Sunday, February 19, 2023

[#DUNGEON23] Mountain of the Frost Baron - Feb 13 to Feb 19, 2023

Argukhart When?
Didn't finish Argukhart again, lol. I am going to try to finish it up tonight, literally right after I post this. We will see what happens.

Level 2, Rooms 13 through 19

  • Dungeon Level 2 Outline - Steepwalker Trail
    • Entrances / Exits: Lostone Entrance [STL] (heavily travelled, guarded, 15 minutes by foot to Lostone), Thon-Kyrr Entrance [STT] (heavily travelled, guarded, enters directly into Thon-Kyrr), Crevasse Entrance [CMC] (heavily travelled, connects Steepwalker Trail to Craghopper Mine)
    • Location: On Arguk-Val, climbing up the south-western side.
    • Threats: Bears, Cougars, Hawks (Giant), Spiders (Giant), Trolls

Level 2, Rooms 13 through 19 (L2R13 through L2R19)
These "rooms" are instead Special Encounters that may be found within Steepwalker Trail. Below are both the Steepwalker Trail Encounter List and the Steepwalker Trail Special Encounter List to serve as references.

Steepwalker Trail Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. On a 11-20, consult the Steepwalker Trail Special Encounter Table below this one.
  1. 1 Troll; when encountered, these creatures are usually hungry and very hostile.
  2. 1 Bear; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
  3. 1 Cougar; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
  4. "
  5. 1d4 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. 1d2 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
  7. "
  8. 1d4+1 Hawks (Giant); when encountered, these creatures are usually hunting other animals as prey. However, they may harass creatures that they see as competition for their food.
  9. "
  10. "
  11. See Special Encounter List.
  12. See Special Encounter List.
  13. See Special Encounter List.
  14. See Special Encounter List.
  15. See Special Encounter List.
  16. See Special Encounter List.
  17. See Special Encounter List.
  18. See Special Encounter List.
  19. See Special Encounter List.
  20. See Special Encounter List.
Steepwalker Trail Special Encounter List
When it comes to the special encounters below, the GM should reroll on the table if that encounter has already occurred.
  1. L2R9
  2. L2R10
  3. L2R11
  4. L2R12
  5. L2R13
  6. L2R14
  7. L2R15
  8. L2R16
  9. L2R17
  10. L2R18
  11. L2R19
  12. L2R20
  13. L2R21
  14. L2R22
  15. L2R23
  16. L2R24
  17. L2R25
  18. L2R26
  19. L2R27
  20. L2R28
  • Side Note: If you happen to have a d30 lying around, you can easily just roll that to determine encounters for Steepwalker Trail by just adding 10 to all of the values of the Special Encounter List (i.e., 1 becomes 11, 2 becomes 12, 20 becomes 30, etc.). It will make the Special Encounters more common, but that's part of the fun of this Dungeon Level.
L2R13
  • Encounter: A party member spots the footprints and claw marks of a large creature, most likely a Troll. If the party leaves the area immediately, roll 1d6. On a 1, the Troll appears, attacking from behind a rocky outcropping. If the party investigates the area, roll 1d6. On a 1, 2, or 3, the Troll appears, attacking from behind a rocky outcropping.
    • Troll - 6 CR
      • HP: 30
      • AC: 16
      • AB: +6
      • Damage: 1d6 + 6, attacks two times
      • Special: Regeneration (Regains 6 HP at the end of each Round); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
      • Save: 12
      • Skills: +3
  • Treasure: If the Troll is killed; 1 Troll Hide, worth 25 Gold.
L2R14
  • Encounter: New husband and wife (Humans); Kind and madly in love; Gushing over one another, talking about the future.
    • Human (Peasant) - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: None
      • Save: 15
      • Skills: +0
  • Special
    • Romeo & Juliet: If death comes to one of the two newlyweds, the other will jump over the cliffside, dying.
  • Treasure: 2 Daggers, 2d4 Rations, 2d6 Silver pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from the Newlyweds or taken by force.

