Friday, 26 July 2024

The quixotic quest to build a D&D 5e megadungeon: level one, part one

1st level of Castle Druidun megadungeon
Level one of the Castle Druidun megadungeon!

If I knew how much work it would be to make a real megadungeon, which is almost as much work as writing a book, I probably would never have started. How far drive will compel me is an open question.

I've got 3 levels of the castle fleshed out, and 2 levels of the dungeon populated. Advice on The Internet recommends every room have at least 3 different points of interest in every room. Ugh. Considering that each level of Druidun has roughly 100 rooms, that's 300 items of interest. Keeping that interesting and varied has been... challenging. 

I started burning out on level 2. 

A decent megadungeon should have at least 10. 

Yikes.

On the positive side, players advance in level much, MUCH faster than they ever used to. From 1,500 to 2,500 points for 2nd level in AD&D to just 300 points in 5e. 

Since in the traditional megadungeon each level is pegged to the players level (3rd level of the dungeon is meant for 3rd level players), that means... the dungeon is WAY too big. To get enough experience to advance to the next level, in 5e the players may only need to clear 1/4 of Druidun! 

Maybe less.

I've had to go back and raise the lethality of the challenges players face in areas they haven't entered yet. They've already got enough XP for 3rd level. And hell yes, I'm making them go back to town and train with a mentor, as is right and proper to do, to advance in levels. Take that, 5e simplicity and streamlining!

The first Random Encounter list I did up for Druidun was filled with NPC characters and social interactions. I didn't roll often enough for encounters, ultimately only presented players with one. The other encounters seemed like the NPCs would just get grilled endlessly by the players for information which I didn't have, which would trigger paranoia and increasing demands ("Why aren't they telling us? Let's force them!"), which would be exhausting, so I dropped it and didn't bother. 

Instead, I've made monster combo encounters, of giant scorpions and kobolds, for example, that might present more interesting tactical challenges.

The first level of the dungeon is divided into different themed sections: the ancient druid tunnels are in the north west (tombs and catacombs), the halls of King Eomel in the north (dining rooms, treasure display vaults, arenas), a more recent goblin warren in the north east, the prison and formal dungeon in the east (naturally), and the dwarven mines to the south, including workshops, refineries, and furnaces. 

All of these areas have long since been overrun (in some cases multiple times) but other factions and monsters, hopefully giving the space a rich history that will be figured out by the players as they progress. 

The Eldritch Veil wizards ran sinister and forbidden magical experiments on level 1 of the dungeon (some of which are still going, even after their forced departure) and particularly in the castle itself (levels 1-3, probably extending on to level 4). Level five of the castle now is dominated by a colony of giant wasps. 

The necromancer has built his lair in the west of level 1, extending the original druid complex with fresh chambers dedicated to the God of Death, Nergul. 

The whole place has then been criss-crossed by the tunnels dug by monsters like ankhegs, umber hulks, goblins, giant ants and the like, connecting areas that would otherwise be far more defensible and offering players the opportunity to bypass dangerous sections. It also allows multiple ways to enter and leave the complex. Like water pouring into the pit on Oak Island, you can never really be sure you've cleared Druidun; the monster tide keeps pouring in. 

Each staircase is aligned to the level above it in the castle. There are notes and hints for the DM on the map, which is purely functional and not meant to be seen by the players. I can't begin to imagine the amount of work a painted player map would take. 



Monday, 22 July 2024

DM Journal 2: The adventure begins!

Sword to the head
Ouch.

The first full adventure took the players to the ruins of Druidun Castle and the warren of tunnels beneath. 

It’s taken a year to cover just a couple days in game time, the reverse of the Narnia effect. Ah, adulthood!

Their goal? To rescue the son of the Baron of Forksbury from the necromancer’s clutches before he's sacrificed on the Blood Moon. All part of Ol' Necro's plans to bring back an undead big bad (Luthius) to the mortal plane. 

In hindsight, this is probably an adventure for a higher level group, and I should have kept things smaller, but that ship has long since sailed. 


I wanted a megadungeon!


The team (which I've nicknamed Shanghai Knights) consists of: 


• A fighter and aspiring knight from a minor noble house. This player has a LOT of experience and plays a level or two above his actual rank, if not higher. He wants to recover a lost family sword that belonged to his great grandfather, Henry Allister, whose tale will be covered later.


