Notes
33 Rooms about 100 GP per room = 3300 GP Located in a church Simple enough, a church of St. Éla Let’s make it inhabited by gnolls
Area 1: 5 rooms, 1 large - church
Transition: short corridor, 20 ft wide, excavated, well-finished
Area 2: 15 rooms, 3 large - clergy area
Area 3: 10 rooms, 3 large
The item could be a rod that hurts minotaurs, maybe even causes them to flee
Potential Hooks
- Alchemist’s laboratory
- Probably should be a teleportation chamber in there
- flesh zombies
- The back of the dungeon should be overrun, fleshy nodes everywhere
- Minotaur area
- This needs more interactivity, especially for the event where they kill the minotaur
Monsters
Stat Blocks
Chosen of Roth
AC 13, HD 4 (18hp), Att 2 x claws 1d6 To Hit +2, MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Chaotic, XP 75
Flesh Zombie
AC 11, HD 2 (9hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 20, NA 1d6 (4d6), TT None
Gnoll
AC 13, HD 2 (9hp), Att 1 × weapon (2d4 or by weapon + 1), To Hit +1, MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Chaotic, XP 20
Gnoll Leader
AC 13, HD 3 (13hp), Att 1 x weapon, To Hit +2, MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Chaotic, XP 35
Chained Minotaur
AC 13, HD 6 (27hp), Att 1 × gore (1d6), 1 × bite (1d6)] or 1 × weapon (1d6 +2 or by weapon + 2), To Hit +5, MV 30’ (10’), SV D10 W11 P12 B13 S14 (6), ML 12, AL Chaotic, XP 275, NA 1d6 (1d8), TT C
By Room
Room | Monsters | Total Hit Dice | Total Hit Points |
---|---|---|---|
3 | 2 Gnolls | 4 | 17 |
6 | 3 Gnolls | 6 | 33 |
7 | Chosen of Roth | 4 | 24 |
13 | 1 Gnoll | 2 | 7 |
16 | Gnoll Leader and 2 Gnolls | 7 | 32 |
18 | 3 Flesh Zombies | 3 | 11 |
20 | 1 Flesh Zombie | 1 | 8 |
21 | Minotaur | 6 | 31 |
31 | 1 Gnoll | 2 | 6 |
Treasure
Room | Contents | Total Value (GP) |
---|---|---|
3 | Onyx-buttoned vest | 280GP |
6 | 8 Gems | 1400GP |
7 | 81GP and scroll with 2 level 3 spells | 81GP |
16 | 4k EP and 1 Quartz Gem | 2010GP |
23 | Coffer of Rods | 0 GP |
31 | 3 potions | 0 GP |
Total | 3771 GP = ~ 3300GP |
Random Encounters
Main Area
d4 | Encounter |
---|---|
1 | 2 gnolls chased by 6 flesh zombies |
2 | 1 Chosen of Roth eating the corpse of a flesh zombie |
3 | 1 Gnoll Leader and 4 gnolls, carrying an urn containing 1k EP toward the exit from room 17 |
4 | The relics of a saint, chained to the ceiling, fall to the ground. 2-in-6 chance of hitting a random character, save vs breath to avoid 1d4 damage. The skull can be found mostly intact, with gold medallions melted into its eyes. The medallions are worth 25GP each but if presented to a person affiliated with the church while still attached to bone it will cause offense (having obviously been looted from the relics of a saint). |
Rumors
d?? | Rumor |
---|---|
1 | The Church’s wealth for the past centuries apparently comes from their provision of the magical energies that powered Inverness. The source of which must have been the worship of their dwindling flock. |
2 | Dogfolk are all over the ruins of the city. They’ve been killing their way throughout, even fighting amongst themselves |
3 | Even before humans came, there had once been civilization on the peninsula. In the heyday of the city, earlier ruins regularly turned up. |
?? |
Rooms
Room Number | Summary | Interactive? | Needs Work? |
---|---|---|---|
1 | Entrance hall, empty | False | |
2 | Robing room, empty | False | |
3 | sanctuary, 2 gnolls and treasure | True | |
4 | Hidden one way door here, can’t open but useful info | True | |
5 | Hall, empty | False | Could use some better description |
6 | Well room, 3 gnolls and treasure | True | Where is the treasure? Anything else interesting? |
7 | Oubliette, chosen of Roth and trapped treasure | True | |
