Hi everyone!
Dungeon! - An Open-Source OSR System
Monday, October 14, 2024
Austi-Con 2024
Thursday, June 20, 2024
Dungeon! - Perchance Dungeon! Crawler
Check out this cool perchance generator I made for Dungeon!
Stay tuned for some other cool projects... an Actual Play perchance?
Wednesday, January 24, 2024
Dungeon! - Full System Reference Document 2024
Thursday, September 21, 2023
[CLASS] Dungeon! - The Barbarian (Rework)
The original design for The Barbarian Class focused on their Rage and re-contextualizing Rage as different emotions. In hindsight, I do still like this idea. It is far more interesting than every Barbarian just being angry, but simply changing the emotion does nothing to change the fact that this version of a Barbarian just Rages and hits things.
Therefore, I am redesigning the Class from the ground up. Instead of focusing on Rage as the core concept, I will instead be focusing on the Conan / Outlander archetype as the core Class while aspects like Rage will instead be added as sort of preternatural powers instead of proper Subclasses (like The Cleric for example). Not only will this make Dungeon's Barbarian more interesting, but it will also differentiate them from other martial classes, like The Fighter or The Monk.
Finally, the old version of The Barbarian will be labeled as (OLD), but it will remain posted. This new version will be the only one supported going forward, but I will keep them as separate posts due to their drastic differences.
The Barbarian (Rework)
HP: +1d10 each Level, minimum of +5
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each 2nd Level
Skills: +2 Skill Pips each Level
At 1st Level, you are a fearsome warrior, but your skill comes more from instinct than proper training. Despite your d10 HP Die, you are incapable of wearing Heavy Armor. However, you are far more mobile in combat because of this. Once per combat, you may perform a Move as a Free Action. Finally, this extra Move may only be used to Move or Charge, not for any other Maneuvers.
At 2nd Level, your instincts grow stronger. You gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 3rd Level, your experience and instincts have granted you a unique ability. Choose one of the options below.
- Brawler: You may now use your 1st Level ability to attempt the Grapple, Shove, and Trip Maneuvers.
- Horde Breaker: You may now use your 1st Level ability to attempt the Cleave and Flanking Maneuvers.
- Outlander: When you attempt a Skill Check, you may use this ability to automatically succeed. You may use this ability even after failing the Skill Check. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Rage: When you Attack, you may use this ability to unleash yourself into a state of rage. While raging, you deal +2 Damage and take -2 Damage. You take at least 1 Damage. This rage will persist until combat ends, and it will not function out of combat. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Survivor: When you attempt a Save, you may use this ability to automatically succeed. You may use this ability even after failing the Save. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Tactician: You may now use your 1st Level ability to attempt the Steady Aim and Study Opponent Maneuvers.
- Unwavering: You are Immune to the Afraid and Provoked Afflictions.
- Warcry: You may now use your 1st Level ability to attempt the Demoralize and Taunt Maneuvers.
At 4th Level, your instincts begin to reflect even greater skill. You may now use your 1st Level ability up to twice per combat. Finally, you gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 5th Level, combat has become more instinctual for you. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, your instincts begin to become preternatural. You gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 7th Level, your further experience and impressive instincts have granted you another unique ability. Choose a 2nd option from the list you were offered at 3rd Level. You cannot take the same option.
At 8th Level, your instincts have become borderline supernatural. You may now use your 1st Level ability up to three times per combat. Finally, you gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 9th Level, your instincts are at their peak while you are engaged in combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 10th Level, you have become a paragon of Barbarian culture. This renown allows you to gather enough followers to either form a Clan or form a War Band. Details for both options are below.
- Clan: You gather 1d20 + 50 clan members who have limited combat ability. However, they will create a village in a valid location over the course of 25 days. Once completed, you will rule over the village. Once up and running, this village will generate 1d6 Gold per day, and one 1st Level Barbarian per week. These new recruits will follow your commands but prefer to protect the best interests of the village. Finally, you and your allies may successfully rest within this village in half the normal time due to its accommodations.
- War Band: You gather 1d10 + 20 2nd Level Barbarians who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.
