#Dungeon23 #CommunityEdition - Level 2 (February)

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by coureur_d_bois »

Sorry I have to focus on the Mysterious Island contest if I want to be able to finish for February 28. I'll try to throw in a room later today.

The master post is up to date and I check this thread daily if anyone wants to contribute.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by Rik Pease »

Got a busy couple of days then I'll be back on it guys 👍
That which does not kill you is likely to still hurt alot, so best avoid it if possible.
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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by coureur_d_bois »

Room 4 - The Gnoll's Pantry

***Boxed Text***
As soon as you open the door a foul and putrid smell fills your nostrils, accompanied by a swarm of hundreds of flies rush out of the room. The room is plunged into darkness but with your source of light, you can clearly see that this domed-ceiling circular room is covered in blood, some dry, some much fresher... The most horrific thing however is the dozen of bodies hanging from the ceiling on meat hooks. Right before you, another large iron door stands, but closed.
***End Boxed Text***

Note to GM: This room is gnoll territory and the Black Sun tribe have established their lair in area 4, 5, and 6.

There are no monsters or imminent threats in this room. The gnolls use it as a pantry where they keep the preys they captured in the dungeon to eat them later, usually hanging them still alive on the meat hooks to also enjoy them crying in suffering. The door on the northern wall is not locked. The double door on the southern wall isn't either.

Hanging on the meat hooks are three troglodytes, a gnoll, four humans, two giant rats, and a gnoll. All of the creatures are dead except for one of the human that is agonizing on a meat hook. Arnald has unfortunately been captured by a patrol of gnolls on this level of the dungeon. His former party members hang next to him on meat hooks and have unfortunately passed away. If touched, he will wake up and will ask for water with a faint voice, visibly in a lot of pain.

Arnald de Rivell: He was part of an adventuring party that got ambushed 1d4 days ago. He is on the brink of death and will have a single health point left. He can be unhooked but it should be done very carefully since there is a 1 in 6 chance that removing him will actually kill him, and a 3 in 6 chance if the players removing in an abrupt manner. If freed, even if not healed, he will try to convince the party to join him in slaying the gnolls to avenge his party. He is about 6 feet tall and of strong build, his hair and beard are blond and wavy. He has no possessions other than the leather armor and the clothes he is wearing.

Arnald de Rivell: Fighter 2, (STR: 16, INT: 9, WIS: 8, DEX: 12, CON: 13, CHA: 10), AC 13, HP 6 (1 hp left), #At 1, AB+2, DAM by weapon, Mv 30'.
Last edited by coureur_d_bois on Mon Feb 27, 2023 4:33 pm, edited 12 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by coureur_d_bois »

Room 5 - The Gnoll's Lair

***Boxed Text***
This room is the same size as the one you came from and the same dome-like structure. The floor is littered with organic trash and a foul smell fills the air. Dirty bedrolls are scattered around the room and a small table surrounded by stools stands in the middle of the room. Seven gnolls stand up as you open the door and they charge you with hate-filled eyes.
***End boxed text***

This room is the main lair of the gnolls and where they dwell between their raiding operations. There isn't anything really valuable in this room as everything deemed of any value by the gnolls is kept in room 6. If the players are accompanied by Arnald (see area 4), they will be particularly shocked to see him still alive. Since Groz Crookedtooth, who is in room 6, is used to the noise and din caused by his soldiers and the occasional living victim they devour, he will only come to room 5 to inquire on a roll of 2 on a 1d6 if a fight breaks out. This should be checked every two rounds.

Note to GM: The lair of the Black Sun tribe is composed of rooms 4, 5, and 6. As long as they fight in either of these rooms and their leader is alive, the Gnolls will have a morale value 9. The Gnolls will venture on levels 1, 2, and 3 and on rarer occasions, outside of the dungeon. The gnolls are disorganized and will explore sections of the dungeon randomly with the simple objective of finding food or treasure to please their leader.

On the table is what appears to be some sort of a board game. Crudely scrupled die and figures are scattered around the table a money appears to be gambled. The table thus contains 70 silver pieces and 36 gold pieces.

