Dungeon ‘23 - Week 16

Sorry for being a day late! I had actually written everything up on schedule, but Friday was spent traveling back from Vancouver, Saturday was my OSE group’s monthly session, and Sunday is when I play Starfinder. By the time I got home from that I was dead to the world. Anyway, Week 16 is complete and Zone C - Castle Dungeons is almost done! What started as a dumb throwaway gag quickly turned into possibly my favorite part of this level - I hope anyone that plays through this dungeon likes the insane mind of Dr. Viola Truvas!

C17 - The Lair of Zonasabrahascalon

  • A massive cavern with towering stalagmites. The ceiling is shrouded in darkness, with only the tips of hanging stalactites visible. C3 - The Hanging Bridge is barely visible in the perpetual haze lingering above. Burned and charred remains of executed prisoners can be seen scattered across the cavern floor.

    • The air is filled with the snores of Zonasabrahascalon, who slumbers unless awakened for a feeding. Smoke trickles from his nostrils, rising and joining the smog above.

  • The cavern is filled with all mountains of treasure piled throughout, easily enough for someone to retire (if they can figure out how to get away with it).

    • 2,000,000 gp in gold, gemstones, and jewelry - some laying around and others in chests (opened and closed, locked and unlocked). 

    • 1,000,000 gp in art (statues, statuettes, portraits, tapestries).

    • 1,000,000 gp in fine silks and clothing.

    • 2d4 spellbooks (Feel free to use your favorite old school spellbooks, as in the AASB rules).

    • Foehammer and Shield of Dragon’s Bane.

  • Mountains of gold and gems, easily millions of gold pieces’ worth of treasure - if one can manage to escape with it!

    • Use the “Zonasabrahascalon’s Horde” table below to determine treasures acquired when the PCs spend a dungeon turn attempting to loot.

    • If Zonasabrahascalon is alive, roll for hazards - he wakes up on a roll of 1 or 2.

  • A perceptive PC may notice the carving of runes on the floor. Close inspection reveals it is a magical circle of some kind.

    • Extended study and translation indicates that it’s a teleportation circle. If the circle is translated and read, it allows the reader to transport all objects and living creatures within the circle to a location of their choice (on the same plane), as if casting a spell, although it takes 10 minutes to cast. The “caster” must make a WIL save to avoid a magical mishap that sends the contents of the circle to a random location instead.

  • Zonasabrahascalon’s Horde wears a golden collar encrusted with gemstones and covered in runes - easily worth 10,000 gp on its own. The collar renders the dragon feral and under Ossifrage’s direct control.

    • A thick, adamantine chain runs from a loop in the collar to a massive spike driven into the center of the cavern - the chain is long enough to allow Zonasabrahascalon to freely roam around the cavern, although it can’t fly above the bridge.

    • A key to the collar can be found in Ossifrage’s tower.

Zonasabrahascalon the Scourge - STR 18, DEX 14, WIL 16 - HP 30

Claws (d10+2), Tail (d12+2), Bite (d8+2), Plate (2) & Scales (3)

- An ancient and powerful dragon from an unknown realm, long ago captured by the Mad Sorcerer Ossifrage.

- Wise and clever, but proud and exceedingly vain. While wearing Ossifrage’s Collar, however, he has been rendered bestial, feral, and utterly under the sorcerer’s control.

- When he bites, will attempt to swallow whole - creatures trapped in his stomach will die from acid burns and suffocation within minutes.

- Exhales a cone of fire, dealing 5d6 damage unless avoided. So hot is the breath that metal glows, stone melts, and wood and cloth burns. Recharges on a 4+ (d6 roll).

- Any creature that beholds the dragon must make a WIL save or be terrified for 1d4 turns, during which time they cannot approach the dragon and any attacks or saves involving the dragon are made at disadvantage.


Shield of Dragon’s Bane

This polished orichalcum shield bears the sigil of a knight slaying a dragon. It provides armor 2 and if the holder interposes the shield between themselves and the dragon they are immune to any breath weapons and fear-inspiring auras utilized by the foul beasts.


