#Dungeon23 #CommunityEdition - Level 3 (March)

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Rik Pease »

My room submissions are all complete
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 3 (March)

Post by coureur_d_bois »

Updated master post.

We are entering the last stretch for level 3. We are still behind for rooms 22 and 23. There are also a few submissions that are incomplete (see master post).
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Rik Pease »

Room 23 is on Page 7 😊
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 3 (March)

Post by coureur_d_bois »

Rik Pease wrote: Mon Mar 27, 2023 2:33 am Room 23 is on Page 7 😊
Fixed.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Rik Pease »

Room 17 - The Leprechaun Room, is also on Page 7, although it's still marked WIP.
That which does not kill you is likely to still hurt alot, so best avoid it if possible.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Rik Pease »

Room 22 - The Fell Gate

**Boxed Text**
The room is lit by an eerie green glow which seems to emanate from a circle carved into the floor. The engraving is large enough for many to stand inside.
Around the inside perimeter are small red alchemical and astrological symbols, each of them pulsing with a brightness of molten lava fading to the blackness of pitch.
Eerie laughter and eldritch whispers whip and whirl through the air around the outside of the circle, but within it appears calm and serene.
**End Boxed Text**

GM note:

The circle is the work of the Zombraire from Room 23 and the Succubus responsible for the slaughter in Room 16. The Zombraire believes it is intended to end it's undead existence and return it back to life so that it may extend it's powers once more. Unfortunately it doesn't work that way as the Succubus is building an infernal gate with the Zombraire's unwitting assistance.

Although the gate is incomplete it is still partially functioning. If any non-infernal or non-undead creature attempts to enter the circle they are repelled sustaining 2d4 dam, save vs petrification or stunned for 1d6 rounds. There is also a 20% cumulative chance that the gate will open at each entry attempt. The gate will disgorge (1d6) :

1-3: 2d4 Infernal, Lemure
4-5: 1d4 Infernal, Ice Devil
6: 1 Infernal, Malebranche

The summoned creatures will be stable for 1d4 +2 rounds before they are sucked back into their plane of origin.

(Infernal) Lemures: AC 12, special defences and abilities, HD 3, #At 1 claw, Dam 1d4, Mv 1', Sv F3, Ml 6, XP 145 ea.
HP
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
10 ☐☐☐☐☐ ☐☐☐☐☐

(Infernal) Ice Devils: AC 18 (m), HD 3**, #At 1 claw + special, Dam 1d3 claw + 1d4 cold, Mv 30' Fly 50', Sv F3, Ml 9, XP 205
HP
17☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 11☐☐☐☐☐ ☐☐☐☐☐ ☐ 20☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
15☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

Infernal, Malebranche : AC 24 (m), HD 5 +5**, #At 1 1 tail/1 weapon or spell, Dam 1d4/by weapon, Mv 30' Fly 20', Sv F6, Ml 9, XP 450
HP
37☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Last edited by Rik Pease on Thu Mar 30, 2023 2:40 am, edited 5 times in total.
That which does not kill you is likely to still hurt alot, so best avoid it if possible.
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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Jim1804 »

28. The Hidden Bandit Lair:

The secret door at the end of the hall is trapped; a small trigger in the door jam will pop out when the door is opened, firing a dart at the person standing in the doorway, while simultaneously ringing a small warning bell. The bandits who reside beyond have placed the trap here, and take care to hold the trigger in place, reseting the trap as they close the door behind them. The door swings inward to reveal a lit hallway with three doors.

Dart: +1 to hit for 1d4 points of damage.

***Boxed Text***
As you open the secret door, your eyes adjust to the relatively well-lit hallway beyond. The hallway in front of you is lined with torches every 15 feet. The air here is still, but somehow less foul than in the main corridor.
***End Boxed Text***

If the trap was sprung on the secret door, read the following

***Boxed Text***
As the echo of the ringing bell fades, you hear movement coming from the doors to the north. Someone seems to be aware of your presence
***End Boxed Text***

The first room to the north (room 28) is a rest area for a small group of bandits that operates out of this level. The bandits mostly scavenge treasure off of dead adventurers and monsters, but are not above fighting if they feel they have the upper hand. The party will notice that the hallway appears well-trafficked, with a clear path worn in the dust along the center of the hallway. The cleared path extends to the door to this room.