• A gnome rogue who's a member of a thieves guild, and is out to avenge her murdered kin. The minions of the black ichor got them; it's a necrotic poison that's infesting the earth, flora and fauna in Pelshire, and Druidun is the centre of the infection. As per the necromancer's plan, it's being jazzed by the dimensional fissure (opened up by the Eldritch Veil wizards) deep beneath the castle. 


• A melon growing cleric who hates lizard men (Anti-lizardite?) and likes writing his name in blood in forbidden books of dark magic. Sometimes armed with a +1 ham hock.


• A peripatetic elf wizard who's come from afar and wants to reclaim lost books, chew bubble gum, and basically murder everyone she meets.


The group works well together and has proved highly effective in combat, although they tend not to follow best practice firing projectiles when a comrade is in front of the target, and frequently rolling natural '1's. This has led to unfortunate near deaths from friendly fire, which has been highly amusing. 


They started out casting light on a bush on the road into the castle, so they could see who's coming and going. The magic glowing bush put The Night Cart crew (a bunch of acolytes, zombies and skeletons hauling bodies from the local graveyard into the castle) on edge, and when the characters (in heavy armour) tried to skulk closer, their clanking gave them away. I nerfed the convoy a bit as I didn't want to TPK before they even got to the dungeon. Might not have been necessary as I rolled badly and the game isn't as lethal as it used to be. 


After butchering the cart convoy, the Shanghai Knights got into the castle through a drainage gate using, appropriately enough, the 'Shanghai Knights' trick; they then set upon the bandit gang in the crumbling castle gatehouse from behind, and the thieves were all dead before I could blink. 


After a quick exploration of the grounds, and burning some buildings down because noises, they reached the keep; I hadn’t filled out every room in the first floor of the castle, figuring it should be fine to have a few bare ones, but a player started getting bored after 2 empty rooms. That didn't take long, so I threw some skeletons and armoured zombies at them. Then I stocked up those same rooms with baddies and interest points, which they can encounter on their way out. 


Play and learn.


I’ve tried to keep to the ‘Rule of Three’ where there are three items/interactions of interest per room/location, but the scope of the megadungeon made that problematic: the first level has over 100 rooms, the second almost as many, and there are 20-40 locations on each floor of the castle. 


Why did I want to make a megadungeon again?


For childhood dreams and the creative challenge, of course, but after dozens and dozens of rooms, my brain started to run bare. The upper castle rooms have the least detail, because I started with the dungeon. 


I should have gradually ramped up to a megadungeon. Ah well. More learning.


I figure I can put it up on line here, and bits of it may prove useful for others, either as material to pillage or a guide on what not to do. 


We'll see how far I get.

Saturday, 20 July 2024

Third, fourth and fifth levels of Castle Druidun

3rd floor map of Castle Druidun
3rd floor map includes the catwalks around the outer walls and the balcony of the Great Hall



4th floor map of Castle Druidun
4th floor map includes the top floors of the outer towers and the upper level library and study.
5th floor map of Castle Druidun
5th floor map includes the giant wasp nests that have overrun the eastern halve of the keep

Monday, 15 July 2024

2nd floor of Castle Druidun megadungeon

2nd floor of Druidun Castle for DND
2nd floor of Druidun Castle

NOTE: I figure the maps of the castle are probably of more interest than the room content, so I'll just be posting floors 2-5 of the upper structure. I didn't bother numbering the outer tower upper levels; there are some notes on inhabitants in the 1st floor annotations. The east barbican tower roof and floors have collapsed, exposing the area to the elements.

Monday, 8 July 2024

Dragon Garage review at Atomic Junk Shop

Cashier
Always keep well stocked with toilet paper in The Aftertime

The great Greg Burgas over at Atomic Junk Shop has a fab review up of Dragon Garage.

The bottom line:

"Dragon Garage isn’t quite as good as Turner’s best work, but it’s still pretty good. The art is impressive, not only because of how Turner usually creates his art, but just on an interesting, technical level as well, and the story is quite fun with a nice amount of seriousness thrown in. It’s not quite a crazy as some of Turner’s works, but it’s a very good addition to his bibliography."

Check the full review out here.

Thursday, 4 July 2024

DM Journal 1: Jumping from AD&D to 5e

"Do you have a moment? I have a brief survey for you to complete."

