Sunday, January 29, 2023

Month Two

 Welcome to month two of my personal Dungeon 23 project! February signifies the start of the dungeon proper. After making your way through the Fortress of Ytrigall and past the Wargate you find yourself in a totally new environment, The Crucible of Oxyus. I'm trying some different formatting for this month's dungeon write-ups, I'm hoping to reduce information overload while still giving you lots of cool content to use at your table. let me know what you think in the comments.  





Dungeon 23
Month Two

Map A


Map B



1/29: The Central Shaft

A 75’ long bridge with railings leads to a giant carved Medusa’s face. A passage runs through her mouth into the mountain. The grand hallway beyond is 15’ by 25’ and carved to look like wood construction. The passageway opens into a large room with a diamond pattern chiseled into the stone walls. It is 45’ square with 200’ tall ceilings. A hole 10’ in diameter in the center of the floor opens onto a yawning abyss.

·       North: Back across the bridge to the fortress.

·       South: There is a 3’ long metal table mounted on the edge of the hole in the middle of the large chamber. Its top is angled away from the hole and is studded with lots of colored glass bubbles and big brass switches.  There is a simple-looking wooden door on the south wall of the large chamber.

·       West: There is a stone door on the western side of the entrance hallway. Locked. The western wall of the large chamber has two doors, both stone. The northernmost door is recessed from the wall with two small fonts carved on either side of the doorway. This door is hydraulically sealed and the northern most font must be pulled up on to drain the hallway beyond and unseal the door. The southern door is less elaborate, having just a handle to open or close it.

·       East: There is a wooden door on the eastern side of the large chamber.

·       Up: In the northwestern corner of the large chamber, a balcony can be spied about 100’ up the wall. A large cut glass sphere of purplish hue pulses a dark light from out of a window next to the balcony. As soon as they enter the hallway and every hour after that, PCs must succeed at a Death Save or lose 1hp.

1/30: The Scriptorium

A 20’ by 40’ wide dressed-stone room with 10’ tall ceilings.

·       General Contents: Multiple tables and chairs. Bookshelf (see table below). There is also a drying rack with incomplete parchment sheets from the books on the shelf. Two magic scrolls have been hidden as well, Darkness and Purify Food and Drink.

·       North: A 10’ wide hallway leads to room 1/31. Halfway down the 20’ hallway, a large pool of water bars the way. The floors here were carved into descending then ascending steps 10’ deep, creating an area for water to collect. Just before this are wall sconces on either side of the passage with carved amphora which are hot to the touch.

·       East: The door that leads to the hallway between this room and room 1/29.

·       South: A secret door on this wall leads to the Week Two dungeon. 

 

Books on the shelf:

Title:

Contents:

Ocinder’s Geography (75gp)

An old and outdated account of the geography of the Western Continent.

Tales of the Far Planes (100 gp)

A travelogue by the legendary traveler Dirsmon Longenstreed detailing his time amongst the outer planes.

The Crypto-Auspex (125 gp)

A magical system for reaching out with the senses using magical lenses and mirrors.

The Journeys of Gigrod Bluflint (85 gp)

A travel journal by a famed dwarven trader, used for centuries as a survival manual in the deep caverns of the world.

Gosminder’s Subterranean Flora of the Western Continent (50 gp)

A more recent field guide to the flora and fauna of the local mountain range.

The Black Art (300 gp to the right person)

A treatise on Necromancy and the beauty of death.

The Red Book of Pandemonium (100 gp)

A combination of a bestiary and encyclopedia on Demonkind.

Celedriath’s Mortal Human Anatomy (65 gp)

The legendary elven sage’s extensive treatise  on the workings of the human body. Invaluable to healers and torturers alike.

The Art of Death (275 gp)

Another Necromantic text including extensive notes on the undead and the magic behind them.

The Mechanisms of War (150 gp)

An engineering manual of the late Akrakogi army detailing extensive hydraulic-powered devices for war.