Motivations and relations: The Gnolls have recently moved into this part of the dungeon and have set their lair on what is seen as their territory by the Troglodytes. The tribe is interested in amassing wealth and not so much in establishing a permanent presence in this level of the dungeon. They are currently at war with the troglodytes and will attack them on sight. Groz is still trying to figure out where they hide to attack them and steal their treasure. Their leader also obsessed with the Fountain of Curses and Benedictions (room 8) and has launched expeditions over and over again to understand how it functions.
Last edited by coureur_d_bois on Tue Feb 14, 2023 8:58 pm, edited 14 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by coureur_d_bois »

Room 6 - Groz Crookedtooth's Treasure Room

***Boxed Text***
This room is circular and has a domed ceiling. It contains a large wooden bed covered in furs and makeshift pillows and cushions. A large rug made out of a single huge bear skin covers the centre of the room. A small table and a chair and a large wooden chest can also be found.
***End Boxed Text***

Note to GM: This room belongs to Groz Crookedtooth, the leader of the Black Sun tribe. Unless he is invited to come in, no gnoll will dare to set foot in this room. This is where the gnolls also keep their loot.

If he is surprised when the players come in, Groz Crookedtooth will be (roll 1d6) 1-2: sitting on a chair and examining something on his desk; 3-4: laying on his bed, awake; 5: counting his treasure; 6: sleeping in his bed. Groz is also accompanied by Snore, his pet hyena that will fight alongside him. There is a 2 in 6 chance that the gnolls in area 5 will hear the fighting noise, but will wait 1d4 rounds before coming in since they have been warned not to come in.

Table: The table is the size of a desk though it doesn't have drawers. It is entirely made out of wood, very old, and was likely found somewhere else in the dungeon. The chair is really a mismatched stool that doesn't appear to be very comfortable. On the table, a dagger has been planted on the top right corner. It is made of silver and the pommel is shaped as a skull. There is also a roughly drawn map that maps level 2 of dungeon with the exception of rooms 9b, 16, 17, 24, 25, 26, 27, 28, 29 that the gnolls haven't explored.

Chest: The chest contains the following items: 1300 copper pieces, 2800 gold pieces, a golden necklace with a medallion representing tow intertwined snakes with a phenalope embedded in the middle (800 gp), a fancy emerald (100 gp), and a potion of Cold Resistance.

Secret Door: The secret door is a simple sliding stone slab. It can be opened by a single human-sized individual in under a combat round. Same thing goes with the second secret door to access the northern corridor.

Groz Crookedtooth: AC 16, HD 4, #At 1 Hand Axe+1, Dam 1d6+2, Mv 30’, Sv as F4, Ml 9, XP 240 ea.

Groz Crookedtooth is a senior gnoll and a redoubtable fighter. He is relatively taller than your usual gnoll being about 8 1/2 feet tall and can be recognized by a long crooked canine tooth sticking out of his mouth. He is slightly more intelligent than your average gnoll and will generally listen is offered an opportunity to amass more wealth or get rid of a problem.

Groz wears a large-sized chainmail, fights with a +1 hand axe, wears Ring of Protection +1 and a gold necklace worth 50 gold pieces.

Snore: Use the stats of Hyenas (page 98 of Core Rules r107).
Last edited by coureur_d_bois on Thu Feb 09, 2023 4:56 pm, edited 4 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by coureur_d_bois »

Updated master post.

We are still behind two rooms to be on track. Though I could make those rooms, I think it would take away the collaborative aspect of this project. Don't hesitate to contribute if you feel inspired of even just have a good idea. We are also looking for 8 random encounters.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by Rik Pease »

Encounter

**Boxed Text**
A wounded Halfling lies on the ground clutching her leg which has a steel-jawed trap clamped onto it. She asks for your help.
**End Boxed Text**

The trap was set by the gnolls in rooms 4-6 and requires rolling equal to or less than a characters STR on a d20. If the party help the Halfling introduces herself as Brandwyn Honeyfoot, a specialist in acquiring rare trinkets for collectors (Thief). She offers to join the party in exchange for a share of any loot, but will leave when they return to the surface.

