Friday, 31 May 2024

1st floor of Druidun Castle megadungeon: locations 1 - 6

Castle Druidun megadungeon surface level
Updated with castles in the middle of the North, West and South walls (keeping the towers about an arrow shot apart).

NOTE: The castle could probably do with a few more towers on the outer walls. The keep was designed so that there'd be natural light coming in to every chamber (with the exception of the hall going south outside of the Great Hall). 

I was not going for perfection, just verisimilitude: the castle is meant to be (semi) plausible. I looked at a number of real castles and extrapolated from there. 

There are numerous means in ingress and egress, especially for the dungeon (various tunnels that exit in the wilderness or graveyards): I never liked when there's only one route in or out. Makes for a lot of awkward moments, and no one is going to want a lair along the entry highway. I considered smashing down a section of the outer wall to give more ways into the castle, but decided against it.

The rooms are marked in red, the vertical shafts and stairs in green; they align with all the levels above and below.

The moat has deteriorated into a ditch with pools of standing water, marsh and thick mud. The air around the castle is often a thick acrid fog that limits vision to 60 feet (darkvision is unaffected). 

There are two large windlasses south of the keep for lowering dwarven mining platforms into the depths. 

windlass for a mine

Everything is crumbling and overgrown by weeds, and a thick mist that smells of swamp with an acrid tang (chlorine) often envelopes the area. 

Here's a snippet of the location descriptions:

TOP OF CASTLE is ringed with gargoyle statues. There is one gargoyle statue smashed on the ground by the South East corner, but there is still a gargoyle above. None seem to be missing. 


A sneaky gargoyle, KROTH, has moved another statue gargoyle to replace the one it pushed off. It now switches positions as it pleases, moving the gargoyle statues around as cover. It is on the lookout for wizards and spell casters, and drop masonry on them, or opportunity attack if they are isolated. It will flee if presented with too many enemies. SEE 3. ENTRY AREA 


  1. OUTER WALLS

Thick black vines adorned with thorns grip the outer walls; they have serrated black leaves coated in a sickly sheen, yet smell delightful. The thorns are poisonous. If characters approach within 20 feet of the wall, roll 1d6: on a 1-2, 1d6 vine blights (adjust for party size) detach themselves from the knotted mass of vines and attack. 


Vine Blight

Medium plant

Neutral Evil

Armor Class: 12 (natural armor), HP 26 (4d8 + 4) Speed: 10ft.

Str 15 Dex 8 Con 14 Wis 10 Int 5 Cha 3

Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive perception 10

Languages: Common

Challenge: 1/2

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.


Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC: 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.


Entangling Plants - Recharge 5. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC: 12 Strength saving throw or become restrained. A creature can use its action to make a DC: 12 Strength check, freeing it self or another entangled creature within reach on a success.


B. DRAINAGE TUNNEL

A drainage channel, with metal bars at either end, goes under the wall into a pond outside the castle walls. The drainage gate is barred at both ends by iron bars. It is just large enough for a human to crawl through, although not wide enough to turn around. 


The water is cold and up to 3 feet deep. 


Three poisonous water snakes are living in the water. 


The bars have strength 20, but Shanghai Knights fans know tricks to bend them. Anyone going through the water and not drying off within the next hour must make a constitution check of DC 5 or get a cold and suffer -1 penalty to rolls for 1d6 days.


Poisonous water snakes (3):

Tiny Beast, Unaligned

Armor Class 13

Hit Points 2 (1d4)

Speed 30 ft., swim 30 ft.

STR2 (-4)DEX16 (+3)CON11 (+0)INT1 (-5)WIS10 (+0)CHA3 (-4)

Senses Blindsight 10 ft., Passive Perception 10

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.



1. CASTLE GATES

The castle looms up out of the woods, bleak and forelorn. It’s crumbling turrets are adorned with shrubs and vines. The enormous barbican gates stand ajar. Painted on them is an inverted pentagram in what looks like dried blood. 


As you approach the front gates of the castle, you start to feel more and more like you are walking upstream through a river. The air itself seems to resist you, but there is no wind. You hear murmurs at the edge of your hearing.


The murmurs grow louder, becoming a chorus of voices, saying, “Go back! Go back! Go back!”


Make a DC 10 vs. Wisdom. Characters who fail are unable to move any further towards the gate, although they could scale a wall or try again after a short rest. Those who succeed are able to press on through. They can also drag or carry those who are unable to move through the gate of their own free will. There is no actual physical pressure against them. 


THE BARRIER NOTE: Put in place by the wizards as they fled, it is meant to keep people out of the castle, where they might discover their various sins. Only works the first time someone tries to enter through the gates.



2. ENTRY WAY

Both portcullis are raised, and The massive iron banded gate doors are ajar, and “KEEP OUT” has been painted on them in bird dung. 


PASSAGE INTO CASTLE: The portcullis inside has been raised, and the passage into the castle is lined with human skulls and bones nailed to the walls, from floor to ceiling. Thick black mould grows out of their eye sockets and gaping jaws. A crate sits against the north wall.


TRAP: Anyone within 10 feet of the walls will be subjected to a blast of toxic poison black mould that bursts out of the skulls, unless someone with a necromancer amulet is within 10 feet (or within) of the entrance, in which case the trap will not trigger. DC 10 CON save or POISONED and take 2d6 damage. 


CRATE: The crate is filled with rusted caltrops, enough to cover a 20x20 area.



3. ENTRY AREA

The central yard is overgrown with weeds and wild grasses. Bushes have cropped up around the base of the keep and along the outer walls. You see no entrance to the keep. The grounds to the south are larger and you can see a stable against the outer wall. There are a dozen chickens roaming around the area, and a chicken coop against the outer wall of the south tower. A dozen hens are within, laying eggs. Two hitching rails, a worn trough and several rickety buckets are in front of the barbican tower, along with an old wagon with well worn wheels. 


Towards the base of the keep are pieces of statuary, broken into a dozen pieces, that seems to have been thrown from the roof. It looks like the remains of a gargoyle. Yet none of the 32 gargoyles that ring the castle roof is missing…


WAGON: The wagon is stained with human blood, detached fingers and eyeballs, 4 copper pieces stuck between the wooden slats, and a silver ring inscribed with the word: “Martha” worth 10sp.


GARGOYLE Kroth

AC 15, HP 52, Speed 30, STR+2, DEX0, CON+3, INT-2, WIS0, CHA-2

Resistance: bludgeoning, piercing, slashing from non-magical attacks; immune to poison, senses 60ft, passive per 10, challenge 450xp. 

2 ATTACKS +4 bite and claws, 1d6+2 piercing (bite) slashing (claws). 

DROPPED MASONRY: +0 attack, 1d4+2 to 1d10+2 bludgeoning damage, depending on size of object thrown/dropped. An entire gargoyle statue does 3d10 damage.


Kroth is a canny and sneaky gargoyle; It will move gargoyle statues around the top of the castle, and then take its place. Makes opportunity attacks if it sees a good chance to snatch away a character without repercussion. It will drop rocks and and masonry down on the character and then HIDE, purely for malicious fun. May attack sentries or try and steal shiny objects. It has a collection of loot in a cluster atop the castle. It may accept/demand an offering of a shiny item for safe passage. The necromancer and the bandits give it offerings to keep it appeased. Kroth does not bother the giant wasps, and the wasps don’t bother him.



4. SOUTH BARBICAN TOWER

The towers have been mostly stripped of furnishings, save for a rack in the centre of the first floor. There is a corpse strapped to it, now desiccated, with a knife embedded up to its hilt in the skull. 


The south tower 2nd floor has 3 chairs by one of the balistaria, and a blanket laid out on the floor. There are a sixteen makeshift beds of hay and blankets on the floor, and a pot hanging over a patch of ashes ringed by stones by the loop hole.


There is a large chest with their stash of looted heirlooms (60 gp altogether) and coins: 42 gp, 71 sp and 120 cp. The coins are kept in Argus’ tent, and there is a poison needle on the lock that will prick anyone who tries to pick it (DC 15, 1d6 necrotic damage, paralyzed for 6 rounds). There are 9 bandits in the gang, but 4 are away ambushing passerbys on the road. There are three cots in each tent, and 3 explorer packs. 


CHEST TRAP: the lock is protected by a poison pin, DC 15 to avoid; fail, roll CON 10: poisoned for a day if save, death otherwise. 



