#Dungeon23 #CommunityEdition - Level 3 (March)

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 3 (March)

Post by coureur_d_bois »

Room 8 - The Floor-less Corridor
lvl 3 - room 8.png
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***Boxed Text***
The corridor suddenly becomes wider, almost as is it was a smaller room. There isn't anything in this room besides another exit that continues the corridor.
***End boxed Text***

This room is is actually full of traps, four of them to be precise. These traps are all pit traps though they each have a particular twist to it.

Northwestern Trap: This trap is a pit that pours into room [add room number] of level 4. If more than 200 lbs are placed on it, the floor will open and any creature standing on it will fall into the hole. The fall is 40 feet, meaning that anyone falling into the trap takes 4d6 points of damage. A successful save VS Dragon Breath allows the target to avoid falling.

Northeastern Trap: This trap is a spike trap. If more than 200 lbs are placed on it, the floor will open and any creature standing on it will fall into a 10 ft deep hole covered in iron spikes. The fall itself doesn't cause any damage though the spikes will cause 2d10 points of damage to anyone that falls on them. A successful save VS Dragon Breath allows the target to avoid falling.

Southeastern Trap: This trap is a pit that leads to room [add room number] of level 5. If more than 200 lbs are placed on it, the floor will open and any creature standing on it will fall into the hole. The fall is 80 feet, but falling will not cause any damage as the room below is completely flooded with water that is 15 feet deep, which will cushion the fall. A successful save VS Dragon Breath allows the target to avoid falling.

Southwestern Trap: This trap is a trap that falls into a 10 feet deep hole. If more than 200 lbs are placed on it, the floor will open and any creature standing on it will fall into a whole. The fall is 10 feet, meaning that anyone falling into the trap takes 1d6 points of damage. Moreover, the floor and walls of the hole are covered by three distinct patches of yellow mold (that appear to be a single patch), one on the floor, and two on the walls. Falling in the hole automatically disturbs the floor patch and has a 2 in 6 changes of disturbing the wall patches (roll for each). Climbing out of the hole also disturbs the wall patches. A successful save VS Dragon Breath allows the target to avoid falling.

Note to GM: After one turn, all traps reset and close. Avoiding falling into one the traps usually means stepping on another trap, which should be triggered immediately after the check is made, should the weight exceed the 200 lbs limit.
Last edited by coureur_d_bois on Fri Mar 10, 2023 7:51 pm, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by coureur_d_bois »

Room 9 - The Hidden Room

***Boxed Text***
After sliding the secret door, you reveal a small chamber that appears to have been forgotten by time. There doesn't seem to be anything interesting here.
***End Boxed Text***

There is nothing special in this room. Both secret passages are sliding doors and can be found with a normal Find Concealed Door checks from either sides.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by coureur_d_bois »

Room 10 - The Elephant Fountain
level 3 - room 10.png
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***Boxed Text***
As you climb down a set of stairs, you ear the noise of water flowing. The air is filled with humidity and a pleasant smell of fresh grass fills the air. Once you reach the end of the stairs, you walk into a small room in which a large fountain was built. A clear and limpid water flows from the wall into a large pool.
***End Boxed Text***

This room contains a large water fountain. It is not magical, but since this room is the only potable water source in all level 3, it is coveted by all the factions and other living beings in these parts the the dungeon. Since this is a high traffic area, check for random encounters every turn when the players are in this room.

The pool is ten feet in diameter and is placed against the western wall. The water is two feet high and a drainage system at the bottom of the pool allows the overflow to be evacuated somewhere in the levels below.

When the players get closer to the fountain, read the following description.

***Boxed Text***
The stone pool of the fountain is a half circle placed directly against the wall. It is deep two feet and is surprisingly clean. Hanged on the wall a large ornate stone carved elephant head overlooks the pond. Water flows through its trunk and pours into the pool, eight feet below. It is magnificently sculpted and the level of details employed demonstrate the exquisite taste and talent of the artisan that built it, probably ages ago.
***End Boxed Text***

The elephant head is quite large, being almost five feet wide and four feet high. It is hanged 8 feet above the floor. The eyes of the elephant statue are made of emeralds (each worth 500gp). Marks of a tool show that someone tried to removed them in the past, but with little success.

Secret compartment: A successful Find hidden doors check will reveal something odd with the mouth of the statue, but players will not be able to open it unless they empty the pool. If the players manage to stop or deviate the water flow, the pool will empty in 1 turn, after which the mouth of the elephant will open slowly as the pool empties, revealing a hidden compartment. If the pool is filled again, the mouth of the elephant will close again as it is maintained shut by the pressure of the water in the pool. There is no other way of opening it since the pressure is too high for a human sized creature to force it open. The compartment contains the following items: 500 silver pieces, a precious heliotrope (500gp), a fancy chlorastrolite (100gp), and a +1 Dagger with a hilt shaped as an elephant (the grip is the trunk and the guard is its ears).
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by coureur_d_bois »

Random Encounter - Gelatinous Cube

1 Gelatinous cube (Total 2)

Gelatinous Cube: AC 12, HD 4*, #At 1, Dam 2d4 + paralysis, Mv 20', Sv F2, Ml 12, XP 280 ea.

