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.

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