Wednesday, September 13, 2023
Update Part 2 - Austi-Con 2023
Update Part 1 - Dungeon23, Rules Changes, and Something Special
Hi folks,
- First, the d20 Skill System will be replaced with a simple d6-roll-under Skill System. Details for this have been added to the Core Rules, and the Character Sheet has been changed to reflect this. As part of this change, Classes no longer earn Skill Points each Level, earning Skill Pips instead. This also removes the need for DCs, which will eventually be removed from Mountain of the Frost Baron.
- Why; This change has been made to simplify the job of the GM while also empowering players to know their chances of success. In true OSR fashion, there is no real need for DCs if the task is impossible. Therefore, why not just remove DCs?
- Second, all Classes / Subclasses have had certain 5th and 9th Level abilities reworded. Details for this have been added to each respective Class / Subclass.
- Why; This change has been made because what I had originally written and what I had intended were different. I had written the abilities in a 5e "Extra Attack" style, but in hindsight I have no idea why I did this. My intention was always to allow for more fluid combat by making such "Extra Attacks" Free Actions, freeing up player Actions for more creative options. This change will likely have a massive impact if you have been interpreting the rules 5e style, and so I apologize. The good news is that the new interpretation of the rules should be more fun and more balanced, allowing for all Subclasses to feel viable.
- Third, Combat Extras have been rebranded as Maneuvers. Details for this have been added to the Core Rules. Mechanically, nothing has changed. The main changes have just been to formatting.
- Why; The Combat Extras section has just always felt a bit messy, so I have separated most of it into Maneuvers and some other mechanics, such as Critical Hits and Death Saves, into separate rules.
- Fourth, Short Rests, Long Rests, and Rations have been tweaked, lowering the Healing they provide. Details for this have been added to both the Core Rules and the Standard Items List.
- Why; This change has been made because Healing was more prevalent that expected. True OSR-style Healing is still weaker, but I decided to split the middle between that and what Dungeon! previously had.
- Fifth, the values of certain Henchman and Hirelings have been modified. Details for this have been added to the Henchman and Hirelings rules.
- Why; This change has been made to prevent Henchman from overshadowing player characters and increase the competency of certain Hirelings.
- Sixth, some new Spell have been added and some old Spells have been buffed. Details for this have been added to the Core Spell List. The most notable changes are to Bane, Bless, Color Spray, and Heroism.
- Why; New Spells are fun! Also, the buffed Spells were all a bit weak compared to the others.
- Finally, the AB and AC caps for monsters have each been increased by 5. Details for this have been added to the Core Rules and the relevant Monsters.
- Why; As my test campaign has progressed, I have discovered that Magic Items have more of an impact than expected. I suppose I should have known better, but shoulda-coulda-woulda.
Sunday, April 23, 2023
[#DUNGEON23] Mountain of the Frost Baron - Apr 3 to Apr 23, 2023
- Dungeon Level 4 Outline - Springwater Cave
- Entrances / Exits: Thon-Kyrr Entrance [L4R3] (less travelled, heavily guarded, enters/exits directly into Thon-Kyrr), Hot Springs Entrance [L4R22] (rarely travelled, unguarded, enters/exits directly to the Hot Springs), Ancient Tomb Entrance [L4R7] (rarely travelled, guarded, enters directly into the Ancient Tomb, L4R1)
- Location: Within Arguk-Val, within a cave near Thon-Kyrr.
- Threats: Basilisks, Cave Wyrms, Deep Elves, Flail Snails, Troglodytes, White Apes
- 1 Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
- 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
- "
- 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
- "
- 1d2 Deep Elves with 1d2 White Ape companions; when encountered, these creatures are usually cautious. The Deep Elves only speak the Elven tongue but can be reasoned with.
- "
- "
- 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
- "
- "
- "
- L4R23
- L4R24
- L4R25
- L4R26
- L4R27
- L4R28
- L4R29
- L4R30
- Basilisk - 7 CR
- HP: 35
- AC: 17
- AB: +7
- Damage: 1d6 + 7, attacks two times
- Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 1. If they succeed, nothing happens.)