Brandwyn Honeyfoot: Halfling Thief 3, AC 14, #At 1, Dam 1d8, Mv 30', Ml 9
STR 14 (+1) DEX 14 (+1)
Equipment: Leather Armor, Longsword
HP 7 ☐☐☐☐☐ ☐☐
That which does not kill you is likely to still hurt alot, so best avoid it if possible.
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by coureur_d_bois »

Updated master post.

We are actually five rooms behind. If anyone wants to jump in and contribute something. We are also looking for 7 more random encounters. Don't hesitate to post here, even if it is just an idea or a concept. Others can help flesh it out.
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by lars_alexander »

11 The guarded staircase

*** start boxed text
The heavy double-winged door is painted with a faded green color, the iron fittings are rusty. There is a huge lock set between the door wings. It has the appearance of a worried dog.
*** end boxed text

Characters may notice, that there is no visible dust. The door, and its surroundings are entirely dry, and clean. The door's hinges are on the inside. The lock may be picked. If barred from the inside, it is almost impossible to break the door down. However, characters can knock. If they knock, and the guardian is in, he will probably tell them to go away. The GM may use a reaction roll to determine the mood of the guardian. If he is in a good mood, he will invite them in, and offer them tea.

If the guardian is present, the door will be closed, and either locked, or unlocked. If the guardian is away, the door will be locked, and barred with two heavy iron bars from the inside.

If the guardian is present, he may be heard moving about, singing, shouting, reciting stories, riddles, and making up short poems.

Where is the guardian? (1d6)
1: In room 11, asleep, talking in his dreams - the name Lumi, a dress made of flower petals, and fragments of love poems can be heard. The door is unlocked, and not barred.
2-3: In room 11, rummaging about. The door is unlocked, and not barred.
4-5: In room 11, singing, and shouting. The door is locked, and barred.
6: Out, strolling through the dungeon in whirlwind form, or somewhere play-wrestling with a root crawler to get some exercise. There is a 1-3 chance on 1d6 that he forgot to lock, and bar the door; otherwise it is locked, and barred from the inside.

If the characters should enter room 11 through the secret passageway from room 29, determine where the guardian is; if he is in, he will be surprised, and ask for an explanation as to why they are crawling out of his storage room of unusable stuff.

*** start boxed text
The double-winged door opens into a large room with a high ceiling. It smells of freshly brewed tea. A few glowing crystal shards tied on strings, and roots are dangling from the ceiling, casting dancing shadows in a different colors.

There is a closed door at the south-end of the room. A huge collection of blankets, and pillows is piled in the south-west corner. Next to it, a finely-crafted table with a samovar, a tea cup, and three large wooden boxes that smell of tea. A small line of water flows down the wall into a basin beneath the table.

Tanned animal hides are pinned to the walls. The hides are painted with figures of people, fairy folk, and animals, and inscribed with phrases, and rhymes about life in villages, and the wilderness in different languages.

A worn short bow with a loose string is placed leaning against the eastern wall. A single arrow lies next to it.

*** end boxed text

The guardian's bow: This short bow of worn reddish wood is a magical weapon, that transforms normal arrows into magical arrows +1, and has a special power: if the bow is strung, and used without a missile, it will fire a concise whistling wind-blast that, on a normal attack roll, will knock items over, and knock characters and creatures out (save vs. dragon breath, or fall prone for 1 round), or at least disorient them (-2 AC, and on all action rolls), if their save was successful. This power does not cause any primary damage.

If broken, the bow will mend itself on touch by characters, or creatures that are in immediate need to defend themselves, or others against evil. This mending power uses a charge. The bow has 1d6 charges left, when found.

The guardian created the bow as a gift for a warrior maiden who used to come around several times, first tease him, then knick a cup of tea, and hide in the secret passageway to the south-west. They used to talk for a while. She told him of her training with the warrior maidens, and of her plan to return to her village to build a home. She never came back to collect the bow.

The guardian (djinni) AC 15 (m), HD 7+1**, #At 1 (fist or whirlwind), Dam 2d8 fist, 2d6 whirlwind, Mv 30' (fly 80'), Sv F12, Ml 12 (8), XP 800
HP: 49

The guardian is an 11 feet tall djinni with long wild hair, a flowing beard, wearing a ragged robe made of coarse dark wool, tied with a belt made of braided tree bark. His skin is painted blue. His eyes have a glint of amber, and his teeth are a little crooked, and yellowed by drinking so much tea.

