Sunday, April 23, 2023

[#DUNGEON23] Mountain of the Frost Baron - Apr 3 to Apr 23, 2023

Backlog
My Easter trip threw me off schedule and led me to create a backlog. The past three weeks are all within this post! Now that I am caught up, my plan is to stay on track this week and also finish up Thon-Kyrr.

Level 4, Rooms 3 through 22

  • Dungeon Level 4 Outline - Springwater Cave
    • Entrances / Exits: Thon-Kyrr Entrance [L4R3] (less travelled, heavily guarded, enters/exits directly into Thon-Kyrr), Hot Springs Entrance [L4R22] (rarely travelled, unguarded, enters/exits directly to the Hot Springs), Ancient Tomb Entrance [L4R7] (rarely travelled, guarded, enters directly into the Ancient Tomb, L4R1)
    • Location: Within Arguk-Val, within a cave near Thon-Kyrr.
    • Threats: Basilisks, Cave Wyrms, Deep Elves, Flail Snails, Troglodytes, White Apes

Springwater Cave 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 (13-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
  2. 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
  3. "
  4. 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  5. "
  6. 1d2 Deep Elves with 1d2 White Ape companions; when encountered, these creatures are usually cautious. The Deep Elves only speak the Elven tongue but can be reasoned with.
  7. "
  8. "
  9. 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
  10. "
  11. "
  12. "
  13. L4R23
  14. L4R24
  15. L4R25
  16. L4R26
  17. L4R27
  18. L4R28
  19. L4R29
  20. L4R30
Monsters Stats
  • Basilisk - 7 CR
    • HP: 35
    • AC: 17
    • AB: +7
    • Damage: 1d6 + 7, attacks two times
    • Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 1. If they succeed, nothing happens.)
    • Save: 12
    • Skills: +3
  • Cave Wyrm (Legendary) - 8 CR
    • HP: 40
    • AC: 18
    • AB: +8
    • Damage: 1d6 + 8, attacks two times
    • Special: Can burrow; 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.); Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); 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 8 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: 11
    • Skills: +4
  • Deep Elf - 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.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
    • Save: 12
    • Skills: +3
  • 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
  • Troglodyte - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
    • Save: 13
    • Skills: +2
  • White Ape - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, attacks two times
    • Special: Can use Ranged Attacks; Can climb vines 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)
    • Save: 13
    • Skills: +2

Level 4, Room 3 (L4R3)
This room is a stalagmite-dotted cavern entrance. As the party enters, A group of Elven Scholars are exiting the cave in the midst of a heated discussion of ancient relics.
  • Encounter: 2d4+1 Elves (Scholars); Dismissive (have little interest in the party); Currently discussing their findings at the dig site (L4R7), which include ancient relics (being kept at the dig site). They are heading back to Thon-Kyrr.
    • Elf (Scholar) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: N/A, as they lack Weapons.
      • Special: 2 Spell Points; 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.), Lorespeak (Not applicable in combat).
      • Save: 14
      • Skills: +1
  • Special: If spoken to or overheard, the party can discover that L4R7 is a recently created dig site. Thon-Kyrr scholars have uncovered some kind of ancient tomb. They have sent few expedition parties, but the groups that have returned have come back with many ancient relics and artifacts.
  • Treasure: Fine Robes (1 per Scholar) worth 1 Gold each, 3d6 Silver pieces per Scholar.
    • Note: Obviously, this Treasure can only be taken if stolen from the Scholars or taken by force.