L2R15
  • Encounter: Iriel Phossick (Elven Alchemist); Quiet and distant; Willing to sell potions from her stock.
    • Iriel Phossick (Elven Alchemist) - 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.); 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 + 6 Fire Damage and they must each roll a Save. If a target succeeds, the Damage they take is halved.); Heal (The user may Heal themselves or an ally within Close Range for 1d6 + 6 HP.)
      • Save: 12
      • Skills: +3
  • Special
    • Potions: Iriel will buy and sell Potions. Her carried stock consists of 3 Healing Potions, 1 Firebomb, and 1 Vial of Poison. She sells each for 5 Gold and will buy each for 2 Gold.
  • Treasure: 1 Shortsword, 1 Shortbow, 20 Arrows, 3d4 Rations, 4d6 Gold pieces, carried stock of Potions (See Special).
    • Note: Obviously, this Treasure can only be taken if stolen from Iriel or taken by force.
L2R16
  • Encounter: The party finds a dead and decaying Giant Hawk in the middle of the road. A single arrow has pierced both eyes.
  • Treasure: 1 Arrow.
L2R17
  • Encounter: The party finds a knapsack that has seemingly been left behind alongside the road.
  • Treasure: A knapsack containing 3d6 Gold pieces, 2d6 Silver pieces, 1d6 Copper pieces, and a Tome of the Spell Magic Lock (See the list of Magic Items).

L2R18
  • Encounter: Borri Strongmace (Dwarven Mercenary); Gruff but good-hearted; Looking for work as a Mercenary.
  • Special: Borri may be hired by the party as a Henchman, per the Henchman Rules. Borri is considered to be a Rank 1 Mercenary, meaning his daily pay is 1 Gold. He is looking for work, but he will not settle for employment below this paygrade. Unlike other Mercenaries, however, Borri has a +1 Mace, meaning his Attacks and Damage rolls with that Mace have a +1 bonus. He will not part with this Mace, as he believes it to be his good luck charm.
    • Borri Strongmace (Mercenary) - CR = Rank [1] + 2 - - - Encumbrance: 20 - - - Pay: 1 Gold per Rank per Day
      • HP: 10 per Rank [10]
      • AC: 15
      • AB: +2 per Rank [+2, but +3 w/ Mace]
      • Damage: Weapon Based [1d8 + 1], may Attack twice if Rank 3 or higher
      • Special: Mercenaries will fight alongside their employers. They have no specific work preferences, but they are not as loyal as Knights. Mercenaries value Gold and self-preservation over all else.
      • Save: 15
      • Skills: +2
  • Treasure: A single +1 Mace, Heavy Armor, 3d4 Rations, 3d6 Silver pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from Borri or taken by force.
L2R19
  • Encounter: 1d2+1 Spiders (Giant); Hostile and territorial; Currently wrapping dead adventurers in webbing.
    • Spider (Giant) - 3 CR
      • HP: 15
      • AC: 13
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can climb walls and upside down; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
      • Save: 14
      • Skills: +1
  • Special: The path forward is blocked by the Spiders' nest, regardless of if the Spiders are killed or not. The party may choose a different path forward, or they may spend 1 hour to clear the path of webs.
  • Treasure: The nest contains 1d4+1 dead Adventurers who have been cocooned in webs. These cocoons can only be looted if the party spends time clearing the path. For each cocoon, roll 1 piece of treasure from the list below (1d6).
    1. No treasure.
    2. 2d6 Silver pieces.
    3. #2 and a Longsword.
    4. #2 and a Shield.
    5. #2 and Medium Armor.
    6. 4d6 Silver pieces.

Monday, February 13, 2023

[#DUNGEON23] Mountain of the Frost Baron - Feb 6 to Feb 12, 2023

Busy Week
Had a real busy week so I'm a day late again... No big deal though! More annoyingly, though, I didn't get to spend any time finishing up Argukhart. My goal is to post Argukhart by the end of the week!

