Tuesday, March 7, 2023

[#DUNGEON23] Mountain of the Frost Baron - Feb 20 to Feb 26, 2023 *and* Feb 27 to Mar 5, 2023

COVID Sucks
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. 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.
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. 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 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.
  • 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).
  • Treasure: Encounter dependent.

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.

[#DUNGEON23] Mountain of the Frost Baron - Settlement Outline - Argukhart

Argukhart!

ARGUKHART. IS. DONE. It really wasn't all that difficult to finish, but I had really been struggling to find the time to work on a whole settlement. One room each day is fairly easy, but a whole settlement just feels intimidating sometimes. Anyway, below is Argukhart!
  • Settlement Outline - Argukhart
    • Location: Within/below Arguk-Val, connected directly to Craghopper Mine
    • Environment: Built partially within natural caves and partially carved out
    • Type: Large Village
    • Population: approx. 3000
    • Culture: Primarily Dwarf, some Human influence
    • Defenses: Within a mountain, 70 Town Guards, 4 Guard Captains, 1 Guard General
      • Town Guard (Argukhart) - 3 CR
        • HP: 15
        • AC: 13
        • AB: +3
        • Damage: 1d6 + 3
        • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
        • Save: 14
        • Skills: +1
      • Guard Captain (Argukhart) - 5 CR
        • HP: 25
        • AC: 15
        • AB: +5
        • Damage: 1d6 + 5, attacks two times
        • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves); May command an ally once per Round, allowing them to attack once.
        • Save: 13
        • Skills: +2
      • Guard General (Argukhart) - 7 CR
        • HP: 35
        • AC: 17
        • AB: +7
        • Damage: 1d6 + 7, attacks two times
        • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves); May command an ally twice per Round, allowing them to attack once.
        • Save: 12
        • Skills: +3
    • Diet: Beets, Carrots, Fungi, Potatoes, Mead, Meats, Milk
    • Exports: Crops (fungi), Livestock (chickens, donkeys, pigs), Resources (stone and minerals), Specialty Goods (gems)
    • Imports: Crops (beets, carrots, potatoes, mead, meats, milk), Resources (wood)
    • Government: The Council of Elders (Each head of their respective Clan)
    • Water Source: Underground aquifers, wells

Settlement Details - Argukhart
Argukhart is the second most populous settlement in the region, with approximately 3000 inhabitants. These people are most often Dwarves. Humans and Halflings are less common. The people of Argukhart cannot grow traditional crops, but they do have many fungi farmers who cultivate underground strains of mushrooms. These fungi make for a popular but bland side dish in many Dwarven meals. However, the brewers of Lostone are able to ferment quality mead using Argukhart's fungi. Additionally, Argukhart is the primary producer of stone and precious minerals. All of this makes Argukhart an important village, but certainly not the most powerful. Finally, Argukhart is led by The Council of Elders. Each elder is a Dwarf a few-hundred years old who is currently the eldest of their Clan, or family. Dwarven Clans tend to be very large and far-reaching, being hundreds of members in number.


