#Dungeon23 #CommunityEdition - Level 5 (May)

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 5 (May)

Post by Rik Pease »

Encounter

1d2 Cloakers (4 total): AC 19, HD 6**,#At 1 bite / 1 tail + special (crush), Dam:1d6/1d6 + special, Mv 10' Fly 40', Sv F6, Ml 7, XP 610.
HP
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
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 5 (May)

Post by Rik Pease »

Room 22 - The footbone's connected to the..

**Boxed Text**
The door has a small barred viewing window and strange glyph is marked into the wood beneath it.
**End Boxed Text **

This is the Thulid's workshop. Inside is it's latest construct, an amalgamation of different skeletal parts. The construct lies in a tangled heap in the floor. The glyph on the door reads "Sleep" to those who can read languages through magical means If the room is entered without the glyph being spoken aloud read the following.

**Boxed Text**
A tangled heap of bones, both animal, monstrous and humanoid lies in the centre of the floor. As you move through the doorway the mound rises up unnaturally quickly to form a strange skeletal hybrid with 5 mismatched legs, two heads, and a pair of whip-like bony tails each ending in a hooked barb.
**End Boxed Text **

The construct - a Bone Chimera - will pursue and attack all living creatures until they are all dead, or it is defeated.

Bone Chimera: AC 17, HD 5, #At 2 bites/2 claws or 2 tails, Dam 2d6/2d6/1d6/1d6 or 1d10/1d10, Mv 60', Sv F5, Ml 12, XP 360
HP
24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
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 5 (May)

Post by Rik Pease »

Room 24 - The Well of Blood

**Boxed Text**
The white marbled floor and walls of this chamber stand in stark contrast to the ebony well at its centre. The black stone work is carved with infernal creatures tormenting the good folk of the surface world. Men, elves, dwarves, gnomes and the other fair creatures of the light are shown being put to torch and spear, impaled on spikes and other forms of hellish torture.

The east and west walls are sprayed with old blood.
**End Boxed Text **

Lurking within the well are a pair of Bloodshrouds. They will rise up to attack trespassers into the room.

Bloodshroud: AC 12, HD 4**, #At 1 whip or 1 special, Dam 1d4 or special, Mv Fly 60', Sv F4, Ml 9, XP 320
HP
24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

If the 30 foot deep well is searched, the following can be found:
756 sp, 188 gp, and a ring of wishes - 2 wishes remain.

Only when the Bloodshrouds have been defeated can the secret door on the North wall of the room be opened.
Last edited by Rik Pease on Mon May 29, 2023 2:11 am, edited 1 time in total.
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 5 (May)

Post by Rik Pease »

Room 25 - The Vault of the Hellhammer

**Boxed Text**
The secret entrance slides quietly aside. A dim crimson glow radiates from a heavy and impractical looking two handed hammer which hangs on the North wall. A small but robust chest lies on the floor alongside a suit of blackened chainmail to the west. Three barrels and a crate are lined up along the east wall. In the middle of the room is a giant minotaur skeleton.
**End Boxed Text **

The three barrels contain the following:
Northernmost: Filled with gold ore, if smelted, the ore will yield 500 GP worth of gold.
Central: Full of a delicious red wine. Anyone who drinks a glass of this wine must save vs poison or fall into a deep sleep for
1d6 hours.
Southernmost: Empty, if it is turned upside down, 500 GP fall out of the barrel onto the floor.

The crate is a mimic:

Mimic: AC 15, HD 7**, #At 1 slam, Dam 3d4, Mv 10', Sv F7, Ml 10, XP 800
HP
34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

The small chest is locked and trapped. Any attempt to open the chest or a failed attempt to disarm the trap will cause a fan of fire to shoot hitting anyone within 10ft for 2d6 dam (save vs dragon breath for half dam).

The chest is empty.

The crimson Maul requires a strength of 16 or greater to wield. It is semi-sentient and will use a crude form of telepathy to introduce itself as Hellhammer.

Hellhammer +2 (+4 vs Infernals). Once per day Hellhammer can restore 1d8 hps to it's wielder.

The blackened chainmail smells of charred flesh. It confers +2 to AC, and flame resistance to it's wearer.

The minotaur skeleton is harmless.
Last edited by Rik Pease on Wed May 31, 2023 1:07 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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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Jim1804 »

26. The False Tomb:

This room is accessed via a well-hidden secret door to the south of 70 foot long corridor. The secret door is designed to be indistinguishable from the outside from the surrounding stone wall. Next to the door, there is a small hole, approximately the size of a humanoid finger. Without careful inspection, the hole is practically invisible. At the back of the hole is a button, which when pushed opens the secret door, which swings into the long corridor to the north. The door will automatically shut after 2 turns. From within the hidden corridor, the door is plainly visible, and can be pulled open freely.

***Boxed Text***
You hear a click, and after a moment the secret door swings open into a long, dark corridor heading due north. The air here is stale, and the undisturbed dust on the floor makes it seem as if no one has been here in a very long time.
***End Boxed Text***

The corridor is trapped in two places, one real and one illusory.