I’ve been ‘running’ the D&D campaign as game master for almost a year now. I hadn’t game mastered since high school, or even played, other than a few one shots over the years. I think they were version 3 or 4? Can’t remember, we used pre-generated characters and I didn’t get into the rules. 

So what’s it like leaping straight from AD&D to D&D 5e? It’s hard to say exactly, because it’s been so long since I played but the impressions I have are:


  • The game is still spread across three core books: Dungeon Master Guide, Player’s Handbook, and Monster Manual, and I still kinda hate it. To do most things, you have to refer to multiple books. You need weapons stats from Players, monster stats from Monster, but you have to get the Player’s out to find out what the monster’s spells do. I wind up using my phone to look stuff up a lot, it’s faster. Since the web is not space constrained, why not just put the relevant spell stats right there with the monster? (I’ve tried to do this with my own mega dungeon)
  • Gameplay has become a LOT more streamlined. Those early AD&D books looked like physics texts, with endless tables, percentages and glossaries galore. The new books are more friendly looking, spaciously laid out, and while there are still a good number of tables (and a lot to learn), the basic rules are far simpler and more organized. So simpler surface, but still a lot of depth.
  • Characters in AD&D started out much more limited than 5e. For example, in AD&D, a first level magic-users got one spell, and that was it. You fire your magic missiles, or whatever, and you were done for the day. The rest of the time you’d have to hide your 1 hit point body behind the nearest fighter and just try not to die, because a strong breeze could kill you. Now? All magic users get cantrips, which they can use endlessly. I do remember cantrips being introduced in AD&D, but they were little more than parlour tricks, not bolts of flame that could incinerate people. Hell, even rogues (thieves and assassins are no longer a thing, too judgemental I guess). 
  • Characters in 5e are much more robust and resilient than in AD&D. Ability score minimums prevent you from running hopeless characters; before minimums were just a house rule. Everyone is now above average. Healing happens faster and a long rest brings you right back up to your maximum hit points. Short rests recover a couple of hit die, so having a healer as part of a party is not as crucial as it used to be. You also get multiple saving throws after reaching 0 hit points to not die. 
  • Dungeon crawls and mega dungeons are practically unheard of in 5e; they were bread and butter with AD&D. 
  • The number of classes and races players can choose from is vastly expanded. Whether you like this or not depends on the kind of fantasy setting you want to use. I prefer a more limited set, as the game was meant to be set in the world of Dragon Garage.
  • First level monsters mostly have 2 hit die rather than the old 1 hit die. They're tougher to better match the more capable 1st level modern character.
  • Monsters all have ability scores now, they never used to.
  • There's no To Hit table that goes by player level or monster hit die.
  • Armour Class is reversed, with 20 being great and 0 being terrible. In AD&D, AC 10 was an unarmored new born babe and -10 was practically invulnerable.
  • The advantage/disadvantage system didn’t exist in AD&D; it’s elegant, simple and I like it in 5e. 
  • Monsters now come with assigned weapons. This feels really weird, but I understand it for the sake of flow and simplification; I swap weapons out if I feel like it.
  • Characters advance in levels a LOT faster than before: in AD&D it could take 1,500 to 3,500 XP to reach 2nd level; now it’s a uniform 300 points! Punch a couple goblins and you’re second level. I don’t mind this, as 1st level characters are so fragile we died like flies back in The Before Time.

Ultimately, 5e is a lot more forgiving, and less deadly, than AD&D.


I wasn't really aware of this when I started, which led me to make early encounters much easier for the party than they should have been. I was pitching at AD&D difficulty for 1st level, rather than 5e. The result is that the players steam rolled through the first adventure, The Tomb of Aethelwulf, even though I was bumping up and strengthening the baddies as we went. It just was never enough.


The final boss fell a little flat (in my opinion), with the necromancer forced into a hasty retreat by the hard charging fighter. A barrage of missile attacks (both magical cantrips and non-magical arrows) made it impossible for him to hold focus. It didn’t help that I deliberately didn’t pick the deadliest spell collection (again, still thinking of player fragility). 


That mini-dungeon adventure took 2.5 sessions; the remainder of the third was spent in town threatening to murder the NPC I had set up to be their fence for treasure and magical goods. The complications from this will be fun to play out, for while the wheels of justice turn slowly in Pelshire, they do turn. Nothing that a pot of gold can’t solve, though.