8 | Bestiary, empty | False | Yes, something going on here, not empty |
9 | Zoo, empty | False | |
10 | Bedroom, empty | False | |
11 | Bedroom, empty | False | |
12 | Bedroom, empty | ||
13 | Bedroom, sleeping gnoll | True | |
14 | Office, other side of teleporter to Minotaur land | True | What is the form of the teleporter, would be nice if there were a puzzle |
15 | Saints chained to ceiling, flowering moss hangs in strands from the skeletons | False | |
16 | Kennel, gnoll leader and gnolls and treasure | True | Set dressing |
17 | Antechamber, empty | False | Set dressing |
18 | Flesh zombies | True | Could use new set dressing, room type, flesh room |
19 | Study, hidden room with secret book/treasure | True | Flesh room |
20 | Pool, bathing room, zombie | True | flesh room, |
21 | Minotaur starting location | True | |
22 | Well Room | False | |
23 | Treasure in a bathroom, but not yet defined | True | Decide on treasure and room theme, 100 PP |
24 | Possible location of coffer | True | |
25 | Empty cell | False | |
26 | Other side of teleporter | True | work on set dressing for this room |
27 | Empty, possibly where minotaurs were kept | False | |
28 | Wheel of pain | True | read aloud text? |
29 | empty office | False | think of way to make this interesting |
30 | empty barracks | False | |
31 | Gnoll and two potions | True | Lab area |
32 | Ruined laboratory | False | Lab area |
33 | Teleportation chamber | True | Lab area |
34 | empty hallway | False | |
35 | Exit from minotaur domain | True | figure out how one-way door works |
Room 1
Empty Entrance Hall
Windows line the upper part of the walls of this room. At the far end are a set of curtains.
Room 2
Empty Square 30x30 Robing room or something?
Similar to the last room, windows line the upper part of the walls of this room. Pegs, some still holding what look like ragged robes, are placed at regular intervals along the walls below the windows.
Room 3
Monster and Treasure 2 Gnolls: 1 battle axe - 6 hp 1 spear - 11 hp
10 hp
600 SP, 20 GP, 4 gems Vest, 4 onyx for buttons, made from soft fabric. Each gem worth 50GP, vest in total worth 280GP
Worship Room
Two dog-headed creatures, covered in what looks like blood, stand on a dais hacking at a wooden statue, now totally unrecognizable.
Room 4
Empty
Antechamber
You step down into shallow water. 1/2 inch of standing water here.
Room 5
Empty
Office
Transition to stone construction. There’s the tattered remains of a rug, and some chairs lining the wall.
Room 6
Special
Well Room
Let’s treat this as a pool as per ADnD DMG Appendix A Table VIIIA Monster, Treasure, and Pool
3 Gnolls, 10,11,12 hp two handed sword, short bow, short bow, both with only 4 arrows Occupied with drinking water 8 gems (1400GP total): * 500GP * 50GP * 50GP * 100GP * 500GP * 100GP * 50GP * 50GP
Room 7
Monster and Treasure
Oubliette
Chosen of Roth, 24 hp 81GP Scroll with 2 third level spells, Fly and Infravision Both contained in a chest (650 coin capacity) hidden under bones Chest is trapped. Opening the chest meets with some resistance, forcing it open tears open a wax-sealed paper bag of poison gas. Save vs breath to run, save vs poison or die, success is 1d6 damage. Cut the leather attaching the bag to either top or bottom to disarm, 1d4 turns to dissipate Listening at door - crunching of bones
Room 8
Empty
Bestiary
Room 9
Empty
Zoo
Room 10
Empty
Bedroom
Room 11
Empty
Bedroom
Room 12
Empty
Bedroom
Room 13
Monster Only
Bedroom
1 gnoll, spear, 7 hp
Room 14
Empty
Office
This was clearly once an office, but it has been ransacked. There is an overturned desk, objects that once lined the walls are pushed into the center of the room. Against the far wall is an unblemished mirror.
