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.

Sunday, April 2, 2023

[#DUNGEON23] Mountain of the Frost Baron - Mar 27 to Apr 2, 2023

No Thon-Kyrr Yet
Thon-Kyrr is sadly not done yet. I'm also unsure if I will even post on time next week due to Easter Sunday. Most likely, I will be posting both next week's progress and Thon-Kyrr the Monday or Tuesday after Easter Sunday (Apr 9).

Level 3, Rooms 27 through 31

  • 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, Rooms 27 through 31 (L2R27 to L2R31)
These "rooms" are instead Special Encounters that may be found within Darkwater Crag. Below is the Darkwater Crag Encounter List to serve as reference.

Darkwater Crag Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (15-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Gelatinous Cube; these creatures are not intelligent, solely seeking objects to digest.
  2. 2 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  3. 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
  4. "
  5. 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. "
  7. 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
  8. "
  9. 2d4 Goblins; these goblins differ from the standard green type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  10. "
  11. "
  12. "
  13. Goblin Brigade (2d4 Goblins and 1d2 Hobgoblins); these goblins/hobgoblins differ from the standard type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  14. "
  15. L3R26
  16. L3R27
  17. L3R28
  18. L3R29
  19. L3R30
  20. L3R31
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

L3R27
  • Special: The walls here are covered with the etched gibberish of goblins, including some crude drawings. One such drawing appears to depict the trap located in L3R23. A party that has yet to see the trap will not recognize the drawing.
  • TreasureNone.

L3R28
  • Special: A damp coin pouch sits in a puddle on the floor.
  • Treasure: The coin pouch contains; 5d6 Gold pieces, 4d6 Silver pieces, and 3d6 Copper pieces.
L3R29
  • Special: The party hears the boisterous cackling of two or more goblins. It sounds far away, but echoes throughout the cave.
  • TreasureNone.
L3R30
  • Special: In a small pool of water, the party spots 1d4 clams.
  • TreasureIf pried open with a bladed object, each clam contains a pearl worth 10 Gold pieces.

L3R31
  • Special
    • Alarm Trap: A trap that makes noise or otherwise gives away the position of those who trigger it.
      • Trigger: The lead party member must roll a Save. If they succeed, they notice a tripwire along the ground. At one end of the wire, a rusty sword leans against the wall, ready to clatter onto the ground. If they fail, they set off the tripwire, knocking over the rusted sword and making a loud "clang!"
      • Effect: If triggered, the Trap alerts nearby Monsters. The GM rolls the Encounter Die, but 3 or less counts as a 1.
      • Disarm: 10
      • Special: Will draw in nearby goblins instead of causing a random encounter, if possible.



Level 4, Rooms 1 and 2 (Floor 2 and Floor 1 Layouts)

  • 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

Level 4, Room 1 (L4R1, Springwater Cave, Floor 2)
Below is the first "room" of the fourth Level of the Megadungeon, Springwater Cave. Like L1R1 (Craghopper Mine), it is not a traditional "room," as it is simply an overall map of the floor. Unlike Craghopper Mine, however, Springwater Cave is a completely natural series of caves with few purpose-built features.

The first thing you will likely notice about Springwater Cave is the cave's namesake; the river running directly through it. 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.

You will also notice that there is a sturdy wooden bridge between L4R6 and L4R7. This is a recent addition created by the government of Thon-Kyrr. Additionally, you will notice that this Floor contains stairs up to the first Floor. Finally, you will notice that L4R7 contains a small path leading to a set of doors labeled L5. These doors lead to the fifth Level of the Megadungeon, the Ancient Tomb.

Much like Darkwater Crag, Springwater Cave expects the GM to run the area using Dungeoncrawling Rules, checking for encounters every 10 minutes. The caves are also very dark. Torches or Light Spells will be needed to explore the area safely.
  • Side Note: Between L4R1 and L4R2, the two Floors which make up this Level of the Dungeon only have 22 rooms. The remaining 8 rooms of the month will instead be special encounters that I will be adding to Springwater Cave's Encounter List, which is detailed below.

