Somewhere there is an infernal asylum.
Where a group of Orc cultists watches over one lone goblin.
Who is this Goblin and what did they do to become the one individual in the infernal asylum?
A Randomly generated dungeon done on live stream
Random name gen (Dungeon names (fantasynamegenerators.com) )
Random dice (Roll a D10 (rolladie.net) )
Level 1: donjon; d20 Random Dungeon Generator (bin.sh)
General
Walls
Masonry (Climb DC 20)
Floor
Uneven Flagstone (Balance DC 10 to charge or run)
Temperature
Extreme Heat (creatures take 1d6 points of lethal damage per minute (no save) and must succeed on a Fortitude saving throw every 5 minutes or take 1d4 points of non-lethal damage, creatures wearing heavy clothing or any type of armor take a -4 penalty on their saves; a creature that takes any non-lethal damage from heat exposure suffers from heatstroke and is fatigued; creatures wearing armor or coming into contact with hot metal are affected as if by a heat metal spell)
Illumination
Dark (individual creatures may carry lights)
Corridor Features
a
Skeletons hang from chains and manacles against the walls
c
Cobwebs fill the corridor
e
The sound of horns fills the corridor
i
An iron chandelier hangs from the ceiling here
m
Scythe Blade: CR 3; mechanical; location trigger; manual reset; Atk +10 melee (2d6/19-20); multiple targets (all targets in a 5 ft. radius arc); Search DC 22; Disable Device DC 22
n
Skeletons hang from chains and manacles against the walls
r
The walls here have been engraved with endless spirals
s
Withered corpses are nailed to the corridor walls
Wandering Monsters
1
8 x Small Fiendish Centipede, bloodied and fleeing a more powerful enemy
2
1 x Imp (devil), trying to lure the party into an ambush
3
11 x Tiny Fiendish Centipede, tracking the party
4
1 x Large Fiendish Centipede, investigating a strange noise
5
11 x Tiny Fiendish Centipede, wandering senselessly
6
1 x Lemure (devil), scouting from another part of the dungeon
Room #1
North Entry #1
Archway
North Entry #2
Archway
West Entry
Archway
Room Features
A narrow shaft falls into the room from above, and a tapestry of legendary monsters hangs from the south wall
Monster
10 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft.com/0 ft.; SA Poison, smite good (+1) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #2
West Entry
Archway
→ Leads to room #32
South Entry
Archway
Room Features
A tapestry of a legendary battle hangs from the north wall, and someone has scrawled "Save yourself, kill the others" on the north wall
Monster
1 x Large Fiendish Centipede
Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft.com/5 ft.; SA Poison, smite good (+3) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #3
West Entry
Archway
→ Leads to room #19
East Entry
Archway
→ Leads to room #15
Empty
Room #4
North Entry #1
Archway
→ Leads to room #39
North Entry #2
Archway
East Entry
Archway
→ Leads to room #16, inhabited by 3 x 1st Level Warrior Tiefling
Monster
14 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft.com/0 ft.; SA Poison, smite good (+1) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #5
North Entry #1
Archway
North Entry #2
Archway
→ Leads to room #18
East Entry
Archway
→ Leads to room #20, inhabited by 1 x Large Fiendish Centipede
South Entry
Archway
Room Features
A faded and torn tapestry hangs from the east wall, and the ceiling is covered with cobwebs
Trap
Earthmaw Trap: CR 2; magic device; location trigger; no reset; earthmaw (1d6 damage, DC 10 Reflex save for half damage); Search DC 22; Disable Device DC 20
Room #6
West Entry
Archway
→ Leads to room #10
Monster
1 x Large Fiendish Centipede
Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft.com/5 ft.; SA Poison, smite good (+3) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #7
East Entry
Archway
→ Leads to room #27, inhabited by 12 x Tiny Fiendish Centipede
South Entry #1
Archway
→ Leads to room #20, inhabited by 1 x Large Fiendish Centipede
South Entry #2
Archway
Room Features
A magical mirror on the west wall speaks riddles and cryptic prophecies, and a pierced breastplate lies in the north-west corner of the room
Room #8
North Entry
Archway
→ Leads to room #40, inhabited by 1 x Large Fiendish Centipede
West Entry
Archway
Empty
Room #9
North Entry
Archway
East Entry
Archway
→ Leads to room #35
Monster
12 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft.com/0 ft.; SA Poison, smite good (+1) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #10
North Entry
Archway
