#Dungeon23 #CommunityEdition - Level 6 (June)

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by Jim1804 »

21. Avert your gaze! Avert!:

As soon as the party enters this room from any of the three doors (all regular wooden doors, all unlocked and not trapped; the southern door into room 22 is stuck), they will become aware that something is very, very wrong.

***Boxed Text***
As you gaze into this large, long chamber, you are startled by the shadowy outline of several figures standing throughout the room. The room is lined with stone pillars on both sides, with a 10' walkway leading down the middle. The figures - some clearly humanoid, others belonging to beasts of different sorts - stand motionless in the darkness.
***End Boxed Text***

Closer investigation reveals that the figures are in fact stone statues, 20 or more scattered throughout the long hall, representing humans, elves, dwarves and halflings, as well as goblins, a minotaur, a pair of well-armored barklings, along with a giant centipede and other denizens of the dungeon. The statues are remarkably life-like, and the figures are carved in different positions of alarm, fright and surprise.

The statues, of course, are the petrified victims of a (common) basilisk who resides in this room. No matter which door the party enters through, the basilisk will be located at the opposite end of the room, and will immediately become aware of the party and begin hunting them, using the darkness and the pillars to try to ambush them. A basilisk ambush can be deadly for the party; the GM should use their discretion regarding the party being surprised. If the party is quiet and carefully listening, they may make out a slight click of claws on the floor, or the quiet swish of a tail being dragged across the stones, and may therefore avoid being surprised. A party that is loudly talking and exploring the room, however, will have little chance of hearing the basilisk before meeting its gaze (1 in 6 chance of hearing the basilisk if they are not paying close attention, otherwise the party is surprised).

The basilisk has hoarded treasure dropped by its victims, and keeps it behind the column in the NW corner of the room (invisible from any of the doors).

Treasure: 2400 ep, 2600 gp, 700 pp, 1 Brooch worth 500 gp, 1 Buckle worth 1400gp, 1 Comb worth 700 gp

Basilisk: AC 16, HD 6**, #At 1 bite, 1 gaze, Dam 1d10 bite, petrification gaze, Mv 20', Sv F6, Ml 9, XP 610
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐
Last edited by Jim1804 on Mon Jan 08, 2024 10:00 pm, edited 4 times in total.
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Jim1804
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by Jim1804 »

22. The Checkerboard:

This room can be entered from the north (room 21) or the east. Both doors are regular wooden doors, unlocked and not trapped, although the door to the north is stuck.

***Boxed Text***
The floor of this room is decorated in alternating black and white tiles. A skeleton hangs 2 feet off the floor from the ceiling in the center of the room, chains around its wrists. The west wall has hastily written graffiti that appears to be in Dwarvish.
***End Boxed Text***

The graffiti on the wall reads "The game is afoot". However, there is nothing special about this room. The floor tiles are just tiles, and the skeleton is just an unfortunate dead adventurer. The party does not know this, of course, and will likely spend a while investigating. Roll for wandering monster checks as normal.
Last edited by Jim1804 on Mon Jan 08, 2024 10:01 pm, edited 2 times in total.
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Rik Pease
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by Rik Pease »

Solomoriah wrote: Mon Jun 05, 2023 9:25 am You've got some box-counting issues there...
Hah, thank you! Fixed 😊
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 6 (June)

Post by Rik Pease »

Room 8 - Thogh-ralleth's Throneroom

**Boxed Text**
A large dimly lit chamber lies before you. A strong musky smell mingled with blood hangs in the humid air. An ornate throne constructed of bone rests on a great pile of skeletal remains.

Around the chambers perimeter hang old faded tapestries. Although faded, they clearly show shadowy winged creatures fighting against an army of dwarves and gnomes
**End Boxed Text**

If the alarm has been raise Thogh-ralleth will be invisible and seated on his throne. All minotaurs will be hiding behind the tapestries

Thogh-ralleth holds court over the minotaurs from his throne of bone. He always has two bone horror guards with him in this room. At his command they rise up from the pile of bones at the base of his throne.

At the utterance of a command word the Thulid can teleport from the throne to his secret hideout (Room 8 - Level 9). The throne will only work once per day.

The minotaur queen Hadreth and her retinue of three bulls are always in attendance along with 1d3 other guards.

If Thogh-ralleth has already been killed his Bone Horrors will have been destroyed by the minotaurs.

