Friday, June 21, 2024

Dungeon of the Fire Opal - Dungeon Magazine 84 (part 4: areas 19 through 23)

Dungeeon restocking continued. We cover areas 19 through 23.

Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet. The ceiling in area 22 is 20 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.

Note: When characters reach the hall outside either area 7 or 10 the Telluric Slink in area 22 begins moving. When the characters enter areas 8, 9, or area 11 it would move to area 16, then the next to 14, and so on, as the party progresses. This makes it possible for the party to meet or bypass the Slink at various locations. Reminder - it has blindsight and will detect their movement or other vibration causing activity within 60 feet distance and begin moving toward such activity.

Area 19: A faded painting of Ghul the Half-God is centered on the south wall. Below it sit three rusted iron chests, open and empty,

Area 20: The walls floor, ceiling, and doors within the room are painted black. The paint is fading to a dingy, dark grey and flaking off some areas.

Area 21: In the eastern section of this room is a bedroll and a backpack. Inside the backpack are three days of rations and two water skins. One of the water skins is empty.

A strange apparatus is attached to the northern wall. A hand shaped plate is affixed to the side of a device connected to 3 mechanical arms that end in needles. Above them are 4 glass tubes containing colored liquids. Hanging from the ceiling is a fully encasing helmet with a smooth, featureless face, only the eyes are not covered. It is not possible for the creature in the helmet to operate the device.

Pressing the hand plate allows for control of the device mentally. A creature standing beneath the helmet becomes locked in and held in place until treatment is complete. The device is for injecting the various liquids into the subject's eyes for different effects. All benefits gained cease after one month without repeat treatment. Drawbacks are permanent without a restoration or remove curse.

Translucent yellow - This liquid turns the iris bright golden yellow and gives the recipient dark vision out to 60'. It has no effect other than color change for creatures that already have dark vision.

Syrupy green - This liquid turns the entire eye black and gives the recipient the ability to function in bright light without penalty. Other than color change it provides no benefit to those who have no problems in daylight.

Translucent pale blue - This liquid turns the eye completely transparent resulting in blindness except in magical darkness. 

Opaque red - This liquid is the catalyst that allows other liquids to be mixed effectively and safely.

Mixing yellow with green results in glowing green eyes and provides both benefits.

Mixing yellow with blue results in a green iris and both benefits.

Mixing green with blue results in no color change to the eye, and provides x-ray vision through up to 6 inches of wood, 1 inch of metal, but not through lead. No other benefits are achieved.

Mixing any colors without including red liquid requires a DC15 Constitution saving throw. Failure results in 3d6 poison damage, the poisoned condition for 24 hours, and severe vision difficulties giving disadvantage on anything affected by vision. Attack rolls, Dexterity saving throws, and skills needing eyesight are examples.

Both eyes must be treated alike or the same penalty to vision related efforts occurs.

Area 22: Empty. See above to determine location of the Telluric Slink.

Area 23: Rotted wooden furniture and a rotted rug adorn this room. Otherwise empty.





Friday, June 14, 2024

New Monster - Telluric Slink

We'll be reskinning and modifying the Carrion Crawler to create this monster. The base stats are in the 5e Monster Manual page 37.

Telluric Slinks were created in one of the many laboratories within Ghul's Labyrinth below Ptolus. They are one of a vast number of aberrations born into the Squirming Horde and unleashed against the forces of good during the Ghul War.

Nearly 9' long and weighing close to 600lbs., the Slink is covered in a thick mass of long black hair. Its bulbous head has two slavering mouths filled with jagged teeth. Jutting out of where its eyes would be are two nest-like bundles of fine metal wires.

An apt description of the creature would be "an enormous hairy slug made of muscle, electricity, and evil".

Below are the changes to the Carrion Crawler. All other stats remain as written.

Increase the Armor Class to 14

Replace the climb speed with a swim speed of 10'

Replace Darkvision with Blindsense, same range.

Remove Keen Smell, Spider Climb and all Carrion Crawler attacks.

Add Immunity to electricity.

Modify the remainder as follows:

Multiattack. The Telluric Slink makes two attacks. Two bites against the same target or one bite and one sweeping slam against separate targets.

Sweeping Slam. Melee weapon attack: +4 to hit, reach 5' one or more creatures directly to either the left or right of the Telluric Slink. Hit: 2d6+2 bludgeoning damage and the target must make a DC13 Dexterity saving throw or become prone.

Bite. Melee weapon attack: +4 to hit, reach 5' one creature. Hit: 1d6+2 piecing damage.

