#Dungeon23 #CommunityEdition - Level 4 (April)

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coureur_d_bois
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#Dungeon23 #CommunityEdition - Level 4 (April)

Post by coureur_d_bois »

Dungeon Level 4 - April

Random encounters table (roll 1d8)
  1. Minotaur Scout
  2. 1d8 Gnomes
  3. 2d6 Zombies
  4. Gnome Scouts Illusion
  5. 2 Black Puddings
  6. 1d4 Rhagodessa, Giant
  7. 1 Glass Jelly (Gelatinous Cube)
  8. 10 Stirges
Dungeon rooms/areas Contributors:
  • Solomoriah
  • coureur_d_bois
  • Rik Pease
  • MinkyBoodle
  • toddlyons
  • Jim1804
  • lars_alexander
Change log:
  • 2023-03-29: Created master post.
  • 2023-04-01: Map was added.
  • 2023-04-02: Added rooms 2, 3, 9; Added room claims to the list; Updated contributors' list.
  • 2023-04-10: Added room 5; Added random encounter.
  • 2023-04-13: Added rooms 1 and 4.
  • 2023-04-19: Added rooms 6, 27, 28, 29.
  • 2023-04-20: Added a random encounter; updated contributor's list; Added rooms 13, 14, 24, 25, 26
  • 2023-04-21: Added room 7; Updated contributors list; Added room claims.
  • 2023-04-25: Added rooms 10, 12, 19; Added three random encounters.
  • 2023-04-26: Added room 11, 17, 18, 20, 21; Added two random encounters.
  • 2023-04-27: Added room 15, 16, 23, 30
  • 2023-04-29: Added room 15 (finished), 22.
Level 4 final.png
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Last edited by coureur_d_bois on Sun Apr 30, 2023 7:50 pm, edited 26 times in total.
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MinkyBoodle
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by MinkyBoodle »

With map unseen, I'm gonna shoot my shot and call rooms 2 and 9.
"My love is my sword."
"If I were you I'd stay away from thoughts like that."
-Dekar and Guy, Lufia II
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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by coureur_d_bois »

Random Encounter - 1d8 Gnomes

1d8 gnomes (see Rooms 5, 6, 7, 8)

When encountered, the gnomes will be...
  1. On their way to level 1d4 to (roll 1d6) 1-2: investigate something; 3-4: find a lost party of gnomes; 5-6: chasing someone or a monster that stole something from them.
  2. On their way to the outside (50% chance) or on their way back from the outside (50%) to get supplies and bring them back to their lair.
  3. (roll 1d6) 1-3: setting traps to catch the minotaurs; 4-5: on their way to the minotaurs lair, 6: preparing a skirmish to attach the minotaurs. This group will be accompanied by Ferlyn (see area 7) and two sergeants.
  4. Will be on their way to their lair after (roll 1d6) 1-3: a successful exploration mission; 4-5: having lost something of value; 6: after being attacked by a monster of the level.
  5. On their way to area (roll 1d6) 1-2: area 11; 3-4: area 19; 5-6: area 22.
  6. On their way to areas 17, 18, 19, 20, 21 with the intention to clear it. This group will be accompanied by a sergeant and Querick (see area 7).
Last edited by coureur_d_bois on Sun Apr 30, 2023 12:30 pm, edited 10 times in total.
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MinkyBoodle
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by MinkyBoodle »

MinkyBoodle wrote: Wed Mar 29, 2023 11:18 pm With map unseen, I'm gonna shoot my shot and call rooms 2 and 9.
Also claiming room 3. I’ve got a plan!
"My love is my sword."
"If I were you I'd stay away from thoughts like that."
-Dekar and Guy, Lufia II
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toddlyons
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Location: Unceded Algonquin Territory
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by toddlyons »

I'll take 27, 28, 29.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by Rik Pease »

Random Encounter #1:

Minotaur Scout:

Part of a contingent which are camped up in rooms 24, 25 & 26.

1 Minotaur (4 in total) : AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon, Dam 1d6/1d6 or by weapon + 2, Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
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 4 (April)

Post by Rik Pease »

Minotaur base

GM note: The secret door used to enter this small complex of rooms is a hinged section of wall which is activated by pressing a stone block inwards next to the door, chances of detection are normal.

The corridor leading from the secret door towards room 24 - The Guard Room - is littered with small pieces of glass which emit a crunching sound underfoot. This was spread by the Minotaur to warn them of intruders.

The contingent of Minotaur are from a larger group located on Lvl 5 and 6. This is a small hunting band of ten who send out scouts to scour the level for loot, food, and prisoners to take down to the main base. There are always 6 Minotaur in the base, with 4 out scouting and hunting.

If their base is attacked the Minotaur will defend the prisoners they have, and if opportunity arises, capture more, especially those who are physically fit.

Room 24 - The Guard room

GM note: The secret door into this room consists of a sliding wooden panel painted to look like the surrounding stone walls. The chance of detection is normal. However, if anyone is looking for the door it will be slid open quickly by the Minotaur guards behind it, with a normal chance of surprise.

