Showing posts with label HEXROLL. Show all posts
Showing posts with label HEXROLL. Show all posts

Monday, November 20, 2023

Lair of the Corrupted Blades, full dungeon as generated by HEXROLL

Below is the full dungeon that was randomly generated by HEXROLL. I made several adjustments, turning the caverns into a full kobold lair for example, adding kobold traps and defensive positions in the passages, tying some rooms together to make the dungeon more thematic. But overall, I'm impressed with how much thematic continuity HEXROLL is able to create even with random tables. 

 


CONSPECTUS

ENCOUNTERS

 10 Kobolds (area 4) 10 Stirges (area 3)
 Green Slime (area 12)
 3 Rust Monsters (area 7)

TREASURE

3,910 gp in coins. 6,480 gp in gems. 31,100 gp in jewellery.

WANDERING MONSTERS

Every 2 turns, there is a 1 in 6 chance of encountering one of the following wandering monsters:

1d2EncounterStats
1Kobolds (4)Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)
2StirgeArmour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13

1 : LAIR ENTRANCE

This passage into the lair is at the bottom of a false outhouse .

2 : CAVE ROOM

FORESHADOWING
  • A few single silver pieces could be found if examining the ground near the entrances to this area.
DESCRIPTION

Dense spiderwebs are stretched between cave columns and the stalactites are covered with claw marks. There are some big chests near the far wall.

  • The chests are trapped. A strong acid ooze was applied on the chests. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.

  • There’s a 2-in-6 chance the chests contain:

    • 420 gp

    Otherwise, this place was already looted earlier.

  • Dry remains of food litter the area.

3 : CHAMBER

FORESHADOWING
  • A successful listening roll could detect the sounds that the Stirges are making inside this area.
DESCRIPTION

It is dark and damp here and the ground is scorched with burn marks. There’s something moving inside.

  • There are 10 Stirges inside. They will attack anyone stepping in.

Stirge


Armour Class: 7 [12] Hit Dice: 1 Attacks: 1 × beak (1d3 + blood sucking) THAC0: 19 [0] Movement: 30’ (10’) / 180’ (60’) flying Saving Throws: D12 W13 P14 B15 S16 (2) Morale: 9 Alignment: Neutral XP: 13


  • Monster Hoard:

    • 4 gems worth 660 gp in total
  • There’s also a pile of papers in the far corner and some seeds next to it.

4 : CAVE HALL

FORESHADOWING
  • When listening from outside, speaking Kobolds can be faintly heard from inside this area.
DESCRIPTION

Pools of dark sludge are scattered all over the place and the stalagmites are covered with splatters of dark matter. A violent shout in an unknown language is coming from inside.

  • There are 10 Kobolds inside, frantically searching for something. Roll or decide for reaction.

Kobold


Armour Class: 7 [12] Hit Dice: ½ Attacks: 1 × weapon (1d4 or by weapon – 1) THAC0: 19 [0] Movement: 60’ (20’) Saving Throws: D14 W15 P16 B17 S18 (NH) Morale: 6 (8 with chieftain) Alignment: Chaotic XP: 5 (bodyguard: 15, chieftain: 20)


  • Monster Hoard:

    • 9 cp
  • Damp leaves litter the area.

5 : CAVE HALL

DESCRIPTION

Dense spiderwebs cover the stalactites and stalagmites and the canopy is scorched with burn marks. There’s a dead body here.

  • Lying on the floor is a dust covered human skeleton. Searching it will uncover:

    • 30 gp
    • Oil (Unusable)
    • Sling (Unusable)
  • A ring of fist-sized stones can be found in a large basin.

6 : CAVE DIG

FORESHADOWING
  • Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
DESCRIPTION

This area stinks from excrements and there are some scorch marks on the stalagmites. There is a very big chest near the far wall.

  • The chest is trapped. There’s a small gas-filled vial made of an extremely fragile glass hidden under a pulling ring . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.

  • There’s a 2-in-6 chance the chest contains:

    • 1,000 gp
    • Armour +1

    Otherwise, this place was already looted earlier.

  • There’s also an old broken mirror near the wall on the right and some rotting remains of food spread all over the place.

7 : CAVE DIG

FORESHADOWING
  • A successful listening roll could detect the sounds that the Rust Monsters are making inside this area.
DESCRIPTION

Oversized fossilised mushrooms are covering this area and the canopy is scorched with burn marks. There’s movement inside.

  • There are 3 Rust Monsters inside. They will attack anyone stepping in.

Rust Monster


Armour Class: 2 [17] Hit Dice: 5 Attacks: 1 × feeler (rusting) THAC0: 15 [+4] Movement: 120’ (40’) Saving Throws: D12 W13 P14 B15 S16 (3) Morale: 7 Alignment: Neutral XP: 175

❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏

  • There is no hoard.

  • There’s also a pile of papers in a large basin and some hundred tiny bones spread all over the place.

8 : GROTTO

FORESHADOWING
  • Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
DESCRIPTION

Oversized fossilised mushrooms are covering this area and the stalagmites are scorched with burn marks. There is a very big bag near the far wall.

  • The bag is trapped. There’s a small gas-filled blister made of lizard’s intestine thrown casually inside . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or sustain 1d6 turns of uncontrolled spasms.