Important Locations within Argukhart
Below is a list of specific locations with importance in Argukhart. Not every building or shop is listed. The GM may add to Argukhart in any way they see fit, adding anything to the village that they wish. You will notice each settlement usually only has named 1 shop or merchant of each type. If you wish to add more, practice your improvisation! Make up some names.
  • The Portcullis: The Portcullis is the only commonly used way in or out of Argukhart. While there are hundreds of hidden escape shafts throughout the village, the only safe and relevant way in or out is The Portcullis, which serves as the front door. The Portcullis is located on the southern edge of Argukhart, connecting directly to Craghopper Mine.
    • Portcullis Barracks: Located alongside The Portcullis. Most Guards are stationed here, with others patrolling the village.
  • Miner's District: The Miner's District is found directly beyond The Portcullis. It serves both as the economic heart of the village but also as the lower-class housing district. Most miners live here with their families.
  • Fungal District: The Fungal District takes up the eastern edge of the village. Houses in this district are cheap, as they are often built into natural caves where fungi are cultivated. A small guard barracks is also located here to deal with the occasional cave monster.
  • Market District: The Market District takes up the majority of the western half of the village. General goods may be purchased here, but not fine goods. Prices here tend to be below average.
    • The Clumsy Miner: Found on the southern side of the Market District, this Inn is a popular locale for the working class of Argukhart. Food, drinks, and a night's stay are somewhat cheap, in both price and quality.
    • Krobac's General Goods: Found in the heart of the Market District, this shop sells general goods. Almost any kind of Standard Item may be purchased here, save for Armor, Weapons, and Potions.
    • The Miner's Guild: Found on the edge of the Miner's District and the Market District. Jobs within Craghopper Mine can be found here. Precious minerals can also be traded here at a fair price.
      • Job Board: When looking for jobs, players may find up to 3 jobs each day based on the table below. When using the job generator, the GM rolls 1d4, 1d6, and 1d8.

    • The Silvered Anvil: Found near The Miner's Guild, shop offers quality metalwork. Many types of Armor and Weaponry may be purchased here. They will even Silver Weapons and Armor, for a steep price.
  • Mercantile District: The Mercantile District is found in the northern half of the Market District. Fine goods may be purchased here. Prices here tend to be high.
    • Fungal Curiosities: Found in the heart of the Mercantile District, this shop sells both Alchemical and Magical wares, such as ingredients, Potions, Poisons, Firebombs, Magic Items, etc. The prices here are high.
  • Residential District: This district makes up the center of the village. The majority of citizens live here, but they are often better off compared to those who live in the Miner's District.
    • Arguk-Stol: This religious site serves as a temple dedicated to Arguk, the Dwarven God of the Hearth and Home. Clerics of Arguk claim that this site is where Arguk struck the tundra with his hammer, forging all of Argukkiin. The site is packed with worshipers most times of the day, with services being held at 6 AM, noon, and 6 PM daily.
  • Noble District: The Noble District makes up the northern sector of the village. The wealthiest Dwarves live here, most being the head of their Clan. There are some specialty shops, such as jewelers and magic item merchants. Prices here tend to be high.
    • Jemm-Stol: Found between the Noble District and the Mercantile District, this shop buys and sells high-quality jewels and jewelry. They often pay well when buying fine jewelry from sellers.
    • The Council Chambers: Found in the heart of the Noble District. This impressive building serves as the meeting place for the Clan elders, where they decide the future of Argukhart each day. The halls of the Chambers are often patrolled by a minimum of 20 guards.
      • GM Note: While only 3 Elders are named, the council consists of 15 elders. Many of them are nobles with little meaningful impact on Argukhart beyond their wealth.