Foehammer - d8+2 (Martial, Superior, Two-Handed)

A warhammer forged from a gold-colored metal and covered in dwarven runes. It glows with the light of a forge whenever a goblin, orc, or giant is nearby - the brighter the glow the greater their number or strength. Deals d10+2 damage to goblins, orcs, and giants.

C18 - The Mess Hall and Kitchen

  • Broken into three sections: the mess, the pantry, and the kitchen. Operated by prisoners who have behaved enough to be let out of their cells.

  • Most prisoners are fed in their cells and most of the Guards eat in the keep, so the mess hall is mostly empty, 1d4 Guards and 1d6 Prisoners at most.

  • Pantry is disorganized and filled with crates and shelves and barrels.

    • A chicken-like creature (the Cuprum the Copperthrice, see below) has made a nest from scrap metal on one of the shelves. It’s a former experiment created in Skiron’s Tower.

    • It is an angry, aggressive creature but can be pacified by feeding it a copper coin.  A sign hangs above the shelf bears its name in big, crude letters.

  • The kitchen is staffed by three prisoners: Tuntle the Ogress, the head chef; Wifling the One-Eyed Halfling, her assistant and primary busboy; and Bogill the Bugbear, the “server” who takes the food to the prisoners’ cells (and occasionally to the guards and other staff members). 

    • The three are well-liked by the guards and can often be heard swapping crass jokes while they cook and serve up the food.

    • They are all very protective of Cuprum the Copperthrice. If the PCs are friendly, they may ask them to take their pet and give the creature a better life away from the castle.

    • Tuntle’s pantry is running low on some items. If the PCs are friendly she may ask them to do a supply run and mentions there used to be a kitchen in Zone B - The Furnace or they can try to nick some things from the Keep’s kitchens.

      • A very skilled cook, Tuntle is happy to prepare meals for friends and allies. With the right ingredients she could wind up creating potent and beneficial effects (or it could end up being terrible tasting trash, who knows?).

      • If asked about Cookie, Tuntle the Ogress mentions that he taught her how to cook and asks how he’s doing. Thinks of him fondly.

Cuprum the Copperthrice

A strange looking… chicken… thing. This creature subsists on metal and if it is fed a copper coin it will lay an egg containing a gold coin after 1d4 hours. If the Copperthrice is fed more than three copper coins in a day it starts getting sick. If fed more than nine copper coins in a day it dies. The Copperthrice hates silver and if forced to eat it will violently vomit up an acidic spray that will melt through just about any mundane material.

C19 - Infirmary

  • Large room with four beds along the south wall and a bench along the north wall.

  • Desk where two nurses sit, ready to take in and treat patients.

    • Appear humanoid, but close observation shows stitch marks and patchwork skin tones - flesh golems.

Golem Nurse - STR 13, DEX 9, WIL 10 - HP 4

Unarmed Strike (d6), Reinforced Skin (1)

- Attempt to subdue rather than kill.

- Immune to cold, poisons, and disease. Healed by electricity. Vulnerable and terrified of fire.

- Has advantage on all saves made to stay conscious.

C20 - Operating Room

  • Small room with brass pipes forming a latticework along the northern wall - values ooze a viscous, copper-scented red-gold slime.

    • The slime is a blood substitute used in the creation of flesh golems.

  • Operating table with small shelf adjacent. Manacles and chains on the table ready to restrain a “patient.”

  • Strange metal coils jut out from the southeast corner’s walls, arcing electricity.

    • Used to animate a flesh golem, can also be used as a weapon in a pinch.

  • The operating room is overseen by Dr. Viola Truvas, a golem-like creature that appears to be an amalgamation of several different beasts.

    • Elongated upper body and head of a humanoid creature, vaguely female. Possesses four eyes and a pair of retractable fangs.

    • Lower body of an insect with scorpion-like stinger.

    • A set of large, crab- or lobster-like pincers (one large, one smaller).

    • Two pairs of humanoid arms, each with six fingers that end in sharp, needle-like claws.

  • Dr. Truvas experiments on the prisoners, turning them into flesh golems. Takes new prisoners each day, bribing the guards into keeping her presence and experiments secret from Syr Waltheof FitzAllen. Claims she was a former apprentice to Ossifrage.

    • Most of the castle is only aware of the twin nurse golems.

