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Tg Dungeon

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Oct 23rd, 2020
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  1. Room 1: Runes upon the ground in a thousand dead languages warn of a terrible danger that will be released if this dungeon is ever breached and that within is allowed to escape. One set of glyphs offers hope of a means of sealing the dungeon back up, but it is too worn and frayed to provide details
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  3. Room 2: Filled with the gnawed corpses of people - and other, stranger things - desperately tying to escape, but unable to open the door from the inside.
  4. The door does not open from the inside.
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  6. Room 3: Standing vigilant outside the door to room 4, are a pair of powerful magical constructs. They are focused on the door to room 4 and will not bother the party as long as they don't go near it.
  7. On the east and west walls are various holes that constantly shoot out random magical arrows of various elements (fire, ice, thunder, etc.) at about one arrow per second. If the arrows come in contact with a wall they magically dissipate, if they hit something else then the obvious happens. But on the very rare chance that both sides of the wall fire an arrow of the same element and those two arrows collide then an elemental explosion happens with a diameter of about two tiles (the width of the hallway from north to south). Secret passageway leads to room 17 but on the room 3 side the door takes quite the strength to open and make take a few seconds. The arrows do not travel close to the north and south walls so if one is thin enough they can shimmy across the north and south walls in relative safety.
  8. There is a 1 in 100 chance that instead of an elemental explosion when two of the same arrows hit it instead creates an explosion of gold worth up to 1000 gold.
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  10. Room 4: Entering this room, a nauseating stench overwhelms all your senses.
  11. Inside, the area used to be an entrance to the temple of a LG Deity (rooms 5,6).
  12. The walls, where carved holy symbols once decorated them, have been defaced with crap by a cabal of troglodytes, which has invaded the temple in order to spread the faith of Laogzed, God of Filth.
  13. Not all holy knowledge is lost however' with a sucessful Investigation check a priest can find the Icon of Perseverance and if he studies it for 1 min, the spell "Striking" is branded in his mind and can be cast twice for the next 24 hours
  14. At the center of the room lies a marble fountain. The column, where the water flows to the pool, has been destroyed and the water is contaminated by the vomit of the troglodytes.
  15. If sb drinks from the water, he takes 2d10 poison dmg and has -4 to all his actions for 3 days.
  16. If troglodyte's blood is mixed with the water, a water elemental forms in the fountain. It carries the vengeance of the Deity and will move towards the temple with the purpose of annihilating the remaining troglodytes. After that, gone mad from all the hubris caused by the troglodytes, it will try to kill whichever creature is closer to it
  17. >Monsters: 4 troglodytes guard this place.
  18. Roll 2d6. If the dice roll doubles, the guards are pissed with the adventurers and they will try to kill them, calling for reinforcements from inside the temple, if deemed necessary
  19. In any other combination, the troglodytes will mock the players but will not engage in battle unless attacked first
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  21. Room 5: This room isn't full of monsters or traps, but is lined wall-to-wall, ceiling and floor with a mix of bone and mortar to look like a necromancer's wet dream. The door has no visible handles or anything and is lined with visibly magical glowing runes and symbols, but there is a large, slowly rotating circular calendar showing the exact second, minute, hour, day, and year on a massive scale, suggesting the door only opens once every n years. The trick is that you can actually rotate the calendar manually if you reach into the lamprey mouth inside it and hold the lever inside down while someone else spins.
  22. No catch, no trap, just an excuse to make the PCs feel suspicious and waste their in-game time.
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  24. Room 6: It once was a humble shrine to a lawful good deity is now a macabre display room of undead created from a hodgepodge of non-humanoid sources by the ancient necromancer who once occupied room 5. Bits of demons, aberrations, and unique monsters that defy classification, all sewn together into grisly works of perverse art and then animated using necromancy.
  25. There are 6 such examples lining the sides of the room. With a seventh, only half complete, lying next to the skeletal remains of the necromancer under a tarp on a workbench on the north wall.
  26. The undead turn to face any who enter the room, and obey and commands given in common, but will not leave the room and attack anyone who orders them to self-harm or to attack each other. The seventh, it's animation more basic, attacks anything that removes the tarp, then resumes it's torpor.