Level 2, Rooms 6 through 12

  • Dungeon Level 2 Outline - Steepwalker Trail
    • Entrances / Exits: Lostone Entrance [STL] (heavily travelled, guarded, 15 minutes by foot to Lostone), Thon-Kyrr Entrance [STT] (heavily travelled, guarded, enters directly into Thon-Kyrr), Crevasse Entrance [CMC] (heavily travelled, connects Steepwalker Trail to Craghopper Mine)
    • Location: On Arguk-Val, climbing up the south-western side.
    • Threats: Bears, Cougars, Hawks (Giant), Spiders (Giant), Trolls

Level 2, Room 6 (L2R6)
This room is a narrow chokepoint that bandits have turned into a forced toll. They demand 1 Gold per person to pass through.
  • Encounter: 1d4+1 Bandits; Cocky and mean; Currently hanging around their camp, demanding their toll.
    • Bandit - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: 1d6 + 2
      • Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
      • Save: 14
      • Skills: +1
  • Treasure: Misc. weapons/armor, 2d4 Rations, 4 bedrolls, 2d6 Gold pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from the Bandits or taken by force.

Level 2, Room 7 (L2R7)
This room is a rock-strewn path along a cliff's edge. It looks like rocks have fallen here recently.
  • Encounter: Each time this "room" is entered, the GM rolls 1d6. On a 1, rocks begin to fall onto the path (See Special).
  • Special
    • Falling Rocks: If rocks begin to fall, 1d4 targets of the GM's choice suffer the effect below.
      • Effect: If triggered, each target must roll a Save. If they fail, they take 5d6 Damage. If they succeed, they take half as much Damage.
  • Treasure: None.

Level 2, Room 8 (L2R8)
This room is a junction of paths leading to STT (the Thon-Kyrr Entrance to Steepwalker Trail). At the junction, an elf has made a cabin where he lives and looks after a handful of mules.
  • Encounter: Gythric Sablehair (Elf Merchant); Indifferent; Looking to buy, sell, or rent Mules.
    • Gythric Sablehair (Elf Merchant) - 4 CR
      • HP: 20
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can use Ranged Attacks; 2 Spell Points; Magic Missile (The user creates 4 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.); Heal (The user may Heal themselves or an ally within Close Range for 1d6 + 4 HP.)
      • Save: 13
      • Skills: +2
  • Special
    • Mules: Gythric will buy Mules for 1d4 Gold, sell Mules for 5 Gold each, and rent Mules for 1 Gold per day, with a deposit of 10 Gold upfront.
  • Treasure: Cabin, 1 Shortsword, 1 Longbow, 4d4 Rations, 5d6 Gold pieces, 1d4 Mules.
    • Note: Obviously, this Treasure can only be taken if stolen from Gythric or taken by force.
    • Aftermath: If Gythric is slain, robbed, or otherwise harmed, the Mayor of Thon-Kyrr will do whatever she can to find the culprits and bring them to the Guards of Thon-Kyrr for potential jail time.

Level 2, Rooms 9 through 12 (L2R9 through L2R12)
These "rooms" are instead Special Encounters that may be found within Steepwalker Trail. Below are both the Steepwalker Trail Encounter List and the Steepwalker Trail Special Encounter List to serve as references.

