Today I have for you Week 7 of my personal Dungeon 23 project. This week we delve into lair of a band of goblins and their king. There are geysers, glowing gems, and more rivers of lava! Will you decide to ally with the goblins and work to destroy the cult that makes this level their home, or will you choose to take what you want with sword and spell? Read on to find out what else awaits!
-OS
2/12: The Pillared Hall
This room is 60’ wide by 50’
long with 45’ tall ceilings supported by large carved stone pillars. Upon a
dais in the middle of the room can be seen a large stone-wrought throne painted
all over with eyes. The floor on the northern half of the room is covered in
the sour-smelling bedding of roughly a dozen Goblin Bodyguards (2
HD). The Goblin King Kruksis The Snarler (3 HD) sits atop the
throne. From here he commands his horde.
·
South: The doorway on
this wall connects to a hallway that leads to room 1/29.
·
East: There are two wooden
doors on this wall. The northern door leads to room 2/16 and the
southern door leads to room 2/13. Both doors are locked. A skeleton key
can be found around King Kruksis’s neck.
·
The Walls: All
four walls have been painted to display a wrap-around mural of the Akrakogi
homeland featuring rolling hills, cypris and olive groves, and the massive bulk
of the holy mountain Shinkar. The bottom of the mural has been soiled and
hacked away at by generations of Goblin youths.
·
Kruksis The Snarler: The
scarred, beady-eyed Goblin King called Kruksis is as wise and
intelligent a ruler as goblins can have. Kruksis hates the Melted Cultists and
their leader and desires to shut their machine down so that he can clean out
this level of the dungeon for his people. Kruksis has no love for adventurers,
but hates the cultists more and will try to point PCs in the direction of the
cultists if he can. He knows they lair on the western end of the dungeon, in
the rooms below the apparatus. He also knows that they have some way of getting
up to the balcony level, though he hasn’t found out where yet. Kruksis and his
warriors all wear a small sliver of enchanted ruby (20 gp) that shields
them from the effects of the Necromantic Radiator (room 2/3). However, the
amulets have a painful cost: the wearer’s HP is reduced by 2 as long as they
wear it.
2/13: Spider Pens
This finished stone room is
25’ wide by 45’ long with 12’ high ceilings. Crude wooden pens have been built
against the eastern and western walls here. The pens contain the Giant Wolf
Spiders that the goblins use as mounts. The smell of rotting kobold corpses
used for fodder is very strong. Odd-shaped saddles with Goblin-sized seats are
piled up in the northeast corner.
·
West: The
iron-bounded wooden door in the northwest corner of the room is locked.
It leads back to room 2/12. The metal door in the southwest corridor is
barred from this side.
·
East: The door in the
southeastern corner is also barred from this side. Beyond it, a hallway
leads to room 2/14.
·
Wolf Spider, Giant: AC 7 [12], HD
2* (9hp), Att 1 x bite (1d8 + poison),
THAC0 18 [+1], MV
120’ (40’),
SV D12 W13 P14
B15 S16 (1),
ML 8, AL
Neutral, XP 25, NA 1d4 (1d4), TT U
-Cling: Can
walk on walls and ceilings.
-Poison: Causes
death in 1d6 turns (save vs Poison with a +2 bonus).
2/14: The Geyser Room
This 30’ by 35’ stone-cut room
has been overtaken by a natural hot spring that has accreted into two geysers in
the corner of the room that periodically shoot jets of boiling water around the
cave.
· The
Geysers: A natural reservoir deep underground has been
periodically boiling up into this chamber, creating two rounded flowstone geysers.
Geyser A erupts every 1d10 minutes, and geyser B erupts 1d4
turns. Anybody within ten feet of the geysers when they erupt takes 1d8 damage
from scalding hot water.
·
Teleporter Destination: Anyone
who pulls on the secret teleporting book in room 2/11 is teleported three
inches off the ground in the middle of this room.
·
In the Geysers: If
they geysers are searched, 1d10 platinum coins and a twisted silver wire bracelet
with a faceted carnelian (75 gp) can be found inside the lip of geyser B.
2/15: The Lava Caves
This natural cavern
stretches almost 60’ wide with 20’ tall ceilings covered in irregular
stalactites. A pillar of natural stone takes up the middle of the room, and at
the southern end of the cave a stairway leads to a stone dock on the edge of a
river of magma. A stone boat with enough room for five is moored to the dock
with a thick rope. A rusted steel railing runs above the dock. The whole room
is bathed in dim red light from the magma, and the heat is uncomfortable here. 1d6
+1 Melted Cultists have come ashore and are enacting a ritual to weaken
the magics of the gem in room 2/17.
·
North: A 5’
wide hallway has been carved into the rock; a thick metal door blocks its way.
The door is barred on the other side.
·
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 1d6 (2d6), 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 and wields a sacrificial
copper dagger.