Level 4, Room 4 (L4R4)
This room is a crossroads of cavernous tunnels. The northern path leads to L4R6, the eastern path leads to L4R5, and the southern path leads directly into a small alcove where some more Elven Scholars have set up a camp.
  • Encounter: 2d4 Elves (Scholars) and 5 Guards; Kind but paranoid (they are afraid of what may lurk deeper within the cave); The Scholars are currently resting while the Guards are keeping a watch cycle.
    • Elf (Scholar) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: N/A, as they lack Weapons.
      • Special: 2 Spell Points; 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.), Lorespeak (Not applicable in combat).
      • Save: 14
      • Skills: +1
    • Town Guard (Thon-Kyrr) - 3 CR
      • HP: 15
      • AC: 14
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
      • Save: 14
      • Skills: +1
  • Special: If spoken to or overheard, the party can discover that L4R7 is a recently created dig site. Thon-Kyrr scholars have uncovered some kind of ancient tomb. They have sent few expedition parties, but the groups that have returned have come back with many ancient relics and artifacts.
  • Treasure: Fine Robes (1 per Scholar) worth 1 Gold each, 3d6 Silver pieces per Scholar, Medium Armor (1 per Guard), Shield (1 per Guard), Random Weapon (1 per Guard), 2d6 Silver pieces per Guard.
    • Note: Obviously, this Treasure can only be taken if stolen from the Scholars/Guards or taken by force.

Level 4, Room 5 (L4R5)
This room leads out to the raging river within Springwater Cave.
  • Encounter: None.
  • Treasure: None.
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 6 (L4R6)
This room contains a solid wooden bridge that crosses the raging river. Two Guards from Thon-Kyrr stand on either side.
  • Encounter: 4 Guards; Bored; The Guards are currently chatting idly.
    • Town Guard (Thon-Kyrr) - 3 CR
      • HP: 15
      • AC: 14
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
      • Save: 14
      • Skills: +1
  • Special: If spoken to or overheard, the party can discover that L4R7 is a recently created dig site. Thon-Kyrr scholars have uncovered some kind of ancient tomb. They have sent few expedition parties, but the groups that have returned have come back with many ancient relics and artifacts.
  • Treasure: Medium Armor (1 per Guard), Shield (1 per Guard), Random Weapon (1 per Guard), 2d6 Silver pieces per Guard.
    • Note: Obviously, this Treasure can only be taken if stolen from the Guards or taken by force.
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 7 (L4R7)
This room is a large cavern bustling with activity. Many Scholars and Guards from Thon-Kyrr are hard at work at some kind of archeological site. To the northeast, a fairly new looking pile of rubble sits in front of a wall of sheer obsidian. A pair of ornate golden doors sit about an inch deep into the wall. Along the eastern-most wall of the cave sit two unlocked chests. They appear to contain some of the ancient relics the Scholars are studying. To the east, the river roars past the dig site.
  • Encounter: 2d4 Elves (Scholars), 1 Elf Mage (Elbrin the Scorched), and 8 Guards; Dismissive; The Scholars and Mage are currently pouring over ancient-looking artifacts while the Guards are keeping a watch cycle.
    • Elf (Scholar) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: N/A, as they lack Weapons.
      • Special: 2 Spell Points; 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.), Lorespeak (Not applicable in combat).
      • Save: 14
      • Skills: +1
    • Elbrin the Scorched (Elf Mage) - 8 CR
      • HP: 40
      • AC: 18
      • AB: +8
      • Damage: 1d6 + 8, attacks two times
      • Special: 4 Spell Points; Detect (Not applicable in combat), 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 + 8 Fire Damage and they must each roll a Save. If a target succeeds, the Damage they take is halved.), Lorespeak (Not applicable in combat), Magic Missile (The user creates 8 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically, but each dart only deals 1d4 Force Damage.)
      • Save: 11
      • Skills: +4
    • Town Guard (Thon-Kyrr) - 3 CR
      • HP: 15
      • AC: 14
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
      • Save: 14
      • Skills: +1
  • Special: If spoken to, Elbrin the Scorched will become amused by the party. He will mention that he has been looking for adventurers to brave the mysterious tomb they are attempting to excavate. However, many search parties have already been lost. Therefore, Elbrin will require the party to prove themselves capable. He tells them that if they can make it to the Hot Springs and bring back a bottle of its sulfurous water, he will grant them access to the ancient tomb.
    • Note: Without sneaking in, completing this simple quest for Elbrin is the only way to gain access to the Ancient Tomb.
  • Treasure: Fine Robes (1 per Scholar) worth 1 Gold each, 3d6 Silver pieces per Scholar, Medium Armor (1 per Guard), Shield (1 per Guard), Random Weapon (1 per Guard), 2d6 Silver pieces per Guard, Masterwork Robes (Elbrin) worth 10 Gold, 5d4 Gold pieces (Elbrin), 1 Potion of Magic (Elbrin), 1 Staff (Elbrin), 2d4 Relics per Chest (3d6 Gold per Relic).
    • Note: Obviously, this Treasure can only be taken if stolen from the Scholars/Guards or taken by force.
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 8 (L4R8)
This room is a small cavern across the river from the dig site. Many bones of various creatures are strewn about the ground.
  • Special: If the party enters this room loudly or with a light source, there is a 3-in-6 chance to draw in nearby monsters. If monsters are drawn in, they come from L4R9 first, then L4R10 after 3 Rounds, then L4R11 after 3 more Rounds.
  • Treasure: None.
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 9 (L4R9)
This room contains a small ground of Flail Snails. They are thrashing about, seemingly "playing" with one another.
  • Encounter: 1d4+1 Flail Snails; Hostile (will Attack); The Flail Snails are currently "playing."
    • 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: May be drawn into L4R8.
  • Treasure: None.