  27. If the room is purged of it's undead corruption and the shrine re-hallowed, the LG deity bestows a blessing upon them.
  28. The trogoldyte tribe in room 4 fear this room and room 5, and think it haunted, for good reason.
  29.  
  30. Room 7: Alternate entrance in room 7 after years of natural, or unnatural, erosion of the earth above have resulted in a dangerously steep crevasse from above leading into the room through the top after a minor collapse in the northwest part of the ceiling.
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  32. Room 8: The Ethereal Dragon
  33. A large evil dragon lies imprisoned here, bound with chains of jeweled silver. As long as it is so bound, it is 'out of phase' with the rest of the world. It can see and be seen, but it cannot apply force nor have force applied on it, except through the rattling of the chainss. This makes it simultaniously unkillable and entirely harmless. Still, it snaps, snarls and breathes fire on any who draw near.
  34. If the (remarkably fragile, but very valuable) chains are removed or broken, the dragon - terrifying and angry - returns to phase and attacks anythingg it can get its fangs on, but is too large to escape the room.
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  36. Room 9: A totally empty room with a large number '9' painted on the ground. Perhaps the designer of the dungeon forgot that he had installed a secret door here, and never bothered to place anything in the room.
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  38. Room 10: In this room, a number of Type I demons equal to the number of players, and 1d3 Type II demons, are tormenting a horned devil trapped in the pentacle, flinging rotten fruit and silver coins at it. The devil, bound by the dungeon's previous inhabitants, tries to bargain with players, especially Evil ones but never Chaotic Evil, to release it from its prison. The Demons tease players, flying around their vision, screaming in their ears, and attempting to steal anything in their pockets. If the Devil is released, it sets about slaughtering the Demons, and then attempts to knock any Chaotic Evil or Lawful Good players out cold, before fulfilling its bargain (to the best of its abilities; if it requires heavy time investment or asset accrual, he'll appear again in 1d6 days with a formal soul contract) and disappearing. Regardless of outcome, the Horned Devil appears in the Dungeon again after 1 month, with a militia of imps and lesser devils, intent on collapsing the dungeon in on itself.
  39. The room is lined with tapestries, ruined by Demons who've rubbed rotten fruit along it. If they can be deciphered, you can make out a vague, writhing mass that a variety of rulers, warriors and priests, dressed in strange headdresses and wielding Gilded Daggers, have thrown sacrifices into. Religion checks are required to understand that it's a ritual done not to abate an apocalyptic force, but to bolster one's own power, both physically and socially, at great cost to mind and soul.
  40. The room also contains about 7d100 silver coins, 3d20 gold coins, 1d4 diamonds worth 50gp, and an emerald statuette of a boar, with two rubies in its eye sockets. The boar is worth 700 gp, plus an extra 1300 gp if the rubies (or a similar substitute) are present. The rubies each contain a Fire Elemental; crushing the stone as an action casts Conjure Fire Elemental, lasting 10 turns.
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  42. Room 11: In the middle of the room is a conscious Beholder Mage trapped in a crystal that it doesn't seem to attempt to break free from. The crystal is invulnerable and protects the Beholder Mage perfectly from all manners of damage and harmful effects. The Beholder Mage itself glares with murderous intent at the party, but that is all the Beholder is able to do.
  43. When the party enters this room, the GM will roll 1d3. No explanation will be given.
  44. Unknownst to the party, if they enter Room 13, Room 15 or Room 16, the specific trap room depending on the outcome of the roll, the crystal will break and the Beholder Mage will begin to prepare accordingly for the party's inevitable return. The longer the party takes to return to Room 11, the more time the Beholder Mage will have to finish preparing traps and minions for the party. The party might have to face powerful monsters alongside the Beholder Mage itself if they take far too long.
  45. It is possible to discover and disable the mechanism that breaks the crystal if the party finds it on the door leading to the chosen room, skipping the Beholder Mage encounter entirely
  46.  
  47. Room 11. The spiral stairway leading into or out of this room spins through a fifty-foot shaft. It turns into a frictionless ramp when sufficient weight is applied. The outer walls of the shaft are likewise frictionless, a state of being that applies regardless of if the trap is active or not - a possible clue to the trap's function.
