either an excavation site due to all of the crystals and the dinosaur bones nearby, perhaps run by a dwarf from the archaeology guild? Or maybe that idea had been abandoned and it is a taming ground for animals/baby beasts and is run by a druid/ranger. & Does anyone else think room 3 would make a decent Dining hall? As for room #3
Indeed, it is highly suitable to be converted into a dining hall. Using the goblin staff to clean-up the room & bring in the new furniture, the room can be fitted with a single long table that can support 8 chairs on each side & 2 at the heads (18 chairs in total). The pillars can be decorated with masterwork candle holder. This also means that we must have a kitchen nearby, might I suggest room #13 as a good candidate. Goblins can be trained as butlers & musicians to be utilized in this hall. But I doubt that any of them would be a suitable chef.
Size cost: 2 room points Construction cost: 3,000 (for both the dining room & kitchen\pantry) Construction time: 15 days Benefits: while dining in this room, PCs have advantage on persuasion checks but only once per character per day. Also, once per evening, a "toast" can be performed. If a PC toasted another PC, the toastee gains temporary hit points (equal to his\her level + the number of people that drank to the toast). The other dinners gain half that many hit points. If a PC toasted an NPC, the NPC will regard you as a friendly ally (as if effected by the charm person spell) & any encounter that involves him\her it will yield 100% more experience points to the participating PCs. Already friendly NPCs get no save. Neutral ones get a charisma saving throw & hostiles get one with advantage. The DC is the number of people who drank to the toast. These bonuses (temp hp, charm & exp boost) will last for 24 hours.
As for room #23
The room is only accessible via a crawlway from room #22. This small cave seems to be naturally formed & no work has been done to unearth its mysteries. A dwarf archeologist\miner (goes by the name Borhan Easyhammer) can be hired from the nearest major city to excavate the site. He is going to bring two more assists & will reserve 2d4 goblins for dumb labor. Borhan refuses to stay in the same room with goblin staff & will journey to the nearby town to rest everyday.
Size cost: 0 room points (it is considered an expansion & not part of the main dungeon) Construction cost: 500 (constructing support pillars & a mining cart) + 25gp weekly upkeep (salary for hireling, buying new tools) Construction time: 7 days Benefits: once per two weeks, roll on the table to find out what surprises the team dug up (if Borhan was convinced to stay within the base, when roll once per week instead)
D20 | Results | 20 | Full skeleton of an unknown creature | 19 | Mana stones: 5,000 gp that can be used for crafting magical items. Can be sold for half it's worth in gp. | 18 | Partial skeletal remains | 17 | Entrance to a new tunnel system. No initial threat. | 11-16 | 500 gp worth of gem stones | 4-10 | Nothing new to report | 3 | Entrance to a new tunnel system. A subterranean hostile creature attacks the digging crew or PCs if present. | 2 | Water is struck & the site is flooded. Work will be suspended for 1 month unless the PC deal with it sooner. | 1 | Dangerous gases started to leak in & the location had to be sealed off (by breaking a few of the support pillars). PCs intervention is required.
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Rooms furnishing so far: - Room #3 Dinning hall - Room #5 Monk's Quarters - Room #6 Temple - Room #11 Arcanists Study - Room #12 brewers cellar \ Magical enchanter - Room #13 Kitchen\pantry - Room #16 Staff room - Room #19 danger room - Room #23 excavation Site
My turn DM, I like to claim Room #10 As my study to store all the exotic books & magical trinkets that I have collected. Also, can I have the entrance trapped? I want them to be non-lethal if possible. & an escape tunnel to the outside\surface.
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Post by lasersniper on Jun 6, 2017 23:31:36 GMT
A cozy little side room not to far away from the Arcanists Study and Enchanting Room. Furnished with a few plush chairs, the room is bathed in a warm yellow glow thanks to the arcane lights installed into small grooved alcoves along the wall. In between the lights are long shelves carved into the wall itself, and its surfaced polished and smoothed to a marble smoothness. A couple of these shelves have had slated wooden cupboard doors installed which the more valuable items can be locked behind. On the far side of the room is a lavish painting of an oak tree atop of a green hill. This painting is actually a one way portal to the surface of a similar location directly above this room. Directly below this painting is a modest writing desk, with a small stand alone wooden bookshelf to store notes and journals on. As for the trap, the door swings both ways. However, if you push the door open (from the hallway) a blinding flash will fill your vision and temporarily blind you for 1d3 min.
