|
Post by countzero99uk on Sept 14, 2010 6:21:32 GMT -6
Im in the middle of stocking the level 2 dungeon. Im wondering if i should give them a magic sword.
How soon should a typical party get perminant magic items?
This is the groups first play of BD&D so i want it to be fun but not too easy or there will be no challenge but at the same time i dont want to have them dieing every few encounters.
Thanks in advance and a speedy responce would be helpfull. Brian.
|
|
|
Post by coffee on Sept 14, 2010 6:48:33 GMT -6
First of all, you don't "give" them anything. You put it in there for them to find if they can.
I don't think level 2 is too early for a permanent magic item. Not sure if I'd go with a sword, but then again why not?
The question arises: Where would this sword be? And who has it?
Because if the person/critter who has it knows what it is, they would either:
a) use it against the party, or
b) hide it very well.
So just because it's there, doesn't mean they'll find it.
|
|
|
Post by countzero99uk on Sept 14, 2010 6:53:47 GMT -6
Basicaly what i have done is the rooms to the north of the dungeon are the rounds of a G-Cube, room 53 is its 'lair' i have included a grid on the floor in this room where the cube emptys itself of inorganics. If they can lift the grate amongst the stone and coins i was thinking of putting a +1 Sword.
The party will have the chance of meeting the cube anywhere in that top part of the dungeon but only if they go to its room will the possibly find the sword.
Your thoughts would be gratefully reiceved. Thanks Brian.
|
|
|
Post by coffee on Sept 14, 2010 6:57:12 GMT -6
Yeah, that would work.
You're not just handing it to them (I've seen it done...), they actually have to look for it. And they have to think to lift the grate.
Sounds good!
(Plus they'll need all the help they can get if they do stumble across the cube!)
|
|
|
Post by countzero99uk on Sept 14, 2010 7:11:06 GMT -6
Thanks for that  Really looking forward to running this the group have arrived and im still stocking the dungeon  . Only another 10 rooms to do and i know whats in them roughly.
|
|
|
Post by Mike on Sept 26, 2010 20:17:56 GMT -6
Which 'level 2' are you stocking? I'm thinking you're referring to the Mentzer edition? It would be nice to take a peak once you've finished...
|
|
|
Post by countzero99uk on Oct 21, 2010 6:59:26 GMT -6
Its the second level in the red box DMG.
Heres what i did, ive not been online for a while, been tied up with real world stuff. The game went well and everyone had fun. We had a few "deaths" but i either let them just be unconsious or had them resed in the local town for free.
Any critical comments would be great.
Bargels Dungeon Level 2
Room 40 – Guard Room This room is 30’ by 30’ sturdy wooden doors are in the centre of the north and south walls. Down the easterly passage a stair way leads up to the first level of the dungeon. In the SW corner of the room is a table with 4 chairs around it, these chairs may be occupied by 1-4 kobolds the others being more at attention in the room watching the stairs. If all the kobolds are sat at the table the party will get a surprise round if they choose to initiate combat.
KOBOLD AC 7, HD ½, Move 90’ (30’) #A 1 Sword, Dam 1-4 Save Normal Man HP 4, Align C, XP 5ea.
If 2 are killed one will attempt to run through the southern door, needing to unlock it first with the key.
Treasure 16 cp ea, a large key for the southern door. Weapons are rusted and worthless.
The southern door is locked needing the kobolds key the northern door is bared but the wooden bar if examined does not look to have been used in a long time. The door will need to be forced to open.
Room 41 – Main Living Chamber This room is linked by a 10’x10’ corridor south which opens into a 30’x50’ room. The room smells strongly of sweat and smoke from the cook fires that light the room, in this room 4-12 (4d3) Kobolds will be resting eating fighting sleeping in whatever way kobolds do to have fun. The door to the east is made of wood which is rotten but still serviceable.
KOBOLD AC 7, HD ½, Move 90’ (30’) #A 1 Sword, Dam 1-4 Save Normal Man HP 2, Align C, XP 5ea.
These kobolds will be wary of the adventurers unless the guard has managed to get into this room. If the guard has got in there will be a fight until half of the kobolds have been killed the rest will then run for there lives to the nearest stairwell which will probably be due east and north through the trash room.
Treasure If the party searches through the various items of clothing and bedding in this room it will turn up 76cp, some mouldy food.
Room 42 – Small Bed chamber This room is 30’x30’ and has a small corridor 10’x10’ which connects it to the door in the middle of the western wall. There is a wooden door in the centre of the eastern wall. In this room are 8 sleeping pallets, in which 2-16 young kobolds are resting. These are smaller than the kobolds that the party have already seen and will stay in there sleeping pallets unless attacked, in which case they will run to the main hall (65).
KOBOLD AC 7, HD ½, Move 90’ (30’) #A 1 unarmed, Dam 1 Save Normal Man HP 1, Align C, XP 5ea.
No treasure in this room.
