Dungeon ‘23 - Week 15
After having a conversation with my dear friend T. Thomas Giant I realized that the original layout for Zone C - The Dungeons… sucked. So I redrew the entire thing! As a result, while the descriptions of last week’s rooms themselves haven’t changed, I decided to repost the entire level so far since some rooms got rearranged. Overall I am much happier with how things have turned out for this level and look forward to completing it over the next two weeks.
C1 - Processing Chamber
Large chamber with somber blocks, pillars, and vaulted ceilings. A dozen Beastfolk Guards stand at attention, ready to deal with escapees and troublemakers.
Two offices along the north wall where officers process prisoners.
Beastfolk officers work at their desks, dealing with paperwork.
Two benches along the south wall with iron rings to hold chains.
Currently has two prisoners - suspected rebels working for Ember the Imp.
Stairs lead down to B2 - Haborym’s Audience Chamber.
A corridor connects to C12 - Guard Office, with several cells branching off the hall. Guards patrol the cells throughout the day and night.
Beastfolk Guard - STR 10, DEX 9, WIL 12 - HP 4
Sword (d6+1), Mail (1)
- Archaic speech peppered with animal sounds.
- Dressed in ancient livery.
- Try to subdue and capture, not kill, but will take lives if needed. Captured PCs are taken to C3 - Empty Cell.
C2 - Southern Corridor
Octagonal room with an iron ladder leading up to D14 - Southern Guard Tower.
A trio of Beastfolk Guards keep an eye on the ladder.
C3 - The Hanging Bridge
A massive stone bridge suspended by chains of heavy black metal. Shifts and swings ever so slightly as creatures cross it.
Spans a massive cavern, the “home” of a large dragon (fortunately chained to the floor).
A thick smog lingers around the bridge and the air is filled with what sounds like deep, rumbling thunder (it’s actually the snoring of Zonasabrahascalon the Scourge, who lives in C17 - The Lair of Zonasabrahascalon).
C4 - Empty Cell
Fair-sized cell with well-fitted stone blocked for walls. Wrought iron bars and a door with multiple locks keeps the prisoner contained.
Iron manacles mounted on the wall near the entrance for particularly unruly prisoners.
A garderobe (toilet) is built into the corner of the room.
Small, uncomfortable bed for sleeping. Opposite that is a crudely crafted drawer for clothes and approved belongings.
A small, barred “tunnel” is carved in the wall near the ceiling, connecting the cell to its neighbors, allowing prisoners to chat.
This cell is empty, and is likely where any PC that misbehaves and is captured by Beastfolk Knights or Guards will be held.
C5 - Johnny Boy Bones’ Cell
As C4 - Empty Cell, except as follows:
Silver bars instead of iron.
This cell contains Johnny “Boy” Bones, an animated skeleton who appears to be able to disassemble and reassemble himself at will.
Seemingly hasn’t come to the conclusion that he could break himself apart to escape from his cell.
Tends to a pet chicken Johnny has taken to calling “Walter.” Walter is a female chicken.
Is a little skittish around Leif, who he claims “looks hungry.” Likes Roger. Neutral toward the other prisoners.
“I just woke up in here one day, and so I guess that’s where I’m meant to be.”
Johnny “Boy” Bones, Skeleton - STR 15, DEX 11, WIL 13 - HP 4
Hammer (d6+1), Mail & Shield (2)*
- Seemingly a simple country… skeleton. Occasionally loses himself in violent situations and goes overboard.
- Amicable enough, often drones on about his time serving in “the Brothers’ War.” Only goal is to be reunited with his “darling Caroline.”
- Happy to follow the orders of the one who frees him. If he dies, Johnny reassembles himself in 2d12 hours and will come looking for his boss.
*While imprisoned, Johnny’s gear can be found in C12 - Guard Office.
C6 - Leif Wildeboar’s Cell
As C4 - Empty Cell, except as follows:
Silver bars instead of iron.
This cell contains Leif Wildeboar, a self-proclaimed barbarian prince and adventuring hero. Wild-looking creature with clothing made from animal hides.
Doesn’t get too close to the silver bars on his cage and won’t touch them.
Aggressive, though willing to work with the PCs that free him. If friendly, he will warn them about his “curse.”
Believes Johnny and Roger are the work of black magic. Likes Pete. Thinks Tenpiece and Alfor are weak.
“My companions and I stormed this castle in search of treasure. I am the only one left drawing breath.”
Leif Wildeboar (Human Form) - STR 14, DEX 13, WIL 12 - HP 10
Greatsword (d8+2, reach), No Armor*
- Noble and honorable, albeit somewhat uncivilized. Cunning, but not intelligent.
