#Dungeon23 #CommunityEdition - Level 5 (May)

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 5 (May)

Post by coureur_d_bois »

lars_alexander wrote: Mon May 29, 2023 4:23 pm random encounter #7

7 - The Shadow Companion
(wip)
Hey, this room was already claimed by Rik Pease! :D
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by coureur_d_bois »

Updated Master Post.

We are still looking for one last random encounter. We are also behind rooms 9, 10, 13, 14, 16, 18, and 19.

Any help is appreciated!
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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Jim1804 »

Random Encounter - Spectral Minotaurs

These creatures are the remnants of the battle with Sir Sephna Bullsbane (detailed in room 27). They are roaming the halls seeking revenge on the knight who vanquished them. However, they are terrified of Sir Bullsbane's sword, and if hit with the weapon, will actively move away from the wielder (as if Turned).

Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

1d4 Spectral Minotaurs: 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

24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
37 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
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lars_alexander
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by lars_alexander »

coureur_d_bois wrote: Mon May 29, 2023 4:33 pm
lars_alexander wrote: Mon May 29, 2023 4:23 pm random encounter #7

7 - The Shadow Companion
(wip)
Hey, this room was already claimed by Rik Pease! :D
I'll use the encounter on the next level, then. :)
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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by coureur_d_bois »

lars_alexander wrote: Mon May 29, 2023 11:48 pm
coureur_d_bois wrote: Mon May 29, 2023 4:33 pm
lars_alexander wrote: Mon May 29, 2023 4:23 pm random encounter #7

7 - The Shadow Companion
(wip)
Hey, this room was already claimed by Rik Pease! :D
I'll use the encounter on the next level, then. :)
Actually, you use it for the 8th random encounter, we are still missing one.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by coureur_d_bois »

Room 9 - The Bone Room

***Boxed Text***
The heavy wooden doors that leads to this room have been left open. As you make your way into the room, you notice that it was left completely empty save for hundred, if not thousands, of bones that litter the floor. Nothing much subsists of when this room was last used, but at first sight it appears to have once served a ceremonial purpose.
***End Boxed Text***

The heavy wooden doors that leads to this room have been left open, but are not stuck and closing them will required a successful open doors check by at least two individual that have a strength score of at least 13.

Other than the bones that cover the floor, nothing of interest can be found here. If the players spend 2d6 turns searching this room, they will find a loose brick on the northern wall being which the following items have been hidden: a Potion of Giant Strength and a +1 Dagger as well as small worthless wooden figurine of an elven soldier.
Last edited by coureur_d_bois on Tue May 30, 2023 9:15 pm, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by coureur_d_bois »

Updated Master Post.

Tomorrow is the last day of May. We are still missing 9 rooms, and this excludes the unfinished rooms that have been claimed.

Solomoriah is likely to upload the map for June soon, but please let's focus on what is missing on this level before working on level 6.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Solomoriah »

I'm honestly amazed this has survived this long!
My personal site: www.gonnerman.org
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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Jim1804 »

I'll take rooms 29, 30 and 31. I can get them posted tonight.
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Re: #Dungeon23 #CommunityEdition - Level 5 (May)

Post by Jim1804 »

Room 29 - The Font of Cool Water and Other Things

This room is accessible through a locked secret door to the south. From the southern hallway, the door appears indistinguishable from the surrounding stone. If discovered, a close inspection reveals a small keyhole hidden behind a piece of stone that pivots away. The door may be unlocked using any of the normal methods (opened by a thief's Open Locks skill, forced open with a roll of 1 on 1d10, modified by the PC's STR bonus (BFRPG rules, p.43), or with a Knock spell). From the inside, the door is readily visible.

***Boxed Text***
This room has an elegantly tiled floor, depicting images of heroes and monsters locked in combat. The thick layer of dust makes it seem as if the room has been undisturbed for some time. In the center of the room stands a round fountain, with bubbling water running into a 4 foot wide basin.
***End Boxed Text***

The water looks clear and inviting. If anyone drinks from the fountain, a magical effect takes place on a roll of 1-3 on 1d6. Roll separately for each PC who drinks from the fountain. On a roll of 4-5, the water is simply cool and refreshing.

If a magical effect is rolled, the GM (or PC if the GM so chooses) should roll 1d8, and consult the effects table below.

Roll Effect
1. The PC goes blind for 1d4 hours. Save vs. Poison to avoid the effect.
2. One of the PCs attribute scores is raised by 1d4 points for 1d6 days. Roll 1d6 to determine which score is affected.
3. One of the PCs attribute scores is lowered by 1d4 points for 1d6 days. Roll 1d6 to determine which score is affected.
4. The PC is healed of all damage and restored to full HP.
5. The PC takes 1d6 damage. Save vs. Poison for half damage.
6. The PC is granted the ability to sense evil for 1d4 days. The PC cannot be surprised by evil creatures, and they will be able to determine the general location of evil creatures or items (i.e., they if they come to an intersection in the dungeon, they will know if evil lies one direction but not the other, etc.).
7. The PC will find themselves slowed (as with the Slow Spell). The PC may attempt a Save vs. Spells each morning at dawn. On a successful save, the effect ends.
8. The PC will find themselves hasted (as with the Haste Spell) for 12 turns. After 12 turns, there is a 1 in 6 chance that the effect will last for an additional 12 turns. Any other roll, and the effect is dispelled immediately.

The water loses its magical effect after leaving the room; filling a water skin from the fountain will simply provide drinking water once they leave. A PC can only be affected once per day by the fountain.

There is an exit to the north, behind a closed wooden door.
Last edited by Jim1804 on Wed May 31, 2023 12:40 pm, edited 4 times in total.
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