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  49. The room beyond - room 11 - is a different beast all together. The floor here is perpetually coated in an acid similar to sovereign glue - anything that touches it is stuck beyond retrieval, and will slowly be dissolved over the course of weeks and months unless cut free.
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  51. The area immediately surrounding the base of the staircase is covered in reeking filth and garbage - the troglodytes in room 4 know about the staircase and use it as a trash chute.
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  53. Various metalic treasures litter the room, but are difficult to retrieve from the floor.
  54.  
  55. Room 12: This room, hidden behind the bookcase in Room 11, has two notable features within. The first is an extravagant library of hidden lore, arcane secrets and religious text, protected from incursion by a Wall of Force. Save for a Disintegration spell, the wall stays up.
  56. The second feature is a wall featuring a bass-relief of a gold demon. The demon has five eyes, and a lever to the side. Attempts to pull the lever result in it rising back up, and the sounds of cogs and rattling coins emanating from below. Each eye hides a slot (DC 15 to discover), with the exact dimensions of fitting currency within. From left to right, the eyes accept copper, silver, electrum, gold, and platinum. If currency is slotted in, and the lever is pulled, the demon face billows out a black smoke. Then, roll d100 to save against the amount of currency inserted (1 sp adds 1/100th, every 1ep adds 5/100th, 1 gp adds 10/100th, 1pp adds 20/100ths, copper simply allows the mechanism to be spun). If you roll equal to or below the specified number, one random book of knowledge from the library is teleported into a random player's hands. The tome could be relevant to the dungeon, the player's goals, the greater narrative, or be irrelevant. If you roll above the specified number, roll 1d6: a Demon of the corresponding Type appears from the smoke and attacks. Rolling a 1 always gives you a book, and a 100 always spawns a Type VI demon.
  57. Roll 1d6 when entering the room. 1-2, the room is filled with 2d6 Troglodytes, who've jammed feces into the gp slot and along the wall of force. 3-4, a retinue of 1d4 Type I demons litter the area, mucking about. 5-6, an Awakened Fire Beetle crawls about, lamenting its gambling addiction and resulting poverty.
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  59. Room 13: It is an anti-magic prison hosting a single prisoner locked in a box and two iron golem guards watching over it, one of which will speak the truth and the other will speak falsehood. The golems are not hostile and will only attack if you attack them or try to free the prisoner without knowing which golem speaks the truth. One golem says that the prisoner is a mad and evil wizard who is physically incapable of gratitude and will try to kill anyone he sees. The other golem says that the prisoner is a noble wizard who knows where there is a hidden cache of treasure within the dungeon, but it will only reveal itself if the wizard walks over to it. The wizard will insist that the other golem is speaking the truth, but is he really telling the truth?
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  61. Room 14: Etched upon this room's walls is a very intricate picture of some sort of cloud consuming various people. In the middle of this room is a stand with a singular button on it. The button controls the locked door in room 16. The door in room 14 is unlocked though and you can freely walk through the room with no trouble whatsoever. There are four vents evenly spaced around the floor of the room. If the button is pressed then walls will rise up and seal the room then a thick smoke will be released through the vents, filling the entire room. It is impossible to see through this smoke by normal means. Anyone caught within the smoke cloud must make a constitution save. Tally up the total weight/mass of everyone in the room who fails their save (you don't have to count armor or anything they're carrying, just the weight of the person themselves). Take this total weight/mass and randomly redistribute it back to everyone afflicted by the smoke. Polymorph everyone into a random creature/race based on their new weight/mass. Their armor also gets transformed to fit their new form but anything else they were carrying is unaffected. Afterwards the smoke dissipates and the room is unsealed. The polymorph lasts indefinitely but can be reversed.
  62.  
  63. Room 15: The room is a cube, 20 ft in height
  64. The walls are covered with moss and lichens and as such they are climbable with a successful Str check
  65. Across the room a statue stands tall. It depicts a woman, her face hidden beneath a golden mask (400g), with 24 hands. Two of them hold one half of the mask while the other 22 hold a unique card from the deck of many things, that appear black to the adventurers until drawn
  66. With a successful Wis check the party recognises the woman as Lauma, a fortune deity who favors her followers bold enough to take their luck into their own hands.