Thogh-ralleth - Thulid: AC 15, HD 8**, #At 1 dagger or special, Dam 1d4+2/special, Mv 40', Sv MU8, Ml 7, XP 1015
HP 38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Equipment: Dagger +2, Robe of Invisibilty, Gem of True Seeing,
Ring of Levitation

Spells: charm person, detect magic, ventriloquism, continual darkness, mirror image, phantasmal force, fly, haste, dimension door, ice storm.


2 Bone Horrors: AC 14, HD 4, #At 2 claws or 1 sting, Dam 1d6+3/1d6+3 or 1d4+poison, Mv 20' Fly 30', Sv C4, Ml 12, XP 280.
HP
25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

Hadreth - Minotaur Queen: AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon Two handed Sword of Wounding +1 , Dam 1d6/1d6 or by weapon 1d10 + 3, Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
45 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

Carries 357 gold in pouch incorporating a human skull pan.

Sword of Wounding: This is a sword of only +1 bonus, but any hit made with it cannot be healed by regeneration. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.

Thus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).

Damage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.

3 Bull - Minotaur Elite: AC 14 (12) HD 6, #At 1 gore/1 bite or 1 weapon double handed flail, maul, great axe, Dam 1d6/1d6 or by weapon 1d10 + 2, Mv 30' Unarmored 40', Sv F6, Ml 11, XP 500
HP
40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

Each Bull bodyguard carries 3d100 gold coins and has a ring worth 75gp marked with the Queens sigil through their nostrils.

Minotaur guards 3 in total: 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
27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

Each Minotaur guard carries 3d6 gold coins, each coin is stamped with a bulls head.
Last edited by Rik Pease on Sun Sep 10, 2023 4:47 pm, 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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coureur_d_bois
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by coureur_d_bois »

Room 2 - The Musical Statue Carrefour

level 6 - room 2.png
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***Boxed Text***
This large vaulted room appears to be empty except for a large statue of a young man playing harp. A corridor lead to a set of stairs that go up while a large rusty iron door left neglectfully open leads to a long dark corridor.
***End Boxed Text***

This room is the intersection of three corridors, one being concealed by a statue that guards its entrance.

If the players examine the statue, read the following text.

***Boxed Text***
This magnificent statue stands twelve feet tall. It depicts a beautiful young man with androgynous traits wearing a fine tunic and cape, playing harp with his delicate fingers. As you approach the statue, an odd noise catches your ear. Indeed, as faint and agreeable harp melody emanates from the statue, as if it was indeed playing harp. The visage of the statue seems melancholic, almost sad.
***End Boxed Text***

The statue is entirely made out of polished limestone and incredibly well preserved given the long time it must have spent in this damp and unsettling underground. The music is a short melody of harp consisting of just a few chords that loops endlessly. The music is almost inaudible and in order to hear it someone must stand in a 5 feet radius of the statue. If all noise is cut in the room, the radius of the music will expand to 10 feet but that is only if there is almost no noise. Moreover, this melody has curative properties and anyone resting for four hours in this room will feel as if he or she has rested for a full eight hours, on top healing an extra 1d4+1 health points.

Behind the statue is a secret door that will slide open if someone scratches the statue's harp's stone strings. Doing so will produce the same melody, but in a much louder fashion. So loud in fact that it will resonate in the room but also beyond. Mechanically speaking this means that each time the strings are scratched a random encounter check should be made. When the door is opened, it will stay open for a full minute and then slowly close for thirty seconds, producing a ticking noise. On the other side, the door can be opened by simply pulling a lever.
Last edited by coureur_d_bois on Mon Jun 26, 2023 9:37 pm, edited 12 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by coureur_d_bois »

Claiming room 23.
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by coureur_d_bois »

Updated master post.

We are missing quite a few rooms and are still looking for 7 random encounters. Any help is appreciated!
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by coureur_d_bois »

Room 4 - The Riddle of Salibar

***Boxed Text***
Entering this room feels like a blast from the past. Antiquated furniture in this rooms reminds you instantly of some kind of salon, with its ornate hard wood tables and chairs. The scent of incense floats in the air and the room is dimly lit from various candles and oil lamps scattered around the room. Old shelves placed all around contain dozens of old tomes. Surprisingly the area is well maintained as if this place was constantly cleaned. Rugs cover the cold floor and and this place looks quite comfortable for a dungeon room. As you are looking around, trying to figure out what is going on here, a hoarse voice calls you: "Come closer, please have a seat..."
***End Boxed Text***

This area is a living room in which Salibar the Wise, a powerful undead creature, has been dwelling for centuries.

