Dungeon ‘23 - Week 12

Sorry for the delay in posting - I spent the weekend traveling with my girlfriend and while I was able to jot down notes in my journal, it took a few days to get them transcribed into the master doc and ported over to my blog. Week 12 was a lot of fun to write. I got to introduce an entirely optional but incredibly deadly “boss monster” with a massive reward as well properly introducing Ember the Imp and her faction of rebels opposing Haborym. Oh and I got to use the same puzzle I put into all of my dungeons because I’m unoriginal (and also because it works).

I suspect there will be some added details to some of the rooms presented this week once I get started on Zone C - The Dungeons next month. The plan is for Week 13 to wrap up Zone B (so it’ll probably be a shorter post) and then Week 14 will have a few extra rooms to keep April together.

B20 - Abandoned Mineshaft

  • Filled with poisonous gasses (see B17 - Western Shaft for details).

  • A large, rusted construct “sleeps” in the shaft. Centaurian with six limbs ending in mining implements (picks, hammers, etc.), rusted iron plates cover much of it, with dozens of gleaming orichalcum “bolts” sticking out at random spots.

    • Can be awakened with a sufficient electrical charge, at which point it begins blindly attacking any living creatures before it smashes the walls with its tools in an attempt to escape.

    • A perceptive creature may notice a faint glimmer between iron plates - the construct’s “heart” is a fist-sized diamond worth 5,000 gp.

  • A crack in the northeast wall leads to a corridor that seemingly dead ends. A hidden door leads to B28 - Shipping Chamber.

The Rusted Centurion - STR 16, DEX 6, WIL 10 - HP 15

Mining Tools x6 (6d8+1, take the highest, reach), Rusted Iron Plates (3)

- An ancient mining machine, its original programming corrupted and lost to time.

- Attacks the nearest creature, or at random if an obvious target doesn’t present itself.

- Will begin smashing at the stones around the southern tunnel to try and escape if there are no creatures to attack.

B21 - The Underground Beach

  • A sandy, pebbly beach serves as a nesting ground for 2d8 mutated rock crabs.

  • A rickety wooden bridge leads up to B22 - North Chasm Overlook.

    • Beastfolk at B22 will attack PCs with bows and attempt to cut the rope if the PCs have been marked as enemies of Ember the Imp.

  • Charms waters are polluted and may cause irritation or even injury if a creature is exposed to them for too long.

Mutant Rock Crabs - STR 8, DEX 9, WIL 6 - HP 2

Claws (1d4), Chitin (1)

- Indistinguishable from rocks when resting beneath the sand.

- Ambush hunter that swarms a single target. Death by a thousand snips.

- Purple blood is slightly acidic. May damage tools and clothes.

B22 - North Chasm Overlook

  • Ledge 20 ft. above the polluted waters of the chasm. A makeshift barricade of scrap wood and rocks serves as cover for 4 Beastfolk Rebels keeping watch.

  • Cleverly disguised handholds cut into the charm wall and lead to B23 - Camp’s Hidden Entrance. It is a difficult and dangerous climb even for creatures who know where to find the holds and steps.

Rebel - STR 10, DEX 12, WIL 11 - HP 5

Club or Spear (d6), No Armor

- Swarm at opportune moments, never fight fair.

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

- Fanatically loyal to Ember the Imp, won’t back down from a fight.

B23 - Camp’s Hidden Entrance

  • Cave about 20 ft. above the rank waters of the chasm. Floor covered in a mix of coarse sand and smooth river pebbles.

  • A pit trap is buried in the sand, dropping a creature 20 ft. straight down into 10 ft. of water. The doors over the mouth, sealing trapped creatures in darkness. The walls are smooth and slick - difficult, but not impossible, to climb.

  • Invisible Imps watch from B30 - South Chasm Overlook, ready to sound the alarm if they spot intruders.

  • Cleverly disguised hidden door on the eastern wall leads into Ember’s Camp.

    • Observant creatures may notice displaced sand at the base of the wall, the only sign of the door’s existence.