Level 4, Room 10 (L4R10)
This room contains a handful of Troglodytes that appear to be training a Flail Snail to be a mount.
  • Encounter: 1 Flail Snail and 1d4 Troglodytes; Hostile (will Attack); The Troglodytes are training the Flail Snail.
    • 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
    • Troglodyte - 4 CR
      • HP: 20
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
      • Save: 13
      • Skills: +2
  • Special: May be drawn into L4R8.
  • Treasure: Troglodyte treasure (if any).

Level 4, Room 11 (L4R11)
This room is a Troglodyte nest, complete with a small treasure hoard.
  • Encounter: 2d4 Troglodytes; Hostile (will Attack); The Troglodytes are growling to one another, possibly having a discussion.
    • Troglodyte - 4 CR
      • HP: 20
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
      • Save: 13
      • Skills: +2
  • Special: May be drawn into L4R8.
  • Treasure: Treasure Hoard; 27 Gold pieces, 51 Silver pieces, 115 Copper pieces.
    • Unique Treasure: A creative player may ask if it is possible to bottle the nauseating oil of the Troglodytes. Reward this! A total of 1d4 vials of Troglodyte Oil may be gathered from each Troglodyte. This oil may be applied to a Weapon akin to Poison but causes Enfeebled 2/Enfeebled 1 instead of Poisoned.

Level 4, Room 12 (L4R12)
This room contains both the fresh and skeletal remains of many Troglodytes.
  • Encounter: None.
  • Treasure: None.
  • Special: This room contains a rocky stairway to Floor 1.
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 13 (L4R13)
This room contains a small group of injured Troglodytes, seemingly separated from the rest of their group.
  • Encounter: 1d4+1 Troglodytes (injured); Hostile (will Attack); The Troglodytes are resting on top of a pile of refuse.
    • Troglodyte - 4 CR
      • HP: 20 (-1d6 each)
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
      • Save: 13
      • Skills: +2
  • Special: This room contains a rocky stairway to Floor 2.
  • Treasure: Troglodyte treasure (if any).
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement. Finally, being swept away between rooms L4R13 and L4R16 likely means certain death, as the creature will fall down a mighty waterfall before reaching the nearest room. If you find this too cruel, allow the player to roll a Death Save, surviving on 1 HP if they succeed."

Level 4, Room 14 (L4R14)
This room contains a group of hyper-realistic stone statues. 4 such statues depict screaming Elves while 1 is a large Ape mid-attack. All of the statues appear to face north.
  • Encounter: None.
  • Treasure: None.

