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

Hi folks,

Check the first update if you are interested in Dungeon23 progress. Otherwise, read below for a fun update!

I will be attending Austi-Con 2023! I will be hosting a Dungeon! One Shot on Day 2 of the event, Saturday at 3 PM. At this one shot I will also be handing out a limited supply of printed Dungeon! rulebooks! Finally, if you are interested in the one shot, details to prepare a character are below. If you need help, don't worry! Making a character at the event will only take a few minutes.

I hope you see you there!

- Bob

One Shot: The Black Spire


Story Primer: 3 days ago, an obsidian spire arose from the earth and pierced the sky. Its presence has caused fear and panic amongst the members of a nearby community, the village of Brimstone, as each night creatures from the Spire attack the village. All efforts to enter or climb the spire have ended in death. The local noble, Baron Erik Volstag, will be sending your party to deal with this threat by any means necessary.

Character Primer: This adventure is intended for 5th Level Characters using the Dungeon! System. No particular Classes are required, but it is recommended that the party is well-rounded. Additionally, Baron Volstag has paid each party member 15 Gold upfront for this quest. This is in addition to any starting money granted by a Character's Background. At the GM's discretion, each Character may also start with 1 Magic Item of their choice. The GM may veto specific Magic Items if they see fit. Finally, each Character should follow each of the creative constraints below.
1. My Character is generally a good person.
2. My Character is loyal to the Baron and to the party.
        3. My Character has motivation to finish this quest, such as a desire to protect the people of Brimstone, or a desire to find riches within The Black Spire, etc.

Update Part 1 - Dungeon23, Rules Changes, and Something Special

Hi folks,

As you can tell by the lack of posts, life has been crazy lately. I moved States, changed jobs, and even got engaged. While I haven't been posting anything Dungeon23 related, I have continued to work on the project in my spare time. I'm still a little behind, but my goal for now is to try and post each month as a bulk post before the end of the year.

Additionally, Dungeon will be seeing a bunch of rules changes based on playtesting.
  • 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.

On the bright side, I have something currently in the works I am excited to announce! I will post an Update Part 2 once I have more details but stay tuned until then!

- Bob

Sunday, April 23, 2023

[#DUNGEON23] Mountain of the Frost Baron - Apr 3 to Apr 23, 2023

Backlog
My Easter trip threw me off schedule and led me to create a backlog. The past three weeks are all within this post! Now that I am caught up, my plan is to stay on track this week and also finish up Thon-Kyrr.

Level 4, Rooms 3 through 22

  • 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

Springwater Cave Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (13-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
  2. 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
  3. "
  4. 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  5. "
  6. 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.
  7. "
  8. "
  9. 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
  10. "
  11. "
  12. "
  13. L4R23
  14. L4R24
  15. L4R25
  16. L4R26
  17. L4R27
  18. L4R28
  19. L4R29
  20. L4R30
Monsters Stats
  • 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

Level 4, Room 3 (L4R3)
This room is a stalagmite-dotted cavern entrance. As the party enters, A group of Elven Scholars are exiting the cave in the midst of a heated discussion of ancient relics.
  • 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.

Level 4, Room 4 (L4R4)
This room is a crossroads of cavernous tunnels. The northern path leads to L4R6, the eastern path leads to L4R5, and the southern path leads directly into a small alcove where some more Elven Scholars have set up a camp.
  • 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.

Level 4, Room 5 (L4R5)
This room leads out to the raging river within Springwater Cave.
  • 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."

Level 4, Room 6 (L4R6)
This room contains a solid wooden bridge that crosses the raging river. Two Guards from Thon-Kyrr stand on either side.
  • 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."

Level 4, Room 7 (L4R7)
This room is a large cavern bustling with activity. Many Scholars and Guards from Thon-Kyrr are hard at work at some kind of archeological site. To the northeast, a fairly new looking pile of rubble sits in front of a wall of sheer obsidian. A pair of ornate golden doors sit about an inch deep into the wall. Along the eastern-most wall of the cave sit two unlocked chests. They appear to contain some of the ancient relics the Scholars are studying. To the east, the river roars past the dig site.
  • 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."

Level 4, Room 8 (L4R8)
This room is a small cavern across the river from the dig site. Many bones of various creatures are strewn about the ground.
  • 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."

Level 4, Room 9 (L4R9)
This room contains a small ground of Flail Snails. They are thrashing about, seemingly "playing" with one another.
  • 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.

Level 4, Room 10 (L4R10)
This room contains a handful of Troglodytes that appear to be training a Flail Snail to be a mount.
  • 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).

