Showing posts with label Vampire Queen. Show all posts
Showing posts with label Vampire Queen. Show all posts

Thursday, March 9, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 9

You come to a turn in the hallway. It turns to right, but before it does, there is another cell door on your left.  These cell doors are open.

Cell 9

This room is empty. There are signs of a recent battle. A pile of bones that look like they belonged to a couple of dire wolves is here. 

There is no treasure in this room.

--

There is still a group of ahead of the party and they dealt with the skeletal dire wolves.

Wednesday, March 8, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 8

 Continuing down the hall there is another cell on the right.

Cell 8

This cell appears to be used as a storage area.  There are several chests, all are empty except for two.

Chest #1: has a Small Bag of Holding inside. The bag itself is empty.

Chest #2: Is actually a Mimic and it is starving.

The mimic itself has no treasure.

Tuesday, March 7, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 7

 This cell is locked and boarded up.  Movement can be heard inside. There are two doors here, the cell and the doors behind it.

Room 7, Level 7

Inside this room is an ancient and immortal Grimlock. The Grimlock is very old and blind. The magical experiments done on him have made him immortal, hungry, and insane. It will attack as long as there is no light greater than torchlight.   


Monday, March 6, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 6

 This cell, just down the passageway and on the right, has an eerie glow inside.

Level 3, Room 6

The glow comes from somewhere inside the cell but it is difficult tell exactly where. Everywhere the characters look for it seems to be somewhere else.

There are no monsters in this cell and the glow is from the pervasive magic in this area.

Sunday, March 5, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 5

This room looks much like the last, save there is no mistake about what is here.

Cell 5

This room houses a creature similar to the one before it. A human-bugbear hybrid, but this one has other features. It is a wight, and its arms have been removed and large crab-like arms end in claws.

It uses the same stats as a wight but adds +1 to all damage rolls.

Like the wraith before it, this creature has been imprisoned for so long that it gives no thought to freedom but only the chance to kill. 

Saturday, March 4, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 4

Moving on down the hallway, you see a light in the cell to your left.

Cell 4

This cell seems empty but there is a light on the inside.  

The light is a wraith that has been trapped here since imprisoned by the Necromancers long ago. It was a human-bugbear hybrid but it was too stupid to be of use to the Necromancers, it was however violent and ill-tempered.  It died and now only its wraith remains. 

It is so consumed with anger that it will attack first before any thoughts of leaving its prison.

Its stats are the same as a wight, but it is ghost-like. It still drains like a wraith and needs magic to hit.


Friday, March 3, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 3

Moving down the hall there is another cell on the left.

Level 3, Room 3

This is a false cell, used to confuse those here to set the monsters free. The guards and many of the monsters are long gone, but the trap remains.

The cell bars are electrified. Anyone touching it must make a saving throw vs. Paralysis/ Petrify or take 2d6 hp worth of damage. A thief can find this trap and disable it. Failure to do either will also result in a shock, no save.

The cell opens up but there is no cell beyond. A trick of the stonework makes it look larger than it really is.

Thursday, March 2, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 2

 The bars to this cell are long gone, and it is easy to see why.  Inside is a large armadillo-like creature. Once the PCs come close to the opening, it rushes out in a frenzy of hunger.






Inside is a Magiphagous Rust Monster. It is the last offspring of one of many failed magical experiments. Many generations of these creatures have lived over the years and this is the last one. The bars to it's cell are gone, but due to a special magic placed on the other bars to the other cells it has not tried to eat those.
  
Rust Monster, Magiphagous  (Old-School Essentials)
Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on the remains of magical metals.
AC 2 [17], HD 7 (31hp), Att 1 × feeler (rusting), THAC0 13 [+6], MV 120’ (40’), SV D11 W12 P13 B14 S15 (5), ML 9, AL Neutral, XP 175, NA 1d4 (1d4), TT None
  • Rusting: Magical metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust.  Each time a magic item is affected, it loses one “plus”.  Each item gets a base saving throw of 13, plus any "pluses" the magical item has.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Smell metal: Attracted by the scent of magical metals such as weapons, armors and artifacts.
Appearing as a paler and larger version of the rust monster, these creatures are otherwise exactly the same as rust monsters, save for one detail.   These creatures only eat magical metals.


Wednesday, March 1, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 1

 The stairs from the back of Room 28 on level 2 lead a long way down.  They end at a large iron gate.  The gate is 20' wide and at least 15' tall. It opens in the middle, and it is locked.  The rusty nature of this lock imposes a -5% penalty on opening. The gate, though, is also weak enough that combined strength of 24 can pull it open.

Level 3, Room 1

There are claw marks visible on the stone after the gate, but none before it. There are alcoves to either side for guards on both sides of the gate (four total).  There is an ambient eldritch glow throughout the place. 

The hallway continues on.

--

Notes about this level. This is where the Citadel of Conjurers kept their magical experiments. It has long been rumored that this is the birthplace of the Owlbear and other magical monstrosities.  When the Vampire Queen took control here, she raised many of these dead creatures as various types of undead so she could keep them as "guard dogs."

My goal this month will be to populate this level with all sorts of new monsters.

Tuesday, February 28, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 28

Down this short passageway from the torture chamber is another large room. The door is standard to unlock. 

Room 28

This large room used to be the barracks for this dungeon level. It was also where all the weapons were kept.  There are plenty of weapons here and a few are still usable. Allow players to restock what they need.

As the characters search the room they will begin to uncover a nest of Ghost Spiders.  These look like large undead spiders but they are really demonic necromantic projections.  They were summoned here from all the fear and death and have never left.

