Sunday, January 8, 2023

Dungeon23 Day 8/365

For the summary of Dungeon23, the entrance to the dungeon, and my custom solo-play Background, click here:

https://2d6orcs.blogspot.com/2023/01/dungeon23-intro-and-day-1365.html


Interlude

You have hit your first milestone; you are now level two. When reaching a new level in this campaign, you always gain the maximum amount of hit points per level. Your robust, solitary lifestyle means that you have to rely on your own prowess and willpower to survive.

If you are alone: During your long rest, you have time to think and meditate. You've come a long way in a short time and brushed with more danger than the average peasant sees in a whole year. You still don't know who built this place, or places, and why they are all interconnected. Tunnels and caves, fortress rooms and oubliettes; you have a feeling you'll have seen a lot more once this is through.

If Grok is with you: The goblin becomes talkative during the rest. He is curious to see what you think of goblins, and how you feel about trying to find his tribe. If you are a goblin, he's interested to hear how you were raised and lived in the outside world. If he thinks that you mean his people harm, he will leave your party during the rest. It is a DC 14 Deception (Charisma) check to hide this from him. Otherwise, he seems relieved to have found an unlikely ally in this bizarre dungeon.

Finding his tribe:  He only know that there is a large mushroom patch before his tribe's cave, and that is can sometimes take days to find his way back. This is not the first time he's been separated. He is sure that Chief Broktus will reward you if you help him return.

About this dungeon: He says that it is not unusual to find natural caves and constructed chambers running together. These hills have been home to various factions and creatures over the years, and some have built strongholds, dug mines, or simply squatted here. There is a rumor that the whole thing is actually designed by someone called "The Dungeon Master," but he has no idea who that is or why they would do such a thing.

Arcana (Intelligence) DC 14: "The Dungeon Master" is a title worn by a notorious wizard of ages past. Very few details about them are known, other than they enjoyed nothing more than constructing or repurposing caves and fortresses into elaborate deathtraps to challenge would-be adventurers. Such places always contained deadly monsters and impossible traps, but also vast and unimaginable wealth and treasures.

Once you are ready: The next room opens into a hexagonal chamber, dimly glowing runes adorn a pedestal in the center of the room. A single red rune glows enticingly on the top, the symbols making the vague shape of a hand. There are two exits behind iron portcullises, one to the left and one to the right.

Force the Portcullis Open, Athletics (Strength) DC 18: Although designed to stay put, you manage to wrench them upward, damaging the mechanism and forcing the way open. If you fail this check by five or more, you gain one level of Exhaustion.

Press the rune: Both portcullises open simultaneously, and there is mocking laughter that echoes through the room. The runes cease to glow. Increase the Doom Counter by one.

No comments: