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Old 07-03-2023, 12:49 PM   #201
ericthered
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Default Re: #Dungeon23 Megadungeon Challenge

July 3 etr

Description: A 4 yard by 8 yard room with Two stone statues of drakes holding enormous swords and wearing bronze armor. A Perception check will notice they can move. When the room is entered, they will ready their weapons and challenge in reptilian: "Speak the Passphrase".

Monsters: If the passphrase is not spoken, or the golems are attacked they will shout "Die Horrors!" in reptilian and attack. Use executioner's swords. Two Large Air Elementals (Either from DFRPG or living tornados) are summoned in the back of the room during the first round of combat, and are able to attack the second. Neither elementals nor Golems will leave the room itself, though the elementals will happily throw thunderbolts after intruders.

The passphrase is "I swear to keep the horrors beyond imprisoned", spoken in reptilian. They will also accept "Guard the Gates from Horrors" in that same language.

Entrances: The "front" of the room has an open stone archway, but the "back" has a heavy ironbound door locked with a heavy lock (+0 to pick)

Treasure: The golem's armor is 50 lbs of bronze, which is worth $2,500 as scrap. Their swords are not in common use, but can be evaluated as $500 each.
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Old 07-05-2023, 03:29 PM   #202
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July 4 etr

Description: A four yard by four yard chamber of natural cave at an intersection between tunnels. three 1 yard rocks are scattered around it. A 2 yard by 2 yard coal bed (see may 8) blocks the south passage.

Fire-Bugs: ten fuzzy red bugs about an inch long are crawling around in this area. They can't fly, and they aren't aggressive. In fact, they're remarkably bold. If one is squished, thrown, or flicked, it will explode on impact, dealing 3d6 burning damage. Fire bugs are immune to burning damage: they won't set off a chain reaction. Recognizing them requires rolling against Hidden Lore (Magic Items), Hidden Lore (Elementals), or Alchemy.

They're worth $300 a piece. If someone takes a single second to pick one up rather than two, roll DX to avoid squishing it. If someone tries to carry them without a proper hard container with a lid, roll hazardous materials (Magical), and an attempt results in squishing them.

When entering this room, pick a single player to roll Per+2 and DX+2: failure on either results in stepping on a fire-bug.

Entrances: Three natural passages.

Vision: -7 (coal beds), -1 per 3 yards due to the smoke.
Mana: Very High (Only for Fire)

********************
this one might have been inspired by the day it was made on...
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Old 07-06-2023, 11:17 AM   #203
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July 5 etr

Description: A 7 by 10 hewn stone room with heavily trod floors.

Monsters: 6 Shield Golems (June 16) and 6 Daka Golems (June 8). They will attack anyone who approaches from a direction other than the east, but will not leave the room. The Shield Golems will do their best to protect the Daka Golems.

Treasure: The Golems generate a fair amount of scrap: Each Shield Golem has a $400 2 lb sword and a $90 25 lb shield. The Daka Golems have their cornucopia magazines, worth $2,000 and weighing 3 lbs each, if you can avoid breaking them.

Entrances: Average Wooden double Doors without locks to the west and east. A broken double door to the west.


Vision: -10 (no light)
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Old 07-07-2023, 11:18 AM   #204
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6 July etr

Description: A 5 by 6 room, filled with the remnants complete-rotted wood and cloth. A perfectly smooth black stone orb lies on the ground, about six inches around. The air is full of a swarm of what look like eyeless, mouthless, featureless dark gray fish about 4 inches long each.

Schooling Swarm: This is a Swarm of Elder Things with flying move 8, 20 HP per hex, and does 2 toxic damage to living things, resisted with Will -3. They are also super effective at blocking vision, and completely obscure whatever hex they are in. This set is not hostile unless attacked, but will dart around the room in large masses. This swarm has three hexes. The hexes cannot overlap with each other. A Hidden Lore (Elder things) or Hidden Lore (Magical Items) can identify the schooling swarm.

The Orb: The schooling swarm can be controlled with a successful will-2 roll while holding the orb. After control has been established, the swarm will obey as long as the orb is held (but not carried on the body). Doing so is a concentration maneuver, and allows orders to be given to as many hexes as are controlled. Failure by 5 or more causes the swarms to attack the user. If the schooling swarm is within 100 yards of the orb, instructions can be given. If the orb is moved, the swarm will follow it around. Other schooling swarms can be attatched to the Orb with a will-5 check, or a contest of wills with their current active controller. Failure by 5 once again causes the swarm to attack.