They will attack the party as soon as they are found.

In the back is hidden door that is easily discovered it leads to a flight of stairs going down.

Monday, February 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 27

The hall turns to the right and opens up into a large area. 

torture chamber

This room was obviously a torture chamber. There are still racks, stocks, and other implements of torture still to be found here.

There are still two victims here who have been unable to leave, Two Wraiths.

These wraiths are not allied and will attack the party without regard for other.

There is some treasure here the wraiths have collected from previous victims. Both have Treasure Type E.




Sunday, February 26, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 26

Turning to your right the hallway continues on a bit.  On the corner to your right, there is, if the proper rolls are made, a secret door.  This is very similar to Room #7 and Room #Room 19.

Room 7

This room is found behind a secret door in the corner of the hallway, not on the flat walls. 

This room appears to have been a guard room. There are chairs for three with a small table and weapons on the walls.  There are slots in the wall where guards can watch both hallways.

This room has been untouched by the waves of denizens here. There is a dagger +1, two-handed sword +1, and 2 +1 sling bullet stored here for the guard's use in addition to some normal items. There had been food, but it has since rotted away. Additionally, there is a bag of gold pieces, 14 GP.

Finding these treasures is worth 2,714xp.

Saturday, February 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 25

Opening this door is much easier, it feels like it had been opened already and not properly locked.

Ghouls

 Inside this room is a pack (3) of Ghouls.

They are currently eating the remains of two goblins. They will stop and attack the party, but the party will get +1 to their initiative rolls.

They have standard treasure for ghouls and what ever the two goblins had.

Friday, February 24, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 24

 Moving down the passageway the next cell is on your right.

Room 24

The doors to this room are wide open. 

It appears there had been a fight here, and not that long ago. There are three dead goblins and one dead human. The bodies have been looted, but there is a 1 in 6 chance for all characters (or a 3 in 6 for thieves) that someone will find a Potion of Healing on the human.

Otherwise, this room is empty.

--

The part of adventurers that is ahead of this party started about three to four days before this group. They are others, but they are all slowing being picked off.

Thursday, February 23, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 23

 This cell looks like it is the same size as the others, but it begins to shift and change.

Will-o-the-wisp

This effect is an illusion and a very powerful one. This illusion makes the room look larger on the inside than it is. Additionally, there is an effect that will confuse anyone inside.  The room's illusion is not related to the creature inside and a save vs. Magic will reveal the room for what it is. 

The inhabitant of this room takes advantage of this illusion.  Inside this room is a Will-o-the-wisp.

AC 3 [17], HD 5+1 (22 hp), Att 1, life drain, THAC0 15 [+4], MV 90’ (30’), SV D11 W11 P12 B13 S15, ML 12, AL Chaotic, XP 575, NA 1 (1d4), TT see below.

This is not the Will-o-the-Wisp normally encountered. This is an undead creature. While it has high HD it is a single creature and has low hp. It can be turned by a cleric as a 5HD creature.  The creature can only be hit by magic.  Its low AC is due to its size, its erratic movement, and its magical protection.

The wisp leads characters into this room and uses the illusion to keep victims confused and scared. It then feeds on the life energies of those trapped. It can't drain the victims directly and has to wait till they start to die of other causes.

The Wisp does not collect treasure, but there is a lot material left from former victims. The only way to find it though is make the save vs. spells to stop the illusions.

--

I am reworking Will-O-the-Wisps for my Basic Bestiary. This is a rough draft.

Wednesday, February 22, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 22

 This cell is locked and the door feels stuck.  A combined strength of 28 is needed to force it open.

Room 22

This room has a large blue portal that leads to a different dungeon. Someone has been using this as a storage room. There is a treasure chest with 5,000 gp inside! There are two large Bags of Holding. Many mundane swords, daggers, longbows, arrows, and shields.  There is also food that seems to be fine (it is) but none of it is recognizable. It tastes weird but is perfectly healthy to eat.

If DMs wish they could have the inhabitants of this realm making a deposit. They are closely related to lizardmen.  They are not expecting to fight and have a morale of 6.

Monday, February 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 20

This door looks like it leads to another guard room (like 19 before it).

Room 20

 The floor of this room is trapped. If a pressure plate is stepped on the floor gives way and all occupants slid down (away from the door) to the next level below.

A thief can find this trap, but not disable it. They can however avoid it.

Sunday, February 19, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 19

Turning to your right the hallway continues on.  On the corner to your right there is, if the proper rolls are made, a secret door.  This is very similar to Room #7.

Room 7

This room is found behind a secret door in the corner of the hallway, not on the flat walls. 

This room appears to have been a guar room. There are chairs for three with a small table and weapons on the walls.  There are slots in the wall where guards can watch both hallways.

This room has been untouched by the waves of denizens here. There is a axe +1, short sword +1, and 2 +1 crossbow arrows stored here for the guard's use in addition to some normal items. There had been food but it has since rotted away. 

Finding these treasures is worth 2,300xp.

Saturday, February 18, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 18

The cell opens easier than the others on this level.  Thieves get a +5% bonus to any pick locks roll.

Opening this door will reveal that this cell is also very different on the inside.

Bas-relief of teh Vampire Queen

Inside is a bas-relief of the Vampire Queen. It is newer than the surrounding rock.  

As the party approaches and gets within 5' of the 7' tall relief its mouth will open a spout of red acid will spill out. Everyone within 5' must make a save versus Breath Weapon or take 2d8 points of damage.  The acid used to be much stronger.

There is no treasure in this room.