Dungeon ‘23 - Week 6

Six weeks come and gone already? Dang. I must admit I found this week to be a little more difficult to work through with other projects of mine taking up more of my headspace. Skipped a few days and did double-duty on a few others to get all of the rooms of Zone A complete, but at the end of the day it’s done! I will say I am excited to get to rooms A19 and A25 in the next few weeks, as those will be very important not only to this level, but the dungeon overall.

I have to admit, a classic cave has been way more challenging for me to write than I expected. Clearly I need to go exploring more holes in the ground in my own games.

A6 - The Spring

  • Smooth stone walls, approximately 35’ L x 30’ W. Stalagmites and stalactites abound.

  • Thick moss grows by the stream, which originates from a fist-sized hole in the northwest wall. Mushrooms more than five ft. in height grow near the water.

  • A statue of a four-armed mushroom-like humanoid is in the northwest corner, posed as if running away from something.

    • It is actually a petrified mushroomfolk.

    • A small sack by the statue’s feet contains an obsidian orb worth 250 gp.

  • A painting of the demon trapped in the castle dominates the western wall.

    • Closer inspection reveals a depression in the demon’s left eye. The obsidian orb fits perfectly.

A7 - The First Gate Chamber

  • Smooth stone walls, approximately 60’ L x 30’ W. Many stalagmites and stalactites.

  • Mushrooms more than 10 ft. tall fill the room. Harmless spores float through the air at all times, glimmering in torchlight.

  • A smooth stone arch with dwarven runes flows seamlessly into the floor.

    • If the runes are read aloud, the speaker suffers one fatigue as if they had cast a spell and the portal opens to A24 - The Second Gate Chamber. The portal remains open for 10 minutes.

  • A 30 foot deep pit in the northeast corner ends in razor sharp rocks, dealing d6 damage to anyone foolish enough to fall in. 

    • If the castle is airborne this hole opens into the sky.

    • A cowering goblin statue leans toward the pit.

      • It is actually a petrified goblin.

  • A painting depicting the castle rising up above the clouds covers much of the eastern wall.

A8 - The Statue Chamber

  • Smooth stone walls and floor, slick with damp. Approximately 60’ L x 35’ W.

  • The chamber is two-tiered, with the upper tier being more barren and the lower tier being covered in large mushrooms.

  • Small “hut” carved from a stalagmite in the upper tier. One room with a simple stone bed and a crude kitchen.

  • Several statues of goblins appear to be fleeing from the western wall while a humanoid adventurer faces the wall with a sword in hand.

    • The adventurer is notably not looking at the goblins.

    • They are actually petrified goblins and a male human adventurer.

    • Closer inspection of the wall reveals a tight crevasse leading into A26 - the Basilisk’s Lair.

  • The cave painting on the northeast wall depicts a griffin attacking the castle. A goblin statue with painting supplies is hunched over a portion of unpainted wall.

A9 - The Steam Vents Chamber

  • Rough stone walls, raised platform along southern wall.  Cracks in the rocky floor emit steam at irregular intervals filling the air with warm mist. Approximately 45’ L x 45’ W.

  • Mushroom “stumps” in the northeast corner are all that remain of the large fungus in this chamber.

  • A dozen goblin “statues” cower in the southwest corner of the chamber. Old blood stains (bluish) cover the ground near their feet.

  • Rubble fills the tunnel connecting to A25 - [Name]. Booted feet stick out from the rocks in a comical fashion. Moving the rocks is easy enough, but time consuming.

    • The boots are of high quality leather and fashionable make. There’s also a pouch filled with 300 gp worth of gems stashed in the left boot.

    • Closer inspection around the rubble reveals a simple tripwire that was clearly triggered.

  • Four goblins hide on the elevated stone shelf along the chamber’s southern wall. If spotted they will throw themselves at the PCs mercy, but will fight to defend themselves.

    • Their names are Ankhell, Griblgrabl, Oomhow, and Bildatt.

    • Will try to recruit the PCs to kill the “big snek” that turned their friends into rocks and will happily follow them around and carry things for them.

      • If the PCs succeed in killing the basilisks, the goblins will try to take them to A19 - Goblin Caves and crown them all as “kings,” since their last king was turned into rocks.

    • The goblins are awfully forthcoming with information about the caves and castle, but their stories aren’t totally accurate due to years of embellishment.

  • The tunnel leading west has three more tripwire traps, which will fill the tunnel with rocks. Creatures in the tunnel must succeed on a DEX Save vs. traps or be crushed. Those who avoid death still suffer 1d6 damage.

Cave Goblin - STR 8, DEX 14, WIL 8 - HP 3

Primitive Weapons (d6), Carapace Armor (1)

Swarm at opportune moments.

Sticky and smelly, like mushrooms.

Not brave, will run away from a fight at the drop of a hat.

A10 - Crossroads Chamber

  • Natural stone walls, approximately 25’ L x 25’ W.  Tunnels lead to the north, south, and east.

  • Four goblin “statues” throughout the room.

  • A dried pool of green blood dominates the center of the room. Has a copper odor.

  • Claw marks lead north out of the room.

A11 - The Goblin Outpost

  • Rough stone walls with stalactites and stalagmites abound.  Approximately 50’ W x 60 ‘ L.

  • A cluster of larger stalagmites in the chamber’s center has been converted into a crude fort.  Goblin runes carved into the rock.

    • Garrisoned by ten goblins - hostile to the PCs and willing to fight unless the PCs have some way to prove they are not enemies of the tribe.

    • Sacks of ill-gotten gains can be found in the “fort” - assorted coin and jewelry worth 300 gp.

  • Two dead adventurers at the northern entrance, riddled with arrows.

  • There are goblin “statues” scattered throughout the cave.

    • The guards will explain that the “big snek” turned them into rocks if the PCs managed to establish a positive relationship.

  • A cave painting depicts a tribe of goblins wandering through the wilderness, sick and tired. A line of goblin corpses forms behind them.

A12 - The Chasm Chamber

  • Natural stone walls with rainbow striations in the rocks.  Approximately 50’ W x 45’ L.

  • A chasm more than 100 ft. deep cuts through the room.

    • The remains of a rope bridge can be found hanging from old posts - all that’s left of the structure once spanning the 15 ft. wide chasm.

    • When the castle is airborne this chasm will open up to the sky.

  • A painting depicting a wyvern attacking the castle spans the northern wall of the chamber.

  • On the southern ledge in the chamber is a massive ruby almost 4 ft. high and 2 ft. wide.  Easily worth 10,000 gp - enough for any adventuring crew to retire on.

    • It is sacred to the goblins, and if the PCs are discovered to have stolen it, the goblins will hunt them down in force.

    • Three goblins with their hands removed are tied to nearby stalagmites. One is still alive (barely), the others long dead. 

    • If freed and tended to, the living goblin will identify herself as Zyark and admit she tried to steal the ruby.  Will try to find her way out of the cave if the PCs leave her to her own devices, but won’t get very far.

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