I’m still trying to get a handle on player expectations for 5e. Their experience with the game is completely different from mine, and I don’t have a really good idea of how the game is now played. I just know the game we are playing isn’t what they’re used to, and I’m curious what the heck their usual game sessions are like. I gather they are more story focused, rather than exploration with a story running in the background. 


I’m basically running an AD&D megadungeon crawl (also no longer done) using D&D 5e rules.

 

I did try and inject some motivation in the beginning: each character got 3 ‘story cards’ at the outset, and chose their favourite; they each have a bit of background with a story hook tied to the megadungeon, such as a lost family artifact (which will make them the legitimate leader of the family house) buried deep in Druidun, or a missing relative, or an evil sibling rival, or what have you. 


First session, they started at a tavern (naturally) and were interrupted by a couple of villagers fleeing Aethelwulf’s tomb, where their coworkers had been captured by an evil necromancer’s crew. 


For the next adventure, they were given a mission by a medieval fixer/talent agent… whom they immediately betrayed, going behind his back to cut out the middle man. He's not going to be giving them any more missions. My NPC set ups are 0 for 2. 


The only ‘person’ the team has bonded with (and not threatened to kill, behead, mutilate, torture or worse) is a decapitated talking head the necromancer left in their path to intimidate them. Now the head’s hanging from the cleric’s belt. Every now and then they un-gag him to listen to threats of death and dismemberment. 


That’s probably why they like him. 

Saturday, 29 June 2024

1st floor of Castle Druidun megadungeon: locations 25 - 36

Magic mouth and dwarves
There's a magic mouth in the castle, because OF COURSE there is. 

25. GREAT HALL ANTECHAMBER

There is a sagging wooden shelf against the north wall bearing several bottles of wine (one still corked and full, but long turned to vinegar), and another on the south wall with dozens of smaller bottles and flasks. They contain dried remnants of chemicals, an assortment of glowing, iridescent colours. Some have a very small amount of dried powder.


A table in the middle of the room has been sundered by a large cluster of blue-pink crystals that juts out of the floor, glittering in the light. Within it you can see a misshapen creature, humanoid, covered in sharp barbs, with large claws and sabre like fangs. It's face is curled in an expression of rage. It holds a human hand with a large ruby ring on the index finger. There are tiny magical glyphs on the ring, but through the crystal you cannot discern what they are. 


Smaller crystal clusters appear on the floor and along the walls, each encasing what was once a living being, forever preserved. The smaller crystal clusters contain two foot long centipedes with human faces, rats with insect legs, and a blotch of black ichor. 


There is a large book on an alabaster slab table shoved against the south east wall, surrounded by six blobs of red wax. It's pages are burnt black, as is the table surface surrounding it and the ceiling above. Blood stains the floor and leads away towards the north. There are scratch marks in dried blood that intersect with them. Burnt scraps of paper are scattered around the door at the north side. 


DRIED SPELL INGREDIENTS: Some are healing, some poison (sniffing them save vs constitution or collapse for 1d6 rounds incapacitated; once sniffed there is not enough left for another does), some levitation, some used in demonic summoning rituals, some in planar travel. 


THE CRYSTAL: It contains a BARBED DEMON; it is long dead, its tissues shattered by thousands of tiny crystals. Its flesh may be sold to apothecaries for 30 gp. 



26. STORAGE ROOM

There are wood shelves, crates, barrels here. Several have been smashed open. Some have bits of grain still in them. The rest are empty. 



27. ANTECHAMBER OF THE CASTELAN

The broad hall is lined with lush tapestries depicting scenes of diplomacy, parades and castle feasts. The floor is of polished granite, but is now chipped and worn. There are heavy chairs of stained walnut spaced along the north and south walls, and a suit of armour gripping a halberd on a plinth before the door at the west end.


ANIMATED ARMOUR: If anyone approaches within striking distance of it’s halberd, it will strike. It has standard stats. AC 16, HP 33, Speed 25 ft, STR+2, DEX+0, CON+1, INT-5, WIS-4, CHA-5 immune to poison, psychic, Blindsight 60ft, challenge 200xp. 

