Dungeon ‘23 - Week 4
My first zone is complete! I’m going a little out of order by doing the “fourth floor” first (it’s one of the two possible entrances into the dungeon and probably the more likely of them), but it’s finally done! That’s finally in an excited way, not finally in a “Geez it’s finally over” sort of way. Rather than split this level into two different weeks’ posts, I decided to work ahead a bit and get the rest of Zone D - The Outer Keep finished. I hope you like it!
D23 - The Stables
Six stables, two of which are empty and one of which don’t have name plaques fixed to the doors.
A hercules beetle the size of a draft horse.
A pony-sized fuzzy bumblebee.
A dragonfly the size of a racehorse.
A snail with the size and temperament of a stubborn mule.
A slot reserved for the grasshopper.
A rickety ladder leads to a hayloft packed with feed.
An animated pitchfork, bucket, and wheelbarrow tend to the bugs.
Friendly, offer to stable any mounts the PCs have.
D24 - The Wishing Well
An old stone well with a shingled cover and a wooden bucket attached to an ancient looking rope.
A small plaque reads: “Give something away to receive a gift in return.”
If someone drops or lowers an item into the well, the next time they pull up the bucket it will contain a random item.
Climbing into the well only reveals a roughly 15 ft. drop with 5 ft. of cold, potable water at the bottom. The water is slightly sweet.
The Thief’s Red Hand - 1 Charge
A mummified hand dyed red holding a black candle. When the candle is lit it burns with the brightness of a torch, but is only visible to the hand’s owner. The hand can be set to float over the owner’s head or shoulders, dropping to the ground when the candle burns out or is extinguished. To recharge, make a new candle from the remaining wax and a drop of your blood.
Cloak of the Far Traveler - 7 Charges
A faded blue-gray cloak with a frayed, tattered bottom edge coated in mud and dust. Whenever the wearer would have to make a save to navigate through the wilderness, they instead expend a charge and automatically succeed. A charge is regained for each 500 miles the wearer travels.
The Queen’s Flute - 3 ChargesA simple wooden flute carved with images of bees and flowers. When played it lets out a buzzing sound that enchants a nearby bee, wasp, or hornet of the flutist’s choosing. The creature becomes a loyal familiar and friend for 1 hour. To recharge, leave in a bee’s hive for 24 hours.
Balius, the Wooden Horse - 1 Charge
An intricately carved and surprisingly lifelike wooden horse toy with “Balius” carved on the belly. When the name is spoken, the toy transforms into a living, breathing (but still wooden) warhorse loyal to its owner for 8 hours before turning into an unadorned wooden toy again whose only marking is the name on its belly. To recharge, carve new details into the wood or paint the toy anew.
If Balius is within 100 ft. of Xanthus, its enchantment lasts for 12 hours instead of 8.
D25 - The Hedge Maze
A wild looking hedge maze whose walls grow so thickly and densely they may as well be stone. Trying to push through the hedges is a nearly impossible task and thorns are sure to rip and tear at clothing and flesh if one tries to pass through.
Resistant, but not immune, to fire. Burning sections of the maze will certainly alert nearby patrols to the arsonists’ presence.
Trails of flowers along the base of the hedge walls lead to different sections of the maze, potentially guiding those who cannot find their way out.
Following roses will lead to D30, the Training Grounds.
Following lilies will lead to D27, the Vivid Pools.
Following poppies will lead to D28, the Hedge Hall.
Following thistles will lead to D29, the Gardener’s Cottage.
Following violets will lead to Zone E, the Keep.
Following hyacinths will lead to D26, the Hydracinth’ss Lair.
Following dandelions will lead back to D24, the Well.
Hedge Knights and Mages patrol the maze by order of the Gardener and the beastfolk refuse to enter the maze. Instead of the normal encounter table, use the following table while the PCs are in the maze:
Hedge Knight - STR 13, DEX 11, WIL 10 - HP 5
Axe (d6+1) or Halberd (d6+1, reach), Plate (2), Axemen carry Shields (1)
- Looks like a bush or small tree grown into a suit of armor.
- Archaic speech peppered with vibrant curses.
- Dressed in old, moss-covered livery with a thistle on their chest.
- Protect nearby Hedge Mages or the Gardener at all costs.
Hedge Mage - STR 9, DEX 12, WIL 15 - HP 3
Dagger (d6) or Quarterstaff (d6, reach), Barkskin (1)
- Comes equipped with 1d2 random spell books, happy to use them.
- Looks like a bush or small tree grown into mossy green-brown robes. Wears a thistle on their lapel.
- Archaic speech peppered with language to make a sailor blush.
- Prefer spirited debates to violent conflicts, but certainly no cowards.
Using the Hedge Maze
Mazes… some folks love them, some folks hate them. If your table wants to work their way through the maze the old fashioned way, feel free to reveal bits and pieces as they go and let them sort it out. If your table isn’t really about that maze life, have one of the more observant PCs notice the “trails” of flowers and let them pick a trail to follow, having them stumble upon the destination after an appropriate amount of time. Either way, roll for encounters throughout the maze normally.
