Showing posts with label Dungeon of the Month. Show all posts
Showing posts with label Dungeon of the Month. Show all posts

Sunday, 22 June 2014

Menshallan Keep part 2


This follows on from the previous post, Menshallan Keep Part 1 and details the upper floor of the keep. It uses the B/X / Labyrinth Lord rules and is suitable for characters level 4-6.

The north-east corner is taken over by a band of chaos cultists while werewolves have taken the north-west corner. There is an uneasy truce between the two.

27) 4 chaos cultists - 3 Chaos Warriors (F3), 1 Chaos Cleric (C3) are guarding the stairway to the upper floor. If in trouble they will call to room 28 for reinforcements. They have a candelabra with Continual Light cast on it. 
Chaos Warriors - AC 3, Mv 90', HD F3, hp 15, 12, 20, THAC0 17, Att 1 sword for 1d8+1, Ml 10, Align C, XP 50 each, Equipment: Banded Armour, Sword, Shield, Cultist Robes, 3d6gp each
Chaos Cleric - AC 3, Mv 90', HD C3, hp 12, THAC0 19, Att 1 hammer for 1d6, Ml 10, Align C, XP 65, Equipment: Banded Armour, Hammer, Shield, Cultist Robes, Unholy Symbol, 23gp
Spells: Cure Light Wounds, Rage ( + Aura of Shadows if using LL rather than B/X)

28) Empty Hallway

29) 3 chaos cultists - 2 Chaos Warriors (F3), 1 Chaos Magus (MU4)  here as reinforcements if called for from room 27
Chaos Warriors - AC 3, Mv 90', HD F3, HP 12, 15, THAC0 17, Att 1 sword for 1d8+1, Ml 10, Align C, XP 50 each, Equipment: Banded Armour, Sword, Shield, Cultist Robes, 3d6gp each)
Chaos Magus - AC 8, Mv 120', HD MU4, HP 14, THAC0 18, Att 1 dagger for 1d4 or spell, Ml 9, Align C, XP 190, Equipment: Cultist Robes, 2 Daggers, 1 spellbook, 36gp
Spells: Charm Person, Shield, Mirror Image, Phantasmal Force (+ Read Magic, Detect Magic, Continual Light, Knock and Web in spell book but not memorised)
This room contains a bed, a lantern with Continual Light cast on it and table for the magus - it is his home since he has been displaced by the nagpa in room 35. He would dearly love to get his hands on the nagpa's spell book and dispose of his inhuman rival. Underneath the mattress and pillow is a sack with 12 gems worth 1940gp (2 zircons worth 60gp + 50gp, 1 amethyst worth 100gp, 1 pearl worth 100gp, 2 topazes worth 200gp + 250gp, 4 aquamarines worth 250gp, 300gp, 300gp, 330gp) plus the magus' spell book. 

30) 6 chaos cultists (5x F3, 1 C3). The chaos warriors are resting and do not have their armour on. There are 10 beds around this room plus a table and 6 chairs and a candelabra with Continual Light cast on it. If the cultists are surprised or if for some reason they do not recognise the PCs as a threat, they will be sat around the table playing a game of dice and cards (called "Papers and Paychecks").
Chaos Warriors - AC 8, Mv 120', HD F3, HP 13, 13, 20, 12, 9, THAC0 17, Att 1 sword for 1d8+1, Ml 10, Align C, XP 50 each, Equipment: Banded Armour - not worn, Sword, Shield, Cultist Robes, 3d6gp each)
Chaos Cleric - AC 3, Mv 90', HD C3, HP 8, THAC0 19, Att 1 hammer for 1d6, Ml 10, Align C, XP 65, Equipment: Banded Armour, Hammer, Shield, Cultist Robes, Unholy Symbol, 20gp
Spells: Darkness, Blood Loan (+ Hold Person if using LL rather than B/X)

31) Empty Hallway draped with banners with the symbols of two chaos gods, Slargor and Havok.

32) 1 chaos cultist leader Galliard, (C5 / Advanced Werewolf) Galliard will transform into his wolfman form when he is reduced to half HP or less. The transformation will restore him to his "werewolf hit points" of 28.
As human AC 7, Move 120', HD C5, HP 15, THAC0 16 Att 1 mace for 1d6+1 or Spell, Ml 12, Align C, Equip: Mace, unholy symbol, cultist robes, key to treasure chest
Spells: Rage, Cure Light Wounds, Hold Person, Aura of Shadows, Champion of Chaos)
As Wolfman form of werewolf: AC 5, Mv 120', HD 7, HP 28, THAC0 12, Att 2 claws/1 bite for 1d4+1/1d4+1/1d10+1. Spec Att: Infect with Lycanthropy, Spec Def: Immune to normal weapons (Silver or magic to hit), Sv F6, Ml 12, Align C, XP 1490
In a corner under a lounger Galliard uses as a bed is a locked chest. He has the key around his neck. Anyone trying to force or pick the lock without the key will trigger a poison needle trap (save at +2 vs poison or die in 1d6 turns). Inside the chest is 3300sp, 3570gp, 720pp, a Potion of Levitation, a Scroll of Protection from Elementals and a large sapphire worth 2000gp

33) Empty - storage for cultists, full of boxes of food and barrels of drink. 

34) 1 displacer beast (a.k.a. phase tiger, pet of the chaos cultists) (AC 4, Mv 150', HD 6, HP 20, THAC0 14, Att 2 tentacles for 2d4/2d4, SD +2 bonus to AC & Saves, Sv F6 (+2 bonus), Ml 8, Align N, XP 570). The displacer beast will not attack anyone wearing cultist robes but will only follow and obey Galliard. 

35) 1 lesser nagpa (AC 5, Mv 120', HD 6, HP 25, THAC0 14, Att 1 bite for 1d6 or spell, SA Create Flames, Darkness, Phantasmal Force all 3 x per day, SA MU6, Ml 7, Align C, XP 820, memorised spells: Charm Person, Web, Lightning Bolt (for 6d6 dam)), allied to the cultists, plus a pet hellhound (AC4, Mv 120' HD4, HP 19, THAC0 16, Att 1 bite for 1d6, SA breath for 4d6, Detect Invis 75%, Sv F4, Ml 9, Align C, XP 190) 
The nagpa's lair is decorated in all sorts of arcane writings and formulae. Instead of a conventional bed, the nagpa has a raised platform that it perches on while sleeping. On this platform there is a locked chest and an apparently empty leather sack. The locked chest is actually a decoy and the lock has been jammed and the chest is full of pieces of iron and lead. The sack is a magical Bag of Holding. Inside is 2400gp, 6000sp and the nagpa's spell book (containing Read Magic, Magic Missile, Charm Person, Mirror Image, Web, Dispel Magic, Lightning Bolt and Fly). 

36) Empty (corridor)

37) Empty

38) 2 wights dressed in the uniform of the former guards of this keepwho have been cowed by Galliard in room 32 (AC 5, Mv 90', HD 3, hp 13, 8 THAC0 17, Att 1 touch for Energy Drain, SD silver or magic weapons needed to hit, Sv F3, Ml 12, Align C, XP 110),  + a box with 6 pieces of ornately engraved silverware (2 plates worth 300gp each, 2 bowls worth 400gp each, a serving dish worth 600gp and a jug worth 600gp)

39) Empty

40) 1 ochre jelly (AC 8, Mv 30', HD 5, HP 16, THAC0 15, Att 1 slam for 2d6, SD Split into smaller jellies, Sv F3, Ml 12, Align U, XP 500) trapped in here by the werewolves. 

41) Empty apart from inanimate skeletons of two careless cultists caught by the ochre jelly

42) 1 rust monster patrolling the corridor (AC 2, Mv 120', HD 5, HP 22, Att 1 for special, SA rust metal weapons and armour, Sv F3, Ml 7, Align U, XP 500)

43) Trap - There is a large chalice made of silver sat on a carved stone pedestal in the middle of this room. There are two traps in this room. Firstly a crossbow trap (Att 2 bolts, THAC0 12, Dam 1d8/1d8) aimed at the door. Secondly the chalice sits on an Explosive Rune - anyone looking at the rune under the chalice detonates it, causing 6d4+6 dam, save vs spells for half damage except for the person triggering it. The chalice itself is nonmagical and worth 400gp (part of the silverware set in room 38). 