 

1/31: The Inverted Ziggurat

This dressed stone room is a 40’ square with 15’ ceilings. The floor descends stepwise in a spiral, like an inverted ziggurat. The center is full of water. Three Giant Cave Crabs reside here. There is a two in six chance that one of them is submerged in the watery pool between this room and room 1/30.

·       North: Secret door in the northwestern corner opens to a 10’ wide corridor that leads to room 2/2.

·       South: Brass grate (5’ by 3’) east of the hallway on the south wall. It leads to a natural crawlspace that exits through another grate into room 2/1.

·       Central Pool: At the bottom of the pool: Assorted humanoid bones, 1d20 copper pieces, 2d20 gold pieces, and two amulets of orange tigers-eye jade carved in a diamond lozenge shape. Whosoever wears an amulet will be immune from the necrotic effect of the purple light (see room 1/29). 

2/1: The Crystal Room

This 25’ square room is lined with a paved cobble floor. In the center of the room are four shallow equidistant pools filled with blood. Gigantic purple human-sized crystals are growing from each pool. 

·       North: The northern wall is carved in a frieze showing the scores of captive slaves and war booty collected after a long-forgotten war. In the center of the frieze an amphora full of swords blade down with their hilts pointed upwards can be seen. Anyone who grabs a hilt cuts themselves on a hidden barb, losing 1 hp. The blood from this wound will magically trigger the concealed door in this wall to open. 

·       South: There is a brass grate (5’ by 3’) on the south wall. It leads to a natural crawlspace that exits through another grate into room 1/31.

·       West: There is a secret door to a hidden closet. Inside can be found a set of ritual copper hand tools, their striking edges and blades dipped in gold (15 gp) and a ceramic jar full of blood with a polished obsidian sphere inside it.

·       The Crystals: These crystals glow with a faint magical radiance. The crystals radiate a malevolent energy that enhances the necrotic effect already at work in the dungeon (room 1/29). Players who stay in this for more than a turn must succeed at a Death Save every turn or lose 1 hp

2/2: The Training Room

This is a natural cavern. The main chamber is 20’ long by 30’ wide with a 25’ long L-bend. The ceiling varies from 10’ to 20’ high due to stalactites. Two fighting dummies are fixed to the floor and a rusted weapons rack holds a few poor-quality swords and spears.

·       Western Bend: There is a spiral stone staircase leading up here and a large wooden door that separates the training room from a hallway to room 1/31.

·       South: The other side of the concealed door in room 2/1 opens into this room.  In the southeastern corner, water drips from above into a small puddle.

2/3: The Apparatus Room

The spiral staircase climbs 100’ until it enters a 40’ long hallway with three green-painted archways. The eastern side bends south, ending at an iron-banded wooden door. The door is barred on the other side. Room 2/3 is a rectangle of well-hewn stone 50’ long by 40’ wide. The southeastern corner of the room is open to room 1/29 below. A balcony with wrought iron railings juts out into the open air of room 1/29. The balcony is surrounded by stone pillars that rise 30’ to the ceiling. The Hierophant and five Melted Cultists can be found here most times, working on the machinery. North: In the northwest corner, a magic circle has been consecrated. It faces a small slab altar, and behind that sits a human-sized quartz statue of the snake-god of chaos and darkness, Aboses. A blood-covered stone table sits east of that. A large metal rail has been fixed to the floor and wound with copper wire on the northeastern side of the room. It radiates a magical field that slows anyone’s movement in the northern half of the room (cutting all movement in half).

·       South: An observation balcony thrusts out into room 1/29 here, ringed by supporting basalt pillars. There is a collection of large mechanical and chemical apparati on this side of the room.

·       West: A smaller quartz statue of Aboses can be found between the odd equipment.

·       The Apparatus: The majority of the mechanisms in this room are connected together to power the Necrotic Radiator that is hanging out of the window into room 1/29. The Radiator is being powered by a combination of necrotic magic and hydraulic power. If the mechanism are properly disrupted, it will shut off the damaging magic that pervades this level of the dungeon. A large control panel with three large switches can be used to shut down both the Necrotic Radiator and the device-slowing movement.