Level 4, Room 2 (L4R2, Springwater Cave, Floor 1)
Like the "room" above, L4R2 is a Floorplan of Springwater Cave. All of the same things as L4R1 apply.

Additionally, you will notice that this Floor contains stairs down to the second Floor.


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 does 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

Saturday, April 1, 2023

[CLASS] Dungeon! - The Goblin - (Happy April Fools!)

The Goblin

HP: +1d6 each Level, minimum of +3

AC: +1 each Level

AB: +1 each Level

Save: -1 each Level

Skills: +2 Skill Pips each Level




At 1st Level, you are a goblin. Use the Halfling Ancestry (reflavored as a goblin) and the Thief Background. This is the goblin way. Also, you may only read and write in incoherent gibberish. Other goblins and hobgoblins will understand your gibberish, but no one else will. Finally, you may enter Goblin Mode at the start of your Turn. Until the end of your Turn, you have Advantage on all Attack rolls. Once you have entered Goblin Mode, you must finish a Short or Long Rest until you may do so again.


At 2nd Level, you have better grown into your goblin heritage. You are no longer impeded by darkness like normal player characters are, instead having a primitive form of 'night vision' which allows you to see in grayscale up to Medium Range while in darkness.


At 3rd Level, your goblin antics manifest in a special way. Choose one of the options below.

  • Fatso: You become more robust than other goblins. You gain +5 Maximum HP and you deal +2 Damage with Weapons.
  • Gibberist: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Maniac: You may now enter Goblin Mode once per combat instead of only once per Short or Long Rest. Additionally, you have Advantage on Damage rolls while you are in Goblin Mode.
  • Stabber: You become really good at stabbing. When you deal Damage to a target, you may choose to deal additional Damage equal to (2 x your Goblin Level). You may only use this Ability once per combat.
  • Vermin Tamer: You form a kindred connection with all things small, creepy, and crawly. Insects and other vermin will not harm you unless you harm them, and you gain the ability to communicate with such creatures; You may speak with and understand them as if you shared a common language.


At 4th Level, your goblin heritage has manifested further. You gain a special Unarmed Attack that uses your mouth/teeth, which deals 1d6 Damage instead of only 1d4 Damage. Additionally, when you roll Maximum Damage with this Unarmed Attack, you may automatically Grapple the target, locking your jaw onto them. This form of Grappling does not require a free hand.


At 5th Level, your special goblin antics grow. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: Once per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Maniac: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Vermin Tamer: You gain the service of a Vermin. Your Vermin takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Goblin Level. In Combat, your Vermin will always take its Turn during your Turn, as you must give it commands.


At 6th Level, your goblin heritage alters your digestive system. You like 'shinies' so much that you can now eat and digest them. As an Action, you may consume a number of Gold pieces less than or equal to your Goblin Level. You then Heal for a value of HP equal to twice the total value of Gold pieces eaten. Your GM may also allow you to eat objects worth a value of Gold less than or equal to your Goblin Level.


At 7th Level, your goblin antics improve further. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: You gain an additional +5 Maximum HP and you deal an additional +2 Damage with Weapons.
  • Gibberist: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Maniac: You may now enter Goblin Mode up to twice per combat instead of only once per combat.
  • Stabber: If you land the killing blow on a target by using your 3rd Level Stabber Ability, you regain that use of the Ability, potentially allowing you to use it more than once per combat.
  • Vermin Tamer: Your Vermin gains Advantage on 3 very specific Skills of your choice, such as Tracking, Playing Dead, etc.


At 8th Level, your goblin heritage has manifested as twitchy, unpredictable behavior. This allows you to occasionally dodge a single non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.


At 9th Level, you have mastered your goblin antics. You gain the option below that matches the path you took at 3rd Level.