44) 4 Dire Wolves, kept as pets by the werewolves. They are hungry and will attack anyone not a werewolf (AC 6, Mv 150', HD 4+1, HP 12, 19, 22, 17, THAC0 15, Att 1 bite for 2d4, Sv F2, Ml 8, Align U, XP 140)

45) 1 advanced werewolf (5 HD) - initially appears as a muscular barbarian. He will transform into a wolfman as soon as he senses danger. 
As wolfman - AC 5, Mv 120', HD 5, hp 27, THAC0 15, Att 2 claws/1 bite for 1d4/1d4/2d4, SA Infect with lycanthropy, SD Silver or magic weapons to hit, Sv F5, Ml 8, Align C, XP 500
His "bed" consists of 6 fur blankets each worth 200gp (made of giant weasel pelts, properly tanned and made) and upright against the wall are 3 rolls of silk, each worth 400gp.  In a sack under the pile of furs is 1600gp + 240pp


46) 3 normal Werewolves (AC 5, Mv 180',  HD 4, HP 28, 16, 18, THAC0 16, Att 1 bite for 2d4, SA Infect with Lycanthropy, SD Silver or magic weapons to hit, Sv F4, Ml 8, Align C, XP 190). As normal werewolves, they do not have a wolfman form, and just transform into large wolves. 

47) Empty

48) 4 normal werewolves (AC 5, Mv 180',  HD 4, HP 15, 20, 16, 22, THAC0 16, Att 1 bite for 2d4, SA Infect with Lycanthropy, SD Silver or magic weapons to hit, Sv F4, Ml 8, Align C, XP 190)

49) Trap  -Contains a cloud of Insanity Gas - anyone entering must save vs poison or act as if under a confusion spell for 1 hour (roll for the effects of the Confusion spell every 1 turn/10 mins)

50) Trick - Illusion of 2 rust monsters running around on the floor. The illusion is not sophisticated enough for the illusory rust monsters to respond to the PCs entering - they appear to just keep running around.

51) 4 chaos warriors (3x F3, 1x F4) are stationed here. Their main task is to guard against werewolf attacks. They have a table, 4 chairs and a lantern with Continual Light cast on it. 
Chaos Warriors - AC 4, Mv 90', HD F3, HP 10, 15, 10, THAC0 17, Att 1 sword for 1d8+1 or Silver Dagger for 1d4+1 Ml 10, Align C, XP 50 each, Equipment: Banded Armour, Sword, Shield, Cultist Robes, Silver Daggers, 3d6gp each). 
Chaos Sergeant - AC 2, Mv 60', HD F4, hp 19, THAC0 15, Att 1 sword for 1d8+2, Ml 10, Align C, XP 135, equip: Plate mail, Shield, Sword +1, +2 vs Lycanthropes (makes humming noise when lycanthropes are within 30')

52) Empty

XP count: #27 215xp, #29 390xp, #30 365xp, #31 1490xp, #34 570xp, #35 1010xp, #38 220xp, #40 500xp, #42 500xp, #44 560xp, #45 500xp, #46 420xp, #48 760xp, #51 285xp
total = 7650


Menshallan Keep Part 1


Menshallan Keep was an outpost of the Toutus Empire far to the north in the Walrus Freehold.along the coastline of the Twisted Hills. (It is not marked on the map - use your intuition to find it). It is abandoned by humans, but not ruined - during the Wars between the Empires, the Toutus Empire just withdrew all the troops and staff to fight elsewhere, and then the empire collapsed. The Keep still stands. 
The keep is in a concentric pattern, with four square corner towers connected by four thick "corridors" and a courtyard with a pond in the middle. 
The two main levels are shown here, though any enterprising DM could add as many extra levels as they want. Note the stairs going down from the ground floor in room 13 - is that just cellars or is there more under the keep than on the surface?
The surface levels are intended for a party of levels 3-5. At least one magic weapon is recommended. 

Menshallan Keep Ground Level

  1. The Entrance Passageway: The double doors at each end are hanging off their hinges. 
  2. Hallway - empty apart from a pile of animal bones (previous meals of the ogres). 
  3. Crossbow Trap aimed at the doorway. Att 2 bolts, THAC0 12, Dam 1d8/1d8
  4. Armoury - all usable stuff has ben looted. In the corner are two Rhagodessas (AC 5, Mv 150', HD 4+2, hp 13, 24, THAC0 15, Att 1 leg/1 bite for 0/2d8, leg hit grips and allows automatic bite, Sv F2, Ml 9, Align unaligned, XP 215 each) that will attack any intruders. 
  5. Armoury - Most usable stuff has been looted but 2 suits of human-sized scale mail & 10 spears remain. 
  6. 2 ogres (AC 5, Mv 90', HD 4+1, hp 15, 16, THAC0 15, Att 1 club for 1d10, Sv F4, Ml 10, Align C, XP 140 each) + 2 juvenile ogres (AC 6, Mv 90', HD 2+1, hp 7, 5, THAC0 17, Att 1 club for 1d8, Sv F2, Ml 8, Align C, XP 35 each)
  7. Hunks of butchered meat hanging from the ceiling. The meat is mostly livestock and wild deer, but one or two pieces look disturbingly human.
  8. 3 ogres (AC 5, Mv 90', HD 4+1, hp 11, 24, 17, THAC0 15, Att 1 club for 1d10, Sv F4, Ml 10, Align C, XP 140 each)
  9. A dead dwarf - used as part trophy, part toy by the ogres. 
  10. 1 ogre leader (AC 4, Mv 90', HD 6+2, hp 37, THAC0 12, Att 1 battle axe for 1d8+3, Sv F6, Ml 11, Align C, XP 380) wielding a battle axe +1 for 1d8+3 damage (+1 magic bonus, +2 for ogre strength). He has a chest in the corner with 60 ingots worth 100sp each, 21,000sp, 1600gp and 420pp. 
  11. Empty
  12. Empty
  13. 1 wight (AC 5, Mv 90', HD 3, hp 13 THAC0 17, Att 1 touch for Energy Drain, SD silver or magic weapons needed to hit, Sv F3, Ml 12, Align C, XP 110)
  14. 3 shadows (AC7, Mv 90', HD 2+2, hp 12, 9, 10, THAC0 17 Att 1 touch for 1d4 + drain 1 strength, SD Magic weapon needed to hit, Surprise on 1-5 on D6, Sv F2, Ml 12, Align C, XP 83). In the corner there are four large ceramic vases, 3 containing a total of 13,000sp and the last one 18 gems (all citrines) worth 50gp each and 2 scrolls (one is a Scroll of Protection against Elementals, the other has the Magic User spells Web, Levitate and Dispel Magic)
  15. animated iron statue (AC 2, Mv 30', HD 4, hp 26, THAC0 16, Att 2 swords for 1d8/1d8, SD nonmagical metal weapons stick to statue, Sv F4, Ml 11, Align Unaligned, XP 190) crafted to appear as a soldier encased in full plate armour wielding two swords. The statue will not attack immediately unless to defend itself. Scrawled in chalk on one of the walls are three commands: En Garde!, Hither! and As You Were!
    En Garde! will cause the statue to attack
    Hither! will cause the statue to move in the direction of the person giving the command.
    As You Were! will cause the statue to cease fighting and return to this room. 
  16. Former training room. 3 animated swords attack, 1 is a sword +1 +2 vs spellcasters and will attack any mage, cleric or other spellcaster. Dispel Magic will de-animate the swords. They attack with THAC0 18 and do 1d8 damage, except for the magical sword which of course has THAC0 17 and does 1d8+1 damage, except against spellcasters such as clerics, magic users and elf spellblades. The swords cannot be defeated by conventional means, but they, like other weapons, will be stuck if they damage the animated iron statue in room 15. They will not leave this room, so characters can retreat without the swords following. 
  17. Dining hall with long tables and benches. There are two wax animated statues (AC 9, Mv 90', HD 3, hp 10, 11, THAC0 17, Att 1 weapon for 1d6, Sv T3, Ml 12, Align U, XP 65) attending the tables in an endless cycle - one lays the table places and the other clears them away. The statues appear to be man-servants in peasant clothes, with hand axes hanging from their belts. If interrupted or the crockery or cutlery is stolen or destroyed the wax animated statues attack the offenders. 
  18. Corridor - appears normal but entering the southern half triggers blinding gas (save vs poison or be blind for 1d6 hours) and a magic mouth spell that shouts out "Intruders!" repeatedly. Intelligent inhabitants of the keep have marked the boundary between the safe part and the trapped part with two upturned buckets sitting on the floor of the passage (in between the doors to rooms 21 and 22)
  19. Central Courtyard. The pond here is murky but contains nothing of interest except scummy water and mud. 
  20. Empty
  21. 1 Gelatinous Cube (AC 8, Mv 60', HD 4, hp 24 THAC0 16, Att 1 slam for 2d4 + paralysis, SD surprise on 1-4 on D6, Sv F2, Ml 12, Align U, XP 135) + gems suspended in it.
  22. Empty
  23. 1 Wight (AC 5, Mv 90', HD 3, hp 9 THAC0 17, Att 1 touch for Energy Drain, SD silver or magic weapons needed to hit, Sv F3, Ml 12, Align C, XP 110) plus 3 Ogre zombies (AC 8, Mv 60', HD 5+1, hp 31, 18, 20, THAC0 14, Att 1 club for 1d10, always attacks last, Ml 12, Align C, XP 260), guarding a chest with 2100gp, 4 pieces of jewelry worth 400gp each and 210pp and a Mace +1. 
  24. Empty. Former kitchen, with sink and stoves and tables. 
  25. Alchemical Lab with warning on the door in Elvish. Inside there are many pieces of salvageable alchemy equipment (total 160gp worth but bulky and fragile) and ingredients, plus 32 different unlabeled jars and vials with various contents such as magic potions, acids, urine specimens, poison, squid sepia and the like. The DM is invited to be creative and sadistic should the PCs start experimenting....
(XP distribution: #4 430xp, #6 350xp, #8 420xp, #10 380xp, 13# 110xp, #14 190xp, #15 249xp, #17 130xp, #21 245xp, #23 890xp)  