22: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
16: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

Note to GM: If the players are inside a room when encountered, the Gelatinous Cube will not be in a room but will instead be in the closest hallway, ambushing players as soon as they walk out of the room they currently are in.
Last edited by coureur_d_bois on Sun Mar 12, 2023 9:02 pm, edited 2 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by coureur_d_bois »

Random Encounter - Ogres

1d6 Ogres (Total 6)

The ogre are nomadic and wander in the dungeon carrying large leather sacks that contain all their belongings. They have no permanent presence on the third level of the dungeon and are simply walking around looking for things to kill and loot to steal.

Ogre: AC 15 (12), HD 4+1, #At 1 huge club, Dam 2d6, Mv 30' or 40' (unarmoured), Sv F4, Ml 10, XP 240 ea.

21: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
18: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
22: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
18: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
26: ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
Last edited by coureur_d_bois on Sun Mar 12, 2023 9:01 pm, edited 3 times in total.
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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by coureur_d_bois »

I updated the Master Post.

We are currently behind two rooms for March (11 and 12). We are also still missing four random encounters if anyone has cool ideas. I thew in four of them, but they're quite generic or faction-based.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by lars_alexander »

12 - Mushroom Farm

*** start boxed text
The open hall is filled with rows of stacked garden beds in which mushrooms of various shapes, sizes, and colors grow. The hall is lit by hanging lanterns that house glowing crystal shards.
Water is running out of the ceiling, and walls, and is guided through canals to moisten the soil.
Some of the mushroom beds have a small wooden sign attached to them, the name, description, and use of the mushroom in three languages (common, gnome, and dwarven).
*** end boxed text

The area is frequently (1-2 on 1d6) visited by monsters, or roaming adventurers to gather food. Usually, a single monster of one type is encountered. The GM may use the standard encounter table for the level to determine the type.
There is a secret chameleon rat tunnel network on level 3 that chameleon rats access from the mushroom farm. The entrances are too narrow for characters to fit through.

All of the mushrooms are edible. One can be used to create a paralyzing poison, if mixed with two other mushrooms.
In one corner grows a huge amount of the squishable squeaking mushrooms from dungeon levels 1, and 2. Eating to many of them causes nausea.
Last edited by lars_alexander on Sat Apr 01, 2023 7:25 am, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by lars_alexander »

Random Encounter

1d4 giant chameleon rats (10 total)
AC 13, HD 1d4 hp, #At 1 bite, claw Dam 1d4, Mv 40', Swim 20', Sv as F1, Ml 8, XP 10 ea.
HP
2
3
4
1
2
4
4
3
1
4

The giant chameleon rats are chasing around normal chameleon rats, helping them clean up, and hunt jellies. They generally go about unnoticed. The resident monsters may wonder who's cleaning up after them.
There is a secret chameleon rat tunnel network on level 3 that they access from room 12, the mushroom farm. The entrances are too narrow for characters to fit through.
Last edited by lars_alexander on Sat Apr 01, 2023 7:25 am, edited 3 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by lars_alexander »

Random Encounter

A single monster of a random encounter type of this table (GM's choice, or roll again) that has come under the influence of hum-weaver poisoning.

The poison effect on this monster will last for 2d6-1 turns. See 3.6 for more information on the hum-weaver spiders, and their poison.

Hum-weaver poison effects (2d6)
2: Apathy, staring into the abyss. Very slow movement, and reaction.
3-4: Inanimate objects are perceived to come alive, talking to the victim.
5-6: Suspicion. Everyone is perceived as scheming against the victim.
7: Uncontrolled bursts of laughter, and giggling.
8-9: Friendliness. Everyone is perceived as friendly, and good-natured.
10-11: Self-realisation. Victim overcomes an inner obstacle, or fear.
12: Hyperactivity, and manic high. Fast movement, boosted morale.
Last edited by lars_alexander on Sat Apr 01, 2023 7:30 am, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by coureur_d_bois »

Room 11 - The Collapsed Floor
room 3.11.png
room 3.11.png (2.79 KiB) Viewed 9587 times
***Boxed Text***
After climbing down the stairs, you end up in a small room in which there isn't anything except for a large crevasse on the ground. The cobblestones that hang on the edge of the void indicate that the floor must have collapsed a long time ago. As you get closer, you realize that the hole is very deep, so much so that you cannot see the end of it.
***End boxed Text***

There is nothing in this room except for the crevasse. The floor has collapsed and the hole connects to room [add room number; same as southeastern trap in room 3.8] on level 5, 80 feet below. This room is completely flooded and the water is 15 feet deep, which cushions any fall from above.

If the players throw something and listen closely, they should hear the noise of water echoing from the bottom of the crevasse, though the light of a normal torch is not enough to see the end of the pit. Using a rope that is long enough, the players should be able to reach the room two levels below.
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