Tag: Dungeon23

  • Office Space | Dungeon 23

    Office Space | Dungeon 23

    Tucked in the back corner of the underground portion of the Temple of the Lords of the End is an office space. The last dual head clergy were two halfings, so the office has two halfing-sized desks with chairs. The chamber is packed with bookshelves, cabinets, decorative wall coverings and, like the main chamber has some damage from a Tunneling Nightmare.

    There are also a couple secret doors.

    1 – This secret door (DC 15) is to a small safe that contains gems and ingots. The interior is free from dust and it looks as if one ingot is new (DC 10, History or Culture(Sheljar).

    2 – One of the bookcases has a book-handle secret door system. It can be found with a DC 20 check. Behind that case is access to the alcove to one of Sheljar’s former ruling families, one that dedicated itself to Oun and Obscon rather than Quar. That chamber no longer has any remains.

    From Dungeon Scrawl

    We’re nearly done with the Temple of the Lords of the End. These two gods have a five chamber space that will be covered over three total entries. At this point there have been no monsters, but several hints that the Tunneling Nightmares, supposedly gone for several years, are active once again.

    Also, the remains that should be around are not.

    Maybe the death cult and the Necromancer were working together.

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.

  • Catacombs of the Lords of the End | Dungeon 23

    Catacombs of the Lords of the End | Dungeon 23

    After the intrepid explorers find the formerly sealed secret door they descend down into a small chamber using a ladder. That chamber is connected to a catacomb with 36 remaining alcoves for remains, four small doors to private burial chambers and a double door.

    The walls weep. Now somewhat below the waterline of the bog-city of Sheljar there is a heavy amount of moisture, plus the southwest corner is open to the brackish waters of the area. Outside of the open pool are a large pile of bones. It is clear that the opening is natural, not manmade.

    Created using Dungeon Scrawl.

    Possible learnings

    Intelligence checks attempting to understand what could make such a large opening could use Nature, History, Culture (Sheljar) to understand that damage was done by a Tunneling Nightmare (DC 15).

    Intelligence checks attempting to understand the alcoves and small doors could use Religion, Culture (Sheljar) to understand that the small doors are for former leadership of Sheljar (DC 10).

    Inspecting the bones using Survival or Perception would find that they are recent to the area, not covered in dust (DC 10) and there are now 4 skeletons attacking the group.

    Complications

    If 50% of the group takes enough damage to fall unconscious making death saves the roar of a Tunneling Nightmare echoes, partially muffled by the water.

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.

  • Temple of Oun and Obscon, the Lords of the End | Dungeon 23

    Temple of Oun and Obscon, the Lords of the End | Dungeon 23

    After the quick, safe ride on the sky-cable, you arrive at the top of a small tower. On the isle with the City Center this temple was abandoned when all of Sheljar turned their backs upon Oun and Obscon. These twin gods of death, endings, and darkness were rejected when the dead started to walk the earth again.

    The gondola stops atop the pillar shape of the temple, in a haphazard wooden frame, with large hole knocked out of the roof.

    Map by Dyson Logos, released as part of his commercially available project.

    This narrow temple is cramped for hobgoblins, mulgoblins, goliath and large animals. These tight turns in the cold stone pass quickly as most try to exit the dark temple to dark powers as fast as they can. Though the Necromancer had nothing to do with Oun and Obscon the stench of death is too strong.

    On the ground floor a search can result in finding the sealed secret door with an Intelligence check (DC 18). Intelligence, Culture (Sheljar), Religion are proficiencies that may apply if the characters act in ways that would connect them.

    That secret door is sealed tight with iron bands. A Strength check (DC 20) can break through. Athletics and certain tools will help open it. Magic could be used as well.

    If there is a desire to see how long that secret door has been sealed those that succeeded on the various checks would know that the seal is 25 years old, just as the Necromancer was coming to power. Is there a connection? Why not open the door and find out?

    Learn more about the Faiths of the Six Kingdoms here.

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.

  • First Sky-cable of Sheljar

    First Sky-cable of Sheljar

    When the goblins and the Lorebook Hunters decided to make Sheljar into a Free City, where all thinking peoples were respectedm there was a vast, several mile separation between the suburbs and caves that the goblins discovered and the former City Center with its library, temples, city hall and palace.

    The First Sky-cable was constructed to connect these places without worry about bridges, or Tunneling Nightmares, or frightening island of zombies. Now it is the most travelled sky-cable. The gondola rides high, so high that its towers peak above the frequent fogs.

    So high the weather is different.

    Photo by Constantin on Pexels.com. Gondola image for example. It doesn’t look exactly like this.

    As the players ride this sky-cable gondola they are in their first “hallway.” This path is dangerous. They are in a space where weather is different. There are creatures that may threaten them. This fastest route to the City Center may not be the shortcut they expected.

    Hazards

    Roll 2d4 about halfway through the journey in the sky.

    2. Uninvited guest — There is someone aboard the gondola with the party. The illusioned elf works for the Proctors of Grace. It casts Detect Magic while Invisible. If it detect magic it attacks. Use the stat block for the Evoker Wizard if the party is in Tier 2. If they are only Tier 1 use the Evil Mage.