The first trap is 20 feet in, and is trigged by a pressure plate in the middle of the floor (2 in 6 chance that the trap will be triggered; roll for each PC or rank who crosses the square). If triggered, 2 spears emerge from each side of the wall (4 spears total). Each spear "attacks" at AB +1 for 1d8 points of damage, and anyone who is on the square when the trap is triggered is a target.

The second "trap" is 60 feet in. The entire square appears to be a deep pit, 30 feet deep, with the bottom covered with slithering, venomous snakes. The entire pit is an illusion, but it appears completely convincing even upon close inspection. The pit can be safely crossed, and a dispel magic spell will remove the illusion.

When the party reaches the room, read or paraphrase the following text:

***Boxed Text***
This large room appears to be a tomb. The walls are decorated from floor to ceiling with faded frescoes, depicting people in strange garb offering sacrifices to an unknown bull-headed creature. In the center of the room, on a slightly raised dais, sits an ornate sarcophagus, decorated with stylized carvings of a bull's head. Faint murmurs and the sounds of battle can be heard coming from all sides.
***End Boxed Text***

This room is a false tomb, designed to lure tomb raiders into a trap. The lid of the sarcophagus can be pushed off, revealing an armored skeleton inside. Its hands clutch a sword, and its legs are covered by a beautifully worked shield. The skeleton is quite old and completely desiccated, and all of the armor and weapons are rusted beyond repair, with the exception of the shield that shines as if new.

The shield is a cursed shield, -2 to AC, and once a PC dons the shield, it cannot be put down. Only a Remove Curse spell will enable the shield to be removed.

If the shield is removed from the sarcophagus, a secret door in the eastern wall opens (revealing room 28). After 1 turn, one wraith and 1d6 skeletons come through the secret door and attack.

The secret door on the western wall (leading to room 27) can be found through careful inspection and freely pushed open.
Last edited by Jim1804 on Mon Jan 08, 2024 10:02 pm, edited 3 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Jim1804 »

28. The Undead:

This room is hidden behind a secret door from Room 26. If the party finds the secret door through investigating the eastern wall, the door will easily push open into Room 28. The door may also open if the trap in the sarcophagus in Room 26 is set off.

***Boxed Text***
As the frescoed wall pushes open revealing the secret door, the smell of dusty death fills the room, as an unnatural cold spills forth from beyond the door. At first, nothing happens. Then, you notice movement within the room, as bones clatter together, rising as armed skeletons. From the center of the room, a cold malevolence takes shape, extends its hand, and quickly glides across the floor towards you.
***End Boxed Text***

The undead within, composed of 1d6 skeletons and a wraith, are 10' from the door, and will attack the party on sight.

The room itself is plain, rough hewn stone. The floor is littered with bones and old worthless weapons and armor.
Last edited by Jim1804 on Mon Jan 08, 2024 10:02 pm, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Jim1804 »

27. The Tomb of Sir Sephna Bullsbane:

This room is the tomb of a long dead warrior of ages past, hidden behind a secret door and protected by the traps in the long corridor and Rooms 26 and 27. The secret door may be found among the frescoes on the wall in Room 26 through normal investigation. The secret door pushes inward to Room 27, but is stuck.

Once the party opens the secret door, read or paraphrase the following text:

***Boxed Text***
The door opens into an immaculately worked stone chamber, softly lit by torches glowing in wall sconces around the room. On the western wall is a fresco of a valiant warrior surrounded by a shining halo. The warrior is wearing a helmet in the shape of a bull, with large curved horns protruding from either side. She is engaged in battle with several minotaurs, and is vanquishing them as her sword glows with a holy light.

In the center of the room a stone sarcophagus rests on a raised dais. The lid of the sarcophagus is carved to appear as the warrior depicted in the fresco, her face serene as she clutches her sword.
***End Boxed Text***

There is intricately carved writing around the lip of the sarcophagus, in a long-dead language that is no longer known. A Read Languages spell will reveal the following text:

Here lies Sir Sephna Bullsbane, defender of the Realm and heroine of the Minotaur Wars. The Emperor granted this tomb in remembrance of her bravery and devotion to the Realm of Men.

The sarcophagus can be opened. Inside lies the skeleton of Sephna Bullsbane. She is wearing the same well-worked plate mail and bull helmet that are visible in the fresco. Both are usable, and function as regular mundane armor. Her sword is stamped with runes running the length of the blade, and the pommel is shaped like a roaring bull. A Read Languages spell will reveal the runes to say This is the blade that vanquished the mightiest of foes. It is a +1 sword, +3 against minotaurs.

Close investigation of the sarcophagus reveals a small lever, that if moved, opens a compartment in the eastern step on the dais. The compartment contains writing in the same language as the sarcophagus (it reads Sir Sephna, accept these gifts for the Afterlife if a Read Languages spell is cast). Inside the compartment are four gems (1 worth 100gp, 1 worth 200gp, 1 worth 500gp, 1 worth 1000gp).