He likes to sing, and share stories with voice impersonations. He speaks various languages. He often runs down the hallway (area 10), and punches the walls, floor, and ceiling with powerful blows, or very fast snapping punches, shattering rock, and stone; afterwards he tidies up in whirlwind form, and stows away the rubble in the chameleon rat tunnels, which annoys them.

A few years ago, or decades, he can't remember, as he is a little forgetful with details, he made a promise to a gnome magician to guard the staircase leading to the lower levels, and up from the lower levels. Something about old unsafe tunnels, and nasty creatures. So far, he drove creatures, and adventurers away, successfully. He is a little bored, however, and could do with a change of pace, and scenery.

The guardian will warn anyone to keep away from the staircase, and not delve any further into the dungeon, but advise that they, rather, return to the outside world to enjoy life. He will then enumerate, with intermittent sighs, a few things to enjoy, and do in the outside world, most of which are depicted on the tanned animal hides lining the walls.

To those who seek entrance to the lower level, and who refuse to leave, he will present the following options:
1: An unarmed match against the guardian; if they can wrestle him down, he will let them pass.
2: A quest, to retrieve herbs for his tea from the top level. As soon, as the characters left the room, he will shut, lock, and bar the northern door. He may be willing to talk after that.
3: Food, and drink, a safe place to camp, if they choose not to go down to level 3. He will then use his magical powers to create food, and drink, and eat with them. The guardian will fall asleep after 1d6 hours of feasting, and singing, and talking.

If the player characters choose to fight the guardian using normal attacks, he will point out matter-of-factly that non-magical weapons cannot harm him, and spar with them a few rounds, then use a whirlwind attack to push them out of the room, and lock, and bar the door. The whirlwind attack will not cause damage; a save vs. dragon breath lets characters evade. If the characters accidentally should trigger the trapdoor in area 10, and fall down to level 3, he will apologize, and promise to get them back up. He will then help to open up the collapsed staircase enough for the characters to squeeze through, as he will pass in whirlwind form. Then he will try to scare them away, or wrap them in one of his huge blankets, and drag them up to dungeon level 1, if he has to; he will fight monsters on the way, if they dare to cross his path.

If the player characters choose to fight the guardian using lethal magical attacks, the guardian will defend itself, and use his magic power to change into whirlwind form, and hide, then try to persuade the characters to leave. He may even call a 1d2 root crawlers for help, to drag the player characters up to dungeon level 1.

*** start boxed text
The southern door is painted blue with an iron lock. It is closed, and an iron bar is blocking it from within the room.
*** end boxed text

The door to the staircase is closed, and unlocked. The staircase winds down into a dead-end, as the corridor had collapsed a while ago. Guidelines for clearing the rubble apply (see dungeon level 1, area 6, for the guidelines on collapsing ceilings, and corridors).

*** start boxed text
The secret passage is filled with trinkets, tools, clothing, shoes, empty tea boxes, a few broken samovars, broken sets of tea-cups, pots, and kettles, worn-out pillows, and blankets.
*** end boxed text
The doors can be opened using a switch at the foot of the door. It is difficult to climb, and squeeze through the passage due to all the stuff inside.

Random Encounters (see dungeon level 1)
2 - One-hand-eye, sneaking around, trying to stay out of trouble. See dungeon level 1, room 22 for description.
3 - The apparition of the warrior maiden, see dungeon level 1, Wandering Monsters, entry 3 for description.
4 - A strong gust of wind (The guardian in whirlwind form. See dungeon level 2, room 11.)

Change log
  • 2023-02-15: Added descriptions, added random encounter entry 4
  • 2023-02-18: Added details on the bow's history. Notes on entering the room through secret passage from room 29.
Last edited by lars_alexander on Sat Feb 18, 2023 5:09 am, edited 4 times in total.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 2 (February)

Post by Rik Pease »

Just to clarify, what does the circled element of the map represent?
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That which does not kill you is likely to still hurt alot, so best avoid it if possible.
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