- Fearsome in battle. If he suffers an injury, instead of making a WIL save to remain conscious he must make a WIL save to not transform into his werewolf form. Transforms if there is a full moon, as normal.
- Swears a life debt to the one who frees him, assuming they aren’t a practitioner of “black magic.”
*While imprisoned, Leif’s gear can be found in C12 - Guard Office.
Leif Wildeboar (Werewolf Form) - STR 16, DEX 15, WIL 8 - HP 10
Claws or Bite (d8), Thick Hide (2)
- Takes half damage from all weapons except those made of silver.
- Wild and savage, attacks the nearest enemy with abandon. Can tell friend from foe, but if he runs out of enemies may attack allies.
- Howls to inspire fear in the hearts of his foes.
- On turns where he didn’t attack or receive damage can attempt a WIL save to return to his human form.
C7 - Tenpiece Brigford née Grimson’s Cell
As C4 - Empty Cell, except as follows:
This cell contains Tenpiece Brigford née Grimson, the so-called Beggar Prince - an adventurer and thief. Wears fine, if not somewhat outdated, clothing.
Irreverent and sarcastic. Often tries to get in the last word, but doesn't always succeed.
Mills around in his cell, very bored. Often chats with guards and fellow prisoners.
Always trying to work an angle or make a deal. Will offer his services to the PCs if they’ll free him, but won’t risk his neck on foolish plans.
Seems neutral toward the rest of the prisoners. Thinks Johnny is a little weird and claims Gwen is easily the most dangerous of them.
Has an opinion on the rest of the prisoners, happy to share his “knowledge” if the PCs will free him.
“The skeleton is a simpleton, but seems loyal enough. Probably follows orders well enough, but don’t expect him to think for himself.”
“I don’t trust Leif. He’s savage and he smells like a wet dog. Pretty sure I’ve heard him growling in his sleep.”
“The minotaur seems alright. Doesn’t talk much, but I don’t think he’s a fool. Looks strong as hell.”
“Alfor is the kind of man I’d like to have watching my back. Claims to be handy with a musket. Bit of a fop.”
“I’ve run into golem’s before, but nothing like Roger. His magic seems even more advanced than the shite in this castle.”
“That Gwen is a stone cold killer. Not the kind of woman I want to get on the wrong side of, I’ll tell you that much.”
“Roundabout’s a solid fellow, and not just because he’s a dwarf. After me, I’d say he’s got the best chance of getting out of here.”
“My crew and I found this castle on an island and decided to check it out. We got ambushed and I was captured - they retreated. I was pissed, but I get it…”
Tenpiece Brigford née Grimson - STR 12, DEX 13, WIL 13 - HP 8
Grimspalgr (Sword) 1d8+2, Mail & Shield (2)*
- Not a coward, but not brave to a fault either. Happy to fight in battles he thinks he can win.
- Tricked the guards into letting him keep his Prayerbook of Smite as “reading material.” Waiting for the right moment to use it to escape.
- Will work with the people who free him, but only long enough to escape from the castle and find a way back to his home world.
*While imprisoned, Tenpiece’s gear can be found in C12 - Guard Office.
Smite (Spellbook). Deals 1d6+L damage to a creature within 30 ft. or can enact a defensive, divine effect (such as stunning a monster) for L turns.
Grimspalgr - d8+2 or d10+2 vs Strongest Foe (Martial, Superior)
An ancient longsword that shines with the brightness of sunlight on freshly fallen snow. When drawn, the sword compels its wielder to seek out the strongest enemy in battle and challenge them. Once used in battle, the sword will not allow retreat or surrender - only the defeat of its enemy frees the wielder from this compulsion.
C8 - Petrung Greathorn’s Cell
Fair-sized cell with well-fitted stone blocked for walls. Adamantite bars and a door with multiple locks keeps the prisoner contained.
Iron manacles mounted on the wall near the entrance for particularly unruly prisoners.
There’s no furniture in the room, only a massive pile of straw and blankets making a crude, nest-like bed.
This cell contains Petrung Greathorn, the minotaur. Has fur white as snow with a reddish stripe running along his spine. One massive horn, the second one was broken.
Spends most of his time sitting in his cell, humming to himself.
Listens to the other prisoners’ chatter, but doesn’t join in unless directly addressed. Even then his answers are short.
Neutral toward the other prisoners.
If the PCs befriend them, he’ll tell them to call him “Pete.” Otherwise they can call him Petrung.
“We found the castle in the sky and landed our airship to explore. The crew was overwhelmed, so I covered their retreat. Now I’m here, but Captain Verus will come back.”
Pete the Minotaur - STR 16, DEX 9, WIL 12 - HP 10
Big Bastard (Hammer) (d8+2), Thick Hide (1)*
- A humble, quiet warrior. Charges into battle fearlessly, but not foolishly. Will cover retreats when necessary.