  67. When the adventurers enter the room, 2d4 cards have been removed from the statue, most likely looted by other adventurers.
  68. An adventurer can remove a card from the statue. Roll 3d6 and determine the effect of the card here: https://1d4chan.org/wiki/Deck_of_Many_Things
  69. After the effect takes place, the floor withdraws to the sides, except the tile where the statue is. Any adventurer still standing falls to a pool full of acid, taking 3d10 acid dmg each turn they are submerged
  70. Such is the fate of adventurers foolish enough to trust their luck without any precautions
  71.  
  72. Room 16: The room is illuminated by the blue light of a magical torch. The flame of the torch lasts indefinetely until a spell is cast within 30ft of the bearer. The flame is then extinguished forever.
  73. 6 statues are stationed in this room. Each one depicts a humanoid petrified in a stance of horror.
  74. The statues are the victims of a medusa, who long ago has fled the dungeon, and will reanimate when the flame of the torch is extinguished or its light no longer illuminates them
  75. Regaining their senses, the humanoids are confused and remember only their last moments up till their petrified stasis. They feel immense hatred for their tormentor, which can be manipulated by the adventurers to suit their goals
  76. If the adventurers find a way to reverse the petrification, the humanoids are grateful and will forever remain in debt to the adventurers, acting as hirelings. The DM is free to shape the personality of each humanoid or roleplay them as a group
  77. Names: Trath Titanwood(HM), Zesamil Mako(HF), Sinaht Aradove(EM), Aleratha Liafir(EF), Merlara Daetris(EF), Dworrad Granitegranite(DM)
  78. >Humanoid statue
  79. AC:6 [13], HD1 (4hp), Att 1x weapon (1d6 blu dmg cause they are petrified).
  80. THAC0 19 [+0], MV 120' (40'), SV D12 W13 P14 B14 S16, ML8
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  82. Room 17: Three things are noticeable in the room after thorough investigation. The first is a small hole in the Eastern Wall, about the diameter of a Dwarf's thumb, about as high off the ground as the midsection of a human. There's a button at the end that, once pressed, severs whatever held the button in place with a hidden blade. It can cut through flesh and bone, but not stone. It serves no other purpose.
  83. The second thing is a secret door leading to Room 3. From this side, the door is easy to move but tough to find, as opposed to the same door from the opposite side.
  84. The third are the heavy barrels in the area. Twenty five in total, each barrel is filled with blackpowder, and susceptible to detonation. The barrels explode if dropped a total of 10ft, take 10 points of magical damage, or touch fire (1 in 10 chance the powder is rendered inert by time and dampness). The detonation does about 10d6 fire damage in a 30ft radius of the barrel, and can be used to detonate walls (with a cumulative 1 in 6 chance of cave-in). The preceding facts can be determined even with particularly bad History, or Arcana checks. The barrels were brought here by a group of adventurers who were sent to rescue the previous party. The original plan was to use the powder to blow the door in Room 2 off, but was cut short when Troglodytes came and killed the crew in the dead of night.
  85. A minor fire mephit prances about the room. It was a familiar of a wizard who was trapped here, and is bound to the place now that his master is dead. If his master's remains are found, consecrated, and given a proper burial, he will tell PCs a command word that may open the Room 2 door from the inside. If fought, he spends the first round of combat opening a barrel, and the second jumping in. Because he is immune to fire damage, he'll be fine, but 250d6 is sure to obliterate all but the heartiest players. If any survive, kill them with the resulting cave-in.
  86.  
  87. Room 18: The majority of this room is hidden behind an illusory wall. The wall looks like the rest of the dungeon's walls, only with a single note on it that says "Watch out for traps!" With an arrow pointing towards the door leading into room 19.
  88. Past the illusion is a room filled with seemingly random objects neatly placed into seperate bins, a small bedroll and a half-spent torch. This room in the current hiding and sleeping place for a Hobgoblin named Greebz, who has collected many things from deeper in the dungeon.