Steepwalker Trail Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. On a 11-20, consult the Steepwalker Trail Special Encounter Table below this one.
  1. 1 Troll; when encountered, these creatures are usually hungry and very hostile.
  2. 1 Bear; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
  3. 1 Cougar; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
  4. "
  5. 1d4 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. 1d2 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
  7. "
  8. 1d4+1 Hawks (Giant); when encountered, these creatures are usually hunting other animals as prey. However, they may harass creatures that they see as competition for their food.
  9. "
  10. "
  11. See Special Encounter List.
  12. See Special Encounter List.
  13. See Special Encounter List.
  14. See Special Encounter List.
  15. See Special Encounter List.
  16. See Special Encounter List.
  17. See Special Encounter List.
  18. See Special Encounter List.
  19. See Special Encounter List.
  20. See Special Encounter List.
Steepwalker Trail Special Encounter List
When it comes to the special encounters below, the GM should reroll on the table if that encounter has already occurred.
  1. L2R9
  2. L2R10
  3. L2R11
  4. L2R12
  5. L2R13
  6. L2R14
  7. L2R15
  8. L2R16
  9. L2R17
  10. L2R18
  11. L2R19
  12. L2R20
  13. L2R21
  14. L2R22
  15. L2R23
  16. L2R24
  17. L2R25
  18. L2R26
  19. L2R27
  20. L2R28
  • Side Note: If you happen to have a d30 lying around, you can easily just roll that to determine encounters for Steepwalker Trail by just adding 10 to all of the values of the Special Encounter List (i.e., 1 becomes 11, 2 becomes 12, 20 becomes 30, etc.). It will make the Special Encounters more common, but that's part of the fun of this Dungeon Level.
L2R9
  • Encounter: Niana the Swift (Dwarf Bard); Kind and outgoing; Offers to play music for coin.
    • Niana the Swift (Dwarf Bard) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: 1d6 + 2
      • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves.); 1 Spell Point; Heal (The user may Heal themselves or an ally within Close Range for 1d6 + 2 HP.)
      • Save: 14
      • Skills: +1
  • Special
    • Music: Niana will play songs for 1 Silver each. Her songs take a few minutes to play. However, she will offer a special song to those who have paid her 3 or more Silver. For 1 Gold, she will play a special 10-minute ballad that will Heal all listeners for 1d4 HP. She can only play this ballad once per day.
  • Treasure: 1 Shortsword, 1 Lyre, 1 bedroll, 3d4 Rations, 5d6 Silver pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from Niana or taken by force.
L2R10
  • Encounter: Rannick, King of the Hawks (Human Hermit); Odd and paranoid; Cawing loudly at a nest of nearby Giant Hawks.
    • Rannick, King of the Hawks (Human Hermit) - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: Giant Hawks will not harm him.
      • Save: 15
      • Skills: +0
  • Special
    • Hawks: Rannick claims to be the King of the Hawks. He calls out to the Giant Hawks constantly, and they occasionally call back. While he has no control over them, they do avoid harming him.
  • Treasure: 1 Dagger, 1d4 Rations, 1d6 Copper pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from Rannick or taken by force.

L2R11
  • Encounter: Herd of Mountain Goats; Grazing on roots and weeds; Completely blocking the path.
    • Mountain Goat - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.)
      • Save: 15
      • Skills: +0
  • Special: Allow your players to use a creative solution to move or avoid the goats.
  • Treasure: If the Goats are killed; Rations (Goat meat) equal to twice the number of killed Goats and 1 Goat Pelt per killed Goat, with each Pelt being worth 1 Gold.
L2R12
  • Encounter: 2d4 Sickly Peasants; Somber and weak; Burying a deceased friend under a pile of stones.
    • Sickly Peasant - 0 CR
      • HP: 1
      • AC: 10
      • AB: +0
      • Damage: 1d6 + 0
      • Special: Sickly (Permanently Enfeebled.)
      • Save: 15
      • Skills: +0
  • Treasure: None.

Sunday, February 5, 2023

[#DUNGEON23] Mountain of the Frost Baron - Jan 30 to Feb 5, 2023

One Month In
I can't believe I'm already one month into designing Mountain of the Frost Baron! I can't say that it has flown by and it certainly is a lot of work, but I am seriously enjoying it. I just can't wait to actually run it for some players!

Also, I went back and forth on whether to include Argukhart in this post or not. I'm not quite happy with it yet, so I have decided to make it into its own post, likely going up later this week. This will likely be my modus operandi going forward when it comes to settlements.

Level 1, Rooms 30 and 31

  • 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, Rooms 30 and 31 (L1R30 and L1R31)
These "rooms" are instead Special Encounters that may be found within Craghopper Mine. Below is the Craghopper Mine Encounter List to serve as reference.