D26 - The Hydracinth’s Lair
An elegant and seemingly innocuous garden that has been impeccably maintained.
Fountains and gold-and-silver flecked marble statues (not animated) adorn the space.
Animated tools trim bushes and clean up debris as normal-sized bees float around lazily from flower to flower and bush to bush.
The scent is intoxicating. Creatures in the garden must succeed on a WIL save or be drawn to the center of the garden.
If a creature comes within 15 ft. of the bushes in the garden’s center, the Hydracinth will awaken and attack.
The twinkle of gold or brass can be seen from beneath the bushes in the garden’s center.
It is a magical sword (see below).
Hydracinth (Body) - STR 14, DEX 8, WIL 10 - HP 10
Slam (d8) or Claws x2 (2d6, take highest), Bark-like Hide (2)
- Appears as a normal cluster of hyacinths when resting or lying in wait.
- Resistant to bludgeoning and piecing attacks, weak versus fire, cold, and slashing attacks. Recovers 1d4 HP each turn unless it suffered fire damage.
- The Hydracinth’s body has its own action, as does each head. If the body is destroyed, the heads all die.
White Hydracinth Head - STR 12, DEX 14, WIL 14 - HP 8
Bite (d6) or Bee Cone (2d6), Bark-Like Hide (2)
- A massive hyacinth-like head on a neck of thorny vines.
- Exhales a cone of bees, dealing 2d6 damage unless avoided. Those stung suffer disadvantage on their next save or attack. Recharges on a 5+ (d6 roll).
- Resistant to bludgeoning and piecing attacks, weak versus fire, cold, and slashing attacks.
- If destroyed, two heads grow back in its place in 1d2 rounds unless burned.
Pink Hydracinth Head - STR 12, DEX 14, WIL 14 - HP 8
Bite (d6), Bark-Like Hide (2)
- A massive hyacinth-like head on a neck of thorny vines.
- Wafts an enchanting fog of pink mist. Those caught in the cloud must succeed on a WIL save or become stunned for 1 round. Recharges on a 5+ (d6 roll).
- Resistant to bludgeoning and piecing attacks, weak versus fire, cold, and slashing attacks.
- If destroyed, two heads grow back in its place in 1d2 rounds unless burned.
Blue Hydracinth Head - STR 12, DEX 14, WIL 14 - HP 8Bite (d6) or Razor Leaves (2d8), Bark-Like Hide (2)
- A massive hyacinth-like head on a neck of thorny vines.
- Exhales a line of razor-sharp leaves and thorns, dealing 2d8 damage unless avoided. Recharges on a 5+ (d6 roll).
- Resistant to bludgeoning and piecing attacks, weak versus fire, cold, and slashing attacks.
- If destroyed, two heads grow back in its place in 1d2 rounds unless burned.
Blade of Fallen Petals - d8+2 (Superior, Martial)
An elegant, slightly curving blade with a single edge. The grip is wrapped in red and white cloth while the scabbard is the green of a vibrant, thriving plant. When drawn, the air is filled with the almost overwhelming scent of roses and petals begin falling from the blade. The bodies of those slain by this sword will begin to grow small rose bushes after 1d4 hours.
D27 - The Vivid Pools
A quiet oasis within the hedge maze that contains three pools. The air is thick with the quiet babble of a nearby brook or creek, though none can be seen.
The center pool has a small cherry blossom tree growing by its banks.
Drinking or bathing in the pool results in one of the following effects, based on the creature’s highest ability (roll a d2 or d3 if there is a tie).
STR: The creature removes all fatigue.
DEX: Reduces WIL to 1 until a long rest is completed.
WIL: The creature has advantage on the next reaction roll made involving it.
The leftmost pool’s bottom is lined with rainbow-colored rocks and brightly-scaled fish swim within.
Drinking or bathing in the pool results in one of the following effects, based on the creature’s highest ability (roll a d2 or d3 if there is a tie).
STR: The creature has advantage on its next opposed save.
DEX: The creature restores all HP and gains 5 temporary HP.
WIL: Reduces STR to 1 until a long rest is completed.
The rightmost pool has thick mossy and clover on its banks so soft one could use it as a bed.
Drinking or bathing in the pool results in one of the following effects, based on the creature’s highest ability (roll a d2 or d3 if there is a tie).
STR: Reduces DEX to 1 until a long rest is completed.
DEX: The creature has advantage on its next initiative check.
WIL: The creature removes a wound, curse, or other status effect of its choice.
D28 - The Hedge Hall
60’ L x 20’ W x 30’ H. A massive wooden table surrounded by benches and stools dominates the space.
Walls and ceiling made of thick branches and dark leaves. Interior is lit by bioluminescent plants.
18 Hedge Knights, 6 Hedge Mages, and 1 Myconid drink a strange, heady brew from wooden tankards at the long table, their root-like feet dug into the loamy soil below.
Syr Wolfsbane is in charge of the Knights while Hemlock leads the Mages.
