Two weeks ago I got COVID after managing to avoid it for 3 years... Unfortunately, it completely took me out of commission for about a week and a half, so I've been playing catchup on Dungeon23. However, I'm glad to say I have caught up! Argukhart was just posted here... better late than never. The end of Steepwalker Trail and the start of Darkwater Crag can be found within this super-post. Finally, my next step is Thon-Kyrr. Hopefully it doesn't take as long as Argukhart -_-
Anyway, here's my backlog of progress!
Level 2, Rooms 20 through 28
- 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 Troll; when encountered, these creatures are usually hungry and very hostile.
- 1 Bear; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
- 1 Cougar; when encountered, these creatures are usually hungry. However, they tend to avoid combat when possible.
- "
- 1d4 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
- 1d2 Spiders (Giant); when encountered, these creatures are usually hungry, but cautious.
- "
- 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.
- "
- "
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- See Special Encounter List.
- 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.
- L2R9
- L2R10
- L2R11
- L2R12
- L2R13
- L2R14
- L2R15
- L2R16
- L2R17
- L2R18
- L2R19
- L2R20
- L2R21
- L2R22
- L2R23
- L2R24
- L2R25
- L2R26
- L2R27
- 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.
L2R20
- Encounter: 1 Legendary Gargoyle; Hostile (will Attack); Currently gathering gems and jewels from a dead Dwarf.
- Gargoyle - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Stoneskin (This creature takes 2 less Damage each time it takes Damage. It always takes at least 1 Damage.); 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: 13
- Skills: +2
- Treasure: Sack of gems/coins; 1 Citrine worth 100 Gold, 1 Topaz worth 50 Gold, 10d6 Gold pieces.
L2R21
- Encounter: A corrupted tree overhangs the trail, with a decaying Human body strung up from a thick branch.
- 1d4+1 Corrupted Druids; Hostile (will Attack); Currently performing a ritual around the corrupted tree. They have no weapons or armor, instead having leathery skin and sharp claws/teeth.
- Corrupted Druid - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: 1 Spell Point; Sting (The user may choose a target within Medium Range and attempt an Attack Roll. On a hit, the target takes 2d4 + 2 Poison Damage and must roll a Save. If they fail, they gain the Affliction Poisoned 2.)
- Save: 14
- Skills: +1
- Treasure: The druids carry no treasure, but the tree's trunk is stuffed with coins; 3d6 Gold pieces, 5d6 Silver pieces.
L2R22
- Encounter: An obsidian obelisk stands 12-feet tall in the middle of the road. 4 feet from the ground on one side there is a right-handed handprint impressed into the obelisk.
- Special: Placing a hand into the handprint causes 2d6 Necrotic Damage and causes the hand used to bleed black blood. The black blood forever stains the hand used. Finally, 1 Gold coin appears in the stained hand.
- Note: May only be used right-handed and may only be used by each person once.
- Treasure: Up to 1 Gold per person who offers their hand.
L2R23
- Encounter: Along the side of the mountain, vines grow in a large area, blossoming with light red flowers. The vines are thorny to the touch. While beautiful, the flowers have no inherent value.
- Treasure: None.
L2R24
- Encounter: Gerda Stonefoot (Dwarven Torchbearer); Wounded, woozy, and desperate; Recently robbed by bandits and slowly bleeding out; Gerda will die if not healed for at least 1 HP within 1 hour.
- Gerda Stonefoot (Torchbearer) - 0 CR
- HP: 10 (currently at 1 HP)
- AC: 15
- AB: +0
- Damage: N/A, cannot Attack
- Special: Torchbearers craft 1d4 Torches after a Long Rest. Also, Torchbearers will avoid fleeing from combat unless ordered otherwise. However, the most a Torchbearer will do in combat is provide the actual fighters with light.
- Save: 15
- Skills: +1
- Special: Gerda may be hired by the party as a Hireling, per the Hireling Rules. Gerda is considered to be a Torchbearer, meaning her daily pay would normally be 3 Silver. However, she will offer her services at a discounted rate if her life is saved, only requiring 1 Silver per day.
- Treasure: None.
L2R25
- Encounter: 2d4+5 Elf Warriors; Indifferent; Currently hunting monsters in the area in an effort to keep Thon-Kyrr safe.
