The Dungeon of Gevdrin’s Tower – Final Expedition

bruld-region-png-image

One hex = six miles

Following on from the second expedition into the dungeon beneath Gevdrin’s Tower, here is the final session of this solo Labyrinth Lord dungeon crawl using Schweig’s Themed Dungeon Generator. This time one adventurer survived the dungeon. To add colour to the empty chambers within the dungeon I used the random tables for dungeon dressing from the Labyrinth Lord Advanced Edition Companion and from the Dungeons Master’s Guide (1st Edition), and then used my imagination to set the results of the rolls within the context of the dungeon.

The Adventurers

Another party of adventurers have gathered at the inn in the town of Bruld called The Wizard’s Garden to plan an expedition into the dungeon beneath the ruins of Gevdrin’s Tower, situated on Hunuf Plain to the south of Bruld. The adventurers are:

  1. Cloleas, a human sorceress
  2. Freblun, a male human warrior
  3. Jevrin, a male human thief
  4. Krandorum, a male dwarf (of the basic dwarf class of Labyrinth Lord)
  5. Lenhalna, a female half-elven cleric of Athaya the goddess of healing
  6. Mevenroth, a male elf (of the basic elf class of Labyrinth Lord).

The Journey to Gevdrin’s Tower

On a fine spring morning the party leave The Wizard’s Garden and set out from Bruld south towards the tower. After travelling through the hamlets, farmland and sparse woodland south of Bruld, at midday the party enter the rugged expanse of Hunuf Plain where the dominant vegetation is low grass.

Hunuf Plain encounters (d4):

  1. Giant Carnivorous Flies (1d6+1)
  2. Giant Ferrets (1d6+1)
  3. Giant Hawk (1)
  4. Stirges (1d10+3)

No encounter rolled.

The gloom of evening is spreading over Hunuf Plain by the time the adventurers reach the ruin of the tower. As described in The Wizard’s Garden the round tower is a ruined stone shell, the wooden upper floors having been destroyed by the fireball. The ground floor is overgrown with grasses from the plain, but the party find a spiral staircase within the wall which leads down into the dungeon. After resting for a while the party descends the steps.

All characters are moving at a rate of 30′ per turn (exploring movement).

SAM_1244

1: Chamber of strange smoke

The staircase leads down to a large square chamber. In each corner of the chamber there is a 10-foot tall bronze statue of a man with an expressionless face, who is holding a pot. White smoke billows out of each pot and fills the room, but it does not choke the adventurers. By the light of Lenhalna’s torch they can just make out doors in the middle of the west and east walls, made of oak and bound in iron. The party cross the chamber towards the door in the west wall.

The smoke coming out of the pots turns a random colour, and has a different effect, every time someone enters the chamber.

As the party cross the chamber the smoke billowing out of the pots turns pink, then red. The statues now have sinister smiles on their faces. The characters breathe in the smoke which now burns them.

Cloleas fails her saving throw versus spells and is killed.

Jevrin succeeds on his saving throw and suffers no injury.

The other characters fail their saving throws and are injured.

Cloleas collapses onto the floor of the chamber and dies. She was mapping the dungeon and Jevrin, who has shrugged off the effect of the smoke, takes the map case, quill pen, vial of ink and two sheets of parchment from her corpse. The surviving adventurers hurry through the door in the west wall.

First turn elapsed.

6: Dripping chamber

The party enter an empty chamber where mold covers the walls and water drips down from the ceiling. There are three doors in the west wall and one door in the north wall. Still coughing and gasping from the effect of the smoke, the adventurers slump down on the floor of the chamber. They lament the loss of Cloleas, a kind woman who provided Krandorum and Lenhalna with extra gold pieces so that they could buy better armour for themselves. Lenhalna casts Cure Light Wounds on Krandorum, one of the most badly affected adventurers, and partially heals him. Mevenroth says that he will now be mapper for the party and takes the map case, quill, ink and parchment sheets from Jevrin.

Second and third turns elapsed.

The party go through the door in the north wall. They enter a corridor which turns left, and then left again before ending at a door.

Fourth and fifth turns elapsed.

The party rest at the door for a while before entering the chamber beyond.

Sixth turn elapsed.

Lenhalna lights a new torch (15 left).