Level 4, Room 11 (L4R11)
This room is a Troglodyte nest, complete with a small treasure hoard.
  • 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.

Level 4, Room 12 (L4R12)
This room contains both the fresh and skeletal remains of many Troglodytes.
  • 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."

Level 4, Room 13 (L4R13)
This room contains a small group of injured Troglodytes, seemingly separated from the rest of their group.
  • 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."

Level 4, Room 14 (L4R14)
This room contains a group of hyper-realistic stone statues. 4 such statues depict screaming Elves while 1 is a large Ape mid-attack. All of the statues appear to face north.
  • Encounter: None.
  • Treasure: None.

Level 4, Room 15 (L4R15)
This room is a small cavern across the river from L4R14. 2 Deep Elves and 1 White Ape stand guard here.
  • 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."

Level 4, Room 16 (L4R16)
This room contains a small camp of Deep Elves and White Apes. they appear to have little food and bedding.
  • 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."

Level 4, Room 17 (L4R17)
This room contains 2 hyper-realistic stone statues of screaming Elves. It also appears to contain destroyed fungus farms of some kind.
  • Encounter: None.
  • Treasure: None.

Level 4, Room 18 (L4R18)
This room contains 5 hyper-realistic stone statues of screaming Elves and 2 stone Apes. It also appears to have once been a small tent village of some sort.
  • Encounter: None.
  • Treasure: None.

Level 4, Room 19 (L4R19)
This room is a massive chamber serving as the Lair for the "Snake Woman." To the north (1) sits a half-chiseled stone throne. To the northwest (3) there is a small tent. To the west (2) there is a stone slab being used as a desk or table. To the southwest (4) there is a pile of gleaming treasure.
  • 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.

Level 4, Room 20 (L4R20)
This room contains 4 hyper-realistic stone statues of screaming Elves and 2 stone Apes.
  • 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."

Level 4, Room 21 (L4R21)
This room contains a slew of large rocks that appear to be arranged purposefully. Given their size, whatever moved these rocks must be very large in size.
  • 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.

Level 4, Room 22 (L4R22)
This room is the exit from Springwater Cave, leading to the Hot Springs.
  • Encounter: None.
  • Treasure: None.



Level 4, Room 23 (L4R23)
This "room" is instead a Special Encounter that may be found within Springwater Cave. Below is the Springwater Cave Encounter List to serve as reference.

Springwater Cave Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (13-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
  2. 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
  3. "
  4. 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  5. "
  6. 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.
  7. "
  8. "
  9. 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
  10. "
  11. "
  12. "
  13. L4R23
  14. L4R24
  15. L4R25
  16. L4R26
  17. L4R27
  18. L4R28
  19. L4R29
  20. L4R30
Monsters Stats
  • 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

L4R23
  • Special: The party hears the nearby cries of a baby. If they follow them, they find a baby elf with dark gray skin. It seems hungry and no older than a few weeks.
  • TreasureNone.

Sunday, April 2, 2023

[#DUNGEON23] Mountain of the Frost Baron - Mar 27 to Apr 2, 2023

No Thon-Kyrr Yet
Thon-Kyrr is sadly not done yet. I'm also unsure if I will even post on time next week due to Easter Sunday. Most likely, I will be posting both next week's progress and Thon-Kyrr the Monday or Tuesday after Easter Sunday (Apr 9).

Level 3, Rooms 27 through 31

  • Dungeon Level 3 Outline - Darkwater Crag
    • Entrances / Exits: Darkwater Crag Entrance [DWC] (less travelled, somewhat guarded, enters/exits directly into Craghopper Mine)
    • Location: Within Arguk-Val, adjacent to and below Craghopper Mine.
    • Threats: Centipedes (Giant), Centipedes (Giant, Dire), Flail Snails, Gelatinous Cubes, Goblins, Hobgoblins, Rats (Giant)

Level 3, Rooms 27 through 31 (L2R27 to L2R31)
These "rooms" are instead Special Encounters that may be found within Darkwater Crag. Below is the Darkwater Crag Encounter List to serve as reference.