The door is wooden and unlocked. The 4 bandits inside will wait 2 rounds to see if the party enters the room. If not, one of them will crack the door open to peek outside.

The bandits will fight if the party looks weak and/or laden with treasure. Otherwise, they will negotiate with the party to leave the area or help them overthrow the bandit leader, who can be found in room 30 (the GM may decide, or base their request on a reaction roll). If the trap was sprung, the bandits cannot be surprised. The bandit leader is Marjo, whom Velox suspects of withholding treasure from the rest of the guild. Velox reports that Marjo is a female human fighter, although he suspects that she is more than she seems. In fact, Velox is correct, as Marjo is a wererat in humanoid form. Velox suspects this, and this is why he carries his Scroll of Protection from Lycanthropes. Velox and Onyx seek to overthrow Marjo. The GM should determine the attitude of the other two bandits randomly.

The room is spartan, with several bedrolls unrolled on the floor, as well as a small table with a lit oil lamp (1d8 turns of oil left in the lamp).

Velox: Human Fighter 3, AC 13, #At 1, Dam 1d8, Mv 40', Ml 9
STR 16 (+2) WIS 8 (-1) CHA 4 (-2)
Equipment: Leather Armor, Battle Axe, Scroll of Protection from Lycanthropes
Motivation: Replace Marjo as the leader of the guild.
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

Onyg: Dwarf Thief 2, AC 14, #At 1, Dam 1d8, Mv 40', Ml 9
DEX 15 (+1)
Equipment: Leather Armor, Battle Axe
HP 4 ☐☐☐☐

2 Human Fighter 1: AC 13, #At 1, Dam 1d8, Mv 40', Ml 9
WIS 8 (-1) CON 13 (+1) CHA 6 (-1)
Equipment: Leather Armor, Longsword
HP 3 ☐☐☐
HP 4 ☐☐☐☐

Each bandit has 2d4 gp.
Last edited by Jim1804 on Mon Jan 08, 2024 10:07 pm, edited 4 times in total.
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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Jim1804 »

29. Bandits have to eat too:

This room is the mess hall for the small thieves guild that resides behind the secret door into the main hallway. The wooden door is unlocked, and the bandits inside will be unaware of the party's presence, as they are engaged in an argument over who's turn it is to do the dishes. As the party enters the room, it is about to come to blows. The party can hear them arguing from outside the door, no listen check required.

***Boxed Text***
As you open the door, you see a standoff. On one side, a halfling has drawn a dagger, and is waiving it at a human on the other side of a rickety table, who has drawn a short sword. They seem to be arguing about doing the dishes. Their companions appear to be trying to calm them down.
***End Boxed Text***

These bandits are more interested in resolving their dispute than in fighting the party, but they will fight if provoked. Both Indira and Baraka will try to persuade the party that they are in the right, and will seek their support as impartial, outside witnesses. The GM should play up this interaction, and a reaction roll can help guide the role-play opportunities here. If the party is cooperating with Velox and the bandits from room 28, two of the bandits (determined randomly) in this room will support the effort to overthrow the bandit leader, Marjo.

The room contains 1d8 days of rations, plus 1d10 small casks of wine (worth 1d20+5 gp each).

Indira: Halfling Thief 3, AC 14, #At 1, Dam 1d8, Mv 40', Ml 9
STR 13 (+1) CON 15 (+1) CHA 8 (-1)
Equipment: Leather Armor +1, Scimitar, Dagger
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

Baraka: Human Fighter 3, AC 13, #At 1, Dam 1d6, Mv 40', Ml 9
INT 14 (+1) WIS 14 (+1) CON 13 (+1) CHA 13 (+1)
Equipment: Leather Armor, Short Sword
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

2 Human Thieves 2: AC 13, #At 1, Dam 1d6, Mv 40', Ml 9
STR 15 (+1) INT 8 (-1) CHA 15 (+1)
Equipment: Leather Armor, Shortsword
HP 4 ☐☐☐☐
HP 6 ☐☐☐☐ ☐☐