Telluric Burst. All creatures within 10' of the Telluric Slink must make a DC13 Dexterity saving throw or take 3d6 electric damage. Recharge 5-6.



Saturday, June 8, 2024

Dungeon of the Fire Opal - Dungeon Magazine 84 (part 3: areas 14 through 18)

Continuing the restocking of the dungeon. We cover areas 14 through 18.

Unless otherwise stated, all areas are unlit.
Unless otherwise stated ceiling height is 10 feet. In areas 14, 16, and 17 the ceilings are 20 feet.
All secret doors require a DC14 or better perception to spot.
All areas other than 0, 1, and 3 are grey stone.

Area 14: In the 10 foot section closest to area 13 is a 2 foot smear of pinkish slime. It is harmless, but smells horrible. Otherwise the chamber is empty.

Area 15: Recent bloodstains mark the floor in front of the large steel door. The door is locked. The black metal key from area 7 unlocks this door. The lock shows signs of scratching and there are half a dozen small dents around it. 

Narrow stone tables run along the walls. Wooden cabinets are hung above each of them. Canisters of various types are scattered about the tables along with numerous alchemical tools. 

A metal cart with a wooden top sits just to the south of the doorway. On the cart are 6 sealed glass bottles, each with some sort of chalky blue residue in the bottom. Opening a bottle releases a toxic gas. Any creature within 10 feet of the opened bottle must make a DC12 Constitution saving throw or fall unconscious for one minute. Saving throws may be repeated at the end of a creature's turns with a success ending the condition.

Spending 10 minutes performing a search of the room results in the following discoveries and encounters: 3 glass jars with cork lids contain gold, silver, and copper dust worth, 177 gold, 81 gold, and 17 gold pieces worth of material; 4 small stone jars containing ground chunks of obsidian, beryl, moonstone, and garnet worth a total of 97 gold pieces worth of material to the right buyer; dozens of containers of herbs, powders, and other reagents worth an additional 53 gold pieces for those that retain potency; the equipment and tools are worth 1,300 gold pieces if they can be safely transported and sold.

A cabinet in the northwest corner holds a large ceramic jar leaning against the inside of the door. It will fall, breaking and splattering the closest creature with Green Slime. 5e Dungeon Masters Guide page 105

Area 16: Bits and pieces of armor, equipment, clothing and bone litter this area. What was once a dead body has been savagely ripped apart. The remaining items of value include a dagger in its sheath, a small pouch containing 4 gold pieces, 23 silver pieces, 8 copper pieces, and 2 small bits of blue quartz worth 5 gold each.

Area 17: Bathed in an eerie orange glow this room is crisscrossed by dozens of wire cables. Some lead to the glowing hemispheres on the ceiling while others sink into the floor around a 10 foot by 10 foot rusted metal trap door, and others connect to a strange machine just beside it. Movement through the room is treated as difficult terrain. Moving any faster requires a DC12 Dexterity saving throw. Failure results in becoming prone. 

Beside the south side of the trap door is a large machine taking up the 10 foot square and reaching nearly to the ceiling. Strange tubes and protrusions cover the device. On the south side are three levers and a panel shaped like a hand. The right hand lever is in the down position and the other two are in the up position.

The right lever controls power to the overhead lights. It is currently in the on position. The center lever sends power to the mass of unconnected cables scattered about the floor. Falling prone while this switch is on results in taking 2d6 electric damage upon falling and at the start of any turn the creature is prone. The left lever sends power to area 18 below the trap door.

Area 18: Telluric Slink creation pit. The trap door is rusted shut requiring a DC20 Strength check to open. Beneath the door is a deep pit filled with a dark blue liquid 10 feet below the rim and a further 20 feet deep. A mild alcohol smell exudes from the pit. Sending power to the pit causes the fluid to begin bubbling and the smell becomes stronger.

Creatures falling into the liquid or imbibing the liquid are immediately made violently ill requiring a DC17 Constitution saving throw. Failure results in taking 4d10 poison damage and having the poisoned condition for 24 hours. Success results in half damage and the poisoned condition for 1 hour. If the power to the pit is on, anyone entering the liquid also takes 2d6 electric damage at the start of their turns that they remain in the liquid.

Encounter: A mature Telluric Slink rests in a state of torpor at the bottom of the creation pit. Creatures entering the liquid disturb its rest. One round after a creature enters the liquid the Slink will move to attack. (see blog post New Monster - Telluric Slink for stats)