9: Lightning bolt trap

The party enter a rectangular chamber which is featureless except for another door in the left-hand wall and a pile of ashes against the south wall.

Jevrin fails to detect the lightning bolt trap.

Jevrin and Krandorum, who are at the front of the party, search the pile of ashes and Jevrin finds a small silver flask. He bends down to pick it up and is killed by a lightning bolt from the wall.

After a stunned moment of silence Krandorum picks up the silver flask which appears to contain some kind of potion.

The flask contains a potion of Plant Control.

After putting the flask in his backpack Krandorum drags Jevrin’s corpse away from the wall. Lenhalna performs the rites of Athaya over the dead thief and then the surviving four adventurers share out his belongings and coins.

First, second and third turns elapsed.

The party go through the door in the left-hand wall.

10: Giant black widow spider’s lair

The rectangular chamber beyond is filled with cobwebs. The party search the chamber carefully.

Each adventurer must make a Dexterity check to avoid being trapped within the spider’s web.

Freblun becomes trapped within a sticky mass of webs in the northeast corner of the chamber.

Freblun can break free within five turns.

A giant black widow spider six feet long crawls down from the ceiling towards Freblun.

The spider has the initiative and attempts to bite Freblun. The spider has 15 hit points. The spider has a +2 to hit as Freblun is trapped in the web. The spider fails to bite Freblun.

The spider fails to bite Freblun through his banded armour. Freblun is too trapped to be able to use his weapons. Krandorum wounds the spider with his sword and Mevenroth wounds it with a Magic Missile.

The spider has 3 hit points left.

The spider bites Krandorum and kills him. Lenhalna brings her flail down on the spider and kills it. Mevenroth uses his dagger to cut away the strands of the web trapping Freblun.

Lenhalna burns the spider’s web with her torch. Beneath the remains of the web they find the skeleton of a previous victim of the spider, clad in rusty chain mail. In a rotting backpack beneath the skeleton they find 57 copper pieces.

Fourth and fifth turns elapsed.

The party rest in the chamber and share out Krandorum’s coins and rations. Lenhalna takes his silver flask.

Sixth turn elapsed.

Lenhalna lights a new torch (14 left).

The party go through the door in the northwest corner of the chamber.

11: Empty chamber

They enter a small chamber only 10 feet square, and empty. There are scratchings made in charcoal on the north wall, perhaps tallies of whatever was once stored in the chamber. The party return to the spider’s lair and go through the other door in the southeast corner.

First turn elapsed.

12: Giant rats’ lair

They enter another small chamber 10 feet square, filled with the rotting remains of barrels, sacks and various foodstuffs. Rooting through the refuse are nine giant rats, each three feet long.

Both the giant rats and the party have the initiative and act at the same time.

The adventurers decide to retreat from the chamber, which probably contains nothing of value. However, the rats have noticed them.

Each character must make a Dexterity check to get outside the chamber. Failure means that the character will be attacked by three rats. Freblun, who is at the rear of the party, will go first, followed by Lenhalna and then by Mevenroth, who will slam the door shut on the rats.

Lenhalna fails the check but she bears a torch which she thrusts at the rats.

Freblun makes it out of the chamber. While she is leaving the chamber Lenhalna slips on refuse and is attacked by three rats. But she thrusts her torch at them and they run away. Mevenroth makes it out of the chamber and slams the door shut.

Second turn elapsed.

The party return to the dripping chamber (6).

Third, fourth and fifth turns elapsed.

The party rest in the dripping chamber.

Sixth turn elapsed.

Lenhalna lights a new torch (13 left).

13: Fire beetles’ lair

The party go through the northernmost door in the west wall of the dripping chamber. The chamber beyond is 10 feet square and empty except for a human skull and eight fire beetles.

The fire beetles are surprised and the party have time to act.

The adventurers leave the chamber and Mevenroth slams the door shut on the fire beetles. The party go through the middle door in the west wall.

14: Dysfunctional magical portal

The party enter another small chamber 10 feet square. There is a broken wooden pole on the floor. An irregular and two-dimensional shape of ghostly white light about the height of a man hangs in the air. From beyond the light the adventurers can hear the faint sound of a horn blowing. As they approach the light it fades away. Mevenroth says that it is probably a magical portal created by Gevdrin that no longer works properly. The adventurers leave the chamber.