Garaxeses, Hierophant of the Temple of the Malevolent Eye

AC 8 [11], HD 6** (27hp), Att 1 x dagger (1d4) or 1 x Chill Touch (1d4 and lose 1 STR)

THAC0 14 [+5], MV 120’ (40’),

SV D8 W9 P10 B10 S12 (7),

ML 9, AL Chaos, XP 500, NA 1 (0), TT T

·       Spells Prepared: Cause Fear x 2, Hold Person x 2, Curse, Cure Serious Wounds

·       Ring of Feather Fall:  Once a day the wearer of the ring may invoke its magic. The ring slows the wearer’s fall for 1d6 rounds, allowing them to safely float down from of heights of 10’ or more without taking damage. The wearer falls at half their Encounter Speed for the duration of the effect.

·       Bracelet of Chill Touch: Once per level (or monster HD) per day, after a successful attack, the wearer deals 1d4 damage and drains 1 STR from their target (-1 to attack per point of STR lost).

·       Garaxeses is the hierophant of an Aboses cult. He has dedicated himself to Aboses, the snake god of death and darkness. Garaxeses desires to fully restore the Necrotic Radiator and use its power to siphon the life energy of the entire dungeon into a crystal chamber on level 4. He believes he can use the devices left over after Oxyus’s fall to bring his god to this plane of existence. His cult remains ignorant of this larger goal. They believe that the Radiator and its negative long-term effects are blessings of Aboses granted to them by the Hierophant. The necrotic energies have warped their flesh and deranged their minds. They are now his zealous servants.

Melted Cultists

AC 8 [11], HD 1 (5hp), Att 1 x sacrificial dagger (1d4), or special attack,

THAC0 19 [0], MV 50’ (25’),

SV D12 W13 P14 B15 S15 (1),

ML 8, AL Chaotic, XP 15, NA 2d6 (1d6), TT R

·       Special Attack: Each Cultist has a randomly assigned mutation (roll1d4). 1) Spit acid in a straight line 10’ long (1d6). 2) Horrible, melted calluses cover their body (+2 to AC). 3) Extra fingers and a third arm allow the cultist to grapple a foe on a successful attack. 4) A wretched smell (unable to cast or concentrate on spells within 10’ of this Cultist).

·       The Cultists appear melted and warped by some unknown magics. On closer inspection, the cultist’s skin is almost reptilian in its appearance.  Each carries a carved jade amulet in the shape of a blazing goat’s eye (30gp) and wields a sacrificial copper dagger.

 

 

2/4 The Reservoir Cave

A 105’ long cave, no more than 25’ across at its widest point with a 25’ tall stalactite-covered ceiling. There are piles of waste throughout the cave-- mostly feces, food waste, and broken pottery. Patches of Yellow Mold can also be spotted on the cave wall.

·       North: 10’ high heaps of garbage and human waste pushed against the walls.

·       South: The end of the cave is a natural reservoir for rainwater. Three recently-built stone pillars support the cave roof.

·       Under the Water: There is a tunnel under the waterline in the eastern wall that leads to a large vertical water-filled chamber. The chamber is 125’ deep. At the bottom, a chest filled with 1,000 gold coins can be found.  




Monday, January 23, 2023

 With the end of Month one in sight I've been inspired to push ahead and get week four done as soon as I can. I had a lot of fun coming up with names and tomb dressings for this level. I'd like to dedicate an entire month to the theme later on, but we'll see when I can fit that in. Along side the Fortress's catacombs I also have the Encounter table for this month. With this last bit I will have laid down Month One of my personal Dungeon 23 mega-dungeon! Please keep reading in the days, weeks, and months ahead as I start to delve deeper in the real Crucible of Oxyus! Enjoy the last level of The Fortress of Ytrigall!