Craghopper Mine 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 (14-20), the GM should reroll on the table if that encounter has already occurred.
  1. 1d2 Quarry Beetles; when encountered, these creatures are usually hungry.
  2. 1d2 Centipedes (Giant); when encountered, these creatures are usually hungry.
  3. "
  4. 1d2 Jellies (Green); these creatures are not intelligent, solely seeking objects to digest.
  5. "
  6. 1d4+3 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. Notably, goblins are usually dripping wet when found in Craghopper Mine.
  7. "
  8. "
  9. 1d4+1 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. Notably, goblins are usually dripping wet when found in Craghopper Mine.
  10. "
  11. "
  12. "
  13. "
  14. L1R25
  15. L1R26
  16. L1R27
  17. L1R28
  18. L1R29
  19. L1R30
  20. L1R31
L1R30
  • Encounter: Snare Trap, somewhat hidden in a shallow puddle of cold water. Closer inspection reveals a rope hidden behind a support pillar leading up to a jerry-rigged pulley.
    • Snare Trap
      • Trigger: A target steps into the puddle/snare's loop.
      • Effect: If triggered, the target must roll a Save. If they fail, they are strung up by the snare, hanging upside down from the ceiling.
      • Disarm: 10
      • Description: "As you walk, you spot a small puddle of water on the ground, seemingly surrounding the base of one of the mine's support pillars."

    L1R31
    • Encounter: A random party member notices a draft from a nearby wall. If the wall is studied for 10 minutes (1 Dungeon Turn), the party finds a faded etching next to one of the torch sconces. The torch flickers from the draft. The etching is shown below.
    • Special: If the torch sconce is pulled down, like a lever, it reveals a secret door built into the wall next to it. The door nosily slides open, grinding stone on stone. The door remains open until the sconce is switched back. Behind the secret door is a small stash of treasure stored in a dusty, unlocked chest.
    • Treasure: 10d6 Gold pieces, 5d6 Silver pieces, a single +1 Shield, 2d4 Healing Potions.

    Level 1, Darkwater Crag Entrance (DWC)
    This room is a dripping wet cave with a dark pool of ice-cold water. It is abnormally dark here.
    • Encounter: None.
    • Special: By diving below the water's surface and swimming through it, you can leave Craghopper Mine and officially enter Darkwater Crag.
    • Treasure: None.
      • Side Note: I'm really not sure why I ended up structuring everything so that DWC didn't have an official Room Number... I think it was just an oversight. Regardless, I will post this exact room again at the beginning of Darkwater Crag.



    Level 2, Rooms 1 through 5

    • Dungeon Level 2 Outline - Steepwalker Trail
      • Entrances / Exits: Lostone Entrance [STL] (heavily travelled, guarded, 15 minutes by foot to Lostone), Thon-Kyrr Entrance [STT] (heavily travelled, guarded, enters directly into Thon-Kyrr), Crevasse Entrance [CMC] (heavily travelled, connects Steepwalker Trail to Craghopper Mine)
      • Location: On Arguk-Val, climbing up the south-western side.
      • Threats: Bears, Cougars, Hawks (Giant), Spiders (Giant), Trolls

    Level 2, Room 1 (L2R1, Steepwalker Trail)
    Below is the first "room" of the second Level of the Megadungeon, Steepwalker Trail. Like L1R1 (Craghopper Mine), it is not a traditional "room," as it is more or less a series of paths between Lostone, Argukhart, and Thon-Kyrr. Unlike Craghopper Mine, however, Steepwalker Trail is more of a natural formation than it is a meticulously planned series of tunnels. Because of this, this second Level will have very few rooms, and instead primarily embraces the idea of Special Encounters as rooms. This should make for a very interesting and (hopefully) exciting experience. For those who are looking foward to more traditional dungeoncrawling, I can promise you that about 6 of the Levels will be closer to what you might be expecting... But all of them are in the back half of the Megadungeon.

    Back to Steepwalker Trail. This "room" between settlements is effectively meant to be used as a Point Crawl, where travel between any marked/circled location costs 1 Movement Point. You could alternatively run this area using Dungeoncrawling Rules, checking for encounters every 10 minutes.
    • Side Note: You may notice that this Level effectively only has 8 rooms, L2R1 through L2R8. The remaining rooms of the month will instead be special encounters that I will be adding to Steepwalker Trail's Encounter List, which is detailed below.