    • Her agenda for the time being is purely research - once a creature has been created and studied it’s disassembled and/or fed to Zonasabrahascalon.

  • Offers to experiment on the PCs - almost never gets willing subjects.

    • Such experimentation is dangerous, but can result in a powerful boon (see below).

Dr. Viola Truvas - STR 14, DEX 13, WIL 15 - HP 8

Claws (d8), Bite (d6), Stinger (d8+1, reach), Carapace (2)

- Attempts to subdue more than kill, but can always recycle dead flesh for her experiments. Can make an attack with each weapon on her turns.

- Affable, willing to work with others of like mind who want to push the boundaries of science.

- Boasts three separate venoms to use in battle: claws secret a strength-sapping venom, the Stinger injects a paralytic, and the Fangs induce a drunk stupor that leads to unconsciousness. Readily uses all three in battle.

- Immune to cold, poisons, and disease. Healed by electricity. Vulnerable and terrified of fire.

- Has advantage on all saves made to stay conscious.


Dr. Trivus’s Experimentations

Dr. Trivus is always trying to push the boundaries of science and alchemy. If the PCs wind up as one of her test subjects (willingly or through capture) they may wind up under the knife on her table.

A creature subjected to Dr. Trivus’s surgery must succeed on a STR save - success results in the surgery finishing without issue. Failure means the grafts didn’t take, which could render them crippled or possibly dead, depending on the nature of the surgery. Surgery takes 2d4 hours to complete.

A willing subject may be able to request a specific graft or change, an unwilling subject will likely wind up with a random graft attached to their body (see below).

C21 - Omnibus’s Prison

  • Three heavy, iron doors with complex locks bar the way to a medium-sized cavern, a natural ledge by the entrance allows one to peer down into the cave without fear of its inhabitant. 

  • A fetid pond, reeking of sulfur, sits along the eastern wall. The room is dark and incredibly damp.

  • Home of a lizard-like golem named Omnibus, who spends most of his time below the water. Considered by the Doctor to be her magnum opus.

    • Bifurcated jaw, four arms, spined tail, dozens of glass “jars” affixed to its back, each containing a brain of different size, shape, and color.

    • Incredibly intelligent and strong, Omnibus spends most of its time trying to escape from its prison. It's found here if it’s not encountered elsewhere on the level (see Zone C Random Encounters).

    • Wants to kill Dr. Vitruvas for creating it.

Omnibus - STR 16, DEX 15, WIL 14 - HP 15

Claws (d6+1), Bite (d8+2), Spined Tail (d6+2, reach), Reinforced Hide (2)

- Fights with abandon, seemingly has no care for its own safety.

- Highly intelligent and willing to work with anyone who promises it freedom. Very distrusting and quick to turn on those who it believes have betrayed it.

- Communicates telepathically, sounds like a hundred whispering voices. “Speaks” and understands all languages.

- Can unleash a wave of psychic energy, dealing 3d6 damage unless resisted by those with a strong will. Those who are overcome are also terrified. Recharges on a 4+ (d6 roll).

- Immune to cold, poisons, and disease. Healed by electricity.

- Has advantage on all saves made to stay conscious.

C22 - Experiment Cages

  • Three locked rooms with heavy ironbound doors. Two levers on the walls next to each door - left lever opens/shuts the door, right level opens/shuts trap doors inside.

  • Spartan interior, the southern half of the floor is a trap door that drops into C17 - The Lair of Zonasabrahascalon

C23 - Smuggler’s Stash

  • HIdden and locked door, used by Taragon’s crew to hide supplies on this level.

  • 2-in-6 chance of finding 1d2 Beastfolk Thieves hanging out in the room.

  • A locked chest contains 2d4 rations, a bag of medical supplies, a single potion of healing (restores 1d4 HP) and 500 gp.

Beastfolk Thief - STR 9, DEX 14, WIL 10 - HP 4

Dagger (d6), No Armor

- Swarm at opportune moments, never fight fair.

- Able to squeeze into tight spaces to escape or ambush.

- Always looking to strike a deal.

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Wolves Upon the Coast - Session #2

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Dungeon ‘23 - Week 15