Week 4: The Fortress Catacombs





1/22: The Painted Room

The kitchen’s (room 1/3) secret trapdoor allows access to the stairway in this room from above. The walls here are painted plaster, showing nature scenes of the Nogashite heartland on all four walls. Tall pine trees tower amongst the red hills and verdant valleys of Nogash. Herds of wild goats, ibexes, and camels can be spied in the painted backgrounds. There is an ornately-carved marble fountain on the southern wall. It is topped with carved dryads that seem to be spitting a small trickle of cold clean water into a carved shell. Some dusty old crates of putrid flour and worm-ridden hardtack are the only other objects here. The northern wall is pierced by an arched hallway, and the western wall has a panel door that swings open to reveal another staircase. The northern hallway is composed of three ornate stone arches leading a short distance into room 1/23.

1/23: Tomb of the Akrakogi Lords

This burial chamber has been cut from the living rock of the mountain. On the northern wall there are seven niches, six of which are occupied by stone boxes containing the bones of the ancient Akrakogi lords who ruled over the mountain in millenniums past. In the middle of the room is an altar slab of polished obsidian. It rests atop a red marble base carved in the shape of an ancient war chariot. A stairway on the eastern wall leads down.

-The ossuary boxes have a ceramic nameplate affixed to them declaring the name of the lord it contains along with their epithets. There is Djemkash the Unwavering, with an ornate golden bracelet (50 gp) and two falcon-headed funerary jars; Nedjedre the Deep-Minded, with an ornate golden bracelet (50gp) and two falcon-headed funerary jars; Nathphir Elf-Eater, with a circlet of woven strands of gold and silver (150gp), two ceremonial golden armbands (150 gp each) and two falcon-headed funerary jars; Yamatese, the Spear of Justice, with an ornate golden bracelet (50gp) and two falcon-headed funerary jars; Oteplet the Blood Arrow, with a circlet of gold with silver leaves (150 gp), an ornate golden bracelet (50gp), and two falcon-headed funerary jars.

-If the proper ceremony of respect is paid at the altar by a paladin or cleric, then any player in the room at the time will automatically regain 1 hp, up to their maximum.

1/24: The Hallway and Torture Chamber

The stairway from room 1/22 leads down to a 10’ wide hallway that slopes down into darkness. There are loops on the wall every 10’ for torches, but none can be seen. The black and white floor tiles have been laid out in a checkerboard pattern. In the north side of the hallway on the eastern wall is an ornately-carved stone door with a latch on either side of it. Further down the hallway at its northern terminus, two robust stone doors can be found. There is no visible means of entering through them.

-The shiny black floor tiles in the hallway are illusory, concealing pit traps (10’ deep with spikes, 1d8), the eastern door is a one-way door, having no means of opening it on the other side. The righthand latch will open the door; the lefthand one will unlock the double doors at the north end of the hallway, allowing them to be pushed open.

The presence of a large table with long winches and rusted manacles on either end reveals the room at the end of the hall to be some kind of torture chamber. Besides the stretching rack, a long table with rusted torture implements and a rotten chair can also be seen.

-Old human bones can be found in the corners and under the furniture of this room, including two human skulls. A larger-than-human sized stone skull can also be found here. (It is the head of the statue in room 1/26.)

1/25: The Great Mausoleum

There is a trapdoor in the temple (room 1/4) that leads to a small spiral staircase that winds its way deep underground until it reaches the mausoleums below. This room has a 50’ tall vaulted ceiling, held aloft by four gold-painted pillars. On the southern wall, seven stone sarcophagi carved in the likenesses of the first seven Nogashite lords of the fortress can be seen. The walls in this room have been painted in elaborate scenes of the Nogashite afterlife, including the field of reeds and the boat of the Sun-God. To the east, a stone door opens to a sloping corridor that leads to room 1/26.

