The dungeon goal in this dungeon is to find and retrieve the Shepard's Crook, a magical item that brings peace and life, as well as control over sheep, to the nearby village. It has been stolen along with a young girl from the village. Retrieving the girl is not the goal, but an optional side quest.
Dungeon of the Shepard's Crook
Architecture
a – Hallway
stretches off into darkness a long ways. Multiple torch-holders adorn
the walls, dust underneath them in little piles.
b – Gross
smell wafting down from the north, coming from 5
c- pressure
plate in hallway, swings rusted axe deals 1d6 damage once.
d – Fish
bones strewn on floor, make noise if stepped on without Skill Check.
Wandering Monsters roll if too much noise is made. Colder then it
should be.
Rooms
1 – Secret
room. Contains large sack of porcelain coins.
2 – Side
room featuring large gargoyle head holding necklace in its teeth. The
necklace is a Mana Store
with 1 mana point in it. Necklace is made of twine with polished
shells and quartz crystals, glow very faintly. Gargoyle head bites
anyone who takes necklace 1d6, hazard save to avoid.
3 – Junk
room, contains several trashed old chairs and wagon wheels, donkey
bones, etc.
4 – Dusty
room. All kinds of weird dust everywhere. This is where Pacer
usually lives.
5 – Waste
area and latrine. 1 in 4 chance of a Mush
being here.
6 – Several
piles of snow and dirt, half melted, in this room. The
Glacialic Shaman keeps a
captive snow cloud, tiny and shrunken, barely kept from winking out.
Very cold. Been trying and failing to create ice sculptures. Shallow
despression in floor hints at stairs to lower level, but none are
there.
7 – Pacer's
pacing hallway. Usually
can be heard stomping around, unless encountered wandering.
8 – Empty
room, several whips and leather saddle looking things around.
Attempted staging area to 'tame' Pacer. Several bones and hard
objects near the door as 'food'.
9 – Bundled
up wet blankets and such in the corner; Glacialic
Shaman's bedroom. Single
porcelain coin hidden under pillow. Half drunk Mana
Potion and silver ring
on a rickety table. The ring has no special powers. 1 in 4 chance for
him to be in here alone.
10- Red
sheet room. Secret alter to The Red God. Single porcelain coins in
alms cup as offering. Next to alter is Shepard's
Crook propped up besides
it. Take the coin and have hand stained red permanently.
11 – Glacialic
living area. 1d8 always present, sitting among tents and complaining
about the heat. If you don't make any noise or come in from locked
door or the back entrance up by b
you catch them unaware.
12 – Prison
cell. Missing local girl. Unharmed but very hungry. Her arms are tied
behind her back.
Wandering Monsters – 1d4
Glacialic admiring pile of snow. |
Wandering Monsters – 1d4
[1] Pacer
(2 HD, +2 AC and to hit,
deals 1d8 damage; weak to lighting 1)
Discipline- 12
Number Appearing; 1
Looks like fuzzy walking bigfoot creature with teeth shaped like
sawblades and grinders. Grinds up anything, not sure if it needs to
eat or not. Loud stompy hooves. Can't open doors.
[2] Glacialics
(1 HD, d4 knife or d6
short-spear; weak to fire 2)
Discipline- 7
Number Appearing; 1d4+1
Look like small humanoid creatures. All of their heads look pierced
by a large chunk of ever-frozen ice. Similar to goblins but
elemental. Only here to do their dark god's bidding, want to return
to snowy mountain. Scared of torches and wizards.
[3] Glacialic
Shaman (1 HD, d4 iron
knife; weak to fire 2)
Discipline- 10
Number
Appearing; 1, with 2 Glacialics
harassing him to use his
cold room, he doesn't want to share.
Glacialic
wearing a red sash. Has 2 mana points; can cast Ice Bolt (1d4 ice
damage, 1 mana cost) or Ice Chains (can't move, -4 AC, save to
negate) If alone he'll usually use Ice Chains and stab, but with
others Glacialic's he'll
use ice bolts and stands behind them. Lords over other Glacialics and
pretends to be more faithful to The Red God then he really is.
[4] Mush
(1 HD, +1 AC, d6 by
squeezing, damage equipment on roll of 6)
Discipline- n/a
Number Appearing; 1d2
Gross poop and slime monster. Usually attacks the feet, doesn't
retreat from combat and stupid. Doesn't understand climbing.
No comments:
Post a Comment