Dungeon ‘23 - Week 19

Week 19 was pretty straightforward - the only real issue I ran into was not being sure what all to put in some of these rooms. In many of the other levels I didn’t do a great job of having some empty rooms where PCs can catch a breather, so I allowed myself to get away with a few on this level. Not so many that it becomes boring, but enough to add a moment or two of quiet as adventurers are plundering through the Mad Sorcerer’s abode.

I wasn’t sure what to put in the Eastern Courtyard at first. I introduced a pair of Fey Nobles in E4 - The Western Courtyard and didn’t want to throw more of them at the PCs right away. Since I still have a lot of gold to add to this level for XP, I figured I’d create some unorthodox treasure and “hide” it in the courtyard’s pool. I hope some party out there in the world has fun fishing for gemstones!

E8 - The Secret Distillery

  • The “front” for the distillery takes on the facade of a plain storage room containing cleaning supplies.

    • Observant creatures may notice the room feels too small given the size of adjoining rooms/the tower.

  • Large shelf on the west wall contains multiple jars and vials as well as one jug.

    • Jug hides a secret door switch that makes the shelf shift to the side.

  • Within the distillery itself is a bat-headed beastfolk named Sut and his partner, a Furnace Imp named Pop. Both are hard at work making moonshine for their boss Taragon.

    • Taragon uses the booze to ply guards into looking the other way, “losing” keys, and “forgetting to lock doors” throughout the castle.

    • Sut is a grumpy perfectionist while Pop is bubbly and over talkative.

E9 - Empty Room

  • Dust covers the stone floors while cobwebs cling to haphazardly stacked crates and old furniture.

  • 3-in-6 chance of one of the following activities going down in the room:

    • On a 1, a guard is caught involved in an illicit trade with a smuggler. Witnesses may need to be “dealt with.”

    • On a 2 or 3, a guard or servant is caught sneaking a smoke or drink. The “guilty party” is quite embarrassed and offers favors or bribes for silence.

E10 - Tool “Graveyard”

  • The room is filled with broken, damaged, and worn down animated tools. They twitch and limp about pathetically.

  • A magpie-headed beastfolk named Johannes works to repair the animated tools, but he has a tremendous backlog and often falls behind.

    • Johannes is searching for an apprentice, but hasn’t had the time to conduct a proper interview with anyone.

E11 - SW Tower Stairwell

  • A winding stone staircase runs along the wall, connecting to Zone F - The Keep, 2nd Floor.

  • Guarded by a pair of Beastfolk Guards.

  • Arrow slits in the walls closer to the top of the stairs.

E12 - The Wandering Merchant’s “Apartment”

  • Each there is a 3-in-6 chance the Wandering Merchant is “home.”

  • If so, the room boasts a simple hammock, shelves and tables packed with miscellaneous goods and sundries, and a humble kitchenette.

    • The Merchant doesn’t wear his cloak in his apartment, revealing his trollish heritage.

    • Willing to buy or sell anything - Use your favorite books, tables, and zines to generate a list of merchandise.

  • If the Merchant is not home, the room is empty save some broken crates and a slightly tarnished locket with a portrait of a handsome troll woman (500 gp).

E13 - Empty Room

  • Disorganized shelves covered in webs and dusty. Random footprints on the floor - maybe a servant coming in to gather items?

  • Locked chest tucked away in the corner. Contains 200 gp in old coinage.

E14 - Eastern Courtyard

  • A large, open space once meticulously maintained by the Gardener (now banished from the Keep). Exotic trees grow throughout and gardens, now somewhat wild from lack of attention, are plotted along the castle walls.

    • 1d4 Beastfolk Guards patrol the courtyard at all times.

    • Animated tools tend to the gardens and trees.

    • Servants and guests can often be seen milling about, enjoying the day.

  • A paved stone path cuts through the courtyard, leading to the Keep’s chapel and the Great Hall.

    • A pair of Beastfolk Knights guard the massive doors to the Great Hall and a second pair is posted at the Chapel door.

  • A calm pool can be found in the corner. The air around the pool is filled with the light ringing of chimes, although no such instruments appear nearby.

    • Two dozen brightly colored fish swim about in the pool, occasionally coming to the surface to nibble at food tossed in by castle guests or servants.

    • The fish appear to be paired off by color: Garnet, Amethyst, Bloodstone, Diamond, Emerald, Pearl, Ruby, Sardonyx, Sapphire, Opal, Topaz, and Lapis Lazuli.

    • The first time someone casts a line there’s a 1-in-10 chance they’ll hook the Calsilicanth. This chance increases by 1 each time someone attempts to catch another gemstone fish.

      • Each fish is actually a living gemstone. The diamond fish (hardest to catch) are each worth 1,000 gp each; the Emerald, Ruby, and Sapphire fish are worth 750 gp each; and the rest (easier to catch) are worth 500 gp each.

      • The guards (and possibly knights) will attempt to stop the PCs from fishing in the pond. Warnings are issued first, then arrest, and finally combat.

The Calsilicanth - STR 16, DEX 14, WIL 6 - HP 10

Bite (d8+1), Gem-Encrusted Scales (2)

- Attempts to pull would-be anglers into the pool where it has the advantage in battle. Attempts to swallow prey whole.

- Can move around on land, but is slow and clumsy.

- Fiercely protective of its “school” of gemstone fish.

- Has 1,000 gp worth of small gemstones set within its rainbow-colored scales.

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.

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Dungeon ‘23 - Week 20

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Wolves Upon the Coast - Session #4