Darkwater Crag Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (15-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Gelatinous Cube; these creatures are not intelligent, solely seeking objects to digest.
  2. 2 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  3. 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
  4. "
  5. 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. "
  7. 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
  8. "
  9. 2d4 Goblins; these goblins differ from the standard green type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  10. "
  11. "
  12. "
  13. Goblin Brigade (2d4 Goblins and 1d2 Hobgoblins); these goblins/hobgoblins differ from the standard type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  14. "
  15. L3R26
  16. L3R27
  17. L3R28
  18. L3R29
  19. L3R30
  20. L3R31
Monsters Stats
  • Centipede (Giant) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can climb walls and upside down; Sickening (Causes the Affliction Enfeebled 1 on a hit)
    • Save: 14
    • Skills: +1
  • Centipede (Giant, Dire) - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, attacks two times
    • Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
    • Save: 13
    • Skills: +2
  • 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
  • Gelatinous Cube (Legendary) - 6 CR
    • HP: 30
    • AC: 16
    • AB: +6
    • Damage: 1d6 + 6, attacks two times
    • Special: Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit); 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 6 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: 12
    • Skills: +3
  • Goblin - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 15
    • Skills: +0
  • Hobgoblin - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 14
    • Skills: +1
  • Rat (Giant) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 14
    • Skills: +1

L3R27
  • Special: The walls here are covered with the etched gibberish of goblins, including some crude drawings. One such drawing appears to depict the trap located in L3R23. A party that has yet to see the trap will not recognize the drawing.
  • TreasureNone.

L3R28
  • Special: A damp coin pouch sits in a puddle on the floor.
  • Treasure: The coin pouch contains; 5d6 Gold pieces, 4d6 Silver pieces, and 3d6 Copper pieces.
L3R29
  • Special: The party hears the boisterous cackling of two or more goblins. It sounds far away, but echoes throughout the cave.
  • TreasureNone.
L3R30
  • Special: In a small pool of water, the party spots 1d4 clams.
  • TreasureIf pried open with a bladed object, each clam contains a pearl worth 10 Gold pieces.

L3R31
  • Special
    • Alarm Trap: A trap that makes noise or otherwise gives away the position of those who trigger it.
      • Trigger: The lead party member must roll a Save. If they succeed, they notice a tripwire along the ground. At one end of the wire, a rusty sword leans against the wall, ready to clatter onto the ground. If they fail, they set off the tripwire, knocking over the rusted sword and making a loud "clang!"
      • Effect: If triggered, the Trap alerts nearby Monsters. The GM rolls the Encounter Die, but 3 or less counts as a 1.
      • Disarm: 10
      • Special: Will draw in nearby goblins instead of causing a random encounter, if possible.



Level 4, Rooms 1 and 2 (Floor 2 and Floor 1 Layouts)

  • 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

Level 4, Room 1 (L4R1, Springwater Cave, Floor 2)
Below is the first "room" of the fourth Level of the Megadungeon, Springwater Cave. Like L1R1 (Craghopper Mine), it is not a traditional "room," as it is simply an overall map of the floor. Unlike Craghopper Mine, however, Springwater Cave is a completely natural series of caves with few purpose-built features.

The first thing you will likely notice about Springwater Cave is the cave's namesake; the river running directly through it. 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.

You will also notice that there is a sturdy wooden bridge between L4R6 and L4R7. This is a recent addition created by the government of Thon-Kyrr. Additionally, you will notice that this Floor contains stairs up to the first Floor. Finally, you will notice that L4R7 contains a small path leading to a set of doors labeled L5. These doors lead to the fifth Level of the Megadungeon, the Ancient Tomb.

Much like Darkwater Crag, Springwater Cave expects the GM to run the area using Dungeoncrawling Rules, checking for encounters every 10 minutes. The caves are also very dark. Torches or Light Spells will be needed to explore the area safely.
  • Side Note: Between L4R1 and L4R2, the two Floors which make up this Level of the Dungeon only have 22 rooms. The remaining 8 rooms of the month will instead be special encounters that I will be adding to Springwater Cave's Encounter List, which is detailed below.

Level 4, Room 2 (L4R2, Springwater Cave, Floor 1)
Like the "room" above, L4R2 is a Floorplan of Springwater Cave. All of the same things as L4R1 apply.

Additionally, you will notice that this Floor contains stairs down to the second Floor.


Springwater Cave Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (13-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
  2. 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
  3. "
  4. 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  5. "
  6. 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.
  7. "
  8. "
  9. 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
  10. "
  11. "
  12. "
  13. L4R23
  14. L4R24
  15. L4R25
  16. L4R26
  17. L4R27
  18. L4R28
  19. L4R29
  20. L4R30
Monsters Stats
  • 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 does 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

Saturday, April 1, 2023

[CLASS] Dungeon! - The Goblin - (Happy April Fools!)

