The First Week of Dungeon23
I made it through the first week of the challenge! This really isn't the most impressive feat but accomplishing it has given me the confidence that I can continue the challenge for the foreseeable future. The added structure of a daily ritual related to my hobby is both a huge plus and a great mental exercise, helping my creative juices to start flowing. If you haven't started the challenge yet but want to, I would highly recommend it. Better late than never!
Anyway, this post contains the first week of content. Enjoy!
Level 1, Rooms 2 through 8
- Dungeon Level 1 Outline - Craghopper Mine
- Entrances / Exits: External Entrance [CME] (heavily travelled, guarded, 15 minutes by foot to Lostone), Internal Entrance [CMI] (heavily travelled, guarded, enters directly into Argukhart), Crevasse Entrance [CMC] (heavily travelled, connects Steepwalker Trail to Craghopper Mine), Darkwater Crag [DWC] (descends to Dungeon Level 3)
- Location: Within Arguk-Val, at and below ground-level
- Threats: Centipedes (Giant), Goblins, Jellies (Green), Quarry Beetles
Level 1, Room 2 (L1R2)
This room is a small cavern dotted with stalagmites. Miners currently work in this drab and dim environment, grumbling about life.
- Encounter: 1d4+1 Dwarves (Miners); Friendly (gruff, but helpful); Currently mining iron ore.
- Dwarf - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
- Save: 15
- Skills: +0
- Treasure: Misc. mining supplies, 3 bedrolls, iron ore vein, 3d6 Silver pieces.
- Note: Obviously, this Treasure can only be taken if stolen from the Dwarves or taken by force.
Level 1, Room 3 (L1R3)
This room is a small cavern overgrown with bioluminescent fungi. Some of the fungi shine like Gold but smell awful.
- Encounter: 3d6 Golden Fungi (Item, Consumable); if eaten, Save vs Poisoned 1.
- Treasure: Golden Fungi (above), each worth 1 Silver piece.
Level 1, Room 4 (L1R4)
This room is a large, ominous cavern full of dripping stalactites, chilling water, and a drafty breeze.
- Encounter: 1d4+1 Goblins; Hostile (will attack); Currently feasting on humanoid bones in pitch darkness. See 5.
- 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
- Treasure: Goblin's treasure (if any), Fallen Stalactite (peppered with 1d4 Gold's worth of gold ore, weighs 50 lbs., See 4).
Level 1, Room 5 (L1R5)
This room contains a locked Craghopper Mine supply cache. It is unguarded.
- Encounter: Locked Door (DC 15 to lockpick, DC 20 to break down).
- The door and wall around the door are barred, similar to that of a jail cell. Smaller creatures, such as mice, can easily squeeze between the bars.
- Treasure: Unlocked Chest (contains 2d4 Gold's worth of misc. ores), 20 Misc. Containers (contain little value at all, perhaps a few torches or some rope).
- Aftermath: If entered, the lock/door will be replaced after 1d4 days. If the culprits are ever discovered, the guards of Argukhart will likely arrest them for breaking & entering, as well as for suspected theft.
Level 1, Room 6 (L1R6)
This room is a small cavern containing a putrid, bubbling, and slimy goo puddle. Stalagmites point up from the ground.
- Encounter: 1d4+1 Jellies (Green); Hostile (will attack); Currently hiding within the goo puddle (2-in-6 chance to Surprise).
- Jelly (Green) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
- Save: 14
- Skills: +1
- Treasure: Each Jelly contains 2d4 Silver, presumably undigested from dead adventurers.
Level 1, Room 7 (L1R7)
This room is a small cavern containing stalagmites where the decaying corpses of Goblins have been impaled.
- Encounter: 1d2 Centipedes (Giant); Passive (will attack only if provoked); Currently feeding on corpses.
- 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
- Treasure: The room contains 2d4 Goblin corpses. Each corpse yields 1d4 Copper pieces. One corpse also has a Spear.
Level 1, Room 8 (L1R8)
This room is a small cavern containing the skeletal remains of many Goblins. One Goblin wears a glowing silver ring, but the air around the ring is deathly cold.
- Encounter: Flesh-Eating Ring (Cursed Item); if worn, not simply touched, roll a Save. On a success, you instinctively drop the ring, sensing danger. On a failure, the ring instantly kills you, ripping all of the flesh from your bones.
- Treasure: Glowing Silver Ring (Flesh-Eating Ring, Cursed), Goblin treasure (if any).
No comments:
Post a Comment