-The ritual takes 1d6 rounds to complete by at
least one uninterrupted cultist. If they are not stopped by the end of the last
round, the gem in room 2/17 shatters and falls to the ground, thus extinguishing
its light and disenchanting any amulets made from it.
- The
Magma: The magma dimly lights up the cave. The southern end of the chamber is open to the lava
tube that flows through the mountain and past the dock. Anyone
spending more than a minute in the boat or on the dock must succeed at a Death
Save or suffer a -2 penalty to all AC and Attack Rolls due to heat exhaustion. This
will last 1d3 hours or until the PC has done nothing but rest and drink water for
three turns. Anyone falling into the magma takes 3d6 damage immediately and 3d6 damage for every round after that they remain.
· The
Boat: Made of dark basalt and etched all over with
arcane runes. The magical incantations allow the boat to float on the magma
with ease. There is a 20’ long metal oar that is resting in a crook in the
boat’s side used for steering the boat through the magma. A crumpled black robe
is stuffed in the prow of the boat, along with five thick candles.
2/16: The Warren
This is a crudely carved room,
40’ wide by 25’. The entire room is filled with poorly-made bunks. This room is
the main living space for the Goblin women and children. There are
roughly 2d20 women and adolescents and 2d10 younger children and babies here. The
smell of sweat and vomit permeates the entire room.
·
North: A loose
stone at the bottom of the wall hides a pushbutton that will reveal a secret
door which leads to room 2/21.
·
South: The heavy
metal door on this wall has been barred with a thick metal rod.
· East: There
is a wooden door in the northern corner of this wall that opens to a corridor
leading to room 2/18.
·
West: The metal
door in this wall has a built-in mechanical lock. Kruksis has the only key.
2/17: The Garden
This is a natural cavern,
roughly 75’ long by 50’ wide with many convolutions. The eastern side of the
chamber is open to the magma river as it flows past. There is a dock on that
side of the room with a metal railing overlooking it. Towards the eastern side
of the cave, a head-sized ruby floats in the air. The ruby casts
scintillating rays of crimson light across the cavern. Anyone who basks in the
light for up to two turns will be immune from the necrotic magic that
permeates this level for one day. A blanket of leafy plants is growing along
the floor and up the walls of the cavern. There are onions, turnips, rutabagas,
and cabbage in well-kept rows.
· The
Ruby:
This enchanted uncut ruby is roughly the size of a human head (1,500 gp). There are more
than 20 small gouges cut into the surface on the bottom of the gem. The ruby floats
10’ above the ground and will bob about like a balloon when handled. The Goblins
worship this stone as their god. They found it here over fifty years ago and
have used its light to grow crops underground to survive. With the coming of
the Cultists in the last year, they found that basking in its rays keeps
the effects from the Necromantic Radiator at bay too. The ruby is not a permanent
solution to their problems, however, as they can’t travel more than a day’s
journey away from the gem without losing its blessing. The amulets that Kruksis
and his Bodyguards wear have been made from pieces of this gem by the tribe’s
shaman Grugina. Creating each amulet incrementally diminishes the ruby’s power
and will eventually drain the stone of its ability to sustain the Goblins
entirely.
2/18: The Dung Heap
This large room is a 40’
wide and 35’ long rectangle with crudely cut
walls and ceilings. The room is full of heaps of Goblin dung. This
appears to be where the Goblins store their dung before they use it in
the gardens. The smell is overpoweringly horrendous. Among the piles of stinking
dung, the tribe’s shaman Grugina makes her home.
·
East: A
hallway in the northern corner leads back to room 2/16.
·
South: In
the middle of the southern wall there is a rusted metal door with hinges at the
top that leads to room 2/17.
·
The Stash: Under
the southeastern dung pile can be found a small wooden chest carved to look
like a goblin’s head. Inside are 2,000 silver coins and a small velvet bag with
two thumb-sized amethysts worth 500 gp each.
·
Grugina the Shaman: AC 6 [13],
HD 3-1 (9hp), Att 1 x spear (1d6),
THAC0 19 [0],
MV 90’ (30’),
SV D12
W13 P14 B15 S16 (3),
ML 9, AL
Chaotic, XP 35, NA 0 (1), TT n/a
-Spellcasting:
Once a day, Grugina can cast Cause Light Wounds, Protection From Evil, and Hold
Person.
-
Grugina worships the stone in room 2/17 and has figured out how to use small slivers
of it to manufacture the magic amulets the tribe uses for protection. She desires
to learn how to control the Necrotic Radiator in room 2/3 so she can use it to
amplify the ruby and further empower her tribe. Grugina is aware of the archive
in room 2/11 and the secret teleporting book there. Grugina doesn’t approve of the
way Kruksis treats the weaker members of the tribe and wishes to overthrow him,
though she keeps her desire for this hidden.
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