Monday, 22 October 2012

Dungeon of the Month October 2012

The Fungal Caverns
This is a short adventure using the B/X D&D or Labyrinth Lord rules, for characters of levels 4-6

This is a corner of the Underworld, relatively close to the surface. It benefits from several small aquifer springs that supply the pools on the map with a steady supply of water. This in turn allows numerous fungi to grow in the caverns (shown on the map as green dots), giving the caverns their own ecosystem.

The PCs may find themselves in the caverns for a variety of reasons: they got lost, they are curious or they have been sent there to collect samples of strange fungi not seen on the surface, or to look for a dwarven cleric who has been missing for quite a few months.

1) Empty

2) 8 cave locusts (also known as Subterranean Locusts in LL, hp 3, 10, 12, 10, 8. 7, 8, 10) feeding on a large patch of fungi. Anyone entering the patch of fungi will cause the locusts to panic, jumping about into the party and spitting at anything non-locust.
The patch of fungi includes several large goldencaps and cave clover.

3) 2 Tarantella spiders (hp 25, 20). Unlike some tarantellas, these specimens can climb on walls and ceilings with ease (90'). They will be encountered on the ceiling of this cave, among the stalactites. They will attack anything that looks vaguely like prey. Among the remains of partially devoured white apes and fire beetles there is a deceased dwarf wearing dirty but serviceable leather armour +2 and has a  non-magical silver and garnet ring worth 400gp and a silver and jade necklace worth 600gp. .

4) 7 white apes (also known as albino apes in LL, hp 9, 18, 31, 21, 22, 17, 17) browsing on the fungi, particularly goblincorn. There are also 4 young apes (hp 3, 4, 2) which are non-combatant. These apes are defensive and will only attack if they feel threatened. If the PCs enter the area but do not attack or approach too close the apes will hoot and grunt and the dominant male will beat his chest, but the apes won't attack first.

5) The Grand Cavern. This area has a high, vaulted ceiling with large stalactites and stalagmites. There are several sub-areas.
  5a) 3 gray oozes (hp 10, 7, 10) all lurk in this pool. Anyone either entering or touching the water will be attacked. The oozes have gradually digested all metal and organic matter of their prey, leaving just minerals. In this case these are 4 topazes (worth 800gp, 400gp, 300gp and 150gp), 3 rubies (worth 1600gp, 750gp and 500gp) and 2 aquamarines (worth 200gp and 150gp)
  5b) 1 giant python (hp 22) lives in this pool. It will ambush anyone approaching it except Meldrew the dwarf cleric.
  5c) 1 dwarf cleric, 4th level. Meldrew got lost in the underworld and has somehow wound up here. He would very much appreciate any help getting back to his clan (XP value could be for rescuing rather than killing him). Meldrew has spent at least a year underground, and has lost his mind a bit, though he has not lost his clerical spells. He has used the Speak with Animal spell on a wide variety of inanimate objects and ended up in prolonged conversations with stalactites and fungi. In actual fact he is on good terms with the white apes in area 4, and has persuaded the giant python that he is not edible.
Meldrew has constructed a crude hideout from the stalks of the larger fungi.
Meldrew: AC 8, Move 60' hp 20, THAC0 17, Att 1 warhammer for 1d8+1, Ml 10, Align Neutral, XP value 135xp
Str 10, Int 8, Wis 15, Dex 10, Con 13, Cha 10
Equipment: Warhammer +1, leather armour, wooden holy symbol, 14sp
Spells: Cure Light Wounds, Protection from Evil, Speak with Animal

6) The Long Cave. This cave, rather than having a proper ceiling, has the two walls sloping upwards to meet each other about 40' above the cave floor.
  6a) There are numerous types of mundane fungi at the northern end, including Goldencaps, Greenshrub and Goblincorn. However, there are some nasty surprises hidden in this patch, and only PCs who are looking for unusual fungi have a chance (Int check) to spot 2 shriekers (hp 15, 15) each covered in a patch of yellow mold (hp 4, 7). As per normal the shriekers will begin shrieking if they detect light or movement within 30ft. This will alert both the ochre jelly in area 6b (70% chance to investigate and attack), the adult owlbears in area 7 (50% chance to investigate and attack) and the white apes in area 4 (40% chance to investigate, but unlikely to attack). Any attack against the shriekers has a 50% chance per hit of causing the yellow mold to release its spores in a 10'x10'x10' cube.
  6b) 1 ochre jelly (hp 21) is on the wall of this corner. It will lash out and attack any animal or person that approaches.

7) This large cavern smells of guano and rotten meat. It has a high vaulted ceiling and there is a patch of luminous fungi (Cavern Puffballs and Magentastalks) that can mess up infravision. 2 adult owlbears (hp 18, 24) + 3 young owlbears (HD 2, half damage, no hug damage, hp 14, 4, 10). The adult owlbears will fight to the death, while the young ones will try to flee if the parents are slain. The owlbears here have created a nest out of bones, broken pieces of fungi and fur. Buried under the detritus is a sack of 4300gp and a single diamond worth 1500gp plus a Ring of Command Plants (which can conveniently also command fungi).

8) 2 carrion crawlers (also known as Carcass Scavengers in LL, hp 21, 14) are feasting on the remains of 4 white apes they have paralyzed and slain.

9) 1 Caecilian (also known as a Gray Worm in LL, hp 28) is lurking in the pool, waiting to ambush any approaching creature. It has resorted to eating fungi  (there are plenty in this cave) but it is eager for fresh meat. Inside its stomach are various gastroliths, including 13 gems worth 500gp, 500gp, 450gp, 400gp, 400gp, 350gp, 350gp, 300gp, 300gp, 250gp, 250gp, 200gp & 200gp.

10)  2 rhagodessas (hp 18, 20) are climbing along the walls and ceiling of this large cave, and they will attack anything vaguely edible.
  a) 6 giant fire beetles (hp 8, 10, 5, 10, 8, 5) are feeding on the cave clover and magentastalks that grow densely in the northern half of this cave. These fire beetles will not attack other creatures out of hand, they will only fight to defend themselves.

11) This cavern is littered with unusual rock formations, including what appear to be statues of an owlbear, two apes and two giant beetles. Poking out of the water is the statue of what seems to be a large crocodile with its jaws agape. Anyone aware that some monsters can turn enemies to stone can work out that these "statues" were once alive.
  a) This is a patch of different fungi species, including goldencaps, goblincorn and cave puffballs. Hiding among the fungi is 1 cockatrice (hp 19). It will try to wait until the PCs get in amongst the fungi so that it can get straight into melee where its deadly touch can be used. In one corner of the fungus patch, the cockatrice has made a nest in which it has stashed all its glittering baubles, including 520pp, 1400gp and 2600sp plus a Scroll of Protection against Undead.