If asked about the Gardener, they direct the PCs to the Gardener’s Cottage (D29). Otherwise they’ll try to recruit the PCs to their cause of taking over the Inner Keep and descending into the Furnace to defeat Haborym.
Shiiyazaki the four-armed myconid sits by Syr Wolfsbane. He has traveled up from the caverns below in search of his father’s lost sword (The Blade of Fallen Petals).
If the PCs recover the blade, Shiiyazaki will pledge fealty to them and serve as a retainer at no cost. If they refuse to hand it over, he will challenge them to a duel and will be backed by the Hedge Knights.
The Knights and Mages are drunk and will challenge travelers and guests to boasting contests.
Drinking contests, duels, and declarations of defeating the Hydracinth are commonly shouted throughout the Hall.
Random duels often break out between knights and mages with participants jumping on the table.
A band consisting of a Hedge Knight, a sparrow-headed beastfolk, an imp, and an animated mandolin play music from a corner stage.
D29 - The Gardener’s Cottage
Small, overgrown stone cottage with a thatched roof and a quaint chimney. Little garden boxes beneath the windows. Bucolic.
What appear to be baby Hedge Knights and/or Mages dozing in the boxes.
Interior is a single room with a loft and a closet door on the southern wall.
The door is actually a portal to a similarly-styled shed in D31, the Orchard.
Unless dead or otherwise indisposed, the Gardener can usually be found in his “kitchen” preparing or sipping tea.
Hunched figure seemingly made of wood, canvas, and straw with scraggly moss for his hair and beard.
His eyes are small chunks of amber that gleam and glimmer like candlelight.
Wears a floppy straw hat with a wide brim and patchwork clothes.
Carries a shovel that looks battle-worn.
Straightforward and blunt, but not outright rude. Grandfatherly.
Offers up some tea if the PCs haven’t caused him trouble or attacked his subjects.
Offers up his shovel to the head if they have.
Claims to be Ossifrage’s second servant after Haborym, fashioned from a scarecrow.
Hasn’t seen the Master in years and, frankly, is getting fed up about it.
At war with the beastfolk in the Keep, who have long disrespected him and his Hedge Knights and Mazes. Wants to take the keep for himself and drive them out.
Understands his purpose was to provide fuel for Haborym to power the castle, but plans to put a stop to that as well.
“Let the old girl rest her stones where she may, I say!”
The Gardener - STR 14, DEX 12, WIL 16 - HP 15
A Trusty, Well-Worn Shovel (d8+2, reach), Wooden Skin (2)
- Appears to be a wooden man or animated scarecrow.
- Wields his shovel with surprising grace and force. Loves to aim for the head.
- Resistant to all forms of harm while Ossifrage is alive. Reanimates after 4d6 hours if “killed” (if his body is destroyed entirely it takes the full 24).
D30 - The Training Grounds
A largely open-air space between the outer walls and keep. The bridge connecting the southern guard tower to the keep provides shade over much of the grounds.
A pair of guards stands by the hedge maze entrance to defend the grounds against Hedge Knights or Mages.
A cloth canopy stretches from the outer wall, beneath which are weapon and armor racks and a table for meals and drinking.
Various ranges and arenas are arranged throughout the grounds:
An archery range with three targets for practice.
Two dueling rings, overseen by a bull-headed beastfolk serjeant.
A 50’ long arena with a sandy floor for wargames.
A quartet of animated training dummies that love to hurl insults and criticisms while they’re being attacked. Will compliment someone who is genuinely impressive.
A hastily constructed palisade on the eastern edge of the grounds blocks access to the orchard, which has been overrun. Guards watch it at all hours.
Syr Bayard, a horse-headed knight, oversees the training grounds under the orders of Syr Waltheof FitzAllen.
Knights and soldiers in training will challenge the PCs to duels to prove their worth.
If a PC defeats three challengers, Syr Bayard will challenge them.
If Syr Bayard is defeated, he will ask the PCs to seek out Syr FitzAllen in the keep and provide them with a writ of passage.
“The Knight-Commander has been looking for brave adventurers to aid him in a quest, I think you will do well!”
Fears the Gardener and won’t invade the Hedge Maze until Syr FitzAllen gives the order.
D31 - The Orchard
Several elegant trees with smooth, lustrous bark and rainbow leaves, their branches laden with ripened fruits.
All have vaguely humanoid features, some male, some female, others androgynous.
A cobblestone path extends from the Courtyard to the north through the orchard, connecting to the shed and Eastern Tower before moving south toward the Training Grounds.
The shed is a portal to D29, the Gardener’s Cottage, allowing him and his minions to move across the grounds quickly and easily.
Thorny vines thick around as tree trunks climb up the eastern tower, so far about halfway up. More vines have burst through the doors on the ground floor and grown into the tower’s bottom room.
A trio of Hedge Mages seemingly gives orders to the vines, enchanting them with magic.
A pair of Hedge Knights guards the Mages so they can concentrate on their work.