The Goblin

HP: +1d6 each Level, minimum of +3

AC: +1 each Level

AB: +1 each Level

Save: -1 each Level

Skills: +2 Skill Pips each Level




At 1st Level, you are a goblin. Use the Halfling Ancestry (reflavored as a goblin) and the Thief Background. This is the goblin way. Also, you may only read and write in incoherent gibberish. Other goblins and hobgoblins will understand your gibberish, but no one else will. Finally, you may enter Goblin Mode at the start of your Turn. Until the end of your Turn, you have Advantage on all Attack rolls. Once you have entered Goblin Mode, you must finish a Short or Long Rest until you may do so again.


At 2nd Level, you have better grown into your goblin heritage. You are no longer impeded by darkness like normal player characters are, instead having a primitive form of 'night vision' which allows you to see in grayscale up to Medium Range while in darkness.


At 3rd Level, your goblin antics manifest in a special way. Choose one of the options below.

  • Fatso: You become more robust than other goblins. You gain +5 Maximum HP and you deal +2 Damage with Weapons.
  • Gibberist: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Maniac: You may now enter Goblin Mode once per combat instead of only once per Short or Long Rest. Additionally, you have Advantage on Damage rolls while you are in Goblin Mode.
  • Stabber: You become really good at stabbing. When you deal Damage to a target, you may choose to deal additional Damage equal to (2 x your Goblin Level). You may only use this Ability once per combat.
  • Vermin Tamer: You form a kindred connection with all things small, creepy, and crawly. Insects and other vermin will not harm you unless you harm them, and you gain the ability to communicate with such creatures; You may speak with and understand them as if you shared a common language.


At 4th Level, your goblin heritage has manifested further. You gain a special Unarmed Attack that uses your mouth/teeth, which deals 1d6 Damage instead of only 1d4 Damage. Additionally, when you roll Maximum Damage with this Unarmed Attack, you may automatically Grapple the target, locking your jaw onto them. This form of Grappling does not require a free hand.


At 5th Level, your special goblin antics grow. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: Once per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Maniac: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Vermin Tamer: You gain the service of a Vermin. Your Vermin takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Goblin Level. In Combat, your Vermin will always take its Turn during your Turn, as you must give it commands.


At 6th Level, your goblin heritage alters your digestive system. You like 'shinies' so much that you can now eat and digest them. As an Action, you may consume a number of Gold pieces less than or equal to your Goblin Level. You then Heal for a value of HP equal to twice the total value of Gold pieces eaten. Your GM may also allow you to eat objects worth a value of Gold less than or equal to your Goblin Level.


At 7th Level, your goblin antics improve further. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: You gain an additional +5 Maximum HP and you deal an additional +2 Damage with Weapons.
  • Gibberist: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Maniac: You may now enter Goblin Mode up to twice per combat instead of only once per combat.
  • Stabber: If you land the killing blow on a target by using your 3rd Level Stabber Ability, you regain that use of the Ability, potentially allowing you to use it more than once per combat.
  • Vermin Tamer: Your Vermin gains Advantage on 3 very specific Skills of your choice, such as Tracking, Playing Dead, etc.


At 8th Level, your goblin heritage has manifested as twitchy, unpredictable behavior. This allows you to occasionally dodge a single non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.


At 9th Level, you have mastered your goblin antics. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: When you Cast a Spell that deals Damage, you may choose to cause 1d6 Damage to yourself to cause the Spell to deal an additional 1d10 Damage.
  • Maniac: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
  • Vermin Tamer: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.


At 10th Level, your goblin antics have drawn the attention of a group of Hobgoblins. They present you with a choice; you may either join their ranks as a Goblin Commander, or you may become their Goblin King/Queen. Details for both options are below.

  • Goblin Commander: The Hobgoblins instate you as the Commander of 1d20 + 30 2nd Level Goblins who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.
  • Goblin Royalty: The Hobgoblins instate you as Royalty. Since the Hobgoblins are far smarter than you and make all the important decisions anyway, your title as Royalty really only serves to grant you perks. Each day, goblin servants bring you tithes of 5d6 Gold. Also, you are offered fancy (for a goblin) quarters at any goblin nest/establishment you visit. Finally, you and your allies may successfully rest within such quarters in half the normal time due to its accommodations.

Vermin
HP: 25 --- (+5 HP for every Goblin Level above 5th)
AC: 15 --- (+1 AC for every Goblin Level above 5th)
AB: +5 --- (+1 AB for every Goblin Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Goblin Level above 5th)
Special: Servitude (Your Vermin can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Vermin at 1 HP.)
Save: 13 --- (-1 Save at Goblin Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Stealth (2-in-6) --- (+1 Skill Pip at Goblin Levels 6th, 8th, and 10th)

Dungeon! - Full System Reference Document 2024

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...