When the players get closer to him, read the following text.

***Boxed Text***
This very old man is draped in a thick silk blanket sewn with golden thread. He appears to be very sick as if a long disease has slowly been consuming him. Sunken cheeks, wrinkles, and under-eye bags all testify of his condition and the greyish tone of his skin clearly shows that life is slowly leaving his body. The most surprising thing however is the man's eyes that shine a faint yellow light.
***End Boxed Text***

When the players first walk in, it will take a moment for Salibar to notice them as he is in a constant meditative state. He will invite them to join him an to sit on one the couches. Salibar speaks slowly, coughing often an never stands up from his sofa unless he is threatened. The undead is in no way agressive and will welcome anyone that comes in with good intentions. Though if he is disrespected in any way, he will first get irritated. It what he deems to be disrespectful persists, he will angrily ask the visitors to leave and, should they refuse, will violently attack them. Salibar will get angry if the players start messing around in his room or if they start looking through his belongings. The worst way to disrespect him is however to insinuate he might not be a powerful magic-user, which will make him instantly stand up and chase out the intruders from his living room.

Salibar wants nothing from the players other than a little chat know what goes on outside since he has not been out of the dungeon of a few centuries. He is wise, playful, and speaks using outdated expression. Speaking with him should lead the players to easily understand that he once was a powerful mage (he still is) as he is especially curious about the advancement of magic in the world. Salibar will never leave this room since the powerful curse that keeps him alive (or at least undead) only applies when he is in this room. If he is dragged out or otherwise removed from the room, Salibar will automatically disintegrate, though this is not something he will make known to outsiders.

The Riddle of Salibar: One thing Salibar will try to do it test the intelligence of his interlocutors. He will personally address the person he deems to be the most intelligent and will ask that person to solve this riddle:

***Boxed Text***
The one who does it, does not say it.
The one who hears it, does not know it.
The one who knows it, does not want it.
What is it?
***End Boxed Text***

The answer of the riddle is "A lie." If the player manages to find the answer under 3 minutes (Salibar has a tiny hour glass), he will give the person his Mallet of Summoning Wood Elementals, a powerful magic item he has in his possession. The players have only one shot at this and the DM should time the players.

In his living room, Salibar has various valuable items scattered across the room. Inside an old wooden cupboard on the northern wall the following items can be found: 1303 copper pieces, 2318 silver pieces, 2400 gold pieces, a potion of heroism, a potion of speed, a gold flagon shaped as a dolphin encrusted with tiny gems (worth 1000gp), silver comb decorated with elven writings (worth 400 gp), and Salibar's spellbook.

Salibar: Although Salibar looks week and frail, he is surprisingly strong and quick. If threatened he will first pretend to cower in one of the corners of the room, begging for his life. The first thing he will do in combat is drink a Potion of Invisibility he has in his possession and then use the Mallet of Summoning Wood Elementals to summon one. He will then fight any intruders until they are dead or have left his room. Salibar will have the following spells prepared: Magic Missile, Sleep, Floating Disc, Web, Mind Reading, Fireball, Hold Person. In addition to these spells Salibar will have the following spells in his spellbook: Charm Person, Ventriloquism, Light, Shield, Invisibility, Clairvoyance, Protection From Normal Missiles, Remove Curse*.

Salibar: AC 15 (m), HD 6*, #At 2 +2 daggers, Dam 1d4+2, Mv 40', Sv MU6, Ml 12, XP 555.

HP: 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Note: Being an undead creature and highly magical in nature, Salibar can only be hurt by magic or magical weapons. He also takes only half damage form piercing and slashing magical weapons.
Last edited by coureur_d_bois on Mon Jun 26, 2023 8:11 pm, edited 25 times in total.
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by coureur_d_bois »

Random Encounter - The Troll Family

1 Troll, 1 Troll Wife, 2 Infant Trollkin Infants.

See area 19 for full detail about the Scrawnybogs.
Last edited by coureur_d_bois on Mon Jun 26, 2023 4:50 pm, edited 1 time in total.
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Re: #Dungeon23 #CommunityEdition - Level 6 (June)

Post by coureur_d_bois »

Updated master post.

We are still looking for people to submit entries for rooms 9, 10, 11 (see Solo's note), 12, and 13. We are also looking for six level 6 appropriate random encounter.
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