    3. Frayed cable — The character with the highest Passive Investigation notices the cable is frayed. The group will need to discover a way to get the gondola to the next tower 100′ away or fix the cable. Tinker’s Tools, Vehicles (air), Vehicles (water) offer some solutions. The DC should be 15. If no one succeeds in fixing the cable and it does break there are rudimentary parachutes that reduce the falling damage to one half on a successful Dexterity save of 10. They are 60′ in the air.

    4. High winds — The gondola shakes violently. Each character should make a Strength saving throw (DC 13) or take 2d6 HP of damage and fall prone. Those that save take half damage and suffer no other effects. This is frightening but should have little impact on their ability to travel.

    5. Freezing rain — Though it was a moderate day beneath the fogs there is freezing rain up in the sky. Each character suffers 3d6 damage. A successful constitution saving throw (DC 10) results in half damage.

    6. Isle of horrors — With a Wisdom Check of 10 the party makes out a small island in the bog-city that seems to be overtaken by skeletons with a leader on a skeletal boar. This island is not hosting a tower.

    7. What’s that? — 0ff in the distance, at the statue there is a large, white winged creature. An Intelligence Check, DC 20, recognizes it as a white dragon. Ken would role with advantage. Skills that could apply are Culture (Ken), Arcana. A player could convince the DM of other skills being applicable. The dragon does not attack. It lurks, watching.

    8. Sabotage — The group notices the tower they just passed being attacked by group (party size +1) of zombies. If half of the zombies are destroyed the others retreat. The characters start 90′ from the zombies. They are able to stop or reverse the gondola. If the zombies are able to do 65 hit points of damage to the tower (AC 12) the tower falls.

    If they complete the trip they stop at the bell tower of a semi-abandoned temple in the City Center.

    Our intrepid heroes have discovered the the Free City of Sheljar isn’t a place of safety. Sheljar may be a dreamy government of respect for all, it is also a place of undeath, dragons and technology too fragile to survive with not enough people in the city to maintain it.

    I’ll admit these DCs and language probably don’t match the standard D&D style. Today’s Dungeon 23 exercise came up against a my go-to-bed soon deadline.

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.

  • Chupmolea Transit Center of Sheljar

    When the Queen’s Fleet discovered Sheljar they landed in the NW suburbs where the cliffs become hills. There’s a cave system that they originally used to hide their aixips. Now, after the elimination of the Necromancer and the Tunneling Nightmares, their little neighborhood among the hills is a densely populated, for the Free City of Sheljar, space that is a transit hub by sea and sky. Each of the guilds are represented in the many dozen gobkons that have settled in the space.

    The main space where all peoples of the Everflow interact with these goblins, hobgoblins, and mulgobs is the Chupmolea Transit Center of Sheljar. It has space for seafaring vessels, multiple sky gondolla cables and a spire for airxips to dock as well.

    Paths

    1. A cable car gondola to the Grand Entry to the Free City of Sheljar.
    2. A harbor with regular small ferry service to the City Center.
    3. A cable car gondola to the City Center.
    4. Exit to the Chupmolea Square, the main plaza in the goblin suburb. There are hills to the Western Wildes beyond the plaza.
    5. A high, arcing bridge to a tiny island now occupied by a dwarven family.
    6. Swyns café.

    Peoples

    Chupmolea – Grand Mistress of cables, she rode with the Queen’s Fleet as part of a minor house. Her quick thought to connect the bog-city via sky-cable gondola earned her two flags. On her left shoulder are now five flags, two from her house and three she earned. She has a hook-spear used to guide gondolas to their spaces.

    Swyn – a mulgoblin that discovered the power of coffee. Their café is a center of gossip and a primary spot for non-goblins to meet goblins. Swyn is always in an oilcloth apron (effective as leather armor), has random burn scars from roasting coffee, and carries a small, for them, cup of coffee.

    Blerxa and Patha – two goblins of different guilds, these sisters are arguing over maintaining a connection to the Queen. Blerxa has many more flags on her left shoulder, nearly running out of space. Patha has a single flag for self and one for house.

    Umikdrael Honorfeet – one of the dwarves from the nearby isle. He seems a bit lost and flustered by all the damn noise. He is constantly glancing at his notebook and then at the skyline. There is a lantern drake sitting on his hat.

    Peculiars

    The air reeks of burning tar from tar trees. There are fresh trees in the hills. But here in the city they are burned to power numerous teknikal devices.

    A constant clamor of mekiniks hammers in the background and foreground. There are grinding gears, ratchets, pneumatics and other systems that cause this neighborhood always loud.

    Unfortunately the brackish waters of the bog-city in this area are covered with a thin film of soot and tar.

    I’m doing Lore 24, an attempt to write small lore elements daily in the year 2024. Each element will be something that’s come up in play or will come up in play within my homebrew World of the Everflow — there will be actionable threads for PCs to grab onto and advance the story.