Monday, March 27, 2023

[#DUNGEON23] Mountain of the Frost Baron - Mar 20 to Mar 26, 2023

A Little Late
Forgot to post last night. Below is the past week of progress. I hope to have Thon-Kyrr done soon as well!

Level 3, Rooms 20 through 25 (Floor 2)

  • 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. 2 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  3. 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
  4. "
  5. 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. "
  7. 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
  8. "
  9. 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.
  10. "
  11. "
  12. "
  13. 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.
  14. "
  15. L3R26
  16. L3R27
  17. L3R28
  18. L3R29
  19. L3R30
  20. 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 20 (L3R20)
This room contains the primary nest of Goblins and Hobgoblins that have claimed Darkwater Crag. This room is not meant to be balanced. Players are expected to find a strategic solution versus this large force. If they charge in foolishly, they should die foolishly.
  • Encounter: Goblin Nest [3d6+10 Goblins, 1d6+5 Hobgoblins]; Hostile (will Attack); Currently feeding.
    • 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: If combat occurs in L3R17, 5 Goblins and 1 Hobgoblin will join the combat at the end of each Round, coming from this room.
  • Treasure: Goblin Treasure (if any), Takes 1 Dungeon Turn to sift through each pile of refuse [2 piles]. If sifted through, each pile contains; 3d6 Gold pieces and 3d6 Silver pieces.

Level 3, Room 21 (L3R21)
This room contains the treasure hoard of the occupying Goblins. Their Hobgoblin leader resides here with a pet Giant Centipede. The room also contains a small pool of dark, cold water.
  • Encounter: 1 Hobgoblin Leader and 1 Centipede (Giant, Dire); Hostile (will Attack); Sitting on his throne.
    • Hobgoblin Leader - 7 CR
      • HP: 35
      • AC: 17
      • AB: +7
      • Damage: 1d6 + 7, attacks two times
      • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat); Intimidate (May cause one target to gain the Affliction Afraid 3 when combat begins).
      • Save: 12
      • Skills: +3
    • 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
  • Special: If the Goblins/Hobgoblins within L3R20 are all sent out as reinforcements, the Hobgoblin Leader and his Centipede will follow them out as a last resort.
  • Treasure: 72 Gold pieces, 507 Silver pieces, 1,730 Copper pieces, 27 assorted Relics (Gems, Jewelry, etc.) each worth 10 Gold pieces, +1 Silvered Longsword, +1 Light Armor, +1 Foci (See the Magic Item List).

Level 3, Room 22 (L3R22)
This room is under goblin control, with a barricade of sharpened bones blocking the eastern entrance. The room also contains a small pool of dark, cold water.
  • 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: If combat occurs in L3R20, this Brigade will join the combat at the end of the 2nd Round.
  • Treasure: Goblin Treasure (if any), Weapon Rack (holds 1 poor Spear, 1 poor Glaive, and 1 poor Longsword).

Level 3, Room 23 (L3R23)
This room is littered with the charred, long-dead skeletal remains of dozens of Goblins. To the north-east, there is a short hallway leading to a caged pedestal. The hallway is clearly a trap, with pressure plates on the floor and burn marks marking both walls. The walls are decorated with stone-carved mockeries of Dwarven faces, each puffing their cheeks as if blowing air.
  • Special
    • Ancient Dwarven Trap: GMs; See the right-most image below. The hallway of pressure plates is 10 feet wide, 12.5 feet long, and 10 feet tall. The matrix of letters corresponds to the pressure plates themselves, with each pressure plate displaying a worn depiction of a Dwarvish letter. The English equivalents are listed in the matrix, but the characters will only recognize them as Dwarvish runes unless they know the Dwarvish language (i.e., such as Dwarves or those who have lived in Argukhart). Each pressure plate is a 2.5-foot by 2.5-foot square.
      • Disarming the Trap: Disarming the trap is certainly possible (DC 20 per pressure plate), but the trap is a puzzle, first and foremost. If the puzzle goes unsolved, the cage will not move, leaving the chalice out of reach.
      • Puzzle: To solve the puzzle, a Character must step on the correct pressure plates in the correct order. The correct order is determined by the current "password." The password always starts as "cease." If the password is attempted but failed, the password cycles to "drink," then to "peril," then to "water," and then back to "cease." Characters will likely have to attempt some kind of trial and error at first, so allow them to creatively push the plates without simply tanking the Damage (such as using a 10-foot pole or heavy rocks, etc.). Finally, only 1 pressure plate may be pushed down at a time. If more than one is pushed down, the trap goes off and resets, changing the password. If the password is input correctly, the pressure plates deactivate and the cage rends apart, allowing easy access to the pedestal and the chalice atop it.
      • Effect: If triggered, each target within the pressure-plate hallway must roll a Save. If they fail, they take 10d6 Fire Damage, as each stone-face spews out liquid flames. If they succeed, they take half as much Damage.
  • Treasure: A golden chalice decorated with priceless gems (see Special). If obtained, the chalice serves as a unique Magic Item.
    • The Chalice: If obtained, this item exudes a powerful magical aura noticeable by any spellcaster. The chalice has a single magical effect/purpose; if filled with any kind of liquid, it will turn that liquid into a bubbling, black ichor. The ichor does not look appealing, nor does it taste good. However, drinking a full chalice of the ichor will Heal a target to full HP. Finally, a target Healed by the chalice must roll a Save. If they fail, their Maximum HP is permanently reduced by 5.
    • Special: The chalice is trapped within a wrought iron cage, which surrounds the pedestal it sits upon (See 1). Possibly through magic, the cage is seemingly immovable and indestructible. The chalice cannot be removed from the cage, even if one's hands are small enough to reach through. There is a mechanism attached to the base of the cage, however, that seems to connect to the hallway of pressure plates.


Level 3, Room 24 (L3R24)
This room is empty aside from a small pool of dark, cold water.
  • Encounter: None.
  • Treasure: None.

Level 3, Room 25 (L3R25)
This room is only accessible via the underwater passage between L3R24 and L3R16. The room appears to be a second grotto of treasure gathered by the Goblins.
  • Treasure: 15 Gold pieces, 109 Silver pieces, 352 Copper pieces, 5 assorted gems (each worth 9 Gold), +1 Mace, +1 Shield.

Level 3, Room 26 (L2R26)
This "room" is instead a Special Encounter that may be found within Darkwater Crag. Below is the Darkwater Crag Encounter List to serve as reference.

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. 2 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  3. 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
  4. "
  5. 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. "
  7. 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
  8. "
  9. 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.
  10. "
  11. "
  12. "
  13. 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.
  14. "
  15. L3R26
  16. L3R27
  17. L3R28
  18. L3R29
  19. L3R30
  20. L3R31
L3R26
  • Encounter: A Giant Rat is found dead. It seems fresh but shows no evidence of Damage or combat.
  • TreasureIf searched or examined closely; within the Rat's throat is a Gold piece. It must have choked.

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