4a. NORTH BARBICAN TOWER

There are a few chairs and some cobwebs. Otherwise, empty. May include some of the bandits. 


The bandits are not prepared for visitors, as this is a remote location and they have gotten lazy. There are five bandits in the area: 2 on the north wall, 4 in the north tower. They are armed with bows, daggers and swords, and each has a horn and twenty arrows. Argus has a ‘pet’ mastiff wardog.


They have moved to the towers after the dragon moved in to the old mine, and they now offer the beast cows to keep it from eating their horses. They are already down several. The bandits are nervous about the ghouls the necromancer is keeping in the stable, and ‘pasty-face’s’ increasing power. They are planning to find a new, and less crowded lair, but this spot is feared by locals and patrols won’t approach it. 


The bandit leader is Argus. He will try and strike a friendly tone until he can suss out who the characters are and what they want. He and his band are working with the necromancer, helping him abduct townspeople and secure fresh corpses. Argus will invite the characters in for ale and poison them then take their belongings. If the characters seem too strong, he will let them go unmolested, then ambush them when they try to leave the dungeon, and steal the player’s loot.


The gang are all Chaotic Evil. 


Argus - The Affable Sociopath: Argus is a charismatic leader, known for his ability to manipulate others. He presents himself as friendly, making it easier for him to exploit those around him.

• Hit Points: 17

• Ability Scores: Strength 12, Dexterity 16, Constitution 14, Intelligence 13, Wisdom 10, Charisma 18

• Skills: Stealth, Deception, Persuasion

• Weapons: Longsword, Dagger, Shortbow
• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)
• Damage Bonus: +2 (Dexterity modifier)
• AC: 15 (Leather armor)
• Stealth Bonus: +8
• Deception Bonus: +4
• Persuasion Bonus: +4

Stuff: Has key to the towers of the barbican and walls (all same key), votive statue of Nerghoul the Dread (skull head wreathed in flames).


Fang - Mastif (war dog)

Medium Beast, Unaligned

Armor Class 12

Hit Points 5 (1d8 + 1)

Speed 40 ft.

STR 13 (+1) DEX 14 (+2)

Skills Perception +3

Senses Passive Perception 13

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Gwyn - Gwyn is cautious and prefers to stay in the shadows, picking off enemies from a distance.

• Hit Points: 11

• Ability Scores: Strength 10, Dexterity 18, Constitution 12, Intelligence 12, Wisdom 14, Charisma 10

• Skills: Stealth, Perception, Survival

• Weapons: Shortbow, Dagger

• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Perception Bonus: +6

• Survival Bonus: +4


Kellen - Kellen is a brute with a short temper and a love for combat. 

• Race: Half-Orc

• Hit Points: 18

• Ability Scores: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 10, Charisma 8

• Skills: Intimidation, Athletics, Perception

• Weapons: Longsword, Dagger

• Attack Bonus: +4 (Strength modifier + Proficiency bonus)

• Damage Bonus: +3 (Strength modifier)

• AC: 16 (Chainmail armor)

• Intimidation Bonus: +4

• Athletics Bonus: +5

• Perception Bonus: +2


Astrid - Astrid is a clever and quick-witted member of the group, often using her cunning and guile to outsmart opponents.

• Hit Points: 8

• Ability Scores: Strength 8, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 12

• Skills: Stealth, Sleight of Hand, Deception

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Sleight of Hand Bonus: +4

• Deception Bonus: +5

Garrett - Known for his stealth and ability to blend into the shadows. Garrett is a mute and unable to speak.
Hit Points: 11
• Ability Scores: Strength 10, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 10, Charisma 10

• Skills: Stealth, Perception, Acrobatics

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +1 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +8

• Perception Bonus: +2

• Acrobatics Bonus: +5



5. SOUTH YARD 

The south yard is vast, and there are two mine platforms. Each has a wooden rig over a mine shaft attached by ropes to a large wheel on its side, with a dozen spokes, mounted on a sturdy pole topped by a gearwheel apparatus attached to the platform rig by ropes. There are scattered wooden mine carts by the farther one. The area along the South East corner is flooded, filled by water gushing from a large pump. Bull rushes grow out of the water. 