→ Leads to room #37, inhabited by 1 x Lemure
East Entry #1
Archway
→ Leads to room #31
East Entry #2
Archway
→ Leads to room #6, inhabited by 1 x Large Fiendish Centipede
South Entry
Archway
Room Features
A chute falls into the room from above, and a set of demonic war masks hangs on the west wall
Room #11
West Entry
Archway
South Entry
Archway
→ Leads to room #19
Room Features
A large kiln and coal bin sit in the south side of the room, and several candles are scattered throughout the room
Monster
1 x Lemure (devil)
Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0; Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5 ft.com/5 ft.; SA -; SQ Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
Skills and Feats: -; -
Room #12
East Entry
Archway
→ Leads to room #32
South Entry
Archway
Room Features
Several square holes are cut into the ceiling and floor, and someone has scrawled "This paladin is dead" on the west wall
Room #13
North Entry
Archway
→ Leads to room #41, inhabited by 1 x Lemure
West Entry
Archway
→ Leads to room #27, inhabited by 12 x Tiny Fiendish Centipede
East Entry
Archway
→ Leads to room #26
Monster
9 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft.com/0 ft.; SA Poison, smite good (+1) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #14
North Entry
Archway
West Entry
Archway
East Entry
Archway
→ Leads to room #19
Room Features
A shallow pit lies in the south side of the room, and the floor is covered in perfect hexagonal tiles
Room #15
North Entry #1
Archway
→ Leads to room #33, inhabited by 13 x Tiny Fiendish Centipede
North Entry #2
Archway
West Entry
Archway
→ Leads to room #3
East Entry
Archway
→ Leads to room #40, inhabited by 1 x Large Fiendish Centipede
South Entry
Archway
Room Features
An altar of evil sits in the center of the room, and a metallic odor fills the room
Room #16
West Entry
Archway
→ Leads to room #4, inhabited by 14 x Tiny Fiendish Centipede
East Entry
Archway
→ Leads to room #41, inhabited by 1 x Lemure
South Entry
Archway
→ Leads to room #27, inhabited by 12 x Tiny Fiendish Centipede
Room Features
Someone has scrawled an arrow pointing up on the west wall, and a pair of dice lies in the east side of the room
Monster
3 x 1st Level Warrior Tiefling (planetouched)
1st level warrior tiefling: CR 1/2; Medium outsider (native); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft.com/5 ft.; SA Darkness; SQ Darkvision 60 ft., cold resistance 5, electricity resistance 5, fire resistance 5; AL NE; SV Fort +3, Ref +1, Will -1; Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Skills and Feats: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1; Weapon Focus (rapier)
Treasure: Arcane Scroll (Enlarge Person (25 gp), Summon Monster II (150 gp)) (total 175 gp); hoard total 175 gp
Room #17
West Entry
Archway
→ Leads to room #30, inhabited by 4 x Medium Fiendish Centipede
South Entry #1
Archway
South Entry #2
Archway
Monster
1 x Lemure (devil)
Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0; Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d4, claw); Full Atk +2 melee (1d4, 2 claws); Space/Reach 5 ft.com/5 ft.; SA -; SQ Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness; AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
Skills and Feats: -; -
Room #18
West Entry
Archway
East Entry
Archway
South Entry
Archway
→ Leads to room #5
Room Features
The floor is covered with shards of bone, and a pile of barrel staves lies in the north side of the room
Room #19
North Entry
Archway
→ Leads to room #11, inhabited by 1 x Lemure
West Entry
Archway
→ Leads to room #14
East Entry
Archway
→ Leads to room #3
Room Features
A stack of crates filled with rocks stands against the west wall, and a broken hammer lies in the north-east corner of the room
Room #20
North Entry
Archway
→ Leads to room #7
West Entry
Archway
→ Leads to room #5
Room Features
An iron sarcophagus sits in the center of the room, and several bent copper coins are scattered throughout the room
Monster
1 x Large Fiendish Centipede
Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft.com/5 ft.; SA Poison, smite good (+3) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #21
North Entry
Archway
South Entry
Archway
Monster
8 x Tiny Fiendish Centipede
Tiny fiendish centipede; CR 1/8; Tiny magical beast (extraplanar); HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft.com/0 ft.; SA Poison, smite good (+1) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 5; AL NE; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #22