    Steepwalker Trail Encounter List
    When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. On a 11-20, consult the Steepwalker Trail Special Encounter Table below this one.
    1. 1 Troll; when encountered, these creatures are usually hungry and very hostile.
    2. 1 Bear; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
    3. 1 Cougar; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
    4. "
    5. 1d4 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
    6. 1d2 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
    7. "
    8. 1d4+1 Hawks (Giant); when encountered, these creatures are usually hunting other animals as prey. However, they may harass creatures that they see as competition for their food.
    9. "
    10. "
    11. See Special Encounter List.
    12. See Special Encounter List.
    13. See Special Encounter List.
    14. See Special Encounter List.
    15. See Special Encounter List.
    16. See Special Encounter List.
    17. See Special Encounter List.
    18. See Special Encounter List.
    19. See Special Encounter List.
    20. See Special Encounter List.
    Monsters Stats
    • Bear - 5 CR
      • HP: 25
      • AC: 15
      • AB: +5
      • Damage: 1d6 + 5, attacks two times
      • Special: Can climb trees 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); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
      • Save: 13
      • Skills: +2
    • Cougar - 4 CR
      • HP: 20
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can climb trees and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 4 Damage on Critical Hits); Intimidate (May cause one target to gain the Affliction Afraid 2 when combat begins)
      • Save: 13
      • Skills: +2
    • Hawk (Giant) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: 1d6 + 2
      • Special: Can fly
      • Save: 14
      • Skills: +1
    • Spider (Giant) - 3 CR
      • HP: 15
      • AC: 13
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can climb walls and upside down; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
      • Save: 14
      • Skills: +1
    • Troll - 6 CR
      • HP: 30
      • AC: 16
      • AB: +6
      • Damage: 1d6 + 6, attacks two times
      • Special: Regeneration (Regains 6 HP at the end of each Round); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
      • Save: 12
      • Skills: +3
    Steepwalker Trail Special Encounter List
    When it comes to the special encounters below, the GM should reroll on the table if that encounter has already occurred.
    1. L2R9
    2. L2R10
    3. L2R11
    4. L2R12
    5. L2R13
    6. L2R14
    7. L2R15
    8. L2R16
    9. L2R17
    10. L2R18
    11. L2R19
    12. L2R20
    13. L2R21
    14. L2R22
    15. L2R23
    16. L2R24
    17. L2R25
    18. L2R26
    19. L2R27
    20. L2R28
    • Side Note: If you happen to have a d30 lying around, you can easily just roll that to determine encounters for Steepwalker Trail by just adding 10 to all of the values of the Special Encounter List (i.e., 1 becomes 11, 2 becomes 12, 20 becomes 30, etc.). It will make the Special Encounters more common, but that's part of the fun of this Dungeon Level.

    Level 2, Room 2 (L2R2)
    This room is a crossroads between multiple paths on Steepwalker Trail. There are multiple possible Encounters.
    • Encounter: When the party travels here, roll 1d4. Based on the roll, they see a certain Encounter. Most of the Encounters below can repeat with different instances of the same creature. Encounter 4, however, cannot repeat.
      1. None. Can repeat.
      2. 2d4 Elves (merchants); Friendly; Willing to buy/sell goods. Can repeat.
        • Elf (merchant) - 2 CR
          • HP: 10
          • AC: 12
          • AB: +2
          • Damage: 1d6 + 2
          • Special: Can use Ranged Attacks; 1 Spell Point; 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.)
          • Save: 14
          • Skills: +1
      3. 1d4 Hawks (Giant); Territorial (will attack if provoked); In search of food/prey. Can repeat.
        • Hawk (Giant) - 2 CR
          • HP: 10
          • AC: 12
          • AB: +2
          • Damage: 1d6 + 2
          • Special: Can fly
          • Save: 14
          • Skills: +1
      4. 1 Bear; Hungry and Territorial (will attack if provoked); In search of food/prey; will remain passive if fed. Cannot repeat.
        • Bear - 5 CR
          • HP: 25
          • AC: 15
          • AB: +5
          • Damage: 1d6 + 5, attacks two times
          • Special: Can climb trees 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); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
          • Save: 13
          • Skills: +2
    • Treasure: Dependent on which Encounter is rolled.
      1. None.
      2. Misc. weapons/armor, misc. tools/equipment, 5d6 Gold pieces.
        • Note: Obviously, this Treasure can only be taken if stolen from the Elves or taken by force.
      3. If the Hawks are killed; Rations (Hawk meat) equal to twice the number of killed Giant Hawks.
      4. If the Bear is killed; 2d6 Rations (Bear meat) and 1 Bear Pelt (worth 3d6 Gold).