Important People in Argukhart
Below is a list of specific people with importance in Argukhart. Not every inhabitant is listed. The GM may add to Argukhart in any way they see fit, fleshing out the 2500+ unnamed NPCs if they so choose.
  • Dorich Alemaster: Owner and bartender of The Clumsy Miner. He is an older Dwarf with short graying hair and a stocky build. He walks with a slight limp and has a lazy left eye. He is 201 years old and was once a miner in Craghopper Mine. He claims that a cave-in caused both his lazy eye and his limp. He is generally kind but has a temper.
  • Krobac Thunderaxe: Owner of Krobac's General Goods and a member of the large and wealthy Thunderaxe Clan. He is fairly young and is a low-ranking member of the clan, only 73 years old and relatively poor compared to his family. He has a thick brown beard, but no hairs grow on the top of his head. If shown the Lost Brooch from L1R29, he will eagerly offer to pay for its safe return. He is a distant cousin within the Clan.
  • Orina Thunderaxe: Guildmaster of The Miner's Guild. She is an older Dwarf with long platinum hair and a thin build. She is 187 years old and has spent most of her life as the Guildmaster. She married into the wealthy Thunderaxe Clan. If shown the Lost Brooch from L1R29, she will eagerly offer to pay for its safe return. She is married to Bordick Thunderaxe.
  • Riina Coalblower: Owner and blacksmith of The Silvered Anvil. She is a younger Dwarf with short red hair and a stocky build. She is only 61 years old, but a budding master of her craft. She is the great-granddaughter of Aldiin Coalblower, elder of the Coalblower Clan and member of The Council of Elders.
  • Aldiin Coalblower: Elder of the Coalblower Clan and member of The Council of Elders. He was also once the blacksmith at The Silvered Anvil before he passed that duty onto his granddaughter, Riina. He is an old Dwarf, currently 239 years old. He is quite tired most of the time, and his age is always visible on his bald and clean-shaven face.
  • Kurda Thunderaxe: Owner of Fungal Curiosities and member of the Thunderaxe Clan. They are a middle-aged Dwarf with dark brown hair. They are 154 years old and have never married or had children. Some Dwarves treat Kurda with little respect due to Kurda's refusal to adhere to Dwarven gender norms. If shown the Lost Brooch from L1R29, Kurda will eagerly offer to pay for its safe return. They are a distant cousin within the Clan.
  • Azar Wisemind: Devoted priest of Arguk, serving at Arguk-Stol. He is a middle-aged Dwarf with jet black hair and a curly beard. At 133 years old, he has made a name for himself as the leading priest of Arguk in the area. Despite his last name, Azar is a member of the Alemaster Clan. When he became a priest, many took to calling him a new name, Azar Wisemind. The name stuck, but he remains a member of the Alemaster Clan in full. He is married to Geedu Wisemind.
  • Geedu Wisemind: Devoted priestess of Arguk, serving at Arguk-Stol. She is a middle-aged Dwarf with long blonde hair. She is 120 years old. She has also taken on the last name Wisemind alongside her husband, Azar. Azar would never admit it, but Geedu is disappointed in their marriage and actively seeks to leave him in secret. Recently, she has been seen spending more time with Edward Sedgewick.
  • Edward Sedgewick: Devoted priest of Arguk, serving at Arguk-Stol. He is a young Human with red hair and a short beard. He is new to the area and only 25 years old. He works diligently to fit in to Dwarven society and seeks to prove himself as a priest of Arguk. Despite Geedu's advances, Edward is oblivious to her interest and unaware of her marriage troubles.
  • Borra Ringseeker: Owner of Jemm-Stol. She is a middle-aged Dwarf with long black hair and an average build. She is 111 years old and only recently moved to Argukhart 6 years ago. She offers great prices when buying gems and jewelry.
  • Undin Alemaster: Elder of the Alemaster Clan and member of The Council of Elders. He is the father of Dorich Alemaster, but is not very proud of him. Undin is a 225-year-old Dwarf but looks a bit younger than that with his still graying hair and fit build.
  • Bordick Thunderaxe: Elder of the Thunderaxe Clan and member of The Council of Elders. He is an old Dwarf, 231 years old. He has white hair and a thin but long beard. He is known for being cruel and loveless. If shown the Lost Brooch from L1R29, he will demand it be returned and imply the party are thieves, not offering any compensation. He is married to Orina Thunderaxe.

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.

Monday, February 13, 2023

[#DUNGEON23] Mountain of the Frost Baron - Feb 6 to Feb 12, 2023

Busy Week
Had a real busy week so I'm a day late again... No big deal though! More annoyingly, though, I didn't get to spend any time finishing up Argukhart. My goal is to post Argukhart by the end of the week!

Level 2, Rooms 6 through 12

  • 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, Room 6 (L2R6)
This room is a narrow chokepoint that bandits have turned into a forced toll. They demand 1 Gold per person to pass through.
  • Encounter: 1d4+1 Bandits; Cocky and mean; Currently hanging around their camp, demanding their toll.
    • Bandit - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: 1d6 + 2
      • Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
      • Save: 14
      • Skills: +1
  • Treasure: Misc. weapons/armor, 2d4 Rations, 4 bedrolls, 2d6 Gold pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from the Bandits or taken by force.