There is a stone lined opening with two tall wooden boards perpendicular to each other. Nearby are three tattered tents, several rail posts for horses and a water trough. 


TENTS: Empty except for a crate (also empty) and a pile of chicken bones.



6. WINDLASS, TURN WHEEL AND MINE SHAFT

Built of sturdy wooden beams without nails, all perfectly fitted. A large 20 foot in diameter wheel with 20 spokes is attached to the windlass from a central shaft topped by a gear wheel, with rope and gears. There are metal columns at the corners of the shaft with slots; wheels mounted on the platform fit into them, and there is a breaking mechanism. 


A lever is mounted on the north side of the platform with cables leading to the brakes. The platform is forty feet across and made of thick wooden planks criss crossed with metal mine cart tracks; on the north side several holes have been ripped in the boards, surrounded by claw marks. 


There are faintly glowing red stones irregularly placed in the shaft walls near the top; they emit a little heat, and you can feel dank air rushing up out of the shaft. 


The shaft goes down into inky blackness, from which rises the very faint sound of drums. The metal and wheels have been recently greased, and it is clear of plants and weeds. The ground under the wheel spokes has been well trodden and is dusty.


Mounted in an irregular pattern in the shaft walls are softly glowing red stones. A breeze of hot wet air rises up from below.


Continued here.


Monday, 27 May 2024

Druidun rumours

What characters may know, or think they know, about Druidun Castle/Tower and the surrounding region of Pelshire:

  1. The Mad King was driven insane by demonic possession, and opened up a gate to hell itself under Druidun; if you can recover the Shard of Acheron, you can command the demons. 
  2. There is a powerful Ley point, a convergence of the rivers of magic energy that undergird reality, beneath Druidun, which is why the castle was built there. 
  3. Bandits are kidnapping people for a necromancer to turn into undead minions, and send them back to devour their families. 
  4. Processions of the dead pass through the villages at night, and any they encounter are doomed to join them. 
  5. The castle of Druidun is cursed and any who go there return… changed.
  6. The wizards claim to have purged evil from the castle, but they lied. Something is festering there in the dark…
  7. The Eldritch Veil was overwhelmed by the infernal magics they unleashed beneath Druidun. 
  8. The Eldritch Veil leader was the reckless Archwizard Pimrith, who had been expelled from the Order of Magi for crimes committed beneath Druidun Castle.
  9. The Eldritch Veil conducted forbidden experiments in the magic infused tunnels of Druidun.
  10. The magical energies beneath Druidun drove the wizards insane, including Pimrith. It also fuelled unlife, bringing many dead things, that should have remained that way… back. 
  11. The nature of reality deep beneath the castle is changing. Restless spirits have used the astral nexus to return to Arthea. OR Eons ago, the Druids of the Arth built a temple on the site of Druidun Castle. In catacombs far beneath, they constructed sacred chambers, imbued with powerful magics, havens where healing waters and wisdom flow, and one can commune with the petrified roots of wise ents. 
  12. The energies beneath Druidun are drawing the attention of powerful entities from other dimensions. Ghosts, demons and mad visions now haunt the land.
  13. A mysterious priest and his followers from Setesh have been seen in Forksbury, and they arrived with a large box, which was carried by wagon from the city docks. The priest is known only as The Seteshan. People say he is part reptile, that he can turn into a serpent.
  14. Magical devices that have not worked in ages will work in the dungeons beneath Druidun now, feeding off the astral nexus energy.
  15. The wizards caused a cave in to seal off the nexus and hoped for the best. The whole thing has been covered up. 
  16. They say that the spirit of the Mad King has returned from beyond and now rules the catacombs of Druidun. 
  17. The energy beneath Druidun is rumoured to be chaos incarnate, incredibly powerful… and even more difficult to control. 
  18. Plants in the area have been withering and contorting into dark parodies, crops have failed and a thick, curling black weed is now common. The corruption is centred around Druidun Castle. 
  19. Winged malevolent beasts prowl the skies at night over the villages, including a dragon, and no one dares go outside in the dark. Even patrols by the constabulary have ceased.
  20. Many famous people were buried beneath Druidun in the extensive crypts, including the famed world explorer, Aldric Haven. He is said to have been buried with his beloved maps, which detail kingdoms far and wide.