Monster XP values & treasure totals
#2 304xp
#3 270xp, 1000gp
#4 560xp
#5a 240xp, 4850gp
#5b 350xp
#5c 135xp
#6a 206xp
#6b 500xp
#7 770xp, 5800gp
#8 270xp
#9 570xp, 4450gp
#10 430xp
#10a 90xp
#11a 350xp, 4260gp
Total= 5045xp, 19960gp

Friday, 28 September 2012

Dungeon of the Month September 2012

The Copper Mine on the Shore
This is a short adventure using the Basic/Expert D&D rules (or Labyrinth Lord if you prefer) for a party of characters levels 3-4. 
This dungeon is an abandoned copper mine close to the sea shore. It is above the reach of normal tides, but powerful storms and unusual tides will wash seawater and some wildlife into the mine. 
The mine was abandoned because of this occasional flooding. That and an invasion of monsters that killed a dozen miners. There are no steps or stairs here because the miners used pit ponies and carts, but there are sloping passages (indicated by arrows on the maps, the arrows pointing down the slope). 

1) 8 giant bats (hp 15, 8, 9, 13, 14,7, 9, 5) that will attack any single intruders but will leave groups alone unless attacked. The room has a high arched ceiling, and the bats hang from cracks and ledges up above any characters.

2) 3 dead bodies of adventurers are on the floor. In a niche half-way up the wall in a corner a gargoyle (hp 22) lurks and it will attack anyone entering, preferably when they are distracted by the dead bodies.
The niche has treasure: a chest contains 2600sp, 620gp, a silver and aqumarine pendant worth 600gp, a vial of expensive perfume worth 250gp (don't mistake it for a potion!) and a potion of healing

3) The rotten remains of a pit pony and its cart are here.

3a) This is the lair of a carrion crawler (a.k.a. carcass scavener in LL, hp 17) that will attack any intruders. Anyone who knows about mining will notice that the rubble and boulders in this collapsed passage contain copper ore.

3b) This dead end is structurally unstable (dwarves have a chance to detect this). There is a shrieker (hp 12) here. If disturbed its shriek has a 50% chance per round of causing a cave-in, causing 2d10 damage to all within the area. The shriek will also attract the carrion crawler from area 3a and the gnolls  from area 4. Like 3a, the rocks in this area contain copper ore.

4) 6 gnolls (hp 8, 13, 6, 15, 12, 6)+ 1 leader gnoll (3 HD, 16 hp, AC 4). The leader has been charmed by the magic user in room 6 but is capable of making his own decisions. Each gnoll has 10gp and the leader has 63gp and 10 pieces of amber worth 50gp each plus a patchwork of chain mail and plate mail that gives him AC 4.

5) 2 giant crabs (hp 20, 14). This chamber is flooded except for a 1' air gap up by the ceiling. The crabs will try to grapple and drown intruders (str check at -4 to break free).

6) 1 magic user (5th level) (AC 9, hp 15, Move 120', THAC0 18 Att 1 dagger or 1 spell, Dam 1d4 or special, Ml 10, Align Chaotic, Int High (14), XP 500).
Spells: Charm Person, Shield, Web, Mirror Image, Fireball
Equipment: Robes, Dagger, Spellbook, Ring of Dimension Door (casts Dimension Door on himself once per hour).
He is an outlaw who has fled civilized lands for his part in a cult of Chaos. He uses a ring of Dimension Door to bypass the crabs and bats, and if a fight is going badly (he kind of relies on the fireball to one-shot enemies) he will try to use the ring to escape, possibly to another part of the copper mine, such as the nagpa in area 11 with whom the magic-user has an understanding if not a proper alliance.
The magic-user has created a cozy den here with a bed with blankets and mattress and a soft armchair (worth 60gp if anyone thinks of salvaging it) and antique carved wooden desk (worth 120gp if salvaged). The desk has a locked drawer with the magic-user's spellbook as well as 320pp and a set of 4 magma stones worth 400gp each.

7) 2 lacedons (aquatic ghouls, hp 14, 9). These look similar to normal ghouls except that they have a cyan-tinge to their skins and have webbing between their fingers and toes. They will fight in the flooded area, and any PC paralyzed by the ghouls will begin to drown. The lacedons are undead, so they do not need to breathe. There is a 1' air gap at the top of the chamber.

8) Pack of 15 giant rats (hp 2 each). These rats will attack any intruders. They guard the lacedons' treasure - a leather sack hanging on a hook out of the reach of the rats. The sack holds 1240gp, four pieces of silver jewelry worth 120gp, 150gp, 60gp and 60gp

9) 1 immature Giant octopus (HD 6, hp 30). This room has no air gap, so drowning becomes even more of a problem for air-breathing PCs. The octopus does not deliberately collect treasure, but a knight of the realm ventured into the mine and was dragged into the octopus' lair by the lacedons. His skeleton is still adorned by plate mail (too chewed up by the octopus' beak to salvage), a shield +2 (adorned with the knight's heraldry), and a sword +1 +2 versus spell casters as well as a mundane dagger and a platinum and spinel medallion around his neck worth 1600gp

10) 3 dead miners with pick axes and buckets scattered around. There is nothing of value or danger here. The narrow part at the far end has a mine face where copper ore is exposed.

11) 1 lesser nagpa, (hp 24) an exile from its tribe. It has an alliance of sorts with the magic-user in area 6. Its magic user spells are Magic Missile, Phantasmal Force, Hold Person. Similar to the magic-user, its lair is furnished, with a brazier with glowing coals, a table with a candelabra with Continual Light cast upon it and a couch (which the nagpa prefers to a human bed). There is a large tapestry, and as long as it is not damaged during any fighting it is worth 220gp. Underneath the couch is a small chest which sits on top of a piece of vellum which has an explosive rune written on it. Reading the explosive rune will cause 6d4+6 damage to all within 10ft radius. Anyone in the blast radius except the reader gets a save vs spells to reduce damage by half.
Inside the chest there is the nagpa's treasure: its spell book (including the Explosive Rune spell, borrowed from AD&D/OSRIC), plus 420pp, 800gp and a circlet of wrought silver and gold worth 1200gp

12)  10 scarlet crabs (hp 5, 5, 2, 2, 1, 7. 7. 5, 2, 1) will swarm attack any intruder. The water here is 4' deep, and humans and elves can keep their heads above water while standing, but dwarves and halflings risk drowning.

13) 3 dead miners and a dead pony. There is nothing of value or danger here.

13a) 1 displacer beast (hp 26, phase tiger if using Labyrinth Lord). PCs looking at the walls will notice numerous patches of copper ore in this tunnel.

Monster XP values (using Labyrinth Lord): #1 160xp. #2 500xp, #3a 135xp, #3b 65xp, #4 174xp + 65xp, #5 100xp, #6 500xp, #7 94xp, #8 90xp, #9 570xp, #11 570xp, #12 100xp, #13a 570xp, total = 3603

Treasure values except magic items: #2 1730gp, #4 623gp, #6 3380gp, #8 1630gp, #9 1600gp, #11 4320gp, total = 13283gp

Friday, 24 August 2012

Dungeon of the Month August 2012

The Subterranean River Lair
This is a short dungeon that could be added onto the side of a larger dungeon level or on its own. It uses the D&D Basic/Expert rules or Labyrinth Lord and is suited for characters of levels 2-4 

The river flowing through this dungeon is 6' deep (so even humans need to swim to keep their heads above water) and flows at 10' per round. Most borders where stone floor meets the river, the floor of the dungeon is 1' higher than the water level, thus it is relatively easy to climb out of the river if you can reach the edge. 

The lizardmen around this dungeon are neutral with chaotic tendancies. They are under the command of a chaotic lizardman priest who is trying to convert the tribe to the worship of Slargor. Killing him would mean the surviving lizardmen becoming disenchanted with worshiping Chaos and drifting back to neutrality. 

1) The Entrance: 5 lizardmen (hp 8, 9, 6, 17,13) guarding the stone bridge over the river, plus 2 giant piranha (hp 21, 16)  in the river. The lizardmen will try to knock anyone in metal armour into the river. 

2) Guard post: 2 lizardmen (hp 13, 15) plus food supplies (salted meat from various animals, smoked fish and parts of giant insects).