Level 2, Room 7 (L2R7)
This room is a rock-strewn path along a cliff's edge. It looks like rocks have fallen here recently.
  • Encounter: Each time this "room" is entered, the GM rolls 1d6. On a 1, rocks begin to fall onto the path (See Special).
  • Special
    • Falling Rocks: If rocks begin to fall, 1d4 targets of the GM's choice suffer the effect below.
      • Effect: If triggered, each target must roll a Save. If they fail, they take 5d6 Damage. If they succeed, they take half as much Damage.
  • Treasure: None.

Level 2, Room 8 (L2R8)
This room is a junction of paths leading to STT (the Thon-Kyrr Entrance to Steepwalker Trail). At the junction, an elf has made a cabin where he lives and looks after a handful of mules.
  • Encounter: Gythric Sablehair (Elf Merchant); Indifferent; Looking to buy, sell, or rent Mules.
    • Gythric Sablehair (Elf Merchant) - 4 CR
      • HP: 20
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can use Ranged Attacks; 2 Spell Points; Magic Missile (The user creates 4 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.); Heal (The user may Heal themselves or an ally within Close Range for 1d6 + 4 HP.)
      • Save: 13
      • Skills: +2
  • Special
    • Mules: Gythric will buy Mules for 1d4 Gold, sell Mules for 5 Gold each, and rent Mules for 1 Gold per day, with a deposit of 10 Gold upfront.
  • Treasure: Cabin, 1 Shortsword, 1 Longbow, 4d4 Rations, 5d6 Gold pieces, 1d4 Mules.
    • Note: Obviously, this Treasure can only be taken if stolen from Gythric or taken by force.
    • Aftermath: If Gythric is slain, robbed, or otherwise harmed, the Mayor of Thon-Kyrr will do whatever she can to find the culprits and bring them to the Guards of Thon-Kyrr for potential jail time.

Level 2, Rooms 9 through 12 (L2R9 through L2R12)
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.
L2R9
  • Encounter: Niana the Swift (Dwarf Bard); Kind and outgoing; Offers to play music for coin.
    • Niana the Swift (Dwarf Bard) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: 1d6 + 2
      • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves.); 1 Spell Point; Heal (The user may Heal themselves or an ally within Close Range for 1d6 + 2 HP.)
      • Save: 14
      • Skills: +1
  • Special
    • Music: Niana will play songs for 1 Silver each. Her songs take a few minutes to play. However, she will offer a special song to those who have paid her 3 or more Silver. For 1 Gold, she will play a special 10-minute ballad that will Heal all listeners for 1d4 HP. She can only play this ballad once per day.
  • Treasure: 1 Shortsword, 1 Lyre, 1 bedroll, 3d4 Rations, 5d6 Silver pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from Niana or taken by force.
L2R10
  • Encounter: Rannick, King of the Hawks (Human Hermit); Odd and paranoid; Cawing loudly at a nest of nearby Giant Hawks.
    • Rannick, King of the Hawks (Human Hermit) - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: Giant Hawks will not harm him.
      • Save: 15
      • Skills: +0
  • Special
    • Hawks: Rannick claims to be the King of the Hawks. He calls out to the Giant Hawks constantly, and they occasionally call back. While he has no control over them, they do avoid harming him.
  • Treasure: 1 Dagger, 1d4 Rations, 1d6 Copper pieces.
    • Note: Obviously, this Treasure can only be taken if stolen from Rannick or taken by force.