- Save: 12
- Skills: +3
- Cave Wyrm (Legendary) - 8 CR
- HP: 40
- AC: 18
- AB: +8
- Damage: 1d6 + 8, attacks two times
- Special: Can burrow; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Engulf (When this creature rolls maximum on Damage, the target is engulfed by this creature. While engulfed, a target cannot Move and attempts Attacks at Disadvantage. They also take 8 Acid Damage at the end of each Round. Finally, a target is only freed from being engulfed if this creature dies.); Legendary (This creature has 1 additional Turn each Round for every 2 party members. For example, it would have 2 additional Turns, or 3 total Turns, if fighting a party of 4.)
- Save: 11
- Skills: +4
- Deep Elf - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, attacks two times
- Special: Can use Ranged Attacks; 3 Spell Points; Magic Missile (The user creates 6 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
- Save: 12
- Skills: +3
- Flail Snail - 5 CR
- HP: 25
- AC: 17
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can climb walls and upside down; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Shell (This Monster has 2 additional AC. This is already accounted for in its Stats.)
- Save: 13
- Skills: +2
- Troglodyte - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
- Save: 13
- Skills: +2
- White Ape - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can use Ranged Attacks; Can climb vines and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits)
- Save: 13
- Skills: +2
- Encounter: 2d4+1 Elves (Scholars); Dismissive (have little interest in the party); Currently discussing their findings at the dig site (L4R7), which include ancient relics (being kept at the dig site). They are heading back to Thon-Kyrr.
- Elf (Scholar) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: N/A, as they lack Weapons.
- Special: 2 Spell Points; Magic Missile (The user creates 2 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.), Lorespeak (Not applicable in combat).
- Save: 14
- Skills: +1
- Special: If spoken to or overheard, the party can discover that L4R7 is a recently created dig site. Thon-Kyrr scholars have uncovered some kind of ancient tomb. They have sent few expedition parties, but the groups that have returned have come back with many ancient relics and artifacts.
- Treasure: Fine Robes (1 per Scholar) worth 1 Gold each, 3d6 Silver pieces per Scholar.
- Note: Obviously, this Treasure can only be taken if stolen from the Scholars or taken by force.
- Encounter: 2d4 Elves (Scholars) and 5 Guards; Kind but paranoid (they are afraid of what may lurk deeper within the cave); The Scholars are currently resting while the Guards are keeping a watch cycle.
- Elf (Scholar) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: N/A, as they lack Weapons.
- Special: 2 Spell Points; Magic Missile (The user creates 2 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.), Lorespeak (Not applicable in combat).
- Save: 14
- Skills: +1
- Town Guard (Thon-Kyrr) - 3 CR
- HP: 15
- AC: 14
- AB: +3
- Damage: 1d6 + 3
- Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
- Save: 14
- Skills: +1
- Special: If spoken to or overheard, the party can discover that L4R7 is a recently created dig site. Thon-Kyrr scholars have uncovered some kind of ancient tomb. They have sent few expedition parties, but the groups that have returned have come back with many ancient relics and artifacts.
- Treasure: Fine Robes (1 per Scholar) worth 1 Gold each, 3d6 Silver pieces per Scholar, Medium Armor (1 per Guard), Shield (1 per Guard), Random Weapon (1 per Guard), 2d6 Silver pieces per Guard.
- Note: Obviously, this Treasure can only be taken if stolen from the Scholars/Guards or taken by force.
- Encounter: None.
- Treasure: None.
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Encounter: 4 Guards; Bored; The Guards are currently chatting idly.
- Town Guard (Thon-Kyrr) - 3 CR
- HP: 15
- AC: 14
- AB: +3
- Damage: 1d6 + 3
- Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
- Save: 14
- Skills: +1
- Special: If spoken to or overheard, the party can discover that L4R7 is a recently created dig site. Thon-Kyrr scholars have uncovered some kind of ancient tomb. They have sent few expedition parties, but the groups that have returned have come back with many ancient relics and artifacts.
- Treasure: Medium Armor (1 per Guard), Shield (1 per Guard), Random Weapon (1 per Guard), 2d6 Silver pieces per Guard.