3) Empty apart from a pair of human corpses in the middle of the room and a scythe trap over the doorway. Anyone entering the room triggers the trap that sends a scythe swinging down at anyone in the doorway. THAC0 10, Dam 1d8+2. It only attacks once, after which the lizardmen have to reset it.

4) 2 lizardmen (hp 6, 11), 2 giant toads (hp 12, 10) guarding the bridge plus 2 giant piranhas (hp 16, 11) in the river. There is a stone bridge across the river.
In the river under the bridge there is a corpse of a lizardman leader who still wears a silver and coral necklace worth 640gp. However, it will take some careful searching underwater (2 in 6 per person per turn) to find the corpse. 

5) 1 Lizardman Priest (AC 5, HD 4+2*, hp 21, Move 60', swim 120', THAC0 14, Att 1 mace, Dam 1d6+2, Spec Att spells, Save C4, Ml 11, Align Chaotic, XP value 290) who wields a Mace+1 and whose spells include Darkness, Cure Light Wounds and Bane (reverse of Bless) , plus 2 lizardmen (hp 10, 10)
On an island in the pool is a crude clay statue of Slargor with lizardman-like features including a snout and long scaly tail, wielding his signature two crossed axes. 

6) Breeding Chamber: 4 lizardmen (hp 11, 7, 15, 15) plus 5 young (non-combatants) plus 7 eggs

7) 4 giant geckos (hp 20, 11, 18, 18) guarding a treasure chest. This chest contains 3500gp, 10,000sp, a potion of invisibility,10 gold ingots worth 100gp each, 20 silver ingots worth 100sp (10gp) each, an amphora of fine wine worth 200gp (maybe more to a wine connoisseur) and a bolt of fine silk worth 600gp. 

8) Upstream mouth - this could lead to other dungeon areas, or it could be blocked off by an impassable iron grill. 

9) 3 giant piranhas (hp 17, 21, 13) patrol this area of the river and will attack any intruders or prey (i.e. anything other than a piranha).

10) Downstream tunnel - similar to the upstream end, this could lead to other dungeon areas, or it could be blocked by an impassable iron grill.

11) 1 gelatinous cube (hp 17) is sweeping this room. As the room is dark and the gelatinous cube has nothing suspended in it, it has a good chance to surprise any opponents. 

12) Empty, having recently been swept clean by the 'cube. 

13) 2 ghouls (hp 8, 6) have been trapped here by the cube and are ravenous. When any humanoid enters, the ghouls leap to the attack at +1 to hit but also +1 penalty to AC (from 6 to 7). In among the debris in the ghoul's room there is a silver tiara studded with 6 peridots worth 1400gp. 

14) Empty

15) The Trog Den: 3 troglodytes (hp 14, 7, 10) live here. They are allies of convenience with the lizardmen, though they don't necessarily like each other (the lizardmen think the troglodytes smell horrible, and the troglodytes consider the lizardmen easily cowed). If the lizardmen are losing against PC attacks, then they may regroup here with the troglodytes. The troglodytes have one interesting advantage - the piranhas leave them alone because their offensive odour is detectable underwater, making them unappetizing to giant piranhas. 
In the northeast corner of the troglodyte den there is a pile of chewed-up fish bones. Underneath this is a leather sack with the troglodytes' treasure: 1,100gp, 2000sp and 10 gems (3 small magma stones worth 200gp each, 4 jades worth 100gp each and 3 large ambers worth 150gp each, totalling 1450gp worth)

Monster XP distribution #1 235+130 = 365xp, #2 94xp, #4, 94+142+130=366xp, #5 290+94=384xp, #6 188xp, #7 400xp, #9 195xp, #11 245xp, #13 94xp, #15 114xp 
total = 2445xp for all monsters in dungeon

Wednesday, 8 February 2012

Dungeon of the Month February 2012

The Giant Caves of the Twisted Hills
A short adventure using B/X D&D or Labyrinth Lord rules for characters of levels 6-9
These caves are in the Twisted Hills, in the stretch of hills between the coast of the Walrus Channel and the Grulven Mountains. The six giant-sized chambers (rounded walls, wide passages) all have ceilings about 20-25' from the floor, while the human-sized areas (square and rectangular rooms, 10' wide passages) have 10' high ceilings. 
The caves have become the lair of a clan of hill giants who have allowed smaller creatures to live in the areas that the giants find too cramped to be comfortable. Note that if they have a mind to, the hill giants can stoop down and fit into the 10' high x10' wide corridors  but they suffer a -2 to hit and a +1 penalty to AC as it is similar to a 6' tall human fighting in a 5' tall passageway. The other creatures in the human-sized rooms give the giants a wide berth - they know the giants are the rulers of this dungeon.


The Giant-Sized Caves - all the areas 1-6 have high ceilings
1) 2 hill giants (hp 24, 29, stats as per rulebook) + 2 cave bears (hp 32, 20, stats as per rulebook). In the middle of the room there is a pile of 5 boulders (range 20'/40'/80' dam 2d6)  which the giants will pick up and throw one each on the first round if they have the opportunity. The giants and bears are on sentry duty and watching for trouble.
2) 4 hill giants (hp 38, 22, 30, 27, stats as per rulebook) + 2 hill giant young (hp 15, 24, stats as per ogres in rulebook). To one side of the room there is a pile of 7 boulders (range 20'/40'/80' dam 2d6)  which the adult  giants will pick up and throw one each on the first round if they have the opportunity.
3) 3 hill giants (hp 39, 44, 26) + 1 hill giant young (hp 10, 15, stats as per ogre in rulebook). At the south-east side is a pile of 5 boulders (range 20'/40'/80' dam 2d6)  which the giants will pick up and throw one each on the first round if they have the opportunity.
4) 1 hill giant Chief (AC 4, Move 120' HD 10, hp 55, THAC0 11, Att 1 mace for 4d6 dam, Save as F10, Ml 11, Align Chaotic, XP 1000) + 2 hill giants (hp 48, 47, stats as per rulebook).
The hill giant chief has a large chest (5'x5'x5') that contains a massive weight of treasure: 120,000sp, 21,000gp, 1,200pp, a finely wrought golden sceptre worth 3,200gp, a silver and iron helm with fine enamelling worth 1,800gp and a set of 6 matching emeralds worth 1000gp each  (50,000gp total)
5) 1 hill giant (hp 34, stats as per rulebook)  +3 cave bears (hp 27, 22, 35, stats as per rulebook)
6) 3 hill giants (hp 40, 40, 35) + 1 hill giant young (hp 18, stats as per ogre in rulebook). On one side of the room there is a pile of 5 boulders (range 20'/40'/80' dam 2d6)  which the giants will pick up and throw one each on the first round if they have the opportunity before closing for combat.


The Forgotten Rooms
7) Empty
8) A patch of Green slime (hp 11, stats as per rulebook) is dripping off the ceiling and will try to drop onto anyone who simply enters the room without checking. If someone announces they are checking for traps or other suspicious things before entering, they will detect the slime and can avoid it.


The Thoul Lair (if you're playing with LL rules, use Thoghrins, which are thouls with different names)
9) Empty
10) 8 thouls (hp 19, 10, 15, 16, 13, 12, 17, 14, stats as in rulebook) are making a terrible noise as they are ripping apart a deer carcass.
11) 5 Thouls (hp 15, 12, 16, 24, 20, stats as in rulebook), plus a troll (hp 35, stats as in rulebook) as their leader. There is a sack hanging from a hook on the wall, and this sack contains 1220gp, 560pp, a jewelled platinum dagger and scabard worth 1100gp, a silver and tourmaline necklace worth 680gp and 3 small topazes worth 200gp each (6500gp total)
12) Empty apart from a crossbow trap. Anyone opening the door triggers several crossbows set to the side of the door (3 crossbow bolts, THAC0 10, dam 2d4 each). The thouls know about this trap and can reset it or disable it to get into the room. Any thief trying to find or disable traps has normal chance of doing so.


The Abandoned Hideout - the giants know that there are scavengers in these rooms, and will often throw waste and leftovers into these rooms to be devoured.
13) 5 carrion crawlers (a.k.a. carcass scavengers in LL, hp 20, 17, 12, 19, 11, stats as in rulebooks). Among the decaying bones in this room is a single sapphire worth 2000gp
14) Empty
15) Empty apart from in the middle of the room are two metal plates, 5'x5', one on the floor, one on the ceiling directly above the first. Anyone stepping in between these plates gets 3d8 damage of electricity shooting through him. If they are wearing metal armour they suffer an extra 1d8 damage.