**Boxed Text**
The section of wall before you slides abruptly to the right and two pairs of glowering red eyes gleam at you from bovine faces as two hulking man-beasts raise axes and pile into the attack!
**End Boxed Text**

If the door isn't looked for, the Minotaur guards will wait and attempt to attack from the rear.

The room contains two large stools, a barrel of salted meat and a pitcher of drinking water.

2 Minotaur: AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon, Dam 1d6/1d6 or 1d8+2 (Battle axe), Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Each Minotaur carries a pouch containing 3d6 gold coins stamped with a bull's head.

Room 25 - The Cell

GM note: The corridor outside this room is guarded by a single Minotaur armed with a Great Axe. It will duck into the space leading to room 26 if alerted by the crunch of glass spread in the corridor leading to room 24 after tapping on the door to warn those within.

**Boxed Text**
As you approach the end of the corridor you can hear the dripping of water from beyond, and the sound of great lungs inhaling before they emit a great roar! A large beast with the head of a bull swings a mighty axe at you.
**End Boxed Text**

Minotaur: AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon, Dam 1d6/1d6 or 1d10+2 (Great Axe), Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

The Minotaur carries a pouch containing 13 gold coins stamped with a bull's head.

GM note: Read the text below when Room 25 is entered.

**Boxed Text**
A stench of bodies, sweat and excrement hits you as you open the door. There are three captives beaten and in chains. A pile of chains lay in the corner.
**End Boxed Text**

The captives are a Bugbear, an Orc and a Gnome Civilian from the White Rock Clan - Room 5

Gnome Civilian: AC 11, HD 1-1, #At 1, AB +0, 1d2 or by weapon, Mv 40', Sv NM, Ml 7, 15 XP

2 ☐☐

Orc: AC 11, HD 1, #AT: 1, Dam: 1d8, Mv: 30' Unarmored 40', Save as F1, Ml: 8, XP: 25

5 ☐☐☐☐☐

Bugbear: AC 13, HD 3+1, #At 1, Dam 1d8+1, Mv 30' or 40' (unarmoured), Sv F3, Ml 9, XP 145 ea.

9 : ☐☐☐☐☐ ☐☐☐☐

All three will assist the party if rescued, however the Orc will try to escape as soon as possible and the Bugbear will try to lure the adventurers to Room 15 on level 3. Only the Gnome Civilian will offer any true help, guiding the party to her Clan in Rooms 5, 6, 7 and 8 on this level.

Room 26 - Barrack

**Boxed Text**
Six makeshift bunks made from metal poles and stretched hides line each side of the chamber. In it's centre is a long bench with sturdy wooden stools along each side. A hunk of raw meat graces the table, it's origin unclear, chunks of flesh have clearly been ripped from it.
**End Boxed Text**

GM note: If the Minotaur has been able to raise the alarm then all three resting Minotaur in this room will assist in defeating and/or capturing any attackers

2 Minotaur: AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon, Dam 1d6/1d6 or 1d8+2 (Battle axe), Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

Both Minotaur carry a pouch containing 3d6 gold coins stamped with a bull's head.

Minotaur Leader: AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon, Dam 1d6/1d6 or 1d10+3 (Maul +1), Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
42 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

The Minotaur leader has a leather pouch containing 37 gold coins stamped with a bull's head, and a fiery red gem worth 100gp.

In the barracks, tucked under the leader's bunk, is an unlocked chest containing 357 gold, 421 silver, and a scroll Magic Missile which belonged to an unfortunate mage whose remains now grace the table.
The non magical swords carried by the Orc and Bugbear prisoners are in a corner along with the non remarkable effects of others who have passed through the hunters hands.
Last edited by Rik Pease on Sun Apr 30, 2023 1:14 pm, edited 2 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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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by coureur_d_bois »

Please guys, if you start working on a room or otherwise claim it, make sure it is completed by April 30th. Leaving rooms pending prevents Solomoriah from compile everything in the document posted here.
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by coureur_d_bois »

Room 5 - The White Rock Clan Living Quarters

room 4.5.png
room 4.5.png (3.76 KiB) Viewed 1193 times

***Boxed Text***
A set of stairs leads you down to this fairly large room in which tables and stools are scattered around. All the furniture in this room is gnome-sized and well arranged so that there is space to allow circulation. Many gnomes are sitting in this room that appears to be lit by several shining crystals hanged on the walls. A large fireplace has a few pots of stew cooking and barrels are scattered around the room, and a pleasant smell fills the air. This is a living area it seems.
***End Boxed Text***

Note to GM: This is the first room of the lair of the Gnome clan know as Clan White Rock. This room plays the role of a cantina, living room, and tavern. Gnomes found in this room will be resting and unwinding.

There is a hidden lever the western wall, behind one of the crystal that opens a secret door that leads to area 8.

At all times, 13 gnome warriors, 12 gnome civilians, and two gnome sergeants will be in this room. In addition, Nignel will be found sitting in this room, reading a book 2 in 6 times the players enter it. The civilians will be unarmed and will flee to areas 6 or 7 (whichever is closer) if threatened. In the case the must fight, their stats are given below.