B24 - Rebel Camp

  • Tents and bedrolls for beastfolk and humanoids working with Ember the Imp.

  • The rebels mill about and hang by cookfires with allied Imps and Forge Knights. While relaxed, they are quick to arm themselves and will defend the camp with their lives against invaders or Haborym’s minions.

    • 3d6 rebels, mix of beastfolk and humanoids.

    • 3d4 Imps.

    • 1d8 Forge Knights.

  • A place to rest and recover is offered to friends of the rebels. Stolen supplies in plenty, thanks to Taragon and her thieves. More than happy to do trade with friendly creatures.

  • An ox-headed beastfolk named Tur leans against the eastern wall, keeping an eye on the camp.

    • Tur is Ember’s chief enforcer.  He’s also blocking the secret door to B23 - Ember’s Chambers.

Tur - STR 13, DEX 9, WIL 11 - HP 6

Battle Axe (d6+2) or Horns (d6), Mail (1)

- Uses his strength to his advantage, tripping and throwing smaller creatures.

- Prefers to corner a target against the wall and gore them with his horns.

B25 - Ember’s Chambers

  • The headquarters of the rebel leader, Ember the Imp. Guarded by 6 Forge Knights and 12 Rebels.

  • There is a 1-in-6 chance for Taragon and 4 Beastfolk Thieves to be visiting Ember, arranging a supply drop.

  • Ember hates Haborym and wants to see him destroyed so his reign comes to an end.

    • She is still willing to cut a deal with the PCs if they’ve been hostile and violent toward her faction, likely feeling that she has no other options. Expect a double-cross at the end.

    • Ember is more than willing to team up with the PCs if they’ve been neutral or friendly to her underlings.

      • Lets them know that Haborym’s weakness is the four pieces of his heart that Ossifrage stole. If they’re destroyed, Haborym will be greatly weakened and therefore easier to kill.

      • Doesn’t mention that the castle’s interplanar travel is dependent on Haborym. If he dies, the castle is probably stuck in whatever world or realm it finds itself in.

      • Mentions that Haborym has been building an army and gives the PCs the location of the secret door leading to B26 - Puzzle Rooms.

        • “Maybe you can control them, maybe you should destroy them. Either way, Haborym can’t be left in charge of them!”

        • Doesn’t know about the puzzle itself and will mention that Haborym is always shifting his defenses if she’s accused of holding out information later.

  • Ember is always accompanied by Hugin, her raven-headed lieutenant who has been searching for her brother Munin, who went missing a few days ago while spying on the Great Demon Haborym.

    • Offers a considerable reward if the PCs can find and possibly rescue her brother.  She has several spellbooks and will give the PCs their choice.

B26 - The Puzzle Rooms

  • A series of five nearly identical, square rooms with four differently colored doors. The doors are enchanted, selecting the incorrect door returns the PCs to Room 1 with an Iron Golem ready to attack. Going through the correct door sends the PCs to the next room, devoid of golems.

    • Room 1: North Door (Violet), East Door (Blue), South Door (Red), West Door (Orange).

    • Room 2: North Door (Yellow), East Door (Orange), South Door (Red), West Door (Green).

    • Room 3: North Door (Orange), East Door (Green), South Door (Red), West Door (Orange).

    • Room 4: North Door (Blue), East Door (Red), South Door (Violet), West Door (Green).

    • Room 5: North Door (Indigo), East Door (Green), South Door (Blue), West Door (Yellow).

  • The theme is “Rainbow” (Red, Orange, Yellow, Green, Blue, and finally Indigo. The door into B27 - The Golem Assembly is Violet).

Iron Golem - STR 12, DEX 8, WIL 8 - HP (Varies, See Below)

Slam (d8+2), Iron Hide (3)

- Glowing red eyes allow it to see in total darkness.

- Resists all non-magical weapons and attacks. Healed by fire.

- Has no fear or self-preservation. Will attack until destroyed or there are no enemies left alive.

- First Iron Golem encountered has 5 HP, the second Iron Golem has 10 HP, and so on. HP maxes out at 30, regardless of how many Iron Golems are encountered.

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