ATT+4 to hit, 2 attacks 1d10 damage; ALSO SLAM +4 to hit, 1d6+2, bludgeoning damage.


The interior of the statue is filled with toxic black ichor and mould. 



28. CASTELLAN’S CHAMBER

The room is spacious and sunlight streams through the narrow arrow slits, shrouded by tattered drapes.Rich tapestries, now faded and moth-eaten, adorn the stone walls, depicting scenes of valour. The threadbare remains of luxurious rugs cover the floor.


A grand canopy bed stands against the west wall. A large wooden desk commands attention in the centre of the chamber. Its surface is marred with ink stains and age. Parchments and faded scrolls are scattered across the desk. 


Against the north wall, a stone fireplace stands, its hearth now filled with debris. Above the mantelpiece is the portrait of a stern looking noble with a black beard, richly attired with a gold gorget around his neck. There is a manticore in the landscape behind him. 


Along the east wall is a large oak wardrobe. 


The shadows in the chamber play tricks on your eyes. When you look at the walls, you’d swear there is one more shadow cast than there are party members…


Shadow: AC 12, HP 16 (3d8 + 3), Speed 40 ft., Str 6 (-2), Dex 14 (+2), Con 13 (+1), Int 6 (-2), Wis 10 (+0), Cha 8 (-1), Vulnerablities: Radiant Damage Resistances: Acid, Cold, Fire, Lightning, Thunder, non magical weapons; Damage Immunities: Necrotic, Poison; Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious; Senses Darkvision 60 ft., Passive Perception 10, Languages: None, Challenge Rating: 1/2 (100 XP).

Traits:

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Light vulnerability: attacks, saving throws, ability checks at disadvantage in sunlight.

Actions:

Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from its attack, they arise 1d4 hours later as a new shadow.


The shadow will avoid the window area, unless someone moves to open the drapes, in which case it will attack them. It will otherwise lurk and wait for an opportunity attack. It will follow the players to attack while one stands guard, silently kill him, then the others.


THE BED: The ornately carved headboard, now chipped and worn, bears the insignia of a noble house, an eagle grasping a serpent, that has long since faded into obscurity. 


THE WARDROBE: Inside are moth-eaten clothing and faded silk garments. A rusted ring with a single key catches your eye. It opens the door to 34 in the dungeon (temple). 


DOCUMENTS: There is a royal decree with half a dozen copies, and arrest warrants for half a dozen traitors (Sir Guthrie, Lord Andel, Lord Jalyn, Lady Gwyneth of Hawthorne, Lady Margaret, Lord Hawthorne):


Royal Decree


By the divine grace bestowed upon me, King Eomel, I doth proclaim this solemn decree unto all the valiant subjects of my kingdom. 


This rebellion shall not be countenanced, nor shall its adherents be suffered to roam freely.


To all loyal subjects, stand not idly by, but with unwavering loyalty and unwavering hearts, rally to the standard of the Crown. 


To the rebellious horde and to all who, in their folly, lend support to their despicable cause, I doth pronounce this sentence: death by hanging. 


Know ye that the arm of justice shall be swift and unyielding.


To those who, in their loyalty and devotion, serve as beacons of righteousness amidst the tempestuous sea of rebellion, I promise rewards. Let titles, lands, and honors be bestowed upon those who stand resolute, for their steadfastness in the face of adversity shall be the cornerstone upon which our kingdom's future shall be built.


Let this royal decree resound throughout the land, a clarion call to all who value order, loyalty, and the sacred bond between king and subject. 


Signed and sealed,

King Eomel



29.  THE GREAT HALL

A magnificent Great hall with white marble floors and soaring granite columns, it has seen better days. Benches near the east side have been blown against the wall, and are partially burned. There is a stained mahogany throne against the west side of the chamber, atop a set of stairs and set before a fresco of a king and queen surrounded by knights, clerics, standing before a familiar castle, while griffins soar in the clouds above them. 


In the centre of the chamber floor is a massive pentagram within a circle of magical symbols. Beside it is a twenty foot wide hole, with a scorched black rim sagging into the earth. Cracks in the marble floor radiate outward from the hole, which goes down at least forty feet through solid rock, now melted into glassy iridescent slag. The tunnel is irregular but the shining surface is smooth as glass. 


