#Dungeon23 #CommunityEdition - Level 5 (May)
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
Room 30 - The Dance of the...Halflings?
This room is entered through a wooden door from the south. There is an identical wooden door to the east.
***Boxed Text***
Upon entering this room, you see a strange and disturbing sight. The room is filled with halflings, who appear to be bouncing off of one another as they dance to a silent tune only they can hear. The halflings spin this way and that, running into each other before bouncing off and going in the opposite direction. Their eyes appear glazed over, and some of them are murmuring in a low, almost undetectable voice.
In the center of the room you spy a golden, jewel-encrusted coffer resting on a 5' tall plinth. The coffer is easily visible above the bobbing heads of the dancing halflings.
***End Boxed Text***
The 12 halflings, a party of former adventurers, have been cursed by the coffer in the center of the room. They bob and dance in a circle around the coffer, never entering a 5' wide zone around the coffer, and never leaving the 10' wide circle that skirts the edge of the room (imagine a target or three concentric circles, with the coffer at the center - the halflings are dancing in the second of the three rings). The party can avoid the encounter all together by hugging the wall and moving to the eastern door.
If the party attempts to move through the halfling mosh pit, they will get bumped and knocked about, but not injured, and they are allowed to pass. If any party member steps into the middle circle containing the coffer, the situation changes immediately (be sure to describe the following before the PC touches the coffer): the halflings stop dancing, and all turn inward to face the coffer. Their eyes now glow red, and they bare their teeth, foaming at the mouth. In unison, the halflings release an otherworldly howl and attack, focusing on whichever party member is closest.
The halflings will fight until defeated (morale of 12), but will not pursue the party out of the room. The halflings no longer understand any mortal language. If the party leaves the room and then returns, the room "resets", and the halflings are again dancing around the coffer.
Any party member who touches the coffer with their bare hands (i.e., without explicitly saying that they are trying to not make contact with the coffer) must make a Save vs. Death Ray (modified by the PC's WIS modifier) or be cursed, doomed to join the halfling dance for eternity.
If the party manages to safely remove the coffer from the room, it is worth 1000gp once the curse has been removed. Great care must be taken to not touch the coffer directly until the curse is removed.
12 Cursed Halflings: AC 13 (Leather), HD 4 (1d4), #At 1 claw or 1 bite, Dam 1d6 or 1d6, Mv 30', Sv F4, Ml 12, XP 240
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐
10 ☐☐☐☐☐ ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
This room is entered through a wooden door from the south. There is an identical wooden door to the east.
***Boxed Text***
Upon entering this room, you see a strange and disturbing sight. The room is filled with halflings, who appear to be bouncing off of one another as they dance to a silent tune only they can hear. The halflings spin this way and that, running into each other before bouncing off and going in the opposite direction. Their eyes appear glazed over, and some of them are murmuring in a low, almost undetectable voice.
In the center of the room you spy a golden, jewel-encrusted coffer resting on a 5' tall plinth. The coffer is easily visible above the bobbing heads of the dancing halflings.
***End Boxed Text***
The 12 halflings, a party of former adventurers, have been cursed by the coffer in the center of the room. They bob and dance in a circle around the coffer, never entering a 5' wide zone around the coffer, and never leaving the 10' wide circle that skirts the edge of the room (imagine a target or three concentric circles, with the coffer at the center - the halflings are dancing in the second of the three rings). The party can avoid the encounter all together by hugging the wall and moving to the eastern door.
If the party attempts to move through the halfling mosh pit, they will get bumped and knocked about, but not injured, and they are allowed to pass. If any party member steps into the middle circle containing the coffer, the situation changes immediately (be sure to describe the following before the PC touches the coffer): the halflings stop dancing, and all turn inward to face the coffer. Their eyes now glow red, and they bare their teeth, foaming at the mouth. In unison, the halflings release an otherworldly howl and attack, focusing on whichever party member is closest.
The halflings will fight until defeated (morale of 12), but will not pursue the party out of the room. The halflings no longer understand any mortal language. If the party leaves the room and then returns, the room "resets", and the halflings are again dancing around the coffer.