Entrances: An empty doorway in the front of the room, and an empty doorway in the back of the room.

Treasure: two 1.25 Carat Magnite Gems, cut to match. They are worth $33 each, or $70 as a pair. Also, the orb is worth $8,000, if the schooling swarm comes with it ($2,000 base, plus $2,000 per attached hex)
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Old 07-10-2023, 04:19 PM   #205
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7 July etr

Description: A circular room 10 yards across. Its dimly lit by the crackling of the monster within.

Monster: An Electric Jelly Dragon. It looks much like an electric Jelly, but it has a dragon's head and tail sticking out of the bottom of the jellyfish's bell (its main body), and two much too small dragon wings sticking out of the top. Use the stats for an electric Jelly with the following modifications:
  • Add a head and neck that use the stats of a shock slorn
  • This includes the bite attack, breath attack, and pool of 25 HP
  • Damage between jellyfish parts and "shock slorn" parts are not shared
  • A deck check from the jellyfish parts can kill the "shock slorn" parts, but not vice versa.
  • While the Head is conscious, it has IQ 12 and directs the body
  • If the head is not conscious, it acts like a traditional electric Jelly
  • If left alone, a destroyed head will regrow (see the slorn entry)
The Electric Jelly Dragon is not actively hostile, but is a bit paranoid, and will offer anything it can if they will get it out of its confinement. "Sparky" (as she calls herself) will limit actual payment or aid to not attacking until its actually been released. She is not above taking a hostage or too to try and force an agreement. Actually releasing the "Sparky" (as it calls itself) from confinement will be quite difficult, as she is 10 feet across.

Lighting: -5 (from crackling lightning)

Entrances: Four ladders lead inside, at the four compass points. Two narrow circular passages a yard across lead to the north-west and south west.

Treasure:

  • Vital Seeking 1 (+$100) Accurate (+$5,000) Fine Balanced Elven Longbow ($4,800, 3lbs)
  • Disguise Kit ($800)
  • Wizardly Scroll of Hail at skill 20, damaging, radius 3 ($180)
  • Wizardly Scroll of Suggestion at skill 17, 1 minute ($112)
  • Wizardly Scroll of Fire Cloud at skill 16, 5 points of energy ($148)
  • Gate Scroll ($25,000)
  • 5 major healing potions ($600, 2.5 total)
  • Alchemical Glue ($1,000, 1 lb)
  • Fortified+2 (+$1,200), Lightened 50%($3,000) heavy Plate Legs($1,600 12.5lbs)
  • Fortified+2 (+$200), Lightened 50%($500) Heavy Gauntlets ($250 1.25lbs)
  • 800 copper coins ($800, 16 lbs)
Credit where credit is due, to my three year old son for coming up with the idea of making a jellyfish and a dragon into a single creature. I probably should upload the picture some time.
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Last edited by ericthered; 07-10-2023 at 04:23 PM.
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Old 07-12-2023, 11:50 AM   #206
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Default Re: #Dungeon23 Megadungeon Challenge

July 10 etr

Description: A 10 yard by 2 yard passage with large six-inch eyeballs painted all over the walls and ceiling. The eyes glow like cat-eyes in the dark.

Lighting: -8 (from the eyeball glow)

Entrances and Exits: The front and back of the passage, plus a magic door that opens in the stone wall (one foot thick) if Two specific eyes are touched. A Per-4 roll is enough to notice the different eyes.
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Old 07-12-2023, 12:11 PM   #207
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Default Re: #Dungeon23 Megadungeon Challenge

July 11 etr

Description: A 7 yard by 5 yard room with six stone pedestals 1 yard tall laid out one yard apart from each other. Each stone pedestals has a basin built into its top, with a strange glowing pink liquid inside.

Monsters: 3 hexes of Schooling Swarm (see July 6). There is no orb present, though one can be used to take them over. These ones are hostile and will attack any living thing that enters (and non-living things, but its not going to do much good)

Mana: Very High
Lighting: -7 (faint glow)

Pedestals: Every 24 hours, these basins fill up with Paut. When encountered after a long time, they have a 50% chance of each containing one dose of Paut, at which point they are full and won't get any fuller. If not, roll randomly to determine how full they are. This location is known to other dungeon denizens who collect this Paut... they will be noted when they are placed. The Paut is worth $135 a dose and weighs half a pound, but delvers will have trouble transporting it without empty bottles and flasks. This location is also very likely to attract more monsters if it is cleared out...