Room 43 – The pit trap This 10’x10’ linking room smells badly of “something organic” there is a door in the west and east walls. This room is a poorly disguised pit trap, easily spotted by thieves/elves if looked for. If not seen anyone heavier than a Halfling will trigger the trap and fall 10’ down into a refuse pit. Only 1d4 damage as there landing is softened by the accumulated waste thrown here.
Treasure. If searched a dirty dagger will be found which when cleaned is found to have a Turquoise gem in its hilt, worth 10gp.
Room 44 – The beetles end When this room approached from the north or south the party will notice a dull red glow emanating from the chamber. In the 20’x20’ chamber there are signs of combat the are small footprints in the dust on the floor and in the corner there is a large dead Fire Beetle. Two of its glowing glands have been removed however the one near its abdomen is still there, and will continue to glow for 1d6-3 days, it was killed 3 days ago.
The beetle was killed by Knockwurst the Gnome who is currently in the kobolds makeshift Jail(69) The kobold chief is trying to decide the best way to kill him.
NB – Rooms 45, 54, 52, 53, 50 and 51 have a chance 2 in 6 that they will have the Gelatinous Cube in, stats are in room 53 – its lair?
Room 45 – Clean Room 1 This 20’x20’ room is empty and clean, if searched no secret doors will be found however on a successful roll it will show that all the little rocks have been pushed into the various corners of the room.
Room 46 – Gel Storage This room is used where the Gelatinous cube is made to go by Bargle when he wants to leave the dungeon. Treasure, 10gp pushed to the far corners of the room.
Room 47 – More Zombies!! This 30’x30’ room smells dry and dusty. There are doors in the centre of the north and south walls. As you shine the lantern across the room you see stood at the far wall are 3 Zombies.
ZOMBIE AC 8, HD 2, Move 90’ (30’) #A 1 Claw D 1d8 Save Fighter 1 HP 10, Align C, XP 20ea.
After combat you notice 3 skeletons on the floor, these are not animated and appear to be the remains of some long dead adventurers.
Treasure If the dead adventurers are searched they will find. 40gp and a Potion of CLW (identifiable by a cleric) Room 48 – Cave in at Ratholme. The way forward is blocked by a cave in. The timbers you can see seem blackened as if by fire.
If any attempt is made to disturb the debris a large colony of rats will surge out to defend it. The colony is comprised of 40 rats that will attack in 4 packs. If the adventures back off as soon as the rats start to immerge they will not attack otherwise they will fight to the death.
RAT NORMAL AC 9, HD 0, Move 90’ (30’) #A 1 Bite per pack, 1d6 + Disease Save Normal Man HP 1, Align N, XP 2/pack.
Disease info p201 compendium.
Treasure None to be found, if time is spent (days with special equipment) to excavate the room one onyx worth 50gp is found.
Room 49 – Reception? In the 20’x20’ Room is a nice oak desk and chair. On the desk nicely laid out is a lamp, inkwell, pen and an appointment book with today’s date and the PC’s names written in it. If they have any retainers with them it will also state “plus guests”. The drawer in the desk has a key for the southern stairwells door. The stairwell leading down is nicely carpeted and untrapped.
The book is enchanted by Bargle simply to mess with any adventures heads that seek him out.
Room 50 – Clean room as 45
Room 51 – Clean room as 45
Room 52 – Clean room as 45
Room 53 – The gellys lair. This corridor turns to the north into a 10’x10’ chamber the floor is a metal grate this can be lifted as per the rules on opening blocked doors. This is were the gelatinous cube revitalises itself and dumps any inorganic items.
GELATINOUS CUBE AC 8, HD 4*, Move 60’ (20’) #A 1, Dam 2-8 + Special Save Fighter 2 HP 21, Align N, XP 125.
Treasure in the cube 50sp 30ep 40gp Gold Comb worth30gp
Treasure in the pit
1200sp 400gp 10pp Metal Box – Trapped with poison needle – paralysis for 1-6 turns if save failed. Scroll of Magic Missile Small pouch with 2 onyx’s worth 50gp ea. Sword +1
Room 54 – Clean room as 45
Room 55 – Library This 20’x40’ room has the remains of various bookshelves. The shelves in the SE corner of the room have collapsed together the ones in the western half of the room are still standing but if any books are removed they will collapse into dust requiring a save vs wand or they will start sneezing for 1d4 rounds.
The collapsed shelves have become the home to 3 Giant Centipedes. These will attack should someone start sneezing or starts poking around there nest.
GIANT CENTIPEDE AC 9, HD ½, Move 60’ (20’) #A 1 bite - poison Save Normal Man HP 3, Align N, XP 6ea.
Room 56 – Spider Barricade This 30’x30’ room has a door in the westernmost side of the northern wall as well as the centre of the southern wall and the southern most point in the east wall.
The room itself is in disarray, various heavy items have been piled up in front of the door in the south wall if these are moved the PCs will find that some planks have been nailed across the door with crude painting on stating “NO ENTY” see hand out 1.
Other wise the room is empty.
Room 57 – Air Lock The doors in this room will only open when the other door is closed. Once both doors are closed there will be a draft that will blow out any unshielded flames 50% of the time.