The Minotaur Den - After the previous minotaur boss was killed in a battle with the hill giants the minotaurs here have had to tread very carefully around the giants and pay them a large sum of loot. Also because of the threat of the hill giants, the minotaurs have banded together in an unusually large group of ten. They have recently attacked and looted a trade caravan.
16) Empty
17) 4 minotaurs (hp 22, 32, 24, 28, stats as in rulebook)
18) 5 minotaurs (hp 30, 30, 22, 10, 17, stats as in rulebook) plus three terrified humans who have seen their colleagues killed and eaten. The humans are:
    Obremm, human male F2, hp 5 (normally 10), align Neutral, merchant-trader
    Murdork, human male F2, hp 4 (normally 8), align Lawful, caravan guard
    Merria, human female, NM, hp 2 (normally 4), align Neutral, mule-handler
19) 1 minotaur boss (hp 57, stats as in my previous post on minotaurs) with a pile of treasure in one corner  15 rolls of silk worth 200gp each, 40 jars of rare spices (each weighing 1lb and worth 20gp), 10 ingots of dwarven mithril worth 300gp each,  a leather sack with 1300pp and a chest of 2700gp (16000gp total)
20) Empty


The Haunted Rooms - These rooms were abandoned by living things a while ago
21) 1 Spectre (hp 19, stats as in rulebook)
22) Empty
23) 1 Invisible Stalker (hp 44, stats as in rulebook) stands over the decayed body of a wizard who was killed by the spectre emerging from room 21. The invisible stalker is still following the instructions to "watch my back" - nothing about protecting his summoner from attacks by undead. The wizard's body still has a ring of protection +3, a wand of illusion and 2 potions of extra-healing.
Of course, when the PCs enter the room, all they will see is the wizard's body unless they are currently detecting invisible creatures.
24) 6 shadows (hp 13, 12, 14, 17, 12, 9, stats as in rulebook)
25) Empty
26) Secret Room


The Nagpas's Haunt - These creatures have reached an understanding with the giants and will advise them on matters of intellect and knowledge. In return, the giants let the nagpas study here without too much disturbance. 
27) Empty
28) 1 Nagpa (hp 48, memorised spells: Detect Magic, Invisibility, Dispel Magic, Confusion and Feeblemind, stats as in my previous post on nagpas). The nagpa has a locked chest with the key around his scrawny neck. Inside the chest is the nagpa's collected treasure - 20,000sp, 4,800gp, a pouch of 12 gems worth 100gp each (3 amethyst, 3 jade, 3 amber and 3 and 3 chrysoberyls) and 6 silver-wrought 12" high statuettes of heroes and deities worth 500gp each  (total = 11,000gp)
The nagpa also has his personal spellbook with his known spells in it - this can include whatever spells the DM thinks are appropriate but should include the spells the nagpa currently has memorised and Explosive Rune. The DM may introduce new spells to magic user PCs via this book. 
29) Empty apart from a book on a table. This book was a spellbook now ruined, and is trapped with an Explosive Rune spell on the inside first page - anyone opening the book to look inside unleashes the explosion that causes 6d4+6 damage to all within a 10' radius. Anyone in the radius except the reader gets a saving throw vs spells to take only half damage, the reader gets no save. 
30) 1 lesser nagpa (hp 36, memorised spells: charm person, phantasmal force, hold person, stats as in my previous post on nagpas) and two displacer beasts (known in LL as phase tigers, hp 24, 20) as guards
31) 2 lesser nagpas (hp 30, 26, #1 memorised spells: detect magic, web, dispel magic, #2 memorised spells magic missile (3 missiles per spell), Mirror Image, Protection from Normal Missiles, stats as in my previous post on nagpas)
32) Empty apart from desks, chairs and bookshelves. The books on the shelves belong to the nagpas and they are very old, on arcane and magical topics. There are 68 books, each worth 2d6x10gp and weighing 1d6 lb. The entire collection is worth 4700gp and weighs 238lb. There is also one other book, hidden among these less valuable books, which is the lesser nagpas' shared spellbook, which they use to refresh their memorised spells. The exact contents are:
1st level: Charm Person, Detect Magic, Magic Missile, Sleep, Ventriloquism
2nd level: Locate Object, Mirror Image, Phantasmal Force, Web
3rd level: Dispel Magic, Fly, Hold Person, Protection from Normal Missiles, 


Monster XP summaries (Hill giants xp 560 cave bear 440 young hill giant 140)
#1 560+560+440+440 = 2000xp
#2 560 x4 + 140 x2 = 2520xp
#3 560 x3 + 140 = 1820xp
#4 1000 + 560 x2 = 2260xp
#5 560 + 440 x3 = 1880xp
#6 560 x3 +140 = 1820xp
#8 38 xp
#10 80 x8 = 640xp
#11 80 x5 + 680= 1080xp
#13 135 x5 = 675xp
#17 320 x4 = 1280xp
#18 320 x5 = 1600xp
#19 1000xp
#21 820xp
#23 1060xp
#24 59 x6 = 354xp
#28 1700xp
#30 570 +570 x2 = 1710xp
#31 570 x2 = 1040xp

Saturday, 7 January 2012

Dungeon of the Month January 2012

The Hideout of the Gang of Three - a dungeon for characters of level 5-7 using Basic/Expert D&D or Labyrinth Lord rules.
This dungeon is set in Mellish, on the west coast of the Godsblood Straits, and is the secret base for the three powerful NPCs who run Mellish as their own private fiefdom.

1. The Entrance Hall: 1 minotaur (29 hp, stats as per rule book), 2 ogres (12, 18 hp, stats as per rule book), one chaos priest (hp 13, see below for stats, human 4th level cleric) and one chaos warrior (hp 18, see below for stats, 4th level fighter) all stand guard. In the middle of the room is an octagonal pit 20' deep (2d6 falling damage). The creatures here will try to push intruders into the pit.

Grulgor's domain (rooms 2-10)

2. Rubbish Pit, open pit 20' deep (2d6 falling damage) with an ochre jelly (hp 17, stats as per rule book) at the bottom. The sides are very slippery and cannot be climbed out without help (thieves get -30% to Climb Walls check, other characters need to use rope and iron spikes and/or crampons). Although the ochre jelly has no interest in treasure, 43sp, 11gp and a spherical turquoise worth 10gp have ended up in the pit.

3. 4 ogres (hp 25, 14, 16, 12, stats as per rulebook) are lounging around here. Unless they have a reason to be alerted, they suffer -1 to their surprise roll (in effect being surprised on 1-3 on d6). The room is filled with straw mattresses covered in badly tanned hides (not valuable).

4. 5 ogres (hp 18, 27, 21, 22, 18, stats as per rulebook)  + 1 ogre leader (hp 30, stats as per my article on this blog). The ogre leader has a key on a leather thong around his neck. The key is to a wooden chest under his crude wooden throne, in which there is 12,000gp, 4200gp, 300pp and 2 large aquamarine gems worth 400gp each.

5. 3 chaos warriors (hp 19, 16, 17, see below for stats) are on guard here. They will attack any intruders. The room is decorated with trophies including helms, shields and banners of fallen foes, plus a few mummified heads.

6. Vordentus (6th level human thief, AC 3, Move 120', hp 17, Att 1 shortsword, THAC0 14 (10 if backstabbing), Dam 1d6+3 + poison (2d6+6 + poison if backstabbing), Ml 8, Align Chaotic, XP 570, equipment: leather armour +1, Ring of Protection +2, shortsword +2, thieves tools, vial of distilled mushroom poison (if injected or swallowed, save vs poison or suffer 1d6 damage per turn until dead, poison is neutralised or 24 hours has passed)
Vordentus is the chief spy of the Gang of Three. He is resentful about not being made a full partner (why not make it the gang of four?) and is considering defecting to the Red Hand. In the event of there being a fight in room 5, Vordentus will be alerted. He will then use his thief abilities and poison to make hit-and-run attacks against lone or straggling intruders or maybe just escape with his life. Vordentus's room includes his bed, his table and chair and a chest with a false bottom. On top are clothes and rations (nothing worth more than a few silvers) but underneath the false bottom is 1100gp, 2 vials of distilled mushroom poison and a coded letter from the Red Hand that is difficult to decipher but is basically an invitation to quit Mellish and head for a secret location west of Aerisport in the Godsblood Hills.

7. 3 chaos warriors (hp 13, 28, 20, see below for stats) + Lieutenant Karnus (6th level fighter, AC 2, Move 60', hp 31, Att 1 polearm, THAC0 12, Dam 1d10+3, Ml 11, Align chaotic, XP 320. Equipment: Polearm +1, Plate Mail +1, 25gp)

8. Grulgor the Angry, 8th level fighter, align Chaotic, male
Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 8
AC 0, Move 60', hp 51, THAC0 10, Att 1 polearm for 1d10+4
Equipment: Plate Mail +2, Ring of Protection +1, Polearm +2, 3 javelins, potion of extra healing
Grulgor is one of the Gang of Three, and thus part ruler of Mellish. His quarters include a bed, a table and a box of clothes. Underneath the bed is a loose flagstone (same chance to spot as secret door). Under the flagstone is a leather sack in which there are 15 amber gems each worth 300gp, a platinum and amethyst ring worth 600gp and 350pp.

9. 1 ogre leader (hp 29, stats as per my article on this blog), Borzogg, who is Grulgor's loyal companion and hench-thing. He has a strong hatred and rivalry with the ogre leader in room 4 who commands most of the ogres in the dungeon.

10. Empty apart from some barrels of beer and fresh water.

Velshist's Domain

11. 2 minotaurs (hp 30, 18, stats as per rulebook). They have been charmed by Velshist in room 13, and will obey her slavishly.

12. 1 minotaur leader (hp 43, stats as per my article on this blog) + 2 minotaurs (hp 19, 23, stats as per rulebook). All three have been charmed by Velshist in room 13 and will obey her without question. The minotaur leader will sometimes act as her deputy. The minotaur leader has 2 golden torcs that it wears as bracelets - each is worth 500gp.

13. Velshist the Rapacious 8th level magic user, AC 5, Move 120', hp 19, THAC0 15, Att 1 dagger for 1d4+2 or spell, Align Chaotic, XP 1060
Equipment: Bracers of Defence AC 7, Cloak of Protection +1, Dagger +2, Wand of Illusion, 2 potions of Healing, bag of holding. Spells: Magic Missile, Detect Magic, Charm Person, Web, Levitate, Mirror Image, Fireball, Dispel Magic, Charm Monster x2
Velshist carries her bag of holding with her at all times and it contains the rest of her treasure. The centrepiece and her prized possession is a chess set carved from ebony and ivory. The board is worth 500gp and each of the 32 pieces are worth 40gp. Together the whole set is worth 2000gp.The bag also contains 105,000sp, 660gp, 108pp, 2 potions of gaseous form and an amethyst and silver pendant worth 240gp.

14. A permanent Phantasmal Force cast on the room that apparently populates the room with 1d6+2 monstrous, rapidly moving shadows. Although creatures formed by Phantasmal Force are normally AC9, these are moving fast and erratically enough to count as AC6. The illusion is permanent, and after one is hit and dissipated, it reforms after a turn.

15. 1 apprentice mage (5th level magic user, AC 9, Move 120', hp 17, Att 1 dagger or 1 spell, THAC0 17, dam 1d4+1 or by spell, align Chaotic, XP 350, memorised spells are: charm person, magic missile, web, mirror image, fireball, equipment: robe, dagger+1, spellbook, 64pp, topaz worth 650gp), plus pet rust monster (hp 21, stats as per rulebook)

16. 1 Fire Elemental (8HD, 1d8 damage, hp 42, other stats as per rulebook), with two fire pits. The fire pits are only 2' deep, but cause 2d6 fire damage per round to anyone who enters that square (including jumping across). The elemental will try to push PCs into the fire pits.

17. 1 apprentice mage (5th level magic user, AC 6, Move 120', hp 9, Att 1 dagger or 1 spell, THAC0 18 or 17 if thrown, dam 1d4 or by spell, align Chaotic, XP 350, memorised spells are: magic missile, sleep, phantasmal force, invisibility, dispel magic Equipment: robes of protection +1, ring of protection +1, 4 daggers balanced for throwing, bracelet worth 120gp) plus pet rust monster (hp 30, stats as per rulebook). The apprentice mage has a locked chest as well as a bed. In the chest are some underwear, a ceremonial robe and a sack with 180pp and a coded letter from the Red Hand, which if decoded is inviting the mage to defect to the Red Hand.

Urquart's Domain

18. The Long Corridor: Along the sides are lined up 25 human zombies (hp 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, stats as per rulebook), 5 ogre zombies (AC 8, Move 60', HD 5+1, hp 26, 33, 18, 22, 21, THAC0 14, Att 1 club for 1d10, always attacks last, Ml 12 (fearless), Align Chaotic, Int 0, XP 260 each) and 2 minotaur zombies (AC 8, Move 60' HD 7, hp 22, 29, THAC0 13, Att 1 horn/1 bite for 1d6/1d6, always attacks last, Ml 12 (fearless), Int 0, XP 440)

19. 5 ghouls (hp 9, 6, 9, 7, 11, stats as per rulebook).

20. 4 chaos priests (4th level clerics, hp 18, 21, 21, 16, stats as below) with their beds and belongings. There is also a table with a dull gray jug of ale and 6 dirty flagons in the middle of the room. The jug is tarnished but well-crafted silver - if cleaned up it is worth 800gp, while each flagon is similarly badly tarnished silver, worth 200gp each if cleaned.

21. 2 chaos priests (4th level clerics, hp 17, 16, stats as below) plus 1 spectre (hp 820, stats as per rulebook). This will soon be a chapel of Chaos, but is as yet unfinished. The area has not been sanctified/desecrated nor has the carving been finished. The spectre is a former priest of chaos, and will not attack his living brethren despite his hunger. Nevertheless, the two priests of chaos both wear amulets that supposedly protect them  from energy drain. The amulets are actually bogus (no magical properties at all) but are very nice and worth 750gp each, being wrought gold studded with amber stones. .

22. 1 bone golem (hp 33, stats as per rulebook), plus a large collection of inanimate bones and two partially constructed and currently inanimate bone golems.

23. Urquart the Doomed, 8th level cleric,  male, Str 13, Dex 8, Con 10, Int 10, Wis 16, Cha 14, AC 1, Move 60' hp 28, THAC0 14, Att 1 warhammer +1 for 1d6+2 or spell, Ml 10, align Chaotic,XP 1060
Equipment: Plate Mail +1, Shield +1, Warhammer +1 +3 vs lawful creatures, Unholy Symbol, Potion of Invisibility
Spells: Detect Law, Darkness, Cure Light Wounds x2, Snake charm, Bless/Bane, Hold Person, Animate Dead, Dispel Magic, Sticks to Snakes, Cure Serious Wounds
Around his neck, Urquart has a key to the large chest that dominates the room. Inside is 121,000sp and 80 gold ingots worth 100gp each. There is a catch on the side of the chest that needs to be pressed, otherwise unlocking and opening the chest releases a vial of poison gas - save vs poison or die instantly. The catch is not too difficult - any thief trying to find/remove traps gets +30% to both rolls.

24. 1 deputy cleric Derrefane (6th level cleric, AC 3, Move 60', hp 25, THAC0 16, 1 staff of striking for 2d6+1, Align Chaotic, Ml 10, XP 570 Equipment: Plate Mail, Staff of Striking 20 charges, unholy symbol, 2 vials of unholy water, 1 potion of healing,
Spells: Cure Light Wounds, Darkness, Detect Magic, Hold Person,  Bless/Bane, Silence 15' radius, Animate Dead, Dispel Magic).
This is Derrefane's quarters, and he has a bed, a table, chest and coat stand (on which several ceremonial robes hang). A stone in the wall behind his bed is loose, and if detected and pulled out there is a silk bag with Derrefane's treasure - 2300gp, 240pp and 4 jade cabochons worth 100gp each

25. Hidden pit trap. Apparently empty, but the room has a false floor. Anything more than 50lb weight will cause the false floor to slope down into the middle of the room, into a 30' deep trap (3d6 falling damage).

