Saturday, January 12, 2019

Dungeon of Jolokia: Rooms 6&7

Room 6 is accessed by the northwestern hallway and room 7 is accessed from room 3 via the east door.

Room 6:
There is a giant venomous snake in the central pit and a team of attendant cultists in this room.
- 3 zero level cultists each with powder, dagger, and finger cymbals.
- 1 Fang of Judgement (fighter, level 2) scimitar, chainmail +1.
- 1 Speaker of Fire (wizard, level 2) Burning Hands spell.
- 1 Tongue of Jolokia (cleric, level 2) Mace +2.

Room 7: Storage for food, water, raw peppers, etc.

Thursday, January 10, 2019

Dungeon of Jolokia: Rooms 4&5

Continuing the Dungeon of Jolokia.
Room 4: If not already alerted to intruders Moruga (naga) will be resting here reading several long scrolls made from snake skin. The scrolls are philosophical texts regarding fire, pain, etc. Among Moruga's other possessions is a scroll of Fire Resistance.

Room 5: Three cultists are carefully grinding peppers to created juices and powders. Shelves are lined with jars of potent mixtures. The air in the room is thick with the scent of peppers and anyone not used to constant contact with the plant must make a save vs poison or suffer greatly while present and for 1 turn (10 minutes) after leaving the room. Failed save results in -4 to hit and -4 to armor class due to choking and intense burning of the eyes and throat. Successful saves still result in -2 to hit and -2 to armor class while in the room and for 5 rounds after leaving the area.

Random encounters with cult members will come from the northern hallway, normal encounters will come from the narrow hall leading southwest.

Tuesday, January 8, 2019

Dungeon of Jolokia: Room 3 and Twisting Hall

Continuing the Dungeon of Jolokia.
Room 3: Along the walls of this room are piles of enormous snake skins. In  the center of the room are some tools and a large snake skin being fashioned into a garment. If the party stops to search the room, roll a random encounter coming from the hallway.

Random Encounter Table (roll 1d8):

1 - 1d6 cultists and 1 Speaker of Fire (wizard).
2 - Distant screams and gagging can be heard, roll for random direction.
3 - 1 Tongue of Jolokia (cleric) and a naga.
4 - A cultist stumbles up, hands on throat, face deep purple, sweating profusely. He will make a grab for a waterskin and fall down dead. Cross this encounter off after it happens and replace with encounter 1.
5 - The sound of cymbals can be heard ringing in the distance, roll for random direction.
6 - Options 1 & 3 together, from different directions if possible.
7 - 2 Fangs of Judgement (tougher fighters).
8 - A level appropriate encounter from the normal encounter tables.

All cultists will use pepper powder or pepper juice attacks first and weapons afterward.

Sunday, January 6, 2019

Magic Item: Lingel's Warning (Boots of Tremorsense)

Lingel's eyesight had begun to dim though his skill with a blade remained great. His companions wishing to have many more adventures with Lingel, commissioned a fine pair of enchanted boots to aid him in remaining alert to approaching dangers.

The boots are light and sturdy, looking finely made, but otherwise ordinary. Movement of creatures cat sized and above can be sensed out to a distance of 120' allowing the wearer, even if blinded, to accurately target their location.


Friday, January 4, 2019

New Spell: Wakefulness

The withered old hag whispered through her jagged, rotting teeth "Mustn't fall asleep on watch, deary, something with ill intent might happen by." Stritt tried to scream to no avail, the witch had him thoroughly bound and gagged.


Wakefulness

Level: 2
Duration: 4 hours
Range: Touch

The caster touches the subject of the spell granting them alertness and protection from sleep magics for a period of 4 hours. This is often used to bolster those taking watch duty.

Wednesday, January 2, 2019

Dungeon of Jolokia - Rooms 1 and 2

Here are rooms 1 and 2 of the snake dungeon converted into Dwarven Forge terrain. Below the pictures is the original map.






Room 1: Flanking the stairsdown into this chamber are a pair of grand statues depicting great twisting serpents with human heads. To the south double doors bear the fading painting of a screaming face with images of flames inside the mouth.

Room 2: The walls of this room are covered in mosaic tiles depicting many beings contorted in pain, their mouths open with what appears to be flames around their tongues. The floor is covered in a swirling serpent-like pattern with worn pathways from the tread of many feet.

Tapestries hide doors on the west and east walls. The tapestries show a great open mouth, a human headed serpent wrapped around the tongue with flames stretching the length of the beast.

The door to the east is locked.

Any noise of normal talking volume or above will draw the attention of the naga in room 4 who will come listen at the west door to determine a course of action. If it believes the party have passed out of room two through the east door it will pause for certainty and then quietly follow them planning an ambush later.


Tuesday, January 1, 2019

Messing around with some Dwarven Forge

I'll be posting some short dungeons built with Dwarven Forge pieces, typically they will be 5 to 10 rooms in size. Meanwhile here are two pictures taken of some Dwarven Forge bits thrown together for the fun of it.

I'm looking forward to doing more DF setups as the blog progresses.