First turn elapsed.

The adventurers decide to leave the dungeon and return to Bruld to recover. They enter the chamber of strange smoke again.

1: Chamber of strange smoke

As I’ve already randomly all three effects of the smoke (healing/vitality, confusion, and damage) over the course of three sessions I decide to give the adventurers a break and let the smoke heal 1d6+1 hit points of damage for each character.

This time the smoke turns light blue, then deep blue. The statues now have kindly smiles on their faces. The adventurers breathe in the smoke and feel their wounds heal. Encouraged by this boon, they decide to continue exploring the dungeon. They go through the door in the east wall.

Second turn elapsed.

2: Empty chamber

The arrow trap in this chamber was triggered by Hanrus during the first expedition to the dungeon and therefore is now longer operational.

The party enter a large rectangular chamber. In the west wall Lenhalna finds a secret door; a stone in the wall pivots to reveal a chamber beyond.

Third, fourth and fifth turns elapsed.

After resting for a while in the chamber the adventurers go through the opening.

Sixth turn elapsed.

Lenhalna lights a new torch (12 left).

15: Giant toad’s lair

They enter a large square chamber which is damp and moldy. They see a toad the size of a large dog hopping towards them.

The party have the initiative. The giant toad has 11 hit points.

The toad wounds Mevenroth but Freblun dispatches it with his sword. Exploring the chamber the adventurers find three doors in the north wall and a door in the northeast corner. They go through the door in the corner.

First turn elapsed.

3: Fountain

The party enter a square chamber. There is a fountain of white marble in the centre, in the form of a nude nymph holding a pot that pours water into a basin. The walls are painted with frescoes of a forest inhabited by sylvan beings such as elves, sprites and unicorns. There are two doors in the north wall, another door in the west wall, and a door in the south wall.

The fountain is a healing fountain that restores all lost hit points of each character once only.

The adventurers take cautious sips of the water in the fountain, and then drink deeply when they find that the water tastes refreshing and somehow magical. Mevenroth feels the injuries caused by the red smoke and the giant toad heal.

Second turn elapsed.

The party go through the left-hand door in the north wall. They enter a corridor which turns left at a door before ending at another door. They go through the second door.

Third and fourth turns elapsed.

16: Giant gecko’s lair

They enter a huge square chamber which was clearly once used for conducting magical experiments; there are magical sigils carved into the walls here and there, and some of the stones of the walls feature burn marks or have had chunks blasted out of them. There are also large droppings which have been left by a creature of some kind. The adventurers explore the chamber cautiously.

A giant gecko with 19 hit points is clinging to the ceiling and observing the adventurers. Each adventurer must make a Wisdom check to see the gecko. The first adventurer to see the gecko can warn the others. If no adventurer sees the gecko then it will surprise the adventurers.

Freblun sees a giant gecko five feet long clinging to the ceiling. It is purple with black spots. He shouts a warning to Lenhalna and Mevenroth. The gecko jumps to the floor and attacks the adventurers.

The party have the initiative.

The adventurers kill the gecko but not before Mevenroth has been wounded. Lenhalna tends his wound with a poultice made from wolfsbane and yarrow.

The poultice heals 1d2 hit points; 1 hit point.

Fifth turn elapsed.

The party rest in the chamber.

Sixth turn elapsed.

Lenhalna lights a new torch (11 left).

The adventurers search the chamber and find the remains of a previous adventurer, a corpse dressed in leather armour and with a belt pouch containing 19 copper pieces.

First turn elapsed.

There are doors in the north, south and west walls of the chamber. The party go through the door in the south wall.

17: Falling stones trap

The adventurers enter a square chamber with two rows of shelves cut out of the stone in the southeast corner. There are doors in the south and east walls. The shelves are bare except for a small glass vial which appears to contain a potion of some kind.

No search for the magical trap can be made. The stones fall over a ’10 radius and land on Lenhalna and Mevenroth at the front of the party; they must save versus petrification or take 2d6 damage.

As they walk towards the vial stones fall from the ceiling onto Lenhalna and Mevenroth, killing both of them. Freblun jumps back and curses. He waits but no more stones fall.