Room 15
Special, plants, wondrous or strange appearance
Oubliette
Moss hangs in strands from rafters lining the ceiling of this room. The moss has bright yellow flowers growing from it. Chained to the rafters are skeletons - the remains of forgotten saints. It is difficult to see across the room
Room 16
Monster and Treasure Kennel
Gnoll Leader, 17 hp, spear Gnoll 1, 7 hp, morning star Gnoll 2, 8 hp, battle axe
4k EP, 1 gem contained in urns 4 urns each containing 1k EP, 4th one containing a quartz gem worth 10 GP
Room 17
Empty
Antechamber
Room 18
Monster Only
Zoo
3 Flesh Zombies, 4, 3, 9 hp
Room 19
Trick/Trap
Study
Decaying books line the East and West walls of this room, the far wall is blank. A small crystal chandelier has fallen from the ceiling and lies broken on the floor.
Secret Door, 2k CP treasure. Let’s make it a book sitting on a pedestal describing a secret of the cult of Éla. Valuable artifact for the church
A cult of Éla attempting to popularize knowledge of the Church’s secrets will pay 5x for such texts The book describes Éla’s dreams as regarding her dead friends. “Solemn, her Dreams.”
Room 20
Monster and Treasure
Pool/Water Room
Flesh Zombie, 8hp, no treasure
Well in South-east corner
Room 21
Monster Only
Library
Minotaur? 31hp?, battle axe, 1d8+2 dmg, weighed down by chains so it moves MV 90’ (30’)
Room 22
Empty
Well Room
Water was drawn from a cistern here that was fed by a spring. The wall of the cistern has been broken, flooding the rest of the area.
Room 23
Treasure Only
Bathroom 100PP?
Room 24
Empty
Foyer 2k SP, probably the coffer, in the hands of a dead man who has one of the rods in his hands
Room 25
Empty
Cell
Room 26
Special
Pool/Water Room Other side of the teleporter Ruined skeletons of priests
Room 27
Empty
Gymnasium
Fragments of bone and decaying clothing are littered around the floor here. Some weapons can be found sitting in the shallow water but all seem to be in an advanced state of rust
Room 28
Special
Solar
A device previously powered by minotaurs that generates magical energy. Used to provide the substantial magical energies that ran Inverness?? It would make sense but not for the church who have been losing influence? Maybe they did it anyway for the money. And it was the payment from the city to the church for this energy that kept the church afloat and wealthy even as its congregation shrank, nevertheless maintaining significant political influence.
Wheel of pain
A large pillar of stone sits in the center of this room, with a wooden wheel around it at about head height. Spokes come out from the wheel.
Room 29
Empty
Office
Rotten furniture collapses into the water here.
Describe bookshelves and books as having a lot of water damage
Room 30
Empty
Barracks
Room 31
This room is clearly hewn from dirt and rock, burrowed through the raw earth
Monster and Treasure
Arena
1 Gnoll, spear, 6 hp wooden box with three potions * growth - semi-opaque, watery appearance. greasy smell * treasure finding - opalescent, peach colored, herbal smell * clairvoyance - cloudy, opalescent, muted brown color, fishy/rotten meat smell
The gnoll in this room is likely to hear any combat in room 3.
Room 32
This room has quite low ceilings (6 ft), and is composed of perfectly hewn, flagstones of pitch black rock. Empty
Laboratory
Room 33
This room has quite low ceilings (6 ft), and is composed of perfectly hewn, flagstones of pitch black rock.
The walls of the room describe a ritual in magical script etched into the stone to activate the portal. Studying takes 1d4 days.
Empty
Teleportation chamber, roll for this
Room 34
Hallway Empty
Room 35
Stagnant water
exit from minotaur domain, one way door activated by pushing, takes variable number of rounds? strength check, stuck
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