Okay. Really long post this time, to completely go over the first dungeon that I described in the Session One Outline. Again, this is the first post that I've done about a dungeon, so the formatting is not finalized. Also, the pictures came out a little weird, so I'll try to fix it if they are off-center. No promises though. Pictures this time are credit to...me! I made and painted this dungeon by hand using techniques I learned from watching theDMscraft on YouTube. All of it is made out of cardboard, and I think it came out really well, considering that I have no artistic talent whatsoever.
Theme: Introductory
Type: Cave
Challenges:
•
Combat
•
Skills
•
Traps
Adversaries:
• Kobolds
•
Troglodytes
•
Ooze
Boss:
•
Large ooze
•
Troglodyte Cleric
Loot:
•
Gold and gems
•
Rudimentary weapons and armor, no value
•
Hidden stashes include small amounts of treasure
Goals:
•
Kill inhabitants of the cave
•
Destroy the ooze
Info:
This
is the first dungeon that my group will be delving into. It's meant as more of
an introductory challenge, since they are all very new to the game. As such, I
want to gauge their interests by throwing a lot of different things at them in
very basic capacities. This dungeon includes a lot of different types of combat
- elevation, cover, traps, and special abilities are all at play. There is one
spellcaster that acts as a complement to the boss. There is also a skills
challenge towards the end of the dungeon.
Since
I don't know what the players are expecting out of the game, this dungeon is
built to have a little bit of everything. What they react positively to will
occur more frequently in future sessions. If they don't like something, then it
will not reappear in other dungeons or encounters.
The
cave has a mix of ranged and melee fighters. Kobolds serve to swarm the PCs in
melee but die in one hit. The troglodytes have some small ranged capability but also tend to be melee bruisers. Their stench introduces the party to
special abilities of monsters, without it being too terribly punishing.
The
addition of ooze serves to introduce the party to non-standard monster types.
Ooze are highly underrated in my opinion, and it will make the party understand
that D&D can be a weird place sometimes. The lore here is that the
troglodytes are worshipping the ooze as a manifestation of their deity. Whether
or not this comes into play further down the line remains to be seen, as it
depends greatly on how receptive the players are to it.
Layout:
The dungeon is fairly small. Only a few
rooms, and most of them are very basic. Each has one element that is different
from the others, to show the party how dungeon tiles can be unique.
The entryway has an elevated platform with one archer on top
of it. That archer is difficult to reach, and requires a Climb check for a PC
to get up to him. There are also going to be a few kobolds in the room pestering
the party, but they should be dispatched quickly.
This is adjacent to the entrance and has no other exits. The
colored splotches are puddles of ooze, and provide the party with their first
encounter of an ooze. It is easily dispatched. There is a hidden stash with a
small amount of gold in here.
Just a basic corridor. The brown spaces in here are
difficult terrain, which the archers on the other side use to delay the party.
This room has a collection of clubs and rough leather that
serves as armor. There are two troglodytes in here that are ready for battle.
Once the PCs approach, the two of them immediately attack and try to surprise
the party as they come for the archers in the corridor.
This small room is a prison. The detached piece at the
bottom is the actual cell, though it is empty. The red splotches here are meant
to be blood, and the PCs can see dead bodies lying in them. Ooze also rises out
of other colors and attacks. The purple ooze inside the cell has a human
skeleton disintegrating inside of it.
Skills Challenge:
No picture for this one. After the corridor but before the
boss, the PCs have a skills challenge. The room is filled with traps, and they
have to navigate to the other side. This is a purely free-form challenge,
whereupon I will let the players describe the traps and how they avoid them
while getting to the other side. If they don’t bite the bait, then I will
prompt them and ask how they get across. This can either go very well, or fail
spectacularly.
If the PCs succeed, they get into the boss room undetected
and get the advantage of a surprise round.
If the PCs fail, the troglodytes are alerted that they have
survived up to this point, and the boss room will be more heavily defended.
Boss:
This is the final room. There are
troglodytes standing on the altar sacrificing humans into the pit to the oozes.
There is one cleric standing in the very center, summoning forth the large ooze
that acts as the main boss. There is a large number of kobolds standing inside
the room, ready to attack the party. If they managed to succeed at the skills
challenge, they can enter the room and have a full round of surprise to attack
the disorganized forces. If, however, they failed the skills challenge, then
the kobolds will be arranged in a more defensive position to delay the PCs and
there is no surprise round.
The
troglodytes sacrificing the humans take time. If the PCs can interrupt the
ritual within 3 rounds, the humans are not sacrificed. If they kill a
troglodyte about to sacrifice someone, that human escapes and is not present
for the rest of the fight. After 3 rounds, the boss ooze emerges from the pit
regardless of the interruption. He will have 5 less hit points for each
troglodyte interrupted, including the main Cleric who is not sacrificing
anyone.
The boss itself is mostly the
combination of the cleric and the ooze. The ooze will actually engulf any
kobolds on the way towards the party, and engages them in combat. The ooze is
still fairly weak, but is a potent melee threat as it divides while attacked.
The cleric is a minor spellcaster who casts Bless right at the start of the
fight. After that, he has a Masterwork Morningstar and a Masterwork Chain Shirt
which the party can loot once he is defeated, assuming he is not eaten by the
ooze.
When the dungeon is cleared, there
may be survivors. They will obviously be grateful. I would assign a small gold
increase to the loot for each person saved, representing their gratitude when
the PCs return as triumphant heroes. The loot consists only of gold and gems,
as the troglodytes have nothing else of value. Most of their gear is just clubs
and ruined leather.
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