Corridor Features
a
Burning torches in iron sconces line the corridor
c
A group of demonic faces have been carved into the walls
e
A tile labyrinth covers the floor
i
Part of the ceiling has collapsed into the corridor
m
A chirping noise fills the corridor
n
History
r
Walls
s
Floor
u
Temperature
v
Illumination
w
A sour odor fills the corridor
x
A group of demonic faces have been carved into the walls
z
A fountain of water sits in an alcove here
Wandering Monsters
1
Orc Nurtured One of Yurtrus (cr 1/2, vgm 184) and 5 x Orc (cr 1/2, mm 246); hard, 600 xp, gathered around an evil shrine
2
Orc Red Fang of Shargaas (cr 3, vgm 185) and 1 x Giant Bat (cr 1/4, mm 323); medium, 750 xp, hunting for food
3
Orc War Chief (cr 4, mm 246) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp, scouting from another part of the dungeon
4
Orog (cr 2, mm 247); easy, 450 xp, lost and desperate
5
Orc Nurtured One of Yurtrus (cr 1/2, vgm 184) and 6 x Orc (cr 1/2, mm 246); hard, 700 xp, scavenging for food and treasure
6
Orog (cr 2, mm 247) and 1 x Orc (cr 1/2, mm 246); easy, 550 xp, wielding bizarre eldritch powers
Room #1
North Entry
Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Hidden Treasure
Hidden (DC 20 to find) Trapped and Unlocked Simple Wooden Chest (10 hp)
Contact Poison: DC 10 to find, DC 10 to disable; affects each creature which touches the trigger, DC 18 save or take 4d10 damage
2200 cp, 1400 sp, 20 gp, a bloodstone salt cellar engraved with arcane runes (25 gp), a brass chalice engraved with draconic scales (25 gp), a fine leather merchant's cap adorned with a feather (25 gp), a linen choker threaded with electrum (25 gp), a linen merchant's cap trimmed with squirrel fur (25 gp), a rosewood bowl inlaid with a meandros of silver (25 gp), Spell Scroll (Spare the Dying) (common, dmg 200), 2 x Potion of Climbing (common, dmg 187), Potion of Greater Healing (uncommon, dmg 187), 2 x Potion of Healing (common, dmg 187)
Room #2
South Entry
Locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp)
Room Features
Various torture devices are scattered throughout the room, and the sound of chimes can be heard in the south-west corner of the room
Room #3
North Entry
Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
East Entry
Secret (DC 25 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestry of arcane patterns
Room Features
A simple fireplace sits against the west wall, and a clicking noise fills the room
Monster
Tanarukk (cr 5, vgm 186) and 1 x Orc (cr 1/2, mm 246); deadly, 1900 xp
Treasure: 1800 cp, 1100 sp, 40 gp, 6 x diamond (50 gp), citrine (50 gp), moonstone (50 gp), onyx (50 gp), 2 x quartz (50 gp), Potion of Healing (common, dmg 187)
Room #4
East Entry
Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Room Features
A rope ascends to a balcony hanging from the south wall, and someone has scrawled a draconic face on the south wall
Room #5
West Entry
Secret (DC 20 to find) Unlocked Simple Wooden Door (10 hp)
Ⓢ The door is concealed within a horrific torture device
East Entry #1
Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
East Entry #2
Locked Good Wooden Door (DC 25 to open, DC 15 to break; 15 hp)
Room Features
The floor is covered in perfect hexagonal tiles, and several pieces of rotten rope are scattered throughout the room
Monster
Orc Blade of Ilneval (cr 4, vgm 183) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 15 sp; 23 cp
Room #6
South Entry
Secret (DC 20 to find) Trapped and Locked Stone Door (DC 10 to open, DC 25 to break; 60 hp)
Ⓢ The door is located above a small stone dais and designed to make noise when opened
Ⓣ Rune of Confusion: DC 15 to find, DC 20 to disable; affects all targets within 10 ft., DC 19 save or become confused (phb 224) for 1d4 rounds
Room Features
A magical statue in the west side of the room answers questions with insults, and spirals of green stones cover the floor
Room #7
South Entry
Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
Room Features
A faded and torn tapestry hangs from the north wall, and a pair of boots lies in the center of the room
Room #8
North Entry
Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #20, inhabited by Orc Blade of Ilneval and 1 x Orc
South Entry
Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ The door is concealed within a horrific torture device
Empty
Room #9
North Entry #1
Trapped and Unlocked Good Wooden Door (15 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 10 save or take 1d10 damage
North Entry #2
Trapped and Unlocked Simple Wooden Door (10 hp)
Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 12 save or take 1d10 acid damage for 1d4 rounds
East Entry
Trapped and Unlocked Iron Door (60 hp)
Ⓣ Falling Block: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 10 save or take 1d10 damage
Room Features
