Browsing articles tagged with " Dungeon Filler"

Caution – Danger Ahead: A Labyrinth Lord Short Adventure

Sep 29, 2011
Mark
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Get Ready

As the party works through a labyrinth they spy an unmoving elf standing a few feet outside of a closed door. The elf does not even twitch nor will he again.

Get Set

The elf has been turned to stone. His pose indicates he was just about to enter the doorway. One arm extends forward and the opposite leg hints at being raised. The eyes are wide open as if astonished by what he saw. Around his waist, chip marks are evident as if something was removed from his body. In addition to the petrified elf, a single word has been chiselled into the wall in the dwarven tongue – ‘Danger’.

A sharp odour of acid wafts in the air within a few feet of the close door. The odour is not overwhelming. Easily detectable, it is more dominant within a foot of the doorway. Anyone moving in front of the statue near the door will get a whiff.

The door is bound iron. Rust lines all the outer edges and fades gradually toward the center. The rust has cut deeply into edges of the door and the hinges. The middle of doorway is covered by light surface rust.

Go!

Should the party decide to ignore the warnings, the door is stuck closed due to the rust. Opening it will require a strength of 15 or more to pry it open a few inches after which multiple characters can combine their strength to open it completely. The hinges of the door will squeak loudly as it initially opened alerting the occupants. The sharp acidic odor expands as the door is opened.

Four basilisks lie in wait staring at the door as it is opened (if they are alerted by the squeals of the hinges). They rest atop a platform 3 feet above the entry floor. In addition to the basilisks, yellow mold colonies have covered the walls on both sides of the door. A newer colony has begun to spread to the right of the door along the floor. The yellow mold cannot directly attack but is generally fed by startled adventurers turning to run and hitting the walls as they attempt to exit.

Notable NPCs

Basilisk (4) [AL N, MV 60’ (20’), AC 4, HD 6+1, #AT 2 (bite, gaze), DM 1d10/petrify), THAC0: 13, SV F6, ML 9, XP 570, LL 63, HC XVII] Total XP: 2280. HP: 28, 33, 22, 34.

Treasure: GP: 4000, Gems : 20 – Total Value: 4345 gp., Magic: Feather Token, Scroll: Treasure Map (Value 2 magic items), Armor –1 (cursed), , Potion of Plant Control, Scroll: Ward against Undead

Yellow Mold (3) [AL N, MV 0, AC NA, HD 2, #AT Spores, DM 1d6 + special, THAC0: 18, SV F2, ML NA, XP 38, LL 103, HC None] Total XP: 114. HP: 6, 5, 11.



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Fouled Fountains: A Short Labyrinth Lord Adventure

Sep 17, 2011
Mark
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Get Ready

Two shallow fountains line opposite walls of this room. A foundation of smooth rock rises two feet from the floor. Arches of water spray across a pathway between the fountains.

Get Set

The room is dimly lit by lanterns placed at opposite ends of the room. The faint light illuminates dark water constantly in motion from jets of the opposing fountain. Occasionally a lighter, milky aspect appears briefly before being drawn down and sent across the path into the other fountain.

The arcing jets of water peak eight feet above the floor. Characters can easily pass along the path without getting wet.

Go!

Each fountain is inhabited by a crystal ooze. They pass back and forth between the fountains along the jetting water, making them difficult to detect. An opportunistic scavenger, the ooze will drop out of the spray onto a target using its paralysing poison to fetch its next meal.

Notable NPCs

Crystal Ooze (2) [AL N, MV 10’, AC 8, HD 4, #AT 1, DM 4d4, THAC0: 17, SV F4, ML 10, XP 80, ADD2E 278, HC None, Special Attack: Poison, Special Defense: See Below] HP: 19, 24.

Crystal ooze is a variety of gray ooze which has adapted to living in water. It is 75% invisible when immersed. It is translucent, mostly clear, with an occasional milky white swirl in its substance.

Crystal ooze strikes like a snake and then attempts to flow over the victim to exude its poison. Unlike the gray ooze, the crystal ooze does not corrode metal but its poisons attack wood, flesh, cloth, and other organic substances. Unless a victim saves vs. Poison, he will be paralyzed and will be consumed by the ooze.