From the north and south walls hang tattered banners of long dead Merovian Kings. Long tables have been scattered against the south walls, along with overturned benches. There are three outlines in soot of vaguely human figures on the middle of the south wall.


The room is cold and drafty, and smells of ozone with an acrid tang that stings your nostrils. 


BELOW THE OUTLINES:

A half burned leather cover of a magical tome with the title “Demonology of Greater Chaos by Alardus Gr—”, a holy symbol of the All-Being (cracked), and 4 half melted GP.


SE CORNER:

In the southeast corner behind the benches is a desiccated homunculus corpse, curled up and clutching a broken wand. 


AROUND THE HOLE: There are several spots of thick black ichor on the floor, they seem to have partially dissolved the marble. Much of it has been scraped away and there is a discarded flask stopper nearby. Touching the ichor does 1 hp of necrotic damage and gives the person a flashing vision of a pitted flame engulfed hellscape. It is demon blood and can be used in dark necromantic rituals. It was mostly harvested by the necromancer.



30. GUEST CHAMBERS; GRAND WIZARD’S ROOM

The tower chamber is almost 40 feet wide, with a large fireplace on the north side. The walls are adorned with tapestries depicting scenes of lush landscapes and regal hunting parties. Remnants of velvet drapes hang in front of the embrasures and dust motes dance in the sunlight that filters through the narrow arrow slits.


A large, four-poster bed dominates the room. The silk canopy above it now hangs in disarray, but the mattress and bedding are in good condition.A worn writing desk near the bed is cluttered with papers, crumpled parchment, ink pots and quills. A set of antique wooden chairs are arranged around a small table near the east wall. A crystal decanter and a set of delicate glassware rest upon the table, covered in dust. 


Against the west wall are large, imposing bookshelves and a step stool. 


BOOKS: Mostly arcane tomes in forgotten languages, but the symbols on and in them are recognizably demonic. Viewers who try to read the text must make a Wisdom save of 15 or go insane. 


DESK: DC WISDOM 10 to spot the secret compartment on the desk. It holds a small leather bound tome with a golden clasp, a lock of hair and a silver key with something similar to an ‘x’ engraved on the handle.


CRUMPLED LETTER ON DESK:


Grand Magus Seraphina,


I pen this response to address the distressing claims brought forth by Adept Wolthric, whose words weave a tapestry of delusion and paranoia.


Know that the Eldritch Veil stands firm in its commitment to the principles of knowledge and arcane mastery. We embrace the mysteries of the cosmos and delve into the depths of forbidden magics not out of blind ambition, but rather in pursuit of enlightenment. 


The accusations levelled against our order are the ravings of a troubled mind, clouded by his own deranged experiments and fragile sanity.


The Eldritch Veil shall remain a beacon of knowledge, unwavering in our pursuit of arcane mastery.


With conviction,

Archmage Pimrith

Grand Master of the Eldritch Veil



LETTER ON DESK:


Archmage Pimrith,


I pen this urgent missive to address the grave concerns that have arisen in the wake of Adept Wolthric's claims and the unsettling reports that continue to flood the halls of the Twin Spires. 


While I understand your steadfast conviction in the pursuit of arcane knowledge and the illumination it promises, I implore you to consider the ramifications of your actions. The boundaries of our mortal understanding are fragile, and the unseen forces you meddle with hold power far beyond your grasp. The ethereal tremors that now reverberate across the realms are not to be taken lightly.


I beseech you, Archmage, to cease all further magical experiments that delve into the forbidden depths of the occult. The Eldritch Veil, once a beacon of wisdom and enlightenment, must not become a vessel for our mutual downfall.


In the interest of rectifying this dire situation, I have dispatched two esteemed wizards from the Grand Council to investigate. They shall arrive within the fortnight.


May the arcane winds guide your decisions, and may the light of reason guide your path.


Grand Magus Seraphina


LETTER HANDOUTS FOR PLAYERS: 




THE TRIAD TOME

There are the spirits of three dead sorcerers embedded inside the tome, condemned by a rival wizard long ago. The sorcerers can write messages to players, which will appear on the pages, then fade forever. Characters can write messages on the blank pages which will then also fade, but will (may) be answered by the trapped sorcerers. 