- Note: Obviously, this Treasure can only be taken if stolen from the Guards or taken by force.
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Encounter: 2d4 Elves (Scholars), 1 Elf Mage (Elbrin the Scorched), and 8 Guards; Dismissive; The Scholars and Mage are currently pouring over ancient-looking artifacts while the Guards are keeping a watch cycle.
- Elf (Scholar) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: N/A, as they lack Weapons.
- Special: 2 Spell Points; Magic Missile (The user creates 2 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.), Lorespeak (Not applicable in combat).
- Save: 14
- Skills: +1
- Elbrin the Scorched (Elf Mage) - 8 CR
- HP: 40
- AC: 18
- AB: +8
- Damage: 1d6 + 8, attacks two times
- Special: 4 Spell Points; Detect (Not applicable in combat), Fireball (The user may choose a target within Medium Range. That target and all other targets within Close Range of the original target take 1d6 + 8 Fire Damage and they must each roll a Save. If a target succeeds, the Damage they take is halved.), Lorespeak (Not applicable in combat), Magic Missile (The user creates 8 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically, but each dart only deals 1d4 Force Damage.)
- Save: 11
- Skills: +4
- Town Guard (Thon-Kyrr) - 3 CR
- HP: 15
- AC: 14
- AB: +3
- Damage: 1d6 + 3
- Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
- Save: 14
- Skills: +1
- Special: If spoken to, Elbrin the Scorched will become amused by the party. He will mention that he has been looking for adventurers to brave the mysterious tomb they are attempting to excavate. However, many search parties have already been lost. Therefore, Elbrin will require the party to prove themselves capable. He tells them that if they can make it to the Hot Springs and bring back a bottle of its sulfurous water, he will grant them access to the ancient tomb.
- Note: Without sneaking in, completing this simple quest for Elbrin is the only way to gain access to the Ancient Tomb.
- Treasure: Fine Robes (1 per Scholar) worth 1 Gold each, 3d6 Silver pieces per Scholar, Medium Armor (1 per Guard), Shield (1 per Guard), Random Weapon (1 per Guard), 2d6 Silver pieces per Guard, Masterwork Robes (Elbrin) worth 10 Gold, 5d4 Gold pieces (Elbrin), 1 Potion of Magic (Elbrin), 1 Staff (Elbrin), 2d4 Relics per Chest (3d6 Gold per Relic).
- Note: Obviously, this Treasure can only be taken if stolen from the Scholars/Guards or taken by force.
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Special: If the party enters this room loudly or with a light source, there is a 3-in-6 chance to draw in nearby monsters. If monsters are drawn in, they come from L4R9 first, then L4R10 after 3 Rounds, then L4R11 after 3 more Rounds.
- Treasure: None.
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Encounter: 1d4+1 Flail Snails; Hostile (will Attack); The Flail Snails are currently "playing."
- Flail Snail - 5 CR
- HP: 25
- AC: 17
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can climb walls and upside down; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Shell (This Monster has 2 additional AC. This is already accounted for in its Stats.)
- Save: 13
- Skills: +2
- Special: May be drawn into L4R8.
- Treasure: None.
- Encounter: 1 Flail Snail and 1d4 Troglodytes; Hostile (will Attack); The Troglodytes are training the Flail Snail.
- Flail Snail - 5 CR
- HP: 25
- AC: 17
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can climb walls and upside down; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Shell (This Monster has 2 additional AC. This is already accounted for in its Stats.)
- Save: 13
- Skills: +2
- Troglodyte - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
- Save: 13
- Skills: +2
- Special: May be drawn into L4R8.
- Treasure: Troglodyte treasure (if any).
- Encounter: 2d4 Troglodytes; Hostile (will Attack); The Troglodytes are growling to one another, possibly having a discussion.
- Troglodyte - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
- Save: 13
- Skills: +2
- Special: May be drawn into L4R8.
- Treasure: Treasure Hoard; 27 Gold pieces, 51 Silver pieces, 115 Copper pieces.