Crystal ooze cannot be harmed by acide, cold, heat or fire attacks. Blows from weapons inflict only 1 point of damage. Wooden weapons will be destroyed 50% of the time if they successfully hit the ooze.

The crystal ooze is a scavengers that leave metal and stone objects in their wake. Incidental treasure may occasionally be found in and around the water they inhabit.



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KP Duty in the Dungeon: A Short Labyrinth Lord Adventure

Sep 14, 2011
Mark
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Get Ready

Stalking down the corridor of dark, cool dungeon, the walls and floor are unnaturally free of the fungus and molds, which normally fill the cracks and crevices. Ahead, the sounds of guttural conversation can be heard along with the occasional flicker from an open flame.

Get Set

A group of five goblins have been pressed into service to clean the dungeon corridors. The goblins are travelling in the same direction as the character party allowing the PC’s to approach from the rear. The goblins are marching with two at the front and 3 behind. The two leading the group are holding torches angled directly in front of them. Of the three at the back, one holds a torch aloft and one other is carrying a bundle of additional torches.

Go!

The lead goblins are using the torches to push a Gelatinous Cube down the corridor. The others are busying discussing something between themselves and linger 10-15 feet behind the leaders. In the flickering torchlight, the cube is extremely difficult to see since no non-organic materials are contained within it.

The goblins can easily be surprised. If attacked, all of the goblins will attempt to face the party. If pressed, they will try to escape through the party rather than trying to move through the cube. Once the flaming torches are no longer behind it, the cube may (50% chance) change directions and slowly move into the midst of the combat.

Notable NPCs

Gelatinous Cube (1) [AL N, MV 60’ (20’), AC 8, HD 4, #AT 1, DM 2d4/special, THAC0: 16, SV F2, ML 12, XP 245, LL 76, HC VII] Total XP: 245. HP: 20.

Goblin (5) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (weapon), DM 1d6 or weapon, THAC0: 19, SV 0 human, ML 7, XP 5, LL 78, HC III] Total XP: 25. HP: 5, 6, 1, 7, 6.



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Stepping Stones: A Short Labyrinth Lord Adventure

Sep 13, 2011
Mark

Get Ready

A calm pool of water separates the entrance of the cavern from the exit. The tops of four rocky outcroppings appear to be stepping stones across the pool.

Get Set

The tops of the outcroppings appear worn down from the feet of numerous crossings. The first is narrow and almost flat. The second rises nearly 2 feet above the waterline. A jagged section of rock on the left side appears ready to break away from the otherwise rounded lump near 3 feet across. The third stone barely rises above the surface. Any disturbance of the water will inundate it periodically from the waves. The cavern stretches nearly 60 feet long with the of water covering the nearly 30 feet near the entrance.

The fourth stone is split in two. One half rises nearly a foot above the top of the water and is wide and roughly hewn. A worn path is smoother than the rest of the stone. The other half is a newer stalagmite ending in a sharp point nearly three feet above the water. The two halves are separated by about 18 inches of water.

Go!

The stepping stones are Ropers. Imitating stepping stones has been a beneficial strategy adopted by the fourth stone long ago. The first, second, and third stones are offspring of the fourth. Number four is in last phase of reproducing again: splitting off a seed which will sink to the floor and grow into another roper.

The ropers have no need to breath and will wait for the optimal time to reveal themselves. The ropers are extremely intelligent and will wait for two party members to cross successfully to the far side. Additionally, ropers appear the same temperature as their surrounds and can mimic stone formations at will.

Once the 3rd person hits the 3rd stone, the ropers will attack by lashing out with rope-like strands up to 50′ and attempt to drag the prey into the water. The first and second ropers will attack any members waiting to cross. The 3rd stone will reach upwards and attack the individual crossing and anyone flying or levitating above the pool. The fourth stone will attack the two who have already crossed.

Beyond the normal attack, if the roper arm succeeds in attacking, the party member will be drug into water. A half force doors check will allow the PC to avoid being drug into the water. Once in the water, the PC will drown in 3d4 rounds if he cannot successfully escape the arm and avoids being killed by the roper’s biting attack. Breaking the hold will eliminate the thread of drowning.