L2R11
  • Encounter: Herd of Mountain Goats; Grazing on roots and weeds; Completely blocking the path.
    • Mountain Goat - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.)
      • Save: 15
      • Skills: +0
  • Special: Allow your players to use a creative solution to move or avoid the goats.
  • Treasure: If the Goats are killed; Rations (Goat meat) equal to twice the number of killed Goats and 1 Goat Pelt per killed Goat, with each Pelt being worth 1 Gold.
L2R12
  • Encounter: 2d4 Sickly Peasants; Somber and weak; Burying a deceased friend under a pile of stones.
    • Sickly Peasant - 0 CR
      • HP: 1
      • AC: 10
      • AB: +0
      • Damage: 1d6 + 0
      • Special: Sickly (Permanently Enfeebled.)
      • Save: 15
      • Skills: +0
  • Treasure: None.

Sunday, February 5, 2023

[#DUNGEON23] Mountain of the Frost Baron - Jan 30 to Feb 5, 2023

One Month In
I can't believe I'm already one month into designing Mountain of the Frost Baron! I can't say that it has flown by and it certainly is a lot of work, but I am seriously enjoying it. I just can't wait to actually run it for some players!

Also, I went back and forth on whether to include Argukhart in this post or not. I'm not quite happy with it yet, so I have decided to make it into its own post, likely going up later this week. This will likely be my modus operandi going forward when it comes to settlements.

Level 1, Rooms 30 and 31

  • Dungeon Level 1 Outline - Craghopper Mine
    • Entrances / Exits: External Entrance [CME] (heavily travelled, guarded, 15 minutes by foot to Lostone), Internal Entrance [CMI] (heavily travelled, guarded, enters directly into Argukhart), Crevasse Entrance [CMC] (heavily travelled, connects Steepwalker Trail to Craghopper Mine), Darkwater Crag [DWC] (descends to Dungeon Level 3)
    • Location: Within Arguk-Val, at and below ground-level
    • Threats: Centipedes (Giant), Goblins, Jellies (Green), Quarry Beetles

Level 1, Rooms 30 and 31 (L1R30 and L1R31)
These "rooms" are instead Special Encounters that may be found within Craghopper Mine. Below is the Craghopper Mine Encounter List to serve as reference.

Craghopper Mine 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 (14-20), the GM should reroll on the table if that encounter has already occurred.
  1. 1d2 Quarry Beetles; when encountered, these creatures are usually hungry.
  2. 1d2 Centipedes (Giant); when encountered, these creatures are usually hungry.
  3. "
  4. 1d2 Jellies (Green); these creatures are not intelligent, solely seeking objects to digest.
  5. "
  6. 1d4+3 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. Notably, goblins are usually dripping wet when found in Craghopper Mine.
  7. "
  8. "
  9. 1d4+1 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. Notably, goblins are usually dripping wet when found in Craghopper Mine.
  10. "
  11. "
  12. "
  13. "
  14. L1R25
  15. L1R26
  16. L1R27
  17. L1R28
  18. L1R29
  19. L1R30
  20. L1R31
L1R30
  • Encounter: Snare Trap, somewhat hidden in a shallow puddle of cold water. Closer inspection reveals a rope hidden behind a support pillar leading up to a jerry-rigged pulley.
    • Snare Trap
      • Trigger: A target steps into the puddle/snare's loop.
      • Effect: If triggered, the target must roll a Save. If they fail, they are strung up by the snare, hanging upside down from the ceiling.
      • Disarm: 10
      • Description: "As you walk, you spot a small puddle of water on the ground, seemingly surrounding the base of one of the mine's support pillars."

    L1R31
    • Encounter: A random party member notices a draft from a nearby wall. If the wall is studied for 10 minutes (1 Dungeon Turn), the party finds a faded etching next to one of the torch sconces. The torch flickers from the draft. The etching is shown below.
    • Special: If the torch sconce is pulled down, like a lever, it reveals a secret door built into the wall next to it. The door nosily slides open, grinding stone on stone. The door remains open until the sconce is switched back. Behind the secret door is a small stash of treasure stored in a dusty, unlocked chest.
    • Treasure: 10d6 Gold pieces, 5d6 Silver pieces, a single +1 Shield, 2d4 Healing Potions.

