Having COVID threw me off my groove a bit, so I missed last week's post (whoops). I did not get behind, but I realized as I went to make this post that I had forgotten last weeks. Anyway, both weeks are posted below!
Level 3, Rooms 6 through 15 (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)
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.
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- 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
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- 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
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- 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.
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- 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.
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- 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 6 (L3R6)
This room contains the remains of a long-dead adventuring party that seemingly got lost down here.
- Special: Bones and Items are clearly strewn about the room.
- Treasure: 1 Longsword (+1), 1 Greataxe (+1), 1 Longbow, 15 Arrows, 1 Shield, 3d6 Silver pieces.
Level 3, Room 7 (L3R7)
This room contains a stinking pile of decaying refuse, which seems to have attracted some Dire Giant Centipedes.
- Encounter: 2 Centipedes (Giant, Dire); Preoccupied (can be avoided, but will Attack if provoked); Currently feeding upon decaying refuse.
- 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
- Treasure: Takes 1 Dungeon Turn to sift through the pile of refuse. If sifted through; 1d4 Gold pieces, 2d4 Silver pieces, and 3 rusted Weapons (useless).
Level 3, Room 8 (L3R8)
This room is a mostly empty hallway of sorts, containing a small pool of dark, cold water.
- Encounter: None.
- Treasure: None.
Level 3, Room 9 (L3R9)
This room contains a Giant Rat nest, made primarily of refuse. It also contains a pool of dark, cold water.
- Encounter: 1d4+5 Rats (Giant); Territorial (will Attack to defend their nest); Currently building the nest.
- 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
- Treasure: Takes 1 Dungeon Turn to sift through the nest. If sifted through; 3d6 Silver pieces and 1 rusted Shield (provides no bonus to AC but can be Splintered once).
Level 3, Room 10 (L3R10)
This room contains a Giant Rat nest, made primarily of refuse. It also contains a pool of dark, cold water.
- Special: The hallway leading into this room from the north (L3R9) is clogged with refuse from the Giant Rats. It takes 3 Dungeon Turns to clear out the hallway.
- Treasure: Locked Chest (DC 15); Contains 5d6 Gold pieces, 3d6 Silver pieces, and 1 Potion of Waterbreathing (Allows the user to breathe underwater for 1 hour when quaffed).
Level 3, Room 11 (L3R11)
This room appears to have once suffered a cave-in. Mossy rocks are scattered about the room.
- Special: All exits from this room (aside from the underwater passage) are blocked by rubble. Each tunnel may be cleared by using 3 Dungeon Turns to remove the blockages.
- Treasure: None.
The hallway leading into this room contains stairs going down to the 2nd floor of Darkwater Crag. The room itself contains a large pool of dark, cold water.
- Encounter: 1d2 Flail Snails; Hostile (will Attack); Currently feeding on moss growing in the area.
- 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: Stairs down to Floor 2.
- Treasure: None.
Level 3, Room 13 (L3R13)
This room contains two shallow pools of dark, cold water.
- Special: If the party has a light source, shiny objects within the pools twinkle in the light.
- Treasure: Pool 1 contains; 3d6 Silver pieces and 1d6 Gold pieces. Pool 2 contains; 2d6 Gold pieces and 4d6 Copper pieces.
Level 3, Room 14 (L3R14)
This room is a small dead end with a pool of dark, cold water.
- Encounter: 1d4+1 Rats (Giant); Nervous (will flee if approached, only Attacking as a last resort); Currently searching for food.
- 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
- Treasure: None.
Level 3, Room 15 (L3R15)
This room is fairly small, but noticeably wet, with both water and some kind of viscous gel. It also contains a small pool of dark, cold water as well as stairs down to Floor 2 of Darkwater Crag.
- Encounter: 1 Gelatinous Cube (Legendary); Hostile (will Attack); Currently sitting motionless in front of the stairs down. There is a 3-in-6 chance that the party does not notice the Gelatinous Cube, staring right through its clear body. If unnoticed, the Gelatinous Cube automatically has Surprise when it Attacks.
- 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
- Special: Stairs down to Floor 2.
- Treasure: If killed, the Gelatinous Cube spews out the following; 3d6 Silver pieces, 5d6 Gold pieces, a seemingly normal skull containing rubies for eyes (this Item is actually an Occult Object, per the Magic Item List).
Level 3, Rooms 16 through 19 (Floor 2)
Level 3, Room 16 (L3R16)
This room is somewhat large, containing a large pool of dark, cold water. There is a short hallway leading to stairs to the 1st floor of Darkwater Crag.
- Special (Dangerous): If the party has a light source, each Dungeon Turn spent in this room has a 3-in-6 chance to alert the Goblins in L3R17.
- Special: Stairs up to Floor 1.
- Treasure: None.
Level 3, Room 17 (L3R17)
This room is under goblin control, with a barricade of sharpened bones blocking the eastern entrance from L3R16. The room also contains a small pool of dark, cold water, as well as 2 piles of goblin refuse.
- Encounter: Goblin Brigade [2d4 Goblins, 1d2 Hobgoblins]; Hostile (will Attack); Currently on duty, guarding the area.
- 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
- Special: See L3R16.
- Treasure: Goblin Treasure (if any), Takes 1 Dungeon Turn to sift through each pile of refuse. If sifted through, each pile contains; 3d6 Gold pieces and 3d6 Silver pieces.
Level 3, Room 18 (L3R18)
This room appears to be a barracks of sorts for the goblins in L3R17. It also contains a small pool of dark, cold water.
- Encounter: None.
- Treasure: Weapon Rack; contains 3 poor Spears and 2 poor Shortswords. Takes 1 Dungeon Turn to sift through the pile of refuse. If sifted through, the pile contains; 2d6 Gold pieces and 3d6 Silver pieces.
Level 3, Room 19 (L3R19)
This room appears to be a Giant Centipede breeding room, where the goblins have trapped the Centipedes with sharpened bone barricades and have been dumping decaying matter as food. The goblins must be using the Centipedes as a source of meat.
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