- Quiet, but attentive. Hums to himself when bored.
- If freed, promises to help the PCs get out of the castle, but doesn’t want to explore the full castle.
*While imprisoned, Pete’s gear can be found in C12 - Guard Office.
Big Bastard - d8+2, reach, heavy (Martial, Superior)
A massive warhammer whose head appears to be made from a rock or meteorite. It radiates a constant low heat and glows dimly like coals in a furnace. When slammed into the ground, all creatures within 10 ft. must make a DEX save or be knocked to the ground and stunned by the shockwave.
C9 - Alfor Cavendish’s Cell
As C4 - Empty Cell, except as follows:
This cell contains Alfor Cavendish, a “King’s Rifle.” Has a pet hawk named David, who sits on the desk staring daggers at the door. Alfor himself seems a little beaten down by his capture.
Sings off key battle songs in his cell and draws up maps of the castle he recalls from memory. Judging by the maps he’s explored the Outer Ward and even made his way into the Keep.
Jovial personality, happy to work with the PCs if they free him.
Gets along well with Johnny, a fellow soldier. Thinks Leif and Pete are hulking brutes. Gentlemanly toward Gwendolyn. Dislikes Tenpiece.
“This castle is a most amazing piece of architecture. I signed on with a merchant company to explore it when it arrived outside our city. The rest of the expedition party was slaughtered, so I guess I got lucky.”
Alfor Cavendish - STR 6, DEX 11, WIL 9 - HP 7
Musket (d8, loud), Brace of Pistols (d6), or Axe (d6), Breastplate (1)*
- Brave and gentlemanly, but knows his strengths and weaknesses. Fights from a distance and uses David to scout and harass enemies.
- Has a spellbook in storage and has a basic understanding of magic and the arcane.
- A professional soldier willing to work with his rescuers and follows sensible orders. Not afraid to call out stupid or reckless ideas.
*While imprisoned, Alfor’s gear can be found in C12 - Guard Office.
Pale Flame (Spellbook). An object you touch glows with a white light, shining as a torch for L hours. Contact with the glowing object causes a chilling pain, while extended contact can cause real harm and even frostbite.
C10 - Roger’s Cell
As C4 - Empty Cell, except as follows:
This cell contains Roger, an animated construct of some kind. The other prisoners call him a golem and Roger doesn’t correct them (in reality he is a highly advanced piece of technology - a robot with a fully-formed A.I.).
Seems rather calm and composed in his cell. Happy to chat with the other prisoners, but he’s equally content to remain quiet.
Easy going, amicable fellow. Gets along well with the other prisoners, although he’s aware that Leif thinks he’s some kind of magical monster. Isn’t put off by Gwen’s intensity.
“This place is right out of the history books, huh? Not sure how I’m going to get back to my own world though…”
RG-3R, a.k.a. “Roger” the… Golem? - STR 12, DEX 14, WIL 15 - HP 6
Twin “Magic Pistols” (d8+2), Metallic Hide (1)*
Polite fellow, speaks with a drawl. Very meticulous and organized.
Very intelligent, but doesn’t talk much about where he’s from since he knows folks wouldn’t understand what the hell he’s going on about.
Will work with the PCs if they free him. Doesn’t foresee getting back to his own home, so he’s willing to explore the castle fully in case there’s something that can prove him wrong.
*While imprisoned, Roger’s gear can be found in C12 - Guard Office.
Twin “Magic Pistols” - d8+2 (Martial, Superior)
A pair of polished revolvers with lots of wires and glowing bits. Fires bright glowing green energy that will burn flammable items. Highly accurate and suffers not significant risk when firing into melee or attacking adjacent enemies.
C11 - Gwendolyn Erlking’s Cell
As C4 - Empty Cell, except as follows:
This cell contains Gwendolyn, a rugged woman with silver hair and violet eyes. The other prisoners don’t speak with her much, which she does not seem to mind.
Spends most of her time meditating or exercising and practicing martial arts.
Not exactly warm and friendly, but she’s not impolite - merely curt and unwilling to put up with nonsense.
“This castle is the home of many a foul beast that need to be put down.”
Gwendolyn Erlking - STR 13, DEX 13, WIL 13 - HP 6
Witchbane (Sword) 1d8+2, Mail (1)*
- Reserved and quiet, distant and cold. Rarely speaks, never raises her voice.
- Courageous and willing to throw herself in front of any foe. Seemingly without fear.
- Understands magic and possesses a spellbook of her own, but not overly knowledgeable on the subject.
- Trained monster hunter with an encyclopedic knowledge of all manner of man and beast. Wants to rid the castle of its more monstrous inhabitants.
*While imprisoned, Gwen’s gear can be found in C12 - Guard Office.