    Level 2, Room 3 (L2R3)
    This room is a fork in the road.
    • Encounter: The Left Side (1) seems to be a clear path forward. The Right Path (2) is blocked off by fallen rocks.
    • Special: The rocks located at 2 can be moved over the course of 4 hours by using 2 Movement Points.
    • Treasure: None.

    Level 2, Room 4 (L2R4)
    This room is a junction of paths that is out of the way of most travelers.
    • Encounter: There are claw marks carved into the stone wall where the secret door is located. They appear to be the claw marks of a large mammal, such as a Bear or a Cougar. Beyond the massive carved mark, there is no way to tell that there is a secret door here. The door is massive and heavy, nearly impossible to pry open. However, the party may be able to open it through its password or through the Spell Magic Lock.
    • Special
      • Secret Door: The password is "Bear Claw." If it spoken in any language while within 15 feet of the secret door, the door will open. If Magic Lock is cast on the secret door, the Caster may only dismiss the lock if they are Level 3 or higher.
      • Traps: Once past the secret door, the party will encounter 2 Dart Traps. Each trap is hooked up to a tripwire, represented by the vertical lines of X's on the map. If the party searches the area before entering, they will find the Dart Traps and the Tripwires easily. Otherwise, they are likely to trigger the traps.
        • Effect: If triggered, the GM rolls 1d20 + 10 versus the target's AC. On a hit, the target takes 3d6 Damage.
        • Disarm: 13
    • Treasure: Unlock Chest (Contains 5d6 Gold pieces and 3d6 Silver pieces, See 1), Barrel (Contains 2d4 gallons of Aged Wine, worth 5 Gold per gallon, See 2), Unlocked Chest (Contains +1 Medium Armor, See 3).

    Level 2, Room 5 (L2R5)
    This room is a crossroads between multiple paths on Steepwalker Trail. There are multiple possible Encounters.
    • Encounter: When the party travels here, roll 1d4. Based on the roll, they see a certain Encounter. Most of the Encounters below can repeat with different instances of the same creature. Encounter 4, however, cannot repeat.
      1. None. Can repeat.
      2. 1d4+1 Adventurers; Friendly; Traveling towards Lostone. Can repeat.
        • Adventurer - 1 CR
          • HP: 5
          • AC: 12
          • AB: +1
          • Damage: 1d6 + 1
          • Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
          • Save: 15
          • Skills: +0
      3. 2d4 Dwarves (merchants); Friendly; Willing to buy/sell goods; Traveling towards Argukhart. Can repeat.
        • Dwarf (merchant) - 1 CR
          • HP: 5
          • AC: 11
          • AB: +1
          • Damage: 1d6 + 1
          • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
          • Save: 15
          • Skills: +0
      4. 1 Troll; Hungry and Hostile (will attack); In search of food/prey. Cannot repeat.
        • Troll - 6 CR
          • HP: 30
          • AC: 16
          • AB: +6
          • Damage: 1d6 + 6, attacks two times
          • Special: Regeneration (Regains 6 HP at the end of each Round); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
          • Save: 12
          • Skills: +3
    • Treasure: Dependent on which Encounter is rolled.
      1. None.
      2. Misc. weapons/armor, misc. tools/equipment, 5d6 Silver pieces.
        • Note: Obviously, this Treasure can only be taken if stolen from the Adventurers or taken by force.
      3. Misc. weapons/armor, misc. tools/equipment, 6d6 Gold pieces.
        • Note: Obviously, this Treasure can only be taken if stolen from the Dwarves or taken by force.
      4. If the Troll is killed; 1 Troll Hide (worth 25 Gold).

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