  • Fatso: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Gibberist: When you Cast a Spell that deals Damage, you may choose to cause 1d6 Damage to yourself to cause the Spell to deal an additional 1d10 Damage.
  • Maniac: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Stabber: Once per Round, you may reroll an Attack Roll, Damage Roll, or Save you attempt.
  • Vermin Tamer: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.


At 10th Level, your goblin antics have drawn the attention of a group of Hobgoblins. They present you with a choice; you may either join their ranks as a Goblin Commander, or you may become their Goblin King/Queen. Details for both options are below.

  • Goblin Commander: The Hobgoblins instate you as the Commander of 1d20 + 30 2nd Level Goblins who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.
  • Goblin Royalty: The Hobgoblins instate you as Royalty. Since the Hobgoblins are far smarter than you and make all the important decisions anyway, your title as Royalty really only serves to grant you perks. Each day, goblin servants bring you tithes of 5d6 Gold. Also, you are offered fancy (for a goblin) quarters at any goblin nest/establishment you visit. Finally, you and your allies may successfully rest within such quarters in half the normal time due to its accommodations.

Vermin
HP: 25 --- (+5 HP for every Goblin Level above 5th)
AC: 15 --- (+1 AC for every Goblin Level above 5th)
AB: +5 --- (+1 AB for every Goblin Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Goblin Level above 5th)
Special: Servitude (Your Vermin can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Vermin at 1 HP.)
Save: 13 --- (-1 Save at Goblin Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Stealth (2-in-6) --- (+1 Skill Pip at Goblin Levels 6th, 8th, and 10th)

Friday, March 31, 2023

[CLASS] Dungeon! - The Warlord

The Warlord

HP: +1d10 each Level, minimum of +5

AC: +1 each 2nd Level

AB: +1 each Level

Save: -1 each 2nd Level

Skills: +2 Skill Pips each Level



At 1st Level, your words have gained the power to bolster the spirit of your allies. As an Action, you may Heal a target that can see or hear you for (2d4 + your Warlord Level) HP. Once you have used this ability, you must finish a Long Rest before you may use it again.


At 2nd Level, you are able to bolster your allies more often. You may now use your 1st Level ability twice between Long Rests.


At 3rd Level, you begin to lead your allies in a specific style. Choose one of the options below.

  • War Chief: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.
  • Warlock: You gain the ability to Cast Spells. You learn 2 Spells and you gain 2 Spell Points (SP). Using 1 Spell Point, you may Cast any Spell you know. You regain used Spell Points after a Long Rest.
  • Warrior: You gain +2 AC and you deal +2 Damage with Weapons.


At 4th Level, you may now use your 1st Level ability three times between Long Rests.


At 5th Level, your leadership influences your combat. Once per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.


At 6th Level, you may now use your 1st Level ability four times between Long Rests.


At 7th Level, your leadership style grows more potent. You gain the option below that matches the path you took at 3rd Level.

  • War Chief: When you succeed on Skill Checks to Demoralize or Taunt targets, you cause the Affliction Afraid 3 (Demoralize) or Provoked 3 (Taunt), and the target takes 1d6 Psychic Damage.
  • Warlock: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Warrior: You gain an additional +2 AC and you deal an additional +2 Damage with Weapons.


At 8th Level, you may now use your 1st Level ability five times between Long Rests.


At 9th Level, you have mastered your leadership style. You gain the option below that matches the path you took at 3rd Level.

  • War Chief: Twice per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Warlock: Twice per Round and on your Turn, you may direct an ally, allowing them to attempt a single Weapon Attack.
  • Warrior: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, your leadership has shaped many battles, leaving an impact on both your friends and your foes. Your followers present you with a choice; you may either task them with building a Stronghold, or you may ask them to become a War Band. Details for both options are below.