This room has been the warren of the fortress’s kobolds for years. The smell of sweat and kobold funk is truly wretched in here. The sarcophagi have all had their lids pried open and their contents looted. They now house the beds of the kobolds’ babies. There are approximately 2d6+3 Kobolds, plus Bri-Yat here at most times. They tend to avoid rooms 1/28 and 1/27, being that they are still inhabited by the risen dead. The Kobolds know about the trapped hallway and one-way door (1/24) and will attempt to lead invaders to areas where they can best use the dungeon’s traps to their advantage.

The leader (2 HD, chainmail and mace) calls himself Bri-Yat and fancies himself a sort of nobleman to the other Kobolds. He desires to clear out the residence level and move his “subjects” to the top floor. He likes fine wine, music, and having his ego stroked. Bri-Yat is not stupid enough to engage in an all-out fight in room 1/25, not wishing to risk the Kobold young.

1/26: The Statue Room

This room deep underground is tiled with red and gold brickwork on the walls all the way up to the high-gabled ceiling. There are six niches on the southern wall with stone sarcophagi nestled in them. The room is dominated by a large statue of the Akrakogi death god Khull’nekesh, the Ever-Waiting. He appears as a billowing, ragged black cape, and his skeletal hands and grim skull face are the only parts of his body displayed, leaving the impression of a bodiless apparition floating before the party instead of a stone monument. His head, however, is missing. It looks to have been chiseled off. A sickening purplish energy pours from the head stump like some fell witch-light. 

-All but two of the sarcophagi have been ransacked before. The westernmost sarcophagi and the one next to it remain intact. One contains a death mask of gold, ivory, lapis, and ebony in the shape of a smiling king’s face (500 gp). The other contains a similar mask of the same materials (500 gp) and a green glass cup with ornate glass figures of lovers kissing blown onto its surface. When the cup is filled with liquid and held to a light, the light will shine through as though the cup were red glass instead of green. (700 gp).

-The statue is the source of the Zombies that plague the fortress grounds. Until Khull’nekesh’s head has been found (room 1/24) and placed back on his statue, anyone who dies on fortress grounds with their heart still intact will rise 24 hours later as a Zombie.

-There is a loose tile on the eastern wall that can be removed to reveal a latch. The latch opens a secret door, revealing a small passage and an opposite door that leads to room 1/27.

1/27: The King’s Mausoleum

This room can be entered through the staircase hallway in the northern wall. The room is dominated by a massive 12’ stone sarcophagus. The image of a gigantic human warrior with knee-length flowing black hair has been painted expertly on the lid. The walls of this room are carved to show what are assumed to be the accomplishments of the giant warrior who resides here entombed. The scenes show that he enjoyed many victories in his lifetime. Throughout the carvings, the warrior is shown wielding a barbed two-handed sword with a jet black blade. 

-To open the sarcophagus, a player must pass an Open Doors check. If the head of the statue in room 1/26 hasn’t been put back, the warrior will rise and attempt to do battle with whosoever disturbed his rest. If the statue has been restored, then his possessions and withered corpse are all that will be found. Besides his sword, Arkash has 1,000 electrum coins in his sarcophagus with him.

-There is a Secret Door halfway along the western wall. An inspection of the door frame will reveal a button on the bottom right corner that when depressed pops the door open with an audible click, revealing the corridor and opposite door beyond.

Arkash the Slayer

AC Platemail 3 [16], HD 5 (24hp),

Att 1 x Two-Handed Sword, see below(1d10+1),

THAC0 14 [+5], MV 30’ (10’),

SV D10 W11 P12 B13 S14 (5),

ML 12, AL Chaotic, XP 40, NA 0 (0), TT special

Ø  Two-Handed Sword +1, Wounding: The barbed blade of this sword is jet black. After being hit, the target suffers 1 additional point of damage per round (up to a maximum of 10 rounds).

Ø  Undead: Makes no noise until he attacks. Immune to effects that affect living creatures (i.e. poison). Immune to mind-affecting or mind-reading spells (e.g., Charm, Hold, Sleep).