The torches are magical, and will cease to function if removed from this chamber.
Last edited by Jim1804 on Mon Jan 08, 2024 10:02 pm, edited 1 time in total.
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lars_alexander
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by lars_alexander »

12 - Beyond the threshold

Before characters, or creature enter the room, determine if they, accidentally (1-2 on 1d6), activate the magical effect of the threshold. The effect is activated by tapping the threshold (i.e., with a foot, by stepping on it, etc.).

If they activate the effect, roll on the table below to determine what lies beyond the threshold, otherwise they step into the room.

*** begin boxed text
The unfinished wooden frame, and door have a make-shift look. There is no lock on the door. The room is empty. Walls, floor, and ceiling are carved into the rock, and otherwise unfinished.
*** end boxed text

The threshold of the door's frame is a gnomish magical device that opens portals to different places. Arcane gnomish symbols are cut into the wood. The spells used to create the device are unknown. Creatures, and characters activating, and then passing the threshold will travel to a place somewhere else in the game world. The threshold will keep the passage back open for 1d4 turns. If it is picked up, or its configuration changed from either side, the connection is lost.
By unknown gnomish command words the threshold can be configured to lead to certain places. The current configuration leads either to the entry room of a random level of the dungeon, or to a magical place where the Starry-Eyed Merchant has set up an ancient pop-up shoppe of magical devices, and useful equipment. The threshold can be removed, and used elsewhere, even without door, or frame.

Beyond the threshold lies (1d6)
1-2: Roll 1d12 to determine the dungeon level the threshold leads to. Characters, and creatures will step through the entry portal, doorway, or staircase of the level.
3-6: The Starry-Eyed Merchant.

The merchant, sometimes referred to as the Starry-Eyed Merchant, is a beautiful magical being about 8' tall, and of androgynous build, dressed in plain black robes. The merchant speaks with a clear, melodious voice.
The shop is situated in a magical domain inaccessible by non-magical means. Gnome magicians have found spells to reach the merchant a long time ago, and keep business relations with the strange being. The shop is guarded by six wights. These guards are only addressed as little thieves by the merchant.
The wares are presented on shelves, and tables, and sold to anyone willing to pay, or trade-in equipment.

What the merchant has to offer is up to GM. All standard equipment should be available, as well as select special items. The merchant magically keeps at least one item that may be of special interest to each of the customers on display. These items may not be what the customers desire, however; on a roll of 1 on 1d6 the item is of inferor quality and will break on first use, on a roll of 2 on 1d6 the item is cursed, and will cause the owner to have weird daydreams until the curse is broken.
The merchant is able to procure requested items via his contacts: various adventurers who seek out items on their quests. The merchant can give riddled hints to where such items may be found, and may send characters on such quests.

Starry-Eyed Merchant AC 14(m), HD 7*, #At 1 weapon, dmg weapon, Mv 60', Sv M7, Ml 10, XP 735
hp: 45

The merchant uses a magical whip in combat: The Whip-o-wight is a +1 magical weapon that deals 1d6+1 points of damage on a successful hit. It has a variable length that reaches from 3' to 60', and it can be used to entangle, and strangle opponents, and objects, dealing 1d6+3 points of damage per round, if they fail a saving throw vs. death after a successful hit by the whip. Entangled opponents can be released on command, or by a successful saving throw on a consecutive round. Creatures, or characters killed by the whip are either turned to ghosts, or wights, or some other undead, if the GM so desires.

Wights (6) AC 15, HD 3*, #At 1 touch, dmg energy drain (1 lvl), Mv 30 ', Sv F3, Treasure none, XP 175
hp: 10, 14, 23, 9, 7, 6
Last edited by lars_alexander on Mon Jun 05, 2023 5:21 pm, edited 3 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by lars_alexander »

8 - Into the dark

*** begin boxed text
A rusty iron gate in a wooden frame leads into a room with dirty wooden floor, roughly paneled walls, and a rock ceiling. A large hole in the north wall leads into a dark tunnel. The room is otherwise empty.
*** end boxed text

The dark tunnel is a way through the mountain, out of the dungeon, and into the wilderness. It is known to many, and sometimes carefully used by some of the monsters.
Characters, and creatures can make the journey through the dark, which leads them into a valley with a spring, and a lake. A stone building is set up as a shelter. There are enough food sources to feed a small band, or party for a season.

Depending on the current layout of the tunnels the journey through the dark will take characters, and creatures about 3d6+3 hours.

There are usually three root crawlers working the tunnels through the dark. The root crawlers rearrange the passageways, and tunnels from time to time in order to trap monsters, or create a particularly beautiful, and intricate pattern of caves, and tunnels.

Root Crawlers (3): AC 12, HD 6*, #At 2 root-club, or crushing grip, or entanglement, Dam 1d10, Mv 30', Sv as F6, Ml 10, XP 555
hp: 43, 31, 27
Last edited by lars_alexander on Thu Jun 22, 2023 5:10 pm, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by lars_alexander »

random encounter #7

7 - The Shadow Companion
(wip)
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