Any party member who touches the coffer with their bare hands (i.e., without explicitly saying that they are trying to not make contact with the coffer) must make a Save vs. Death Ray (modified by the PC's WIS modifier) or be cursed, doomed to join the halfling dance for eternity.
If the party manages to safely remove the coffer from the room, it is worth 1000gp once the curse has been removed. Great care must be taken to not touch the coffer directly until the curse is removed.
12 Cursed Halflings: AC 13 (Leather), HD 4 (1d4), #At 1 claw or 1 bite, Dam 1d6 or 1d6, Mv 30', Sv F4, Ml 12, XP 240
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐
10 ☐☐☐☐☐ ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
Last edited by Jim1804 on Wed May 31, 2023 1:17 pm, edited 6 times in total.
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
Room 31 - Adventuring is the Pits
This room is accessed via a wooden door coming from room 30 to the west. The door opens into a 20' long corridor. The entire room at the end of the corridor is a large pit. Assuming that the party is moving cautiously through the hallway, they will see the pit in plenty of time. If, on the other hand, they are running or otherwise distracted, the GM may call for a Save vs. Death Ray for the first rank to avoid falling into the pit.
Assuming that the party is moving carefully, as they approach the room at the end of this short hallway, read or paraphrase the following:
***Boxed Text***
The corridor ends abruptly in a 20' x 20' pit, taking up the entire room. The pit appears to be approximately 50' deep, with sheer sides. The bottom appears to be covered with some kind of dark liquid. Careful inspection reveals a 5' square in the center of the pit that rises 2-3' above the water. A shiny object on the square reflects your torch light.
***End Boxed Text***
The dark water is an additional 20' deep, and contains two Tentacle Worms that will attack if they sense movement on the raised square in the center of the pit.
The shiny object is a jeweled, golden coffer identical to the one in room 30. Unlike its twin, this coffer is not cursed, and holds a good deal of treasure.
500pp
1 potion of Invulnerability
2 scrolls of Protection from Undead
1 Scroll of Two Clerical Spells: Silence 15' radius, Word of Recall
1 Wand of Trap Detection
2 Tentacle Worms: AC 13, HD 3*, #At 6 tentacles, Dam paralysis, Mv 40', Sv F3, Ml 9, XP 175
See BFRPG 4th Edition Core Rules pp. 149-150 of more information on tentacle worm attacks.
This room is accessed via a wooden door coming from room 30 to the west. The door opens into a 20' long corridor. The entire room at the end of the corridor is a large pit. Assuming that the party is moving cautiously through the hallway, they will see the pit in plenty of time. If, on the other hand, they are running or otherwise distracted, the GM may call for a Save vs. Death Ray for the first rank to avoid falling into the pit.
Assuming that the party is moving carefully, as they approach the room at the end of this short hallway, read or paraphrase the following:
***Boxed Text***
The corridor ends abruptly in a 20' x 20' pit, taking up the entire room. The pit appears to be approximately 50' deep, with sheer sides. The bottom appears to be covered with some kind of dark liquid. Careful inspection reveals a 5' square in the center of the pit that rises 2-3' above the water. A shiny object on the square reflects your torch light.
***End Boxed Text***
The dark water is an additional 20' deep, and contains two Tentacle Worms that will attack if they sense movement on the raised square in the center of the pit.
The shiny object is a jeweled, golden coffer identical to the one in room 30. Unlike its twin, this coffer is not cursed, and holds a good deal of treasure.
500pp
1 potion of Invulnerability
2 scrolls of Protection from Undead
1 Scroll of Two Clerical Spells: Silence 15' radius, Word of Recall
1 Wand of Trap Detection
2 Tentacle Worms: AC 13, HD 3*, #At 6 tentacles, Dam paralysis, Mv 40', Sv F3, Ml 9, XP 175
See BFRPG 4th Edition Core Rules pp. 149-150 of more information on tentacle worm attacks.
Last edited by Jim1804 on Wed May 31, 2023 1:49 pm, edited 3 times in total.
- coureur_d_bois
- Posts: 1149
- Joined: Thu Jul 07, 2022 1:44 pm
- Location: Montréal, Québec
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
No way we are not doing 12 levels of this thing!
