So I’m running my Dungeon Crawl Classics thru a little home brew dungeon. I figured the fun way to post about is in a simple serialized form. So as the party gets thru various parts, I’ll rant about it. It’s part session summary, part adventure write up. And sure I’m running with DCC but I know you’re smart and easily changed it over to whatever system happens to be your flavor of the day. And when this is all done, I’ll scan the map including my hand scribbled notes.
The Quest/Hook: One of the PC’s decided they wanted to get Patron Bond for a specific patron (Hecate from Angels, Demons & Beings in Between) Well. Sounds like a quest to me. The character goes on a week long vision quest and learns that they need to go to The Big City and find the person to teach the character the spell (which they do). The NPC agrees but there’s a catch. A child with the gift of Second Sight was born in remote village and someone has kidnapped the child. The party’s quest. Find the child and return her to the mentor (not the child’s parents). They agree and it’s off to the village and a little detective work. They finally track down where they need to go. A mysterious ring of stones deep in the swamp.
Getting into the Damned Place: Never said this was going to be easy. The only things within the ring of stones are two statues which animate into living beings as soon as the characters enter the ring. One is a dark robed figure. And the other a lithe elfin maid. The robed figure is the Guardian of Fate. The maid, the Guardian of Free Will. This turns in a roleplaying puzzle.
First, the guardians do not acknowledge the other’s existence. Such as Free Will saying, “Fate doesn’t exist.” Or Fate saying, “Free Will is an illusion.” Let the banter begin. Finally, the player characters will ask a question that will put them on the path to the solution. More than likely, “How do we find the girl?” or “How do we get into the dungeon?” or something like that. Free Will will answer with something like “You have to choose to find the gir.” Fate would say, “You have to accept your Fate.” Get it? To open the portal to the dungeon, each character must choose Fate or Free Will. For DCC here’s the side effects for making the choice. For Fate, the character’s Luck is increased by one and one random ability score is reduced by one. For Free Will, the character permanently loses one point of Luck but gains a point in any other ability score of their choosing.
Into the Hallway of Death: For most old school players, this shouldn’t be too much. But some of my players aren’t used to it so things got pretty tough for them.
Trap 1: Your standard pressure plate triggered flame jets. (DC: 12 REF Save or take 1d6 and be on fire!)
Trap 2: Pit Trap with illusionary floor: This was immediately after the Flame Jets. (Falling in causes 1d6 spikes to pierce that character each doing 1d4 damage) Plus any fools who are fire who happen to run forward….
Trap 3: At the end of the hall, standard poisoned arrow trap. (+3 To hit, Damage: 1d6+ DC: 10 Fort Save or be at -1 to all rolls for 2d6 hours.
The First Room: Or I should say guard room. Guardian Golem: Init: +1; Attack: +3 for d8 Damage; AC: 15; HP: 24; +2 All Saves; Special: Immune to Charm, 1/2 damage from non-magical attacks. Laser Idols (guarding the only other exit): +0 To Hit and does 2d3 damage when any one approaches within 5 feet of them. The only way to disarm them, it take out their ruby eyes (each worth 50 GP).
The Necromancy Lab: Wander further into the dungeon and they what is obviously a Necromancy Lab. Important Safety Tip: When you find three sealed coffins. Open no more than one at a time. Opening more could cause a TPK which nearly happened.
Coffin 1: The Elf Wight: Init +2, Attack: +3 doing d8+1 Damage; AC: 15; HP 18; Saves: R +4, F+3, W +4; Special: Undead Traits. Loot: Shield, Suit of Elvin Chainmail, The Necro Blade: When the wielder kills a living being with the sword roll 2d6 and heal that much unless doubles are rolled then the aforementioned living being is turned into zombie (not under anybody’s control). When the wielder successfully attacks an opponent, he may opt to turn a normal hit into a Critical Hit. The only cost is to permanently lose 1d3 HP and one point of Personality as the sword consumes the life force and soul of the wielder.
Coffin 2: Banshee: Init +3, Atk: +2 1d3 Stamina Drain; AC: 12, HP: 14, Saves: W +6, F +3, R +4, Special: Fly at 40′, Undead Traits, Cause Fear: DC: 12 Will Save or flee in terror for 1d6 rounds and make another DC: 10 Will save to keep from dropping whatever the character has in hand. On a roll of a Natural 1 on the first save make a DC: 10 Fort Save or die from fear. If successful then character still has some sort physical effect. Yes, this did happen and we know have an elf with white hair. Loot: Necklace (150 GP), Cursed Ring (I haven’t quite decided on the curse yet..)
Coffin 3: Bag of Skulls: 12 Skulls each with the following stats: Init: +2, Attack: +1 for 1d3 damage, AC 11, HP: 3, Saves: R +2, F +1, W +1; Special: Undead Traits, Fly at 30′. Sorry no loot here unless you count a large sack.
Note: The PC’s opened coffins 1 and 2 at the same time after having an easy time dealing with the Bag of Skulls.
And that’s as far as they got.
Till Next Time. Kill Monsters, Take their stuff, and HAVE FUN!
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