If the book is thrown into the Nexus, it will release the wizards if the proper incantation is made, otherwise the book will explode in a burst of magical energy for 3d6 damage in a twenty foot radius. The sorcerers will lie and say their incantation will seal the rift. It won’t, but it will allow them to escape the book as disembodied spirits (ghosts) who can then attempt to possess living characters. The sorcerers are bent on revenge against the Circle of the Magi (Circulus Magorum). 


CAELEN, level 5 wizard

SIOBHAN, level 7 warlock

LACHLAN, level 9 wizard


BOOKS: The volumes cover a range of subjects—history, poetry, religion (the All-Faith) and philosophy. Religious texts covering all aspects of faith, proper days to eat fish, prayers, and so on exist here in abundance, along with records of goings on in the castle, recorded by the Druidun sages. They are mostly boring and tedious.



31. FOYER

This large foyer is dank and smells of dung, mould and mildew. The intricate mosaics of polished marble on the floor, now chipped and faded, are mostly covered by a large mound of dung, plant debris, refuse and hay. Out of this obscene stench grow dozens of huge pasty white mushrooms and toadstools. Patches of black mould cover the walls, as well as the tattered remnants of banners bearing the crests of forgotten noble houses.


The refuse pile seethes with life, including swarms of insects, rot grubs and a nest of giant rats.


4 GIANT RATS
Small beast, unaligned

Armor Class: 12
Hit Points: 7 (2d6)
Speed: 30 ft.

STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 4 (-3)

Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft., passive Perception 13
Challenge: 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on attack rolls against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.



32. GUEST CHAMBER

There is a fireplace along the northwest wall, and a bed against the southeast. In the centre of the room, dominating it, are two large tables surrounded by chairs, many of them knocked over. A dozen armoured bodies lie scattered about where they fell, one pinned to the table by a sword impaled through his chest. A vial of blue liquid has rolled out of his desiccated hand. An open scroll pinned with a knife is beside him. The corpses wear tattered livery in faded red and gold. Cobwebs coat everything, and the air is filled with motes of dust caught in the light. Mould extends into the room from the entrance way. 


Ornate, faded tapestries line the walls, but all the figures of the king have been defaced. There are goblets overturned on the floor, along with dropped and shattered weapons. Against the far wall is a book bound in leather and decorated with gold, on a stone pedestal. 


You hear faint cries and the clang of weapons clashing as if in the distance, that grows louder and louder. The room begins to shimmer…


…faint apparitions appear, like wisps of fleeting smoke, soldiers resembling the fallen in the room. More apparitions pour in from the doorway, and the two groups engage in battle. 


The ECHOES: AC 15, hp 12, +2 to hit, 1d4 necrotic damage, whatever the weapon. These are echoes of past trauma, and will repeat the battle that lead to their deaths. They will engage characters if they get in the way or attack. There are two factions: 6 rebels and 8 kingsmen. The echoes cannot pass through solid objects in the room, but can pass through characters as they enter (causing a chill) and can take ‘damage’, once the characters disturb the drama. When 0 hp reached it dissipates temporarily. They cannot leave the chamber. It takes five minutes for the drama to play out, after which they will have all slain each other and the room will be empty for 1 hour as the trauma energy dissipates. Turn undead will banish them for an hour. They will keep returning unless a Lift Curse is performed.


THE BOOK: The history of Druidun. See handout. 


VIAL: Potion of healing 2d6. 


Anyone attempting to retrieve the book, document/scroll or the vial will be attacked.


SCROLL: 


Royal Decree


By the divine grace bestowed upon me, King Eomel, I doth proclaim this solemn decree unto all the valiant subjects of my kingdom. 


This rebellion shall not be countenanced, nor shall its adherents be suffered to roam freely.


To all loyal subjects, stand not idly by, but with unwavering loyalty and unwavering hearts, rally to the standard of the Crown. 


To the rebellious horde and to all who, in their folly, lend support to their despicable cause, I doth pronounce this sentence: death by hanging. 


Know ye that the arm of justice shall be swift and unyielding.


To those who, in their loyalty and devotion, serve as beacons of righteousness amidst the tempestuous sea of rebellion, I promise rewards. Let titles, lands, and honors be bestowed upon those who stand resolute, for their steadfastness in the face of adversity shall be the cornerstone upon which our kingdom's future shall be built.


Let this royal decree resound throughout the land, a clarion call to all who value order, loyalty, and the sacred bond between king and subject. 