Each bandit has 2d4 gp.
Last edited by Jim1804 on Mon Jan 08, 2024 10:08 pm, edited 3 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Jim1804 »

30. Marjo's Secret:

This room belongs to the bandit leader, Marjo, a skinny, unhealthy looking human woman who is secretly a wererat. Velox from room 28 suspects this, but lacks concrete proof. Some of the bandits are angry with Marjo for supposedly withholding shares of loot from the guild. Other bandits are loyal to Marjo, including her bodyguard, Torag.

The wooden door to this room is unlocked. If the party is with other bandits, they will be hesitant to open the door without knocking first, even if they plan on overthrowing Marjo, as the leader has always insisted on courtesy and professional distance with her underlings.

If knocking on the door, read the following text:

***Boxed Text***
You hear a squeak like a wooden chair sliding across the stone floor (but the squeak was almost animal like) and the shuffling of papers being put away. Soon, the door is opened by the tallest Dwarf you have ever seen. Behind him, seated at a desk, is a slight, mousy woman, with dark stringy hair and a sharp, pointed nose. The Dwarf's eyes widen when he sees you. "How'd you get in here", he grunts, as he draws his axe.
***End Boxed Text***

Depending on the bandits who accompany the party (if any) and the party's attitude towards Marjo, she may do any of the following: Offer the party a reward (100 gp) to help her defeat the insurgents; order her loyalists to attack the party and their allies; or surrender (while looking for an opportunity to attack by surprise or escape) if all appears lost. If a fight breaks out, Torag will defend Marjo to the death. Marjo will assume her hybrid form during the first round. Loyal bandits (as determined by random rolls in previous rooms) will join the battle to defend Marjo. Velox and his allies will join combat to assist the party.

If the party searches the room, they find meticulous ledgers showing that Marjo has been keeping a bulk of the loot for herself, and lying to the rest of the guild about their shares.

Marjo: Wererat: HD 3, AC 13, #At 1 bite or 1 weapon, Dam 1d4 bite or 1d6 or by weapon, Mv 40', Ml 8
Equipment: Leather Armor, Longsword
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Torag: Dwarf Fighter 4: AC 13, #At 1, Dam 1d8, Mv 40', Ml 9
STR 16 (+2) INT 14 (+1) WIS 8 (-1) CHA 14 (+1)
Equipment: Leather Armor, Battle Axe
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐


Marjo has 10d6 gp in her coin purse.
Last edited by Jim1804 on Mon Jan 08, 2024 10:08 pm, edited 2 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 3 (March)

Post by Jim1804 »

31. The Bandit's Hidden Treasure:

This room, hidden behind a secret door, contains the treasure that the thieves guild has accumulated over recent weeks. Marjo will not willingly allow the party access to this room. If Velox's faction prevails, however, the party will be allowed to enter the room with the bandits. Velox is aware of the secret door, although he has never been through it.

The door slides to the side, and there is a camouflaged 10 foot deep pit trap right inside the door. If the party is not searching for traps (or searches and does not find it), the first person in the marching order must save vs. Death Ray (with Dexterity bonus added) or fall into the pit, taking 1d6 fall damage. Only Marjo and her bodyguard Torag know about the pit trap, which can be avoided by hugging the wall on either side of the pit.

Beyond the pit, there are numerous coffers that contain the following treasure:

1100 Copper Pieces, 2500 Silver Pieces, 1500 Gold Pieces, 10 gems worth 100 gp each,
1 Ring of Weakness

If the party leaves the treasure (mostly) intact, Velox will grant them refuge in the thieves guild. The party will be able to use the area (rooms 28-30) to rest while in the dungeon, free of charge.

If the party claims a large share of the treasure, Velox can be persuaded to part with 50% without a fight, but the offer of refuge will not be extended.

If the party demands more than 50% of the treasure, Velox and his allies are willing to fight to defend their newly regained loot.
Last edited by Jim1804 on Mon Jan 08, 2024 10:08 pm, edited 1 time in total.
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