  • There’s a 2-in-6 chance the bag contains:

    • 230 gp
    • 1 gems worth 100 gp in total
    • Potion of Delusion
    • Ring of Control Animals

    Otherwise, this place was already looted earlier.

  • A pile of cockroaches can be found near the wall on the far end.

9 : CAVE ROOM

DESCRIPTION

This area is dark and cold and the stalactites are covered with burn marks. There’s a dead body here.

  • Lying on the floor is a rotting goblin corpse. Searching it will uncover:

    • 20 gp
    • High Boots (Unusable)
  • A bouquet of flowers can be found near the wall on the right.

10 : CAVERN

FORESHADOWING
  • A few single copper pieces could be found if examining the ground near the entrances to this area.
DESCRIPTION

The air in this area is dense and misty and the ground is carved with claw marks. There is a large crate near the far wall.

  • The crate is trapped. Loose debris is locked above the crate, released when a switch embedded in one of the wooden planks is triggered. If undetected, there’s a 2 in 6 chance for the debris to drop down. Save vs Petrification or sustain 1d8 damage.

  • There’s a 2-in-6 chance the crate contains:

    • 1,760 gp

    Otherwise, this place was already looted earlier.

  • There’s also a smashed lyre in a large basin and some traces of fur next to it.

11 : CAVERN

FORESHADOWING
  • A few single silver pieces could be found if examining the ground near the entrances to this area.
DESCRIPTION

The air in this area is dense and misty and there are several spots of green rot on the stalactites. There are some large barrels near the far wall.

  • There’s a 2-in-6 chance the barrels contain:

    • 30 gp

    Otherwise, this place was already looted earlier.

  • Feathers litter the area.

12 : CHAMBER

FORESHADOWING
  • There’s a good chance players could sense the vile stench that the Green Slime is emitting from inside this area.
DESCRIPTION

The air in this area is dense and misty and the ground is scorched with burn marks. There’s also a very strong acidic stench here, making breathing almost unbearable.

  • There’s a Green Slime inside. It will attack anyone stepping in.

Green Slime


Armour Class: No hit roll required Hit Dice: 2 Attacks: 1 × touch (consume flesh) THAC0: 18 [+1] Movement: 3’ (1’) Saving Throws: D12 W13 P14 B15 S16 (1) Morale: 12 Alignment: Neutral XP: 25

❏❏❏❏❏❏❏❏❏❏

  • There is no hoard.

  • There’s also vomit in the far corner and some shreded pieces of clothing next to it.

13 : CAVE DIG

FORESHADOWING
  • Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
DESCRIPTION

This area stinks from excrements and the canopy has a few claw marks on. There are some big jars near the far wall.

  • The jars are trapped. There’s a poisoned needle embedded in a handle . If undetected, there’s a 2 in 6 chance of getting pricked. Save vs Poison or die in 1d4 turns.

  • There’s a 2-in-6 chance the jars contain:

    • 60 gp

    Otherwise, this place was already looted earlier.

  • Broken pieces of wood litter the area.

14 : GROTTO

FORESHADOWING
  • A torn canvas bag was left on the ground near an entrance to this area.
DESCRIPTION

Pools of dark sludge are scattered all over the place and the stalactites are covered with burn marks. There is a very big barrel near the far wall.

  • The barrel is trapped. A highly corrosive ointment was applied on the barrel. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.

  • The treasure here, if any, was already looted.

  • There’s also a spotted mushroom near the wall on the left and some seeds next to it.

15 : CAVE HALL

FORESHADOWING
  • A torn canvas bag was left on the ground near an entrance to this area.
DESCRIPTION

The cave earth here makes the ground feel sticky and the canopy is carved with claw marks. There are some large jars near the far wall.

  • The jars are trapped. There’s a small gas-filled blister made of rat’s intestine embedded in a handle . If undetected, there’s a 2 in 6 chance of popping it. Save vs Poison or die in 1d4 turns.

  • There’s a 2-in-6 chance the jars contain:

    • 20 gp

    Otherwise, this place was already looted earlier.

  • Torn pieces of clothing litter the area.

16 : CAVE DIG

DESCRIPTION

There are stains of what seems to be blood on the ground and the stalagmites have a few claw marks on. There’s also a colorful glow emitting from the ground.

  • A few green and purple bioluminescent mushrooms are growing from cracks in the ground. Anyone consuming them will be paralized with mind twisting hallucinations for 1d6 turns
  • A pile of papers can be found near the wall on the right.

17 : CHAMBER

FORESHADOWING
  • Traces of something heavy dragged on the ground could be found if examining around the entrances to this area.
DESCRIPTION

Fossils of underwater creatures decorate the formations here and the stalactites are carved with claw marks. There is a large bag near the far wall.

  • The bag is trapped. A highly corrosive ointment was applied on the bag. If undetected, there’s a 2 in 6 chance of touching it. Save vs Petrification or sustain 1d4 damage.

  • There’s a 2-in-6 chance the bag contains:

    • 340 gp

    Otherwise, this place was already looted earlier.

  • There’s also a pouch of dice in a large basin and some torn pieces of clothing next to it.