Another dungeon anyone?

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Re: Another dungeon anyone?

Postby Bob » Sat May 21, 2011 7:36 am

2. Steps down. A passage opens in the hillside here. You can see a set of natural stone steps descending into the darkness. There are smears of mud and a mix of footprints here. Closer examination shows that the majority of fottprints belong to man-sized humanoids, but there are footprints of a large predator and something alien mixed in as well.
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Re: Another dungeon anyone?

Postby elf23 » Sat May 21, 2011 8:03 am

3. Pixie Potion Merchants: Chattering sound ceases. Rough natural cavern, floor covered in algae and puddles, many beautiful stalactites hang from ceiling. The wall of the cave is riddled with 1' diameter holes, which appear to be very deep. A small wooden table stands in the centre, with the following items on it, each with a neat price tag attached: jar of healing salve (50gp), flask of anti-magical water (60gp), vial of sleep gas (20gp), jar of insect repellent (10gp -- labelled "IMPORTANT"), pot of zombie glue (20gp "stick those corpses together!"), fire bomb (25gp "just throw it"). A sign requests that the money should be placed in one of the holes. The potions actually have none of the effects listed, and are placed there by a group of 12 cave pixies who live in the deep tunnels in the walls. They will swiftly remove anything placed in the holes, and will not react kindly if anyone takes the "potions" without paying.
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Re: Another dungeon anyone?

Postby Dyson Logos » Sat May 21, 2011 8:01 pm

Okay, area 3? Genius.

4. Raised Platform. This smooth area juts up above area 5 and the access from area 3 to area 5. It is reached by a makeshift wooden bridge spanning the gap from area 2 or by a ladder from area 5. This area was used as a guard post to watch for persons entering the cave until recently. The bodies of 4 brutally mangled hobgoblins lie scattered about the area, one actually laying on the makeshift bridge, his arm dangling down over the access way. Hanging off the south side of the massive natural pillar spanning from floor to ceiling here is a patient Draco Lizard (AC: 5, HD: 4+2, hp: 25, Mv: 120 (40), Fly: 210 (70), Att: 1, Dmg: 1d10, Sv: F3, M: 7) who will climb up to the ceiling to avoid large groups, but who will swoop down to attack anyone more than 30 feet from the party in areas 4 or 5. His concealment and height grants him surprise on a 1-4 on d6, unless the party specifically looks up to examine the ceiling around the pillar.
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Re: Another dungeon anyone?

Postby elf23 » Sat May 21, 2011 8:32 pm

5. Faces & Flags: The sides of the raised platform (including the area beneath the bridge) are covered in crudely painted goblinoid faces. Hanging next to the stairs which lead down to area 20 is a large brass gong. An abundance of long strips of coloured fabric dangle from the high cavern ceiling. A sinister stillness can be perceived in the direction of area 6.
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Re: Another dungeon anyone?

Postby C'nor (OutermostToe) » Wed May 25, 2011 9:00 pm

6: Skins and Rags

This room is filled with small, dessicated bodies, ranging in size from mid-chest to ankle. They are in tattered, stinking remnants of their wrappings. You can't tell whether or not they smelled worse before the things died. Apparently, the goblin tribe that made that display isn't around anymore. Of course, what killed them might be...

When entering area 7, the party will be attacked by 2d6 Shadows.
And as in uffish thought he stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
And burbled as it came!
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Re: Another dungeon anyone?

Postby Bob » Wed May 25, 2011 10:30 pm

7. More goblin corpses litter the ground at this end of the chamber. As noted in area 6, the party will be attacked by 2d6 shadows when they enter this end of the room. The shadows normally conceal themselves against the rough-hewn walls of the chamber.

If the party searches around the bodies in the chamber carefully, they will find the remains of a small chest that once held the goblin chief's treasure, a small chest with 1376 gp, 12 gems (8 10 gp value, 3 50 gp value, and a small ruby worth 500 gp), a potion of invisibility, a ward against undead scroll, a ward against elementals scroll, and a scroll of two magic-user spells (continual light, mirror image).

On the finger of one of the corpses is a ring of water walking. This will only be found if the party specifically and carefully searches the corpses, and even then will only be noticed on 1 chance in 6 (2 in 6 for an elf). This corpse is taller than the others. It is the unfortunate remains of a thief that tried to abscond with the goblin treasure. He died from a poison gas trap in the chest that he failed to disarm.
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Re: Another dungeon anyone?

Postby C'nor (OutermostToe) » Wed May 25, 2011 11:25 pm

8: Springs and Puddings

This room contains a large Black Pudding* on the ceiling. It was originally in a 20' deep pit (Now has 10' of water in it) used for garbage disposal by the goblins, but an underground spring flooded said pit, allowing it to feed off of the fish within, and avoid starvation, as well as escape.

*Double HD and Damage.
And as in uffish thought he stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
And burbled as it came!
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Re: Another dungeon anyone?

Postby elf23 » Thu May 26, 2011 5:47 am

(Welcome C'nor (OutermostToe)!)

9. Puddingoid: An odd babbling intonation can be heard in this area. To enter area 9 proper, characters must squeeze through the narrow gaps between the rock pillars. Small characters such as halflings can do so easily, but larger characters can only pass with some effort. The cave is barren except for a single 10' tall puddingoid, which sits slumped in the centre of the room babbling in an incomprehensible alien tongue. The puddingoid is a weird offshoot of the black pudding in area 8, which has taken on a humanoid form and a strange kind of sentience. Characters with magic enabling them to understand languages may be able to talk with the creature, and will find it apparently completely insane (although it may give hints to the mystery in room 35). Otherwise, its reaction to adventurers should be determined completely at random. It has no possessions or treasure, but a small scroll case can be found lodged deep in the crevice at the far east. The case is simple steel, and has little value, but it contains a clerical scroll of the spell animate dead, written in the Goblin tongue.

Puddingoid: AL N, MV 90', AC 5, HD 4, #AT 2 fists, DG 1d8 + 2, SV F4, ML 12. Special: Only damaged by fire. Other attacks cause the puddingoid to split, creating new 2HD creatures which do 1d6 damage.

[Note: whoever gets to stock room 35, we'll have to try and remember the referred-to mystery!]
Last edited by elf23 on Sat May 28, 2011 6:20 am, edited 1 time in total.
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Re: Another dungeon anyone?

Postby Bob » Thu May 26, 2011 8:03 am

Oops! It looks like there are 2 area 31s on the map...

10. This area has a natural rock shelf overlooking a lower passage that extends roughly northeast and south. Against the north wall is a decaying fetish constructed by the goblins that used to inhabit the cave. The fetish is constructed of bundles of sticks lashed together to form a humanoid shape, covered in tattered rags to represent clothing. Tokens and charms are hung all over the figure - finger bones, feathers, bits of metal, colored stones, etc. None of the materials in the fetish has any value, but a detect magic reveals that the figure has a faint trace of residual magic.

Down the northeast tunnel, the faint flicker of firelight can be seen. The passage to the south is unnaturally dark. There is a permanent darkness effect in the south hallway that obscures a set of natural stairs. At the bottom of the stairs is a pile of rusted pieces of armor. If the party is not carefully probing ahead and testing the floor in the area, the lead character will tumble down the stairs and into the armor for 1d6 points of damage. The sound of the crashing metal will also alert any inhabitants in the caves. The more intelligent residents may come to investigate.
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Re: Another dungeon anyone?

Postby elf23 » Thu May 26, 2011 1:35 pm

Bob wrote:Oops! It looks like there are 2 area 31s on the map...

Ha! Well spotted... I was referring to the eastern-most one.

Nice darkness trap by the way :D
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