North Entry
Archway
West Entry
Archway
→ Leads to room #26
Room Features
A circle of tall stones stands in the center of the room, and someone has scrawled a draconic face on the south wall
Room #23
North Entry
Archway
West Entry
Archway
Room Features
A ladder ascends to a wooden platform in the south-east corner of the room, and the sound of chimes fills the room
Room #24
North Entry
Archway
→ Leads to room #32
West Entry
Archway
South Entry
Archway
→ Leads to room #38, inhabited by 1 x Large Fiendish Centipede
Monster
1 x Large Fiendish Centipede
Large fiendish centipede; CR 1; Large magical beast (extraplanar); HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft.com/5 ft.; SA Poison, smite good (+3) 1/day; SQ Darkvision 60 ft., vermin traits, cold and fire resistance 5, spell resistance 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #25
East Entry
Archway
South Entry
Archway
Room Features
A simple fireplace sits against the north wall, and someone has scrawled an incomplete drawing of a dragon on the east wall
Monster
1 x Lemure (devil)
Lemure; CR 1; Medium outsider (evil, extraplanar, lawful); HD 2d8; hp 9; Init +0; Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d4, claw); Full A
Starting this Friday 11/26/2021 there is a huge 75% off sale on all the products in the "game Room". A lot of classic older games and comics, some of them have been there a WHILE!
Here is the first tour of the product, ill do more
Part of the problem is each character has specific rules for them , how David does things and howe 44 does things are different. That was my fault and its to late to change them
The Rules of the game.
0: The Game Master is always correct. They may not always be right but during the game they are always correct. If the game master makes a mistake, bring it up after the game is over don’t toss an X card and stop the game mid encounter.
1: This is a stupid game about Goblins with sticks. That’s it, this is a game, a game is supposed to be fun. It should never be more important then real life. If it’s not fun, that’s ok. We can talk about it or you can take a break. It’s a dumb game, that’s it.
2: Everything you encounter is the result of phenomenon you understand, or phenomenon you do not understand. S*** happens, the universe does not owe you an explanation and magic is the cheat code of the universe
4: Nothing is impossible, but some things are highly improbable. The universe does not owe you an explanation.
5: Write it down. It is not the universe job to remind you that you picked up a +1 spear in the 3rd game, your lucky if the universe can remember where it left it’s keys.
6: When in doubt, remember. At the end of the day when all the dust settles it is still just a stupid little game about Goblins with sticks
Shadowdark skill system
Method 1: Vague. Roll D20 + Appropriate stat mod
Method 2: Less vague. Each class has a skill called “Class stuff” and every race has a skill called “race stuff” whenever you are doing something specific to your class or race you can try to get the GM to let you use that skill.
Jen the elf has a skill called Elf Stuff, whenever she does ...
Mega Power March Day 30. Thank you
Thank you again to all the people who made these generators. See you next year.!
https://www.bestrandoms.com/random-su...
1: Ice powers
2: Life force absorption
3: Telekinesis.
Code name: Frostbite. Real name: Will Long. Profession. Car sales
1: Frost bite- Generates intense soul sucking cold that harms others but heals him and grants him temporary enhanced strength, durability and speed.
A down on his luck car salesmen who uses his powers to feed his sadistic urges
MEGAPOWER MARCH DAY 29
Almost done, can we take a moment to thank all the wonderful humans who made these tables and allowing me to use them every year?
Today its: https://spinthewheel.app/superpowers
1: Super Strength
2: Telekinesis
3: Aura manipulation?
I do not think we have rolled a super strong character yet?
Code name: Girl Boss Real name: Lia Gonzlezes Profession: teen hero/student.
1: Super strength. On her won she can lift about 300 to 400 pounds.
2: Telekinesis- This ability enhances her strength allowing her to lift almost ton and support the mass of objects that large. She can also perform telekinesis Assited leaps, do extra knock back damage with her punches and other super strength tricks.
3: Aura- She glows when she is using her powers
"You just cannot handle a Girl Boss!"