  • Stronghold: You amass 1d20 + 30 1st Level Fighters who seek to serve you and fight alongside you, following your every command. They will build your Stronghold in a valid location over the course of 100 days. Once completed, you will rule over the Stronghold and any local settlements that seek your protection. Once up and running, your Stronghold will generate 1d6 Gold per day, with a bonus 1d6 to that rate for each settlement you protect. Finally, you and your allies may successfully rest within your Stronghold in half the normal time due to its accommodations.
  • War Band: You gather 1d10 + 20 2nd Level Barbarians who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.

Monday, March 27, 2023

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

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

Level 3, Rooms 20 through 25 (Floor 2)

  • Dungeon Level 3 Outline - Darkwater Crag
    • Entrances / Exits: Darkwater Crag Entrance [DWC] (less travelled, somewhat guarded, enters/exits directly into Craghopper Mine)
    • Location: Within Arguk-Val, adjacent to and below Craghopper Mine.
    • Threats: Centipedes (Giant), Centipedes (Giant, Dire), Flail Snails, Gelatinous Cubes, Goblins, Hobgoblins, Rats (Giant)

Darkwater Crag Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (15-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Gelatinous Cube; these creatures are not intelligent, solely seeking objects to digest.
  2. 2 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  3. 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
  4. "
  5. 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. "
  7. 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
  8. "
  9. 2d4 Goblins; these goblins differ from the standard green type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  10. "
  11. "
  12. "
  13. Goblin Brigade (2d4 Goblins and 1d2 Hobgoblins); these goblins/hobgoblins differ from the standard type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  14. "
  15. L3R26
  16. L3R27
  17. L3R28
  18. L3R29
  19. L3R30
  20. L3R31
Monsters Stats
  • Centipede (Giant) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Can climb walls and upside down; Sickening (Causes the Affliction Enfeebled 1 on a hit)
    • Save: 14
    • Skills: +1
  • Centipede (Giant, Dire) - 5 CR
    • HP: 25
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, attacks two times
    • Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
    • Save: 13
    • Skills: +2
  • Flail Snail - 5 CR
    • HP: 25
    • AC: 17
    • AB: +5
    • Damage: 1d6 + 5, attacks two times
    • Special: Can climb walls and upside down; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Shell (This Monster has 2 additional AC. This is already accounted for in its Stats.)
    • Save: 13
    • Skills: +2
  • Gelatinous Cube (Legendary) - 6 CR
    • HP: 30
    • AC: 16
    • AB: +6
    • Damage: 1d6 + 6, attacks two times
    • Special: Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit); Engulf (When this creature rolls maximum on Damage, the target is engulfed by this creature. While engulfed, a target cannot Move and attempts Attacks at Disadvantage. They also take 6 Acid Damage at the end of each Round. Finally, a target is only freed from being engulfed if this creature dies.); Legendary (This creature has 1 additional Turn each Round for every 2 party members. For example, it would have 2 additional Turns, or 3 total Turns, if fighting a party of 4.)
    • Save: 12
    • Skills: +3
  • Goblin - 1 CR
    • HP: 5
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 15
    • Skills: +0
  • Hobgoblin - 3 CR
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 14
    • Skills: +1
  • Rat (Giant) - 2 CR
    • HP: 10
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Scuttle (Can dodge a non-Critical Hit once per combat)
    • Save: 14
    • Skills: +1

Level 3, Room 20 (L3R20)
This room contains the primary nest of Goblins and Hobgoblins that have claimed Darkwater Crag. This room is not meant to be balanced. Players are expected to find a strategic solution versus this large force. If they charge in foolishly, they should die foolishly.
  • Encounter: Goblin Nest [3d6+10 Goblins, 1d6+5 Hobgoblins]; Hostile (will Attack); Currently feeding.
    • Goblin - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
      • Save: 15
      • Skills: +0
    • Hobgoblin - 3 CR
      • HP: 15
      • AC: 13
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
      • Save: 14
      • Skills: +1
  • Special: If combat occurs in L3R17, 5 Goblins and 1 Hobgoblin will join the combat at the end of each Round, coming from this room.
  • Treasure: Goblin Treasure (if any), Takes 1 Dungeon Turn to sift through each pile of refuse [2 piles]. If sifted through, each pile contains; 3d6 Gold pieces and 3d6 Silver pieces.

Level 3, Room 21 (L3R21)
This room contains the treasure hoard of the occupying Goblins. Their Hobgoblin leader resides here with a pet Giant Centipede. The room also contains a small pool of dark, cold water.
  • Encounter: 1 Hobgoblin Leader and 1 Centipede (Giant, Dire); Hostile (will Attack); Sitting on his throne.
    • Hobgoblin Leader - 7 CR
      • HP: 35
      • AC: 17
      • AB: +7
      • Damage: 1d6 + 7, attacks two times
      • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat); Intimidate (May cause one target to gain the Affliction Afraid 3 when combat begins).
      • Save: 12
      • Skills: +3
    • Centipede (Giant, Dire) - 5 CR
      • HP: 25
      • AC: 15
      • AB: +5
      • Damage: 1d6 + 5, attacks two times
      • Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
      • Save: 13
      • Skills: +2
  • Special: If the Goblins/Hobgoblins within L3R20 are all sent out as reinforcements, the Hobgoblin Leader and his Centipede will follow them out as a last resort.
  • Treasure: 72 Gold pieces, 507 Silver pieces, 1,730 Copper pieces, 27 assorted Relics (Gems, Jewelry, etc.) each worth 10 Gold pieces, +1 Silvered Longsword, +1 Light Armor, +1 Foci (See the Magic Item List).

Level 3, Room 22 (L3R22)
This room is under goblin control, with a barricade of sharpened bones blocking the eastern entrance. The room also contains a small pool of dark, cold water.
  • Encounter: Goblin Brigade [2d4 Goblins, 1d2 Hobgoblins]; Hostile (will Attack); Currently on duty, guarding the area.
    • Goblin - 1 CR
      • HP: 5
      • AC: 11
      • AB: +1
      • Damage: 1d6 + 1
      • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
      • Save: 15
      • Skills: +0
    • Hobgoblin - 3 CR
      • HP: 15
      • AC: 13
      • AB: +3
      • Damage: 1d6 + 3
      • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
      • Save: 14
      • Skills: +1
  • Special: If combat occurs in L3R20, this Brigade will join the combat at the end of the 2nd Round.
  • Treasure: Goblin Treasure (if any), Weapon Rack (holds 1 poor Spear, 1 poor Glaive, and 1 poor Longsword).

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


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

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

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

Darkwater Crag Encounter List
When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (15-20), the GM should reroll on the table if that encounter has already occurred.
  1. Legendary Gelatinous Cube; these creatures are not intelligent, solely seeking objects to digest.
  2. 2 Flail Snails; when encountered, these creatures are usually hungry and hostile.
  3. 2 Centipedes (Giant, Dire); when encountered, these creatures are usually hungry and hostile.
  4. "
  5. 1d4+1 Centipedes (Giant); when encountered, these creatures are usually hungry, but cautious.
  6. "
  7. 2d4 Rats (Giant); when encountered, these creatures are usually hungry, but cautious.
  8. "
  9. 2d4 Goblins; these goblins differ from the standard green type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  10. "
  11. "
  12. "
  13. Goblin Brigade (2d4 Goblins and 1d2 Hobgoblins); these goblins/hobgoblins differ from the standard type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures.
  14. "
  15. L3R26
  16. L3R27
  17. L3R28
  18. L3R29
  19. L3R30
  20. L3R31
L3R26
  • Encounter: A Giant Rat is found dead. It seems fresh but shows no evidence of Damage or combat.
  • TreasureIf searched or examined closely; within the Rat's throat is a Gold piece. It must have choked.

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