Second and third turns elapsed.

Freblun hangs his shield on his shoulder as he must now carry a torch in his free hand.

Freblun’s AC is now 4.

He picks up Lenhalna’s torch, lifts the stones off the dead adventurers, and takes only their gold and silver coins. He also takes Lenhalna’s flint and steel, oil, torches and silver flask, and Mevenroth’s mapping equipment. He takes the glass vial from the shelf and examines it. It contains a clear liquid and he puts it in his backpack.

The vial contains a potion of Levitation.

He rests in the chamber for a while, eats the dead adventurers’ rations, and drinks their wine.

Fourth, fifth and sixth turns elapsed.

Freblun lights a new torch (10 left).

He leaves the chamber by the door in the east wall.

18: Whispering voice

He enters a small rectangular chamber with doors in the north and south walls. There are a few chests and sacks lying around which have been emptied of their contents, strange dust of various colours that may have been used for magical research. A whispering voice startles him, but he cannot make out any words and soon the voice is no longer heard; it may have been a minor haunting of some kind. He goes through the door in the north wall.

First turn elapsed.

19: Abandoned storeroom

He enters a rectangular chamber that once served as a storeroom; there are intact chests and sacks stacked against the walls. Guarding the storeroom are three animated skeletons armed with swords, for although Gevdrin is dead his undead servants remain. The skeletons advance to attack.

The skeletons have 6, 1 and 4 hit points. They have the initiative. I decide that Freblun can do damage against the two weaker skeletons if he successfully makes a Strength check in his round, with any damage being shared between both skeletons.

Freblun destroys the skeletons without sustaining a wound. He searches the chests and sacks and finds that they mostly contain nothing of interest to him, only strange powders, dried herbs and other magical ingredients. But in one chest he finds a pale green topaz gemstone.

The gemstone is worth 500 gp.

Second and third turns elapsed.

He goes through the door in the south wall.

20: Abandoned workroom

He enters a square chamber with doors in the south and east walls. Standing in front of the door in the south wall is a clay statue of a man. An unfinished clay statue lies on a stone bench against the west wall; it is covered in dust and obviously has not been worked on for a long time. As he moves across the chamber towards the door in the east wall the standing statue comes to life and advances to attack with its fists. Freblun draws his sword.

This animate clay statue is a monster that I designed for the dungeon.

Animate Clay Statue

No. Enc. 1d6 (1d6)

Alignment: Lawful

Movement: 60′ (20′)

Armour Class: 7

Hit Dice: 2

Attacks: 2 (fists)

Damage: 1d4/1d4

Save: F2

Morale: 11

Hoard Class: None

XP: 30

The animate clay statue has 8 hit points. Freblun has the initiative.

The statue pummels Freblun with its fists and injures him, but he succeeds in destroying it. He leaves the chamber by the door in the east wall.

3: Fountain

He enters the chamber featuring the magical fountain in the shape of a nymph. He drinks the water and feels the injuries that he received from the statue heal. He leaves the chamber by the door in the south wall.

Fourth turn elapsed.

2: Empty chamber

He enters the chamber where Lenhalna found the secret door leading to the giant toad’s lair. He rests in the chamber for a while and enjoys a meal of rations and wine, knowing that he is almost out of the dungeon.

Fifth and sixth turns elapsed.

Freblun lights a new torch (9 left).

He goes through the door in the west wall.

1: Chamber of strange smoke

He enters the chamber of strange smoke again. Once again the smoke turns blue and fills him with vitality. He goes up the spiral staircase to the ruin of the tower. It is now night and moonlight illuminates the empty expanse of Hunuf Plain around the tower. He sees nothing that might be of concern so he makes a small fire in the ruin, lays out his bedroll and gets some sleep.

The next morning he sets off across Hunuf Plain and returns to Bruld. He enters The Wizard’s Garden with much to tell the patrons, for he is the first adventurer to return alive from the dungeon of Gevdrin’s Tower.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Dungeon of Gevdrin’s Tower – Second Expedition

bruld-region-png-image

One hex = six miles

Here is the second session of my Labyrinth Lord dungeon crawl using Schweig’s Themed Dungeon Generator. Continuing on from the first expedition to the dungeon beneath Gevdrin’s Tower, this expedition ended in another Total Party Kill.

