Thursday, March 2, 2023

Death's Head Keep: Level 3, Room 1 for the ShadowDark RPG #Dungeon23

Welcome to Level 3 of Death's Head Keep. I'm switching things up as I'm going to use the ShadowDark RPG, whose Kickstarter launched today, for this level. 


If you want to check it out here is a link to its Free Quickstart.


Level 1 starts here and Level 2 starts here and both used Savage Worlds Adventure Edition.




A hexagonal room opens before you with ceilings at least 20' high. There is a large well in the middle of the room and two doors, made of a white wood, to the Northeast and the Southwest.

  • The well is more than large enough for a grown human to fit in. There is small orangish light at its bottom far below. A DC 12 Wisdom Check reveals it is 120' deep and what you are seeing is a Glow Stone whose enchantments typically last 3 to 4 months. If your Check is an 18 or higher you detect a strong smell of copper.
         Climbing down without a rope is a DC 15 Dexterity or Strength Check as the walls are very slick and it takes about 20 minutes. Three failed climbing rolls results in 10d6 damage.With a rope no check is required and it takes about 5 minutes.
         At 40’ deep the walls flares out to reveal more of the cavern below. A DC 12 Wisdom check reveals that the smell of copper is coming from a small lake of blood at the bottomd and the Glow Stone is resting on a high spot out of it. A DC 18 Intelligence check reveals this is the lair of a minor demon known as a Thewgorger and the Glow Stone is merely the top of its head. These demons consume every part of their meal accept the blood. It cannot climb the walls, but will pursue on the rope.

    Thewgorger
    Nightmarish and sleek predator with a huge mouth of razor sharp fangs.
    AC 14, HP 24, ATK 1 bite +4 (2d6), MV near,
    S +4, D +2, C +3, I -2, W +0, Ch -3, AL C, LV 3
  • The door to the Northeast is locked. A DC 15 Intelligence Check identifies the white wood of the door as Cloud Oak or Cotton Oak. It is rare and mostly found in the Summerlands to the South where it is considered sacred to the their druids. If the check is 20 or higher you know that the they follow the Ivory Path and they flay trespassers then display their bones at the edges of their territory.
        A DC 15 Dexterity Check will open the door’ lock, which is not trapped, and reveals a 10' x 10' armory whose shelves are nearly empty. There are 17 crossbow bolts, 1 hand crossbow, 1 maul, 1 morning star, 1 rapier, and 2 short swords.
         A DC 18 Wisdom check reveals a hidden shelf at the far end of the room that has a Potion of Invisibility (turn invisible for 10 minutes, 2 doses) and a black Pearl of Power (once per day, you may regain the ability to cast a spell you have lost; this cannot restore a spell lost due to a Critical Spellcasting failure).
  • The door to the Southwest is made of the same wood as above and is not locked. It leads to Room 2 on this Level.

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