  89. The players may find any mundane item they desire within these crates, but if they take too much eventually Greebz will become wise and begin stalking them through the dungeon. He will wait until they enter combat with something else and then try to take out the spellcasters and backline fighters first while shouting about his stolen possessions.
  90.  
  91. Room 19: The rotting remains of bags and barrels filled with foodstuffs litter the room. Searching the room reveals a set of silverware worth 1d10+15 GP and 1d4 dire rats hiding in the southeastern corner.
  92.  
  93. Room 20: An illusory bedchamber full of amorous ghosts.
  94. An androgonous succubus was bound here long ago, and while she has since broken her proverbial chains, she still takes this as her chamber for the ambience.
  95. The ghosts (Of which there are at least on per party member) are the remnants of her past lovers, though they shift into whatever form most pleases the ones looking at them. They are beholden to the Succubus and will hungrily obey her every whim, but they cannot leave the room.
  96. While she is hungry, the Succubus is not a fool. She can't open the door in room 2, and thus believes herself trapped within the dungeon's halls. If she is offered escape she will gladly assist, though she's a lover, not a fighter. Nevertheless, she is mischievous thing who likes to tease, bully and perform various lewd and humiliating pranks, especially on those under her sway.
  97. She knows the general location and contents of the nearby rooms and their inhabitants, as well as the operations of the room to the north.
  98. If the illusion is broken, the room is revealed to be a ramshackled mess reeking like an ill-kept bordello.
  99.  
  100. Room 21: The three points are torches, each with different colors (blue, green and red) and over each magical portal there will be a different alchemical symbol (the door out is the sun), if the players use a torch on a portal it will dissipate and a golem made from the material in the door will awaken with an extra breath weapon given by the torch (red fire, blue ice, green poison)...there will be a text written in the middle of the room talking about colors and metals but the final line will be about "basking in the pure light and follow the sun", which means that and that if you put the three torches together to make white you get a cool torch that never extinguishes not burn anything else and that everything else in the room is just a waste of time and won`t give the party nothing but pain
  101.  
  102. Room 22: Inside this room is a strange scene: a sleeping woman of beauty (human) levitates 10 feet off the ground, tied to the floor by a single rope (about 25ft long). Above her, the ceiling, 50ft above you and adorned with spikes and rusty blades. Along the Northern Wall, a table, with sickles: 1 tarnished (-2 to hit), 1 normal, 2 silvered, 1 golden (worth 50gp to merchants, 500gp to Druids), and 1 of adamantine (+3 to hit, but not considered magical). On the Southern Wall is a large helictite (stalagmite growing sideways) that drips across the room, forming a pool along the Northern Wall. The Eastern Wall has the phrases, "Kill the Elf witch!" in Elvish, "Taste the water of the Helictite!" in Dwarvish, and "Touch not the Tarnished Sickle," in Orcish written along it, written in blood. Along the Western Wall is a phrase that cannot be seen unless one actively searches the wall, which says "Cut the Rope with the Silver Sickle" in Common, written with paint.
  103. Cutting the rope without the Sickles, or with the regular one, or simply undoing the knot in the rope, drops the woman to the ground. She has no memory of how she got there, and can be returned to a local town for a 10gp reward.
  104. Cutting the rope with the Adamantine, Golden, or Tarnished Sickle sends her flying into the Helictite, killing her and flooding the dungeon with a caustic black fog. Make CON saves every hour within, or take 1d6 acid damage.
  105. Cutting the rope with the Silver Sickle frees the woman. She then slowly floats out the dungeon, towards another dungeon within 2d20 weeks travel. She awakes upon arrival, like above.
  106. Drinking the Water in the pool releases Elwinna the Traitor (recognizable with a History or Religion check) from her slumber. Elwinna is an Elf, and an 11th-level Magic User who kills Elves on sight, and others in self-defense. She can only truly be killed with the Tarnished Sickle, which Polymorphs Orcs and Elves into mice upon hit. To all besides Elves, she provides minor healing, and a clue on 1d2 puzzles within the dungeon. She then asks the party to leave, before drinking some of the woman's blood and returning to sleep in her pool.
  107. Touching the ceiling blades requires a save vs Disease, or become infected with Super Tetanus, and die within 1d4+1 rounds.
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