26. 15 human skeletons (hp 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, stats as per rulebook), 3 ogre skeletons (AC 7 Move 90' HD 4, hp 23, 12, 22, 16, THAC0 16, Att 1 club for 1d10, Align chaotic, Int 0, XP 80).

Chaos Priest: 4th level clerics, AC 2, Move 60', HD 4d6, Att 1 mace or 1 spell, THAC0 18, Dam 1d6 or by spell, Ml 10, Align Chaotic, XP 135
Equipment: Plate Mail, Mace, Shield, Unholy Symbol, 3d6gp
Spells: Cure Light Wounds, Darkness (x2 if Labyrinth Lord rules), Hold Person, ( and Bless/Bane if Labyrinth Lord rules)

Chaos Warrior: 4th level fighters, AC 3, Move 60' HD 4d8, Att 1 two-handed sword, THAC0 15, Dam 1d10+2, Ml 10, Align Chaotic, XP 80
Equipment: Plate Mail, 2 handed sword, 3d6 gp

Monster XP values
#1 (320+280+135+80), #2 500, #3 560, #4 700+380, #5 240, #6 570, #7 240+320, #8 560, #9 380, #10 0, #11 640, #12 640+1000, #13 1060, #14 0, #15 350+350, #16 1060, #17 350+350, #18 500+1300+1320, #19 145, #20 540, #21 270 +820, #22 1560, #23 1060, #24 570, #26 150+240

Treasure Values apart from individual monster treasure and magic items
#2 25gp
#4 7700gp
#6 1100gp
#8 6850gp
#12 1000gp
#13 13,940gp
#15 970gp
#17 1020gp
#20 2000gp
#21 1500gp
#23 20,100gp
#24 3900gp

Monday, 28 November 2011

Dungeon of the Month November 2011

I'm going to have a go at posting some mini-dungeons. Nothing massive or spectacular, just something for a couple of hours play. The stats are for Basic/Expert Dungeons and Dragons, though I have used Labyrinth Lord in places.


The Cultist Hideout (for characters levels 2-4)


This hideout is found in the Ironhammer Hills in the northwest of Teiglin, and the cultists have decided to harass and steal from the local villagers. The cultists follow the Chaos god Bhael, which means they are more interested in causing fear and terror than staying hidden. 


  1. Main entrance: 4 hobgoblins (hp 7, 6, 6, 2, as rulebook) + 1 human C2 adept (hp 6, see below)
    This room is empty apart from the hobgoblins and cleric standing guard
  2. Hobgoblin quarters: 4 hobgoblins (hp 9, 5, 4, 4, as rulebook)
    This room has 10 bunks with dirty blankets, and a table with 4 chairs. 
  3. Prison: 2 hobgoblin guards (hp 4, 3, as rulebook), 1 human F2 guard (hp 12, see below), 3 prisoners chained up against the east wall. The human guard has the bunch of keys to unlock them.
    Prisoner #1 is a former cultist who tried to desert, but was caught and is now awaiting punishment (as human F2, hp 5 (normally 8), align Chaotic). He is an unreliable ally at best, and may either abandon or betray any rescuers
    Prisoner #2 is a dwarven blacksmith (dwarf warrior 1, hp 2 (normally 6) align neutral) who has refused to cooperate in making weapons and armour for the cultists. He may cooperate with rescuers but is more interested in escaping
    Prisoner #3 is a 10 year old boy (normal human, hp 2) who the clerics think is a possible recruit. The boy is scared, but thinks that everything other than farmers is "cool", and wants to emulate anyone different from his farming background, including adventurers. He isn't interested in worshipping Bhael, he just thought the cultists were cool. 
  4. Training room: 1 hobgoblin (hp 4), 1 human F2 guard (hp 12, see below), 1 human C2 adept (hp 11, see below).
    The room has two wooden dummies, obviously damaged by practice blows. The room has 2 archery targets on the south wall. On the north are racks with 3 wooden swords, 3 wooden axes, 3 wooden maces, 2 real iron swords, 4 real spears, 2 real maces, and 3 shields. Wooden weapons all do 1d3 damage and half strength bonus (rounded down)
  5. Hobgoblin leader's room: 3 hobgoblins (hp 8, 9, 8, as rulebook) plus Hobgoblin Leader: AC3, Move 90', HD 3+3, hp 13, THAC0 15, Att 1 sword for 1d8+1, Ml 12, Align Chaotic, XP 65
    Equipment: chain mail, sword, shield +1,
    This room is well-appointed, with some looted and out-of-place furniture.  There are also maps of the surrounding countryside showing recent raids, possible future raids and several locations marked with the hobgoblin word for "ally".
    Under a comfortable bed there is a sack with the hobgoblins' treasure: 4200sp, 210gp, 2 gems (amber worth 150gp, zircon worth 100gp) and a golden ring worth 300gp. 
  6. Cultist quarters: 3 human F2 guards (hp 10, 8, 6, see below), 2 human C2 adepts (hp 10, 6, see below)
    This room includes 10 bunks, a table with 5 chairs around it. 
  7. Kitchen: Chef is a human F2 guard (hp  7) wielding a massive cleaver (treat as battleaxe) instead of sword and shield (AC5 not 4).
    This room is smoky and hot, and includes a wood stove and several barrels of raw food. (one with salted beef, one with potatoes and turnips, one with apples and pears, one with beer, at the bottom of which someone has dropped a platinum unholy symbol worth 100gp). 
  8. Priests' quarters: Human C4 (AC 2, Move 60', hp 14, THAC0 16, Att 1 mace for 1d6+2 or by spell, align Chaotic, XP 135)
    Spells: Cure Light Wounds, Darkness, Hold Person
    Equipment: Plate Mail, Shield, Mace +1, Unholy Symbol, 2 vials of unholy water, key to chest
    The priest is the leader of the cult and commands great loyalty from the rest. He has a comfortably furnished room, including a locked chest to which the priest has the key. The chest contains 9,900sp, 1400gp, 4 gems (3 large lapis lazuli worth 60, 50 and70gp and a pearl worth 100gp) and a non-magical golden talisman worth 350gp. On the wall in plain sight is a rather nice oil painting worth 520gp. 
  9. Pool of Darkness: 1 Rock Python (hp 31, as rulebook)
    The pool here is dark and murky and the water is 10' deep. The python will generally lurk just under the surface, and will try to attack anyone who puts a hand or leg into the water (if the python hits with a bite, character needs a Str check or be dragged in). Anyone who is pulled in or jumps in will be attacked, and will have to apply the drowning rules while fighting the python.
    At the bottom of the pool are numerous bones and rusted pieces of armour. There is also a necklace of silver and aquamarine worth 800gp and 138gp and 445sp in coins scattered on the bottom (which will take time and effort to search for and gather). 
  10. Store room: This room has no creatures, just a lot of rope, boxes of blankets, wood, torches, tools  and the like. 
  11. The Shrine: 2 human C2 adepts (hp 7, 7, see below) and 2 human F2 guards (hp 5, 6),
    This room is tall and arched, and is dominated by a pool of water in the middle of which is a statue of Bhael carved in black basalt and standing 10' high and looking ferocious.  The pool is only 3' deep and anyone except halflings can wade across. Any lawful creature touching or attacking the statue will take 1d6 damage (electric shock) and save vs spells or flee in fear for 1d6 turns. Any neutral or chaotic character who touches it must make save vs spells or flee in fear for 1d6 turns. Tantalizingly there is a gold chain around the neck of the statue worth 400gp (but some merchants may refuse to touch it if they know of its history). 
Human C2 Adept: AC 4, HD 2(d6 hp), Move 90', THAC0 18, Att 1 mace, dam 1d6, Ml 9, Al Chaotic, XP 29
Equipment: Chain Mail, Shield, Mace, Unholy Symbol, Black Robes, 3d6 sp each
Spell: Darkness (default - DM may change this - If you use Labyrinth Lord rather than Basic D&D, give the clerics an extra 1st level spell such as Cure Light Wounds)

Human F2 guard: AC 4, HD 2(d8 hp), Move 90', THAC0 18, Att 1 sword, dam 1d8, Ml 9, Al Chaotic, XP 20
Equipment: Chain Mail, Shield, Sword, Black Robes, 3d6 sp each

total XP according to Labyrinth Lord 1094xp
total treasure excluding salvaged equipment, magic items and individual treasure
1180 in room 5
100 in room 7
3,540 in room 8
982 in room 9
400 in room 11
6202 in total