Witchbane - d8+2 (Martial, Superior)
A simple looking weapon whose spine glows with runes in the presence of magical creatures. Any creature struck by this blade is treated as being in danger and must make a WIL save to avoid mishaps when casting their next spell.
Beast Senses (Spellbook). One of your senses is amplified, granting you greater awareness of your surroundings for L hours. However, you take on the traits of a creature known for this enhanced sense, and you are susceptible to pain or discomfort regarding that sense (ex. loud noises or strong scents).
C12 - Guard Office
Portcullis and iron-bound doors with small hatches allow guards to weather a prison riot.
Sturdy bench with iron loops on floor to hold prisoners awaiting cell assignment or execution.
Weapon racks on the northern wall - mostly clubs and other bludgeoning implements. Officers’ desks along the southern wall.
2d6 Beastfolk Guards on duty.
1d4 Beastfolk Serjeants carrying out administrative tasks.
1d2 Prisoners chained to the bench, awaiting cell assignment.
Northwest door, locked, leads to a bunk room.
Southwest door, locked, leads to the armory/evidence room.
Unique items from prisoners stored here - if PCs are imprisoned, they can try to recover their gear here as well.
Officers’ desks contain journals and notebooks, primarily day-to-day operations of the prison.
A fancier looking journal contains information about Zonasabrahascalon, the dragon imprisoned in C17 - Zonasabrahascalon’s Lair. Indicates that the dragon was captured and imprisoned by Ossifrage to serve as an “insurance policy” against Haborym, although it’s unclear if the intention is to use the dragon as a weapon or as a replacement source of energy.
Beastfolk Serjeant - STR 11, DEX 9, WIL 13 - HP 5
Sword (d6+1), Mail (1) & Shield (1)
- Archaic speech peppered with animal sounds.
- Dressed in ancient livery with a pin denoting their rank.
- Issues orders to nearby guards but leads from the front.
C13 - General Population
[23 cells, 20 with 1d2 inmates. (Feel free to use stat blocks for any vaguely intelligent, vaguely humanoid creatures as desired/needed.)
Three pairs of Beastfolk Guards patrol the central corridor, prodding unruly prisoners with the butts of their spears.
One pair of Beastfolk Guards stands at each of the entry ways, which consist of two sets of locked doors.
C14 - The Halls of Inquisition
Consists of three chambers, each guarded by a pair of Beastfolk Guards wearing executioner’s hoods.
Westernmost chamber is operated by Franz, a lizard-headed Beastfolk Inquisitor. Handles the interrogations of those rumored to be allied with the Great Demon Haborym.
Contains a torture rack and two sets of manacles set in the wall. A small furnace in the southeast corner fills the room with a terrible heat and keeps branding irons at the ready for more resistant prisoners.
Central chamber is operated by Jan, a raven-headed Beastfolk Inquisitor. She handles the interrogations of those rumored to be allied with the Gardener.
Contains a pit 12’ deep, often filled with runoff water from the Forges below or liquefied waste. A spike-filled iron maiden stands in the southeast corner of the room, across from which is a single set of iron manacles on the wall.
Easternmost chamber is operated by Ketch, a rat-headed Beastfolk Inquisitor. He handles those who have attempted to invade the castle (e.g. adventurers) to determine if they are vanguards for larger forces.
Contains a stockage and a weapon rack of various whipping implements. A heavy wooden chair with leather straps dominates the center of the room, facing a rack of cages filled with half-starved rats.
One rat, Mimbo, is intelligent and can speak. Used to be a wizard’s familiar, but his wizard died. Is happy to serve as someone’s familiar if they rescue him.
Beastfolk Inquisitor - STR 12, DEX 10, WIL 13 - HP 5
Torturer’s Tools (d6+1), No Armor
- Prefer to wail on the helpless, inflicting maximum pain while keeping their target alive.
- Always trying to wrangle a confession from the “guilty.”
- Will usually try to run from a fair fight.
C15 - Locked Corridor
A massive, iron-bound door and portcullis is guarded by a pair of Beastfolk Knights. They allow none to pass without the written permission of Syr Waltheof FitzAllen.
Beyond the doors is a pitchblack stairwell leading north and down.
Beastfolk Knight - STR 12, DEX 10, WIL 13 - HP 6
Sword (d6+1), Plate (2) & Shield (1)
- Archaic speech peppered with animal sounds.
- Finely crafted but antique armor.
- Fights honorably and to the death unless offered surrender. Will issue dueling challenges.
C16 - The Feeding Room
Adamantine cage with a single gate made from the same metal.
Prisoners sentenced to death (or accidentally killed during interrogation) are brought down here to be fed to the dragon Zonasabrahascalon.
Guards never stay to watch, fearing that the dragon’s appetites will center on them.