Level 4, Room 15 (L4R15)
This room is a small cavern across the river from L4R14. 2 Deep Elves and 1 White Ape stand guard here.
  • Encounter: 2 Deep Elves and 1 White Ape; Cautious (will Attack if provoked); They are guarding the small cavern.
    • Deep Elf - 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.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
      • Save: 12
      • Skills: +3
    • White Ape - 5 CR
      • HP: 25
      • AC: 15
      • AB: +5
      • Damage: 1d6 + 5, attacks two times
      • Special: Can use Ranged Attacks; Can climb vines 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)
      • Save: 13
      • Skills: +2
  • Special: The Deep Elves understand, speak, and write in Elvish. While cautious, they will avoid being hostile in favor of more reasonable and less destructive means of resolution. If communicated with, the Deep Elves will warn the party of a "Snake Woman" deeper in the cave. They claim that the "Snake Woman" wiped out most of their village, causing them to retreat to this spot. She was able to turn their people to stone with a single gaze. They will additionally express that they have asked Thon-Kyrr for help, but they were turned down. Finally, the Deep Elves will happily accept the baby from L4R23 if the party has found it.
  • Treasure: Deep Elf treasure (if any).
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 16 (L4R16)
This room contains a small camp of Deep Elves and White Apes. they appear to have little food and bedding.
  • Encounter: 2d4 Deep Elves and 1d4 White Ape; Cautious (will Attack if provoked); Resting.
    • Deep Elf - 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.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
      • Save: 12
      • Skills: +3
    • White Ape - 5 CR
      • HP: 25
      • AC: 15
      • AB: +5
      • Damage: 1d6 + 5, attacks two times
      • Special: Can use Ranged Attacks; Can climb vines 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)
      • Save: 13
      • Skills: +2
  • Special: The Deep Elves understand, speak, and write in Elvish. While cautious, they will avoid being hostile in favor of more reasonable and less destructive means of resolution. If communicated with, the Deep Elves will warn the party of a "Snake Woman" deeper in the cave. They claim that the "Snake Woman" wiped out most of their village, causing them to retreat to this spot. She was able to turn their people to stone with a single gaze. They will additionally express that they have asked Thon-Kyrr for help, but they were turned down. Finally, the Deep Elves will happily accept the baby from L4R23 if the party has found it.
  • Treasure: Deep Elf treasure (if any).
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement. Finally, being swept away between rooms L4R13 and L4R16 likely means certain death, as the creature will fall down a mighty waterfall before reaching the nearest room. If you find this too cruel, allow the player to roll a Death Save, surviving on 1 HP if they succeed."

Level 4, Room 17 (L4R17)
This room contains 2 hyper-realistic stone statues of screaming Elves. It also appears to contain destroyed fungus farms of some kind.
  • Encounter: None.
  • Treasure: None.

Level 4, Room 18 (L4R18)
This room contains 5 hyper-realistic stone statues of screaming Elves and 2 stone Apes. It also appears to have once been a small tent village of some sort.
  • Encounter: None.
  • Treasure: None.

Level 4, Room 19 (L4R19)
This room is a massive chamber serving as the Lair for the "Snake Woman." To the north (1) sits a half-chiseled stone throne. To the northwest (3) there is a small tent. To the west (2) there is a stone slab being used as a desk or table. To the southwest (4) there is a pile of gleaming treasure.
  • Encounter: 1 Medusa and 2 Basilisks; Amused (will Attack if provoked); Working at her desk while her Basilisk "pets" keep constant watch over the entrances to the Lair.
    • Medusa - 11 CR
      • HP: 55
      • AC: 20
      • AB: +11
      • Damage: 1d6 + 11, attacks two times
      • Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 2. If they succeed, nothing happens.)
      • Save: 10
      • Skills: +5
    • Basilisk - 7 CR
      • HP: 35
      • AC: 17
      • AB: +7
      • Damage: 1d6 + 7, attacks two times
      • Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 1. If they succeed, nothing happens.)
      • Save: 12
      • Skills: +3
  • Special: If spoken to or allowed to speak freely, the Medusa will detail how she plans on taking over Springwater Cave to make it her Lair. She claims to have been created by the Frost Baron, having once been his apprentice. She laments over her failure and vows to earn the Baron's respect again by taking control of Springwater Cave, and possibly even Thon-Kyrr.
  • Treasure: Stone Desk; Potion of Haste, Tome of Charm, Ring of Protection. Treasure Hoard; 58 Gold pieces, 105 Silver pieces, 318 Copper pieces.