- Elf - 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
- Treasure: Misc. weapons/armor, 2d4+10 Rations, 2d6+10 Gold pieces.
- Note: Obviously, this Treasure can only be taken if stolen from the Elves or taken by force.
L2R26
- Encounter: 1d4+1 Hawks (Giant); Territorial (will attack if provoked); Circling above like buzzards.
- Hawk (Giant) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can fly
- Save: 14
- Skills: +1
- Treasure: If the Hawks are killed; Rations (Hawk meat) equal to twice the number of killed Giant Hawks.
L2R27
- Encounter: Along the side of the trail, a decaying tree stump is covered with black fungus.
- Treasure: 2d4 Black Fungi (Item, Consumable); very tasty if eaten; worth 3 Gold each.
L2R28
- Encounter: Just off the trail, there is a small cavern opening. Heading inside reveals a Gargoyle Lair.
- 2 Gargoyles; Hostile (will Attack to defend Lair); Currently patrolling the Lair.
- Gargoyle - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Stoneskin (This creature takes 2 less Damage each time it takes Damage. It always takes at least 1 Damage.)
- Save: 13
- Skills: +2
- Treasure: 120 Gold pieces, 50 Silver pieces, 100 Copper pieces, 3d4 assorted Gems (each worth 25 Gold), 1 Crystal Foci (see the Magic Item List)
Level 3, Rooms 1 through 5 (Floor 1)
- 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, Room 1 (L3R1, Darkwater Crag, Floor 1)
Below is the first "room" of the third Level of the Megadungeon, Darkwater Crag. Like L1R1 (Craghopper Mine), it is not a traditional "room," as it is simply an overall map of the floor. Unlike Craghopper Mine, however, Darkwater Crag is a more natural series of caves with few purposefully dug tunnels. For simplicity, the map is drawn with sharp edges, but the rooms are realistically more misshapen.
Additionally, you will notice that this Floor contains stairs down to the second Floor, as well as underwater passages between rooms. Players will not be immediately aware of these passages but should be rewarded for discovering them.
Unlike previous Dungeon Levels, Darkwater Crag is the first Level in which the GM is expected to run the area using Dungeoncrawling Rules, checking for encounters every 10 minutes. Darkwater Crag, as the name would suggest, is also almost pitch black. Torches or Light Spells will be needed to explore the area safely.
- Side Note: Between L3R1 and L3R2, the two Floors which make up this Level of the Dungeon only have 25 rooms. The remaining 6 rooms of the month will instead be special encounters that I will be adding to Darkwater Crag's Encounter List, which is detailed below.
Level 3, Room 2 (L3R2, Darkwater Crag, Floor 2)
Like the "room" above, L3R2 is a Floorplan of Darkwater Crag. All of the same things as L3R1 apply.
Additionally, you will notice that this Floor contains stairs up to the first Floor, as well as underwater passages between rooms. Players will not be immediately aware of these passages but should be rewarded for discovering them.
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 Flail Snails; when encountered, these creatures are usually hungry and hostile.
- 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
- "
- 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
- "
- 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
- "
- 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.
- "
- "
- "
- 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.
- "
- L3R26
- L3R27
- L3R28
- L3R29
- L3R30
- 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
Level 3, Room 3 (L3R3)
This room contains multiple rocks covered in a slick, black moss. A pool of cold, dark water lies in the southern half of the room. To the east, there is a thin, recently dug tunnel.
Level 3, Room 4 (L3R4)
This room contains multiple rocks covered in a slick, black moss.
- Special: When this room is first entered, it always triggers an Encounter. The GM rolls on the Darkwater Crag Encounter List with a -5 penalty on the roll (minimum roll of 1). Also, see room L3R5.
- Treasure: Encounter dependent.
Level 3, Room 5 (L3R5)
This room contains multiple rocks covered in a slick, black moss. A pool of cold, dark water lies in the northeastern corner of the room. There is also a thin, recently dug tunnel connecting part of the room to the northern exit.
- Encounter: Goblin Camp [1d4+1 Goblins]; Hostile (will attack); Currently cooking a Giant Rat over a small fire.
- Special: If L3R4 contains a combat encounter, the Goblins here will be alerted and will move to L3R4 as "reinforcements" at the end of the 3rd Round.
- Treasure: Goblin's treasure (if any), 1d4 Rations worth of cooked Giant Rat meat.
No comments:
Post a Comment