1/28: The Maiden’s Hall

This part of the catacombs is old, and the slender stone coffins that fill the burial niches on the eastern wall have been misconstrued over the years as the resting places of the first lords’ wives, causing the name of this room to appear as Maiden’s Hall on some maps. The coffins here are not true sarcophagi, nor are they like the stone ossuaries in tomb of the Akrakogi lords. The coffins are made of thinner, lighter sandstone. These boxes hold the cremated remains of some distant dynasty, now long forgotten. There is a small stone plinth in the southwestern corner of the room with the statue of a faithful watchman standing atop it. There are 1d8 Skeletons milling about this room. Besides the hallway entrance on the western wall, this room can be accessed by the staircase in the southern corner which descends to room 1/27.

-The statue is made of tiger’s-eye jade of blazing orange. It is in fact an elaborate oil lamp, with a hole in its helmet that drains into an oil reservoir in its torso. The watchman’s lantern has a hole for the wick to be placed, snaking down through the statue’s arm (1,000 gp).

-The names of the people buried in the niches have long since been wiped away by time. The coffins’ contents are but ash and burned bits of bone. 




I have written up two monsters that appear on the encounter table below but are not easily found in OSR bestiaries. Please enjoy.

Giant Cockroach

AC 4 [15], HD 2 (9hp), Att 1 x bite (1d4),

THAC0 18 [+1], MV 60’ (20’),

SV D12 W13 P14 B15 S16 (2),

ML 5, AL Neutral, XP 25, NA 2d6 (1d8), TT None

Ø  Hiss: if attacked or frightened, hiss to warn others. 2-in-6 chance per round of attracting wandering monsters.


Melted Cultists

AC 8 [11], HD 1 (5hp), Att 1 x sacrificial dagger (1d4), or special attack,

THAC0 19 [0], MV 50’ (25’),

SV D12 W13 P14 B15 S15 (1),

ML 8, AL Chaotic, XP 15, NA 2d6 (1d6), TT R

Ø  Special Attack: Each Cultist has a randomly assigned mutation (roll1d4); 1. Spit acid in a straight line 10’ long (1d6). 2. Horrible, melted calluses cover their body (+2 to AC). 3. Extra fingers and a third arm allow the cultist to grapple a foe on a successful attack. 4. A wretched smell (unable to cast or concentrate on spells within 10’ of this Cultist).

Ø  The Cultists appear melted and warped by some unknown magics. On closer inspection, the cultist’s skin is almost reptilian in its appearance.  Each carries a carved orange tigers-eye-jade amulet in the shape of a blazing goat’s eye and wields a sacrificial copper dagger. 

Roll 1d12 to find out what is encountered and 1d4 to see what is happening when it is encountered.

Encounter type:

What are they doing?

11. 1d6 Kobolds

Playing dice and drinking.

12. 1d6 Kobolds

Trying to set up a tripwire.

13. 1d6 Kobolds

Roasting a tasty human leg.

14. 1d6 Kobolds

Engaging in an insult contest.

21. 2d4 Kobolds

Divvying up 4d6 silver coins.

22. 2d4 Kobolds

Pulling stones out of the floor and walls to set up a pressure-plate trigger-trap.

23. 2d4 Kobolds

Jumping and dancing around a dog’s skull with gold coins placed in its eye sockets.

24. 2d4 Kobolds

Attending a wrestling exhibition between two human-sized Kobolds. (2 HD, 1d8 or grappled.)

31. An Adventuring party consisting of one Elf, two Brigands, one Dwarf, and a well-armored War Dog.

Arguing quietly over the validity of their map.

32. An Adventuring party consisting of one Elf, two Brigands, one Dwarf, and a well-armored War Dog.

Playing dice while the Dwarf feeds he War Dog.

33. An Adventuring party consisting of one Elf, two Brigands, one Dwarf, and a well-armored War Dog.

Huddled in a circle discussing how best to open a simple looking chest.

34. An Adventuring party consisting of one Elf, two Brigands, one Dwarf, and a well-armored War Dog.

Drinking from an ancient vintage and tearfully remembering a fallen comrade.