- Unique Treasure: A creative player may ask if it is possible to bottle the nauseating oil of the Troglodytes. Reward this! A total of 1d4 vials of Troglodyte Oil may be gathered from each Troglodyte. This oil may be applied to a Weapon akin to Poison but causes Enfeebled 2/Enfeebled 1 instead of Poisoned.
- Encounter: None.
- Treasure: None.
- Special: This room contains a rocky stairway to Floor 1.
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Encounter: 1d4+1 Troglodytes (injured); Hostile (will Attack); The Troglodytes are resting on top of a pile of refuse.
- Troglodyte - 4 CR
- HP: 20 (-1d6 each)
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
- Save: 13
- Skills: +2
- Special: This room contains a rocky stairway to Floor 2.
- Treasure: Troglodyte treasure (if any).
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement. Finally, being swept away between rooms L4R13 and L4R16 likely means certain death, as the creature will fall down a mighty waterfall before reaching the nearest room. If you find this too cruel, allow the player to roll a Death Save, surviving on 1 HP if they succeed."
- Encounter: None.
- Treasure: None.
- Encounter: 2 Deep Elves and 1 White Ape; Cautious (will Attack if provoked); They are guarding the small cavern.
- Deep Elf - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, attacks two times
- Special: Can use Ranged Attacks; 3 Spell Points; Magic Missile (The user creates 6 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
- Save: 12
- Skills: +3
- White Ape - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can use Ranged Attacks; Can climb vines and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits)
- Save: 13
- Skills: +2
- Special: The Deep Elves understand, speak, and write in Elvish. While cautious, they will avoid being hostile in favor of more reasonable and less destructive means of resolution. If communicated with, the Deep Elves will warn the party of a "Snake Woman" deeper in the cave. They claim that the "Snake Woman" wiped out most of their village, causing them to retreat to this spot. She was able to turn their people to stone with a single gaze. They will additionally express that they have asked Thon-Kyrr for help, but they were turned down. Finally, the Deep Elves will happily accept the baby from L4R23 if the party has found it.
- Treasure: Deep Elf treasure (if any).
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Encounter: 2d4 Deep Elves and 1d4 White Ape; Cautious (will Attack if provoked); Resting.
- Deep Elf - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, attacks two times
- Special: Can use Ranged Attacks; 3 Spell Points; Magic Missile (The user creates 6 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
- Save: 12
- Skills: +3
- White Ape - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can use Ranged Attacks; Can climb vines and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits)
- Save: 13
- Skills: +2
- Special: The Deep Elves understand, speak, and write in Elvish. While cautious, they will avoid being hostile in favor of more reasonable and less destructive means of resolution. If communicated with, the Deep Elves will warn the party of a "Snake Woman" deeper in the cave. They claim that the "Snake Woman" wiped out most of their village, causing them to retreat to this spot. She was able to turn their people to stone with a single gaze. They will additionally express that they have asked Thon-Kyrr for help, but they were turned down. Finally, the Deep Elves will happily accept the baby from L4R23 if the party has found it.
- Treasure: Deep Elf treasure (if any).
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement. Finally, being swept away between rooms L4R13 and L4R16 likely means certain death, as the creature will fall down a mighty waterfall before reaching the nearest room. If you find this too cruel, allow the player to roll a Death Save, surviving on 1 HP if they succeed."
- Encounter: None.
- Treasure: None.
- Encounter: None.
- Treasure: None.
- Encounter: 1 Medusa and 2 Basilisks; Amused (will Attack if provoked); Working at her desk while her Basilisk "pets" keep constant watch over the entrances to the Lair.
- Medusa - 11 CR
- HP: 55
- AC: 20
- AB: +11
- Damage: 1d6 + 11, attacks two times
- Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 2. If they succeed, nothing happens.)
- Save: 10
- Skills: +5
- Basilisk - 7 CR
- HP: 35
- AC: 17
- AB: +7
- Damage: 1d6 + 7, attacks two times
- Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 1. If they succeed, nothing happens.)