Room 58 – Storage room. Boxes and barrels fill this 20’x20’ room they feel full but when opened contain only skeletons. There are 20 boxes/barrels 5 contain skeleys. When a container is opened roll d20 on a 3, 6, 9, 12, 15 ta-da a skelly is found. This triggers the rest to spring out.
SKELETON AC 7, HD 1, Move 60’ (20’) #A 1 Sword, Dam 1-6 Save Fighter 1 HP 7, Align C, XP 10ea.
Room 59 – Spiders Lair This room is full of dust and cobwebs there is a broken door in the doorway in the eastern wall. Once the PC’s get into this room 2 spiders will drop down to attack.
CRAB SPIDER AC 7, HD 2*, Move 90’ (30’) #A 1 Bite, Dam 1-8 + poison Save Fighter 1 HP 10, Align n, XP 25ea.
Treasure scattered all over the floor are a few coins, 4cp, 3sp, 1gp.
Room 60 – Larder After stumbling over the door this 20’x30’ room has many desiccated corpses littering the floor.
If searched the total treasure found is 250cp, 200sp, 100gp. Potion of Gaseous Form (Green and Swirly)
Room 61 – T for spider The door in the eastern part of the T is blocked as per the room 56. Southern Door is locked, key is in room 49. The door is trapped if the key is not used with a blade trap, 1d6 damage to whomever is picking the lock.
Room 62 – Stairwell This stairwell leads to a deadend, or does it secret door at end of stairs.
Room 63 – Rats Lair A group of giant rats have set up home here and feast on the trash in the next room. Holes in the wall link the two rooms. 6 rats.
GIANT RAT AC 7, HD ½, Move 120’ (40’) #A 1 bite, Dam 1-3 + disease Save Normal Man HP 4, Align C, XP 5ea.
Room 64 – Trash Room This room reeks of rotten food and discarded detritus of the clan of kobolds, if these midden pits are searched the searchers will find a stench that will not wash off for 2d12 days. This will give them an effective charisma of 5 levels less than there current. There are holes in the south wall linking it to the rats lair, in one of these holes in Knockwursts gear, 1 pot of clw, 150gp and his own shortsword, the shortsword is worth 20gp, but is priceless to Knockwurst.
Room 65 – Kobold Hall This large room is 30’x40’ but each corner has 10’x10’ corridor linking it to the doors in the north or south.
This room is well lit with a large brazier in the centre of the room in the centre of the eastern wall is a large comfortable chair, this is the Chieftans Throne, there are long tables against the north and south walls, these have various food and drink items on them.
Within the room are the Chieftains guards who will fight to the death, there is also a 1in4 chance that the Chief will be here as well.
KOBOLD GUARD AC 7, HD 1+1, Move 90’ (30’) #A 1 Sword, Dam 1-4 Save Normal Man HP 6, Align C, XP 5ea. Room 66 – Lower rank room This 40’x20’ room has a large cauldron in the centre which contains an unidentifiable grey slop. A mouthful of which will heal one hp of damage however if more than 3 mouthfulls are eaten any none dwarf will vomit it all up loosing the benefit.
The room contains 5 kobolds and one kobold Chef KOBOLD AC 7, HD ½, Move 90’ (30’) #A 1 Sword, Dam 1-4 Save Normal Man HP 2, Align C, XP 5ea.
KOBOLD CHEF AC 7, HD ½, Move 90’ (30’) #A 1 Ladel, Dam 1-4 Save Normal Man HP 4, Align C, XP 5ea.
Room 67 – Harem This room has about 6 naked female kobolds in they will scream and attempt to run through the northern door to the guards in that room.
Room 68 – Guard corridor There is a guard stood outside the gnomes cell KOBOLD GUARD AC 7, HD 1+1, Move 90’ (30’) #A 1 Sword, Dam 1-4 Save Normal Man HP 6, Align C, XP 5ea.
Room 69 – Cell Knockwurst the gnome is here, beaten and strung up and expecting death.
He is severely damaged, and only has 1hp left, he will be grateful if the players will get him out of the dungeon and to there village if they do so he will tell them where he managed to store his gear before the kobolds captured him. He is lawful and if another lawful character puts forward a good enough argument he will tell them now where his items are.
Room 70 – Chieftans lair. The chief is here with 2 of his harems women, He will fight to the death, though will call for aid.
KOBOLD AC 7, HD 2, Move 90’ (30’) #A 1 Sword, Dam 1-4 Save Normal Man HP 9, Align C, XP 5ea. Room 71 – Bargel Loves you In the centre of this room is a large statue of an old man in robes, from descriptions you have heard this is of bargle. There is an inscription in the base of the statue in common. “Bargle loves you and cares for you, keep up the good work.
Room 72 – Refuse path This room has a horrible smell in it, coming from the east. There is a trail of rubbish and dirt leading from the south door to the eastern door.
|
|
|
Post by Fattest Dragon on Oct 23, 2010 17:04:59 GMT -6
Thanks for posting that!
|
|