    Level 1, Darkwater Crag Entrance (DWC)
    This room is a dripping wet cave with a dark pool of ice-cold water. It is abnormally dark here.
    • Encounter: None.
    • Special: By diving below the water's surface and swimming through it, you can leave Craghopper Mine and officially enter Darkwater Crag.
    • Treasure: None.
      • Side Note: I'm really not sure why I ended up structuring everything so that DWC didn't have an official Room Number... I think it was just an oversight. Regardless, I will post this exact room again at the beginning of Darkwater Crag.



    Level 2, Rooms 1 through 5

    • 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, Room 1 (L2R1, Steepwalker Trail)
    Below is the first "room" of the second Level of the Megadungeon, Steepwalker Trail. Like L1R1 (Craghopper Mine), it is not a traditional "room," as it is more or less a series of paths between Lostone, Argukhart, and Thon-Kyrr. Unlike Craghopper Mine, however, Steepwalker Trail is more of a natural formation than it is a meticulously planned series of tunnels. Because of this, this second Level will have very few rooms, and instead primarily embraces the idea of Special Encounters as rooms. This should make for a very interesting and (hopefully) exciting experience. For those who are looking foward to more traditional dungeoncrawling, I can promise you that about 6 of the Levels will be closer to what you might be expecting... But all of them are in the back half of the Megadungeon.

    Back to Steepwalker Trail. This "room" between settlements is effectively meant to be used as a Point Crawl, where travel between any marked/circled location costs 1 Movement Point. You could alternatively run this area using Dungeoncrawling Rules, checking for encounters every 10 minutes.
    • Side Note: You may notice that this Level effectively only has 8 rooms, L2R1 through L2R8. The remaining rooms of the month will instead be special encounters that I will be adding to Steepwalker Trail's Encounter List, which is detailed below.


    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.
    Monsters Stats
    • Bear - 5 CR
      • HP: 25
      • AC: 15
      • AB: +5
      • Damage: 1d6 + 5, attacks two times
      • Special: Can climb trees 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); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
      • Save: 13
      • Skills: +2
    • Cougar - 4 CR
      • HP: 20
      • AC: 14
      • AB: +4
      • Damage: 1d6 + 4
      • Special: Can climb trees and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 4 Damage on Critical Hits); Intimidate (May cause one target to gain the Affliction Afraid 2 when combat begins)
      • Save: 13
      • Skills: +2
    • Hawk (Giant) - 2 CR
      • HP: 10
      • AC: 12
      • AB: +2
      • Damage: 1d6 + 2
      • Special: Can fly
      • Save: 14
      • Skills: +1
    • 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
    • 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
    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.

    Level 2, Room 2 (L2R2)
    This room is a crossroads between multiple paths on Steepwalker Trail. There are multiple possible Encounters.
    • Encounter: When the party travels here, roll 1d4. Based on the roll, they see a certain Encounter. Most of the Encounters below can repeat with different instances of the same creature. Encounter 4, however, cannot repeat.
      1. None. Can repeat.
      2. 2d4 Elves (merchants); Friendly; Willing to buy/sell goods. Can repeat.
        • Elf (merchant) - 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
      3. 1d4 Hawks (Giant); Territorial (will attack if provoked); In search of food/prey. Can repeat.
        • Hawk (Giant) - 2 CR
          • HP: 10
          • AC: 12
          • AB: +2
          • Damage: 1d6 + 2
          • Special: Can fly
          • Save: 14
          • Skills: +1
      4. 1 Bear; Hungry and Territorial (will attack if provoked); In search of food/prey; will remain passive if fed. Cannot repeat.
        • Bear - 5 CR
          • HP: 25
          • AC: 15
          • AB: +5
          • Damage: 1d6 + 5, attacks two times
          • Special: Can climb trees 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); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
          • Save: 13
          • Skills: +2
    • Treasure: Dependent on which Encounter is rolled.
      1. None.
      2. Misc. weapons/armor, misc. tools/equipment, 5d6 Gold pieces.
        • Note: Obviously, this Treasure can only be taken if stolen from the Elves or taken by force.
      3. If the Hawks are killed; Rations (Hawk meat) equal to twice the number of killed Giant Hawks.
      4. If the Bear is killed; 2d6 Rations (Bear meat) and 1 Bear Pelt (worth 3d6 Gold).