- Save: 12
- Skills: +3
- Special: If spoken to or allowed to speak freely, the Medusa will detail how she plans on taking over Springwater Cave to make it her Lair. She claims to have been created by the Frost Baron, having once been his apprentice. She laments over her failure and vows to earn the Baron's respect again by taking control of Springwater Cave, and possibly even Thon-Kyrr.
- Treasure: Stone Desk; Potion of Haste, Tome of Charm, Ring of Protection. Treasure Hoard; 58 Gold pieces, 105 Silver pieces, 318 Copper pieces.
- Encounter: None.
- Treasure: 3 ceramic water jugs (each worth 1d4 Silver pieces).
- The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."
- Special: If the Legendary Cave Wyrm has been encounter already, ignore this. If not, there is a 1-in-6 chance that the Cave Wyrm is currently asleep here amongst the rocks.
- Encounter (see Special): 1 Legendary Cave Wyrm; Hostile (will Attack); Currently asleep.
- Cave Wyrm (Legendary) - 8 CR
- HP: 40
- AC: 18
- AB: +8
- Damage: 1d6 + 8, attacks two times
- Special: Can burrow; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Engulf (When this creature rolls maximum on Damage, the target is engulfed by this creature. While engulfed, a target cannot Move and attempts Attacks at Disadvantage. They also take 8 Acid Damage at the end of each Round. Finally, a target is only freed from being engulfed if this creature dies.); Legendary (This creature has 1 additional Turn each Round for every 2 party members. For example, it would have 2 additional Turns, or 3 total Turns, if fighting a party of 4.)
- Save: 11
- Skills: +4
- Treasure: The Cave Wyrm's stomach contains; 14 Gold pieces, 72 Silver pieces, and 165 Copper pieces.
- Encounter: None.
- Treasure: None.
- 1 Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
- 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
- "
- 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
- "
- 1d2 Deep Elves with 1d2 White Ape companions; when encountered, these creatures are usually cautious. The Deep Elves only speak the Elven tongue but can be reasoned with.
- "
- "
- 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
- "
- "
- "
- L4R23
- L4R24
- L4R25
- L4R26
- L4R27
- L4R28
- L4R29
- L4R30
- Basilisk - 7 CR
- HP: 35
- AC: 17
- AB: +7
- Damage: 1d6 + 7, attacks two times
- Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 1. If they succeed, nothing happens.)
- Save: 12
- Skills: +3
- Cave Wyrm (Legendary) - 8 CR
- HP: 40
- AC: 18
- AB: +8
- Damage: 1d6 + 8, attacks two times
- Special: Can burrow; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Engulf (When this creature rolls maximum on Damage, the target is engulfed by this creature. While engulfed, a target cannot Move and attempts Attacks at Disadvantage. They also take 8 Acid Damage at the end of each Round. Finally, a target is only freed from being engulfed if this creature dies.); Legendary (This creature has 1 additional Turn each Round for every 2 party members. For example, it would have 2 additional Turns, or 3 total Turns, if fighting a party of 4.)
- Save: 11
- Skills: +4
- Deep Elf - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, attacks two times
- Special: Can use Ranged Attacks; 3 Spell Points; Magic Missile (The user creates 6 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
- Save: 12
- Skills: +3
- Flail Snail - 5 CR
- HP: 25
- AC: 17
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can climb walls and upside down; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Shell (This Monster has 2 additional AC. This is already accounted for in its Stats.)
- Save: 13
- Skills: +2
- Troglodyte - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
- Save: 13
- Skills: +2
- White Ape - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, attacks two times
- Special: Can use Ranged Attacks; Can climb vines and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits)
- Save: 13
- Skills: +2
Austi-Con 2024
Hi everyone! I will be attending Austi-Con 2024 ! I will be hosting multiple Dungeon! One Shots on Day 2 of the event (Saturday at 10 AM , ...
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Dungeon! has fairly simple rules. The core game mechanics are detailed below. Materials To play Dungeon!, you will need a standard set of d4...
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Don't mind me, I'm just casually posting a full SRD for Dungeon! It is completely free of course, but all of the art has been purch...
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Forest Monsters Below is a list of Monsters that may be found in a forest or forest-like biome. The template for creating monsters is also b...