Gnome Civilian: Gnome civilians are unarmed and unarmored. When a fight erupt, they'll flee immediately.

Gnome Civilian: AC 11, HD 1-1, #At 1, AB +0, 1d2 or by weapon, Mv 40', Sv NM, Ml 7, 15 XP

1 ☐
2 ☐☐
1 ☐
4 ☐☐☐☐
3 ☐☐☐
7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐
1 ☐
5 ☐☐☐☐☐
1 ☐
5 ☐☐☐☐☐
4 ☐☐☐☐

Gnome Warriors: Gnome warriors all wear chain mail and fight with a short sword. If a threat enters the lair, they'll rush to it. They will also try to protect entrance to area 8 at all cost. As long as one sergeant fights with them, the gnomes will have a +1 bonus to their morale roll.

Gnome Warriors: AC 15 (11), HD 1, #At 1, AB +1, Short sword (1d6), Mv 20' (40'), Sv F1, Ml 8, 25 XP

4 ☐☐☐☐
2 ☐☐
4 ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
5 ☐☐☐☐☐
1 ☐
6 ☐☐☐☐☐ ☐
3 ☐☐☐

Gnome Sergeants: Gnome sergeants will be in charge or leading the battle if a something threatens the lair. They will try to make sure that the level that leads to area 8 is not discovered. Moreover, they will send a warrior right away to area 7 to warn the clan leaders that the lair is under attack.

Gnome Sergeants: AC 15, HD 3, #At 1, AB +2, Dam 1d8, Mv 20', Sv F3, Ml 11 (9), 145 XP

18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

Ningel: Ningel is one of the clan's Magic users. He is a bit of an outcast and prefers to spend time with the clan's common folk rather than the clan's leaders. He was originally part of another clan and has accompanied the gnomes of White Rock Clan for his personal interest. In fact, he has little interest in the Ancient Portal found in area 8, and is instead looking for an ancient artifact called the Moon Piece which he believes could be found in the dungeon.

Ningel: MU 4, AC 12, HP 7, #At 1, AB +2, Dam 1d8, Mv 20', Sv MU3, Ml 11 (9)

7 ☐☐☐☐☐ ☐☐

Ningel will have the following spells prepared: Ventriloquism, Magic Mouth, Invisibility, Phantasmal Force. In addition to the spells already listed, Ningel's spellbook contains the following spells (unprepared): Magic Mouth, Shield, Wizard Lock.

All gnomes have darkvision 30' and +1 AC when fighting creature larger than human.
Last edited by coureur_d_bois on Mon Apr 10, 2023 8:33 pm, edited 20 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 4 (April)

Post by coureur_d_bois »

Room 6 - The Gnomes' Dormitory
room 4.6.png
room 4.6.png (3.63 KiB) Viewed 1055 times
***Boxed Text***
Walking down the stairs, you end up in a vast room with many superposed bunks. Wooden furniture is also scattered around the room; chairs, tables, and chests. It appears that this is where the gnomes sleep when they are not busy doing something else. There is very little noise here an there is no light.
***End Boxed Text***

Note to GM: This is a room which the gnomes sleep when they are not busy exploring the dungeon, defending the lair, or digging up the artifact in room 8. There is nothing of value here other than the personal possessions of the sleeping gnomes.

There is a total of 45 beds all placed against the wall. Each bed has five bunks superposed and are accessible with wooden scales. The bunks each have a blanket and a straw mat.

At all time, there will be 13 gnome warriors, a gnome sergeant, and 12 gnome civilians sleeping in this room. If awaken, the warriors can be ready to fight in a turn.

Gnome Civilian: Gnome civilians are unarmed and unarmored. When a fight erupt, they'll flee immediately.

Gnome Civilian: AC 11, HD 1-1, #At 1, AB +0, 1d2 or by weapon, Mv 40', Sv NM, Ml 7, 15 XP

4 ☐☐☐☐
2 ☐☐
1 ☐
4 ☐☐☐☐
3 ☐☐☐
4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
2 ☐☐
6 ☐☐☐☐☐ ☐
1 ☐
5 ☐☐☐☐☐
4 ☐☐☐☐

Gnome Warriors: AC 15 (11), HD 1, #At 1, AB +1, Short sword (1d6), Mv 20' (40'), Sv F1, Ml 8, 25 XP

7 ☐☐☐☐☐ ☐☐
2 ☐☐
4 ☐☐☐☐
5 ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐
3 ☐☐☐
3 ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
5 ☐☐☐☐☐
3 ☐☐☐
6 ☐☐☐☐☐ ☐
4 ☐☐☐☐

Gnome Sergeants: AC 15, HD 3, #At 1, AB +2, Dam 1d8, Mv 20', Sv F3, Ml 11 (9), 145 XP

17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Last edited by coureur_d_bois on Wed Apr 19, 2023 8:18 pm, edited 9 times in total.
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