Signed and sealed,

King Eomel



33. FORMER ARMOURY; KOBOLD GUARD ROOM

Six adult kobold males are here, armed with daggers and slings. Their dagger tips are poisoned. There is a large covered barrel against the north wall. There is hay, a bowl of water and a poisonous snake inside. They use it for poison. There are several small piles of copper coins and a cluster of dice in the centre of the room. 24 cp in total.


Small Humanoid (Kobold), Lawful Evil

Armor Class 12

Hit Points 5 (2d6 - 2)

Speed 30 ft.

STR7 (-2)DEX

15 (+2)CON9 (-1)INT8 (-1)WIS7 (-2)CHA8 (-1)

Senses Darkvision 60 ft., Passive Perception 8

Languages Common, Draconic

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. POISON: DC 11 CON or take 2d6 poison damage or 1d6 if successful.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



34. BARRACKS

Oak bunks, with hemp mesh, stand against the walls, and there are 3 long wood tables in the centre. Racks hold a few rusted weapons and fragments of armour. There’s a broken arrow on the floor, along with a rusted helmet. The floor is covered by swathes of gravel and a spilled barrel of quicklime. Kobold footprints track through it.


TRAP DOOR: Just inside double doors of west wall, is a pit trap. It is pressure activated, requires more weight than a single kobold, and tumbles the victim 20 feet down into the hall of the great dungeon prison below, for 2d6 damage. DC 15 to grab an edge and avoid falling. 

Spotting: DC 15 perception/wisdom to spot something odd, DC 15 to confirm it’s a trap. 



35. CAPTAIN OF THE GUARD CHAMBER

The interior of this chamber is scorched black, and there are only burnt remnants of furniture and three charred bodies. They are wearing half-melted chainmail. 


PERCEPTION DC12 CHECK: You notice a faint ripple passing through the soot and debris on the floor, like a fish passing just beneath the surface of a pond.


BODIES: One of the bodies wears a mithral bracelet worth 10 gp. 


3 ASH MEPHITS AC11, HP 22, Speed 30, fly 30, STR-2, DEX+1, CON +1, INT+0, WIS +0, CHA-3 PER+2 Stealth+3, vulnerable: radiant, immune: fire, necrotic, poison; dark vision 60ft, per12, challenge 100xp

Death burst: within 5 feet coarse ash, DC CON11 or blinded +1d6 damage. SAVE end of each turn if success; false appearance: looks like ashes; false life (1/day) cast false life on itself, gaining 6HP for an hour. ATTACK +3, 5ft, Hit:1d4+1+1d4necrotic damage. Ash breath: 15 foot cone of ash. DC11 or blinded till end of next turn.


The mephits love this room full of ash, and revel in marinating in the debris. They intensely dislike intruders interrupting their fun and will attack until intruders until they leave, or the mephits have taken serious damage, at which point they will flee temporarily. They will attempt to return later. If characters are willing to burn things and create ash piles, they may be negotiated with.



36. TEMPLE

A long narrow chamber with tall narrow stained glass windows along the west wall, and 7 rows of pews before an ornate marble altar to the All-Being at the far end, before a large mosaic. The altar has been defaced, stained with blood, and the saints heads replaced with kobold skulls adorned with feathers, beads and a silver necklace. Cleavers lie beside a pile of meat on the altar top. An open barrel covered with dark stains sits before it. The room smells foul and corrupt. Dried strips of flesh hang from the chandeliers. 


SILVER NECKLACE: worth 5gp.


BARREL: The barrel is filled with offal, loose guts and discarded organs; within it lives a large poisonous CENTIPEDE. It will only attack if someone approaches within 5 feet. 


FLOOR: There are some loose, tiny metal rings on the floor, likely from chainmail, and dark brown irregular stains. 


MOSAIC: A large wall mosaic depicts a King and his priest advisors with foreign dignitaries kneeling before them, but their faces have been violently slashed and defaced. 


CENTIPEDE: AC13, HP4, STR-3, Speed 30, DEX+2, CON+1, INT-5, WIS-2, CHA-4

Blindsight 30ft, 50xp BITE+4 to hit, 1d4+2 piercing DC11 CON save or poison damage 3d6; poison reduces to 0 = paralyzed for 1 hour, even after regaining HP.