A stream of quicksilver flows along a channel in the floor, and a fountain of water sits against the west wall
Monster
Orc Hand of Yurtrus (cr 2, vgm 184) and 1 x Orc (cr 1/2, mm 246); easy, 550 xp
Treasure: 10 gp; 18 sp
Room #10
East Entry
Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Teleporter Crystal: DC 15 to find, DC 10 to disable; affects each creature which touches the crystal, DC 17 save or be teleported to another location
Monster
Orc Blade of Ilneval (cr 4, vgm 183) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 17 sp; 15 sp
Trap
Symbol of Panic: DC 10 to find, DC 15 to disable; affects all targets within 10 ft., DC 11 save or become frightened for 1d4 rounds
Hidden Treasure
Hidden (DC 15 to find) Unlocked Simple Wooden Chest (10 hp)
2500 cp, 900 sp, 80 gp, a brass flower brooch inlaid with a filigree of electrum (25 gp), a petrified frog engraved with arcane runes (25 gp), a set of crystal dice (25 gp), an earthenware plate embossed with draconic runes (25 gp), an ivory comb set with spinel (25 gp), an obsidian chalice engraved with dwarven runes (25 gp)
Room #11
West Entry
Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
East Entry
Locked Good Wooden Door (DC 20 to open, DC 15 to break; 15 hp)
Room Features
The floor is covered in square tiles, alternating white and black, and several adventurer corpses are scattered throughout the room
Monster
Tanarukk (cr 5, vgm 186); deadly, 1800 xp
Treasure: 190 sp, 90 gp
Room #12
East Entry
Trapped and Locked Iron Door (DC 20 to open, DC 30 to break; 60 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 17 save or take 4d10 damage
Empty
Room #13
North Entry
Trapped and Stuck Strong Wooden Door (DC 15 to break; 20 hp)
Ⓣ Guillotine Blade: DC 15 to find, DC 10 to disable; +8 to hit against one target, 2d10 slashing damage
West Entry
Locked Simple Wooden Door (DC 25 to open, DC 15 to break; 10 hp)
East Entry
Secret (DC 20 to find) Unlocked Strong Wooden Door (20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty
Room #14
West Entry
Trapped and Stuck Good Wooden Door (DC 15 to break; 15 hp)
Ⓣ Thunderstone Mine: DC 15 to find, DC 15 to disable; affects all targets within 20 ft., DC 11 save or take 1d10 thunder damage and become deafened for 1d4 rounds
South Entry
Secret (DC 25 to find) Locked Stone Door (DC 15 to open, DC 25 to break; 60 hp)
Ⓢ The door is located above a small stone dais and designed to make noise when opened
Room Features
A stone ramp ascends towards the west wall, and a bent key lies in the east side of the room
Monster
Orog (cr 2, mm 247) and 4 x Orc (cr 1/2, mm 246); deadly, 850 xp
Treasure: 11 ep; 13 gp; 21 sp; 22 cp; 9 ep
Room #15
North Entry
Trapped and Unlocked Stone Door (60 hp)
Ⓣ Guillotine Blade: DC 10 to find, DC 10 to disable; +11 to hit against one target, 4d10 slashing damage
Room Features
A tapestry of a god of light hangs from the west wall, and acid drips from the ceiling in the north side of the room
Room #16
West Entry
Trapped and Unlocked Strong Wooden Door (20 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects each creature which touches the crystal, DC 14 save or be teleported to another location
Empty
Room #17
East Entry
Locked Simple Wooden Door (DC 10 to open, DC 15 to break; 10 hp)
South Entry
Locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp)
Room Features
Someone has scrawled "Death comes on silent wings" on the east wall, and the sound of chimes fills the room
Room #18
North Entry
Trapped and Unlocked Iron Door (60 hp) (slides down)
Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10 damage
Empty
Room #19
East Entry
Trapped and Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)
Ⓣ Teleporter Crystal: DC 10 to find, DC 15 to disable; affects each creature which touches the crystal, DC 17 save or be teleported to another location
South Entry
Trapped and Locked Strong Wooden Door (DC 20 to open, DC 20 to break; 20 hp)
Ⓣ Falling Block: DC 15 to find, DC 15 to disable; affects all targets within a 10 ft. square area, DC 17 save or take 4d10 damage
Room Features
A mural of a fire god covers the ceiling, and several pieces of rotten bread are scattered throughout the room
Monster
Orc Claw of Luthic (cr 2, vgm 183) and 2 x Orc (cr 1/2, mm 246); hard, 650 xp
Treasure: 21 cp; 12 ep; 13 sp
Room #20
North Entry
Locked Simple Wooden Door (DC 20 to open, DC 15 to break; 10 hp)
East Entry
Trapped and Locked Iron Door (DC 10 to open, DC 30 to break; 60 hp)
Ⓣ Contact Poison: DC 15 to find, DC 10 to disable; affects each creature which touches the trigger, DC 11 save or take 1d10 damage
South Entry
Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)
→ Leads to room #8
Monster
Orc Blade of Ilneval (cr 4, vgm 183) and 1 x Orc (cr 1/2, mm 246); hard, 1200 xp
Treasure: 9 ep; 10 gp
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!"