41. A Ghost trapped in a magic circle (3-in-6 of being Chaotic, otherwise Neutral).

Wailing mournfully and flying around in a circle.

42. A Ghost trapped in a magic circle (3-in-6 of being Chaotic, otherwise Neutral).

Babbling to themselves and pawing at the barrier.

43. A Ghost trapped in a magic circle (3-in-6 of being Chaotic, otherwise Neutral).

Screaming in pain and anger then throwing themselves at the barrier.

44. A Ghost trapped in a magic circle (3-in-6 of being Chaotic, otherwise Neutral).

Absentmindedly singing to themselves as they tear the flesh from the face of the corpse of a Melted Cultist.

51. 1d4 Giant Cockroaches

Searching for wood to build nests with.

52. 1d4 Giant Cockroaches

Feeding a Kobold corpse to their young. (1d6 Juvenile Giant Cockroaches; 1/2 HD, 1d4 x bite, Tiny)

53. 1d4 Giant Cockroaches

Nesting inside the corpses of five weeks-dead adventurers.

54. 1d4 Giant Cockroaches

Hissing and writhing in an orgiastic mating ball.

61. 2d4 Giant Cockroaches

Feasting on the innards of five mangled Kobold bodies.

62. 2d4 Giant Cockroaches

Feeding a Kobold corpse to their young. (1d6 Juvenile Giant Cockroaches; 1/2 HD, 1d4 x bite, Tiny)

63. 2d4 Giant Cockroaches

Moving their leathery foot-long eggs to another brood site.

64. 2d4 Giant Cockroaches

All the roaches are dead, recently being hacked to pieces. The smell is ungodly.

71. 1d10 Giant Cockroaches

Searching for wood to build nests with.

72. 1d10 Giant Cockroaches

Feeding a Kobold corpse to their young. (1d6 Juvenile Giant Cockroaches; 1/2 HD, 1d4 x bite, Tiny)

73. 1d10 Giant Cockroaches

Hissing and writhing in an orgiastic mating ball.

74. 1d10 Giant Cockroaches

All the roaches are dead, recently being hacked to pieces. The smell is ungodly.

81. 1d6 Spitting Cobras

Wound up into a tight ball for warmth.

82. 1d6 Spitting Cobras

Infesting the corpse of a recently dead Melted Cultist, seeking out any remaining warmth.

83. 1d6 Spitting Cobras

Trying to explore a hole in the wall.

84. 1d6 Spitting Cobras

Crawling into the scene through windows and arrow loops.

91. 1d4 Zombies

Listlessly walking into the same wall repeatedly.

92. 1d4 Zombies

Fighting over the body of a dead Wolf.

93. 1d4 Zombies

Greedily ripping apart the body of a Halfling to consume it.

94. 1d4 Zombies

Badly grunting to the melody of an old folk tune.

101. 1d8 Zombies

Stumbling around in pairs in some undead parody of a dance.

102. 1d8 Zombies

Opening and closing doors.

103. 1d8 Zombies

Slowly chasing a Giant Centipede around the room.

104. 1d8 Zombies

Badly grunting the melody of an old folk tune.

111. 1d4 Centipedes

Crawling up the walls.

112. 1d4 Centipedes

Running in a loop around a dead Spitting Cobra.

113. 1d4 Centipedes

Feasting on the corpse of a Kobold.

114. 1d4 Centipedes

Drinking from a sludgy puddle in the corner.

121. 1d6 Melted Cultists

Writing blasphemous runes over a doorway with bone chalk.

122. 1d6 Melted Cultists

Taking lots to see who must report to the Hierophant (see Month 2’s dungeon).

123. 1d6 Melted Cultists

Drinking and complaining about the hardships of their life.

124. 1d6 Melted Cultists

Huddled next to a magic circle chanting in a foreign tongue.






You Come Upon A Ruined Vehicle

 To paraphrase Gandolf, I return to you now at the changing of the tide. I had to step away from the blog last year due to life events. I...