The Adventurers

Once again six adventurers have gathered at the inn in the town of Bruld called The Wizard’s Garden to plan an expedition into the dungeon beneath the ruins of Gevdrin’s Tower, situated on Hunuf Plain to the south of Bruld. The adventurers are:

  1. Durlan, a male elf (of the basic elf class of Labyrinth Lord)
  2. Jevund, a male human warrior
  3. Madrin, a female human cleric of Athaya the goddess of healing
  4. Tholroth, a male half-elven warrior
  5. Voldrunda, a female dwarven thief
  6. Wodnirt, a male gnome illusionist

The journey to Gevdrin’s Tower

On a clear spring morning the party leave The Wizard’s Garden and set out from Bruld south towards the tower. After travelling through the hamlets, farmland and sparse woodland south of Bruld, at midday the party enter the rugged expanse of Hunuf Plain where the dominant vegetation is low grass.

Hunuf Plain encounters (d4):

  1. Giant Carnivorous Flies (1d6+1)
  2. Giant Ferrets (1d6+1)
  3. Giant Hawk (1)
  4. Stirges (1d10+3)

No encounter rolled.

Night is falling by the time the adventurers reach the ruin of the tower. As described in The Wizard’s Garden the round tower is a ruined stone shell, the wooden upper floors having been destroyed by the fireball. The ground floor is overgrown with grasses from Hunuf Plain, but the party find a spiral staircase which leads down into the dungeon. After resting for a while the party descend the steps.

All characters are moving at a rate of 30′ per turn (exploring movement).

SAM_1239

1: Chamber of strange smoke

The staircase leads down to a large chamber. In each corner of the chamber there is a 10-foot tall bronze statue of a man with an expressionless face, who is holding a pot. White smoke billows out of each pot and fills the room, but it does not choke the adventurers. By the light of Madrin’s torch they can just make out doors in the middle of the west and east walls, made of oak and bound in iron. The party cross the chamber towards the door in the west wall.

The smoke coming out of the pots turns a random colour, and has a different effect, every time someone enters the chamber.

As the party cross the chamber the smoke billowing out of the pots turns light green, then dark green. The statues now have malevolent smiles on their faces. The characters breathe in the smoke which makes them feel light-headed and disorientated.

All of the characters except Voldrunda fail the saving throw versus spells. Every character except Voldrunda will have a -1 to hit for the duration of the next combat or for the next ability check.

First turn elapsed.

6: Dripping chamber

The party enter an empty chamber where mold covers the walls and water drips down from the ceiling. There are three doors in the west wall and one door in the north wall. Voldrunda has now recovered from the effect of the green smoke, but the other characters are still disorientated. Madrin, a knowledgeable herbalist, eats some sage leaves and offers them to the others in the hope that the herb may counter the effect of the smoke.

Each character must make a Wisdom ability check to successfully benefit from the sage leaves. Durlan, Jevund and Tholroth succeed in countering the effect of the smoke but Madrin and Wodnirt do not.

The sage leaves succeed in clearing the heads of all of the affected adventurers except Madrin and Wodnirt.

Madrin and Wodnirt still have a -1 to hit for the duration of the next combat or the next ability check.

Second turn elapsed.

The party go through the southernmost door in the west wall. They enter a corridor which turns right and then left before ending at a T-junction. The party take the corridor on the left which ends at a door.

Third, fourth and fifth turns elapsed.

The party rest in the corridor.

Sixth turn elapsed.

Madrin lights a new torch (15 left).

7: Green slime lair

Each adventurer must make a Wisdom check to see the green slime clinging to the ceiling. The first adventurer to see the slime can warn the others. If no adventurer sees the slime then it will surprise the adventurers.

The party enter a rectangular chamber with doors in the east and west walls. There is a rusty iron key on the floor near to the door in the east wall, but nothing else of interest in the chamber.

The party cross the chamber towards the key. Durlan notices green slime clinging to the ceiling above the key and shouts a warning to the others. The green slime starts to drip down onto the floor around the key.

Durlan must make a Dexterity check to grab the key without being hit by the slime. He succeeds on the check.

Durlan snatches the key off the floor just before all of the green slime drops down onto the floor. The green slime now blocks the way to the door but Madrin destroys it using her torch.