Size cost: 1 room point
Construction cost: 6,000 (mainly for the magical enchanting costs) Construction time: 7 days
Benefits: This room gives a bonus to anyone who is studying or researching anything history or lore based, and a place to store information if you discover something interesting.
Why don't we make #9 into some sort of relaxation parlor/temp coat room. For people to rest their gear and their bodies after a long day. Plenty of room for chairs and tables as well as a little nook for keeping your gear out of the way.
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Post by rorrik on Jul 19, 2017 4:55:15 GMT
Why don't we make #9 into some sort of relaxation parlor/temp coat room. For people to rest their gear and their bodies after a long day. Plenty of room for chairs and tables as well as a little nook for keeping your gear out of the way. Lodgings seem the nearest analog, but this seems significantly smaller and only in need of furnishings. Size Cost: 1 room point. Construction Cost: 1,000 gp Construction Time: 5 days Should provide a nice place for receiving guests who have earned a modicum of trust, as well as taking a short respite before retiring to your individual rooms. Speaking of guests, markedly of the unwanted variety, I'm tired of having to speak to needy villagers directly. DM, can we add a thick wall and equally stout door across room 1 cutting unwanted visitors off from the rest of the compound? We can pull down the garish statue there to make room. Maybe the head could be implanted in the wall above the door and enchanted to throw insults at would-be intruders. Of course, wanted guests should have some recourse. How about a rope and bell for callers bold enough to request a face-to-face and a slot for others to drop their requests?
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Post by letterlost on Oct 15, 2022 9:20:39 GMT
Speaking of guests, markedly of the unwanted variety, I'm tired of having to speak to needy villagers directly. DM, can we add a thick wall and equally stout door across room 1 cutting unwanted visitors off from the rest of the compound? We can pull down the garish statue there to make room. Maybe the head could be implanted in the wall above the door and enchanted to throw insults at would-be intruders. Of course, wanted guests should have some recourse. How about a rope and bell for callers bold enough to request a face-to-face and a slot for others to drop their requests? Don't have the book being used, but I think I have the idea of it:Room 1Size Cost: 1 room point. Construction Cost: 2,500 gp (-500gp if use stone from room 23, -1,000gp if statue head enchanted in room 12) Up keep cost: if Ghull is taken on as keeper of the keys 10gp for 1st week, then 1gp/ week Construction Time: 3-5 weeks 1 week to find and recruit masons from nearby town, less if personal contacts 1 week to deconstruct room 1/ acquire supplies for the wall and door. if stone supplied from room 23 cost 0gp but takes +1 week. 1 week to construct a thick wall and stout door. 3 weeks to find/ enchant/ and return statue head. 1 week if you do it yourself in room 12- results may vary. Also, Ghull (a goblin miner) keeps talking back to Mr. Easyhammer and he wants her gone. She is clever, quick witted, and likes to argue; however, the servants really like her and recommend you put her in charge of the front gate. Room 8 is being used as a basement cellar to store the food: salted meats, and cheese, and other dried goods (grain, beans, potato, etc.); unfortunately it’s more of a hole in the ground and the rats are having a feast down there. Can we fix it?
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wizzardofaus
Squire
Posts: 27
Favorite D&D Class: Kobold
Favorite D&D Race: Kobold
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Post by wizzardofaus on Jul 13, 2023 13:16:48 GMT
Room 8: Pantry Swivel had been trained as a wizard. Fine profession and good use of that busy brain of his, as his parents liked to say. It felt like a destiny pushing him towards magical proclivities but he had really always been more passionate about cooking. When he heard that the local base being refurbished had some pantry problems, he jumped at the chance to lend aid both magical and mixological. With a few well placed castings of mold earth to smooth the surfaces for the masons, some water frozen from the effects of shape water to cool the produce and some knowledge of the produce, Swivel quickly had that pantry in perfect condition. As a bonus, Swivels familiar, Sterminon, doesn't mind helping out with those rats in owl or cat form.
Rooms furnishing so far:
- Room #1 Gatehouse/Entrance - Room #3 Dinning hall
- Room #5 Monk's Quarters
- Room #6 Temple - Room #8 Pantry - Room #9 Guest parlor
- Room #10 Magical Library & Secret Escape - Room #11 Arcanists Study
- Room #12 Brewers cellar \ Magical enchanter
- Room #13 Kitchen\pantry
- Room #16 Staff room
- Room #19 Danger room
- Room #23 Excavation Site
If there is a job in it for them, Swivel would love to stay and help oversee room 7 being turned into a kitchen with a central fire pit?
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