Notable NPCs

Roper (4) [AL CE, MV 30’ (10’), AC 0, HD 10-12, #AT 1, DM 5d4, THAC0: 11/11/10, SV F10-12, ML 8, XP 2,400, AEC 135, HC Vx2] HP: 65 (11 HD) , 53 (10 HD) , 56 (10 HD), 72 (12 HD)



Down for the Count: A Short Labyrinth Lord Adventure

Sep 8, 2011
Mark

Get Ready

So you are stocking a dungeon and need something slightly interesting to add flavor but not dominate the story. Why not another adventuring party, beaten down but not all dead?

Get Set

Behind a locked door a group of adventurers lay dead, dying and injured. Lead deep into the dungeon by the overly confident Oggin, the party ran into a group of ghouls in a nearby room. Unprepared, they were quickly overcome but managed to pull back into a room they could defend.

Go!

Barricaded behind a large table and remnants of the other furnishings, Oggin and Emelada stand guard over their companions. Domentzia is obviously dead and Adei is on the brink of death. Naiara is crouched behind the table binding her wounds and will only join a fight if cornered with no chance of escape. Oggin and Emelada are both injured but functional.

The NPC’s are wary of any intrusion into the room but will not immediately engage the player character party. Instead, they will delay acting and try to convince the party to aid them. Emalada will request the party heal Adei and help them escape the dungeon. Oggin’s attitude is abrasive and he will argue against any demand for payment even at the expense of his fallen comrades. Naiara is badly injured. If healed, she will look to escape the confines of the dungeon immediately. None of the survivors can be convinced to venture further into the dungeon.

Should the PC’s willingly choose to aid the party, Emalada will offer a silver ring adorned with a sapphire (300 gp) and a ruby (75 gp) as payment. If they are unwilling or reluctant, she will refrain from offering payment until free from the confines of the dungeon. Naiara is not trustworthy. If she knows of additional healing withheld, she will watch for opportunity to steal potions or scrolls, use them, and make her escape. Oggin is the nephew of a local noble. He is too proud to reveal the fact but should the party help him escape, the noble will learn of their efforts and offer them a minor favor in the future.

If the party spends more than 15 minutes conversing or healing the party in the room, the remaining 5 Ghouls will arrive. If the door is locked or barred, they will remain just outside the room in the corridor for up to 2 days before departing in search for easier prey.

Notable NPCs

  • Oggin: Neutral Male Elf, Lvl: 3, Atr: (16/16/10/13/13/12) , AC: 5, HP: 17 5
    Equipment: Padded, Shield +1, Silver Dagger +2
    Personality: Insensitive, Mischievous
    Spellbook: First (2): Scribe, Charm Person, Dancing Lights, Comprehend Languages. Second (1): Rope Trick, False Gold.
  • Emelada: Lawful Female Magic-user, Lvl: 3, Atr: (13/16/7/7/18/13) , AC: 10, HP: 18 3
    Equipment: No Armor, Dagger,
    Personality: Quaint, Fussy, Brilliant
    Spellbook: First (2): Shield, Magic Missile, Mending, Ventriloquism. Second (1): Amnesia, Invisibility.
  • Domentzia: Neutral Female Halfling, Lvl: 2, Atr: (8/6/9/9/16/11) , AC: 3, HP: 12 Dead
    Equipment: Banded Mail, Shield, Short Sword, Light Hammer
    Personality: Weak-Willed, Sober
  • Adei: Chaotic Male Thief, Lvl: 3, Atr: (13/15/14/13/11/16) , AC: 7, HP: 12 0 (Dying)
    Equipment: Leather, Long Sword
    Personality: Unscrupulous, Jovial
  • Naiara: Chaotic Female Halfling, Lvl: 3, Atr: (11/10/11/12/13/12) , AC: 4, HP: 11 1
    Equipment: Splint Mail, Mace
    Personality: Macho, Disturbed, Poised
  • Ghoul (5) [AL C, MV 90’ (30’), AC 6, HD 2 (turn as 3 HD), #AT 3, DM 1d3/1d3/1d3 + paralysis, THAC0: 18, SV F2, ML 9, XP 47, LL 76, HC XXI] Total XP: 235. HP: 12, 6, 10, 14, 11.