First and second turns elapsed.

Durlan finds that the key was the correct one for the door. The party enter the rectangular chamber beyond.

8: Stirge lair

The chamber is filled with cobwebs which cover most of the east wall. The party advance cautiously into the chamber, expecting to see a giant spider at any moment.

The 10 stirges in the chamber surprise the party and attack. The stirges have 7, 6, 4, 7, 6, 5, 7, 7, 7 and 3 hit points.

Instead of a spider the party are surprised by 10 creatures that look like flying anteaters with reddish-brown feathers and wings two feet long – stirges! These monsters swoop down on the party; Voldrunda, Durlan, Wodnirt and Madrin are each attacked by two stirges, while Jevund and Tholroth at the rear of the party are each attacked by one stirge. In the ensuing combat the party is overwhelmed and all of the adventurers are killed by the stirges.

 

 

 

 

 

 

 

 

 

 

 

 

The Dungeon of Gevdrin’s Tower – a solo Labyrinth Lord adventure using Schweig’s Themed Dungeon Generator

Bruld region PNG image.png

One hex = six miles

I’ve started a solo Labyrinth Lord campaign that will include a wilderness hex crawl as well as dungeon crawls. For my first dungeon adventure I’ve used Schweig’s Themed Dungeon Generator, which provides the player with a template to fill in (including details for special areas, traps, treasure and encounters) which can then be used to randomly generate a dungeon during play.

The adventure ended in a Total Party Kill but I was pleased with the results; I rolled the two ‘special’ chambers that I had loaded into the template. I’ll roll up a new party to finish exploring the dungeon.

Bruld

Bruld is a large walled town of 2,600 inhabitants, ruled by a mayor and a council. Situated on the edge of the wilderness regions of the Drundorn Hills and Hunuf Plain, it is a pleasant town where oak trees grow on greens amidst the shops and houses. The town skyline is dominated by the stone hall of the town council. Other notable stone buildings are the temple of Dronlan, the god of merchants and adventurers, and the temple of Athaya, the goddess of healing.

The Wizard’s Garden

The Wizard’s Garden is a new inn that has been built in the garden that once belonged to Gevdrin, a powerful wizard who lived in Bruld a long time ago. Gevdrin’s house was demolished by order of the town council after the wizard left the town. The inn is a two storey building of brick with red-painted doors, and is known for the strange-tasting (though not unpleasant) ale, beer and wine sold there. Some say that this is a result of the lingering sorcery over the site.

The story of Gevdrin is well-known to the patrons at the inn. The wizard left Bruld many years ago because the town council kept bothering him about the dangerous experiments that he was conducting in his house. He built a tower on Hunuf Plain about six miles south of Bruld, and was seldom seen in the town again. One evening a few years ago some of Gevdrin’s servants were returning to the tower from Bruld when they saw a huge fireball engulf the building. No doubt the result of an experiment of the wizard, the fireball killed Gevdrin and all of his servants who were in the tower at the time, leaving the building a charred stone shell; only the dungeon beneath the tower survived the destruction. The dungeon soon became known to adventurers and many have set out from Bruld to retrieve the treasure that can no doubt be found there, but none have ever returned.

The Adventurers

Six adventurers have gathered in The Wizard’s Garden to plan an expedition into the dungeon. They are:

  1. Hanrus, a warrior
  2. Kalgar, a half-orc warrior
  3. Lonra, an elven woman
  4. Medron, a wizard
  5. Renorv, a cleric of Athaya the goddess of healing
  6. Rushta, a halfling woman and thief.

Lonra is an elf of the basic class of Labyrinth Lord.

The journey to Gevdrin’s Tower

On a fine spring morning the party leave The Wizard’s Garden and set out from Bruld south towards the tower. After travelling through the hamlets, farmland and sparse woodland south of Bruld, at midday the party enter the rugged expanse of Hunuf Plain where the dominant vegetation is low grass.

Hunuf Plain encounters (d4):

  1. Giant Carnivorous Flies (1d6+1)
  2. Giant Ferrets (1d6+1)
  3. Giant Hawk (1)
  4. Stirges (1d10+3)

No encounter rolled.