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
Room 25 is done
That which does not kill you is likely to still hurt alot, so best avoid it if possible.
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
The last 3 levels might consist entirely of empty rooms, but we're pushing through!
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
Rooms 29, 30 and 31 are complete!
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
Loving room 30 BTW
That which does not kill you is likely to still hurt alot, so best avoid it if possible.
- coureur_d_bois
- Posts: 1149
- Joined: Thu Jul 07, 2022 1:44 pm
- Location: Montréal, Québec
- coureur_d_bois
- Posts: 1149
- Joined: Thu Jul 07, 2022 1:44 pm
- Location: Montréal, Québec
Re: #Dungeon23 #CommunityEdition - Level 5 (May)
Room 10 - The Garden Deep Down
***Boxed Text***
After opening the doors that lead into this room, you end up in a very strange area lit by what appears to be daylight. Indeed, when you look at the ceiling of this room, it appears to be missing and opens instead to what looks like the surface. A radiant sun sheds light on this room and with it, comes a luxuriant vegetation consisting of bushes, vines, and small trees. Their roots that run deeply into the ground have progressively destroyed the floor, returning the cobblestones that compose the floor. There is even a small shallow pond that formed at the centre of the room that is alimented by a gentle stream of water emerging from a small fissure on the northern wall. After this interminable succession of dungeon rooms, walking in this room somewhat feels like walking into a peaceful garden...
***End Boxed Text***
The sun and the missing ceiling is in reality a powerful and permanent illusion. The walls are 15 feet high and simply look like walls that surround a garden, as if this area was outside. If someone attempts to climb over the walls, the illusion persists but the climber will notice that the "sky" is as hard as stone and cannot be traversed. The light produced by the illusion is however very real and can be considered daylight, mechanically speaking, which leads creatures that dwell in the dungeon to avoid the area. There are no animals in this room, though insects of all kind can be found here. The water in the pond is fresh and potable.
Among the few bushes that can be found in this room, a magic bush will produce magic berries continually. Hence, this bush, that appears to be a uncommon variety of raspberry bush, produces large and juicy yellowish berries that have magical properties. Indeed, each one of these berries will heal 1 point of HP if eaten and will satiate the subject for 24 hours. When first encountered, the bush will have 3d4 berries and will regrow another 3d4 each week on the third day. The berries never decay and conserve their magical properties for 1d4 days after being harvested. The bush will never have more than 12 berries at the time.
***Boxed Text***
After opening the doors that lead into this room, you end up in a very strange area lit by what appears to be daylight. Indeed, when you look at the ceiling of this room, it appears to be missing and opens instead to what looks like the surface. A radiant sun sheds light on this room and with it, comes a luxuriant vegetation consisting of bushes, vines, and small trees. Their roots that run deeply into the ground have progressively destroyed the floor, returning the cobblestones that compose the floor. There is even a small shallow pond that formed at the centre of the room that is alimented by a gentle stream of water emerging from a small fissure on the northern wall. After this interminable succession of dungeon rooms, walking in this room somewhat feels like walking into a peaceful garden...
***End Boxed Text***
The sun and the missing ceiling is in reality a powerful and permanent illusion. The walls are 15 feet high and simply look like walls that surround a garden, as if this area was outside. If someone attempts to climb over the walls, the illusion persists but the climber will notice that the "sky" is as hard as stone and cannot be traversed. The light produced by the illusion is however very real and can be considered daylight, mechanically speaking, which leads creatures that dwell in the dungeon to avoid the area. There are no animals in this room, though insects of all kind can be found here. The water in the pond is fresh and potable.
Among the few bushes that can be found in this room, a magic bush will produce magic berries continually. Hence, this bush, that appears to be a uncommon variety of raspberry bush, produces large and juicy yellowish berries that have magical properties. Indeed, each one of these berries will heal 1 point of HP if eaten and will satiate the subject for 24 hours. When first encountered, the bush will have 3d4 berries and will regrow another 3d4 each week on the third day. The berries never decay and conserve their magical properties for 1d4 days after being harvested. The bush will never have more than 12 berries at the time.
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