Level 4, Room 20 (L4R20)
This room contains 4 hyper-realistic stone statues of screaming Elves and 2 stone Apes.
  • Encounter: None.
  • Treasure: 3 ceramic water jugs (each worth 1d4 Silver pieces).
  • The River: "The river is fairly consistent in depth, having a gradual slope towards the middle from both sides. At its deepest points, the river is only 20 feet deep. Because the river flows quickly, safely crossing the river is difficult. To successfully cross without being pulled downriver, a creature must roll a Strength/Athletics (or similar) Skill Check of 15 or greater. If this Skill Check is failed, the creature is swept away downriver to the nearest river-adjacent room. The GM has the final say in this matter and should use their best judgement."

Level 4, Room 21 (L4R21)
This room contains a slew of large rocks that appear to be arranged purposefully. Given their size, whatever moved these rocks must be very large in size.
  • Special: If the Legendary Cave Wyrm has been encounter already, ignore this. If not, there is a 1-in-6 chance that the Cave Wyrm is currently asleep here amongst the rocks.
  • Encounter (see Special): 1 Legendary Cave Wyrm; Hostile (will Attack); Currently asleep.
    • Cave Wyrm (Legendary) - 8 CR
      • HP: 40
      • AC: 18
      • AB: +8
      • Damage: 1d6 + 8, attacks two times
      • Special: Can burrow; 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.); Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); 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 8 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: 11
      • Skills: +4
  • Treasure: The Cave Wyrm's stomach contains; 14 Gold pieces, 72 Silver pieces, and 165 Copper pieces.

Level 4, Room 22 (L4R22)
This room is the exit from Springwater Cave, leading to the Hot Springs.
  • Encounter: None.
  • Treasure: None.



Level 4, Room 23 (L4R23)
This "room" is instead a Special Encounter that may be found within Springwater Cave. Below is the Springwater Cave Encounter List to serve as reference.

Springwater Cave 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 (13-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Cave Wyrm; when encountered, these creatures are usually hungry and hostile. (Only Once)
  2. 2 Basilisks; when encountered, these creatures are usually hungry and hostile.
  3. "
  4. 1d4 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  5. "
  6. 1d2 Deep Elves with 1d2 White Ape companions; when encountered, these creatures are usually cautious. The Deep Elves only speak the Elven tongue but can be reasoned with.
  7. "
  8. "
  9. 1d4+1 Troglodytes; when encountered, these creatures are usually territorial and hostile. Troglodytes cannot be reasoned with.
  10. "
  11. "
  12. "
  13. L4R23
  14. L4R24
  15. L4R25
  16. L4R26
  17. L4R27
  18. L4R28
  19. L4R29
  20. L4R30
Monsters Stats
  • Basilisk - 7 CR
    • HP: 35
    • AC: 17
    • AB: +7
    • Damage: 1d6 + 7, attacks two times
    • Special: Petrifying Gaze (Once per Round, this creature may attempt to petrify 1 target it can see. The target must roll a Save. If they fail, the gain the Affliction Paralyzed 1. If they succeed, nothing happens.)
    • Save: 12
    • Skills: +3
  • Cave Wyrm (Legendary) - 8 CR
    • HP: 40
    • AC: 18
    • AB: +8
    • Damage: 1d6 + 8, attacks two times
    • Special: Can burrow; 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.); Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); 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 8 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: 11
    • Skills: +4
  • Deep Elf - 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.); Web (The user may choose a target within Medium Range. That target and all other targets within Close Range of them must roll a Save. If a target fails, they are Grappled by webs for up to 3 Rounds, or until they break the Grapple. If a target succeeds, they are unaffected.)
    • Save: 12
    • Skills: +3
  • 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
  • Troglodyte - 4 CR
    • HP: 20
    • AC: 14
    • AB: +4
    • Damage: 1d6 + 4
    • Special: Can use Ranged Attacks; Camouflage (Monsters of this type have a 4-in-6 chance to Surprise instead of the normal 1-in-6. Additionally, the party's attempts to Stealth do not have any impact on this Monster's attempts to Surprise.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
    • Save: 13
    • Skills: +2
  • White Ape - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, attacks two times
    • Special: Can use Ranged Attacks; Can climb vines 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)
    • Save: 13
    • Skills: +2

L4R23
  • Special: The party hears the nearby cries of a baby. If they follow them, they find a baby elf with dark gray skin. It seems hungry and no older than a few weeks.
  • TreasureNone.

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