    Level 2, Room 3 (L2R3)
    This room is a fork in the road.
    • Encounter: The Left Side (1) seems to be a clear path forward. The Right Path (2) is blocked off by fallen rocks.
    • Special: The rocks located at 2 can be moved over the course of 4 hours by using 2 Movement Points.
    • Treasure: None.

    Level 2, Room 4 (L2R4)
    This room is a junction of paths that is out of the way of most travelers.
    • Encounter: There are claw marks carved into the stone wall where the secret door is located. They appear to be the claw marks of a large mammal, such as a Bear or a Cougar. Beyond the massive carved mark, there is no way to tell that there is a secret door here. The door is massive and heavy, nearly impossible to pry open. However, the party may be able to open it through its password or through the Spell Magic Lock.
    • Special
      • Secret Door: The password is "Bear Claw." If it spoken in any language while within 15 feet of the secret door, the door will open. If Magic Lock is cast on the secret door, the Caster may only dismiss the lock if they are Level 3 or higher.
      • Traps: Once past the secret door, the party will encounter 2 Dart Traps. Each trap is hooked up to a tripwire, represented by the vertical lines of X's on the map. If the party searches the area before entering, they will find the Dart Traps and the Tripwires easily. Otherwise, they are likely to trigger the traps.
        • Effect: If triggered, the GM rolls 1d20 + 10 versus the target's AC. On a hit, the target takes 3d6 Damage.
        • Disarm: 13
    • Treasure: Unlock Chest (Contains 5d6 Gold pieces and 3d6 Silver pieces, See 1), Barrel (Contains 2d4 gallons of Aged Wine, worth 5 Gold per gallon, See 2), Unlocked Chest (Contains +1 Medium Armor, See 3).

    Level 2, Room 5 (L2R5)
    This room is a crossroads between multiple paths on Steepwalker Trail. There are multiple possible Encounters.
    • Encounter: When the party travels here, roll 1d4. Based on the roll, they see a certain Encounter. Most of the Encounters below can repeat with different instances of the same creature. Encounter 4, however, cannot repeat.
      1. None. Can repeat.
      2. 1d4+1 Adventurers; Friendly; Traveling towards Lostone. Can repeat.
        • Adventurer - 1 CR
          • HP: 5
          • AC: 12
          • AB: +1
          • Damage: 1d6 + 1
          • Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
          • Save: 15
          • Skills: +0
      3. 2d4 Dwarves (merchants); Friendly; Willing to buy/sell goods; Traveling towards Argukhart. Can repeat.
        • Dwarf (merchant) - 1 CR
          • HP: 5
          • AC: 11
          • AB: +1
          • Damage: 1d6 + 1
          • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
          • Save: 15
          • Skills: +0
      4. 1 Troll; Hungry and Hostile (will attack); In search of food/prey. Cannot repeat.
        • 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: Dependent on which Encounter is rolled.
      1. None.
      2. Misc. weapons/armor, misc. tools/equipment, 5d6 Silver pieces.
        • Note: Obviously, this Treasure can only be taken if stolen from the Adventurers or taken by force.
      3. Misc. weapons/armor, misc. tools/equipment, 6d6 Gold pieces.
        • Note: Obviously, this Treasure can only be taken if stolen from the Dwarves or taken by force.
      4. If the Troll is killed; 1 Troll Hide (worth 25 Gold).

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