As evening is approaching the party reach the ruin of the tower. As described in The Wizard’s Garden the round tower is a ruined stone shell, the wooden upper floors having been destroyed by the fireball. The ground floor is overgrown with grasses from the plain, but the party find a spiral staircase within the wall which leads down into the dungeon. After resting for a while the party descend the steps.

All characters are moving at a rate of 30′ per turn (exploring movement).

sam_1234

1: Chamber of strange smoke

The staircase leads down to a large square chamber. In each corner of the chamber there is a 10-foot tall bronze statue of a man with an expressionless face, who is holding a pot. White smoke billows out of each pot and fills the room, but it does not choke the adventurers. By the light of Renorv’s torch they can just make out doors in the middle of the west and east walls, made of oak and bound in iron. The party cross the chamber towards the door in the east wall.

As the party cross the chamber the smoke billowing out of the pots turns light blue, then deep blue. The statues now have benevolent smiles on their faces. The characters breathe in the smoke which fills them with vitality.

The smoke coming out of the pots turns a random colour, and has a different effect, every time someone enters the chamber. Originally I had intended the blue smoke to heal wounds. Since the party have not yet suffered any damage I decide that each member of the party will have a +1 to hit or on their next ability check, for the duration of the next combat or for their next ability check only.

First turn elapsed.

2: Arrow trap

The party enter a large rectangular chamber. Moving towards the north wall they see another door and something glinting on the floor in front of the door.

Rushta fails to detect the arrow trap.

Hanrus steps on a loose flagstone and hears a “click” sound. An arrow fires out of a slot above the door towards him. The arrow grazes his armour but does no damage. The glinting object on the floor is a silver necklace jewelled with violet garnets, which he puts in his belt pouch.

The necklace is worth 1,000 gp.

Second and third turns elapsed.

Kalgar and Lonra fail to find the secret door in the chamber.

Fourth and fifth turns elapsed.

The party rest in the chamber for a while.

Sixth turn elapsed.

Renorv lights a new torch (15 left).

The party go through the door in the north wall.

3: Fountain

The party enter a square chamber. There is a fountain of white marble in the centre, in the form of a nude nymph holding a pot that pours water into a basin. The walls are painted with frescoes of a forest inhabited by sylvan beings such as elves, sprites and unicorns. There are two doors in the north wall and two doors in the west wall.

Cautiously they take small sips of the water in the fountain. It is cold, refreshing and tastes somehow magical and they take deep drinks of it.

This fountain is a healing fountain that restores all lost hit points of each character once only. As none of the characters have been injured they can return here and drink again to receive this benefit.

First turn elapsed.

The party go through the right-hand door in the north wall.

4: Empty chamber

The party enter a large rectangular chamber. It is empty except for a broken long sword and a pile of dry leaves and twigs.

Kalgar finds the secret door in the chamber.

Second and third turns elapsed.

In the east wall Kalgar finds a secret door; a stone in the wall pivots to reveal an alcove leading to a corridor which runs parallel to the chamber north and south. Hanrus marks the location of the secret door with a twig and the party go through the other door in the north wall.

5: Abandoned storeroom

The party enter a large chamber which once served as a storeroom; there are broken barrels, chests and crates scattered about the floor. Searching through the debris piled against the north wall are five hobgoblins. Their hairy hides are a dark reddish-brown and their faces are red. They wear red tunics under armour of black studded leather. One is armed with a long sword and a short bow, two are armed with halberds, and two are armed with morning stars. They stop searching through the debris and turn around when the party enter the chamber.

The hobgoblins are neutral and may attack. I decide that they will attack if Medron, who speaks hobgoblin, fails a charisma ability check. Since Lonra, an elf, is with the party Medron cannot make use of the +1 bonus given by the blue smoke and must make the check with a -1 penalty.

Medron says that he will speak to the hobgoblins as he understands their language. He greets them and says that the party mean them no harm and are only looking for a way through the dungeon.

Medron fails the check. The hobgoblins attack and have the initiative. They have 6, 9, 5, 6 and 4 hit points. The party have the +1 to hit bonus provided by the blue smoke for the duration of the combat.

Lonra kills one of the hobgoblins with a Magic Missile and one of them flees. But all of the adventurers are killed by the three remaining hobgoblins.