Entrances: empty doorways at the two ends of the room.
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Last edited by ericthered; 07-13-2023 at 08:37 AM.
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Old 07-12-2023, 12:19 PM   #208
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Default Re: #Dungeon23 Megadungeon Challenge

July 12 etr

Description: A 12 by 16 room with an elaborate painting on the floor of drake physiology, with all the internal organs outlined and annotated, but its all wrong. Notes are written in both Reptilian and Elder tongue, both carefully painted.

The Diagram allows a default to hidden lore (elder things) for one specific monster, and gives +4 to all hidden lore rolls for that monster.

entrances: One in each corner, each secured by an unlocked average wooden door.

Lighting: -10 (no light)
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Old 07-13-2023, 10:11 AM   #209
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July 13 etr

Description: A 4 yard by 3 yard natural stone cavern made of red rock with black streaks, glowing with a fierce red light. A Hidden Lore (Demons), Hidden Lore (Gates), or Thaumatology roll will identify it as part of Hell. A success by 5 or more will reveal that it has Hell-like properties, but is actually a pocket dimension sculpted to have the same properties.

Monster: This is the lair of Thipaneous, a minor demon Polriket "Freed" from hell in exchange for his services. If banished or destroyed, Thipaneous will reform here after 24 hours. He is rarely found here (1 out of 6 times), but is usually sneaking around the dungeon as a wandering monster.

Code:
ST    12    HP   12    speed 6.00
DX    15    Will 14    Move 7
IQ    13    Per  14 
HT    12    FP   12    SM: -1

Dodge 10 Parry 12  DR 5 (0 vs. Holy)
Poisoned Wooden Spike (16) 1d6 imp + followup: 1d6 toxic and Agony for margin of failure minutes, negated by HT-3 roll.

skills: Acrobatics-16, Climbing-16, brawling-16, shortsword-16, Stealth -18, Traps -14, Fast-Talk -14, Hidden Lore (Demons) -15, escape - 16, Observation- 14, lockpicking-13

Traits: High Pain Threshhold, Unliving, Unkillable 3 (returns to room), Night Vision 7, Doesn't Breathe, Eat, Drink, or sleep, Immune to Poison. Slippery 3, Cowardice, Sadism, Divine Curse (Must keep formal vows)

Notes: Thipaneous is as loyal to polriket as you can expect a demon to be. He is a great coward but an excellent spy. He's willing to negotiate for either sadistic pleasure or to get free of some bind he's in (but remember Unkillable 3). He must keep his formal vows, but otherwise can and will freely lie and betray.

Entrance: A Two-way portal set in what looks like a mirror. Its destination is controlled by a ruby that can be placed in four possible settings. Thipaneous can replace the ruby if it is is stolen, but it will still operate the portal.

Treasure: 231 pieces of silver ($4,620), kept in a trapped chest.
poison needle trap
Detect: per-based traps,
Disarm: DX-based Traps at -8.
Circumvent: smash the chest.
Evade: DX -4
Effect: 2 piercing plus 2d6 toxic and agony for 10 minutes times Margin of Failure. Resisted by HT-5.
It resets until disarmed or it strikes its foe.
It can be rearmed or stolen.


Sanctity: None
Mana Levels: High
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Last edited by ericthered; 07-13-2023 at 10:22 AM.
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Old 07-20-2023, 10:02 AM   #210
ericthered
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Default Re: #Dungeon23 Megadungeon Challenge

July 14 etr

Description: A 4 yard by 8 yard room with a stone counter running across from the left about 3 yards from the front and a massive heap of decomposing wood and trash behind the counter, about 4 feet tall and 3 yards across. The pile counts as bad footing.

Entrances: Two empty Doorways on the front right and back left.

Visibility: -10 (no light)

Monsters: One Stone Golem with a sword, three shield Golems (June 16), and five Dakka Golems (June 8). They will attack anything that enters the room. The Dakka Golems will generally fire from high ground (the counter or the heap).

Treasure: 31 silver ($620) and 524 copper ($524) are in a cubby hole in the back of the counter. The Components of the Golems may be valuable as well.

The Mound: Searching the mound is dangerous. Roll Hazardous Materials (Magical) or cause an accident:
  • Fumes fill the air in the room: roll HT-3 or become Nauseous for margin of failure x 5 minutes.
  • Acid spreads on the floor for 1 yard around the pile, dealing 1d6 corrosive damage. a PER roll lets characters step back in time
  • The mound suddenly catches on fire, doing 1d6-1 burning damage to anyone on it. After 10 seconds, the acid and fumes are released as well. It will burn for 1 hour and trigger a wandering monster check.
There is nothing of value in the pile.
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